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Dredmor 1.0.10 Feedback Thread

Discussion in 'Dungeons of Dredmor General' started by Nicholas, Apr 4, 2012.

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  1. Skafsgaard

    Skafsgaard Member

    I'd personally support Vampirism being changed to scale with another stat, since magic-based characters rarely use melee attacks, while characters based around physical attacks won't have a lot of magic. It essentially gimps your character, no matter what your playstyle is.
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    I think it should scale with a non-warrior stat, like saavy or sagacity.

    That's because I think vampires that melee should be encouraged to do it all fencing/dodge/dual wieldy.
     
  3. ... has anyone ever seen a thing where Anvils of Krong seem to stop doing things? I've had at least 3-4 this run fail to change stats on items (starting with a Helm of Threepwood, and now my Interdimensional Axe)

    Edit: and of course, after I posted this, the next one immediately succesfully double-cursed my axe to make up for lost time. Bleh.
     
  4. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Helm of Threepwood was a known bug (or feature?) in 1.0.9, anyway. It's classified as an artifact, but has no artifact rating. As a result, when it's kronged it gets zero boosts. If I recall correctly, Mossy Shield and Poncho With No Name have similar issues.
     
    Marak likes this.
  5. Mr_Strange

    Mr_Strange Member

    Here's a thought about Vampirism - why not just let it regen health normally? I mean, not being able to eat ANY food might be enough of a penalty all by itself. That sounds pretty interesting to me.
     
  6. HowlingLotus

    HowlingLotus Member

    Would kind of make Drinker of the Dead obsolete, no?
    It has a cooldown of 4 turns and gains decent amount of health from the times I've tried the build. I do agree with others though that Vampirism needs to be based off something such as Burliness or Melee Power instead of Magic Power.
     
  7. Lorrelian

    Lorrelian Member

    Skills that get you HP back will become obsolete only when monsters stop dealing damage.
     
  8. Rutabaga

    Rutabaga Member

    I've had two crashes with 1.0.10 that seemed to be related to autosaving (and only two crashes total with 1.0.10). When I started the game again and loaded the autosave the game returned to seemingly the exact moment it crashed, but the picture for the autosave in the load menu was from an earlier point in my dungeoneering, as if the game crashed between writing the save and writing the picture.
     
  9. LionsDen

    LionsDen Member

    I have had it happen a few times over 300+ hours of play that it didn't seem to change anything on an item. Each time was a different item. I didn't have anything written down before I Kronged the item but I couldn't find any difference with the numbers or icons from what I remembered from before. I think it said that Krong was pleased. So no proof but I believe it may have happened. :)
     
  10. HowlingLotus

    HowlingLotus Member

    In regards to Vampirism though. I like how there is no natural HP regen and that you need to feed on corpses/attack to gain most of your HP back (other then potions, etc). Just presents more of a challenge when using it I suppose; makes you feel vulnerable but you know you're stronger in melee and feeding on enemies for health is more badass then sipping a potion/hiding in the corner and eating :p.
     
  11. Lorrelian

    Lorrelian Member

    Flavor and relevance are two entirely different things. I agree, from a flavor stand point, that vampires shouldn't eat normal food. But your statement sounded very mechanical/gameplay focused, so I made a gameplay centric reply. I do agree with your flavor argument.
    Problem is, currently you're not stronger in melee. Adding food (or taking away potions) isn't going to fix that so long as the ability scales by :magic_power:. Once we have it working by something else, like :crit:, then we can argue the rest.
     
  12. SkyMuffin

    SkyMuffin Member

    One thing you could do to buff vampires is to allow them to eat raw steaks and ground meat. Fits with the flavor, and is just powerful enough to give it relevance again. It would also create some neat synergy with big game hunter.

    NO GRILLED STEAKS THOUGH.
     
  13. Fayd

    Fayd Member

    How about the ability to create blood bottles from corpses/simply have them lying about that essentially work like vampire food? Unusable to the normal character (except possibly in crafting) and seriously, the jokes you could put in the flavor text...
     
    coldcandor likes this.
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I considered putting something like that in a mod, but I can't figure out a way for a spell to only have an effect if the player has a specific skill.
     
  15. lccorp2

    lccorp2 Member

    Just a heads up: this ought to be obvious, but random horde spawns still do not include monsters of DL11 and below. Was this supposed to have been fixed with the item and room spawning?
     
    Essence likes this.
  16. LionsDen

    LionsDen Member

    I have created a necklace that does a few things, one of which is increase visual sight by 1. The stat is incremented by 1, but I am still limited to seeing 5 squares whether I take it off or put it on. I have seen one message thread about the spectacles doing this. I don't know if this is messed up in the game or if it's just my implementation of it. Here is the code for my necklace below.

    Code:
    <item name="Noticing Eye" iconfile="items/amulet_eye.png" >
        <price amount="2500" />
        <armour type="neck" level="5" randoms="0" />
        <secondarybuff id="20" amount="1"/>    <!-- Tinkering -->
        <secondarybuff id="18" amount="1"/>    <!-- Visual Sight-->
        <secondarybuff id="17" amount="1"/>    <!-- Trap Sight -->
        <secondarybuff id="16" amount="1"/>    <!-- Trap Affinity -->
        <targetKillBuff percentage="5" name="Found It" />
        <description text="Hey what's that?!" />
        </item>
    
    Everything else on the amulet seems to work perfectly. Just the sight doesn't seem to be affected.

    EDIT: Just tried the necklace with the Spectacles and while the stat now showed 2, my visual field did nothing. Running Windows XP with Steam version.
     
  17. TheJadedMieu

    TheJadedMieu Member

    Did you make sure to skip a turn after equipping them? When you increase your sight radius, it doesn't update until a turn passes.
     
  18. LionsDen

    LionsDen Member

    Yeah, I noticed that a while ago. I even moved around and no change.

    Edit: If you want to play with it, you can download my Needful Things mod on the site. Right here:

    http://community.gaslampgames.com/threads/needful-things.3020/
     
  19. coldcandor

    coldcandor Member

    I've encountered this a few times with items that have also successfully received Kroning. Enchant something like a golemancer helm or cybercone twice and get 3 stats, the 3rd time gives nothing so far as I can tell, and the fourth gives another 2.

    On a related note, would it be possible to have the dialog show ONLY what you got on that Kronging? While it's kinda cool to see the total modifications to an item, I'd much rather be able to tell exactly what just changed.
     
    LionsDen likes this.
  20. Could also adjust it to scale a bit off of either so that it's still viable if someone wants to staff build with it. Have to test obviously.

    I like vampirism changing how the game plays drastically (werediggle and killer vegan do this too), althought I agree it could be balanced a bit better.
     
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