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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. Lorrelian

    Lorrelian Member

    I love how people are arguing about changes that may take place and whether they'll be implemented in the best way, rather than telling me about bugs to look out for/try to reproduce in my own messing with the patch, thus forcing me to slog through huge amounts of OT stuff while I try to figure out what, exactly, this patch has done to my game. o_o

    Have a little faith, people. The devs made the game fun the first time around, they're not planning to go through and make it unfun now that they've got all these dedicated fans and their audience couldn't possibly grow any larger. (Heavy sarcasm here, just so you know.)

    [/vent]

    I've also experienced random lever related crashes, but haven't had any luck reproducing them. Presence of unopened uberchest on the floor in question has not yet been established. This paragraph is mainly here so some part of my post will be vaguely related to this thread's topic.
     
  2. Nicholas

    Nicholas Technology Director Staff Member

    Lever crashes fixed for RC3.
     
    kino5, Essence, Marak and 2 others like this.
  3. Lorrelian

    Lorrelian Member

    I will never get over how fast some of this stuff happens...
     
  4. surnia1125

    surnia1125 Member

    When I load a saved game, the icon of gold coins in the lower left (by the zorkmid total) is scrambled. (Screen cap available if needed) Doesn't seem to affect a new game.
     
  5. Nicholas

    Nicholas Technology Director Staff Member

    ... please.
     
  6. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Hello wonderful game-designer/programmer types. How are things with those who develop one of my favoritist games ever? Gosh, you guys sure are swell. Really love this game, by the way. I play it all the time. It really is a lovely bit of art you folks have created. You should be proud. It's really great. Thank you so much for all the hard work.

    So, anyway, I was wondering if there's an ETA on a Mac version of the beta yet?

    Tomorrow is my birthday. Not that I'm mentioning that for any reason. I mean, no pressure or anything. ;) I'm sure I'll have a lovely birthday, regardless of what game I may or may not be playing the latest beta of. Just wanted to wish you a happy my birthday. :rolleyes:
     
    blob likes this.
  7. J-Factor

    J-Factor Member

  8. Grim Peeper

    Grim Peeper Member

    I got something like that after spending a large amount of my zorkmids in one of Brax's shops...except all my sparklies were blue.
     
  9. badboy80

    badboy80 Member

    Question for the mods, do the skill id things now have to be names, or can they be numbers?
     
  10. Marak

    Marak Member

    Ooh, that reminds me: how about a tooltip that appears when you hover over the Coins or the number box?

    It would be a great opportunity to throw in a coin/currency/dwarven glittersmith/zork joke, and help clarify (for new players) that the number there that takes up a rather large part of the UI is, in fact, your in-game cash.
     
  11. lockeslylcrit

    lockeslylcrit Member

    I can confirm that physical resistances do not work. I made a test mod to see if my suspicions were correct (as my melee character had resistances up the wazoo, but still died too easily), with 20 in piercing, blasting, crushing, and slashing resistances. I died to a Batty (on DM) who still did 2 slashing each hit.
     
  12. EDIT: Nevermind, I asked a stupid question.

    Can you confirm that the other resistances don't work?
     
  13. lockeslylcrit

    lockeslylcrit Member

    Crushing, Piercing, and Blasting? I'll take a quick look. Blasting's going to be hella hard to check, though.
     
  14. Don't rockburst traps do blasting damage?
     
  15. lccorp2

    lccorp2 Member

    Rockburst traps do crushing damage, IIRC.
     
  16. lockeslylcrit

    lockeslylcrit Member

    I'll have to include that trap as starting equipment. I only test stuff on DL1 unless it's something like a room.
     
  17. It apparently does crushing, slashing, AND blasting.
     
  18. lockeslylcrit

    lockeslylcrit Member

    Code:
    <spell name="Rockburst" type="target" icon="skills/spells/rockburst32.png" wand="1">
        <requirements mp="8" savvyBonus="0.25"/>
        <effect type="damage" crushing="8" slashing="5" blasting="5" affectscaster="1" />
    5 blasting, plus others.
     
  19. lockeslylcrit

    lockeslylcrit Member

    Included the trap in my loadout. Placed it down and stepped on it. No damage with 20 of each resistance. Stepped on a bunch more traps, specifically the gargoyle traps. Still no damage.
    Apparently resistances are bugged only in melee attacks, not from traps.

    EDIT: And by traps, I mean spell damage.
     
    Essence likes this.
  20. Null

    Null Will Mod for Digglebucks

    Yay, new bug is new:
    Warhammer is showing up in my N-Dimensional Lathe's section; it still shows the smithing icon.


    And I don't want to be annoying about this but I have no idea if you'd seen it since I got no response
    spells from triggeroncast cannot 'fork' into two other spells, that is if you trigger the spells A and B from it, a may trigger but b never will.

    Diggingbeam regenerates tiles it hits even though the dig effect does that already. This shouldn't happen because there may be other uses for diggingbeam besides the actual digging as its the only way to have a beam that can go through walls.