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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183275 times)

Jay

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #930 on: December 22, 2011, 07:59:05 pm »

Newest patch : levers no longer work in my savegame. Hey, want to teleport back over that water and access the rest of the dungeon? Tough shit!

Every patch, Gaslamp, every single patch it's something. At least I can just sit on my savegame until it's eventually sorted.
Or start a new save.  Have you ever tried to keep backwards compatibility in something that's so highly randomized?  Shit is hard to accomplish.
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Enzo

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #931 on: December 22, 2011, 08:13:48 pm »

But...but...I had to start a new save last patch. This time my save didn't melt into a complete pile of broken, so I'm hoping it's salvageable.

Don't get me wrong, I still love them Gaslamp fellas. They do always seem to fix the gamebreakers quite promptly, and have added a ton of content and fixes since 1.0. In fact, looking at the number of bug reports after each release, it's amazing they have time to get anything else done. Just frustrating, is all. Especially since when their first big patch destroyed everyone's saves, they promised backwards compatibility from then onwards.

It's a very love/hate relationship I have with these guys. But it's still mostly love <3
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Repulsion

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #932 on: December 22, 2011, 09:00:41 pm »

Is there a way to craft something without learning the recipe from a bookshelf? A lot of my runs have failed because I didn't have the recipe to craft something essential, etcetera.
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forsaken1111

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #933 on: December 22, 2011, 09:07:27 pm »

Is there a way to craft something without learning the recipe from a bookshelf? A lot of my runs have failed because I didn't have the recipe to craft something essential, etcetera.
Nope. You must find the recipe to craft an item.
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Gunner-Chan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #934 on: December 22, 2011, 09:09:46 pm »

The best solution is not to play on No time to grind. Since from what I saw you get significantly less items and bookcases around, so your overall chances of winning drop exponentially.

Besides that there's nothing to do, which can be a little annoying when you continually get recipes for stuff you don't need or can't use.
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Repulsion

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #935 on: December 22, 2011, 09:29:54 pm »

Okay, what the heck. In all of my games, whenever I try to move-nay, do any action that takes a turn- I teleport in a set pattern and end up in the exact same position. It's infuriating and it makes the game completely unplayable. Anyone have any idea what is wrong?
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Enzo

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #936 on: December 22, 2011, 09:48:29 pm »

They have a topic on their forums about the teleportation bug (actually, two tele bugs, two topics). Also,

Quote from: Dredblog
Some users are reporting issues with existing characters experiencing a teleportation bug.  We’re working on it right now; if you do have this problem, just force-quit the game (ctrl-alt-del) and roll a new character while you wait;  it seems to only affect existing characters.  We will keep you up to date as we get more info.

So they're working on it.
« Last Edit: December 22, 2011, 09:50:18 pm by kinseti »
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Myroc

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #937 on: December 23, 2011, 05:46:18 am »

Okay, this latest patch messed up my savegame a tad. It removed an ability from my hotbar, although I can still add that one back, and switched out another one with an ability from a skill tree I don't have. Not that I mind being able to shoot cannonballs all the sudden, but it feels like someone's fucked up somewhere.
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Heliman

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #938 on: December 23, 2011, 06:47:09 am »

Am I the only one that takes issue with the fact that fire wymlings are incredibly flammable? They seem to ignite every time I throw fireballs at them. Then again, so does everything else, but a fire dragon at least should be more resilient to such Promethean magics than your average diggle.
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Myroc

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #939 on: December 23, 2011, 08:29:17 am »

Everything can be set on fire as far as I'm aware. This includes things that are purely made up of fire. Yes, you can set fire itself on fire.

This game some weird, unintentional and completely awesome logic at times.
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UltraValican

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #940 on: December 23, 2011, 09:11:58 am »

I have n00bz0r question:How do I get to the artifacts in the center of "pools".
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Aklyon

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #941 on: December 23, 2011, 09:18:07 am »

I have n00bz0r question:How do I get to the artifacts in the center of "pools".
Teleporting or an abilty that can push objects.
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Crystalline (SG)
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UltraValican

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #942 on: December 23, 2011, 09:41:12 am »

I have n00bz0r question:How do I get to the artifacts in the center of "pools".
Teleporting or an abilty that can push objects.
So two spatial instability potions then?
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Lightning4

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #943 on: December 23, 2011, 09:56:40 am »

Not unless you're very lucky.
Even if you start with mathemagic (that start spell is the same thing as the potion) you have to expect using it upwards of 10 times to land in the center. Sometimes many more if you're exceptionally unlucky.
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klingon13524

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #944 on: December 23, 2011, 10:05:22 am »

This is why I love artful dodger. Second time you spend a point in it, you can leap like a knight in chess.
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