There's a new ALL-PLATFORM beta for the Dungeons! See the 1.1.4 changelog here. How to install: 1) Select "Dungeons of Dredmor" in your Steam Library 2) Right- or control-click on it, and choose the "Properties" options from the context menu. 3) Select the 'Betas' tab. 4) From the drop-down, select "Beta". Do not select "internaltest". It won't work. 5) Let Steam download the new files. Then you're done! If you have a particular issue that requires confirmation or further discussion, please create a topic in the subforum. The goal of this post is to log all of the Dungeon's current cracks and leaks, big and small! Audience Participation is Encouraged. New bugs will appear above older bugs, in order of when they are reported. Crash or stoppage bugs are denoted with a '!' Things needing confirmation are denoted with a '?' Things needing confirmation of being fixed are denoted with a '✔?' Bugs fixed by the current beta will be struck-through. Bug Sources - Please Refer To This Google Doc Release 1.1.2 Core Multiplatform: Crafting ✔? Crafted items can occasionally stack, and must be pulled apart manually (alt-click). Gameplay Crossbows are not receiving mundane damage from things other than bolts. Monsters do not adhere to the "stacksize" flag. Enraged Diggle/Loot Cage lever rooms seem to have rebroken. Teleportation into doors is possible, allowing for scanning of rooms not yet technically discovered. Wands can only target the player, or living/dead monsters -- but not, say, the floor. ! Monsters stuck in a wall that are killed by an AOE attack will likely cause the game to crash. The Difficulty/Permadeath selection screen does not remember previous choices. Charmed monsters cannot cast spells. Eelys can only swim properly in water, and not other liquids. Eelys sometimes stack. Spellmines can cause a glitch in turns, where the player can effectively take unlimited turns for each monster's turn (often by hammering the spacebar.) Items disappear when stolen with full inventory. ? Stairs can spawn on secret walls. ✔? Eating Corpses as a Vampire (in the Wizardlands, though this component may not be necessary) while having a Vegan Debuff causes HP to go negative. Graphics ! Reports of a crash occurring as a result of the voltaic enchantment from Krong are still prevalent. It is unknown if it is fixed in the latest beta. The issue can be avoided if one plays at normal animation speed, as it only occurs on faster speeds. Returning from a Mysterious Portal, set of stairs, or the Pocket Dimension can sometimes cause dead enemies to glitch into its default animation cycle just once, then stop. Its tooltip will say it's dead, but also that it's trying to kill you. Mods <effect type="suction" /> ends the spell, even if there are more lines of code after it. ? Setting <invisible amount="0" /> on a child monster whose parent has <invisible amount="1"> will CTD the game on spawn. ✔? Skill mods using the skillname syntax and have a skillname="" starting with "A" apparently are somehow not counted by the game when it comes to granting archetype stats when used to level up. Upon new game creation, mod skills will not cool down. The save must be created, then reloaded in order for cooldowns to properly function. ✔? Mods may not load if your Windows Username has a special character. Savegames ! There appears to be a crash issue with old saves that had the Burglary: Lucky Pick skill, as it has now changed. The issue is being investigated.
Skills ? Vampirism: Vampirism Attack is not working on Ravens. Blood Mage: Sanguinista grants mana even on Vegetable and Construct kills, contrary to the XML and skill description. Shield-bearer: Skills can still work without a shield equipped. Example here. Shield-bearer: Defensive Bash still states it scales with Stubbornness, but actually scales with Block Chance. Polearms: The Sensible Swiss Defensive Stance might be improperly calculating damage. Details and a proposed solution. Necronomiconomics: You can use Deathly Hex more than once a turn. Perception: Lucky Find will occasionally grant nothing. Level 0 Stat/Recipe Bonuses are not applying properly. Example. Sounds If the Pocket Dimension is accessed from a shop, the Pocket Dimension music will function normally until a step is taken inside the dimension. The normal dungeon music or shop music will play. "Veil", a musical sting, is included with the game files, yet is not used. Steam ✔? Last.txt does not appear to be saved properly by the Steam Cloud. ! Some mods will crash the publisher interface. You can try using the newest version of the Mod XML Validator files, which may correct the issue. Typos/Wording Noxious Brimstone Flask: "...dump it