Dungeons of Dredmor

Well, I'm rocking as a rogue again. I have found that my setup works pretty well: Dodge, Sword, Dual Wield, Smithy, Burglary, Assassination, and Archeology.

I usually one shot half of the mobs in the dungeon, and if I don't I'm often a countershot away when they attack from their death. My stealth is so high that I actually wandered into the last two monster zoos to finish them off (its something around 55-58). I didn't realize this, but on my sword skill (and I assume with other weapons) when you buy a sword skill, it adds the bonuses you get for each weapon equipped.

I'm rocking my current run so far. Sword, Dual Wield, Armour, Rage, Assassination, Accuracy, Smithing.

One of the merchants I came across on level two had a literally EPIC shield. Max star rating. 18 magic defense. I'm a sword and board fighter now, but the second dual wield skill, Offensive Tactics does trigger even though I don't have two weapons equipped.

I just got an ipad and I got curious if there were plans for there to be an ipad version. I found this posted on the Steam forums by somebody from Gaslamp Games:

We've actually received a *lot* of interest in doing something like this. All we can say officially is that we have an internal build that functions on the iPad, but we're not yet in a position where we can say firmly whether the control system will transfer well enough to make it something we're comfortable with selling.

Hopefully, that happens because I think it would be perfect for that.

Had a great run last night with dual axe-wielding rogue-oriented smith. Eventually I made two fine steel axes, enchanted them nicely (one was able to push enemies away from me), killed out two monster zoos on levels 2 and 4. I met my doom on level five standing against a legion of diggle commandos. Oh well, at least I got an achievement for being killed by all types of diggles. Plus several cheevos for maxing out skill trees. 73-thousandish score (Dwarven Moderation, Permadeath On).

Might be a spoiler if you like finding things out yourself.

Spoiler:

I just figured out you can cook food on the barbeque and turn it into better food. Like raw steak to grilled steak.

When making a recipe, do you need to have the actual recipe on hand or can you just remember the formula?

Tamren wrote:

When making a recipe, do you need to have the actual recipe on hand or can you just remember the formula?

remember the formula. This works for everything, by the way.

BlackSheep wrote:
Tamren wrote:

When making a recipe, do you need to have the actual recipe on hand or can you just remember the formula?

remember the formula. This works for everything, by the way.

Is that 100% true? I seem to recall there being several recipes in smithing that used the same ingredients for a different result.

eg: iron boots = 2 iron ingots
crude iron sword = 2 iron ingots

However, for anything in which there's only one outcome (eg: deep omelete), I think just having the ingredients is enough.

Tyrian wrote:
BlackSheep wrote:
Tamren wrote:

When making a recipe, do you need to have the actual recipe on hand or can you just remember the formula?

remember the formula. This works for everything, by the way.

Is that 100% true? I seem to recall there being several recipes in smithing that used the same ingredients for a different result.

eg: iron boots = 2 iron ingots
crude iron sword = 2 iron ingots

However, for anything in which there's only one outcome (eg: deep omelete), I think just having the ingredients is enough.

Still works. All of the stuff you're getting off those shelves are special recipies that require a lot more goods than the basic recipies.

Spoiler:

If you want to make a knight's sword, the first two iron ore you shove in there need to be specified as a rough iron sword or you will end up with boots. After that, you can just put the one extra iron in with the crafted sword until you reach the knight's sword.

BlackSheep wrote:

Still works. All of the stuff you're getting off those shelves are special recipies that require a lot more goods than the basic recipies.

Right, as long as there are multiple possibilities for a recipe, you have to select the one you want from the notebook. If there's only one outcome and you (the player, not the character) know how to make it, then forge away!

I wasn't aware that I could make stuff without finding the recipe in a bookshelf. It sounds like an exploit/bug to me( which mean I'll try it).

My current char is doing well at level 3-4 It's a smith(5),dodge(2),perception(1) ,shield(2),armor(2),axe(2),astrology(1). I regret I didn't take Archeology or dual wield and ditched dodge and shield. I got broader axe (top tier steel axe) and the top tier iron axe(?German? name ).

