Dungeons of Dredmor

Wow. Those artists sure seem to love those eyebrows. Here is a picture celebrating the birth of a baby for one of the Dredmor development team.

IMAGE(http://i866.photobucket.com/albums/ab221/Strangeblades/dred_baby.jpg?t=1311078599)

Pretty soon he too will have mighty eyebrows strong enough to face the Dungeons!

Getting your eyebrows means you are a real man. You will be able to pull guitars from your head and fight alien monsters as long as you have the eyebrows.

I always seem to end up with a hybrid warrior/rogue. I'm going to try a mostly pure rogue today, see how it goes.

I have tried a few builds so far and have been experimenting with many of the skills. My favorite so far is Fungal Arts, I think just about every one of my characters has it.

My current game's build is: Swords, Staves, Dual Wielding, Artful Dodge, Fungal Arts, Astrology and Magic Training.
That is a mix of 3x warrior, 2x rogue and 2x wizard and has been working pretty well. It is mostly buffing and melee but has a high dodge, block and counter chance.

I started a spreadsheet listing the total ability bonuses from the different skill lines:
Dredmor Skills

It is a work in progress but the information might be helpful.
**Edit** spreadsheet is finished!

Puce Moose wrote:
tanstaafl wrote:
Eezy_Bordone wrote:

Is there a way to get items off of the pedastals surrounded by water?

Only way I've found is teleport spells.

I think there's a psychokinetic shove skill in the psionics tree; I wonder if that would work as well.

Knightly Leap will get you over there too from the Artful Dodging line.

Arovin wrote:

I started a spreadsheet listing the total ability bonuses from the different skill lines:
Dredmor Skills

This is awesome! So each number is the total bonus if you take all the skills in that line?

7inchsplit wrote:
Arovin wrote:

I started a spreadsheet listing the total ability bonuses from the different skill lines:
Dredmor Skills

This is awesome! So each number is the total bonus if you take all the skills in that line?

Correct.

What the game does not tell you is the base stats are increased by the class type a skill is as well. Say you take swords, warrior skill you take you get (+2 Burliness, +1 Sagacity, +1 Nimbleness and +2 Stuborness) there are 6 skills in swords so on top of what swords says it gives you, you also get 6x the points listed above.

The spreadsheet reflects that.

I have not included any of the actual abilities you get from the skills or temporary buffs.

Does anyone else find summoning kinda game-breaking? Once you've maxed out Blood Mage and can summon a Moustache, the early game becomes flat-out boring--enemies always choose to attack the moustache, and you can just sit back and watch the slow, slow combat animations. By the time the moustache dies, you'll have gotten your mana back, so you can more or less do this indefinitely. I'm sure it loses its effectiveness later on, but for now it's made the game trivial, even on Rogue difficulty.

IjonTichy wrote:

Does anyone else find summoning kinda game-breaking? Once you've maxed out Blood Mage and can summon a Moustache, the early game becomes flat-out boring--enemies always choose to attack the moustache, and you can just sit back and watch the slow, slow combat animations. By the time the moustache dies, you'll have gotten your mana back, so you can more or less do this indefinitely. I'm sure it loses its effectiveness later on, but for now it's made the game trivial, even on Rogue difficulty.

Smithing lets you make some amazingly decent weapons early on, after just a couple of points. Combine w/ dual wield and the first 2-3 floors are pretty much cakewalks.

I've not had any serious trouble until recently (still stuck on floor 10).

IjonTichy wrote:

Does anyone else find summoning kinda game-breaking? Once you've maxed out Blood Mage and can summon a Moustache, the early game becomes flat-out boring--enemies always choose to attack the moustache, and you can just sit back and watch the slow, slow combat animations. By the time the moustache dies, you'll have gotten your mana back, so you can more or less do this indefinitely. I'm sure it loses its effectiveness later on, but for now it's made the game trivial, even on Rogue difficulty.

Yeah I took out a room packed with bad guys using a Moustache. As soon as he died I created a new one. I actually think it might be broken. Shouldn't he be taken mana each turn he is out?

This game keeps crashing on my Mac :\

I enjoyed my first character that lived for more than a few minutes. Level 4 on medium, 42048 pts. Soon I will have a build.... soon.

ARG.

So, the game patched today? The new patch seems to render older save games incompatible, and causes the game to crash when they're loaded.

http://www.gaslampgames.com/blog/201...

GasLamp Games Blog wrote:

EDIT2: Your old save games from Dredmor 1.02 almost certainly do not work with Dredmor 1.03. We apologize for the inconvenience. I’m pretty sure you’ll get an achievement for your pain, at least. — David

Steam autoupdates, so no chance of not updating.

