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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. Essence

    Essence Will Mod for Digglebucks

    Does that mean that randomized damage/resistances is delayed for now as well?
     
  2. onesandzeroes

    onesandzeroes Member

    Brilliant. Admittedly I've never played RotDG because I'm on linux, but this sounds well fun.
     
  3. surnia1125

    surnia1125 Member

    Is it just me, or is the mushroom proc completely borked now? I haven't gotten Sporification to trigger even once in RC7.
     
  4. Glazed

    Glazed Member

    RC6 -> RC7

    Code:
    Expansion Files
     
    Crafts
       
        Mirror Shield
            Input: Heater Shield -> Filigreed Silver Shield
           
        2nd Mirror Shield entry is now A Mirror Darkly Shield
            Different recipe altogether now.
           
        These craftables are now hidden:
            Magnetronic Shield
            Magnetronic Plate Armour
            A Mirror Darkly Shield           
            Imperial Boilerplate Helm
           
    Items
       
        A Mirror Darkly Shield added
       
    Skills
     
        Big Game Hunter
            Butcher percentage: 75 -> 47
            The Most Dangerous Game taxa="Animal"
     
    Spells
     
        Big Game Hunter
            Butcher
                No longer affects corpses
                These items now spawn twice as much as steaks:
                    Offal
                    Cube of Flesh
                    Ground Meat
           
            Hunter's Lure no longer affects corpses
           
            Grisly Trophy no longer affects corpses
           
        Killer Vegan
            Green Harvest no longer affects corpses
           
        Demonology
            Turn Demon knock effect no longer affects corpses
           
            Celestial Circle
                Nimbleness: -10 -> -12
                Armor: 5 -> 3
                Block: 50 -> 45
                Magic resist:75 -> 70
                Conflagratory resist: 10 -> 9
                Necromantic resist: 10 -> 9
                Aethereal resist: 10 -> 9
                Transmutative resist: 10 -> 9
               
        Piracy
            Plunder no longer affects corpses
       
        Items
            Blink Dust displace no longer affects corpses
            Meatwand Effect no longer affects corpses
            Icicly Wand Effect no longer affects corpses
            Deciduous Wand Effect no longer affects corpses
           
           
    Main Game
     
    Items
        n-Dimensional Lathe given a price of 500.
       
    Monsters
        Blob of Corruption
            Corruption chance: 50% -> 33%
           
        Thirsty Diggle
            Consume Beverage -> Consume Booze
           
        Magic Golem
            Corruption chance: 25% -> 20%
           
        Magic Dragon
            Corruption chance: 33% -> 20%
           
    Skills
     
        Fungal Arts
            Mushroom Farmer
                Sporification percentage: 17% -> 16%
            Slime-herder
                Fungling percentage: 15% -> 14%
            Moldsmith
                Sporification percentage: 11% -> 10%
            Battle Mycology
                targetHitEffectBuff: Mid-Range Toxic Spore Cloud -> Mini Toxic Spore Cloud
                Fungling percentage: 10% -> 9%
            Fungal Master of Yuggoth
                Sporification percentage: 6% -> 5%
                Fungling percentage: 6% -> 5%
               
    Spells
       
        Fungal Arts
            Sporification no longer affects corpses       
            Fungling no longer affects corpses
            
     
    Marak likes this.
  5. Glazed

    Glazed Member

    I can conform this. Removing the affectsCorpses="0" from the spell makes it work again.
     
  6. tannim

    tannim Member

    Going up and down stairs still causes a memory leak for me on windows 7 64bit. It is not as severe as it was in 1.0.9.

    Every time I go down a set of stairs the program uses 1 to 3 more MB of ram. Every time you go up a stairs the program uses 6 to 8 more MB of ram.
     
  7. SkyMuffin

    SkyMuffin Member

    New issues with the updated mushroom skill tree in RC7:
    • Cannot transmute mud wrens. Every time I try to, my player simply eats it.
    • Can't seem to get any of my sporification procs to generate mushrooms. I spent half an hour clearing out the first dungeon level, putting all of my level up points into Fungal Arts to increase the chances...still no new shrooms. Maybe it is just a very low chance? If that's the case and it is actually working right, the game should at least notify you with "you put the _______ in your bag".
     