I'm hitting stuff for 27-29 damage. I'm still trying to figure out what armor to wear and what to invest points in. I've found that resistance is fairly important and it's smart to switch resist gear on each level . I got top bronze+gold chest/legs runed iron shield (the -3 dodge penalty is probably worth it for +4 counter attack ). If I switch to full plate most of my dodging ability would be trashed. Armor doesn't stop piercing (we'll have to wait for q1 2012 for that to be changed) but dodging isn't super reliable . I'm not sure how high I should get it in order to rely on it. The monsters on lower levels (higher number) are hard hitters and so are the mini bosses . I'm not really sure dodging can cut it by its own...

Niseg wrote:

I wasn't aware that I could make stuff without finding the recipe in a bookshelf. It sounds like an exploit/bug to me( which mean I'll try it).

My current char is doing well at level 3-4 It's a smith(5),dodge(2),perception(1) ,shield(2),armor(2),axe(2),astrology(1). I regret I didn't take Archeology or dual wield and ditched dodge and shield. I got broader axe (top tier steel axe) and the top tier iron axe(?German? name ).

I'm hitting stuff for 27-29 damage. I'm still trying to figure out what armor to wear and what to invest points in. I've found that resistance is fairly important and it's smart to switch resist gear on each level . I got top bronze+gold chest/legs runed iron shield (the -3 dodge penalty is probably worth it for +4 counter attack ). If I switch to full plate most of my dodging ability would be trashed. Armor doesn't stop piercing (we'll have to wait for q1 2012 for that to be changed) but dodging isn't super reliable . I'm not sure how high I should get it in order to rely on it. The monsters on lower levels (higher number) are hard hitters and so are the mini bosses . I'm not really sure dodging can cut it by its own...

With a lot of points geared toward dodge and counter-attack you'd be surprised at how much you can get away with. Couple that with a high stealth (if you're going rogue) and you can walk by a lot of the monsters or choose when you want to attack them, which is important for getting away when you do take too much damage.

I finally gave this a try. I tried a typical rogue build but didn't really love it that much. So far around nine characters have met their death. I'm guessing that's normal. I created a series of increasingly less awful mages after my initial 2 rogues. I'm starting to like the way my mages turn out

I think I'm getting the hang of it. Some of the magic stuff is really wierd. I feel pretty good - I killed something that looks like a brain-octopus head on the first level from a Chest of Evil

Also, those things in middle of rooms, that look like gears or something. Is that for the second skill in archelogy to send back?

Mooooooooooooo is actually playing the game!!!!! Warrior builds are usually the easiest to get ahold of. Glad you keep giving the game a shot, as you are expected to die and learn by your mistakes.

One word of advice: Don't open chests of evil.

AHHHHH

I felt like a boss, clearing out the first level. So i went down to level 2, somehow overloaded my lutefish hodradic cube, it exploded on me, and tried to drink random potion as a last resort to heal before I died. Most of the mystery ones seem to give me good effects

Apparently the one I tried burn me from the inside and killed me even faster

mooosicle wrote:

AHHHHH

I felt like a boss, clearing out the first level. So i went down to level 2, somehow overloaded my lutefish hodradic cube, it exploded on me, and tried to drink random potion as a last resort to heal before I died. Most of the mystery ones seem to give me good effects

Apparently the one I tried burn me from the inside and killed me even faster

:(

haha! I've have plenty of wonderful deaths that way. Spoiler below about your comments above.

Spoiler:

The lutefish cube blows up if you put a lutefish cube inside of it. Also, potion reagents are bad to drink. Full fledged potions are good though.

