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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. A more dangerous dredmor for level 15????

    YES!

    ...Oh wait, I have a mac.

    ...And either way, the buff bug isn't fixed, and I'm scared of the game as long as that exists :(
     
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  2. Nicholas

    Nicholas Technology Director Staff Member

    Buff bug is next on my TODO list; I just didn't want to delay things while I hunt that particular grim spectre.
     
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  3. Grim Peeper

    Grim Peeper Member

    Unable to create and save new character in R3. I've tried with Elvish/Dwarven, no PD, NTTG and regular, all with RotDG active, various skill sets (including random and last). Found a workaround - must load, save, and quit a character created in a previous version, then any new game can be created and saved.

    *edit* - w00t! No more belt eating! So far, anyway.

    Have I mentioned lately how much you guys rock?
     
  4. Daynab

    Daynab Community Moderator Staff Member

    Highlights from quick 10 minute testing

    • Fungal proc doesn't proc
    • Random crash while fighting, hadn't saved or loaded this time
    • Crash after pressing escape twice after setting autoloot, but I can't reproduce it :/
    • Loren crashed while pulling a lever
    • Loren and I crash upon saving and quitting
    vvvv good point, done.
     
  5. SkyMuffin

    SkyMuffin Member

    Perhaps the thread title should be updated to reflect the new RC? I was a little confused by Daynab's above post until I looked back at the first post.
     
  6. Essence

    Essence Will Mod for Digglebucks

    unwritten changes:


    Blungcap Vampirism changed to Necromantic damage

    Bleedout Pain changed from 1 damage (.3 damageF) to straight 3 damage.

    Xeuclid's Translation is now targetEMPTYfloor

    Tofu removed from mushroom spawn list.

    Psychic Vampire has an extra 80% chance to gain 1 spellpoint.

    Venomous Infusion is now attacks=6, downtime=36

    Holy Hand Grenade is entirely rewritten.

    Fungal Arts is vastly different, with each level granting increased ability to turn fallen enemies into mushrooms on the fly -- sometimes multiple mushrooms at once.
     
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  7. You mean they used my idea!? AWESOME!
     
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  8. Nicholas

    Nicholas Technology Director Staff Member

    There is some kind of hideous new random crash going on; so my recommendation is that unless you really like crashing, hold off for RC4 (hopefully tomorrow.)
     
  9. Daynab

    Daynab Community Moderator Staff Member

    Does it actually work? I killed 30 monsters and it never got me a single mushroom.
     
  10. Essence

    Essence Will Mod for Digglebucks

    Suggestions for RC4 XML:

    Change normal vampirism and Pact vampirism to Necromantic along with Blungecap.


    That's all, I think. :)
     
  11. Kaidelong

    Kaidelong Member

    Digging what happened to fungal arts. Shame about the crashes.

    Is anyone else finding that the game always generates an entry room with two leather belts in it or crashes? Or is that just some incredible freak event? Of the 5-6 games I've successfully started in RC3 all of them had two leather belts in the starting room.

    Is the art for the spore stash spell being used anywhere else? May as well use it as art for the first skill in Fungal Arts (was it called Mushroom Farmer?) as right now all it does is use the same one for Fungal Arts itself.
     
  12. Daynab

    Daynab Community Moderator Staff Member

    Yeah the belts are there cause we were testing the belt eating bug.
     
  13. SkyMuffin

    SkyMuffin Member

    Works for me! I noticed that it does not proc if your pet slime gets the kill-- only if you do, personally. Maybe that's why you didn't get any?

    Just got a crash when I started scrolling through the alchemy craft window. :(
    Also a crash on "save and continue". :(
    edit: oh, the random crash thing has been mentioned already.

    On the other hand, I really enjoy the new spore animation. It reminds me of thaumites.

    Edit: Noticed this in RC2 as well-- is learning Psychokinetic shove supposed to instantly make it and Narcosomatic Sleep 1 :mana: cheaper? (Does not seem to be caused by increased :magic_power:, already tried unequipping things to see if that was it.)
     
  14. badboy80

    badboy80 Member

    I think it would be cool to have custom taxanomies for our monsters... Unless I'm an idiot and there already are
     
  15. Loerwyn

    Loerwyn Member

    I hope it's not too late to ask, but is there any chance at all that the likelihood of health potion drops can be boosted a little? I'm finding no health potions at all in this run, and in total over all my hours in Dredmor I've found maybe... 8 or so health potions at most, compared to hundreds of booze.

    Would just balance things a tiny bit more.
     
  16. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Take alchemy?
     
  17. lccorp2

    lccorp2 Member

    Food is the equivalent of booze, not potions.

    Mana and health potions are pretty much equal drops.
     
  18. Um, I am like a crackhead rolling in a mountain of rocks in regards to the new Fungal Arts methodology, but....well, I think we all know it really isn't good for a crackhead to get one rock, much less a mountain.

    So, I am about 75% finished with the first level. Having used about 3 Princes, 3 Lobstermanes, and 3 Fell Truffles this is the list of fungi I have: 18 Plumbers, 11 Azures, 6 Fells, 13 Grunges, 11 Greedys, 14 Fairywodgers, 13 Inkys, 11 Princes, 10 Lobstermanes, 19 Nightcaps, and 11 Mud Wens. So taking what I have used and my surplus, give or take and odd shroom, I have gained 146 mushrooms already.

    My cartel is back in bidness baby!

    I have two levels in Fungal Arts, having taken the second level at the second opportunity to apply a new skill. It seems that whenever I make a kill that will lead to mushroom creation, I will get one or two mushrooms if I simply avoid the cloud until it changes to mushrooms. However, if, when the cloud forms, I crazily run back an forth through it, it is as if the spore cloud is spread around and creates extra mushrooms. I have received as many a five at a time using this method, I think always at least two, and many times more.

    It is great fun, for the moment, but, I can't imagine this is what you had in mind. Now, I think the the idea behind the mechanic is great, and I hope that it doesn't go from ridiculously awesome surplus to ridiculously heartbreaking dearth, but I am assuming this is the type of thing you'd like to know about. Just don't let the other shroomies know where I live.

    If this is the output you intended, you need to add teapots, lava lamps, and psychedelically painted go-go dancers in micro-minis busting Laugh-In hippy dance moves posthaste. Now it's time to go rule my empire cackling, "Saa haalo tu my LEETLE friens!" while it still lasts.
     
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  19. Kaidelong

    Kaidelong Member

    The most amazing thing about that is that you were able to keep the 1.0.10 RC3 running stable enough to see a 146 mushrooms.

    Haven't really found Fungal Arts terribly OP so far myself, but maybe it's just bad luck on my part.
     
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  20. lockeslylcrit

    lockeslylcrit Member

    My own thought process? "LUTEFISK FOR THE LUTEFISK GOD!"
    Looks much easier than having to grind every meat or cheese into lutefisk.
     
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