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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183091 times)

Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1170 on: August 04, 2012, 11:18:03 pm »

From above, polearms, shield bearer, zerker rage, alchemy, smithing, perception, battle geology got me to floor 6 or 7 before... whatever I raged about happened. It's more than solid enough to go the whole way; polearms are great. When I try it again I may switch zerker rage and battle geology out for communism and/or psionics, or big game hunter, or... well, lots of things could work.

I've heard blood magic and ley lines feeding Egyptian magic is pretty powerful.

Current character is daggers, dual-wield, assassination, communism, tinkering, artful dodger, perception. Dodge-a-licious, and guerrilla attack is a lifesaver. Sneaky stance and the new sight cones work well together, but finding daggers is... problematic.

Is the new expansion worth it?
I mean, it's like, 3 bucks, and I enjoy the game, and the previous expansion, but I want to ask.

Yes. If you enjoyed the last one or two, this one is just as good.
« Last Edit: August 04, 2012, 11:20:29 pm by Darkmere »
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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.

Lightning4

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1171 on: August 05, 2012, 12:24:49 am »

Which of the new classes go with a non-magic one (barring Clockwork and weapons)?

Tourism appears to be a general utility skill, though it is classified as a "wizard" skill.
One ability doesn't mesh well with a rogue type, but the rest are neat for utility. Someone who uses mana at least occasionally would benefit most from Tourism though, I guess.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1172 on: August 05, 2012, 01:34:45 am »

Floor 4: Izkiichakiilioo

"Loot" : One Sparkling Glove, One-armed leather jacket.



Unrelated, I found an artifact named The Exultation of Magma.
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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.

Enzo

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1173 on: August 05, 2012, 01:42:15 am »

Which of the new classes go with a non-magic one (barring Clockwork and weapons)?

Bankster! Spending one level in it gives you free money and a ranged toxic damage attack, both on cooldown timers. Later on you get a Charm effect on cooldown, more free money, and what sounds like a defense-buff.

I've heard blood magic and ley lines feeding Egyptian magic is pretty powerful.

I really want to try this, but Egytian magic is SO USELESS until you have several levels in it and huge mana regen.

Is the new expansion worth it?
I mean, it's like, 3 bucks, and I enjoy the game, and the previous expansion, but I want to ask.
Yes. If you enjoyed the last one or two, this one is just as good.

Seconded. If you feel good about buying the Diggle Gods, you'll feel good about buying this one. And I personally have gotten so much playtime out of this $5 game that I feel obligated to purchase anything they release.

Current Build: Swords, Archery, Dual-Weapons, Berserker, Warlock, Communist, Demonology. A no-nonsense, get stuff dead kind of build. I have high hopes, which means I will probably die embarrassingly.
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Devling

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1174 on: August 05, 2012, 01:46:36 am »

Alright, I shelled out the money and I have spent about 1 minute reading over the new skills before being killed by a Going Rogue Diggle, and I already feel like I got my money's worth.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1175 on: August 05, 2012, 02:23:44 am »

I've heard blood magic and ley lines feeding Egyptian magic is pretty powerful.

I really want to try this, but Egytian magic is SO USELESS until you have several levels in it and huge mana regen.

Ley lines, blood mage, egyptian, staves, dual-wield, alchemy, tourist.

0 points in DW still doubles the bonuses from staves if you wield 2. Only put 1 point into blood mage, 2 in ley lines early. Then crank egyptian, and leylines as needed. Then.... whatever else. Staves give you block and magic power, alchemy gives you weapon upgrades and booze, tourist gets you utility.

Melee everything early-on, tourist camera gives you a big AoE stun if you get swarmed. After floor 4 or 5 you should be able to just sandstorm everything and get mana back from bludgeoning whatever near-dead monsters make it through. Dred himself might be an issue though... save up bolts, clockwork sawblades, and whatever.

Well, great. Talking about it made me want to try it.
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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.

