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Dredmor Patch 1.0.10 RC9 Feedback Thread - I Believe in The Lever Fix

Discussion in 'Dungeons of Dredmor General' started by Nicholas, Feb 27, 2012.

  1. lujo86

    lujo86 Member

    All bugs realted to the N-Dimensional Lathe fixed?
     
  2. OmniaNigrum

    OmniaNigrum Member

    I will make a wand crafter and test that.
     
  3. livercat

    livercat Member

    Changes in XML files from RC8 to RC9:

    In recipes: Burn Out Wand -> Burnt out Wand

    Tougher Lord Dredmor stats changed
    Warrior: 25 -> 23
    Rogue: 20 -> 19
    Wizard: 70 -> 59
    Armor: 40 -> 30
    Health: 800 -> 400
    Block: 45 -> 30
    All resistances toned down by 1-5 (16 points reduction in total)

    Corrected typo in description of Putrefying damage: refridgerator -> refrigerator

    Also couple of images added, didn't save complete list (there were "dazed", "stunned", some more)
     
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  4. OmniaNigrum

    OmniaNigrum Member

    So far it looks great. I have yet to make a wand crafter to test that stuff out, but my savegame from RC8 is working perfectly. I have tried very unsuccessfully to eat several belts. :)
     
  5. Derek

    Derek Member

    Doesn't look like Sporification is spawning mushrooms...? RC9, playing on OS X.

    I get the Sporification battle text, and the spore cloud appears, but when it disappears, there's no mushroom...
     
  6. Glazed

    Glazed Member

    Now that you have fixed Phylactery so it can't be abused, is there any harm in restoring it's ability to uncurse other curses you have when you eat one? It used to do that as well as wipe all of the Haemetic Drains. Nerfing it to only remove one Haemetic Drain was a good change, but did you need to go as far as removing its ability to uncurse?

    I don't have a strong opinion on this. I was just talking about it in another thread with a person who was curious about how it works now. I can imagine that you might think it's not within the flavor of a Phylactery to perform an uncurse. Maybe it only did that because that's the only way it could mechanically work with previous code versions. On the other hand, the spell is experiencing a significant drop in power between 1.0.9 and 1.0.10. Restoring the uncurse portion would help mitigate that.
     
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  7. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I can't seem to get RC9 to run on my Mac. Crashes before I even get to screen to select mods. I couldn't get RC7 to run either, but it was a really busy week for me last week so I didn't really have time to mess around with it. In other words, I can't be certain it's not that I've installed it wrong.

    Could someone who's got it working on their Mac and feels capable of walking a dummy through the process please contact me (probably via the 'conversation' feature) so I can double-check that I'm doing the process correctly before I cry bug-wolf?

    EDIT: I believe I've got it working now.
     
  8. LionsDen

    LionsDen Member

    Hi, just downloaded and installed RC9 and the some of the saves that crashed DoD are now loading. :)

    I loaded up my Shu-Sa save and the walls in that room were still unbreakable. I will try a new character and see if the walls become unbreakable after a save and load again.

    I also loaded up my Gaya character and the red summoning trap sill doesn't work in that one. I even placed a trap and walked into it to make sure I had less than full health. I will have to keep an eye out for any new character that I create and see if I have any trouble with this in the new saves. It may just be because I'm using a save from which it didn't work originally. Will holler out if I see it again.
     
  9. That's a very strange glitch. Interesting. Best of luck to you on both those fronts :)
     
  10. LionsDen

    LionsDen Member

    Ok, I got a chance to do some testing. I started a character Stacey and got Psychokinetic Shove, I tried a wall and it broke. I then saved Stacey and quit DoD and the started DoD and loaded Stacey. I tried another wall that I believed would break and it wouldn't. Since I wasn't positive that that wall would always break, I explored more for a wall that I was sure of. While exploring, I did come across a red summoning square so I saved, quit, started and loaded and then hit myself with the laser wand and stepped into it. It worked, I then killed DoD with Ctrl-Alt-Del and started and loaded her again. This time I had full health and tried the red square and it worked. Not sure if that is a random bug or if it's fixed, but will keep my eyes open in the future. After some more exploring, I found a room that always has two breakable walls. I tried Psychokinetic Shove on them and they wouldn't break. So that is still not working if they tried to fix it. I didn't see it in the fix list so I doubt they tried for this one. Anyway, time for lunch so maybe some more testing/playing a little later. :)

    Here is the Stacey file in case anyone wants to see.
     

