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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183039 times)

0x517A5D

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1200 on: August 07, 2012, 12:21:15 am »

I just lost a very promising wizardess to a Steam Cloud issue.

I had her down to DL8, CL was maybe 36.  I wanted to record an achievement.

Damnit.

Don't run the game from outside the Steam client, then switch back and run it from inside.

You will lose all your savegames made since you last ran it from the client, as well as your settings and highscores list.

Yeah.

And Gaslamp is proud of doing Cloud sync themselves, instead of letting Steam do it.

Damnit.

This even happens if you have 'Use Cloud' disabled inside the Steam client.

Damnit.
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Oliolli

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1201 on: August 07, 2012, 12:22:34 am »

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

Did anyone else think "ITEM MENAGERIE" and hear the monster zoo music when they saw that picture?
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Devling

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1202 on: August 07, 2012, 01:37:37 am »

I seem to recall a build that involved unarmed attacks while dual wielding shields, but I could be off on that.
While I wouldn't call any of my heroes "built" in any way shape or form, I always use two shields when I play and Unarmed specialist.
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Lectorog

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1203 on: August 07, 2012, 01:40:13 am »

I seem to recall a build that involved unarmed attacks while dual wielding shields, but I could be off on that.
While I wouldn't call any of my heroes "built" in any way shape or form, I always use two shields when I play and Unarmed specialist.
I prefer books. You don't need to defend yourself if they're already dead.
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Devling

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1204 on: August 07, 2012, 02:08:30 am »

I seem to recall a build that involved unarmed attacks while dual wielding shields, but I could be off on that.
While I wouldn't call any of my heroes "built" in any way shape or form, I always use two shields when I play and Unarmed specialist.
I prefer books. You don't need to defend yourself if they're already dead.
Fair enough. But remember when everyone thought you would be able to duel wield shields? Heh, I wonder if there's a mod for that.
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Lectorog

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1205 on: August 07, 2012, 02:20:22 am »

But remember when everyone thought you would be able to duel wield shields? Heh, I wonder if there's a mod for that.
You can. You just posted about how you do.
Are you talking about attacking with shields? They don't have any damage statistic.
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Enzo

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1206 on: August 07, 2012, 02:42:09 am »

Maybe he means doubling the Shield Bearer bonuses, the way weapon skill bonuses double while dual wielding.

And yes, Dual Wielding doubles Weapon Skill bonuses if you have two equipped. That's basically what makes it worth taking. It's a great dump skill for fighters, too, you don't need to level it since you already negate the penalty for dual weapons at first level.
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Lightning4

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1207 on: August 07, 2012, 06:09:21 am »

I don't think dual wield shield doubles skill bonuses. The use is mostly in just having another shield worth of stats. Or the utility of, say, the Mirror Shield.
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Myroc

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1208 on: August 07, 2012, 10:01:01 am »

Shield Bearer doesn't even require a shield. You just get the various bonuses and abilities on top of everything else, even if you're dual wielding, just like any other non-weapon skill.
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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1209 on: August 07, 2012, 10:14:04 am »

I decided to try elvish difficulty with a random build, its turned out decent so far. Kicking, golemancy, alchemy, mathemagic, smithing, rogue scientist and IIRC archeologist. Who knows if it will work past floor 2 though.
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Wiles

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1210 on: August 07, 2012, 10:27:35 am »

I finally beat Dredmor again. It's the first time that I've gotten that far since RotDG came out. Even though my character was heavily melee focused I ended up beating him by running away like a coward and throwing holy hand grenades at him (I dealt with Vlad Digula in the same manner). I went with a Polearm/Tinker/Smith/Clockwork Knight/Battle Geologist/Master of Arms/Berserker Rage build. The bonus attack power from battle geology and polearms makes for a relatively easy early game, as I could one-shot most monsters I ran into.

The scariest monsters I ran into were those treant-like things on level 15. Their stacking holy resistance debuff was nasty, especially since the floor is full of Lutefisk Avatars.
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Darkmere

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1211 on: August 07, 2012, 01:59:03 pm »

I've ran into a bug a couple times lately that bears repeating here.

If a charging monster (fruit treants? I think. And rutabagas) dies to a lingering spell effect mid-charge, like egyptian magic's sandstorm, or presumably a brimstone flask, etc. the game will freeze and stop accepting user input. Must be end-processed. Devs say they're working on a fix, but in the meantime... probably best to shoot or stab those things to death.
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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.
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Myroc

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1212 on: August 07, 2012, 03:01:45 pm »

Those things can actually charge you? I thought they were just cheating and taking four turns to my one. Caused the death of a very successfull Promethean Magic build on Level 9 that way, even though the culprit was currently distracted by my dragon. Bastard.
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Silfurdreki

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1213 on: August 07, 2012, 04:21:18 pm »

I've ran into a bug a couple times lately that bears repeating here.

If a charging monster (fruit treants? I think. And rutabagas) dies to a lingering spell effect mid-charge, like egyptian magic's sandstorm, or presumably a brimstone flask, etc. the game will freeze and stop accepting user input. Must be end-processed. Devs say they're working on a fix, but in the meantime... probably best to shoot or stab those things to death.

Confirming that this does indeed happen with traps. Had one of them charge me trough a mega-trapped hallway, game froze every time. I think it was due to the mage's circle traps.

Those things can actually charge you? I thought they were just cheating and taking four turns to my one. Caused the death of a very successfull Promethean Magic build on Level 9 that way, even though the culprit was currently distracted by my dragon. Bastard.

Yeah, my last character died to a unique turnip or whatever spawned from a monster chest on level 8. It induced food coma, a 5 turn sleep,  when it charged and then proceeded to hit me for 40 damage a turn. Needless to say my ranged build crumbled fast.
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freeformschooler

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1214 on: August 07, 2012, 04:45:28 pm »

I've ran into a bug a couple times lately that bears repeating here.

If a charging monster (fruit treants? I think. And rutabagas) dies to a lingering spell effect mid-charge, like egyptian magic's sandstorm, or presumably a brimstone flask, etc. the game will freeze and stop accepting user input. Must be end-processed. Devs say they're working on a fix, but in the meantime... probably best to shoot or stab those things to death.

Confirming that this does indeed happen with traps. Had one of them charge me trough a mega-trapped hallway, game froze every time. I think it was due to the mage's circle traps.

SO THAT'S what's been causing the input freeze. Good to know.
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