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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. OmniaNigrum

    OmniaNigrum Member

    Why do they have a hole? Perhaps the clearly underworked pixel artists could add a few more holes to the door so it makes more sense.

    Other than the hole, I would agree.
     
  2. tejón

    tejón Member

    Code:
    <spell name="Misdirection" type="target" icon="skills/placeholder32.png">
        <effect type="trigger" spell="Misdirected" requirebuffonnottrigger="1" requirebuffonnottriggername="Fool Me Once" />
        <effect type="trigger" spell="Fool Me Once" />
        </spell>
       
    <spell name="Misdirected" type="target">
        <effect type="charm" resistable="0" turns="2" />
        </spell>
     
    <spell name="Fool Me Once" type="target">
        <buff self="0" time="4" allowstacking="0" icon="skills/placeholder64.png" smallicon="skills/placeholder32.png" />
        </spell>
    
    Two issues here. First, resistable="0" causes the charm to never be applied. Removing that makes it work, but a target can be affected whether or not they've got the "Fool Me Once" buff on. (If requirebuff is still NYI, that explains the latter.)
     
  3. jhffmn

    jhffmn Member

    I just beat dredmor in beta. I really like geology. I put on two shields with magic reflect against him. He is scary!
     
  4. Michael88

    Michael88 Member

    Has anyone beaten him with melee attacks? If so please explain >_<
     
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Arcane Wands crash the game.
     
  6. DavidB1111

    DavidB1111 Member

    Diggle god of Death plus 25 AA makes his melee attack do almost no damage, and when you're in melee range, he rarely spams spells. The hard part is getting over to him to kill him in melee with how many spells he throws.
    Your best bet is also to find a huge resistance to hyborean. That will weaken his Arctic Vortex considerably, and it's about the only spell he used on me.
    Another good advice would be to keep and drink one voltic potion, inferno potion, and Hyborean potion for that fight.
    Having around 45 counter will also make the fight easier because he will actually be countered when he attempts to hit you.
    Keep in mind, for some odd reason, he can corrupt your gear in melee, but since he's the final boss, it might not cause you much trouble.

    Basically, as long as you can do around 70 damage a hit in melee, and can reduce his damage output to about 10 max, beating him is only a war of Attrition you will win. :)
    Enemies don't heal by themselves, much, in this game. I know Eelys do for some reason.
    So, if you are having trouble, and have the means to leave, do so.
    I don't think he can see through Ninja Vanish.

    Disclaimer: I haven't beaten him in awhile, and he has been upgraded a lot.
    Also, I have used arrows to weaken him a bit. You should do the same. He may be immune to the golden Crossbow, but if you do manage to find any crossbow with Righteous damage, it ruins him really fast.
     
    Kazeto likes this.
  7. LionsDen

    LionsDen Member

    Nope he can't. I used that and Move in Mysterious Ways to get away from him and close doors so that I could heal while he couldn't get at me. I didn't have RotDGs at the time, about a week ago :), but I had hit him with a squid bolt and while I was healing up, he died. My first time encountering him and beating him. :D
     
  8. dbaumgart

    dbaumgart Art Director Staff Member

    @FaxCelestis
    What's the door doing in the game - Mod?

    @tejon
    Likewise, those spells aren't in the core game, are they? - I really don't recognize them at all.
    ... Unless it's something I blindly copypasta'd in at some point.

    Feedback for mods in the official feedback thread is making me badly confused. Please put such feedback in appropriate mod threads.

    Also: The Aethereal Wand effect should be fixed in the next RC.
    Also: The next RC should be fixed when Nicholas' computer stops exploding.
     
    Kazeto likes this.
  9. tejón

    tejón Member

    Sorry, that XML is mine... as far as I can see there's nothing wrong with it. So it's a bug that it doesn't work. :)

    I get the mix-up, but as far as I'm aware there's no centralized thread for modders to report engine bugs. Did I miss it, or should we start one?
     
  10. Null

    Null Will Mod for Digglebucks

    You can't check for buffs on a zero-turn trigger because it's essentialy targeting the tile rather than the creature itself. Delay it one turn so it's tied onto the creature.
     
  11. tejón

    tejón Member

    That makes the most annoying kind of sense. :p Would it work to put it in a wrapper trigger? I.e. "Misdirection" triggers "Misdirection Wrapper" with no conditions, which in turn triggers "Misdirected" with conditions? Alternately, is amount=1 good enough? Edit: Yes, amount=1 works.

    In any case, the other half of my report shouldn't be overlooked: resistable="0" breaks on charm effects.
     
  12. Null

    Null Will Mod for Digglebucks

    Zombyfication is a bit too strong early game now. It costs 13ish mana to summon several zombys, perhaps it should be moved a level or two down in the tree, or made to only summon one at once but have a high cap so you can get hordes. For it to stay where it is now at the very least the cost should be a bit higher.