    Attached Files:

  11. Nicholas

    Nicholas Technology Director Staff Member

    Okay, I've fixed the wall over here. (I just forgot to do it last night.) But is it worth doing RC10 over breakable walls not saving and loading? How much do we care or are otherwise going to be grumpy over this?
     
  12. LionsDen

    LionsDen Member

    I can wait, it's a bit of a bummer but I keep doing up new characters all the time anyway. So for me, as long as it's in the final patch, I'll be fine.
     
  13. Kazeto

    Kazeto Member

    RC 10 can wait until after we got enough bugs and/or confirmations of things working as intended to know what should be changed and what should not.
    While I do agree that breakable walls not breaking properly can make the day worse for some people, it's not like those who want them to work can't simply use RC 8 for that in the meantime, and tiring yourself to make another RC so soon for just one thing that doesn't crash the game would be unwise (especially with you all most probably being tired with all that after the consecutive RC versions).
     
  14. onesandzeroes

    onesandzeroes Member

    This got me thinking: is it going to be an issue if people are playing with saves that have been opened/created in previous RC's? Breakable walls not being saved seems like one of those weird little glitches that might have popped up between RC iterations. My hunch is that it might be best if people stick to testing with saves that haven't touched an RC at all, i.e. they're either from 1.09 or they're brand new. Do the devs have any position on this?

    Looking forward to the Linux build with great anticipation. Keep up the good work, guys.
     
  15. Nicholas

    Nicholas Technology Director Staff Member

    None of the RCs are meant to be compatible with each other. Breakable walls not being saved is a legitimate problem with the save format (that weren't being saved correctly at all) and not an inter-RC compatibility bug.

    At this point, I am unaware of any issues preventing people from going out with the current build and having a good time, short of the breakable walls (which I easily fixed) and the fact that Hungry/Thirsty Diggles need to be toned down (which I have done.) Other than that, I think we are okay. I'm holding the window open for commentary until later this afternoon, but other than that I think the plan is to ship 1.0.10 based on the RC9 candidate.
     
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  16. SkyMuffin

    SkyMuffin Member

    is it bad that i am fanboying right now over this new patch?
     
  17. AvzinElkein

    AvzinElkein Member

    I don't betatest, so no complaints here.
     
  18. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Mac bugs a plenty, but at least none are crashes. All on RC9, OS X 10.6.8:

    Bug #1: The tiniest non-mysterious-portal floor ever.
    This is the entire map (just 16 rooms in size) with -debug-flag L button activated to reveal the entire Level. Now, it is on NTTG, but it's still about 50% smaller than most NTTG floors. I've seen this happen on 1.0.9 as well, and it's fairly rare. In fact, this bug and the next one were both discussed with Nicholas in another thread, but at the time I couldn't offer any save games or screenshots to prove it. Now I've got 'em, and they happen to be with RC9.

    RC9minimap1.gif

    Not a huge deal, since it happens pretty rarely. Just feels like maybe the level-generation algorithm for NTTG needs some tweaking.


    Bug #2: Special="1" not working as expected on rooms.
    Here's the minimap of the very next floor. It's a bit bigger (around 30 rooms), thankfully, but it has a problem nonetheless. The green rectangles I drew on the map are two copies of the same room. It's a room with special="1", so the room shouldn't be spawning twice.
    RC9minimap2.gif
    They don't look the same on the minimap because the room has a lot of breakable walls. The room is from a mod (Interior Dredmorating) but I've double-checked that the room in question has special="1" and appears only once in the room.xml file. Here's the code, in case there's something I'm doing wrong:
    Code:
    <room width="5" height="13" name="5x13 hidden path">
      <row text="##D##"/>
      <row text="#3..#"/>
      <row text="d.@.d"/>
      <row text="#...#"/>
      <row text="#!!!#"/>
      <row text="#42.#"/>
      <row text="#.1.#"/>
      <row text="#!!!#"/>
      <row text="##!!#"/>
      <row text="#...#"/>
      <row text="d.^.d"/>
      <row text="#...#"/>
      <row text="##D##"/>
      <flags minLevel="1" maxLevel="1" special="1"/>
      <loot at="1" type="zorkmids"/>
      <loot at="2" type="armour"/>
      <loot at="3" type="zorkmids"/>
      <customblocker name="Bits of the Dead" at="4" png="dungeon/bone_pile_ne0.png" description="The bones have been gnawed on repeatedly over the years. "/>
      <customblocker name="Loculus" png="dungeon/crypt_walltomb0.png" x="1" y="8" description="You can hear rats scurrying in the hollows behind this wall." can_push="0" passable="1" />
      <!-- The point is to train the player to look for hidden treasures. This one is obvious from one direction only. -->
      </room> 
    As you can see, the room has some potential to cut the dungeon apart if a person doesn't realize there's hidden walls involved, so it having the potential to show up twice is a bad thing.


