dbaum
1901
@Tman : First off, I’ll say that I’m sorry it’s not working for you. It always kills me a bit to hear that what we made is making someone unhappy.
As for particulars:
There’s a known crash if you mouseover the n-dimensional lathe if you find a wand recipe – well, one of these got fixed, then we found another. As for other parts of the game, something like 3/4ths of fixes in the next version of SDL are going to come from stuff we found via Dredmor, so that’s something; We’re working closely with the fellow who maintains SDL. Linux is full of weird fringe cases, as are netbooks and some laptops, and the way DLC is handled on macs got subtly changed by Steam and seems like only we had problems there, but I guess you’re a pretty standard set up. Saves are a constant nightmare and our lead programmer has declared that he’s never doing it this way ever, ever again.
Lead programmer (read: the programmer) Nicholas is concentrating on making Dredmor as stable as possible (and wrapping up some UI problems) before we add anything new to the game. If you saw the jobs posting on our site last week, I’ll say now that a task of one of those programming positions is to help maintain anything that comes up with Dredmor. (Then maybe maybe we can force Nicholas to take a bloody week off work - December was a bad month when several deadlines all aligned in perfect awfulness.)
So the best advice I can give to the extent of my knowledge is to wait for the next patch. We’re going to work hard to make sure this sort of stuff doesn’t happen in the future and make sure Dredmor gets as stable as possible before we do anything else silly with it.
Blips
1902
So I’ve recently become a bit obsessed with this game ever since I bought it during the Winter sale. I just made it to the third level with a level 8 character and got slowly worn down as I cleared out the map. I died after entering the 4th consecutive room packed with undead astronauts, djinns, robots and squid men.
Does anyone have any tips in dealing with such a large number of high-leveled enemies? My character build was: vampire, big game hunter, assassin, swords, psionics, perception and artful dodger.
Back up and try to funnel the monsters through a one-square space. A big part of fighting the large mobs is to get them to come at you one at a time so you can manage the combat.
Blips
1904
I’ve been trying to do this as much as possible and have been fairly successful at making their numbers count for less. The biggest issue as far as I can see at the moment, is how difficult it is to regain health when you’re a vampire.
If you use double Staves, and get + Magic Power Staves, you get to regain a good deal of health, at least in my experience.
Is there still corruption in the game? Once I hit corruption I stopped playing and never went back.
Alstein
1907
There is. One skill tree allows for removal of corruption, but it’s underpowered. There’s also a mod that removes corruption.
I think I will need the mod. I don’t mind mobs that can corrupt - I just need to be careful around those - but stumbling on corruption traps really suck.
TurinTur
1909
http://www.gaslampgames.com/2012/02/16/patch-1-0-10-changelog/
Changelog for update next week
A beta should be floating through the IRC channel any day now; at that point, we’ll have a week of testing, and then we will push everything to Steam, Desura, and the Humble Bundle. The current changelog is below the cut, as well as a handful of Odin teasers.
FIXED: Invisibility now works as it says on the tin.
FIXED: Blackjack works again.
FIXED: Added a flag to targetHitEffects that lets them apply before, or after, the target combat calculation.
FIXED: “Playing for Both Teams” achievement now works.
FIXED: bookshelf crashing bug w/bony wand recipes
FIXED: Some timing exploits.
FIXED: A number of load/save corruption issues.
FIXED: Uberchests not opening after you load and save.
FIXED: You can now load more than one mod on OS X.
FIXED: The Mace of Windu now uses the correct art.
FIXED: Item spawning on levels 11-15 now works correctly. Additionally, mods can now create items up to Level 20.
FIXED: Installing all the skill mods will no longer overflow the main mod loader screen.
FIXED: Area of effect related crashes.
FIXED: manTemplateDB.xml now loads in a mod.
FIXED: Crash when doubly polymorphed.
FIXED: You can no longer eat your own belt by right-clicking it.
FIXED: You can now start the game with pants.
FIXED: Magic reflection now reflects missile spells.
FIXED: Game now remembers which mods have been loaded.
FIXED: Invisible Geometries may finally work as intended.
MECHANICS: Changes to combat ordering. The new combat ordering is as follows:
If you dodge, no damage.
If you crit, and your opponent counters, no damage. If you crit and your opponent blocks, normal damage. Else, critical attack.
If your opponent counters, counterattack!
If your opponent blocks, 1/2 damage.
Else, normal damage.
At present, this only affects melee combat.
UI: Ubercrafting now has filters and a grid mode.
NEW CONTENT: some new rooms.
NEW CONTENT: about a bajillion new, evil traps.
UI: Autosaves now auto-save once every 5 minutes in addition to before going down (and up) stairs.
