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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183059 times)

Wolf Tengu

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1185 on: August 06, 2012, 12:06:23 am »

Ahh, so I should've gone straight to sandstorm? Gotcha.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1186 on: August 06, 2012, 12:52:21 am »

Yeah, I put 1 point into staves for more HP and damage, then bounced between Egyptian and Ley Lines.

I got lucky and found a ring with +2 mana regen, so between that, ley lines, and tourist I'm at +6. It's enough to keep up all the Egypt buffs, mini-syzygy, and still have plenty to cast Nile and sandstorm every room. And once is all it takes, so far. Just hit floor 5.

I'll admit, I'd almost consider taking Egyptian Magic just for the Eye of Ra buff on a polearm-using tank.
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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 #1187 on: August 06, 2012, 02:56:41 am »

I find it kinda funny, everyone on this thread is talking indepth strategies,
and when I play the game I might as well be throwing darts at the screen.
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0x517A5D

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1188 on: August 06, 2012, 03:21:17 am »


My game is messe up, it regresses if I go up a floor. Any idea how to stop it?

I had this happen to my game recently.  I couldn't move from L3 to L2.  It would just leave me on the stairs for L3.

I fixed it by looking in autosave.dredmorsave and {charactername}.dredmorsave, and figuring out what level#.dat was in autosave but not in the character save, and copying it into place.

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hachnslay

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1189 on: August 06, 2012, 04:51:11 am »

currently at work and can't play.

Build:

Perception(more loot!)
Egyptian magic (planning to make 2 Mana Thorus which requires lv4 of ...)
Smithing
Rogue Scientist
Alchemy (boost for RS - LV3 to get saphires for rings ...)
Communism
Wand lore

Going Rouge, Permadeath, no time to grind?

also: is it only 2 boltsOMD and an orb of nothingness? can't check teh wiki on it...
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Simmura McCrea

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1190 on: August 06, 2012, 05:12:38 am »

currently at work and can't play.

Build:

Perception(more loot!)
Egyptian magic (planning to make 2 Mana Thorus which requires lv4 of ...)
Smithing
Rogue Scientist
Alchemy (boost for RS - LV3 to get saphires for rings ...)
Communism
Wand lore

Going Rouge, Permadeath, no time to grind?

also: is it only 2 boltsOMD and an orb of nothingness? can't check teh wiki on it...
Needs vodka too.
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Oliolli

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1191 on: August 06, 2012, 06:51:29 am »

I'd save those Bolts for the Dwarven Atom Smasher. Hammer, 2 Bolts and Vodka.
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hachnslay

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1192 on: August 06, 2012, 10:04:09 am »

I'd save those Bolts for the Dwarven Atom Smasher. Hammer, 2 Bolts and Vodka.
save ... bolts ...
'Pillars - Scrutiny - Growth' is my plan for that.

talking about loot predictions - what is the level i can expect boltsOMD to drop in wizardlands?
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1193 on: August 06, 2012, 10:28:14 am »

I've gotten WMD bolts on floor 1, and I've played games without finding any at all.

It's pretty typical to have 3 or 4 before floor 15 though.

There's always Paranormal Investigator's alien autopsy skill, and tinkering.
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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.

Nadaka

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1194 on: August 06, 2012, 09:40:53 pm »

Um... How do you install/start conquest of the wizardlands ? I just bought the expansion on steam and the game still loads up as "You Have To Name The Expansion Pack"

Never mind... it seems to have installed without downloading?
« Last Edit: August 06, 2012, 09:47:01 pm by Nadaka »
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freeformschooler

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1195 on: August 06, 2012, 10:06:18 pm »

Um... How do you install/start conquest of the wizardlands ? I just bought the expansion on steam and the game still loads up as "You Have To Name The Expansion Pack"

Never mind... it seems to have installed without downloading?

It's deceptive - you're given a choice of starting wallpapers. Click the tiny square at the bottom of the main menu options to swap. Personally, I enjoy seeing "Nicholas Cage Edition: You Have To Put The Bunny In The Box" when I load up Dredmor.

Also, I've discovered an excellent trick with dual-wielding early on. If you're dual wielding and you take a single weapon skill (for example, Staves), you only have to wield ONE of those weapon types to get the skill's bonuses. So if you have one really great weapon of that type and some other mediocre weapons of that type, you can always swap one of them out for a great weapon of a different type (at least temporarily).
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1196 on: August 06, 2012, 11:03:28 pm »

You also get double the passive bonuses for dual-wilding, though. So it pays to try and keep both slots filled with your weapon of choice.

Also, have a floor 9 code:
Argomchanuzjal

And for the hell of it, a shot of my dual-wielding egyptian mage, and his glorious hoard:
Spoiler (click to show/hide)

Currently on floor 9, haven't hit major snags in a while.
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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.

freeformschooler

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1197 on: August 06, 2012, 11:23:28 pm »

You also get double the passive bonuses for dual-wilding, though. So it pays to try and keep both slots filled with your weapon of choice.

WAIT, you do? So if you have the last slot on the Staves tree and wield two Staves... then suddenly you have a bajillion bonuses?

Never mind my recent discovery, that's totally more worth it.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1198 on: August 06, 2012, 11:39:05 pm »

Yeah, 24 of my Enemy Dodge Reduction in that picture is just from taking dual-wield and maxing staves. among other things... It's been around since forever and what drives builds like that. Kinda silly, but whatever works.

Polearms and daggers with it... just... yeah. You can also get 28 counter and 36 EDR JUST with swords... add in Dual-wield and that's another 15. 43 counter BEFORE gear.
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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.

Nadaka

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1199 on: August 07, 2012, 12:19:48 am »

I seem to recall a build that involved unarmed attacks while dual wielding shields, but I could be off on that.
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Take me out to the black, tell them I ain't comin' back...
I don't care cause I'm still free, you can't take the sky from me...

I turned myself into a monster, to fight against the monsters of the world.
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