I just explored all of floor 10 only to learn that Dredmor is apparently all the way down on floor 15.
Fuck.
It's getting harder and harder too. I wouldn't be surprised if there are monsters in the next few floors that kill me in 1-2 hits.
[editline]12th June 2012[/editline]
Also this experience especially brought to my attention how grossly underdeveloped the wiki is. It doesn't even say what floor Dredmor is supposed to be on.
Where's the fun in that. My favorite part about roguelikes is picking up completely unidentified or mysterious items and using them. It's always fun when you scarf down acid or use equipment that just blows you up.
I'm not talking about Dredmore here, but roguelikes in general.
Maybe to you, but I'd rather not be on like the 9th floor, and drink some vile I don't know what it does and just die.
That's like the opposite of fun.
[QUOTE=Eeshton;36310020]Maybe to you, but I'd rather not be on like the 9th floor, and drink some vile I don't know what it does and just die.
That's like the opposite of fun.[/QUOTE]
It's *FUN.
What's Vile? You talkin' 'bout Oil of Vitriol?
I think he misspelt vial.
I just re-discovered Thaumites after forgetting about them...On floor 2. Dead from one trap, at full health.
[QUOTE=Eeshton;36310020]Maybe to you, but I'd rather not be on like the 9th floor, and drink some vile I don't know what it does and just die.
That's like the opposite of fun.[/QUOTE]
"fun"
The kind of dwarf fortress fun. The kind of IVAN fun where you're trotting along super advanced in the game and all of a sudden a kamikaze dwarf runs into a mine next to you, setting off your gunpowder backpack, blowing off all your limbs and your teleportation wand which sends you into a chamber full of more kamikaze dwarves.
It's what roguelikes are about. Hell, I'd say the critical selling point/feature is death. The game wants you to die; it is actively trying to kill you. It's what makes doing crazy shit and dieing in crazy ways really fun. Plus, it gives you loads of stories to tell.
What kind of builds do people prefer in general? Warrior, rogue (utility) or mage builds?
Weapon Skill, Magic Skill, Dodge, Perception, Burglary, and something.
Whatever I do, I take tinkering, smithing, dodge and perception.
Personally, I always take Alchemy, and I also invest in Perception most of the time so I can see and disarm traps.
[QUOTE=Unib5;36314956]What kind of builds do people prefer in general? Warrior, rogue (utility) or mage builds?[/QUOTE]
I like my necromancer vampire builds.
Lately I've been getting Werediggle and Demonologist a lot, they're so much fun.
I have all this at the end of the first level, deths might be a problem but I think I'm good otherwise :v:
[img]https://dl.dropbox.com/u/5636656/disregard%20game%20balance%20aquire%20items.png[/img]
Agh, being a tank with two shields and the clockwork knight skill was so incredibly easy in the first three floors, but i am seriously getting raped on the fourth. I really wish I was better at this game, so i could see all the cool stuff thats gonna come on the lower floors
I'm on floor 7 and dual wielding shields, still doing fine.
I usually tend to do the best as magic characters. Gotta at least have one magic skill, because when I try to go purely warrior, I feel like I'm always lacking some really useful ability, like healing or long-range attack or moving enemies around.
[QUOTE=Teh Zip File;36318130]I'm on floor 7 and dual wielding shields, still doing fine.[/QUOTE]
Well, I was... until I just died. :v: 424,208 score.
[img]http://i.imgur.com/R79WL.png[/img]
Thanks Krong. The new enchantments are great.
I should definitly start playing this gem again, what did the new DLC add by the way?
[QUOTE=junker|154;36322687]I should definitly start playing this gem again, what did the new DLC add by the way?[/QUOTE]
[quote]
Rebalancing of many original skills (now you can smith more flesh into zombys with Fleshsmithing, find more loot with Perception, fire more cannons at the same time with Piracy, and much more)
29 new skills in 4 skill lines from the minds of mad Dredmor modders
100+ new rooms filled with Tesla coils, lots of breakable stuff, and fine dining furniture (which is also breakable).
20 new monster variations (including one new monster type)
30 new crafting recipes
47 new items from the Clockwork Grappling Bolt to the Rusty Caltrop Eruptor Trap
You want to know the details? Well it’s a good thing we have all kinds of details:
Battle Geology, a wizard-like warrior skill that involves killing people with rocks and a solid appreciation for tectonics – by Null
Clockwork Knight and Rogue Scientist, crafty steampunk skill lines that grow more powerful as your craft skills increase – by Ruigi
Warlockery, the wizard skill for wizards who would rather be warriors and want to blow stuff up with brute force application of mana as well as a massive overhaul of a large number of core skills and abilities -by Essence
Scads of twisty little rooms, all different, and decorated as befits the lich’s dungeon – by Bergstrom
And a horde of new monster variations from Poorly Cloned Heros to Diggle Rocketeers - by FaxCelestis
[/quote]
And diggles with jetpacks.
Started playing this game yesterday and I have just come across my first Zoo, on floor two. Opening that door scared the shit out of me, luckily there was a single-file corridor nearby so I survived.
I still tense up whenever I open a door and the game has to load for a second. Most of the time it's just a little random loading, but sometimes it really is a zoo.
Oh yeah, that feeling is so weird. The game just loves to freeze for a moment when you open the zoo and you are like 'OH GOD OH GOD NOT AGAIN'.
Fucking shit cunts, accidentally walked over one of those portals that take you to rapeland, it was fully obscured by an item :C