dbaum
1661
@Adam B:
I’ve heard at least an anecdote that melee was much better. A couple important fixes help this point:
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Warrior archetype stat calculation is fixed so Warriors get 4 hp per level rather than 2 hp per level. This does carry over to monsters that have warrior levels too, though they have been adjusted slightly to compensate for increased power.
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Stat bonuses granted by skills should work correctly, both primary and secondary, including the melee power bonus from Smithing and Berserk as well as the counter increases from Dual Wield and Swords, for instance. These skills should be far more useful.
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Heavy armour now has piercing resist and has generally been boosted in effectiveness. Warriors should die less easily.
jpinard
1662
Going warrior right now (all stats except one in warrior classification)… it’s now MUCH easier.
Question though… the icon that looks like glowing embers… it’s 4 tows of glowing red. What is that supposed to represent?
dbaum
1663
@jpinard: I’m not sure quite which icon you’re referring to, but there’s a nice guide on one of the Dredmor wikis: http://www.dredmorwiki.com/wiki/Stats
Ooh, neat. Will definitely give this a shot soon!
Jab
1666
Maybe it’s me, but I’m finding a melee character harder on GRPD with the new patch. It’s also not helping that I’m noticing floor 2 monsters showing up on the first floor
I’ve always had the odd one-level-down monster be generated for me, up to and including on level 1. Lost so many characters to stupid Battys that are not, in fact, Lil’.
Maybe something like this!
OMG. I love some of the new achievements.
I lol’ed at the “I didn’t ask for this” achievement.
habibi
1671
Is there a way for me to tell what an icon means? When I find a new armor or weapon, for example, there are icons stats - but I don’t know what they mean! And they are so small (I play on 1680x1050)
Edit: nvm - dbaum provided the wiki link above… but I still wish the icons are bigger!
I loaded an old game and Brax appears as Dredmor instead of his usual checkerboard-suited self. Kind of funny wandering around selling things to the guy I’m supposed to kill.
I think when I nearly died to thaumite attacks multiple times during my eventual win, the Honey Badger Don’t Care achievement would’ve lightened the mood.
Jab
1674
With the next patch bringing more UI changes, will that allow the steam overlay to work in game without needing to alter any of the files?
peterb
1675
For that matter, will Fullscreen mode in OS X work at all?
Thank you! Your wonderfully tablet functional game now works on tablet PCs.
Torbe
1677
Latest patch is out
CHANGELOG for 1.0.6:
FIXED: Map zoom is now saved between gameplay sessions
FIXED: a broken room defintion that would always lead to a gargoyle trap spawning behind a food dispenser.
FIXED: Items held in the player’s hand are no longer lost on save/load.
FIXED: Rod charging no longer prevents priming items after use.
FIXED: The game now realizes that you are in a shop after you load the game… and are in a shop.
FIXED: Food vending machines now have correct tooltips.
FIXED: Items from the ground can no longer be used as active skills.
FIXED: Overridden equipment during the start of the character creation process will give you permanent Mystery Bonuses.
FIXED: Monsters will now check to make sure the player isn’t standing on a corpse before they bring it back to life.
FIXED: After you steal things from Brax, you can now use them as items.
FIXED: The DIGEST button will now halt if you see an enemy or get attacked by one.
FIXED: Uberchest lock state no longer resets after save and load.
FIXED: Blink Batties now Blink. (So does Lord D.)
FIXED: Various broken Steam achievements (Monsters with Omelettes, The Critic, anything else with a counter)
FIXED: digging ray crash.
FIXED: misaligned close button in Quest window.
FIXED: Unarmed damage bonuses are no longer applied to range attacks, or thrown attacks.
FIXED: Unskilled weapon wielding penalties no longer affect thrown, or crossbow, attacks.
FIXED: Unarmed bonuses now apply even if you wield a crossbow.
FIXED: Vandalized Dredmor Statues now save their obstruction state correctly.
FIXED: WASD now breaks statues, lets you run into some other things and use them
GAMEPLAY: The resistance statistic now gives you a roll to block corruption attacks.
GAMEPLAY: Mace and Axe skill trees have been revamped and enhanced.
GAMEPLAY: Lord Dredmor can no longer be stunned or charmed.
GAMEPLAY: Reworked Necronomiconomics.
GAMEPLAY: Smithing is now a Warrior archetype.
GAMEPLAY: Sneakiness has a -20 modifier.
GAMEPLAY: Elemental Weapons now have some Elemental Resistances. Or something.
GAMEPLAY: Added a bunch more items, including a keytar.
GAMEPLAY: Some crafts are now unhidden by default.
GAMEPLAY: Added the Mosolov Cocktail! Don’t drink it all at once.
GAMEPLAY: The 2X bottom bar is now implemented. We’ll do the rest next patch.
COSMETIC: Monster spellcasting now shows up on the text ticker.
COSMETIC: More minimap icons!
INTERNAL: Hidden Fun Stuff to make it so we can turn on the mod support without breaking everybody’s save games. (That said, we have to put it in the patch before the mod support so that… well, so that it doesn’t break everybody’s save games.)
INTERNAL: Hidden Fun Stuff, related to the Other Hidden Fun Stuff.
Pogo
1679
I like that the patch notes are written with the same chutzpah as the game’s dialog.
Warren
1680
I kind of liked that bug.