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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. Essence

    Essence Will Mod for Digglebucks

    It seems like pretty consistently they're ready to put out a beta-patch about a month after the old patch is released -- but how long that beta-patch takes to make it to full on revision status is largely dependent on how many bugs we insist they fix/features we beg them to add this time around. :) This was a particularly long cycle, because we -- particularly us modders -- got a LOT of goodies in this patch.
     
  2. OmniaNigrum

    OmniaNigrum Member

    The double appearing skills may be due to the workaround in the mod to make the skills remain usable when polymorphed. Does the skill in question involve polymorphing in any way?
     
  3. Essence

    Essence Will Mod for Digglebucks

    Not unless SwiftStriker has been severely modified from my current version. :)
     
  4. Marak

    Marak Member

    Honestly, it sounds like most of the remaining bugs are inconviences (goofiness with various things after loading, various small bugs with random abilities) and nothing that breaks the game for large chunks (bugs with high level RotDG content).

    Bring it on, I say. I've been really looking forward to this patch so I can try my hand at beating Floor 15 on Going Rogue, and with the state of the game currently, it's not worth playing past Floor 9 or so. I'm going into withdrawal. ;)
     
  5. Essence

    Essence Will Mod for Digglebucks

    ^^ This.
     
  6. LionsDen

    LionsDen Member

    I read somewhere that Mudwen mushrooms are not supposed to be transmutable. I just transmuted 2 into 2 fairywodgers. I'm using RC9 with the Steam exe on Windows XP. I used the Moldsmith skill. This isn't a game/patch breaker, just thought I would let you know.
     
  7. coldcandor

    coldcandor Member

    Just thought I'd chip in a couple things:

    1) I didn't know walls even were breakable until seeing it in this thread, so I can safely say that it's not worth putting out a new RC for that, especially if the fix is planning to go out in the live release.

    2) It's great to hear that the current level 10-15 aren't the intended setup. I got horribly bored by 11 after 3 levels with the same mob set and every new item was the same base. Bring it on now!

    3) Sounds to me like you should run RC9 a little longer to triple check that the nasty bugs that never seems to stay fixed do so, then hit us with it!

    It's always so refreshing playing Indie games like this... I've gotten spoiled thinking that I can just go on the forums and get a response (and a fix!) from the devs in anything less than 6 months :)
     
    Marak and Essence like this.
  8. LionsDen

    LionsDen Member

    LOL :D Isn't it refreshing dealing with someone that will respond to your inquiries? I know I like it. :)
     
  9. Grim Peeper

    Grim Peeper Member

    Nothing important...just noticing a couple little somethings here and there.

    1) When I save a game, and quit to menu, and reload it, if there were any sleeping monsters onscreen, they all suddenly wake up. Noticed this on the last release, too.
    2) Monsters have begun spawning very oddly. I'll walk past a tile, and two steps later a sleeping monster will appear in that spot. Apparently Dredmor has learned how to teleport monsters all up in my grill. That sneaky little lich.
    3) When I save a game, quit to menu, and load another save, or start a new character, there seems to be some sort of memory leak going on. I've noticed it when scumming, and I think it could be what is causing PFBT to not trigger. Example: Save and continue, then check a bookshelf, Alt+F4, reload game, the bookshelf is now empty. Second example: Save and continue, walk into another room, Alt+F4, reload game, and rather than being in the spot you were at the save point, the character is now at the spot where you Alt+F4ed. In order for this "leak" to occur, you must close one character and load/start another. If I knew anything about programming, I could probably explain it better.

    Win7/64bit, in case anyone's interested. Unfortunately, I don't think that a simple save game can replicate it, since it seems to be triggered by a specific series of events.
     
  10. LionsDen

    LionsDen Member

    When you Alt-F4, I believe that it runs the applications close routine which for this game would be a save and quit. I have Ctrl-Alt-Del and stopped the application and when I load, it loads from where I saved the game. I could be wrong but that is what I think. Hope this helps. :)
     
  11. Grim Peeper

    Grim Peeper Member

    Alt+F4 actually just kills the window...it's basically a big red X indicating to Windows that the uppermost application needs terminated immediately. Most of the time, it works fine, but now and again (under the circumstances listed) it acts like save+quit instead. And I'm pretty sure it's not supposed to do that.

    Maybe the team found out I was scumming and decided to make it a "maybe it'll work, or maybe you'll get stuck with your -5:trap_sense: Kronging, you cheating jerk."
     