on your enemies for fiery vengence." It should be fiery vengeance. In the description of a Wall Sconce: "The flames cooly flicker at you." It should be "coolly". Hyperborean Potion tooltip: The description says the potion crackles "cooly" but it should be "coolly." When mousing over the experience bar, it says: "You have X out of Y of the experience needed to gain your next level." The second 'of' sounds redundant. The last Polearm skill lists "Performs an stunning..." in its description, as opposed to the grammatically correct "Performs a stunning..." UI ! Certain skill combinations can cause crashes when using a mouse scrollwheel in the crafting UI. Enlarging the belt/skills slot widget will cause belt slots 6 and 7 to function improperly. "The [Monster] is no longer afraid, and turns to fight" ignores named="1", and can produce things like "The The Baron is no longer afraid..." in the message log. Dragging the Character Panel to the left edge of the screen will cause graphical issues with the tacked on paper parts and resistance numbers. Example. Rarely, the crafting interface will not respond to the Page Up, Page Down, Home, or End keyboard keys. On lower resolutions, enlarging the Pocket Dimension may push the button to revert this off the screen, and cannot be dragged back over to be corrected. Skills that are off-screen in the Skill Selection interface, if present in the bottom, active row, will cause the rollover text for that skill not function when hovered over in the bottom, active row. Magic Reflect is missing from the Character Panel. For some individuals, they can't select difficulty and it skips them directly to skill choice. Crafting shows having all elements of a recipe if you have only one item of many needed. The right side of the bag has ghost inventory slots in each row - they correspond to the first slot of the next row. The mousewheel can act as a left click in some windows. Buff Icons can overlap on some resolutions. Z-order management of UI elements is spotty. (e.g. Character Panel cannot be closed with crafting pane behind it.) XML ✔? affectsCorpses="0" is not working on triggers. ✔? special="1" may be non-functional - certain rooms will appear twice on the same floor. ✔? ! Calling transformmonster in any shape or form from a targethiteffectbuff on a weapon crashes the game. ✔? Spells with a buff and trigger effect will not activate the trigger. Example here. ✔? None of the spells that previously triggered burn="1" use the "On Fire" spell that was created to replace this. OS X: ? The Vanishing Stats Bug Lives On ? Difficulties may be encountered when trying to access the desktop via Exposé when the game is running in Fullscreen Mode. Linux: The current beta build includes a Sapphire Ring of the Deepest Skies in the starting room. This will be corrected. Switching the window can cause the game to go back to the main menu. Realm of the Diggle Gods Multiplatform: Skills Werediggle: When using a wand, the Our Hero wand-use animation plays, not the Diggle Form one. Typos/Wording Piracy: Mists of the Corsair is missing a starting "T" in its buff description. You Have To Name The Expansion Pack Multiplatform: Skills Rogue Scientist: Barometric Pulse Device no longer releases its burst of steam. Rogue Scientist: Alchemical Toxin Canister is granting XP upon use. Warlockery: Mana Maille does not have acid resistance. Sounds Counter, Wooden Door, and other custom breakables do not have or play associated sounds.
Conquest of the Wizardlands Multiplatform: Achievements+ "Pick Up" text is displayed on some items in the Trophies screen. ? Reports of the Menagerie not logging Lord Dredmor kills. Graphics Sapphire Ring of the Deepest Skies' effect art is being displayed one tile south of where it is actually applying. Buzzing with Magic buff uses same artwork panel as Fueled by Booze buff. Certain Magical Statue expected transformations (e.g. a gaslamp, maybe) cannot currently be selected in the customization screen. Wizardlands tilesets cannot be used in the Pocket Dimension. This is because, if allowed, it would cause a savegame malady. Items ✔? ! Amber Ring of Unending Time causes crashing when playing at any speed above normal. Details and a workaround are here. Rearden Metal Ingots sort after Tinkering Reagents, not with Smithing Reagents (e.g. other ingots). Skills Paranormal Investigator: Skepticism can be cast on closed doors, resulting in a chance to get items. (This skill now behaves differently, and no longer stacks.) Bankster: Insurance Fraud stacks cast on one's self will be reset to 1 stack that cannot be incremented when a floor change occurs. This is a side-effect of fixing the other