Question: I summoned a mustached golem. My first experience with a pet. Kinda fun, but in Nethack there is a "swap places" key when the pet blocks your way. Is there such a key in DoD? Because I grabbed an egg, pet is behind me, now no way I see to get out!
EDIT: Pressing keys randomly to see if there was a swap places key, and discovered that F4 immediately quits your game with no save! Argh!!!
Moving into your pet switches places with it (at least with WASD). Clicking it attacks it. Your chosen settings affect these behaviours, though.
OK - I'm still a relative newb, been moving so only sporadic play.
Anyway, playing a mage type, and people here have talked about maxing out Alchemy for a killer build. But I don't get yet the advantages of Alchemy. I've added points up to Mixologist, but I don't see what it has gained me - no new formulas, or any other new capabilities that I can see? What is the big advantage of maxing the Alchemy skill?
Also - people talk about getting the fruited staff - can you only find those? I don't see how I can make one.
Alchemy really shines when it's maxed and you can make the best Mage equipment, but it also helps you along the way by letting you stretch your fruit and alcohol, and giving you earlier access to some neat potions and mid-level equipment. I'd recommend putting one or two points in your Mage's spells so you can do some solid damage, and then just going straight for max alchemy.
The same goes for Distilling. On Alchemy level five you get three Hard Ciders from a single apple, three Applejacks from a single Hard Cider and two Aqua Vitaes from a single Applejack. So, one apple = 9 Applejacks or 18 Aqua Vitaes = 18 x 58 zorkmids = 1,044 zorkmids on Going Rogue. In practise this means near infinite money and mana regeneration potions with a Fruitful Staff (generates a fruit on every killing melee hit).
To make a Fruitful Staff you need Alchemy level five. It's very worthwhile to get there as soon as you can.
To make the industrial level distilling more palatable, always utilise the recipies and the Autofill button. Choosing e.g. the Hard Cider recipe lets you click the Autofill and Distill buttons repeatedly without needing to move the accumulating Hard Ciders from the finished products window. This saves you a ton of mouse clicks and drag-and-drops.
Also, when you can make good equipment it opens the door to some Krong enchantment gambling. You might not want to risk a unique piece but if Krong curses your Fruitful Staff, just make another! Make two and dual wield! It's a different game when you're a one-man factory of goodness.
Not to be whiny or anything... but when is the patch due?
No wonder I suck so much, I just kept opening the alchemy kit and the distilling kit and seeing the same boring things and wondering, really? That's it?
Wonder what else I am missing out on!
I think it would be neater for the kits to only show what you can make at your level. Then when level up you would see new recipes, which would be a fun result for levelling up.
You can always cheat and look through a wiki to see the full list
Patch 104 is going through beta testing and I'm working on fixing piles of stuff right now (gah, the balance! checking sfx and icon defs!). Nicholas should be getting himself in to the office soon, and we'll be doing another beta iteration for Tuesday, I think.
Anyone doing the patch beta, feel free to email us, use this Google doc spreadsheet (which is a good compilation of bugs anyway), or leave a message wherever; We'll see it.
So ... patch by the end of the week?
Gosh, now I am all tingly and setting aside time end of the week (fingers crossed). Thanks!
Yay, got my GR+PD victory in before the patch.
Promethean is hilarious for monster zoos, but Mathemagic is the real hax. Blood Magic is so damn convenient that I can't imagine playing a caster without either that or Alchemy for mana recovery.
Forum effect caused me to pick it up. After 8 hours in the game, I still like it very much and think that I just touched the surface of the game. There's so much to it.
My only question is why create a big Avatar when you can't visually dress him up? No matter what I wear, the Avatar doll remain the same.
It's Tuesday! HURRY UP AND RELEASE THE PATCH, STEAM!
It patched! Hurray!
Dang. If there's one thing I didn't need deadlier...- Made acid traps marginally less deadly.
Notes anywhere? I don't see 'em.
Dredmor 104/105 patch notes can be found here: http://www.gaslampgames.com/blog/201...-up/#more-2267
They're actually not entirely comprehensive. There are a ton of small tweaks and adjustments especially to monsters and to many spells and skills that are not specifically noted. (I think we'll have to throw together a central changelog doc somewhere.)
Patch 1.05 Notes:
Edit: Nevermind. dbaum's got it covered.
Looks like I'm still waiting on fixes or redesign to the rest and healing system before I pick this up again.
Yeah, I'm sorry that it got booted to the next version. The patch was getting way too big so we had to draw an arbitrary line and launch what we had.
But! The start of resting revisions is in: there is a "digest" button in the lower left that runs through turns until your food/mana regen counters are used up. (Just don't use it when there are Diggles surrounding you.)
Hooray! Thanks, dbaum.
Not sure if I'm going to spend much time with this version tbh; the next thing for me is to ascend a melee or a rogue-type or something since I rode the Blood Magic + Mathemagic train to GRPD victory earlier, and my irritation with melee early game on GR is probably not addressed. Ah well, I'm sure I'll poke around a bit anyway and look forward to upcoming patches.
I've heard at least an anecdote that melee was much better. A couple important fixes help this point:
1. Warrior archetype stat calculation is fixed so Warriors get 4 hp per level rather than 2 hp per level. This does carry over to monsters that have warrior levels too, though they have been adjusted slightly to compensate for increased power.
2. Stat bonuses granted by skills should work correctly, both primary and secondary, including the melee power bonus from Smithing and Berserk as well as the counter increases from Dual Wield and Swords, for instance. These skills should be far more useful.
3. Heavy armour now has piercing resist and has generally been boosted in effectiveness. Warriors should die less easily.
Going warrior right now (all stats except one in warrior classification)... it's now MUCH easier.
Question though... the icon that looks like glowing embers... it's 4 tows of glowing red. What is that supposed to represent?