Dungeons of Dredmor

Cobble wrote:

My first game i started was in that initial room with locked doors on ever side and no lockpicks... ho hum. A restart was way better but still...

Kick 'em down!

LouZiffer wrote:
Cobble wrote:

My first game i started was in that initial room with locked doors on ever side and no lockpicks... ho hum. A restart was way better but still...

Kick 'em down!

Yeah, seems like there's no penalty for kicking down doors (at least, not so far). Though it may wake up nearby monsters.

I didn't realize you could. I did kick it a few times though and it said i hurt my foot and did damage to me.

Cobble wrote:

I didn't realize you could. I did kick it a few times though and it said i hurt my foot and did damage to me.

I've seen the message about hurting your foot, but I didn't notice any actual damage. It could just be that I wasn't paying attention.

So far I have become quite efficient at dying...

One of my games I had one unlocked door. Went through it and my only choice was a stair. Went down... and died when attacked by 2 Deths.

I do like the wanted and propaganda posters scattered around...

Update this morning:

Changelog:

- Fixed: the random crashing bug when fading out audio.
- Fixed: save games getting corrupted when using shield bearer skills
- Fixed: save games getting corrupted when deleting quests
- Fixed: infinite XP trap exploit
- Fixed: infinite gold trap exploit
- Upgraded the soundtrack to the latest mastered version

I nearly bought this yesterday. Now after reading impressions, seeing the Totalbiscuit video, and seeing some fast support to fix their bugs, I got it today.

This is a fun game. I'm a packrat myself and would probably sell, but I have a Horadric Lutefisk Cube or somesuch, so that's where my stuff goes. The Lutefisk god is happy. Also, don't try to put that cube in another cube.

How do you sell to the demon in the checkered suit? I didn't touch him or his goods figuring he'd kick my ass, and although my current character will be dead forever one day soon, I like Huckmonk.

Dr_Awkward wrote:

How do you sell to the demon in the checkered suit? I didn't touch him or his goods figuring he'd kick my ass, and although my current character will be dead forever one day soon, I like Huckmonk.

To sell an item: click the item, then click it on him. To buy goods: left-click on them. You'll get choices about what to do.

Cobble wrote:

I didn't realize you could. I did kick it a few times though and it said i hurt my foot and did damage to me.

Yup, I'm not sure what determines your success chance at kicking down doors, but you can injure yourself doing so and it definitely wakes up monsters that might be sleeping on the other side.

So, I've only cleared two levels, but does it feel too easy to anybody else? (I'm playing on Dwarven difficulty.) So far it feels like the game throws two dozen objects at me in between each monster. It also feels super strange to me not to have to worry about hunger. No longer am I weighing exploration and progression, since there's endless time to explore every nook and cranny of the level.

Going to switch the difficulty to Going Rogue after my next death, for sure.

There is a shortcut for picking an item up straight to your inventory. Just Shift+click the item.

Its a tough game. I've played 8 or 9 characters (permadeath) and havent really made a dent on the 2nd floor of the dungeon yet. Quite rough, this is.

I've played seven games, in two I totally cleared out the first level. My very first game, I cleared level one only to die due to stupid mistake about halfway through the second (thought I had a bolt equipped instead had a coral wand, so zomby man took me out). I thought it was easy. Then games 2-6 I died really quickly. In my current game, I cleared out level 1 and descended to level two when I (finally) went to bed last night.

It seems like how hard it is is very dependent on skills chosen + loot you find/get. So just like a true rogue-like One of my failed games I specialized in swords and armor but never found anything better than the crappy starting sword and armor. My spellcasting experiments were pretty much failures too.

Also, traps suck.

polypusher wrote:

There is a shortcut for picking an item up straight to your inventory. Just Shift+click the item.

Its a tough game. I've played 8 or 9 characters (permadeath) and havent really made a dent on the 2nd floor of the dungeon yet. Quite rough, this is.

I must have tried ctrl+click instead. Could have sworn I tried shift!

Patch is already out!

Changelog:

- Fixed: the random crashing bug when fading out audio.
- Fixed: save games getting corrupted when using shield bearer skills
- Fixed: save games getting corrupted when deleting quests
- Fixed: infinite XP trap exploit
- Fixed: infinite gold trap exploit
- Upgraded the soundtrack to the latest mastered version

Having just arrived at work, the urge to put this on my work pc and play all day is almost overpowering, especially when weighed against actually working.

I shall have to sleep on purchasing this. I loves me some Roguelikes, but I fear that I'd get sucked right in, and I have no time (and no willpower) at the moment.

Just died after almost clearing level 2 at 29000 points. I would recommend against putting a horadric lutefisk cube inside another horadric lutefisk cube
I don't think I would have made it much farther anyway. I was still struggling with the level two monsters so I doubt level three would have gone over well.