  8. tannim

    tannim Member

    n-Dimensional Lathe has no value and Brax will not buy it "I aint buying that!"
     
  9. Nicholas

    Nicholas Technology Director Staff Member

    - Mud wens are non-transmutative by design; it's the stuck condition for mushroom farming. (If you read the descriptive text, you will see that they have non-transmutative energy.)
    - The sporification procs... yeah, David broke them just before I shipped. :D Fix on the way.
     
    SkyMuffin and Marak like this.
  10. Karock

    Karock Member

    Well since I've been so annoying about it, I wanted to let you know that I tried to reproduce the inverse stat integration buff on the OS X client with many stacks of various necro debuffs over the course of several level ups and was unable to reproduce the bug.
     
  11. tannim

    tannim Member

    Actually, I have found why the n-Dimensional Lathe did not have a price for me. I made a test directory for the updated version and didn't update the shortcut I was using. The Start In directory still pointed to the original 1.0.9 directory so it was still using that one.

    After correcting that, the n-Dimensional Lathe has a value and brax will buy it.

    Related only because it helped me figure out the shortcute problem, I found that giving yourself two rings to start with from a skill causes interesting effects.

    One ring will be equipped at the start, the other ring can be equipped after that, but when you equip it, it also stays in your inventory. You can drop the ring, but it stays in your inventory. If you drop the ring in a different spot, the ring on the ground will disappear and reapear where you tried to drop it again. If you sell the ring in your inventory to brax, the game crashes.
     
  12. Derek

    Derek Member

    FINALLY, OS X!

    Thanks!
     
  13. Derek

    Derek Member

    Noooo, spoke too soon about OS X version.

    Tried to install, get a crash on launching now.
     
  14. tannim

    tannim Member

    in skillsDB.xml

    under Vampire skill it says " <flages nofood="1" />"

    Shouldn't that by flags?
     
  15. YAY! OSX build! Hey, the only "dredmor" file I can find looks like a unix executable, while the one I downloaded has an icon. Is that the one I'm supposed to replace?
     
  16. Glazed

    Glazed Member

    That's interesting. The question is, does it work? The answer is yes. It's always been "flages". At least since RC2, and I've played with Vampirism in RC7 and it works.
     
  17. OrgWolf

    OrgWolf Member

    game/rooms.xml : Line 4673 :: The <trap> element is not self closed.
    game/craftDB.xml : Lines 1884-1885 :: Duplicate output at skill level 5 for "Noxious Brimstone Flask"
    game/craftDB.xml : Lines 1920-1921 :: Duplicate output at skill level 1 for "Grog"
     
  18. dbaumgart

    dbaumgart Art Director Staff Member

    The underlying system was flawed! This fact was revealed by the revised script and players using it. Blame lies not here. *runs*

    ... other things fixed (broken xml, duplicated xml lines, etc.); will see if they can be fit into the actual patch.
     
  19. surnia1125

    surnia1125 Member

    I guess I should have figured that was the problem, since the proc by its nature affects corpses.

    I would be the first to admit that I know absolutely jack about coding, so I don't know if this is even possible to do--but it seems like we need a condition under which the proc works on a given corpse once, but thereafter ignores it, even if the proc is triggered again on the same tile.

    Of course, another way to do it might be to make the proc consume the corpse (ie, corpse disappears on proc completion), but that would make the Vampire builds unhappy, so it might not be the best thing balance-wise.
     
  20. Glazed

    Glazed Member

    Just about anything is possible with programming. If you can express every step of the algorithm in words, then it can be programmed. It sounds like targetKillbuff itself needs a rework. It doesn't seem like it should care about corpses at all. It should just be an event that fires when a monster is slain by the player.

    Don't forget Fleshsmiths. Skills that have anti-synergy with other skills are undesireable.Then again, we do have Big Game Hunter and Killer Vegan. Try playing with both of those!

    Also, the spells that consume corpses are generally ones that target corpses. The effect of Fungal Arts is just a trigger.