Dungeons of Dredmor

Dungeons of Dredmor

Sentient Suit
40 Comments
Corey 11 Feb, 2021 @ 11:51am 
C O O M
Aston Machan 5 Aug, 2019 @ 11:54pm 
Owner of the Discord of Dredmor here. Here's the link!
https://discord.gg/dffWPTf
Newominus  [author] 5 Aug, 2019 @ 10:54pm 
If you'd like to see more active discussion about Dungeons of Dredmor, i'm active on the Discord of Dredmor Discord server!:bluewizard:
Newominus  [author] 5 Aug, 2019 @ 8:45pm 
Wow, new art and new spells!
Fernya Galley 5 Aug, 2019 @ 5:04pm 
Update?
Aston Machan 24 Jul, 2019 @ 3:44pm 
:clap:
Armored_Bird! 2 Jul, 2019 @ 8:16pm 
Great to see another mod maker still treating this amazing game with the love it deserves! :ss13ok:
Them8 1 Jul, 2019 @ 6:42am 
i did not expect to see this in my downloads tab...
Newominus  [author] 1 Jul, 2019 @ 6:23am 
Ayo new update :blissful_creep:
nobalkain 16 Jul, 2013 @ 1:37pm 
Something seems to be causing the starting Armor to not be on the character. I have tried different skills and it just seems to be random. Sorry but the only thing I can find is that it seems more often then not to be on your character. If I can find out any more Ill let you know.
Hellrider 30 Jun, 2013 @ 1:20am 
Is this working? Doesn't seem to show up on the skill picker.
Tenchi 6 Jun, 2013 @ 8:46pm 
That plus clockwork, vampirism and the Steam Powered Suite skill mod makes the first floor a cakewalk. Well even with just vampirism it would probably make it a cakewalk. The first time I tied I though there was a bug because of the monsters not even hiting me : I didn't dodge or block, nor took 0 damage, but then some monsters started dealing 0-2 damages. I managed to kill 3 enraged diggles twice, 5 sick diggles and 1 normal, finishing with one mummy in a quick succession without losing much health (ending at full life). The starting armour is just too damn strong, that needs to be tweaked. Also I suggest that you distribute the level 2 health regen bonus (1 per level up to lvl3). I didn't try it much yet except on floor 1 (got killed by a hoard of zomby in floor 2, mostly because of my stupidly low damages).

Does the skill work well with clockwork knight / laser surgery ? I would love to make some sort of Mechafighter flavoured character.
Germz 5 Jun, 2013 @ 4:56am 
Strange.

I'll try turning off all other mods apart from yours once I've finished this run (don't want to get any errors), then try again. Might be that another mod skill uses the same ID as yours.
Newominus  [author] 5 Jun, 2013 @ 12:14am 
Ive tried your combination and maxed out all of the skills, but it doesn't seem to give me any wizard points.
Germz 4 Jun, 2013 @ 7:20am 
Polearms, shields, berserker, master of arms, archaeology, smithing; none of these are wizard skils.

It seems that whenever I put a point into my Sentient Suit skill, I get a point in wizard on my character sheet.
Newominus  [author] 4 Jun, 2013 @ 6:16am 
Wizard-Class you say? What skills are you using along with it?
Germz 4 Jun, 2013 @ 6:07am 
I may be too stupid to realize, but why is this a wizard-class skill?
Wolverine 3 Jun, 2013 @ 11:47pm 
Thanks for the response. The skills is awesome by the way, it is really a nice way to tank up and the food/drink 30 and so secs debuff keeps it balanced. Otherwise I would pick it every single time:)
Newominus  [author] 3 Jun, 2013 @ 11:17pm 
Hazalad, this may be due to every skillset having a specific number attatched to them, for example, the unarmed skill could be number 11. This skill happens to be skill 357, now im not sure what number the cheat skill is (im assuming its the one on the workshop named "cheats"), but from your situation, it appears that the cheat skill also happens to be number 357.
Wolverine 3 Jun, 2013 @ 12:45am 
It may been mentioned already and I apologise if that`s the case, but every time I choose to play with this skill, I get everything from the Cheat skill, even if I didn`t get it, and vice versa - if I pick the Cheat skill for testing purposes, it is always going along with the Sentient Suit skill tree. Seems like they are merged together - if you get one of them, you have all of their skills in one pool.
five nights at felonys 30 May, 2013 @ 7:05pm 
I would use it. This looks good
CoratheDemoness 27 May, 2013 @ 10:52am 
This looks pretty interesting, look forward to seeing your finalized work.
Justin 10 Mar, 2013 @ 3:45pm 
just wanted to add again how gratefull i am for bringing back the mod. also for anyone new looking at it, ive had it since it first came out and its one of my favourite mods to play a defensive character very few things work as well with my mad scientist build and it really helps during those first few rooms when you might not have attack skills or weapons yet. personally i like role playing my characters so im a bit pickier about how theyre presented and this one works wonderfully in allot of roles without restricting where i can use it. all in all between the new armor items, and the defense from the skills, it compliments almost any build that plans on getting hit more than twice. definately a mod you want to have :)

