You Have To Name The Expansion Pack for Dungeons of Dredmor will be released very soon - We just need to do a couple rounds of testing and hook up all the Steam Workshop internet-pipes. Naturally there are some new items and other such nonsense happening which you’ll have to discover on your own. ![]() And to inhabit the renovated Dungeons of Dredmor we’ve summoned a pack of new monster variations dug up by one FaxCelestis, from the existentially troubling Poorly Cloned Hero to the lofty Diggle Rocketeer.A mess of twisty little rooms, all different, created by the deranged architect our mortal speech renders “ Bergstrom“ The geometry is all wrong.Warlockery, the wizard skill for wizards who would rather by warriors, by the utterly mad Essence - he wrote over 500 lines of xml for one spell.Clockwork Knight and Rogue Scientist, a pair of crafty steampunk skill lines by the too-clever-by-half Ruigi.Battle Geology, a wizard-like warrior skill with earth-shattering consequences by the terribly mysterious Null (how mysterious? terribly.).Steam Workshop mod integration with Steam! We’re turning it on! It’s Steamy!.Scrolls up and down the skill/spellbar with the press of a keyboard button.Įxpands and collapses the minimap with the press of a keyboard button.As with everything we do, we're completely serious about the name. (Reminder that dropping an item or trap is done with Shift+click with inventory open while not in a shop) This saves a crudton of clicks in the course of a run when picking up items in the dungeon. Make Autoloot usable/not a hassle: adds a function to toggle Autoloot on and off before entering the Pocket Dimension, with the press of one button. No more flipping back to WASD after using the default buttons to open inventory and whatnot. Make it so the keyboard hand stays mostly stationary. I used AutoHotKey, a free open source scripting program for Windows (sorry Mac and Linux gamers, though you could try to mimic this with an alternative to AHK), to make these changes. I don't like move with mouse click, no matter how much it moves me around traps. Hence, I have used some offtime in the past few months making my gameplay as smooth as I can under the circumstances by adjusting user input, adhering to the following philosophy: one moving mouse hand, one stationary keyboard hand. Using the scroll wheel only cycles 1-9, and doesn't go up or down. I don't like leaping my keyboard hand back to WASD after hitting spell 9 it interrupts flow, and if I have multiple active skill-heavy trees, as wizard-heavy runs are wont to have, the switch rows buttons are tiny. Either the monsters are hidden underneath them or you can't see what the buff is doing. That's nowhere in the tutorials.īuffs are always on the side of the screen and can't be messed with in any way. The default buttons for everything are either very far apart, unmappable, or hidden, like Alt+4 to take out the Horadric Lutefisk Cube. Unless you're in the very corners of the map, perspective is fixed on the Player Character and isn't moving. This is a minor complaint for the menu buttons above the belt not being able to change their text without some work in an image editor, and I have since memorized my button remaps, but not seeing them update kinda bugs me. The game being ten whole years out of support means stuff like, for example, brittles for on-cast, won't happen.Įverything was drawn and not text rendered. The proprietary engine can't adopt a feature without it being coded in. As I've played more traditional roguelikes (Yet Another Pixel Dungeon, Hoplite, the tiniest bit of tileset Nethack, Dungeon Crawl Stone Soup) and got a feel for what I like in them and compared to other games in general, my principal complaints with the Dredmor User Interface specifically are: However, the game's building blocks are held together with lutefisk-based mortar and it's only getting smellier the more time wears on.
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