Dungeons of Dredmor

No, that's part of the process MilkmanDanimal. I was very confused at first, as this is my first rogue-like, but I died like 10x before figuring out a guy that got me past level 2

Apparently a large part of it is finding out things that work and don't, all with a large amount of luck in what you encounter

Also, do you need alchemy skill to craft that Diggle Nog? It would suck if I got all the ingredients and found out I had to create a new character to do it

"Normandy
Die on Floor 1; play a new character with the same skills... and die on Floor 1."

Hah! I feel properly chastened.

MilkmanDanimal wrote:

Picked this up today. Fired it up with random abilities, wandered into the dungeon, got killed by the first bat I saw.

Maybe I'll actually play the tutorial next time . . .

It is remarkably unforgiving. I keep expecting it to be gentle because it looks so funny and friendly, and then it cuddly-ly bites my face off. Again.

Seph, are you checking your inventory and equipping armor, weapons and the like as you start? Eating food before a fight to up your health regen?

Robear wrote:

Seph, are you checking your inventory and equipping armor, weapons and the like as you start? Eating food before a fight to up your health regen?

Yup! I'm actually pretty good at this game. I was just goofing around going for the steam achievement. After that, I made my way through the achievement list. They've added a TON of new ones since I last played.

drdoak wrote:
mooosicle wrote:

Holy crap, the dlc Is SEVEN FOUR CENTS

I can't really pass that up.

Also, someone please spoiler me I can't find info on it, how do I make Diggle Nog so I can try to claim some holiday coal.

Spoiler:

Crafted with Aqua Vitae, a Diggle Egg and some Grog.

I have the three items you listed in my inventory, but they don't show up in the alchemy list. I right-clicked on the alchemy machine thing, and don't see it in the list of available concoctions.

edit: disregard. I needed to select the Porta-Still instead.

Died on level 10, character level 21. -_- farthest I've made it in the game so far. 750k points.
I typically play a caster, but I've been playing with some extremely tanky builds and this is what I settled on:
Armor, Shield, Unarmed, Smithing, Tinkering, Fleshcrafting, Burglary

My technique revolved around dual-wielding shields and just not taking damage. It worked out really well until level 10 where my resistances were just not high enough. 20 putrification damage per hit was my downfall.

Maybe I should turn permadeath off just to kill that damnable dredmor.

I'm going to try the rogue difficulty mode with the new dlc enabled. Emocracy power?

Diggle nog is a level zero skill requirement. Anyone can make it.

Randi, my dwarf perma-death random fem ended up as
Crossbow 5
Shield 5
Golemancy 6
Mathemagic 1
Blood Magic 1
Archaeology 5
Tinkering 5

Tinkering kept me in nice crossbow bolts and out of traps. Shield kept me alive. Golemancy kept the bad guys off me. And, Archaeology provide the XP boost and the extra magic perks. As random builds goes, it was pretty good. Mathemagic was only good for teleporting and I did not need the blood magic since mana was not a problem.
--
TAZ

Its been many patches and one DLC since I played this game. And while there are a ton of improvements one change that really spoils the fun is the new crafting menu. The list is better than what we had before, but I still can't scroll through it with my mousewheel. And whats worse, you can mouse over the ingredients of something to see what they are. But you can't mouse over to see what item they make. I don't mean the stats of the item, just the name. It didn't used to be this way, so why would they change it?

Now I feel like I need to look up a wiki somewhere because I can't remember what half of this stuff is.

Tamren wrote:

Its been many patches and one DLC since I played this game. And while there are a ton of improvements one change that really spoils the fun is the new crafting menu. The list is better than what we had before, but I still can't scroll through it with my mousewheel. And whats worse, you can mouse over the ingredients of something to see what they are. But you can't mouse over to see what item they make. I don't mean the stats of the item, just the name. It didn't used to be this way, so why would they change it?

Now I feel like I need to look up a wiki somewhere because I can't remember what half of this stuff is.

Nicholas Vining mentioned this here:

There are also a handful of complaints about the new craft tools; I’ll be addressing as many of those (mousewheel support and output tooltips being the big two) as I can.

I'm resisting mightily the urge to play Realm of the Diggle Gods (which DrunkenSleipnir kindly provided me) until the 1.09 patch hits. I think they are hoping to finish it before Christmas.

Why resist? With this game, the wonkiness is part of the charm. Besides, the DLC adds waaay more than it detracts from the game. I can't believe it's already on sale for $0.74. I used my steam wallet for the first time today so I could hook up all my friends without several $0.74 charges to my card.

Just do it, man. What are you waiting for?

Its great to see them at work fixing issues. The game has a lot of little niggles that detract from the experience. Stuff like being able to open the skills menu with K, but not being able to close it again with the same button.

Anyhow, pretty much the only thing the DLC detracts from the game is the original title screen. The new one is just as cool, but I still wish I had the choice between them. Just go play it, its hilariously awesome.