    And speaking of that I really think that the fleshbore from attack procs needs to be split off into a different version based on :melee_power:, :edr: or :crit:, (since crossbows have one melee power isn't as desirable) or even make the default one scale to both :magic_power: and the attack stat, like one stat for piercing and one for slashing. The ratio to :magic_power: would thus need to be increased the other ratio put at a suitable level.

    I don't know if the changes necessary to geology got lost or something but Petrification needs much more :armor_asorb: on it because it can be exploited by the player to still do a ton of damage to enemies inside it (the duration of the paralyze is balanced around the fact that the target is difficult to damage outside of the :dmg_aphyxiative: over time). It probably also needs some extra :magic_resist: so the player can avoid corruption from getting hit for 14 turns.

    And the Diggle Geologist had it because he couldn't cast it on the player. The reason was that it was meant as an anti-mage enemy as it could 'dodge' high damaging spells by casting petrification on itself. This was essentially pure chance but in a zoo it's likely that some do manage to dodge your big hitting spells. I assumed you took it off for fear it would kill the player easily while it can't target the player.
     
  13. LionsDen

    LionsDen Member

    I don't remember anyone reporting this particular bug so here it is. The Mage's Mana Maille from the Warlockery skill tree doesn't have any acid resist showing on my character. I am guessing that it should since it has 1 of each of the others. I think that that is the only one missing anyway.
     
  14. SkyMuffin

    SkyMuffin Member

    (RC4) Noticed this weird thing with unarmed today

    Black Book + Red Cookbook = both effects work fine
    Red cookbook + Burning Tome = Burning works, but no meat :(
    Burning Tome + Black Book = both work fine
     
  15. Null

    Null Will Mod for Digglebucks

    If you kill a target with burning, not a dot just the burn you get no on-kill effects.
     
  16. SkyMuffin

    SkyMuffin Member

    I had this problem even when the target was not killed,or killed by regular attacks.

    I'll test it out again later. i died shortly after to a monster zoo...maybe i just got unlucky.

    edit: seems to work fine. i guess i was just super unlucky :*(
     
  17. Kaidelong

    Kaidelong Member

    This room (Diggle Commando Listening Post) can potentially make the game unsolvable. If this character didn't have its two potions of spatial instability, it would be stuck because apparently vending machines can't be knocked (not that all characters can knock things either, let alone teleport).

    There is a straightforward solution to this: put a lever inside the hidden area that when pulled, teleports you out of it.

    A more general solution might also ensure that satanic displacement portals occur where neccessary to make the map connected without teleport, push, or area of effect skills, but I'm not sure this is really applicable within rooms so much as for making sure each room can be reached (especially on floors 1, 10, and 15).

    Other examples of where such levers may be useful is if the player gets stuck in the diggle sauna.

    The expansion pack content should really not make it possible for RNG unhappiness to get the player eternally stuck in a room. If I ran into this situation while I was still loading interior dredmorating as a mod, my response would have been to unload the mod.
     

    Attached Files:

  18. tejón

    tejón Member

    Code:
    <spell name="Mosolov Cocktail Hit" type="target" >
      <effect type="damage" conflagratory="6" burn="1" affectscaster="1" sfx="flame weak"/>
    Should be "flame_weak"
     
  19. Glazed

    Glazed Member

    I found a whole class of XML bugs involving spell animations. They don't cause crashes as of now, but they make for some very confusing spell elements, and modders are copying the bad format. They also can cause crashes if certain values are mixed, and modders may not understand why.

    Here is what I learned about how spell animation elements and attributes work.
    1. A spell can have an anim element that specifies a sprite, frame count ("frames"), and frame delay ("framerate"). Also an sfx attribute for sound.
    2. A spell can have one or more effect elements.
    3. Some effect elements in the game's XML also have a sprite, frame count, frame delay or sfx.
    4. If a spell has an anim element and one or more effect elements that specify a sprite, the game will use whichever sprite appears last in the XML file.
    5. On an effect element, the attributes frames, framerate, and sfx are ignored.
    6. If an effect does specify a sprite, and it's the last sprite specified in the spell, then the anim element mustbe present with at least a frames attribute or else the game will crash when you cast the spell. (Because it won't know how many frames to expect or display.)
      1. In addition, the frames attribute on the anim element must be equal to or less than the number of frames in the sprite specified on the effect element, or else the game crashes on casting.
    7. I tried testing it, but I have no idea what the centerEffect attribute does. It also appears anim elements and I doubt it has any impact on an effect.
    I personally think it's a bug that the game even looks at a sprite attribute on an effect element. It's very strange how it overrides the anim element's sprite attribute if the effect element appears later in the spell, while the effect's frames, framerate, and sfx attributes are completely ignored. It would be good to clean these up, because modders are copying this mistaken format, and this can cause confusion.

    In addition, there's an icon specified on one spell (Improved Vision) effect that doesn't do anything.

    There are 27 spells that have this issue. Here's a list including what expansion they're in, if you just want to search by name. As far as I can tell, the frames, framerate and sfx attributes can be removed from the effects of these spells with no impact to the game. The sprite can also be removed, but first it should be copied to the anim element, but only if the effect element appears after the anim element, because that means that the effect's sprite is currently being used in the game. However, even this could be an accident, and maybe the spell has been using the wrong animation.

