The Steeled Robe, yeah, but the orbs and staves you can make are good until the end unless you luck onto some random uniques which very well might not happen at all. In three playthroughs I haven’t ever seen the best staff, for example. The best orbs I’ve seen plenty.

Also, when you can make good equipment it opens the door to some Krong enchantment gambling. You might not want to risk a unique piece but if Krong curses your Fruitful Staff, just make another! Make two and dual wield! It’s a different game when you’re a one-man factory of goodness.

Really? I thought I tried this and it didn’t work unless you knew the recipe. At least you couldn’t select the item you wanted if the source material was the same for multiple recipes.

Not to be whiny or anything… but when is the patch due?

Well… Best equipment IF youre playing a fire mage. Those fire orbs allow you to walk in your own area effect spells without taking any damage. Which is kinda (read: very very) nice.

No wonder I suck so much, I just kept opening the alchemy kit and the distilling kit and seeing the same boring things and wondering, really? That’s it?

Wonder what else I am missing out on!

I think it would be neater for the kits to only show what you can make at your level. Then when level up you would see new recipes, which would be a fun result for levelling up.

You can always cheat and look through a wiki to see the full list

Patch 104 is going through beta testing and I’m working on fixing piles of stuff right now (gah, the balance! checking sfx and icon defs!). Nicholas should be getting himself in to the office soon, and we’ll be doing another beta iteration for Tuesday, I think.

Anyone doing the patch beta, feel free to email us, use this Google doc spreadsheet (which is a good compilation of bugs anyway), or leave a message wherever; We’ll see it.

So … patch by the end of the week?

Gosh, now I am all tingly and setting aside time end of the week (fingers crossed). Thanks!

Yay, got my GR+PD victory in before the patch.

Promethean is hilarious for monster zoos, but Mathemagic is the real hax. Blood Magic is so damn convenient that I can’t imagine playing a caster without either that or Alchemy for mana recovery.

Forum effect caused me to pick it up. After 8 hours in the game, I still like it very much and think that I just touched the surface of the game. There’s so much to it.

My only question is why create a big Avatar when you can’t visually dress him up? No matter what I wear, the Avatar doll remain the same.

It’s Tuesday! HURRY UP AND RELEASE THE PATCH, STEAM!

I endorse this comment.

It patched! Hurray!

  • Made acid traps marginally less deadly.

Dang. If there’s one thing I didn’t need deadlier…

Notes anywhere? I don’t see 'em.

Dredmor 104/105 patch notes can be found here: http://www.gaslampgames.com/blog/2011/09/06/patch-1-0-5-is-now-up/#more-2267

They’re actually not entirely comprehensive. There are a ton of small tweaks and adjustments especially to monsters and to many spells and skills that are not specifically noted. (I think we’ll have to throw together a central changelog doc somewhere.)

Patch 1.05 Notes:

Edit: Nevermind. dbaum’s got it covered.

Looks like I’m still waiting on fixes or redesign to the rest and healing system before I pick this up again.

Boojum:
Yeah, I’m sorry that it got booted to the next version. The patch was getting way too big so we had to draw an arbitrary line and launch what we had.

But! The start of resting revisions is in: there is a “digest” button in the lower left that runs through turns until your food/mana regen counters are used up. (Just don’t use it when there are Diggles surrounding you.)

Hooray! Thanks, dbaum.

Not sure if I’m going to spend much time with this version tbh; the next thing for me is to ascend a melee or a rogue-type or something since I rode the Blood Magic + Mathemagic train to GRPD victory earlier, and my irritation with melee early game on GR is probably not addressed. Ah well, I’m sure I’ll poke around a bit anyway and look forward to upcoming patches.