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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183137 times)

Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #240 on: July 15, 2011, 08:31:30 pm »

Umm... are bolts of mass destruction good or something?
Not being a bow specialist, I solt two of them for 5 digit numbers.

Anyhow, I bought two awesome swords and am duel-wielding everything to death. Even that monster zoo which had 5 named creatures.
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em312s0n

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #241 on: July 15, 2011, 08:42:55 pm »

Umm... are bolts of mass destruction good or something?
Not being a bow specialist, I solt two of them for 5 digit numbers.

Anyhow, I bought two awesome swords and am duel-wielding everything to death. Even that monster zoo which had 5 named creatures.

in late game youre gonna want to have high level bolts such as those
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Levi

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #242 on: July 15, 2011, 09:31:05 pm »

Aww there goes my second character.

R.I.P
Levi the Archaeologist
"He Crushed like a Torso"

Killed by a Steamy Golem
on Level 4

Score 81096



I was level 10.  Too soon taken from this world.
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Avid Gamer | Goldfish Enthusiast | Canadian | Professional Layabout

Citizen Daniel

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #243 on: July 15, 2011, 11:11:20 pm »

Hey Guys, Daniel from Gaslamp Games here,

Some of you guys have been having crash issues from what I understand, but we are having a hell of a time collating all of the info across all of these forums, so we've just posted a blog entry with the latest details on what to do if you're having technical issues with the game.  Hopefully getting all of these things in one place will allow us to help you guys out more quickly:

http://www.gaslampgames.com/blog/2011/07/15/for-those-of-you-with-technical-issues/

Thanks for all your support and we're thrilled that you guys are enjoying the game, we're working our asses off to make sure everyone can!

Best,
Daniel
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #244 on: July 15, 2011, 11:29:38 pm »

Nice of him to drop in, I'm sure he's very busy and he must have found this thread through RF's win post on their forum. Cool that Gaslamp's reaching out to other corners of the internet that aren't their own webpage.
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Knight of Fools

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #245 on: July 16, 2011, 01:14:00 am »

I broke down and bought it.  I've been tickled by it, so far.  Still not sure if I like it or not.
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breadbocks

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #246 on: July 16, 2011, 01:17:05 am »

It's a fairly standard roguelike. I played a bit of it on a friends computer. The controls just aren't streamlined enough. I'll stick with Crawl.
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Hitty40

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #247 on: July 16, 2011, 02:02:23 am »

Hey Guys, Daniel from Gaslamp Games here,

Some of you guys have been having crash issues from what I understand, but we are having a hell of a time collating all of the info across all of these forums, so we've just posted a blog entry with the latest details on what to do if you're having technical issues with the game.  Hopefully getting all of these things in one place will allow us to help you guys out more quickly:

http://www.gaslampgames.com/blog/2011/07/15/for-those-of-you-with-technical-issues/

Thanks for all your support and we're thrilled that you guys are enjoying the game, we're working our asses off to make sure everyone can!

Best,
Daniel

Good to have you arboard. Have fun playing DF while you're here. You'll have loads of Fun.
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Enzo

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #248 on: July 16, 2011, 02:08:01 am »

Well, someone from Gaslamp has obviously already played DF at some point.

Anyway, he's probably busy and not keeping up with this thread, but if he reads this: Great game, bravo. I never foresaw a day where I would pay good money for a roguelike and be happy about the decision.

I hope the crashing issues get sorted out relatively quickly and painlessly, not because I've been having any issues, but just so those folks can move on to something more fun.
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RF

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #249 on: July 16, 2011, 02:35:38 am »

I never foresaw a day where I would pay good money for a roguelike and be happy about the decision.

Agreed.

Just posted a counter build guide on the DoD forums:
Quote
So, this build is serving me quite well in Going Rogue on Permadeath, although I have yet to complete it.

The idea behind the counter build is to build up as much counter as possible. Your attack skills don't matter, your dodge doesn't (really) matter, nothing matters except building up counter. This is due to the fact that counter blocks the attack COMPLETELY then ripostes and has nothing (as far as I can tell) that reduces it's effect.

