io aspettavo la patch.
ora ho da finire deus ex.
io aspettavo la patch.
ora ho da finire deus ex.
con la patch 1.0.4 vorrei riprenderlo a giocare, ma ho paura di perderci altre 25 orequalcuno ci gioca ancora?
la patch 1.0.4 e' fissata per il 6 settembre
http://www.gaslampgames.com/blog/201...he-road-ahead/
ps. ci saranno una sacco di nuovi achievements: http://steamcommunity.com/stats/Dung...r/achievements
mi sa che ci buttero' anche io altrettante ore , per ora sono solo a 30... ma e' un mese che non ci gioco...
è uscita la patch, più tardi mi leggo il log.
The Windows version of Dungeons of Dredmor has now been updated to patch 1.0.5. (OS X users: we’re having one last Lion Issue, so we are working hard to resolve this; you guys should have your patch either later today or tomorrow. Probably tomorrow.)
Let us know what you think in the comments. Also please remember that this is not intended to be the end-all and be-all of fixes; this simply addresses everything we got done. (I have another one hundred and thirty seven issues, of varying levels, in the bugtracker, so we’ll be addressing your favourite issues as soon as we can.)
Changelog below. We’re pretty sure we did some other stuff that we’re forgetting.
EDIT: There will also be a leaderboard wipe in a bit.
EDIT EDIT: The leaderboards have been reset. Have fun, folks.
- FIXED: Game not correctly processing some right clicking mouse clicks. - FIXED: Lag due to blood splatters. - FIXED: Dual wielding was not working, in particular the last skill. - FIXED: Shield bearer skills were not correctly granting passive attributes. - FIXED: A number of screwed up achievements in the "skill set" categories. - FIXED: Warrior health (and other things) were not being calculated correctly. - FIXED: various spells not working due to having incorrectly set sight buffs. - FIXED: primary skill buffs were not passing their bonuses through to secondary skill calculations. - FIXED: Item duplication bug when hitting "0". - FIXED: incorrect item values for Cybertronic Amulet. - FIXED: incorrect item values for Dark Orb. - FIXED: being able to save and quit the game after your death. - FIXED: nightmare curse not actually putting monsters to sleep (or correctly triggering the DOT) - FIXED: narcosomantic induction not always putting monsters to sleep. - FIXED: SHIFT-Click mode, when turned on, doesn't correctly handle SHIFT-Clicking as regular clicking. - FIXED: unliving walls do not become permanent blockers after saving and re-loading the game. - FIXED: stacked necronomiconomics penalties prevent the player from disabling his other buffs. - FIXED: right-clicking, off turn, causes left-clicking behaviours.. - FIXED: infinitely long Diggle health bars. - FIXED: monsters not dying when affected by buffs that reduce their HP (acid burn, etc.) - FIXED: monsters who are stunned or asleep can no longer dodge, block, or counter-attack. - FIXED: blank pedestal spawning in the Tomb of the Unknown Hero. - FIXED: certain weapon powers from Krong never activated - FIXED: various ways in which the player could abuse the shopping system - FIXED: some items becoming stackable after you put them in crafting tools. - FIXED: potion stacking stops working after you save, reload, and put it in a craft tool. - FIXED: vampirism causing haywire (or crit buffs); normal spellcasting NOT haywiring - FIXED: bad text in wand, potions tutorials - FIXED: KRONG text no longer mentions crafting skill - FIXED: starting part of Monster Zoo music wasn't playing - FIXED: This Translation Is All Wrong! wasn't clearing damage effects on weapons, causing massive damage stacks - FIXED: a number of spells were not correctly applying blasting damage (Thor's Fulminaric Bolt, for instance.) - FIXED: Vampires are no longer told to "eat food to regain health." (Now they must dreeenk blaht.) - FIXED: double "bad weapon" penalties. - FIXED: a bunch of monster inheritance issues. - FIXED: crash on fullscreen with OS X 10.7 - FIXED: crash while SHIFT-clicking with an object that you have just auto-looted, with auto-loot enabled. - FIXED: various other issues with the auto-loot. - FIXED: Various issues with WASD move-to-open. - FIXED: Lutefisk cube behaviour is now consistent with regards to stacks versus individual units. - FIXED: game crash when using non-standard characters in character names. - FIXED: empty tiles appearing in room definitions. - FIXED: dual wield and counter chance.. - FIXED: mysteriously appearing broken doors. - FIXED: buffs that cannot be dismissed. - FIXED: auto-looting for lockpicks. - FIXED: multiple on-hit triggers on corpses. - FIXED: items get deleted when clicking in inventory and holding down CTRL. - FIXED: don't let the game run in resolutions with y resolution < 600. - FIXED: Dying at the hands of Lord Dredmor no longer gives you the "Thrusty" achievement. - FIXED: the Thrusty achievement now works. - FIXED: Mark of Chthon and Magic Steel now correctly buff in a way that scales with magic