[QUOTE=Nystical;35284517]Has there been any major updates/expansions in the works? Or any news about the game lately?[/QUOTE]
Taken from their official website:
For those of you who aren’t hanging out in our forums (and why not?) Dredmor Patch 1.0.10 release candidate #7 has now been put up. So we’ve gone through seven of these now. So far things seem to be much more stable than 1.0.9, and I’m happy. I’m hoping that as soon as the testing Squad gives me the word, we can have this up on Steam, Desura, and the Humble Bundle download page by the end of the week.
Full changelog, and some Odin teasing, below.
PATCH 1.0.10 full changelog (as of 3/20/2012):
FIXED: Invisibility now works as it says on the tin.
FIXED: Blackjack works again.
FIXED: added a flag to targetHitEffects that lets said effects apply before, or after, the hit calculation. (i.e. to fix Blackjack)
FIXED: player hit effects on items (Anemone Belt, Spiky Belt, etc.) now work
FIXED: Bookshelf crashing w/bony wand recipes.
FIXED: “Playing for Both Teams” achievement now works.
FIXED: You can now load more than one mod at a time on OS X.
FIXED: Item spawning on Levels 11-15 now works correctly. You can now have item levels up to level 20.
FIXED: a number of timing exploits.
FIXED: a number of load/save corruption issues.
FIXED: Uberchests not opening after you load and save.
FIXED: The Mace of Windu now uses the correct art.
FIXED: Installing all the skill mods will no longer overflow the main mod loader screen.
FIXED: Area of effect related crashes.
FIXED: Game lockup when fire fields or other damage fields are deployed off-screen.
FIXED: Mods can now load manTemplateDB.xml.
FIXED: Monsters in mods now load correctly.
FIXED: Crash when doubly polymorphed.
FIXED: You can no longer eat your own belt by right-clicking it. Really, this time.
FIXED: You can now start the game with pants.
FIXED: Magic reflection is now in! It reflects missile spells. Go nuts.
FIXED: The game will now remember which mods have been loaded.
FIXED: The game will now remember if Disable Click-To-Move is activated.
FIXED: Disable click to move also disables auto-walk to doors.
FIXED: Plunder (Diggle Gods).
FIXED: Invisible Geometries now works as intended.
FIXED: Invisible Geometries now also drains mana.
FIXED: Pacify effects now respect the amount tag (Emomancy: “Depressing Elemental Blast” now works better.)
FIXED: Polymorphing now longer closes all of your windows.
FIXED: Don’t allow “_” or “.” in the hero’s name.
FIXED: Haematic Phylactery now works as intended.
NERF: Cheesy Omelette HP restore down from 56 to 36.
MECHANICS: Blungecap Vampirism now does Necromantic Damage.
MECHANICS: Holy Hand Grenade is entirely rewritten.
MECHANICS: Bleedout Pain is now an amountF tag.
MECHANICS: Buffed alchemy tree passive bonuses.
MECHANICS: Wand Lore now also grants additional Magic Resistance.
MECHANICS: Various things now scale by things other than Magic Power.
MECHANICS: The books “The King in Yellow” and “Malleus Maleficarum” may not immediately kill you any more.
MECHANICS: Added a bunch of new types of buffs and proccable effects.
MECHANICS: Big Game Hunter and Fungal Arts now work slightly differently.
MECHANICS: Changes to combat ordering. The new combat ordering is as follows:If you dodge, no damage.
If you crit, and your opponent counters, no damage. If you crit and your opponent blocks, normal damage. Else, critical attack.
If your opponent counters, counterattack!
If your opponent blocks, 1/2 damage.
Else, normal damage.At present, this only affects melee combat.
MECHANICS: Changed behaviour of Haematic Phylactery.
UI: Ubercrafting now has filters, which can be highlighted and toggled.
UI: Autosaves now auto-save once every 5 minutes, in addition to going up and down stairs.
NEW CONTENT: some new rooms.
NEW CONTENT: A bajillion new recipes.
NEW CONTENT: A bajillion evil traps.
NEW CONTENT: a high-level shield because there was an extra craftDB entry David didn’t want to delete.
NEW CONTENT: Some new monsters on the Diggle God expansion floor levels.
NEW CONTENT: Hungry and Thirsty Diggles will now drink your booze and eat your food.
SYSTEMS: Upgraded to SDL version 1.2.15. This fixes a bunch of bad things that happen on OS X.
SYSTEMS: Rewrote the entire audio engine, fixing various lag issues and lurches when loading from disk.
SYSTEMS: Removed previous image loading library.
Sounds amazing; now my Alchemy will be great. Does this apply to the Diggle Gods expansion or does it include the game without the DLC?
Dunno why I haven't bought the DLC yet; probably should because I like what they're doing with this game, even if dying after getting so far down is a setback to my motivation to play. But hey, that's the thrill of the roguelike; you better get ready to die.
Also, I hope the new recipes include ones for the Press, Grinder and Distiller, since I haven't really gotten any recipes from bookshelves that require those items.
Also also, I assume Magic Reflection is that other stat you find on the One Sparkling Glove? I was wondering what that thing did, but it didn't seem to do anything. Guess I know what it's gonna do now.