    FaxCelestis, OmniNegro and Essence like this.
  12. blackdaze

    blackdaze Member

    From my understanding Alt+F4 closes the application but a programmer can specify what action to be taken when an application closes. Some applications won't automatically close on Alt+F4 and will perform a check to see if that's what's intended. However, killing the process, just stops the program dead at that point and unless there is a real time save state built in (IE every action you take updates the save) then the program won't save but will revert to the last time the game trigger a save. Anyways, Alt+F4, clicking the red X or save and quit should all do essentially the same thing if they're programmed the same. On my first few runs of the game to learn it, I exploited killing the process to revert back to my last saved game...it helped me learn and kept me interested.
     
  13. Daynab

    Daynab Community Moderator Staff Member

    This is correct. I've had games ask me if I wanted to save upon alt f4. Alt f4 merely asks the program to close, which is why some things (such as virus popups) cannot be easily closed.

    Personally I use Superf4 which is really useful, it gives you a shortcut to instantly kill any process, not just ASK it to close.
     
  14. Grim Peeper

    Grim Peeper Member

    Thanks, Daynab...I'll try Superf4 and see if my mysterious "memory leak" goes away...though why Alt+F4 works normally most of the time and borks whenever a second character is loaded in the same game session is still beyond me.

    Edit: Yikes! It kills the entire program, not just the character you're playing. Little more killpower than I was hoping for...
     
  15. PaladinGP

    PaladinGP Member

    I think Nicholas was implying in his last post that fixing the breakable wall save bug, and the hungry/thirsty diggle nerfing were easy, so he'd make this change and push it to steam/desura/humble as 1.0.10 without a separate beta for these.

    I'm all for this if it's as simple as he claims (given how much has been learned from "minor tweaks" before previous releases), as I _do_ think save issues with breakable walls is a big deal. I'm at the stage now where I'm a strong player, but still trying to learn which walls are routinely breakable. I suspect the data I'm gathering is incorrect if it breaks on a save, like uberchests. If it's a similar type of problem to uberchest save/load, I'm all for spending the extra day to fix it, as it's hyper annoying if you have to stop a session for real life interference.

    Great beta work everyone, this is an impressive thread. :)
     
    r_b_bergstrom likes this.
  16. Derek

    Derek Member

    Is the issue with Fungal Arts just me then? I have a character created in RC9 with max FA, and not a single mushroom has spawned...
     
  17. livercat

    livercat Member

    Did a small test - created character in RC9 with FA and killed mobs until FA proc'ed - got a shroom after 3 turns of cloud.
     
  18. ledow

    ledow Member

    Isn't that exactly the sort of logic that broke previous patches? And this RC still has potentially KNOWN bugs, that people have listed above and we don't know if they are bugs or bad reports still.

    This is exactly the sort of thing that I was bemoaning earlier in this thread. Things get to "good enough" but still with known bugs, a silent patch is put out that doesn't quite fix them because it's only the one/two/three people testing that part is ACTUALLY fixed, and they aren't the people who spotted the problem in the first place (so their testing regime can't just rely on their spotting them - like with the belt-eating bugs).

    Seriously. Give it a week of BUG FIXING. Nothing but bug-fixing. This is what RC's are FOR. If you put out a "stable" release that fixes, say, Uberchests but breaks (haha) breakable walls then we're not really any further forward on a game you can play without bugs interfering, we've just shifted them along somewhere else. I don't expect "bug-free" but I do expect "no game-killing bugs that can't be worked around without changing the way you play".

    Give it another RC. 10 is a nice round number. For every one on this thread desperate to bug-check the cutting edge, there are a hundred players waiting for a nice stable version that fixes Uberchest saving, etc. that will never touch the RC but will be most annoyed if their gaming is affected for another few months. You've overhauled all the image drawing, SDL, etc., played with balancing, buggered up the savegames for breakable walls, introduced new characters and had to immediately nerf them - that's a lot to throw into a stable version. Let things settle for a week, on an RC10, and see what happens.
     
    PaladinGP likes this.
  19. Derek

    Derek Member

    Created a new character with FA, killed some stuff till spore cloud proc'd. No mushroom. Here's the save.
     

    Attached Files:

  20. Michael88

    Michael88 Member

    [​IMG]

    Monster is stuck.

    If I use my wand in demon form "No, You Are the Demon" I briefly turn into human to show wand casting animation and become demon again :/

    [​IMG]

    And does usually braking a wall leave black void like this? :/