Upgraded SDL to version 1.2.15, fixing the bad things that happen on OS X (and no doubt introducing new bad things.)
Rewrote the entire audio engine. This is going to end well.
Removed all of the SDL_Image code.
New features for modders:
Scale: the ability to scale damages/effects in spells by a primary and a secondary stat
Randomized Resistance and Damages for Items
Generic Item Classes for Sacrifices
Removal of Buffs by Name
Counter, Block, Dodge, and Critical Hit Triggers
Booze and Food Consumption Triggers
Monster Cast on Death Triggers.
Taxa can now be applied to specific monster types, not just the species category.
Monsters now have per-type item drops.
Excellent! I was getting tired of having to take my pants off to start the game and then put them back on. Sometimes, I’d just play in my skivvies to avoid the hassle.
Ooh, that patch is coming soon!
http://www.gaslampgames.com/2012/03/20/dredmor-patch-status/
For those of you who aren’t hanging out in our forums (and why not?) Dredmor Patch 1.0.10 release candidate #7 has now been put up. So we’ve gone through seven of these now. So far things seem to be much more stable than 1.0.9, and I’m happy. I’m hoping that as soon as the testing Squad gives me the word, we can have this up on Steam, Desura, and the Humble Bundle download page by the end of the week.
PATCH 1.0.10 full changelog (as of 3/20/2012):
[ul]
[li]FIXED: Invisibility now works as it says on the tin.[/li]> [li]FIXED: Blackjack works again.[/li]> [li]FIXED: added a flag to targetHitEffects that lets said effects apply before, or after, the hit calculation. (i.e. to fix Blackjack)[/li]> [li]FIXED: player hit effects on items (Anemone Belt, Spiky Belt, etc.) now work[/li]> [li]FIXED: Bookshelf crashing w/bony wand recipes.[/li]> [li]FIXED: “Playing for Both Teams” achievement now works.[/li]> [li]FIXED: You can now load more than one mod at a time on OS X.[/li]> [li]FIXED: Item spawning on Levels 11-15 now works correctly. You can now have item levels up to level 20.[/li]> [li]FIXED: a number of timing exploits.[/li]> [li]FIXED: a number of load/save corruption issues.[/li]> [li]FIXED: Uberchests not opening after you load and save.[/li]> [li]FIXED: The Mace of Windu now uses the correct art.[/li]> [li]FIXED: Installing all the skill mods will no longer overflow the main mod loader screen.[/li]> [li]FIXED: Area of effect related crashes.[/li]> [li]FIXED: Game lockup when fire fields or other damage fields are deployed off-screen.[/li]> [li]FIXED: Mods can now load manTemplateDB.xml.[/li]> [li]FIXED: Monsters in mods now load correctly.[/li]> [li]FIXED: Crash when doubly polymorphed.[/li]> [li]FIXED: You can no longer eat your own belt by right-clicking it. Really, this time.[/li]> [li]FIXED: You can now start the game with pants.[/li]> [li]FIXED: Magic reflection is now in! It reflects missile spells. Go nuts.[/li]> [li]FIXED: The game will now remember which mods have been loaded.[/li]> [li]FIXED: The game will now remember if Disable Click-To-Move is activated.[/li]> [li]FIXED: Disable click to move also disables auto-walk to doors.[/li]> [li]FIXED: Plunder (Diggle Gods).[/li]> [li]FIXED: Invisible Geometries now works as intended.[/li]> [li]FIXED: Invisible Geometries now also drains mana.[/li]> [li]FIXED: Pacify effects now respect the amount tag (Emomancy: “Depressing Elemental Blast” now works better.)[/li]> [li]FIXED: Polymorphing now longer closes all of your windows.[/li]> [li]FIXED: Don’t allow “_” or “.” in the hero’s name.[/li]> [li]FIXED: Haematic Phylactery now works as intended.[/li]> [li]NERF: Cheesy Omelette HP restore down from 56 to 36.[/li]> [li]MECHANICS: Blungecap Vampirism now does Necromantic Damage.[/li]> [li]MECHANICS: Holy Hand Grenade is entirely rewritten.[/li]> [li]MECHANICS: Bleedout Pain is now an amountF tag.[/li]> [li]MECHANICS: Buffed alchemy tree passive bonuses.[/li]> [li]MECHANICS: Wand Lore now also grants additional Magic Resistance.[/li]> [li]MECHANICS: Various things now scale by things other than Magic Power.[/li]> [li]MECHANICS: The books “The King in Yellow” and “Malleus Maleficarum” may not immediately kill you any more.[/li]> [li]MECHANICS: Added a bunch of new types of buffs and proccable effects.[/li]> [li]MECHANICS: Big Game Hunter and Fungal Arts now work slightly differently.[/li]> [li]MECHANICS: Changes to combat ordering. The new combat ordering is as follows:If you dodge, no damage.[/li]> If you crit, and your opponent counters, no damage. If you crit and your opponent blocks, normal damage. Else, critical attack.