power. - FIXED: traps triggered by monsters applying buffs to the players. - FIXED: pets give you XP when you kill them. - FIXED: curses on monster stacks cause madness. - FIXED: game launcher uses 100% CPU - FIXED: Fine Bronze Cuirass has incorrect stats. - FIXED: issues with ALT-TAB and SDL causing certain things (quicksell, stack split) to stop working after leaving and returning to the game. - FIXED: bolt recovery now works for crossbow users on all hits, not just death. - FIXED: thrown item recovery now works for all thrown items on all hits, not just death. - NERF: Using a wand now disables invisibility effects. - NERF: The Obvious Fireball has been Nerfed more obviously than the last un-obvious Nerf. - NERF: This Translation Is All Wrong! now enacts a Terrible Price. Also, we got to make another Marcus Brody joke. - NERF: added some more resistances throughout levels to require you to use at least two spells to beat the game. - NERF: Hand of Belimawr is no longer stackable. - NERF: Alchemy, in various small, cruel ways. - NERF: "This Translation is All Wrong" saps magic from items, occasionally. - BUFF: Psionics gets magic resistance. - GAMEPLAY: Nerfed, then buffed, Vampirism. It's sort of about the same, really. - GAMEPLAY: More fire resistance on Level 9 monsters. - GAMEPLAY: Black Pearls can now be ground into chalk. Interestingly, this is not a flight of fancy but is based on Science. - GAMEPLAY: Heavy armour gives greater magic penalties, but offers more piercing resistance. - GAMEPLAY: Heavy armour also reduces nimbleness. - GAMEPLAY: the Jingly Jangly Staff of Crystals now requires alchemy instead of smithing. - GAMEPLAY: Lutefisk balancing changes. - GAMEPLAY: Tinkerers can now make Black Powder. - GAMEPLAY: Robots now do electrical damage. Because, you know, they're robots. - GAMEPLAY: Blobbies now leave Acid Pools. - UI: Kill the Tutorial Pop-up at the start of the game if you've seen it once. - Monsters have an expanded vocabulary. - The Bony Wand is now not quite as awful. - Lord Dredmor is now nastier. - Added a new, fun monster to Level 10. - Added craftable thrown weapons. - Added slightly more informative vending machine tool text. - Game renders all text using UTF-8 internally, for the Japanese Translation teams. (Ganbatte!) - Upped Pyrokinesis damage. - Made acid traps marginally less deadly. - Fixed zorkmid scaling drop rate. - Changed graveyard text so people no longer think their scores are negative. - Weapon and armour stats have been given some more love. - Elven Ingot Grinder is now affected by alchemy, not smithing or tinkering. - Alchemists now start with an Ingot Grinder, giving them more rubbish than any other class. - Adjacent monsters now display health bars consistently. - Trap outlines are now drawn on top of walls when they are obscured. - ALT-click will now split stacks in the inventory. - Added a new minimap interface, and some minimap icons for Lutefisk Shrines, quest statues, Anvils, etc. - Added some more rooms of Fun. - Added some rings and amulets that give Necromantic Resistance, for those days when you need Necromantic Resistance. - Pet AI improvements; your Moustache Golem now longer has the intelligence of a protozoa. (We're now at "easily frightened wombat") - Added more achievements. - New throwing item recipes. - Added a reward for clearing a Monster Zoo. - Autoloot toggle moved to config screen. - Added "DIGEST" button for automatic digestion of foods. - New "Random Skills" icon.
il log e' lunghissimo
conviene vederlo dal sito ufficiale, il copia/incolla mi ha sformattato tutto.
cmq con la prossima patch dovrebbe esserci lo scaling dell'interfaccia.
ecco, dopo la patch ho ripreso a giocare...
veramente simpatici i nuovi achievements, sono riuscito a prenderne 3:
Ora sto cercando di finirlo per la prima volta, forse sto giro ce la faccio...
- Taste The Rainbow
- Two Krongs Don't Make A Right (che sfiga )
- Honey Badger Don't Care
voi come siete?
Ho pensato fosse un bug del gioco però non mi andava di ricominciare e l'ho disinstallato, aspettando un update che mettesse qualcosa di nuovo
La fregatura è che mi scelgo sempre le combinazioni più strambe di skill e finisco a fare una fatica boia per arrivare all'ultimo livello
w i bot
è uscita la 1.0.6.
cambiato qualcosa di importante?
nuove skill no, vero?
In nero gli ultimi cambiamenti alle skillCHANGELOG 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.
i cambiamenti più importanti sono a quelle skill, all'interfaccia (la barra in basso finalmente può essere ingrandita aumentando la risoluzione, gli altri elementi ancora no), alla versione linux che stanno sistemando.
certo che ste sopracciglia sono inguardabili
cmq per chi lo avesse preso con l'ultimo humble indie, c'è la 1.0.7 in anteprima.
oggi o giù di li dovrebbe uscire la 1.0.8 (con la protagonista femminile ed altra roba).
inoltre a breve dovrebbe uscire anche un'espansione con parecchia roba in più (spero negli oggetti random/da identificare).
