07-16-2011, 08:16 AM
Never mind, I found it on the Steam Leaderboards for this game of all places.
07-16-2011, 09:41 AM
Em... The shopkeepers have disappeared in my save? That's an annoying bug :(
Last edited by McKnight; 07-16-2011 at 11:53 AM.
07-16-2011, 11:07 AM
Well, I've just ranked it at #61 and got an achievement, thanks to teleporting away from a group of Diggle Commandos only to end up right back in the middle of them 3 times in a row.
- The "Haywire" critical hit chance for spells doesn't seem to work - I only see a haywire when I hit myself with friendly fire from my own spells/traps.
- When dual-wielding, the bonus damage from your second weapon is displayed as getting added to your ranged damage. It doesn't actually get added - the display is just wrong.
- You get the passive stat bonuses from the shield-use skill whether or not you actually equip a shield.
- The last level of the Perception skilltree says it lets you "almost entirely" see through walls. What it actually does is let you not at all see through walls. I feel gypped! Also, there's no reason for the bonus to be a buff rather than an always-on passive bonus - you can recast it faster than it runs out. It's just extra keypresses to keep up the effect.
Also, quick tip for anyone who wants to play a magic character - it's best to take the staves skill and put your first points into that. Thwacking monsters with your staff will get you through the first dungeon level or two, and the bonuses to mana and magic power make it easier to use spells from then on.
07-16-2011, 11:09 AM
Are gems used in crafting eventually? My last game my bag was mostly full of gems and metal ingots. I'm thinking I may just skip crafting and sell everything off unless you can make some really great stuff eventually. Saving up materials is just too much of a pita at this point.
07-16-2011, 12:28 PM
I have a few questions after playing it a bit.
I got the mushroom skill and I can make spores. What do I do with them? I thought I applied them to bodies to grow food or shrooms, but if that is the case, I do not know how to do that.
I have spot to help me see traps. I only have a 45% chance to disarm them (multiple attempts seem to always fail if the first attempt fails). How do you improve your disarm trap ability?
07-16-2011, 12:48 PM
Left click on a corpse while the spores are selected (either immediately after casting the spores skill or because you left clicked the spores in your inventory). It's a little inconsistent with other activated items/wands (right click on corpse).
Originally Posted by DeepT
Skills like Tinkering and Burglary increase your disarm traps stat on some ranks. IIRC Tinkering rank 1 or Burglary rank 2 will get you most traps on the first floor.
Originally Posted by DeepT
07-16-2011, 01:02 PM
I have found a few recipes in book cases, but, so far, they have not been prevalent and/or good enough to warrant taking tons of spots in my bag. Plus, the extra zorkmids are usually more handy.
Originally Posted by Shellfishguy
07-16-2011, 01:06 PM
Steam question: I don't think the Dredmor application has been update, even though Steam is set to keep it updated. The application is still dated July 13.
The second update supposedly includes a large warning dialog if you try to qui without saving, but I don't see that. How do I make Steam update the application?
07-16-2011, 01:09 PM
Delete Local Content and re-install.
07-16-2011, 01:33 PM
Originally Posted by Thasero
possible reason for the buff instead of passive is to cost you a turn to put it back on. Could be bad in some cases.
07-16-2011, 03:03 PM
The buff gives you a bonus to sight range and trap detection radius. It's not a combat bonus, so it's precisely the kind of thing you would want to have up 100% of the time while just walking around the dungeon, but you stop caring about once you're in an actual fight.
07-16-2011, 03:07 PM
Forgive me the self-back pat
Wow! What a BLAST this game is! 17 hours in. The only 'downside' is I have been playing so much I see floating numbers drifting upwards when I close my eyes ...
Forgive me the brag but since it's early in the games life and I'll likely never ever do something like this again as real players get going but #2 on all leaderboards for elvish + permadeath!
Died on level 7 to a Monster Zoo. I had previously been forced back until I retreated back up to level 6. Some time later I had forgotten which stairs that had happened on, and negligently went down the same stairs later, and was stuck on the stair square with no way to go back up them by the press of the Zoo ... sigh! Still, what a great way to end up losing!