NOT pleased. Lost a LOT of progress.

Yikes, that's pretty much unacceptable. Glad I haven't actually played this yet though, despite adding it to my pile already.

Tyrian wrote:

Steam autoupdates, so no chance of not updating.

Actually, you can set a game to not auto-update. Obviously not something you'd expect to be needed however, but maybe that'll help someone who hasn't gotten screwed yet on it.

LiquidMantis wrote:
Tyrian wrote:

Steam autoupdates, so no chance of not updating.

Actually, you can set a game to not auto-update. Obviously not something you'd expect to be needed however, but maybe that'll help someone who hasn't gotten screwed yet on it.

Ah, this is true. I wish they had published something about the update making my savegame incompatible, causing me to essentially lose ~20hrs of adventuring.

Yeah not too happy about losing my saves. Shelving this one until they stabilize it.

First off, the good news. We have managed to fix the save file issue, and we will have a patch in your hands tomorrow. So hold onto them.

So I always can't do the simplest, most intuitive things in games.

Why can't I place traps? I've picked up like 3 shoddy dwarvish IEDs and I can't seem to place them....

LiquidMantis wrote:
First off, the good news. We have managed to fix the save file issue, and we will have a patch in your hands tomorrow. So hold onto them.

Yeah, I was just coming to post a link to that.

http://www.gaslampgames.com/blog/201...

So, I'm glad they committed to fixing it. That makes me less annoyed about the whole situation. Glad I didn't delete the old save in a fit of pique!

I got rid of my one save, but used the same build (with one tweak) to make an even *better* character. I'm liking this game.

Roo wrote:

So I always can't do the simplest, most intuitive things in games.

Why can't I place traps? I've picked up like 3 shoddy dwarvish IEDs and I can't seem to place them....

Just left click so it "picks up" then click on an open spot next to you.

bandit0013 wrote:
Roo wrote:

So I always can't do the simplest, most intuitive things in games.

Why can't I place traps? I've picked up like 3 shoddy dwarvish IEDs and I can't seem to place them....

Just left click so it "picks up" then click on an open spot next to you.

That is what I do.

The guy in that linked blog seemed pretty genuinely remorseful, and a cool chap besides. Not that the save bug hit me in anyway, but it's still nice to hear from people in the games industry who aren't douches.

Do it, do it for Crom.

ah that made me laugh.

bandit0013 wrote:
Roo wrote:

So I always can't do the simplest, most intuitive things in games.

Why can't I place traps? I've picked up like 3 shoddy dwarvish IEDs and I can't seem to place them....

Just left click so it "picks up" then click on an open spot next to you.

I blame the tutorial. I assumed I had to put it in the lower right action spot like spells and bolts, rather than, you know, pick it up and put it back down.

I cleared level 1 with my rogue type guy. Getting jumped by 20+ bats was not cool...no traps! And then I remembered the weird octopus arrow thingie I had. Wow. It's very funny to get just a few powerful items at such a low level. Also I killed Death. Thankfully he was with 2 little critters, so I put them to sleep, and then lined a hallway with traps, and shot the critters with the crossbow.

I'm really, really liking it.

I had to look up Rogue to see if it predated Nethack. And boy, did it. (Rogue, 1980; Hack, 1985; Nethack, 1987).
Still, this is bringing me back to 1991, and three of us around a PC playing Nethack at university.

"Drink it!"

"No way, man!"

"Just drink it already."

"Fine."

"Great, I just polymorphed into a rat." or more likely, "thanks, I'm dead."

I did polymorph into something powerful once. Damned if I can remember what it was...

Save game update is out now.

This is one of those games I know I will enjoy, and is cheap enough to impulse buy, yet I doubt will ever get the time it deserves. First of all, I have a dozen other games I need to finish. Second of all, and more insidiously, based on what I have seen so far the game will receive excellent support. This means I will constantly be waiting until the 'next patch', as even more good stuff will inevitably be added.

The same thing is happening to Terraria as I patiently wait until the 1.0.6 patch. They better not announce a 1.0.7 patch for some time, or it will have to go back in the pile while I wait for that!

Damn you, indie developers and your superlative support! At this rate I'll never play your games!

LiquidMantis wrote:

Save game update is out now.

And it works!

If my luck holds, that 16+ hr character will die shortly after I get back in and start playing.

Bad news is I deleted my save game. Good news is my new guy is on a roll.

Mac warning: Dredmor doesn't seem to be able to run fullscreen under Lion. Windowed still works.