I like this game, but there are a few design decisions that grate on me.

First, it's possible to sell items, which always drives me crazy in roguelikes, because I have to fight the urge to drag every single item into the shop to sell it. I much prefer the way Dungeon Crawl handles this, where you can buy but not sell.

Second, there's no hunger, and health (very slowly) regenerates. This makes food somewhat pointless, since if you're willing to push the spacebar a hundred times you don't need to eat food. The designers get around this problem somewhat by spawning new enemies, but that brings up the other problem with not having a hunger timer: grinding. Once you get to the point where you can kill the average enemy on a floor without losing health, you could theoretically just sit there for ages gradually gaining experience levels. The designers should really do something to make this not a viable strategy.

Third, I'm pretty sure that armor and resistances work by automatically cutting points off of damage taken, which means they have an enormous effect on how the game plays. Depending on whether or not you have a few more or a few less points of armor, the game can either seem nearly impossible or practically trivial. Adding a little more variation into how much damage enemies do would help keep players on their toes.

Fourth, the enemies don't differ much so far; they more or less just have a certain number of hit points and an attack with a particular strength. The attack might do damage of a different type, but otherwise most of the enemies are more or less interchangable. As a result, the game really starts to drag after a couple of hours.

That said, I do love the variety of equipment and skills the game has to offer, and it's about time a roguelike gave experiment points for something other than combat (lockpicking and trap disarming).

IjonTichy wrote:

Third, I'm pretty sure that armor and resistances work by automatically cutting points off of damage taken, which means they have an enormous effect on how the game plays.

This is definitely the case for resistances. Resistance 2 absorbs 2 points of damage of that type.

Strangeblades wrote:

I died six times in one hour. Awesome. The best death is when I started the game, opened one door and there were 10-12 bats on the other side. I feel like I'm in a Gary Gygax DnD adventure. Tomb of Horrors anyone?

Alright, clearly I'm jumping the gun on saying it's too easy. Are you guys all playing on Dwarven difficulty? I do have two minions killing sh*t for me, with my in the background picking things off with baseballs and crossbow bolts.

I randomed my first set of skills on my first character and it seems I've found a winner first up. I'm going dwarven moderation, but I do have permadeath on and I was blitzing the 1st level last night before bed, nothing can touch me.

The skills I can remember (although the names might be off) are Deadeye, Berserking, Vampirism, Crossbows, Arithmancy & Archaology. I don't have a melee skill, but my increased accuracy from Deadeye and the extra Damage from Berserking means my guys is pretty much (literally) kicking the (figurative) crap out of everything even when he's out of bolts. And with bolts, he's an unstoppable force. He never runs out of life because he drains with each hit and can refill using enemy corpses, and Archaology makes traps pretty much a non-issue, they don't even go off most the time when I step on them accidentally.

Also I sparkle!

There's no demo?

Oh what the heck, it's under five bucks. I hope it's like Angband with better graphics.

I died six ten times in one two hours. Awesome. The best death is when I started the game, opened one door and there were 10-12 bats on the other side. I feel like I'm in a Gary Gygax DnD adventure. Tomb of Horrors anyone? I even got to character level two.

Oh and I am playing on rogue difficulty with permadeath.

I love the music. It's almost techno right now. Eight-bit style too!

My current guy, Fang Boy, is all melee skills with vampirism powers. Hopefully I can keep him alive to level 4!

As a strategy I am luring monsters onto traps if possible. Yeah, I know, no XP, but I am more interested in learning how to stay alive.

Wow. I died several more times. I was also attacked as soon as I started the game! That was awesome. I got jumped twice and then ran over one trap and then another which killed me. Back to the drawing board.

I don't find the instant deaths for new characters as annoying as the two times I cleared the first level, went downstairs, and immediately found a monster zoo. Despite my cowardly running, they got me.

The devs are monitoring a feature request site, and have already posted an update about things they plan to support and add. I posted a suggestion for journal entries, where the player might find pages with small stories. If you're one of those weirdos like me who enjoy reading in games you should vote for it!

I'm having a tough time keeping bolts in stock for my ranged character. I seem to spend most of my combat time hitting things with a stick I found, and placing traps.

For a ranged character you really need tinkerer as well; it lets you make your own bolts.

Though I found these high-powered "clockwork drill bolts" that will basically one-shot anything. Saving them for the big baddies.

7inchsplit wrote:

So, I've only cleared two levels, but does it feel too easy to anybody else? (I'm playing on Dwarven difficulty.) So far it feels like the game throws two dozen objects at me in between each monster. It also feels super strange to me not to have to worry about hunger. No longer am I weighing exploration and progression, since there's endless time to explore every nook and cranny of the level.

Going to switch the difficulty to Going Rogue after my next death, for sure.

Okay, yeah, I spoke too soon. Played a bit more and found a monster zoo!