07-16-2011, 03:44 PM
This game is terrific! One complaint about the lockpicks, though. This feels like a really forced game mechanic.
If you have no lockpicks, then you kick locked doors open and have the option to bash a chest in, but at a good probability of destroying whatever was inside (From my experience in using the Burglary skill, it often feels like the chests contain lockpicks). If you do have lockpicks, you will use them to unlock chests and will pick every locked door you attempt to open - no more bashing the door in.
It's obviously meant to make you think before you open a locked door... losing your picks means you can't open chests, afterall...
... except this isn't what happens. I just drop my lockpicks before I open a locked door. It's not fun. It's annoying and I wish I could somehow automate cheesing the system. ;)
07-16-2011, 06:08 PM
07-16-2011, 06:16 PM
I played for a few hours earlier, which only made me more desperate for an iPad version.
07-16-2011, 06:34 PM
Probably a silly question but...
I want to buy a mace. The mace I have is a Nailboard Mark II which costs 3725zm and has 2 stars under it. There is another mace in the store for 1138zm but it has *5 stars*.
Now I like stars. To me, the more stars the better.
What do the stars actually mean?
07-16-2011, 08:20 PM
Sooo...much....fun...My notes so far...
-Tooltips for items in the character/paperdoll window don't show up sometimes, like when a crafting device is open, a dispenser is open, sometimes when holding an item
-I can't seem to move the character/paperdoll window (ideally I'd like to grab and drag most windows by their frames since they can't be resized...)
-Can't seem to figure out how to scroll the view - I know my character can see further down vertically, and sometimes I can see a monster but can't quite click on it. Widescreen means I can see pretty far left/right though but still not probably to my vision limit (I wouldn't mind being able to zoom in/out with mousewheel!)
-Typo: Reagent of throwing stuff should probably be Regent of throwing stuff
-I hit a non-visible diggle commando with an arrow (was aiming at something else) and the damage text had a blank name for what I hit (the sentence just ended abruptly)
-I seem to be getting the deadshot bleeding out/crippling skills triggering mostly when I'm in melee (and not noticeably when shooting)
-Dropping items on the hero portrait at the bottom of the screen causes walking if the inventory is full
-Alt-F4 lets you quit without saving for a non-permadeath character (at least in 1.0) - If this is meant to be, could we have a Quit without Save for non-permadeath?
-the Lutefisk cube gives you less than a stack if you put them in all at once, but gives you 1 for 1 if you put things in one at a time (and related, a way to unstack, sell 1 item rather than a stack)
-Crafting recipes don't notice items that are already in the crafting machine (and doesn't count to see if you have enough of multiple if recipe requires more than one)
-A loading screen - First time I loaded a game I thought my machine hung since I lost control of the mouse
-The tooltip for the item you're carrying in the mouse would be more useful if it had all the usual stats you get when you mouseover. (Actually, would be awesome if you could see the stats of things in shops, in recipes, in dispensers...and do a comparison if the item is the same type)
-More obvious "what happens when you click" - maybe have icons on the mouse cursor or somesuch. I hate it when I click too far and I end up walking instead of dropping, or close a door or pick up an item instead of walking in combat. Also, when clicking to pick something up, would be good to stop once the character is in pickup range, rather than walking all the way on top of the item. And maybe a path when walking so it's clear when he's going to hit a teleporter
-Also, would be nice to know when throwing whether or not that wall/dungeon feature in the way will block - maybe some kind of path when right clicking
-some way to examine an item so I can mouse over the little icons and get their descriptions, rather than having to open the character window, find the icon and mouseover to figure out what it does.
Possibly Game-changing - but would be awesome!
-More crunch number goodness - like what is the penalty for bad weapon? More details for what damage the skills do! The effects of the shrooms after you've eaten them before (& wands, & food)! Numeric HP values for monsters (An encyclopedia?)!
-Crafting gear/Food bags!
