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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 182997 times)

Duke 2.0

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1275 on: October 02, 2012, 04:37:19 pm »

 So I started playing again because I never really got into clockwork knight. I didn't just rush straight to the capstone skill because that's silly, I want some blast resistance beforehand and the crafting skills to make some of the armor and weapons for the set. The play for early crafting skills is a little greedy so it took a little while, but I eventually got a clockwork chainaxe and clockwork armor that reduces blast damage.

 Right after I get the capstone I encounter a monster zoo. I read the last skill is pretty sick, so I select a monster in the middle and let rip.

 Holy shit I was kicking every ass this is so amazing and fun I can't wait to make the ravager axes then things will be entirely too sill-

 Crash, no saves, permadeath
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Oliolli

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1276 on: October 03, 2012, 04:02:30 am »

No autosaves even? That sucks  :(
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Wolf Tengu

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1277 on: October 04, 2012, 01:18:24 pm »

I never did go far enough with the clockwork knight, even though I brute forced my way through a wizard gate.

Killed myself with rocket boots y'see.
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RedWarrior0

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1278 on: October 04, 2012, 03:30:45 pm »

Anyone here ever gotten the Kronghammer? I don't really have much else for getting level 7 Smithing on my current build...
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bukitodinos

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1279 on: October 04, 2012, 03:34:51 pm »

holy shit.

i got a monster zoo with like.... 90% diggles
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Devling

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Re: Dungeons of Dredmor - {New DLC release date: August 1st 2012}
« Reply #1280 on: October 09, 2012, 11:55:42 pm »

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.
I'm pretty sure that was a pun.
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i2amroy

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1281 on: October 10, 2012, 12:04:32 am »

Anyone here ever gotten the Kronghammer? I don't really have much else for getting level 7 Smithing on my current build...
I got one randomly with extra bonus enchantments form a monster zoo on level 7 once. Sadly I died horrifically on level 8 to another monster zoo.
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Tack

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1282 on: November 16, 2012, 07:31:49 am »

I keep hoping for the recipe for tinkerer's goggle to turn up.

Sadly, every other recipe involving, or requiring it, seems to be all I've found.
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kcwong

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1283 on: November 26, 2012, 04:21:00 am »

I just bought this... $2.5 for the complete pack... what a steal, for all the fun I'll have!

So far deepest I've made it to is level 3... trying with a defensive type warrior mostly. Fungal arts is most awesome. I'd have gone further if I wasn't tempted by a mysterious portal - ouch. Now I know not to touch those so early.

Are those arcane addresses fixed? i.e. are they not randomly generated for each new game?
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1284 on: November 26, 2012, 05:05:19 am »

There's several million/billion/lots and lots of the graffiti codes. You don't have to use them in the game you found them, but you can only use each code once. There's a .txt file in the game's directory that records the ones you've used, so if you REALLY must go to the same one twice, you can delete that file.
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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.

kcwong

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1285 on: November 26, 2012, 10:09:51 am »

Thanks! That's good to know. I've only done 5 so far, but got dozens more written down.

In other news, there seem to be some problem with save games. I tried to play it inside Steam (to see some of those achievements), but after I save and quit, when I next launch the game, the autosave slot is gone, and when I tried to load my save (that was doing pretty great in level 2), it simply returned me to main screen.
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1286 on: November 26, 2012, 12:00:31 pm »

I had issues with the game crashing and reverting my saves to the one on steam cloud, but I'm not familiar with problems after a save & quit. You might try the technical support forum at gaslampgames.com .
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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.

0x517A5D

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1287 on: November 26, 2012, 01:20:59 pm »

In other news, there seem to be some problem with save games. I tried to play it inside Steam (to see some of those achievements), but after I save and quit, when I next launch the game, the autosave slot is gone, and when I tried to load my save (that was doing pretty great in level 2), it simply returned me to main screen.

Their implementation of Steam Cloud is utter shit.  They had problems with the way Steam normally does things, so they rolled their own.  And did not handle all the corner cases properly.

What I figured out is that if you run the game from outside Steam, and then from inside Steam, they will wipe out everything you did in the outside session.  They blindly sync with the Cloud, not comparing file dates or asking you what to do about conflicts.  You lose your savegames, your high scores list, the last-skills data, everything.

And it does this even if you have Cloud support turned off for the game in the Steam GUI, or globally in the GUI.

(Your mileage may vary... it may well work properly for some people.)

So you only lost a DL2 character.  You learned something without all that much pain.  I lost a potential winner on around Dungeon Level 13.  I was so pissed off.

Anyway.  Here's some instructions on how to disable their Cloud support.
http://community.gaslampgames.com/threads/lost-game-saves.5077/
http://community.gaslampgames.com/threads/my-game-failed-to-save-its-gone.5180/
http://community.gaslampgames.com/threads/save-game-lost.5329/
http://community.gaslampgames.com/threads/the-game-randomly-reverts-my-saves.5372/
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freeformschooler

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1288 on: November 26, 2012, 01:24:06 pm »

Actually, the game asks me to choose between local files and Cloud files every time I start it and they're not synced. Maybe that doesn't happen for everyone?

But yes, the overall Cloud support is a little funky.
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1289 on: November 26, 2012, 01:44:43 pm »

Actually, the game asks me to choose between local files and Cloud files every time I start it and they're not synced. Maybe that doesn't happen for everyone?

But yes, the overall Cloud support is a little funky.

I think that's a relatively new feature. It was just added right before they nerfed Egyptian Magic, and I haven't played any since then.
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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.
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