Myroc

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1176 on: August 05, 2012, 04:25:15 am »

Vampirism and Polearms tend to go hand in hand for the same reason Maces used to be the go-to weapon skill of choice. The second polearm skill is a stance that, in addition to increasing block and counterattack chance, causes everyone you hit or who hits you to be flung back and stunned about half the time. This allows you to repeatedly get several hits in with low chance of retaliation, resulting in more life regained.
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Lightning4

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1177 on: August 05, 2012, 07:31:43 am »

Egyptian Magic pretty much *needs* Leywalking for maximum power.

It's not utterly bad without, you can probably keep the cheaper buffs up once you get mana regen from elsewhere. Egyptian Magic actually kind of lends itself to a hybrid melee wizard, with the magic additions to damage.
Sandstorm isn't bad with two glyphs, and you can maintain the early two without all that much effort with some token mana regen.

I guess it's balanced in this respect though. I agree, it's pretty underwhelming early on, but once you get things rolling, it is possibly the most obscenely powerful, completely dangerous, and utterly terrifying skill line in the game.
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Silfurdreki

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1178 on: August 05, 2012, 05:10:45 pm »

I tried a build with egyptian magic, leylines and blood magic and some other less important skills. Being used to playing a character with tinkering and burglary I then proceeded to step on every single trap in the dungeon. Twice.

Earned me the Normandy achievement, though :P

Anyway, My current industrial-revolution-english-gentleman character is loving his pocket dimension. I think it played a large role in making the build possible. Currently on level seven and murdering everything in sight.
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Boltur

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1179 on: August 05, 2012, 05:40:45 pm »

Damn. My dual dagger wielding lawyer ninja was turned into mincemeat on last floor by horde of deep ravens that got constantly reanimated by red lichesess(?) . Why all stairways had to led to the zoo... Now i think of it should have gone back to upper floors and buy some bolts of mass destruction, duh.The new stealth system is much better for sure and the wizardlands are pretty fun. I think daggers are too rare i have found like only four varieties trough the whole play.

And i think with new items and monsters the game is on the second place after tvtropes for number of references to pop-culture in one place. I had not expected dominions or homestuck one.

Spoiler: Wizardlands codes (click to show/hide)
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Geen

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1180 on: August 05, 2012, 05:50:15 pm »

Whats the worst idea ever?
Tying 3 grenades to your weapon. Then hitting something with it.
Actually is the BEST IDEA EVAR.
Communist works great with throwing, dual wield, and assasination so far. Also, they need to add The Best Worst Idea Ever- requires The Bomb. You can guess the rest. And yes, the game does reference EVERYTHING.
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Wolf Tengu

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1181 on: August 05, 2012, 07:53:29 pm »


Well, great. Talking about it made me want to try it.

I'm trying it with some alterations, swapping out Tourist for Magic Training.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1182 on: August 05, 2012, 09:27:48 pm »


Well, great. Talking about it made me want to try it.

I'm trying it with some alterations, swapping out Tourist for Magic Training.

Trying it as well. midway through floor 2 I already feel like this is more powerful than Necronomiconomics' Tenebrous Rift. Mana costs are high though, it's very much a risk/reward thing, because so far I've had to melee things to get blood mana. That's not a bad thing, I'm just nervous about the tradeoff to get this setup working at full power.

But the power... THE POWER... 100 monster zoo? screw it, spam sands. Win. Repeat.

Edit: Actually it may be a bit too powerful. I'm gonna need to Medicoating encrust some gear to keep from poisoning myself constantly at this rate.
« Last Edit: August 05, 2012, 09:29:29 pm by Darkmere »
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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.

Devling

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1183 on: August 05, 2012, 10:58:16 pm »

Sooooo.... A pocket dimension is a place where you can store your crap?
That's actually quite nice.
How do you find the codes for the portal in the pocket dimension?
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freeformschooler

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1184 on: August 05, 2012, 11:55:59 pm »

...Hrm.

It seems I am not able to load any mods when I don't have access to the Internet. The mod launcher window just tells me it's trying to connect to the Steam Workshop, and doesn't show any of my installed mods. Also, I can't launch any of my save files with mods active (which is most of them).

That's an unfortunate design decision. I'm trying a few things to confirm this.

EDIT: No, wait, I tried again and thankfully I can still access my savefiles with modded characters. I just can't select mod skills on the character creation screen.
« Last Edit: August 06, 2012, 12:02:37 am by freeformschooler »
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