Be warned that this is VERY SHITTY AND SQUISHY at the early levels. You'll have to chain sleep single enemies whilst you recover health etc. Once you've gained a few levels and the required equipment, you should be alright.

Learn the skills of TRAP STACKING (this is putting multiple traps that you've picked up into a pile so the enemy activates all of them for massive damage) and DOOR CLOSING (this is closing doors so 90 monsters don't rape you at once). These will increase your survival 10000% on early levels.

My build:
Unarmed - Best counter abilities out of all weapon trees and means you can dual wield shields that generally have more counter chance than weapons. Also has a few nice knockback skills.
Dual Wield - YES this does work with unarmed (even "ATTACK WITH ALL YOUR WEAPONS AT THE SAME TIME") and dual wielding shields. Necessary for the counter bonus.
Artful Dodging - Dump stat, just nice for the nimbleness and dodge bonus off the first level of the skill. You can increase it if you want to.
Psionics - I picked it for the first level sleep, which is hilariously useful for controlling a group of monsters and picking them off one by one at the early levels. Later on, it's not that necessary. You could pick vampirism, but I wouldn't recommend it due to early game difficulties, but it might help later on.
Burglary - I always pick this just for the lockpicks but if you manage to max out your other skills you could dump into this. It has stat bonuses relevant to the build.
Archaeology - Fedora is amazing starting off. Artifact rerolls and double Altar of Krongs are also beautiful. You want to try to get artifacts with + counter and so you can reroll appropriately. Being able to get rid of useless artifacts (which we're going to get a LOT of since the build is very focused) for XP is also pretty good to get the skills you want.
Smithing - The apple of my eye. You could probably drop this if you wanted a more random game, but I really can't. This skill is far too important to me. You can get (Runed) Iron Skjoldir at early levels for the counter chance and then Iron Ring of Iron Thorns (+8 counter) later on. Not much else in it other than that, but to me that's useful on it's own.

In terms of items, you just want to stack counter and dodge. Counter is more important than dodge (I happily trade 1 counter for 2 dodge) simply because dodge can be reduced by monsters whereas (I'm fairly certain) counter can't. You want to get extra caddishness first and then extra nimbleness.

You have to learn how to put your skill points appropriately. I can't help you with this. I see a really nice (useful) artifact on one of the islands so I go get the psionic push, or if I find a bunch of ingots I'll put an extra point into smithing in order to build useful items etc. You level your skills according to how the game is playing out, not the other way around.

That's pretty much it, any questions?

I was torn between swords and unarmed for a bit, but figured unarmed would give me the bigger counter boost and let me equip the skjoldir which give a pretty decent boost to counter themselves.
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breadbocks

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #250 on: July 16, 2011, 07:28:34 am »

Just a question, since I can't find the button. How do you pick up traps? When I click on it, all it does is try to disarm it.
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Axil

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #251 on: July 16, 2011, 07:53:46 am »

If your Trap Affinity skill is high enough you will automatically pick it up instead of disarming it.
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breadbocks

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #252 on: July 16, 2011, 08:09:12 am »

MFW.

How high is high enough?
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Axil

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #253 on: July 16, 2011, 08:33:33 am »

It depends on the trap, I don't really have the specific stats. But i'm reasonably sure that if you have a 45% chance of disarming one, you only need one more point in Trap Affinity to pick it up.
« Last Edit: July 16, 2011, 01:18:15 pm by Axil »
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #254 on: July 16, 2011, 11:41:19 am »

Ive been playing this a bit(entire day) and after dying on a pure caster, I decided to dual wield staffs and be Indiana Jones. I have just entered level 2, and with my already existant equipment acquired from
rerolling artifacts, I have gotten almost enough damage to 1 shot level 2 guys.

And I was wondering before what happens when it runs out of space, apparently tapes additional space in.

EDIT: It appears I can 1 hit with magic steel/the staff special attack procs. Getting both at the same time seems to be slight overkill. No one can even touch me, and I can deal with crowds by throwing down
a bunch of those fire mines.
EDIT2: The damage stacking continues as I roll a ring that gives me both 2 damage and 2 damage absorption.
« Last Edit: July 16, 2011, 12:16:54 pm by cerapa »
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