allowStacking bugs. Communism: The Public Option's regen buff will sometimes not fire. Bankster: Negative Zork Spells scale differently for different versions of Level 0 areas. Tourist: Sample The Local Cuisine allows for Vampires to eat. ✔? ! Various reports of Paranormal Investigator: Skepticism and Magical Law: Polymorphic Injunction crashing the game. Sounds Reloading a game that's in Diggle Hell uses the normal dungeon music. Typos/Wording Encrusting your gear with steel plates will leave "It is encrusted with iron plates." in the flavor text of the item. "Monofiliment Sword" should probably be spelled "Monofilament Sword". But, as this is an item name, this is a somewhat risky change. XML The Evil Clone wizard level should only be spawning in equivalent DL12 or later, according to the XML. This is evidently not happening. --- Not Bugs Special effects granted to crossbows put on a Krong altar will also sometimes apply when melee attacks are used. Lucky Pick is designed to only open locked doors 100% of the time -- chests still require regular lockpicks. You wouldn't want to lose your lucky pick to a toothy Mimic, now would you? The room in which a fountain blocks a 1x1 hallway between a regular area and a Diggle Nest is a designed room - there is a way around the blocker via the wooden door to the southern-right of the fountain. Escaping into the Pocket Dimension during a Monster Zoo battle will forfeit your sanguine rewards. Arcane Addresses are one-use items - they cannot be used by multiple characters across a single "account", if you will. "Features" Ingot Press crusts claim to use Tinkering skill to determine if a crust can be produced, but the game actually checks against the Tinkering Skill or Smithing Skill level, whichever is higher. Custom Titles are broken - as such, characters will currently always be Our Hero the Adventurer in the death and highscore screens. UI elements and holding of directions movement keys can occasionally cause auto-walking to occur, and must be cancelled manually via the mouse or settings menu. Kills on resurrected monsters will still decrease Monster Zoo counters. Sometimes displacement glyphs will have no second to the pair - when that happens, the player will stay in the same position, even though the teleport noise is made. Double or Triple Monster Zoos may appear on certain floors. Achievement Counters on Steam occasionally reset. In many UI instances, text will overlap. Items can spawn inside shrines, generally being a nuisance. XP meter overflow is lost upon leveling up. Having a full XP meter (e.g. 125/125 XP, 2000/2000 XP, etc.) will NOT level up Our Hero. Bug Sources - Please Refer To This Google Doc
Mod skills do not cooldown upon creating a new game. The game must be saved and loaded before mod skills will cool down. None of the spells that previously triggered burn="1" use the "On Fire" spell that was created to replace this.
found a slight menu bug.i noticed that the ? button was left behind, albeit invisible. when you click the region where it used to be it reads "enabling this setting makes the user interface expand in size" despite not being there.
Whelp. I have no idea if I'm posting this in the right place, because I'm not really familiar with the forums, if it is the wrong place please redirect me. When I took my first journey into the wizardlands, it put me back to the starting level and took away almost all of my inventory. When I came back into the normal world, I was still short my items and levels.
That would probably be better suited to its own post - please start a topic in the subforum, and include your OS version as a Prefix in the thread title. Include as much detail as you have. ...Because that sounds really freakin' weird, bug-wise.
I just did some more testing, and I may have spoken too soon. 'Boil Water Advisory' unlocked for me when the act of drinking did enough damage to kill me, but did not unlock when I drank the acid, then took several steps before death. Also, thanks for creating this! Anything that fixes DoD and makes it even better gets a major thumbs-up in my book.
Through the magic of editing, we can pretend it never happened! (It didn't help that I forgot how that activated in the first place, too.)
1) Peasently Pitchforks stack in the inventory. Not sure if this is true with every types of polearms. 2) There still exists one quality in the game that annoys me; random loot on the ground might appear in the same spot as shrines, fountains, etc. making it impossible to get them. 3) Some corners on the walls or on the ground around liquids (water/acid holes) are missing proper graphics. This is basically just a small aesthetic issue.