    I tested a number of these spells by copying them to my test mod and renaming them, then I removing the animation attributes from the effect elements. They still functioned the same way, so I'm pretty sure it's safe to remove them all.

    Code:
    Core     Blungecap Vampirism Attack
    Core     Brief Touch of Midas
    Core     Clear Vision
    Core     Crystal Healing
    Core     Deathly Hex
    Core     Improved Vision
    Core     Invive Lethian Mist
    Core     Invive Thaumite Swarm
    Core     Killing Blow
    Core     Long Touch of Midas
    Core     Mini Toxic Spore Cloud
    Core     Monster Blink
    Core     Mosolov Cocktail Hit
    Core     Pact Lifesteal
    Core     Pyrokinesis
    Core     Supreme Sight
    Core     Touch of Midas
    Core     Toxic Spore Cloud
    Core     Toxichit0
    Core     Transdimensional Dodging
    Core     Venomous Infusion
    Core     Very Toxic Spore Cloud
    RotDG    Blink Curse
    RotDG    Blink Dust Hit
    RotDG    Corsair Mists Effect
    RotDG    Love Will Teleport Us Apart
    YHtNtEP  Crystallize Mana

    If you want line numbers for each of these spells in their respective files:
    Code:
    \expansion\game\spellDB.xml(531): <spell name="Corsair Mists Effect"
    \expansion\game\spellDB.xml(637): <spell name="Love Will Teleport Us Apart" type="target" icon="skills/emo_blink32.png" wand="0">
    \expansion\game\spellDB.xml(786): <spell name="Blink Dust Hit" type="target" icon="skills/emo_blink32.png" wand="0">
    \expansion\game\spellDB.xml(1077): <spell name="Blink Curse" type="target" icon="skills/transdimensional_dodge32.png" >
     
    \expansion2\game\spellDB.xml(1805): <spell name="Crystallize Mana" type="targetfloor" mine="1" mineradius="1" mineSpriteDrawOrder="0" minesprite="dungeon/healing_crystals.png" icon="skills/spells/crystal_healing32.png">
     
    \game\spellDB.xml(56): <spell name="Monster Blink" type="target" icon="skills/spells/blink32.png" >
    \game\spellDB.xml(253): <spell name="Blungecap Vampirism Attack" type="target" >
    \game\spellDB.xml(381): <spell name="Toxic Spore Cloud"
    \game\spellDB.xml(398): <spell name="Mini Toxic Spore Cloud"
    \game\spellDB.xml(830): <spell name="Very Toxic Spore Cloud"
    \game\spellDB.xml(848): <spell name="Toxichit0" type="target" >
    \game\spellDB.xml(1134): <spell name="Invive Thaumite Swarm"
    \game\spellDB.xml(1167): <spell name="Invive Lethian Mist"
    \game\spellDB.xml(1324): <spell name="Crystal Healing" type="targetfloor" mine="1" mineradius="2" mineSpriteDrawOrder="0" minesprite="dungeon/healing_crystals.png" icon="skills/spells/crystal_healing32.png">
    \game\spellDB.xml(1332): <spell name="Pyrokinesis" type="target" icon="skills/spells/pyrokinesis32.png" wand="1" >
    \game\spellDB.xml(1469): <spell name="Deathly Hex" type="missile" icon="skills/spells/deathly_hex32.png" wand="0">
    \game\spellDB.xml(1532): <spell name="Pact Lifesteal" type="target" >
    \game\spellDB.xml(2406): <spell name="Improved Vision" type="self" icon="skills/skill_perception.png" >
    \game\spellDB.xml(2422): <spell name="Clear Vision" type="self" >
    \game\spellDB.xml(2432): <spell name="Supreme Sight" type="self" icon="skills/skill_perception.png">
    \game\spellDB.xml(2477): <spell name="Brief Touch of Midas" type="self"  >
    \game\spellDB.xml(2486): <spell name="Touch of Midas" type="self"  >
    \game\spellDB.xml(2495): <spell name="Long Touch of Midas" type="self"  >
    \game\spellDB.xml(3326): <spell name="Mosolov Cocktail Hit" type="target" >
    \game\spellDB.xml(3553): <spell name="Killing Blow" downtime="40" type="self" icon="skills/killing_blow32.png" >
    \game\spellDB.xml(3670): <spell name="Venomous Infusion" downtime="36" type="self" icon="skills/attack_poison32.png" >
    \game\spellDB.xml(3879): <spell name="Transdimensional Dodging" downtime="3" type="self" icon="skills/transdimensional_dodge32.png" >
    
     
    r_b_bergstrom, Kazeto and OmniNegro like this.
  20. Glazed

    Glazed Member

    I think we need to know exactly what mods you have installed in order to load your save. I tried loading it and I saw 7 sword icons for your skills and the game crashed when loading it.
     
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