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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 182998 times)

Lightning4

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1260 on: August 22, 2012, 11:24:20 pm »

Melee is harder, as far as I know.  He supposedly hits hard.

To be honest, everything he does hits hard. I don't know anything about a melee though, but I will soon. Current character is a tanky warrior build.

My only two successful kills were roguey-rangey (but some melee capacity) builds. Not exactly the epitome of damage absorption, though my most recent one had some pretty nice magic resists across the board.
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0x517A5D

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1261 on: August 23, 2012, 12:53:30 am »

I don't know melee either.  My only wins have been an attempt at a Gish wizard build that I ended up playing like a true wizard, and the true wizard that basically exploited Astrology.

The first guy, I think I used Squid, Brimstone, and Recursive Curse.  I was in a panic the whole time, yet I don't remember much about it.  Strange.  That was on the level 10 pre-DLC Dredmor.

This recent run, I prayed to the Diggle God of Death on, like, floor 11.  With mana regen at 1 per turn.  Damn, was I pissed.  Couldn't figure out a way to remove it, and couldn't find a different shrine.  I had to totally respec, and depend on booze, mana pots, and the Astrology MP-restorer skill.  And I ended up never needing the resistance boosts.  Why aren't the Gods documented?

I'ma try a Clockwork Knight soon.  Sorry, I'm rambling.  Have y'all read this?  Armor, and how it work1s.  It's important for melee, and a dev basically said it's a bug.
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hachnslay

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1262 on: August 23, 2012, 08:11:46 am »

Why aren't the Gods documented?
open your eyes and see.
I'd say it's time to explore diggle hell... s
random gibberish in your portal generator - for science!

also: i checked the gaslamp games site ... what's the ominous countdown for?
« Last Edit: August 23, 2012, 08:20:20 am by hachnslay »
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ScriptWolf

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1263 on: September 28, 2012, 01:30:52 pm »

i have 3 copy's of this to give away, PM me if you want a copy
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bukitodinos

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1264 on: September 29, 2012, 07:59:51 am »

I once ran across Horse Armor in the shops, which has 50 block chance and 50 damage reduction

Horse Armour: For those who buy DLC, we salute you.

"Truly an extravagance for those who can afford to throw their money into oblivion."


dude, if someone likes a game. But it gets boring. there is the option the support the devs while making your game not boring.

and besides the dlc for this game is not that much -_-

or if the dlc gets boring you can go to the mods.
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Untouchable

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1265 on: September 29, 2012, 08:03:29 am »

I once ran across Horse Armor in the shops, which has 50 block chance and 50 damage reduction

Horse Armour: For those who buy DLC, we salute you.

"Truly an extravagance for those who can afford to throw their money into oblivion."


dude, if someone likes a game. But it gets boring. there is the option the support the devs while making your game not boring.

and besides the dlc for this game is not that much -_-

or if the dlc gets boring you can go to the mods.


But it's a shot at unnecessary DLC that adds nothing and acts to bleed as much money from the consumers as possible.

bukitodinos

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1266 on: September 29, 2012, 08:06:54 am »

so? it makes my game more fun.

thats the point of games.

FUN.

F is for friends who do stuff together...

U is for U and me

N is for aNy time anywhere down in the deep blue sea...

and you can mod too so calm your jimmies. ._.
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BunnyBob77

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1267 on: September 29, 2012, 08:29:17 am »

so? it makes my game more fun.

thats the point of games.

FUN.

F is for friends who do stuff together...

U is for U and me

N is for aNy time anywhere down in the deep blue sea...

and you can mod too so calm your jimmies. ._.
Really? Horse armor added $5 worth of fun?
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bukitodinos

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1268 on: September 29, 2012, 10:43:37 am »

that? no.

the other stuff. yes.

sorry for the misunderstanding.
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RedWarrior0

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1269 on: September 29, 2012, 02:42:47 pm »

Anybody play with mods? Which ones?

I originally got a big hunk of them, but lowered it to just two: Meltdown, which admittedly breaks the crafting system somewhat, and some other one. I also just discovered a mod that places a room with 28 Anvils of Krong.
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bukitodinos

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1270 on: September 29, 2012, 03:43:38 pm »

i love the sweet sweet swag mod.

the new skill it adds is awesome.

and GUMMI DIGGLES
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RedWarrior0

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1271 on: September 29, 2012, 06:27:32 pm »

Okay, decision on the 28 Anvils mod: First level of the dungeon, how many of the rooms do I encounter? Four. FOUR. It's not TOO bad... until you send the uber-anvil'd artifacts off to the warehouse.
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SomeStupidGuy

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1272 on: September 29, 2012, 08:15:17 pm »

Skills wise, Radiant Wizard's great if you just don't feel like an all powerful wizard if a stiff breeze can't mortally wound you.
Whatever the Rune one is called is fun & is now more reasonable to use with the pocket dimension and all.
Compleat(sic) Essential Skills is decent, not too exciting, but pretty well balanced and such.
Okay, decision on the 28 Anvils mod: First level of the dungeon, how many of the rooms do I encounter? Four. FOUR. It's not TOO bad... until you send the uber-anvil'd artifacts off to the warehouse.
Sounds like fun, I can't imagine even being able to use all those artifacts, but fun nonetheless.
Also, nonetheless is a word?
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RedWarrior0

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1273 on: September 29, 2012, 08:57:17 pm »

You don't. You put them all on a few choice items.
Anyways, the effect of an anvil gives either 2-4 points bad 2/7 of the time, and 1-2 good 5/7 of the time, so it's going to be a net gain on average.
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0x517A5D

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1274 on: September 29, 2012, 11:55:25 pm »

You don't. You put them all on a few choice items.
Anyways, the effect of an anvil gives either 2-4 points bad 2/7 of the time, and 1-2 good 5/7 of the time, so it's going to be a net gain on average.

Until you get -4 to Sight or to Trap Sense or to Disarm.  Ouch!

Switching topics a bit,

Are any of you testing the pre-1.1.3 beta?
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