I played yesterday my warrior is'nt great build but he dies a lot less than my other characters: Astrology,Shield,Axe,Armor,dodge,perception, smith. I got good armor that kills my dodge but the jump skill is very useful. The shield and armor skills also give some hp regen I can also tank a lot of stuff and resistance seems very useful if you got the right gear . Piercers are always a problem there I'm not sure if protection help but dodging does. I'm really afraid to rely on dodging because if you are hit dodge armor is usually lighter and you may get pounded.

I find the game progression a little slow compared to other rogue like games. the Inventory management which is a key part of the game is a little unwieldy with the mouse. I admit it's better than dwarf fortress's adventure mode but other games have some kind of inventory organizers/filters.Puting items is the cube is extremely time consuming but I recently discovered you can sell stuff directly to that oversize cat :lol:and don't need a platform to sell . This new discovery should make my life a little easier (hogging loot but not knowing what to do with it).

garion333 wrote:

Mooooooooooooo is actually playing the game!!!!! Warrior builds are usually the easiest to get ahold of. Glad you keep giving the game a shot, as you are expected to die and learn by your mistakes.

One word of advice: Don't open chests of evil.

I opened four of those. I was so convinced that one of them was going to pay off with the Ultimate Something. Four deaths later I'm still convinced my persistence will amount to something other than the front of my face blowing out the back of my head.

Has there been any new news about the next patch? Shortly after the last patch I saw something about a lot of upcoming fixes (tweaking Obvious Fireball again, fixing Haywire!, other balance issues, and so on). I stopped playing, waiting for the next patch to hit, but so far I've heard nothing more about it.

Tscott wrote:

Has there been any new news about the next patch? Shortly after the last patch I saw something about a lot of upcoming fixes (tweaking Obvious Fireball again, fixing Haywire!, other balance issues, and so on). I stopped playing, waiting for the next patch to hit, but so far I've heard nothing more about it.

Here's the latest information I could find on the dev blog:

August 21st, 2011 by Nicholas Vining in Dungeons of Dredmor, Game Design, Games, Gaslamp
A user on Twitter has pointed out that it’s been three weeks since we put up a patch status update. What’s going on, Gaslamp? So here’s the approximate status and time line.

The patch, as it stands, is done. I’m waiting for one piece of art from David, and he assures me that he can paint it tomorrow, but I’m ready to drop it in when he says he’s done it. We’ve spent the weekend testing it internally, and are going to pack it up and send it out for external beta testing on Tuesday. As soon as the external beta testers give it the all-clear, we will fire it your way. There may be a second call for external beta testers next week; I need to get everything sorted out. I would like the beta to take about a week, so that I can put it up next Monday. There will be a content patch thereafter.

That's cool. I might wait for the patch to hit. I thought Obvious Fireball was sort of strong from my 25 dead mages or so. I wouldn't mind it being nerfed if the last 2 promethean skills was more synergistic. My current mage managed to bust himself down to level 3, the robot-looking level.

Patch 1.0.4 is coming out Tuesday September 6th.

David Baumgart (DEV) wrote:

EDIT: Okay, final patch release date for 1.0.4 can now be confirmed as Tuesday morning – the morning of September 6th, 2011. We’re putting one last beta out even as I speak, and the actual release candidate will be sent to Valve over the weekend. Why are we doing this? Well, frankly, because it’s a very bad idea to ever release a patch on a Friday. That’s just asking for something to go wrong and for everybody to be frustrated over the long weekend. So go enjoy your last few moments with Dredmor 1.0.3, and throw some Lutefisk on the grill. Next week, there’s a whole new Dredmor waiting for you. — N.