tl;dr= great mod make sure to grab it :)
Newominus  [author] 28 Jan, 2013 @ 9:39pm 
Yeah i know, its kinda broken right now :l
Evil_Kote 27 Jan, 2013 @ 1:55am 
"Steam workshop: Downloading subscriptions"
Eternal title during downloading this mod =(. And zero effect
Winter Wolf 4 Jan, 2013 @ 1:52pm 
Sorry if I seemed overly critical the other day...was in a hurry and wanted to leave feedback. I don't mind the -stats it is more that the armor does not do anything better than what already exists in the game and with the restrictions on eating, healing must be less necessary. (IE I expected better protection.) It is fine to balance that with negative stats but if the negatives outweigh the positives the adventurer will look elsewhere for armor and then what is the point of the skill line without it?

As I said you did something to cause the pieces to be ubiquitous. Every other chest opened had one. In addition they were randomly scattered across the floor as if they were cheese wheels. Probably there is some rarity setting you missed in the xml. I remember the text based item files for Angband clones had a few places where rarity was indicated. If you missed one the rarity would be screwy. This is probably the case here in the form of some sub tag in the xml missing or something.
Newominus  [author] 4 Jan, 2013 @ 5:34am 
Added 6 items. What are they? 5 more armor pieces and 1 weapon.
Newominus  [author] 3 Jan, 2013 @ 4:49pm 
Im also unsure of what makes the items unwearable, but i have removed most of the sneakiness reductions and just put -1 Nimbleness on all of them.
Newominus  [author] 3 Jan, 2013 @ 4:46pm 
Well, you CAN eat, its just that it would be unadvisable to do so right in the midst of battle. I also have pretty much 0 control over how often things appear in levels aside from "This thing appears most commonly at X level."
Winter Wolf 3 Jan, 2013 @ 12:27pm 
This seemed awful in testing, the drawback of being unable to eat is unbalanced with the armor pieces effects. In addition the armor pieces appear to be super common drops which would be ok if they were wearable.
Newominus  [author] 29 Dec, 2012 @ 2:56am 
Added 5 armor items. You get them when you pick the skill, not sure if i want it to stay like that, but eh. All of them reduce magic power and sneakiness, but all of them give Armor Absorbtion and block.

On 3rd level up of the skill, you get an ability that deals damage depending on how much Armor Absorbtion you have in a 3x3 square around you, is slashing damage, damage is affected by Protective magnetism and Reflective Magesteel.

Also removed the primary stat reductions on Reflective Magesteel, because having your mana drop from 15 to 9 isn't fun.
sam 4 Oct, 2012 @ 12:25am 
Wait, You should tottaly add it so you start with a full set of resistant armor! Just an idea :D
Newominus  [author] 1 Oct, 2012 @ 8:10pm 
Oh haha, missed out on that one line of code I missed :D
the girls want out 1 Oct, 2012 @ 8:31am 
Okay so I tested it a bit, and first of all, using the last skill crashed the game. It's missing the file animated6_64.png. So sadface to that D
Besides that, I have a few thoughts:
The food debuff seems a bit intense, especially at lower levels. I'd recommend having something a bit lighter at first, maybe having different debuffs. I didn't drink anything, so I'm not sure about how that works, but especially with the food, such an intense debuff when you're just starting is a bit too rough.
Also, based ont eh fact that you can't eat, I'd put a bit more defensive boosts in there, either through resist points or maybe a bit more health regeneration. I'm not sure I didn't hit any big problems on floor 1, but I'm sure thatit might become an issue at lower floors.
I still love the descriptions though, they fit right in with the rest of the game.
the girls want out 30 Sep, 2012 @ 7:52pm 
Turns out I don't have as much time as I thought, but just from the first glimpses through the skills, attributes, and descriptions, I like it. After I'm done with my less-important-yet-strangley-necessary things I'll fiddle around with it more
the girls want out 30 Sep, 2012 @ 7:45pm 
Trying it out now!
Newominus  [author] 30 Sep, 2012 @ 6:20pm 
alright, so the crashing should stop now, and ive added an armour absorbtion, block, magic reflection debuff when you eat any sort of food. Have "fun" :P
Newominus  [author] 30 Sep, 2012 @ 4:24pm 
Aww damn, Hold on then.
Gecko 30 Sep, 2012 @ 3:46pm 
Yeah, it comes up with : File named skills/animated1_32.png not found and then crashes.
the girls want out 30 Sep, 2012 @ 12:29pm 
It wouldn't load D: It's missing a file or something