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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. Kaidelong

    Kaidelong Member

    Oh... yeah that save can't be loaded as it is right now because of the spiders, come to think of it. Either way the post should be enough to go by.
     
  2. Glazed

    Glazed Member

    Spiders?
     
  3. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    In progress mod that Kaide and I are working on.
     
  4. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Not sure, but I think Tech Scavenge and Salvage Ooze need affectsCorpses="0". I've had a couple instances now where I'm getting more scavenges than enemies I've killed.
     
  5. Glazed

    Glazed Member

    Oh, I see. You got randomly teleported into the little room? This problem can happen in a number of other ways. From a potion of spatial instability or from Blink Curse.

    You can get teleported...
    1. to an island.
    2. behind a breakable wall with no way to break it.
    3. into a room like this.
    If this ever happens and this issue isn't fixed yet, you have on average 2.5 minutes to end the DoD process before auto save triggers and overwrite your previous autosave. Then you can go load the auto save. At most, you lose 5 minutes of play.

    Other people consider it just one more way for your character to die when playing on Permadeath. However, I'm not one of those people, and I like your teleportation lever idea.
     
  6. zaratustra

    zaratustra Member

    Not a bug, but: Luckier Find should drop Adventurer's Gloves as well.
     
  7. onyhow

    onyhow Member

    More like a question than anything, but: for a skill in a skilltree heavily designed for pure melee users, why does Quake has lots of its damage component scale with magic power? I mean, other talents in the tree scale with things that make sense for melee character, but not Quake...
     
  8. Null

    Null Will Mod for Digglebucks

    Unless there's a mistake in the xml Quake scales entirely 100% with melee power as do the other skills. There's the secondaryScale function that gives damage based on a non-magic power stat that is used there with melee power. Additionally the inner ring has attack="1" so it already scales with melee power.
     
  9. Tidbit: it's possible to cast Plutonic Fist from geomancy on non-you targets. I haven't tried it on hostile monsters yet, but my current fleshcrafting geomancer build and his HORDE OF PLUTONIC ZOMBIES seems a bit heinous. /grin
     
  10. Glazed

    Glazed Member

    If you read the description you will see that this is on purpose.
     
  11. Oh hey, reading skills. I has them. /chuckle

    I just hadn't seen any "buff a pet" skills before in Dredmor, so was startled by it.
     
  12. Glazed

    Glazed Member

    The spell type this uses to achieve this is type="targetfloor".

    "Floor tile, I grant you Plutonic Fist! Go forth my minion!"
     
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  13. Null

    Null Will Mod for Digglebucks

    Cause sadly target won't allow you to target the player so it was my only option. Now I really wish there was an animate floor tile skill. They should add that to golemancy.
     
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  14. DavidB1111

    DavidB1111 Member

    "It's a deadly Amazon attack weapon, Floors, my God." -Batman.
    Anyone who gets that joke gets a gold star.

    Also, if someone makes a floor tile animation skill, they really need to have that as the quote.
     
  15. Glazed

    Glazed Member

    You got it slightly wrong. Here's to doing things right:

    tileweapon.jpg
     
    mining, DavidB1111 and TheJadedMieu like this.
  16. Ruigi

    Ruigi Will Mod for Digglebucks

    Hmmm...

    This is relatively minor, but the description of Clockwork Knight says that smithing and tinkering increase the effects of the mechanical attacks. This isn't true anymore. Smithing does not directly effect the damage or effectiveness of any CK skills. Though it is a very useful skill to take with CK because it buffs melee power and makes it easier to craft the clockwork weapons and armor.

    The text should probably say something along the lines of (Tinkering and Smithing skills are highly recommended)
     
  17. LionsDen

    LionsDen Member

    It will allow you to target yourself. Just move the mouse over your character and right-click while it is selected. I use it on myself all the time.
     
  18. Glazed

    Glazed Member

    He's talking about <spell type="target">. Those won't allow you to target yourself. Hence, why he had to use <spell type="targetFloor">.
     
  19. Kaoschan

    Kaoschan Member

    If you open dredmorpedia, it shows that quake scales partially with magic power.
    either the xml is wrong or j's parsing. can't say for sure which.
     
  20. Glazed

    Glazed Member

    This what I see in RC4. No secondaryScale.

    Code:
    <spell name="Earthquake Stun Area" type="template" templateID="100" attack="1">
        <effect type="damage" crushing="9" crushingF="0.50"/>
        <effect type="trigger" spell="Stunned"/>
        <anim sprite="sprites/sfx/miniquake/miniquake" frames="5" firstframe="0" framerate="100" sfx="earth" centerEffect="0"/>
        </spell>
     
    <spell name="Earthquake Daze Area" type="template" templateID="101">
        <effect type="damage" crushing="5" crushingF="0.30" blasting="2" blastingF="0.20"/>
        <effect type="trigger" spell="Dazed"/>
        <anim sprite="sprites/sfx/null" frames="1" firstframe="0" framerate="120" sfx="earth" centerEffect="0"/>
        </spell>
     
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