Final addendum; I wonder if they'll ever make it so that your avatar, the guy/girl with the Eyebrows (so mighty they are referred to with proper nouns), actually visually wears the stuff they equip, like gloves and pants and all sorts of things.
[QUOTE=ironman17;35148642]Apart from eating it or converting it into Lutefisk, I mean. I dunno much about the Killer Vegan skill either, since I didn't buy the Realm of the Diggle Gods addon. Apart from the new skills, what does the Diggle Gods addon add to the game?
Also this game needs stuff like Bacon or Burgers; the latter could be made using Ground Meat in the Ingot Press. Could be the premise of a sort of "Junk Food" class that benefits from eating fatty junk food and suffers when they eat healthy grub.[/QUOTE]
From what I've seen, the things the addon adds barring new skills is basically more of everything. For knowledge on what precisely it adds, look here (Stuff added by the expansion will have RotDG on the right side):
[url]http://j-factor.com/dredmorpedia/[/url]
What Killer Vegan does is make every single animal in the dungeon non-hostile to you, and incapable of harming you in any way (at least directly). You also get extra xp from killing plants. Since you effectively get immunity to a monster type, there is a fairly severe downside (and the downsides get worse the more points you put into killer vegan). Every time you attack or kill an animal (with melee or throwing), you accrue a penalty. The penalties stack, and after you kill a few animals, you can find yourself at a fraction of he health you normally have. Fortunately, the last level of Killer Vegan gives you a purification spell that removes all negative effects from you. Of course you can also just cast spells at animals and since it's not technically you that's killing them, it's the rip in space and time that you summoned, it's A-Okay.
(another abuse of skills is getting berserker rage and upgrading to the last ability, killing blow. Casting it gives you 100% crit chance for 1 strike. Fortunately, crossbows do not take that 1 strike. So with Killing Blow, you effectively get 100% crit chance with crossbows)
The biggest downside of Killer Vegan is the fact that animals body block you all the goddamn time, and you can't walk through them like you can with familiars.
So, it's a great skill if you're willing to deal with the annoying aspects of it.
I wonder if the new expansion will add any new "deities" like Krong, Inconsequentia, Lutefisk God, etc?
Well, it does add a few gods. The Diggle Gods have shrines on levels 11-15, and when you activate one, you get a very powerful, permanent enchantment.
When you find the diggle god of fertility, take it and don't get anything else (as you can only have one bonus at a time). You get a massive bonus to strength, and you get life regeneration every time you get hit (and it stacks). I played a character that had absolutely no skills in melee, and I was invincible when fighting pretty much anything in melee bar multiple bosses.
Besides giving bonuses, the diggle gods don't do much else of anything. I mean, you'd think they'd smite you or something because you smashed/cut/exploded/sent into a lovecraftian realm of horrors every diggle you come across, but no, they in fact make it easier to do so. I guess the gods are just dicks.
Oh, and that character I mentioned?
Here's the stuff I had on level 1.
[img]http://dl.dropbox.com/u/9128771/nottooshabbyforlevel1.png[/img]
Endgame stats and fertility god description:
[img]http://dl.dropbox.com/u/9128771/endgame.png[/img]
[QUOTE=Roshbitnak;35343318]Well, it does add a few gods. The Diggle Gods have shrines on levels 11-15, and when you activate one, you get a very powerful, permanent enchantment.
When you find the diggle god of fertility, take it and don't get anything else (as you can only have one bonus at a time). You get a massive bonus to strength, and you get life regeneration every time you get hit (and it stacks). I played a character that had absolutely no skills in melee, and I was invincible when fighting pretty much anything in melee bar multiple bosses.
Besides giving bonuses, the diggle gods don't do much else of anything. I mean, you'd think they'd smite you or something because you smashed/cut/exploded/sent into a lovecraftian realm of horrors every diggle you come across, but no, they in fact make it easier to do so. I guess the gods are just dicks.[/QUOTE]
I found one once and it ruined my whole game, I could only see the square I was standing on and everything else was darkness.
I honestly can't think I've ever seen anyone play this game without permadeath on, which is a good thing. This game without permadeath would be just plain wrong.
[QUOTE=RearAdmiral;35344851]I honestly can't think I've ever seen anyone play this game without permadeath on, which is a good thing. This game without permadeath would be just plain wrong.[/QUOTE]
half the fun in roguelikes is falling over your own feet a million times and then striking luck and winning
So who's the boss at the end of Level 15? Is it Dredmor or is he at Level 10 in the expansion? (haven't reached Dredmor yet)
I play with permadeath off. :(
Only to actually finish the game. I love dying as much as the next guy, but when your hat has 30 different anvil enchantments on it, dying is elevated to a whole new level.
[QUOTE=ironman17;35346795]So who's the boss at the end of Level 15? Is it Dredmor or is he at Level 10 in the expansion? (haven't reached Dredmor yet)[/QUOTE]
Dredmor's on floor 15 in the expansion, yeah. Thankfully it's much easier to take him down on floor 15 than floor 10, since you'll be swimming in high-end gear by that point.