If your opponent counters, counterattack!
If your opponent blocks, 1/2 damage.
Else, normal damage.At present, this only affects melee combat.
[li]MECHANICS: Changed behaviour of Haematic Phylactery.[/li]> [li]UI: Ubercrafting now has filters, which can be highlighted and toggled.[/li]> [li]UI: Autosaves now auto-save once every 5 minutes, in addition to going up and down stairs.[/li]> [li]NEW CONTENT: some new rooms.[/li]> [li]NEW CONTENT: A bajillion new recipes.[/li]> [li]NEW CONTENT: A bajillion evil traps.[/li]> [li]NEW CONTENT: a high-level shield because there was an extra craftDB entry David didn’t want to delete.[/li]> [li]NEW CONTENT: Some new monsters on the Diggle God expansion floor levels.[/li]> [li]NEW CONTENT: Hungry and Thirsty Diggles will now drink your booze and eat your food.[/li]> [li]SYSTEMS: Upgraded to SDL version 1.2.15. This fixes a bunch of bad things that happen on OS X.[/li]> [li]SYSTEMS: Rewrote the entire audio engine, fixing various lag issues and lurches when loading from disk.[/li]> [li]SYSTEMS: Removed previous image loading library.[/li]
[/ul]
The way you can’t see very far south even with the small interface is kind of odd.
Do none of the wikis have information on the DLC levels?
dbaum
1913
@Jason McCullough
Yeah, the interface/viewport issue is not ideal; result of a rendering codebase from 2005 changed midway through the project to be resolution independent. If I can get this re-done in some kind of uberpatch I’d love to; not sure if the coder-time can justify itself at this point though.
The best ‘wiki’ right now is probably this site: http://j-factor.com/dredmorpedia/
The short list of RotDG features is … here: http://www.gaslampgames.com/2011/12/15/realm-of-the-diggle-gods-released-for-dungeons-of-dredmor/
Key features:
Six new skill trees: Veganism, Big Game Hunting, Werediggling, Emomancy, Piracy, and Demonology.
One Hundred New Items! … ish.
Five new dungeon levels, in a variety of flavours!*
New mysterious portals that lead to places that will kill you!**
New scriptable rooms, providing joyful puzzles and traps!
A dozen new monster types to fight!
Polymorphing!
And More!
- That is, the original 10 levels have 5 more levels extending the game downward. In retrospect this was game-balancing hell due to how certain stats max out percentages and different power progression rates per player exacerbate imbalance. But so it goes! … and the patch coming out in a couple days, 1.0.10, will make it all work a heck of a lot better.
** It doesn’t lie. These often instantly kill you. And they’re all hardcoded so I can’t fix the balance without getting the thing recompiled by an actual coder. Should do something about it one of these days …
(I’m really selling it, aren’t I. Heh! But hey, the Piracy skill is really cool, and there are a bunch of new monsters and a ton of high level items.)
Oh, the lack of up/down symmetry is no big deal, just thought it was odd.
Do you guys know about the 1.10R8 issue where the left and right edge of the item bars (and the zorkmid balance) go completely off the screen at ~1366 and lower resolution? In related UI issues, autoloot doesn’t work at all with large UI for some reason.
Thanks, the game is great.
dbaum
1915
It’s just one of those things that I always look back on and wish was better. Just the whole self-critical artist personality thing.
Likewise, it is known that the 2x UI has problems. Same reason as before, old code from 2005, all the UI is hardcoded, have to redo it all from scratch to make the bigger versions – and then update both when any changes are made. It’s not a clean production pipeline, I tell ya.
We’re currently hiring another coder to do some more work on Dredmor while Nicholas concentrates on the new project. Hopefully this fixes the code bottleneck problem that’s got in the way of overhauling outstanding UI improvements.
Blips
1916
Oh god, this sounds exactly like what I’ve had to do with the iPhone / iPad versions of my game! I can literally feel your pain.
Teiman
1917
A sentiment shared by all programmers in the world, I suppose.
Dungeons of Dredmor did for me with roguelikes what Baldurs Gate did for RPG games. You guys did a terrific game :D
Is there a lutefisk cube hotkey hiding somewhere? Man, is dragging stuff in there tedious.
I put it in my quickbar, helps a little.
dbaum
1920
We’ve been kicking around that idea forever. And hey, we actually hired that new Dredmor coder I was talking about on Friday - should get some interesting features in the next few months, and I don’t imagine this one would be hard.