Praise be to Krong, for you have participated in the Ancient Krongian ritual of the Humble Indie Bundle, and lo, the Children and the Internets are saved from poverty (to the tune of a cool $778,000.00-ish.) Lo, we hath generated over $200,000.00 for the Charities, and hath contributed to a project with many fine indie developers, some of whom are now labouring over games based on Prison Architecture. Of this, Krong mightily approves – and we have many new Dredmor players besides! All praise to Krong, et cetera. So what else doth he have in store for you?
- 1.0.7: Now that the Humble Bundle is over, Krong is free from the chains of his period of exclusivity and is eager to spread the gospel of a new patch, with a female hero and mod support and all manner of good and crafty things besides.
But lo,
- 1.0.8: is just about done, and should be out either Thursday or Friday. So he shalt simply wait until then, and pass the savings on via Steam and Desura (and yea, to the Humble Bundle customers besides.) All praise to Krong, for he doth not force you to run the auto-updater more so than usual.
and yea:
- Linux Humble Bundle users: let it be known, Krong feels your pain from his throne covered in the flesh of the finest penguins. We hath addressed your issues, and lo, we hath rolled our fixes into Dredmor patch 1.0.8 – for it is good patch, and it doth fix the random crashes and the general instability.
Last but not least, there is an expansion. It is spoken of in the words of the great prophecy, wherein dwarves with giant beards do toil over the finest of new levels and features. Soon! Soon a sign shall come to the Youtubes, in the form of a great Trailer, and the chosen of Krong shalt follow the hyperlink to the trailer wherein all his mysteries shalt be revealed, including a release date which is much, MUCH closer than you think.
And yea, the name of the expansion shalt be:
The Realm of the Diggle Gods.
That is all. As you were.
ecco perchè versione linux e versione steam sono diversecmq per chi lo avesse preso con l'ultimo humble indie, c'è la 1.0.7 in anteprima.
oggi o giù di li dovrebbe uscire la 1.0.8 (con la protagonista femminile ed altra roba).
inoltre a breve dovrebbe uscire anche un'espansione con parecchia roba in più (spero negli oggetti random/da identificare).
http://www.gaslampgames.com/2011/12/...d-screenshots/
esce la settimana prossima o giù di li la prima espansione.
nuovi livelli, nuove skill, nuovi oggetti.EDIT: nel link trovate le immagini a risoluzione maggiore.
Here, in the (new) Underground Forest, I make use of the lovely new fireball effect while a pack of loyal hunting diggles looks on. It’s possible some were caught in the blast. They’re very loyal. Usually.
Behold skills! There are new lines of skills as well as additions to old skill lines. This character is a Vampiric Pirate Hunter-Vegan that dabbles in Demonology. (Remember what we said about exploring ethical quandaries? I think this one nails it.)
One can polymorph into a bat (among other ... things), as I have here, flitting merrily through the Stygian Dojo while pursued by champions of The Moustache Fighting League. Note grated cheese glinting in the dark.
Yes, you can use eye lasers to blast your enemies. The Perception skill always seemed a bit underpowered -- until now. And pleasant surroundings, no? Which reminds me, we really need to look into acquiring those Giger chairs for the Gaslamp offices.
Let us not forget the new Werediggle skill line! Obey your inner Diggle as you transform into your true self; menace the dungeon, spread disease, lay eggs, drill through walls, and above all: Keep on Digglin'.
EDIT2: spulciando i forum ho trovato una spiegazione più chiara delle due patch "fuse", la 1.0.7 e la 1.0.8:
tanta roba.1.0.8 is the expansion tree, yes. However: 1.0.8 includes a bunch of changes to the common tree as well. We have done a spectacularily bad job of advertising this, and it will no doubt require a corrective blog post when I don't feel like I'm going to die. (David, incidentally, is bleeding out of his fingers next to me.)
So:
1.0.7: was the female hero, mod support, and some bugfixes.
1.0.8: includes a bunch of new stuff in the core game:
- scriptable room support, but no actual scripted rooms
- a new crafting UI which we basically stole from Terraria
- another fistful of new content; all skill trees now have a minimum of five skills in them
- wandcrafting
as well as the support code for the expansion.
What is in the expansion, behind the bit that you have to pay for, is *at minimum* the following:
- six new skill trees (Werediggle, Emomancy, Piracy, Demonologist, Killer Vegan, Big Game Hunter)
- somewhere between one hundred and two hundred new items that are not included in the main game
- a bunch of new scripted rooms
- five new levels at the bottom of the dungeon
- the challenging "mysterious portal" mode
- somewhere between twelve and twenty new monster types, depending on animator speed
- new religious features
- Secret Things we're not talking about yet
We're just going to see how much stuff we can cram in here.
Hope that clears things up.
Ultima modifica di recs; 10-12-11 alle 09:59:41
uscita la patch su steam.
a breve dovrebbe uscire anche l'espansione.
oggi/domani dovrebbe esserci l'aggiornamento sul link dell'humble indie e su desura.
Che bello, è ora di riprovarci, devo ancora finirlo dopo 20 e passa ore di gioco.