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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183098 times)

hachnslay

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1110 on: August 02, 2012, 01:29:00 pm »

Write these codes somewhere (paper, notepad, etc). When you get your wizard keys, there'll be a portal in your pocket dimension where you can use them to enter the wizardlands using these codes.
i wonder how exactly they work ...
i got
Kyt we pot gor kull
Den nus ba gor gor
syllables?
always 5?
this requires research!
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1111 on: August 02, 2012, 01:32:49 pm »

Denarprhogorlioo

I haven't tried it yet, young Dredchilles is still level 2.
(Polearms, shield mastery, zerker rage, alchemy, smithing, battle geology, percetion is THRASHING things so far though. Wow.)
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Mephisto

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1112 on: August 02, 2012, 01:37:03 pm »

Through a bit of accidental save scumming, I have retrieved a previously dead character. It seems that the game autosaved some time after my manual save. I loaded from the autosave and died, which erased the autosave but not the real save.
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Wolf Tengu

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1113 on: August 02, 2012, 01:39:58 pm »

My game dies when I enter the wizard dimension.

Hmmm...
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freeformschooler

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1114 on: August 02, 2012, 01:47:14 pm »

My game dies when I enter the wizard dimension.

Hmmm...

I've encountered a few crash bugs too. Nothing big right now due to the autosave system.
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Teneb

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1115 on: August 02, 2012, 02:10:25 pm »

Ok, polearms, berserker, mastery of arms, dual wielding, warlockery, communism and magical law are enabling me to simply walk right in the middle of monster zoos and pick which monsters I want to attack. I guess finding a steel cuirass and a knight's helm (both krong artifacts) in floor 1 helped with that.
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Enzo

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1116 on: August 02, 2012, 03:00:48 pm »

Bankster seems really, really powerful on early floors. The second level skill will basically 1-hit-KO anything on the first floor, and prevent you from accumulating loan interest with your first level skill. This allowed me to waltz through level 1 until I found a shop, where I could already afford a Swashbuckling Belt, Omnipotent Pork Sword and Razor Sword For Her for my dualwielding swordsman.

I feel well-prepared for Floor 2.
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Teneb

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1117 on: August 02, 2012, 03:09:53 pm »

Yet another code: Eylecharpkiigor
It's from floor 4, so be warned. Some nice loot in it, if you can handle the monsters.
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Wolf Tengu

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1118 on: August 02, 2012, 08:16:42 pm »

I wonder, now i'm used to things like stances, communism eh?
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Aqizzar

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1119 on: August 02, 2012, 10:45:28 pm »

Random character gave me: Vampirism, Blood Magic, Bankster, Communist, and Burglary (and Flesh-Shaping and Big Game Hunter).

I live to steal.

EDIT: I think they added some new "random flavor" messages.  The log just told me: Plebs are needed.  Jesus, I can still hear the voice...
« Last Edit: August 02, 2012, 11:02:47 pm by Aqizzar »
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0x517A5D

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1120 on: August 03, 2012, 01:09:56 am »

Write these codes somewhere (paper, notepad, etc). When you get your wizard keys, there'll be a portal in your pocket dimension where you can use them to enter the wizardlands using these codes.
i wonder how exactly they work ...
i got
Kyt we pot gor kull
Den nus ba gor gor
syllables?
always 5?
this requires research!

A tiny bit of spelunking in the game's executable turns up these two groups:

Ach Arg Bang Bin Bit Bla Bzat Chr Corn Corp Cro Cyr Dar Den Ey Fo Fri Fw In Iz Kan Korp Krom Ky Lk Llwe Mas Mlo Mut Na Neg Nog Pak Pil Pl Pnu Pos Pow Pu Sap Tog Twy U Val Wk Zan Ze Zoo Zp

ak arp ba bel cha chu cra ewn fro fur gor it iz jaf jal jo kii kol kull lech lioo mag ng nus nuz om pok por pot rah rho see twe unfuum uz wa zan zar zuk


It's pretty obvious that the passwords are made from them.

The next question is, can you string these together arbitrarily, or is there some other check as well?

So, someone who has CotWL and is willing to experiment could try e.g. Achakakakak.
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Mephisto

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1121 on: August 03, 2012, 02:01:23 am »

There appears to be some other criteria to make up valid realms. Achakakakak returns a red portal.

Thinking that you may not be able to have duplicates, I tried Achakarpbabel, which also did not work.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1122 on: August 03, 2012, 02:27:29 am »

Regarding encrusting and stability:

The instability score stacks, linearly, and every time you add an encrusting, there's a roll out of 100 to determine if an instability effect is added. If the roll is less than your instability rating, you get an instability effect. Multiple effects increase the chance of an effect going off, 5% of one instability, 10% for two, 15% for three, etc.

So it looks like using the big ones is in itself a gamble.

But really, if you tied 3 grenades to a weapon, do you even CARE about consequences anymore? :)
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

MasterShizzle

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1123 on: August 03, 2012, 11:25:06 am »

Just peeked through Dredmorpedia, and I noticed that they added a new mace-class hammer: the Dwarven Atom-Smasher.

In-game description: "Used by the Dwarves for one or another of their various projects that tend to result in unintended consequences. (Beware of stray transmutative thaumaturgons that may result from smashing atoms.)"

Always nice to see an inside joke that refers to another game you love.
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Aklyon

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1124 on: August 03, 2012, 12:28:08 pm »

There is far more DF references than just that.
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