It looks like they've updated it to 1.05; here's the rather exhaustive patch notes:

- FIXED: Game not correctly processing some right clicking mouse clicks.
- FIXED: Lag due to blood splatters.
- FIXED: Dual wielding was not working, in particular the last skill.
- FIXED: Shield bearer skills were not correctly granting passive
attributes.
- FIXED: A number of screwed up achievements in the "skill set" categories.
- FIXED: Warrior health (and other things) were not being calculated
correctly.
- FIXED: various spells not working due to having incorrectly set sight
buffs.
- FIXED: primary skill buffs were not passing their bonuses through to
secondary skill calculations.
- FIXED: Item duplication bug when hitting "0".
- FIXED: incorrect item values for Cybertronic Amulet.
- FIXED: incorrect item values for Dark Orb.
- FIXED: being able to save and quit the game after your death.
- FIXED: nightmare curse not actually putting monsters to sleep (or
correctly triggering the DOT)
- FIXED: narcosomantic induction not always putting monsters to sleep.
- FIXED: SHIFT-Click mode, when turned on, doesn't correctly handle
SHIFT-Clicking as regular clicking.
- FIXED: unliving walls do not become permanent blockers after saving
and re-loading the game.
- FIXED: stacked necronomiconomics penalties prevent the player from
disabling his other buffs.
- FIXED: right-clicking, off turn, causes left-clicking behaviours..
- FIXED: infinitely long Diggle health bars.
- FIXED: monsters not dying when affected by buffs that reduce their HP
(acid burn, etc.)
- FIXED: monsters who are stunned or asleep can no longer dodge, block,
or counter-attack.
- FIXED: blank pedestal spawning in the Tomb of the Unknown Hero.
- FIXED: certain weapon powers from Krong never activated
- FIXED: various ways in which the player could abuse the shopping system
- FIXED: some items becoming stackable after you put them in crafting tools.
- FIXED: potion stacking stops working after you save, reload, and put
it in a craft tool.
- FIXED: vampirism causing haywire (or crit buffs); normal spellcasting
NOT haywiring
- FIXED: bad text in wand, potions tutorials
- FIXED: KRONG text no longer mentions crafting skill
- FIXED: starting part of Monster Zoo music wasn't playing
- FIXED: This Translation Is All Wrong! wasn't clearing damage effects
on weapons, causing massive damage stacks
- FIXED: a number of spells were not correctly applying blasting damage
(Thor's Fulminaric Bolt, for instance.)
- FIXED: Vampires are no longer told to "eat food to regain health."
(Now they must dreeenk blaht.)
- FIXED: double "bad weapon" penalties.
- FIXED: a bunch of monster inheritance issues.
- FIXED: crash on fullscreen with OS X 10.7
- FIXED: crash while SHIFT-clicking with an object that you have just
auto-looted, with auto-loot enabled.
- FIXED: various other issues with the auto-loot.
- FIXED: Various issues with WASD move-to-open.
- FIXED: Lutefisk cube behaviour is now consistent with regards to
stacks versus individual units.
- FIXED: game crash when using non-standard characters in character names.
- FIXED: empty tiles appearing in room definitions.
- FIXED: dual wield and counter chance..
- FIXED: mysteriously appearing broken doors.
- FIXED: buffs that cannot be dismissed.
- FIXED: auto-looting for lockpicks.
- FIXED: multiple on-hit triggers on corpses.
- FIXED: items get deleted when clicking in inventory and holding down CTRL.
- FIXED: don't let the game run in resolutions with y resolution < 600.
- FIXED: Dying at the hands of Lord Dredmor no longer gives you the
"Thrusty" achievement.
- FIXED: the Thrusty achievement now works.
- FIXED: Mark of Chthon and Magic Steel now correctly buff in a way that
scales with magic power.
- FIXED: traps triggered by monsters applying buffs to the players.
- FIXED: pets give you XP when you kill them.
- FIXED: curses on monster stacks cause madness.
- FIXED: game launcher uses 100% CPU
- FIXED: Fine Bronze Cuirass has incorrect stats.
- FIXED: issues with ALT-TAB and SDL causing certain things (quicksell,
