FORUM ARCHIVED

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. TheKirkUnited

    TheKirkUnited Member

  2. Aegho

    Aegho Member

    Had a crash from shift selling a freshly pressed gold ingot.

    Got a crash dump.
     

    Attached Files:

  3. Kaidelong

    Kaidelong Member

    Oh mighty powers that be, I beg of you! Please give the vampires a necromantic drain.
     
  4. Kaidelong

    Kaidelong Member

    Existential ravens are probably too hardcore. They seem to be tanking more damage than swarmies, and then have the dodge on top of that.
     
  5. Glazed

    Glazed Member

    You misunderstand the Diggles. Diggle mothers have the capability of laying sterile eggs. They don't even contain an embryo. The will never hatch into a Diggle. These special eggs are akin to milk in mammals. It's food that comes from the body. Mother diggles lay these additional, sterile eggs as the same time as they lay normal ones. This is in case they are away for an extended period of time and their young hatch; they will have something to eat. If all goes well, the unfertilized eggs go unused, and are later turned into omelets. It's like unused milk from a mammal being turned into cheese or yogurt. It's not something humans do, but it certainly can't be called "terrifying."

    Please don't go on a Diggle-slaying rampage out of ignorance. These loving animals are more "human" that you will likely ever be.

    Animal_friend64.png.jpg
     
  6. TheKirkUnited

    TheKirkUnited Member

    I guess I'll have to resume killing them for their delicious experience, instead of to sooth my moral outrage.
     
  7. OmniaNigrum

    OmniaNigrum Member

    Humanity is over-rated. By far in fact.

    We are barely able to pretend to be intelligent. And the only real evidence we have to support this is our incredible ability to fashion and utilize tools. I shit you not, I have seen cats that were trained to use a keyboard to signal their owner for exactly what they want. Keys on the left side of the keyboard mean Food/water. Keys on the right side mean play/attention. Keys in the middle mean "Oh Shit! Something is horribly wrong."

    Some cats are ridiculously stupid though, but some easily rival the intellect of Humans. And speaking of that, this entire post is off-topic.

    This part however is not. Why do we not have Baby Diggles in the game? Digglets? Diggle Chicks? Arch Digglets? Digglet Omelets could be an interesting and horrifying thing to add. They would have to be hard-coded to give a terrible malus to Vegans on consumption. And Why do Vegans have no means to use meat and eggs and such in a way that is within their beliefs? Vegans could give eggs to friendly Diggles to make them pets. They could plant seeds and meat in soil to help a plant grow so they can murder it. :)

    The very act of using those consumables in a way other than consumption could give them a long lasting buff that would help to offset the loss in Zorkmids and health that non-Vegans could gain from eating meats and such.

    Anyone else actually interested in these petty changes to Veganism? (We could make a thread discussing it since we all know Nicholas and the rest at Gaslamp Games has too much free time on their hands due to Odin. :))
     
  8. Aegho

    Aegho Member

    Code:
    <spell name="Puissant Touch" type="adjacent" icon="skills/puissant_touch32.png" attack="1">
        <requirements mp="3" mincost="1"/>
    Normal cost, minimum cost, but no scaling to go from A to B.

    Code:
    <spell name="Warlock's Challenge" type="targetmonster" icon="skills/warlocks_challenge32.png" wand="0" >
        <requirements mp="5" savvybonus=".01" mincost="2"/>
    0.01 scaling is miniscule. You need 100 savvy for it to kick in once, to get to the mincost you need 300 savvy(not going to happen), shall we assume this was supposed to be 0.1 perhaps?
     
  9. Glazed

    Glazed Member

    Is there perhaps a default savvy bonus?
     
  10. Nicholas

    Nicholas Technology Director Staff Member

    http://patches.gaslampgames.com/dredmor/dredmor_exp2_rc6.zip is now up. I've been busy with Odin so the code changes are pretty minor, but I think David fixed a bunch of stuff. However, I think we did finally kill off:

    FIXED: crashing nonsense in Monster Zoos.

    which is a blessing. Also:

    FIXED: arcane capacitor crashing on missing buff tag (I think - if anybody else gets one of these, *let me know*!)

    is one thing I know was fixed.
     
    OmniNegro likes this.
  11. Kaoschan

    Kaoschan Member

    acid pools fixed?
     
  12. Aegho

    Aegho Member

    No.
     
  13. dbaumgart

    dbaumgart Art Director Staff Member

    Current RC:
    Smithing transmute resist reduced
    Zomby Zoo fixed
    Bergstrom's additional fixes rolled in
    Common Cave Raven name adjusted
    poked at Caltrop damage values
    reduced trap xp gain (due to so many more traps spawning)
    changed various values of a ton of RotDG monsters; should be more interesting

    Next RC:
    Savvy bonus errors fixed

    [Probably missed lots of changes, but that's some of it. ]

    Anyone know why the heck acid pools don't hurt?
     
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Do they maybe not have the affectsCaster="1" attribute?
     
  15. Nicholas

    Nicholas Technology Director Staff Member

    Heh, no, it was a code problem. They're fixed now.
     
  16. LionsDen

    LionsDen Member

    For RC6, The Batty Cave and the 20x20 Large Treasury still don't give items in the secret areas.

    Line 1499 of Batty Cave still has:

    <loot artifact="1" at="1" />

    Line 757 of the 20x20 Large Treasury has:

    <loot at="5" />

    These lines are in the rooms.xml file in the regular game directory.
     
  17. dbaumgart

    dbaumgart Art Director Staff Member

    For next RC:
    - Batty Cave and Large Treasury secret loot fixed so that it exists.
    - FINALLY fixed the typo that causes Piracy not to give a caddishness bonus. Stupid typo -- thanks to Glazed for the XML validator!
    - speaking of which, fixed a ton of little xml errors.
     
  18. LionsDen

    LionsDen Member

    Thanks. :D While not crucial, the Batty Cave and Large Treasury loots were annoying.
     
  19. LionsDen

    LionsDen Member

    Also, the Mana Maille skill from warlockery is not giving any acid resist. Since it seems to give 1 of each of the other resists, I think it's just an oversight.
     
  20. Nicholas

    Nicholas Technology Director Staff Member

    RC7 up.

    Notable XML changes above. Code changes:

    - FIXED: the stack reverse buff integration bug on level up
    - FIXED: acid pools
    - You can now name the expansion pack.

    If somebody wants to start testing save game compatibility versus the current Dredmor (1.0.10) I'd be very grateful.
     
    OmniNegro likes this.
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