-More Archery Skills - haven't found any cool archery activated skills!
One more bug: Sometimes a quest doesn't complete even though all the members of a platoon are killed - I think this happens when one or more members are killed via traps.
Last edited by warrenac; 07-16-2011 at 08:48 PM.
07-16-2011, 09:27 PM
Couldn't resist such a nice looking dungeon crawl forever, and the Steam sale put me over the top.
Very excited to run into a dungeon and get slaughtered. :)
07-16-2011, 10:51 PM
07-16-2011, 11:00 PM
Originally Posted by Gendal
07-16-2011, 11:03 PM
Got up to 6 or 7 damage types on melee and the part of the window where those are displayed in the character panel exploded out the right hand side.
Having a blast though.
07-16-2011, 11:11 PM
Heh! Even the patch notes are funny
07-16-2011, 11:22 PM
- Steak Grilling
I tried to grill a steak in a bbq like 5 times, so glad they're adding it :)
07-16-2011, 11:32 PM
I did this too. I hope they keep adding achievements in as the game has more then enough flavor for all kinds of achievements.
Originally Posted by JZigish
07-17-2011, 04:22 AM
Chess players like me appreciate the movement pattern of the Knightly Leap ability: it's the same as the knight in chess! That makes me smile. :-)
07-17-2011, 05:17 AM
And there was much rejoicing.
I meant to address the addressing of my criticism of what I thought was excessive criticism.
I am cool with me being able to put up with the U.I. and others having a problem with it. My point, which I did not make clear in my half serious post, was that a recommendation of "hold off" until further improvements was too harsh, IMO. There is plenty of fun to be had and the U.I. problems in my and others opinions is not hurdle enough to warrant the delay of purchasing this great game.
Also, someone had mentioned about the Beta Testers becoming blind to some issues and/or or just dealing with and not suggesting improvements to some features. I can agree with that from my testing perspective, which was relatively brief. What I was looking for was an improvement on many of the traditional roguelike functions and U.I. I think DoD makes vast improvements. I picked up on it fairly easily, was satisfied with the U.I. and moved onto other things. Now, they could certainly do more and wanting Gaslamp to go even further is great. I agree. I certainly know some of it is not is as intuitive as it could be. However, the state it is in now has allowed many more people to give it a spin and the opinions of the much larger masses can now guide the improvements.
07-17-2011, 05:40 AM
dont think I can suck anymore in this game, good lord
07-17-2011, 05:47 AM
I am curious as to the number of folks dove in that have never played a roguelike and/or have played precious few games with Permadeath. Permadeath runs completely counter to my love of tanking my way through games. I have to think more and assess the merits of every option related to my character's abilities and inventory items rather than just blanketing all problems with 2 or 3 go to solutions. Previous roguelikes had, of course, prepared me for such things. I still fall back into my old ways on occasion...and then I am dead.
07-17-2011, 06:02 AM
Questions for the PROS here!
1) Can I become a Tinkerer in my old age? When I started the game my warrior-mage had no interest in the art of tinkering but now that I have found a Tinker's Kit...I want nothing more than to become a Fantasy McGyver! If I work at making enough bolts and other 0 level items is there a chance I'll suddenly catch a clue in the arts of Tinkerdom? By that same token can one ever become proficient in a weapon they weren't initially trained for or, really going out on a limb, could I suddenly learn how to become a Promethean Mage mid game?
2) What is the point of the lutefisk hypercube?
07-17-2011, 06:08 AM
Without getting a point in the Tinkering ability, I do not think you can ever make anything better. I am not aware of any gear or inventory item that can give you points in crafting abilities.
Originally Posted by LordGek
You open the cube and drop any item you feel you do not want into the box, which opens up. It is then morphed into Lutefisk. There is a Lutefisk Altar/Statue on some floors and you place all the Lutefisk on there and you are rewarded with something fancy. The number of Lutefisk influences how good the item is he grants you. I started saving a bunch up to see what great thing I can get, but end up getting killed before I can find out.