FORUM ARCHIVED

Dredmor Patch 1.0.10 RC9 Feedback Thread - I Believe in The Lever Fix

Discussion in 'Dungeons of Dredmor General' started by Nicholas, Feb 27, 2012.

  1. Thanks! I'll see if I can uncover any leads on my own in the meantime.
     
  2. Nicholas

    Nicholas Technology Director Staff Member

    Yeah, if somebody has a save game that consistently reproduces the problem *generated in RC2*, I'd like to look at that.
     
  3. Grim Peeper

    Grim Peeper Member

    Haven't tried the patch yet, and I've gotten these in multiple playthroughs. And they're why I always take tinkering. Concussion bombs blow up Dredmor statues and knock artifacts onto dry, accessible land.
     
  4. Aurorus

    Aurorus Member

    Found a bug with the inconsequentia statues when you decline a quest from it and then later try to pick it up you can't interact with it anymore.Has happened to at least 2 of the four statues on floor 1 haven't tested the other two yet to see if it was all of them or just those specific ones

    Also having a save crash problem with one character on floor 4 started happening after saving and quitting in the middle of + walkway surrounded by water in one room can upload save if requested

    Edit: The save crash is fixed now after playing a different character maybe some odd conflict with the new timed autosaves
     
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Does the new image loading library include the ability to load non-indexed PNGs or other filetypes? How about animated item images (something that doesn't currently function)? This is mostly from a modder's perspective.
     
  6. Nicholas

    Nicholas Technology Director Staff Member

    Inconsequentia is not a bug. If you don't pick up the quest, then you don't get to have another one.

    The save crashing is... troubling. Damnit.
     
  7. Nicholas

    Nicholas Technology Director Staff Member

    a) No. It can load other non-indexed PNGs, but the smooth scaling algorithm we use relies on the PNGs being indexed for it to work.
    b) Animated item images would be nice, wouldn't they? I'll... uh, 1.0.11 it or something.
     
  8. Essence

    Essence Will Mod for Digglebucks

    OK, I've been biting my tongue for a long time but I can't resist any longer: are the haywire/magic resist/magic reflect triggers planned to be a part of this patch? No pressure; I just have to switch to my fallback ideas for a couple of skill levels if they're not.

    Thanks! :)
     
  9. Grim Peeper

    Grim Peeper Member

    Okay, so I'm trying out the new build, and trying to smith some stuff...I can turn "Have Ingredients" on and off, but not "Have Skill." I can't see any recipe above level 1 (which is my current smithing level). Only by completely saving, quitting, exiting, restarting and reloading the saved game can I see the level 2+ recipes. Saving, quitting, and reloading while maintaining the same game session leaves it non-viewable. This is on a character I created specifically for the 1.10 build.

    And since I'm not hardly anywhere near a point of knowing, are the Muscle Diggle and Wand Glue achievements working? And will I be out of luck if I run across an Uberchest now that I've quit and reloaded?
     
  10. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Cool, thanks boss.
     
  11. Glazed

    Glazed Member

    But that's only 2 out of 12 different mushrooms that can spawn. There are times with Vampirism where you need to eat every corpse available.

    When you're a vampire a corpse is a resource. Taking away the choice of which skill to use a resource for is dangerous. It'd be like a skill which randomly uses a chunk of your mana 33% of the time when you kill a monster. You might need that mana for a critical spell to avoid death. The only way to win this game is with tactics and planning. Randomly taking away resources counters your ability to do that.
     
  12. blob

    blob Member

    Agreed.
    Ok so i have very little knowledge of the fungal skill but if the mushroom becomes a simple proc on death, why make the body disappear at all ?
     
  13. Loren

    Loren Member

    A fungus grows by gathering its nutrients from the wood/diggle on which it is growing. Have you seen the size of those mushrooms you grow? Easily the size of a diggle.
     
  14. Essence

    Essence Will Mod for Digglebucks

    I think it's perfectly reasonable to have corpses be a resource that you have to carefully manage. If you need to drink all of your corpses as a vampire, you obviously haven't been maintaining your stores of Fairywodger et. al. properly. If it's that big of an issue, don't take a Fungal Arts vampire.
     
  15. onesandzeroes

    onesandzeroes Member

    I don't like the idea of some skills being totally incompatible like that. Dredmor is all about finding fun combinations of skills. Also, you can't exactly "manage" corpses as a resource if you have no choice about whether the mushroom proc is going to trigger. If you could termporarily turn it off, then Fungal Arts vampiring would be all about finding that balance, but otherwise it would just render vampirism useless.

    Basically, my vote is for mushroom farming becoming a proc that starts out with a fairly small chance, scales as you level, and doesn't devour corpses.
     
    Glazed and blob like this.
  16. Essence

    Essence Will Mod for Digglebucks

    So, make Fungal Arts a buff that procs the proc. Problem solved. :)
     
  17. onesandzeroes

    onesandzeroes Member

    Ok, my knowledge of roguelike jargon is failing me on that one. Are you saying make Fungal Arts a deactivatable buff? I might need a plain english explanation.
     
  18. Essence

    Essence Will Mod for Digglebucks

    Fungal Arts would give you a skill on your skillbar called "Fungal Bloom Strike".

    Fungal Bloom Strike is a (removable) buff with no timer or anything, it's just on until you remove it. As part of the buff, you have a 33% chance to turn any monster you kill into a mushroom.

    Because it's removable, you can always have the option of creating corpses normally -- but because it's endless, if you're not a vampire/Fleshsmith/in possession of a Bony Wand, you can just leave it on all the time if you want.
     
    Grim Peeper likes this.
  19. I'd prefer the proc, because that way you could add more and more and more procs as you get higher in the tree, just like how spore stash gives you more spores at higher skill tree levels :)
     
  20. onesandzeroes

    onesandzeroes Member

    Yeah, I think one of the reasons Fungal is so powerful at the moment is you can build up huge stores of mushrooms on the first few floors. A proc that started out with a fairly low chance and only got up to 30-40% once you'd leveled Fungal up might fix that.