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You Have To Put The Feedback for the DLC In The Beta Thread

Discussion in 'Dungeons of Dredmor General' started by Nicholas, May 1, 2012.

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  1. SkyMuffin

    SkyMuffin Member

    minor diggle - when i go to quit from the main menu, it switches to the RotDG wallpaper instead of staying at the new DLC wallpaper. Intended?
     
  2. LionsDen

    LionsDen Member

    Not sure if this was supposed to be fixed but still finding holes in the walls. Here are a couple of captures.

    Hole 2.jpg Hole 1.jpg
     
  3. LionsDen

    LionsDen Member

    Dang!!!!

    Just tried to go downstairs from DL1 and crash to desktop. :(

    There's more than just the lobster room.

    EDIT: I loaded my save and tried to go down 3 times and always a crash. I zipped up my save and am uploading it here.
     

    Attached Files:

  4. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Me too.
     
  5. Kaidelong

    Kaidelong Member

    Hey little request. Why not constrain the starting equipment for the crafting skills a bit more? I mean, what is a tinkerer supposed to do with 3 N-dimensional lathes, or 3 gold ingots?
     
  6. Nicholas

    Nicholas Technology Director Staff Member

    Nope. Fixing.
     
  7. SkyMuffin

    SkyMuffin Member

    Several people in IRC have confirmed that acid pools do not hurt the player, but they do hurt monsters.

    Also, after a typo, I suggest adding in an Acid Poodle enemy.

     
  8. Kaidelong

    Kaidelong Member

    This doesn't always happen for me. Sometimes the acid pools hurt normally, sometimes they don't.
     
  9. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    This change will make the caltrop eruptors less of an XP farm and more dangerous:
    Code:
    <spell name="Rusty Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Rusty Caltrops"/>
            <option name="Rusty Caltrops"/>
            <option name="Rusty Caltrops"/>
            <option name="Rusty Caltrops"/>
            <option name="Strong Iron Caltrops"/>
            </effect>
        <effect type="trigger" spell="Rusty Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Iron Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Rusty Caltrops"/>
            <option name="Strong Iron Caltrops"/>
            <option name="Strong Iron Caltrops"/>
            <option name="Strong Iron Caltrops"/>
            <option name="Plastic Caltrops"/>
            </effect>
        <effect type="trigger" spell="Iron Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Plastic Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Strong Iron Caltrops"/>
            <option name="Plastic Caltrops"/>
            <option name="Plastic Caltrops"/>
            <option name="Plastic Caltrops"/>
            <option name="Steel Caltrops"/>
            </effect>
        <effect type="trigger" spell="Plastic Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Steel Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Plastic Caltrops"/>
            <option name="Steel Caltrops"/>
            <option name="Steel Caltrops"/>
            <option name="Steel Caltrops"/>
            <option name="Cobalt Caltrops"/>
            </effect>
        <effect type="trigger" spell="Steel Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Cobalt Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Steel Caltrops"/>
            <option name="Cobalt Caltrops"/>
            <option name="Cobalt Caltrops"/>
            <option name="Cobalt Caltrops"/>
            <option name="Charged Aethereal Caltrops"/>
            </effect>
        <effect type="trigger" spell="Cobalt Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Charged Aethereal Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Cobalt Caltrops"/>
            <option name="Charged Aethereal Caltrops"/>
            <option name="Charged Aethereal Caltrops"/>
            <option name="Charged Aethereal Caltrops"/>
            <option name="Quantum Caltrops"/>
            </effect>
        <effect type="trigger" spell="Charged Aethereal Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Quantum Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Charged Aethereal Caltrops"/>
            <option name="Quantum Caltrops"/>
            <option name="Quantum Caltrops"/>
            <option name="Quantum Caltrops"/>
            <option name="Dragonsbreath Caltrops"/>
            </effect>
        <effect type="trigger" spell="Quantum Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
    <spell name="Dragonsbreath Caltrop Eruption" type="template" templateID="11" >
        <effect type="spawnitemfromlist">
            <option name="Quantum Caltrops"/>
            <option name="Quantum Caltrops"/>
            <option name="Dragonsbreath Caltrops"/>
            <option name="Dragonsbreath Caltrops"/>
            <option name="Dragonsbreath Caltrop Eruptor"/>
            </effect>
        <effect type="trigger" spell="Dragonsbreath Caltrop Hit" />
        <anim sprite="sprites/sfx/smokepuffbig/smokepuffbig" frames="6" framerate="100" sfx="bampf" />
        </spell>
     
  10. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Found Lionsdens second floor crash. It's the "Benenato's Wardrobe" room on level 2. The wardrobe calls for the "Fabulously Striped Pants" from RotDG.