stack split) to stop working after leaving and returning to the game.
- FIXED: bolt recovery now works for crossbow users on all hits, not
just death.
- FIXED: thrown item recovery now works for all thrown items on all
hits, not just death.
- NERF: Using a wand now disables invisibility effects.
- NERF: The Obvious Fireball has been Nerfed more obviously than the
last un-obvious Nerf.
- NERF: This Translation Is All Wrong! now enacts a Terrible Price.
Also, we got to make another Marcus Brody joke.
- NERF: added some more resistances throughout levels to require you to
use at least two spells to beat the game.
- NERF: Hand of Belimawr is no longer stackable.
- NERF: Alchemy, in various small, cruel ways.
- NERF: "This Translation is All Wrong" saps magic from items, occasionally.
- BUFF: Psionics gets magic resistance.
- GAMEPLAY: Nerfed, then buffed, Vampirism. It's sort of about the same,
really.
- GAMEPLAY: More fire resistance on Level 9 monsters.
- GAMEPLAY: Black Pearls can now be ground into chalk. Interestingly,
this is not a flight of fancy but is based
on Science.
- GAMEPLAY: Heavy armour gives greater magic penalties, but offers more
piercing resistance.
- GAMEPLAY: Heavy armour also reduces nimbleness.
- GAMEPLAY: the Jingly Jangly Staff of Crystals now requires alchemy
instead of smithing.
- GAMEPLAY: Lutefisk balancing changes.
- GAMEPLAY: Tinkerers can now make Black Powder.
- GAMEPLAY: Robots now do electrical damage. Because, you know, they're
robots.
- GAMEPLAY: Blobbies now leave Acid Pools.
- UI: Kill the Tutorial Pop-up at the start of the game if you've seen
it once.
- Monsters have an expanded vocabulary.
- The Bony Wand is now not quite as awful.
- Lord Dredmor is now nastier.
- Added a new, fun monster to Level 10.
- Added craftable thrown weapons.
- Added slightly more informative vending machine tool text.
- Game renders all text using UTF-8 internally, for the Japanese
Translation teams. (Ganbatte!)
- Upped Pyrokinesis damage.
- Made acid traps marginally less deadly.
- Fixed zorkmid scaling drop rate.
- Changed graveyard text so people no longer think their scores are
negative.
- Weapon and armour stats have been given some more love.
- Elven Ingot Grinder is now affected by alchemy, not smithing or tinkering.
- Alchemists now start with an Ingot Grinder, giving them more rubbish
than any other class.
- Adjacent monsters now display health bars consistently.
- Trap outlines are now drawn on top of walls when they are obscured.
- ALT-click will now split stacks in the inventory.
- Added a new minimap interface, and some minimap icons for Lutefisk
Shrines, quest statues, Anvils, etc.
- Added some more rooms of Fun.
- Added some rings and amulets that give Necromantic Resistance, for
those days when you need Necromantic Resistance.
- Pet AI improvements; your Moustache Golem now longer has the
intelligence of a protozoa. (We're now at "easily frightened wombat")
- Added more achievements.
- New throwing item recipes.
- Added a reward for clearing a Monster Zoo.
- Autoloot toggle moved to config screen.
- Added "DIGEST" button for automatic digestion of foods.
- New "Random Skills" icon.

SPLITTING STACKS!!!!!

I feel like I just read a book.

Uh oh:

- GAMEPLAY: Blobbies now leave Acid Pools.

Yes:

- Monsters have an expanded vocabulary.
- Made acid traps marginally less deadly.
- Added a reward for clearing a Monster Zoo.
garion333 wrote:

Uh oh:

- GAMEPLAY: Blobbies now leave Acid Pools.

That's actually a positive thing. Monsters get hurt by acid pools too...

Niseg wrote:
garion333 wrote:

Uh oh:

- GAMEPLAY: Blobbies now leave Acid Pools.

That's actually a positive thing. Monsters get hurt by acid pools too...

Acid and I don't get along. That is all that needs to be said.

Acid trap is probably my #1 killer in the game because I tend be the kind of person that loots stuff quickly, so if I pop an acid trap and start looting, I die by the end of the duration.

Are you kidding me? I make a kickass warrior and it turns out half of his skills were bugged! argh.