I am surprised that nobody mentioned the fact that after the last update the addons will be published to steam workshop
Judging by the March 30th post, it seems that there may be a Battlemage class of sorts, maybe as a mod.
[img]http://www.gaslampgames.com/wp-content/uploads/2012/03/mysteries-655x89.jpg[/img]
Is there a mod that has such a class, or is it something new?
Addendum: Patch 1.0.10 has been sent to all distributors, so we can expect the Dungeons to update soon and reveal the new cool stuff.
11mb update, oh my.
Got a changelog perchance?
Not yet; mine hasn't updated. Restarting Steam to see if it's working.
Also, I realise that the builds i've been working with tend to boil down to protection; Astrology gives me Radiant Aura, Fleshsmithing gives me Meat Shield, Master of Arms gives me Suit Up, etc. It's like i'm rolling as a Sentinel.
[QUOTE=ironman17;35426188]Not yet; mine hasn't updated. Restarting Steam to see if it's working.
Also, I realise that the builds i've been working with tend to boil down to protection; Astrology gives me Radiant Aura, Fleshsmithing gives me Meat Shield, Master of Arms gives me Suit Up, etc. It's like i'm rolling as a Sentinel.[/QUOTE]
I'm the complete opposite, all my builds boil down to damage, or just laziness. I like builds which require me to not time skills, so I go for passives a lot. And maybe smithing/tinkering. But I've never got that far either, so I might try to move to protection.
Just wondering, but is there anyone who is curious about this game, but doesn't own it? I could answer a lot of questions for you if you want.
My build usually includes Alchemy and Perception, since the Alchemy allows me to make potions, and Perception allows me to not step on traps all the time.
[img]http://img542.imageshack.us/img542/6465/12c4ebd5fd924aa49bcd485.png[/img]
Holy. Shit.
[editline]4th April 2012[/editline]
Does anyone know of a list showing all the references that they make in this game? Because there's tonnes and tonnes of them, and I'm sure I'm missing a few.
If there isn't a list, I'm tempted to start working on one.
Nearly 10 million zorkmids?! Holy shit, I bet even Dredmor's defense budget doesn't reach that high...
Also, there's [URL="http://tvtropes.org/pmwiki/pmwiki.php/ShoutOut/DungeonsOfDredmor"]a Shout Out page for Dredmor on TVTropes.com[/URL], where lives are ruined. Probably far from complete, but it wouldn't hurt to add any new stuff that is found.
-snip-
[QUOTE=Deiru;35426909][img]http://img542.imageshack.us/img542/6465/12c4ebd5fd924aa49bcd485.png[/img]
Holy. Shit.
[editline]4th April 2012[/editline]
Does anyone know of a list showing all the references that they make in this game? Because there's tonnes and tonnes of them, and I'm sure I'm missing a few.
If there isn't a list, I'm tempted to start working on one.[/QUOTE]
You should steal it. Or if you can't, send it to a museum, and level up like eight times.
Can you even do that without pissing off Brax? I'd imagine he'd repurpose your face as a tea-cozy for sending such a valuable item to the Warehouse without even paying for it...
I looked through the last posts on Gaslamp blog and I think we may be getting another DLC, this time set in steampunk, or at least 1800s. Just look:
[IMG]http://www.gaslampgames.com/wp-content/uploads/2012/03/just_some_stuff.jpg[/IMG]
[IMG]http://www.gaslampgames.com/wp-content/uploads/2012/04/mysteries3.jpg[/IMG]
[IMG]http://www.gaslampgames.com/wp-content/uploads/2012/04/more_mysteries1.jpg[/IMG]
Is it just me or are those updated icons and shit for mods?
What manner of mods involve being a steampunk mech-warrior or a stone-mage?
They were posted in the blogposts, always called 'mysteries'.
[editline]6th April 2012[/editline]
We had the clockwork knight.
[QUOTE=ironman17;35457690]What manner of mods involve being a steampunk mech-warrior or a stone-mage?[/QUOTE]
Clockwork Knight and Practical Geology.
[QUOTE=Roshbitnak;35443248]You should steal it. Or if you can't, send it to a museum, and level up like eight times.[/QUOTE]
Actually, you'd only level up once. That's a good thing though, don't want to be level 15 on the second floor.
[QUOTE=ironman17;35445439]Can you even do that without pissing off Brax? I'd imagine he'd repurpose your face as a tea-cozy for sending such a valuable item to the Warehouse without even paying for it...[/QUOTE]
Actually, sending it to a museum doesn't anger Brax at all. Also this is the reason I take Emomancy on nearly all of my builds.
1. Pick item(s) up.
2. Use first emomancy skill to teleport Brax away from door.
3. Drop item(s) on the border of his shop.
4. Walk outside his shop (you shouldn't get harassed by Brax, if you are, yer doin it wrong.)
5. Pick items up
Addendum: If you have have any stolen items that you stole from THAT floor (IE: You stole a tome on floor 3 and you enter another shop on floor 3) you'll have to repeat it with all stolen items.
Hey guys, I haven't been in this thread for a while. Anything new with Dredmor?
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