You Have To Put The Feedback for the DLC In The Beta Thread

Discussion in 'Dungeons of Dredmor General' started by Nicholas, May 1, 2012.

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  1. Nicholas

    Nicholas Technology Director Staff Member

    Oh, you were getting corrupted; it's just that the corruption suffers from the same floaty-not-floating issue as the XP medals, block/counter/crit etc. *sigh* I'll put up RC9 tomorrow.

    Spell effects may be affected by the same thing.
     
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    No, my gear is untouched. And there's no notifications in the ticker saying "Blahdeblah, the Executive Artifact Thingy was corrupted!".
     
  3. SkyMuffin

    SkyMuffin Member

    I am noticing some of these animation speed shenanigans.

    Spells - definitely faster
    Destroying objects - faster
    Moving - maybe a tiny bit faster on default speed okay it is faster and much smoother, but on speed +1, WAY FASTER

    Dwarven IED animation seems to be the same though.
     
  4. Kaidelong

    Kaidelong Member

    Oh! That makes sense. Thanks for clearing that up for me.
     
  5. DavidB1111

    DavidB1111 Member

    Wait. Why did you address me? I'm confused. I don't think anything got nerfed that I would complain about.
     
  6. Kazeto

    Kazeto Member

    After getting through the last 5 pages I can tell you I have no idea why did he do that.

    I presume he simply lacks sleep and should get some.
     
  7. lantzk

    lantzk Member

    It looks like Mage's Mana Maille can lead to some seriously negative mana: warlocknonsense.png

    It generally clears after it gets below -10 but I've seen it go as far as -41 before clearing. The problem with this 'clearing' is that you can 'regen' as much as 40 mana in one turn when it resets your mana to zero.

    It'd be fine if it stayed as a debt that you had to work off with booze or something, but it just bounces back to zero. I'm not sure if this is a bug per se, but Mage's Mana Maille certainly doesn't seem to be working as intended in this case.
     
  8. Nicholas

    Nicholas Technology Director Staff Member

  9. Nicholas

    Nicholas Technology Director Staff Member

    Hang on, I may have put up the wrong EXE. Looks like a case of TUESDAY MADNESS
     
  10. Nicholas

    Nicholas Technology Director Staff Member

    Doc Gelegentlich likes this.
  11. Null

    Null Will Mod for Digglebucks

    Doc Gelegentlich and Kazeto like this.
  12. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Strange bug: villainous dopplegangers ineffectually play their attack animation when you activate clockwork reflexes.
     
  13. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    [14:00] <FaxCelestis> WHO THE HELL PUT A MYSTERIOUS PORTAL IN THE MIDDLE OF THIS ZOO
    [14:00] <FaxCelestis> BERGSTROOOOOOOOOOOOOOM
    [14:00] <Kaoschan> LOL
    [14:01] <Aegho> LOL
     
  14. OmniaNigrum

    OmniaNigrum Member

    Lack of sleep is a handy excuse, but I am not too sure. I thought you would be upset by the nerfed procs on xbows. I was wrong. :)

    I will try to avoid predicting a forum war before I inadvertently make one myself. Sorry for the nonsense. The sleep helped at least.
     
  15. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Not in the DLC, I didn't. I was very careful to make sure that any room I felt was something people might want to opt out of wouldn't make it into the expansion. There's one that can appear on floor 12 of ID 1.2.6, but NOT in YHTNTEP.

    Just checked the files to make sure it didn't somehow slip in. Nope, it's not in any of the RCs I've seen. :confused: You must be playing with a mod installed... :cool: didn't Nicholas ask us not to do that?


    P.S.:
    <r_b_bergstrom> WHO THE HELL PUT ALL THESE DAMN CALTROPS ON EVERY SINGLE SPACE OF EVERY SINGLE FLOOR OF EVERY SINGLE DUNGEON
    <r_b_bergstrom> FAAAAAAAAAAAAAAAAAAAAAAAAX
    :p
     
  16. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    He did. I laughed and did it anyway. :p This isn't my OMGTEZT character anyway.
     
    r_b_bergstrom likes this.
  17. Kaidelong

    Kaidelong Member

    We're adding Steam Workshop support with this version guys! Oh, and make sure you do not test it with any mods loaded.
     
  18. Daynab

    Daynab Community Moderator Staff Member

    It's not about testing without mods, but when someone crashes or finds some kind of major bug and then it turns out they're running 20 mods, it's quite frustrating to debug.
     
  19. OmniaNigrum

    OmniaNigrum Member

    Exactly. I play mods every time until I run into a problem. Then I try vanilla to see if the mod is with the game or the mod. If I cannot duplicate the problem without mods, then the mods invariably have to be the cause.

    New mods are made for new versions of the game. There are at least ten mods to every release candidate. (Both in numbers, and chronologically.)

    People like FaxCelestis are working on their mods like FAXPAX right alongside of the RCs. And rightly so, since every new version allows for more elegant possibilities for mods. Sometimes it is a new way of doing something that just works better. And sometimes trying this allows them to find bugs that simply cannot be found with a vanilla game.
     
  20. Nicholas

    Nicholas Technology Director Staff Member

    Yep! That.

    Modding lets you create things that can break the game. We're taking steps to try and fix this - witness Validator Madness going on - but at the same time, our primary job is to ensure that we put out the best product we can by ourselves. If you want to break it later, then that's good! And we support that. But it's more of a question of priority than anything else.
     
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