    EDIT: I just noticed something else about the room in question on the map. You know the little black dot amidst the greyer area on the minimap that indicates where doors are? Well if you look at the more southerly of the two green-circled rooms, you'll note it has no door dots. I'm absolutely certain it was attached to 2 doors, one to the room right of it and one to the little corpse stash north of it, but they aren't on the map anymore. Is that an indicator of something buggy, or is it just that the dots vanish if you break the door and I've never noticed?

    Bug #3: Non-stacking Booze
    Whilst prowling those first two floors of the dungeon, I picked up three bottles of a modded booze called Gin. The first two wouldn't stack, which I thought was weird. I was all like "how come I've never noticed that my Gin bottles don't stack before?" and assumed the bug was mine. Then I picked up a third one, and it did stack with the second one.
    . RC9booze1.gif
    Hitting the sort button doesn't stack them, and you can't do it manually, either. Clicking on one with the other two just swaps which pile you're holding.
    I double-checked the mod files, and there's only one copy of that booze. Don't see anything in the mod files that could be causing it:

    Code:
    <item name="Gin" iconFile="items/booze_djinn.png" level="3">
        <price amount="188"/>
        <food mp="12" effect="Djinn and Tonic"/> <!-- say... -->
        <description text="Letting the gin out of the bottle? What's next, cat out of the bag? Friends don't let friends drink and summon. "/>
        </item> 
    Bug #4: Double-appearing skills?
    RC9skillbar1.gif
    In case it's not clear from the picture, when I started the new character, it filled my skill bar with two copies of the first Swift Striker skill ability. I've played other characters that start with hardly any activatable abilities, and I can't remember this ever happening on its own (though obviously it's easy to create yourself by just clicking on the skill bar). The screenshot was snapped after a level up or two, but the double-skill was in place as soon as I started the character.

    Since I was using RC9, I wanted to check that the game was indeed allowing Macs to play with more than 1 mod at a time (it is), but I didn't have many mods on my computer, so one of the ones I used was (probably an older copy of) Swift Striker. I didn't make it and I haven't looked at the files in a long time, so I'm not sure if there's a reason there for what we're seeing. For all I know, this is a known bug of the mod, or fixed in a more recent version of the mod than I've got installed. In fact, as I'm typing that, that seems almost familiar. I don't know. Maybe bug #4 here wasn't worth including, except that there seems to be a "things in mods are doubled" context/theme going on.


    Theory: Mods getting loaded more than once, somehow?
    Since I've got a double-room, a booze that stacks as if it were two different types, and a double-skill, I'm wondering if it's not possible that the game is somehow double-loading (or partially double-loading) mods. In versions 1.0.8 through 1.0.9 rev B you can't load more than one mod on a Mac because they get duplicate entries in the Mod Loader and seem to overwrite each other. I know a fix for that is on the changelist for the beta, and indeed there was no duplication on my mod loader screen with RC9, but I'm thinking that maybe the problem only got partly solved? Just a thought as to where to start looking.


    Here's the save-game file with all the above bugs active:
     

    Attached Files:

    Essence likes this.
  19. Glazed

    Glazed Member

    I think walls are worth fixing in an RC10 before going live with 1.0.10. It can take many hours of play for people to even discover breakable walls. To have their concept of them distorted because of a save bug is not good. They might think they figured out how they work, but then they don't behave consistently.

    I guess the question is: How long will it remain a bug after 1.0.10 is released? What's the schedule for 1.0.11? I didn't start playing this game until 1.0.9B, so I don't know what your normal release schedule is like.
     
    r_b_bergstrom likes this.
  20. vieh

    vieh Member

    Tried the new patch still the same problem. :/