    Nicholas and David, would it be too much to ask to move that room to Expansion 1 along with the Lobster Room?
     
  11. LionsDen

    LionsDen Member

    RB you are just motoring. :)
     
  12. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Not familiar with that term in that context. After a quick look at Wikipedia and Urban Dictionary, I'm even more confused. Since you included a smiley, though, I'll give you the benefit of the doubt.

    Don't get too excited that I'm solving all your problems, LionsDen. I also caused all your problems. Both rooms were originally from Interior Dredmorating.
     
    FaxCelestis likes this.
  13. LionsDen

    LionsDen Member

    It's slang from when I was younger, from before the internet ;). Basically it means that you are really moving. As in fast, quick, with all due speed. :D

    No problem. I do have RotDG now. SkyMuffin kindly gifted it to me on steam. :D I will be unchecking the RotDG to test out the new RC's so that hopefully I will catch the stuff that is non RotDG specific. You're doing great.

    EDIT: Hmmm.... That doesn't appear that it's going to work because even unchecked, all of the files are there for graphics and other things to be found. I will try renaming the directory for when I'm testing and see if that works.

    EDIT 2: Yes, that seems to make it work. At least it crashed with the original rooms.xml file.

    EDIT 3: Here is the rooms.xml file with both rooms removed from it for other people with no RotDG and can't wait for RC4. :) Goes into same place as my other post specified.

    EDIT 4: Just tried my crashy save and went down and then reloaded and went down again. Did this around 5 or 6 times and no crash with the room deleted. Appears to be working. Also I had my expansion folder renamed to 0 expansion in order to make sure nothing in there could be used.
     

    Attached Files:

  14. Ruigi

    Ruigi Will Mod for Digglebucks

    Feedback on clockwork deflector indicated that its current form inflicts some annoying unintended consequences, so this version of the repulsion effect is intended to minimize stuff like blockers getting moved around while the player is using this item.
    Code:
    <spell name="Clockwork Repulsion" type="target">
      <effect type="damage" crushing="5"/>
      <effect type="knock" amount="2"/>
    <anim sprite="sprites/sfx/impact_crushing/impact_crushing" frames="4" framerate="70" centerEffect="1" sfx="metal_drop"/>
      </spell>
     
  15. OmniaNigrum

    OmniaNigrum Member

    When you open a door and there was a trap in the right spot, it is obstructed an impossible to see without moving your mouse over it. Considering the new traps, this is a very very bad thing. I can illustrate if anyone needs that, but I suspect most of us have seen this and just not bothered to report it.

    Kill it with fire!
     
  16. Ruigi

    Ruigi Will Mod for Digglebucks

    Just noticed that Vegans can't attack evil clones because they are taxa="Animal"

    Perhaps evil clones should be classified as Demon or Other.
     
    Kazeto and OmniNegro like this.
  17. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Someone suggested making them Constructs. I'm inclined to make them Vegetables, for hilarity purposes.
     
  18. Ruigi

    Ruigi Will Mod for Digglebucks

    I think they should be Others so that the scientist can havest them for goop.
     
  19. zaratustra

    zaratustra Member

    I used Rocket Jump to kill a quest monster but killed myself in the process. What happened next was, in this order: I died; I received my quest reward; I teleported; the dying animation looped two more times before it went to the high score screen.

    Ideally, dying should stop all further skill effects from happening.

    Also, the "Pull!" lever created three ravens on the same square, causing the game to behave a bit oddly.
     
  20. Null

    Null Will Mod for Digglebucks

    Perhaps I should post this here as well because I'm not sure what exactly you are reading:
    Petrification needs a much higher amount of armor (probably around 60 or 70) because it's way too easy to damage monsters inside it when it's meant to not allow a ton of damage to be done during its duration.

    And unless there's a pressing issue the Diggle Geologists should probably get Petrification back. It'll troll mages who just nuke the whole zoo.
     
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