So, I loaded my game and my dude just constantly teleported around. I had no teleporting abilities and I couldn’t control or stop it, so… that was the end of that character. He was doing fairly well too. :/

Same problem here - 1.0.9 appears to have ripped a hole in the space-dungeon-time-Dredmor-continuum. Whoops.

Yeah, the patch seems to have broken some weird things in save games. One of my characters loaded up with the pirate broadside skill in the bar instead of the emomancy cure. When I clicked on another space I could put my proper skills back in and the surprise skill wasn’t available, but for now I have been running around with non-pirate broadside. Sadly that skill isn’t awesomely gamebreaking.

Edit: Aha, so my expansion characters just have some weird swapped skill bars. The character I started the day before the expansion came out was afflicted by the crazy teleportation ShivaX had.

Well, that’s a good way to push me to reroll my Necrosassin in the Realm of the Diggle Gods.

This is exactly what happened to me (including the fact that he was doing fairly well - the best I’ve rolled up since the DLC).

They posted a hotfix to the teleportation in their forums, and supposedly they’re trying to get it out on STeam today.

Sorry for a question that has probably already been answered. Is the UI scalable yet?

Don’t know what that means… there are two options, default and large. The default us small, the large is big. I play with large.

I really hope so, lost my best run so far on GRPD due to that bug. What’s also annoying is that with each patch the skill tree keeps changing in game and I’m not sure if it’s from balance changes or just bugs getting through.

Will this hotfix work with the steam version if we turn Steam updates off?

Dbaum - once things get cleaned up enough, I hope you guys get some time off. Sounds like you need time to derezz :)

I’ve been playing this game for about 10 hours and I thought I really enjoyed it. Then I found out about equipment corruption (caused by enemy attacks) and my interest in the game plummeted.

Is equipment corruption basically permanent, or can I reverse it?

Kill those monsters at range.

Also, expansion has the Demonology branch which allows corruption removal

It works updates on or off. It’s designed to fix issues until Steam gets the patch out.

Archaeology also has the “This translation is all wrong” skill that randomizes the bonuses on an item, usually for the better.

They have a big UI option now.

Holy crap I used one of those special teleporters and went to a weird location where the monsters were twice as hard. Lots of nice changes made to this game with the expansion. Gotta tweak my last build, I didn’t really know what big game hunter was and it sort of overlaps with golemancy so I’ll probably dump one of those and maybe take up some crafting.

Corrupt Equipment

  	 			 			 				 				 				 				 				 				 																 				 				 								 				[[IMG]http://www.dredmorwiki.com/w/images/8/8c/Radiant_aura64.png[/IMG]](http://www.dredmorwiki.com/wiki/File:Radiant_aura64.png)

Used by blobbies to grind your equipment to dust.
Effect: Corrupts equipment on hit.
Corrupt Equipment is a unique spell that adds a negative enchantment to an enchanted item.
It is cast by the Blob of Corruption (50% chance on hit), Magicky Golem (33% chance on hit), Magic Dragon (33% chance on hit), and Lord Dredmor (100% chance on hit, 30% chance to cast). It is also triggered by a Corruption Fluid Trap.
Corruption only affects enchanted items, i.e. items with names. If you have no enchanted items equipped, no corruption effect will occur.

12345

Thanks for the corruption info guys. I have to say, despite the few, build-specific solutions to the problem, this mechanic is seriously turning me off from the game. I’ve hated permanent, luck-dependent debuffs ever since things like level loss in D&D, and I hate it here. I guess this sort of thing is par for the course with roguelikes, which might be why I don’t like most of the genre.

Dungeons of Dredmor does way too much right for me to completely stop playing, but after I finish the game once I’ll probably move on to other things.

Like Alstein said, deal with those things that cause corruption at range (what are you saving those good bolts for anyways?). Once I discovered that corruption is in the game, I’ve rarely been affected by it. Learn the few creatures that cause it and how they do it (melee, range etc.) and and work up a plan to deal with them (the trap is usually a non-issue - by the time they start throwing these out you should be adept at dealing with traps).

I’ve actually been taking my vacation for the past week after the major art and (most) content fixes were done. It’s very nice to be able to relax after some big crunch, though I’ve still been watching how things are going from afar. Props to Nicholas for shooting out hotfixes so fast, but methinks we’re going to overhaul our ideas about QA once we’re not under the gun for a delivery schedule (see: holiday sales season). And man does that guy ever need to take a week off.

@Tyrion
Regarding corruption, I somewhat agree with you here. I think it’s perhaps the most exceptionally cruel mechanic we have thus far and I’m not sure that it’s a good idea. … Probably because Nicholas came up with it, heh! He likes these really mean old-school mechanics, probably in response to the feedback we get from the very hardcore players who abuse various systems and get piles of artifacts – which was much more prevalent in earlier versions of the game before we cut random Krong anvils and artifact power way down.

Just be happy that Nicholas didn’t have time to implement the level-draining mechanic in the last patch. I think I argued him down to just doing some experience draining, but … oh, boy.

But back to corruption, I think the solution is, well, to provide solutions to corruption. We do actually have a skill at the top of the Demonology skill line (in the ROTDG expansion) that should remove corruption, called “Flames of the Heckforge”. We were going to have Inconsequentia quests remove corruption but I think this feature was sidelined under the oncoming deadline. We should put it back in. And perhaps some other surprise ways to have corruption removed.

In the meantime, you can actually mod corruption out of the game if you like. (… there was a relevant thread on the Gaslamp forum somewhere but I can’t find it …)

Thanks for the feedback, I’ll definitely check out the mod.

Perhaps some sort of extra strategy could be added to the corruption mechanic? Like the effects of corruption could be made even more punishing, but if the player then hits monsters with the corrupted weapon X times it’ll go back to normal? That way there’s a bit of a risk/reward element.

Yeah, I think something like that is a good approach. If we’re going to be utter bastards to the player we should at least offer a solution. And if that solution is a real pain to get to, at least it gives the player something to strive for.

I did dig up the xml required to take out corruption. If you go into Dredmor/build/game/spellDB.xml you can go to line 44 and change

<spell name=“Corrupt Equipment” type=“target” icon=“skills/spells/radiant_aura32.png” wand=“0”>
<anim sprite=“sprites/sfx/acid_bolt/acid_bolt” frames=“3” framerate=“80” sfx=“missile” />
<effect type=“corrupt” amount=“1”/>
<description text=“Used by blobbies to grind your equipment to dust.” monsterText=“corrupts your equipment!”/>
<ai hint=“target”/>
</spell>

to something like

<spell name=“Corrupt Equipment” type=“target” icon=“skills/spells/radiant_aura32.png” wand=“0”>
<anim sprite=“sprites/sfx/acid_bolt/acid_bolt” frames=“3” framerate=“80” sfx=“missile” />
<effect type=“damage” transmutative=“15”/>
<description text=“Used by blobbies to grind your equipment to dust.” monsterText=“corrupts your equipment!”/>
<ai hint=“target”/>
</spell>

Then you’ll just take a pile of damage instead of getting cursed.

Steam (or whatever) will update over such tweaks so the proper mod guide here may be useful for doing this correctly rather than as a little hack.