But, but, the patch is due tomorrow morning, according to the GLG twitter feed! I should sleep tonight...

Lobo wrote:

But, but, the patch is due tomorrow morning, according to the GLG twitter feed! I should sleep tonight...

Sleep is for the weak.

The Diggle Nog achievement also works on easy, for those having trouble.

So Steam has the 1.0.9 patch, but isn't yet pushing it through to users. When, WHEN?

CHANGELOG for Patch 1.0.9:

- FIXED: n-dimensional lathe was, in fact, a giant game-crashing exploding bomb
- FIXED: wandcrafting recipes being lost after load/save
- FIXED: crafting tool output not displaying
- FIXED: some crossbows not working [RotDG]
- FIXED: some mittens not working [RotDG]
- FIXED: Axe of Dinglenit was worth 0 zorkmids [RotDG]
- FIXED: Gloriously Regal Belt using description from Bullet Belt
- FIXED: That blasted lever room will only show up once per level. It was getting to be a bit of an issue.
- FIXED: “Cat Ears” helmet was using the wrong art [RotDG]
- FIXED: “Runes” showing up in gem transmutation
- FIXED: Diggle plague just being all kinds of nasty
- FIXED: Chest/helm tooltips switched on character panel
- FIXED: Skills that give primary stats, wouldn’t give the correct stats
- FIXED: Mustache Fighting League room would fill with infinite mustaches
- FIXED: very rarely, scripts would spawn an entire horde of monsters off of the bottom of the map.
- FIXED: tutorials showing up twice
- FIXED: took out more broken tutorials
- FIXED: game crashing at start new game screen on Mac OS X 10.5.8. (Probably.)
- FIXED: Heal-over-Time (HoT) effects being resisted (Fairywodger; Knit Tissue; etc.)
- FIXED: Mysterious portal crashes. [RotDG]
- FIXED: Steam achievements now trigger for expansion skills.
- FIXED: mods will now correctly load rooms.xml and text.xml
- FIXED: last skills in modded-in-skill-tree would crash the game
- FIXED: the amazing exponentially-multiplying Diggle Egg Stacking bug.
- Minor tweaks, balances, etc.
- Corrupted Shrines are now mildly more interesting.
- Better decor on Diggle God Shrines. [RotDG]

DrunkenSleipnir wrote:
Lobo wrote:

But, but, the patch is due tomorrow morning, according to the GLG twitter feed! I should sleep tonight...

Sleep is for the weak.

I still have flashbacks of Mr. Brand ambushing me from my freezer.

Is there a way to unsummon golems? I got trapped by my own Mustache Golem and finally had to resummon a new one far away.

I was having that issue with my moustache, until I realized keyboard movement will push him out of the way. Mouse movement doesn't.
I was just killing him before that.

Hmm. Went from slaughtering everything with wanton abandon on floor one to running away crying on floor two.

Pretty typical of floor changes?

Yup. And some are more extreme than others.

Lobo wrote:

So Steam has the 1.0.9 patch, but isn't yet pushing it through to users. When, WHEN?

It's out! Now I can play with the new n-dimensional lathe without (as much) fear of crashing.

LilCodger wrote:

Hmm. Went from slaughtering everything with wanton abandon on floor one to running away crying on floor two.

Pretty typical of floor changes?

That's been my experience. Protip, don't run downstairs to get away from things.

Tons of props to the team for fixing modability bugs. I expect to put another 100hrs into this over my holiday break next week.

Alright! They fixed crafting tooltips. All is well.

Its currently not possible to make a Ninja Zombie Pirate Robot. But I got pretty close.

Female
Assassin
Vampire
Werediggle
Pirate
Big Game Hunter
Monk

I started playing this game for the first time a few days ago when the Steam Xmas quest started, and am torn on whether or not I like it. I still haven't died and I'm down to floor 3, but it has taken forever to get there.

I really hate the super-limited inventory, the crafting interface is poorly designed, and fighting (as a warrior-type) is dull. I'm also surprised that it's been so easy thus far - I was expecting to die a lot after reading this thread, but maybe my experience with other roguelikes has trained me not to get slaughtered at the drop of a hat.

Does the game get more complex as you descend? Or is my experiences with levels 1-3 typical of the entire game?

I just stepped into a square where moving out of it teleports me, and moving one more square teleports me back to the first one. Looped. That character is now useless...

Robear wrote:

I just stepped into a square where moving out of it teleports me, and moving one more square teleports me back to the first one. Looped. That character is now useless...

Yeah, this seems to be a bug with the new patch. I saw someone report it on the main gaslamp forums, so the developers should know about it.

Been loving this game so far. I've been run multiple variations of the same character, a dual wielding sparkling vampire, called Mr. nth try, on permadeath. But usually what ends up happening, is without the aid of cowardly food byproducts I constantly die to traps. So now I eat mushrooms. And that worked out great until I went down to second floor and opened a door. Damn monster rooms.

Space waits a turn.