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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183411 times)

hachnslay

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #555 on: July 21, 2011, 02:40:03 pm »

the update history is funny:
'Added yet more warning text to the "Just Quit" button.'

also: what does haywire do?
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Darvi

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #556 on: July 21, 2011, 02:46:28 pm »

The stat? Influences the chance for failure of your wand usage afaik. Never used magic wands, so I don't know how exactly they can fail.
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Contrite 17

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #557 on: July 21, 2011, 02:59:20 pm »

I thought haywire was basically magic critical chance
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Darvi

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #558 on: July 21, 2011, 03:22:01 pm »

Maybe. The word "Haywire" seems to indicate negative effects though. Somebody who actually played a mage should come here and clear it up.
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #559 on: July 21, 2011, 03:26:23 pm »

I've played a pure mage and I have no freaking clue...
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Shadowgandor

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #560 on: July 21, 2011, 03:34:48 pm »

I usually get Haywire when I'm walking through my own fire, does haywire mean you've messed up your spell/your damaging yourself?
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Knight of Fools

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #561 on: July 21, 2011, 03:38:56 pm »

Apparently vampire drain counts as a spell, because it goes haywire all the time.  It's basically a spell crit chance - Every time it happens, I gain twice as much health.  Which is good.
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #562 on: July 21, 2011, 03:44:13 pm »

I think its supposed to be crit chance for spells, but I havent ever seen it work on anything other than my own dude.
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stoney834

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #563 on: July 21, 2011, 03:48:42 pm »

I only get haywire when I trigger a trap.  It doesn't seem to do anything.
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #564 on: July 22, 2011, 12:15:48 am »

Okay, so I just found (and stole) the best dwarf fortress reference in this game so far...
Spoiler (click to show/hide)
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Flooding the area with magma removes blood, dust, vomit, goo, mud, and dwarves.
Also, I'm composing digital music over in the Forum Games part of the forums!

Hitty40

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #565 on: July 22, 2011, 12:53:57 am »

Okay, so I just found (and stole) the best dwarf fortress reference in this game so far...
Spoiler (click to show/hide)

You sir, win.
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YouR_DooM

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #566 on: July 22, 2011, 01:52:39 am »

Wow, big update on the 1.0.4 patch. That thing makes me happy :D

http://www.gaslampgames.com/blog/2011/07/21/laundry-day/
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ThtblovesDF

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #567 on: July 22, 2011, 02:03:59 am »

It feels stale and disapointing compared to most rogue likes, but also when compared to most action-click-slashers
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #568 on: July 22, 2011, 02:11:10 am »

Yeah, if you were to look at my posts, you would probrably know I'm no spambot. I broken away from l33t speak and moved over to proper english, no matter where I am. If I'm raiding Ragnaros and I need to call out something(Which I shouldn't need to since I have Vent, Raidcall, etc.), then it will be in the proper english format.
I think they were talking about the escaped lunatic who is the sir who lost, not you.
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Flooding the area with magma removes blood, dust, vomit, goo, mud, and dwarves.
Also, I'm composing digital music over in the Forum Games part of the forums!

freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #569 on: July 22, 2011, 10:07:58 am »

The new feature list. It is amazing.

Most notably for me:

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Sinks of Mutation

Actual mutation? Now that's a new feature.

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Procs on Armour

HOOOOLLLLYYYY SNAP! This is the best new feature by a landslide for me. Remember how I said we should have this in different words right after I bought it? I didn't imagine it would be put in. Artifacts are also officially more awesome if they include RNG'd or just randomly selected procs.

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More Achievements
More Uniques

Yeees.

Wait, more cheevos? But but I already only have 1 of them! (killed by diggle) :(
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