Bug: spells with both a buff and a trigger effect will NOT activate the trigger. It used to work before CoTW, but not any more. This doesn't work, since Withdrawal is not triggered at the end of 30 rounds: Code: <spell name="Withdrawal" type="self" > <buff useTimer="1" time="50" allowstacking="1" stacksize="3" icon="skills/withdrawal64.png" smallicon="skills/withdrawal32.png" bad="1"> <primarybuff id="0" amount="-4"/> <!-- Burl --> <primarybuff id="1" amount="-4"/> <!-- Sag --> <primarybuff id="2" amount="-4"/> <!-- Nim --> <primarybuff id="3" amount="-4"/> <!-- Cad --> <primarybuff id="4" amount="-4"/> <!-- Stubb --> <primarybuff id="5" amount="-4"/> <!-- Savv --> </buff> <description text="Just...gotta have a little more of that skoom - I mean, stuff. I can stop any time I want. Really." /> </spell> <spell name="Hyper Hyped" type="self" > <buff useTimer="1" time="30" allowstacking="0" icon="skills/hyped64.png" smallicon="skills/hyped32.png" > <secondarybuff id="9" amount="10"/> <!-- edr --> <secondarybuff id="4" amount="10"/> <!-- crit --> <primarybuff id="4" amount="10"/> <!-- Stubb --> </buff> <effect type="trigger" spell="Withdrawal" amount="31" /> <effect type="removebuffbyname" name="Withdrawal" /> <description text="Brblblblblblblblbl. You feel more alert and can shrug off pain easier; you feel like you can take on whole hordes and come out on top!" /> </spell> But this does: Code: <spell name="Withdrawal" type="self" > <buff useTimer="1" time="50" allowstacking="1" stacksize="3" icon="skills/withdrawal64.png" smallicon="skills/withdrawal32.png" bad="1"> <primarybuff id="0" amount="-4"/> <!-- Burl --> <primarybuff id="1" amount="-4"/> <!-- Sag --> <primarybuff id="2" amount="-4"/> <!-- Nim --> <primarybuff id="3" amount="-4"/> <!-- Cad --> <primarybuff id="4" amount="-4"/> <!-- Stubb --> <primarybuff id="5" amount="-4"/> <!-- Savv --> </buff> <description text="Just...gotta have a little more of that skoom - I mean, stuff. I can stop any time I want. Really." /> </spell> <spell name="Hyper Hyped" type="self" > <effect type="removebuffbyname" name="Withdrawal" /> <buff useTimer="1" time="30" allowstacking="0" icon="skills/hyped64.png" smallicon="skills/hyped32.png" > <secondarybuff id="9" amount="10"/> <!-- edr --> <secondarybuff id="4" amount="10"/> <!-- crit --> <primarybuff id="4" amount="10"/> <!-- Stubb --> </buff> <description text="Brblblblblblblblbl. You feel more alert and can shrug off pain easier; you feel like you can take on whole hordes and come out on top!" /> </spell> <spell name="Hyper Hyped Trigger" type="self" > <effect type="trigger" spell="Withdrawal" amount="31" /> <effect type="trigger" spell="Hyper Hyped" /> </spell>
- Unconfirmed reports (i.e. I have a save but I haven't looked at it) that some people are restoring and unable to ascend levels. - Unconfirmed reports (same cause as above) that having some mods loaded stops the game from saving. I'm wondering if our revision control (git) ate something last night during the build process, because I actually fixed bug #2. Oh well.
By the way, guys, I think I figured out why the "spellmines can sap monsters' turns if you hammer the spacebar" thing happens. What I think the game does is, it prevents monsters from moving (but not from performing melee attacks) whilst a spell that includes an animation is in the middle of cycling the animation on their square. This means that if you spamcast a spellmine or an on-target spell with an animation at least a quarter second long, or hammer the spacebar while a DoT spellmine is in effect, you can basically stunlock them. This doesn't work with projectiles, because of travel time, and it doesn't work if any monsters are in melee range of you because melee attacks override spell animations for the purposes of this glitch.
This exists so that, if you somehow gain enough EXP that while you're in the middle of level up (before the EXP meter drains but after the new requirement is set) you qualify for the next level up, you don't level twice. (This did in fact happen to me earlier today when I killed a miniboss on NTTG.) Disregard that, I misunderstood. Yeah, I really don't like that particular "feature".
Bug: Confirming that dagger and pitchfork weapons stack in inventory, any artifacts lose their enchantments.
Skepticism occasionally crashes the game. Not sure what causes it, it seems random. Must be one of the possible results being messed up. Well, it didn't crash my game so much as permanently freeze it until I killed the process. Edit: Happened again. Transformed a Batty into a Wight, attacked Wight next turn, game instantly exited out without an error message. Yeah, this happens even if you just pick up one from the ground, not just when crafting.
MAJOR Bug: Amber ring of unending time causes crashing when playing any speed above normal. <spell name="Amber Ring Hit" type="target" wand="0" > <effect type="damage" affectsCaster="1" voltaic="5" blasting="2" affectsCorpses="0" /> <effect type="paralyze" amount="3" affectsCaster="1" turns="1" self="0" /> <anim sprite="sprites/sfx/lightningstrike/lightningstrike" frames="6" framerate="1" sfx="elec" /> <impact sprite="sprites/sfx/voltaic_hit/voltaic_hit" frames="8" framerate="80"/> <effect type="trigger" spell="Blast Effect A" /> </spell> Changing 1 to 80 solved the problem. I think the game was trying to divide 1 by 2 and get the result for use in double speed, but failed.
Overflow on the XP meter doesn't count toward the next level. This is especially noticeable with the introduction of minibosses and: