Dungeons of Dredmor

Dungeons of Dredmor

Extreme Monkism
63 Comments
Dinre  [author] 9 Mar, 2021 @ 4:54pm 
I'm really surprised to still see activity on this!

I don't have the Wizardsland DLC, so any development I do may not work for everyone. If someone has an extra copy of that DLC they can send me, I'll reinstall DoD and work on this mod for you.

Thanks for the interest!
Scarlight 8 Mar, 2021 @ 10:35pm 
Glad to see someone still interested in this game as well. Take care.
[TTV]Beano_99 8 Mar, 2021 @ 7:04pm 
Ah, a shame. Perhaps Dinre might upload a fix, though that seems highly unlikely at this point in time. Thank you for the reply, Scarlight.
Scarlight 2 Mar, 2021 @ 5:21pm 
@beno11180, Unfortunately, no. Tried to tamper with the icon file by making it transparent or something. Crashed.

Sorry, I don't have the answer. It's a good game just too glitchy.
[TTV]Beano_99 2 Mar, 2021 @ 6:56am 
Those stacking icons become annoying to see. @Scarlight Did you ever manage to find a fix? Or @Dinre please! Thank you!
Bohandas 2 Feb, 2018 @ 9:58pm 
I'm reading the description and it doesn't look like it boosts stubbornness
Scarlight 29 Jun, 2017 @ 6:05pm 
Thank you for the reply!

I will definitely try the transparent picture trick. Sounds promising. Thanks again for the help and this great mod!
Dinre  [author] 28 Jun, 2017 @ 6:47pm 
It's been a long time since I looked at this. Dredmor's mod support is a little flaky compared to more comprehensive tools like those for Elder Scrolls or Torchlight, and it's less explicit compared to modding games like TE4. My first thought is to see if alpha is supported in the PNG and just change the files to be completely transparent. My second thought is that there might be a way to cause a status effect without having to show the icon. I would imagine the second option is going to be harder to make happen, since we don't get deep-level access into the game.
Scarlight 28 Jun, 2017 @ 2:52pm 
Hello Dinre, I am replaying this game and having a great fun using your mod. However, like others mentioned before, the overstacking icon becomes a trouble in late game.
I tried to open the mod and delete the icon png files but it doesn't solve the problem. Can you please teach me how to "remove the icon altogether" like you said in comments? Like make the buffs passive?

i understand it has been 3 years since you last checked this mod. But if you are reading this, any help or tips would be appreciated .

Thank you~
Dinre  [author] 11 May, 2014 @ 6:24pm 
I had forgotten about this in the midst of moving. I'll try to see what I can do.
Archangel 11 May, 2014 @ 5:39pm 
Loving this mod so far. The only problem I have with it is the "icon overload" after getting sledge hands, which Maltar and sansnipple have mentioned. Is it possible to get this fixed?
saRda :3 12 Jul, 2013 @ 11:47am 
Any saves using this skill do not exist for me. I have tried with various other combinations of mods active and have confirmed that it is this skill. When exiting the game and coming back, the saves simply aren't there anymore.
Dinre  [author] 10 May, 2013 @ 1:43pm 
The triggers are very low percentage, so it's normal to see few proc's early on. If you really want to get something to trigger, you have to hit and be hit more often. In the later stages of the game (and especially with monster zoos), you'll see many more proc's purely as a statistical reaction to the number of times you're hitting and being hit.
elemenster 9 May, 2013 @ 8:39pm 
about how often is it supposed to activate? am i haveing badd luck or i 2 buffs at lvl 4(i started with monkism) normal?
Maltar 7 Sep, 2012 @ 3:57pm 
Thanks, that would work nicely, or change sledge hands so it only gives melee power, that should prevent it from triggering the bug as well, and still be able to see the icons.
Dinre  [author] 7 Sep, 2012 @ 3:22pm 
Hmm. This does not sound good. I'll see what I can do. The fastest and easiest solution would be to simply remove the icons altogether. You wouldn't know that it proc'd, except by reviewing your stats, but that might be a decent fix anyway. I do some fiddling in the coming week and see what I can do. Stay tuned.
Maltar 7 Sep, 2012 @ 2:46pm 
Seeing the same issue as sansnipple lately, the buffs go crazy after I get sledge hands, every damage type buff gets it's own name now, A new acidic Callus gets it's own buff when I get a new acidic fracture for the first time, same for every other damage buff you get from sledge hands.

So every new damage type you get, that you have a resistence for becomes 2 new buffs on the screen. I just tested it on a new character, all mods except extreme monkism disabled, all expansion packs installed. I stacked up to 40+ callus procs, 40ish steel fur and 40 ow ow ow, took only 3 buff slots, as it should. Got sledge hands, got proc, made 2 buff icons, got another proc with other damage type, 2 new buff icons etc. Screen overflow is guaranteed given enough time.

I hope this isn't too hard a thing to fix, really enjoy this mod and hate that it's broken. I don't think I saw this behaviour before cotw expansion.
Dinre  [author] 30 Aug, 2012 @ 7:59am 
It is a bit arcane, I know. XML-based modding has its upsides and downsides. On the upside, anyone can make a mod with a text editor. The devs don't have to make and release an IDE as a separate product.

On the downside, it's nearly impossible to read or to find what you're looking for without using an IDE anyway. You have to be pretty motivated to poke around in this stuff, especially when it's not very well documented (as in Dredmor). I made this mod in order to be able to play a certain type of character, and now that it's done, I'm not very motivated anymore. If people really want a change, I can make it. If people start banging on my door demanding a certain type of mod, I will probably make it. Otherwise, I don't really want to poke my head back under the hood and into Dredmor's XML; it's pretty hack-ish.
evil ell 29 Aug, 2012 @ 7:46pm 
oh god so many words, nevermind im not gonna screw with that stuff :v
I am not good with modding
Dinre  [author] 29 Aug, 2012 @ 1:25pm 
Yeah. You can edit the skilldb.xml and spelldb.xml yourself using any text editor. Keep in mind that these things are layered a bit, so you might have to dig around to find the trigger you actually want. I recommend turning on debug mode while you're fiddling with the values, in case you screw something up.
evil ell 28 Aug, 2012 @ 7:43pm 
is there somewhere I can go through and change some of the skills proc rates myself? Im not good (aka havent done anything before) with changing mods/modding/etc.
Dinre  [author] 20 Aug, 2012 @ 1:53pm 
No, that's not normal. I haven't seen that before.
Glitter Trash 19 Aug, 2012 @ 11:38pm 
getting a pretty bad case of all the buffs just totally overflowing the screen: http://i.imgur.com/vhqjL.jpg
is that normal?
Dinre  [author] 18 Aug, 2012 @ 5:51pm 
Not a bad idea. It could be easily balanced by adding some negative effects into the mix. I'll have to think this over for a bit and make a well designed change.
Glitter Trash 18 Aug, 2012 @ 12:45am 
I'd say option 1, but with an added chance of some hillariously unpredictable side effects to keep it interesting, for example such as:
- Premature Enlightenment: (Root of T'Char effect)
- Reincarnation: Teleports you back up to dungeon level 1
- Spiritual Crisis: large magic stats debuff for 100 turns
- At one with nature: animals passive for 100 turns
- Renouncing of Material Possesions: dumps your entire inventory on the ground
- Inner Piece of Cake: mmmmmmm....cake... (some sort of long lasting well fed buff or somehing)
- How long have I been talking to Myself?: you skip 20 turns (unresistable paralyze or however that works)
- PHENOMENAL COSMIC P-- oh crap.: Meteor Strike... right on your head
etc, etc
Dinre  [author] 17 Aug, 2012 @ 2:15pm 
Hmm. It would be possible to alleviate the "tedius" nature of self-pontification in a couple of ways, I think:
(1) Lengthen the turn count, but make the boost guaranteed
OR
(2) Rewrite the text and link the trigger to on-hit with an extremely rare trigger %.

Any comments / suggestions?
Glitter Trash 17 Aug, 2012 @ 12:45pm 
VERY fun skill to play. Only complaint is that self-pontification is pretty tedious. super long cooldown and very low success rate makes it not really even worth the trouble of trying to remember to use it every 200 turns. It would be better as some sort of passive like the others i think. Maybe even something like 20% chance to trigger when performing a heroic vandalism (if that's even possible)
Dinre  [author] 26 Jun, 2012 @ 11:54am 
vin4man:
Yeah, there isn't a good way that I know of to take care of that problem. Rogue-likes are brutal like that. Unforgiving. Uncaring. Unloving. Pretentious jerks.
lotsofpaper 25 Jun, 2012 @ 8:44pm 
I wish there was a way to sit in one place and burn turns.... That way when I"m stuck on a caltrop mine with no food, I don't have to press space bar 100+ times.
Dinre  [author] 25 Jun, 2012 @ 6:04pm 
zubaphore:
To my knowledge, Master of Arms adds the bonuses directly when you unlock the skills and does not require armor. Armor is just the general point.
Nymswyn 25 Jun, 2012 @ 11:49am 
Dinre:
Okay thanks, one more thing do you know by any chance know if master of arms skill requires armor to take effect?
Dinre  [author] 25 Jun, 2012 @ 11:16am 
zubaphore:
Well, there aren't specific slots that HAVE to be empty. The idea is that you choose to handicap yourself in a way that balances the perks of the mod. One way to balance the mod is to wear nothing that conflicts with the "Birthday Suit of Armor"... no pants, no belt, no armor, no gloves, nothing equiped in your hands, etc. I personally find that wearing only a hat, shoes, and jewelry seems to balance the mod well. I also further handicap my character by refusing to use potions of any kind. Play with it and find what feels right.
Nymswyn 25 Jun, 2012 @ 10:52am 
So which equipment slots are required to be empty to make this work?
Dinre  [author] 25 Jun, 2012 @ 6:29am 
All this talk about how folks break the game balance gives me an idea for a "God Mode" mod. I wonder if anyone would be interested...
lotsofpaper 22 Jun, 2012 @ 11:19pm 
Skymuffin... That heal actually heals for an amount that scales... so eventually your heal will outscale your damage for a 0 mana cast. self regulate indeed... but eventually you'll be doing 0 damage with your fist on yourself anyway. At which point... it makes no nevermind what other skills you use, so long as you spam that button.
Dinre  [author] 21 Jun, 2012 @ 1:19pm 
SkyMuffin:
You have to self-regulate with mods like this. They are meant to be paired with self-imposed handicaps. When you find an exploit, just don't use it. Or just enjoy being invincible.

17th Orb:
The buffs stack, but the system (Dredmor's, not the mod's) is wonky. The skills stack to a very large number and are immune to removal, but there is no way to consistently update the skill icon. It should usually show the effect of the last time it triggered, but the system is unpredictable.
Wiggler-sempai 20 Jun, 2012 @ 11:46pm 
If the buffs DO stack, then I'm not seeing it on the panels. Has that been changed? Also, do mods update themselves?
SkyHoglet 20 Jun, 2012 @ 11:43pm 
This is super broken with the Mana Mastery mod, since it adds a skill that heals 1hp for every spell cast. I spammed Masochist Fist a bajillion times and ended up with 200+ stats on everything. :P
lotsofpaper 17 Jun, 2012 @ 11:33am 
Currently I'm thinking fleshsmithing, monk, archmage from Compleat, emomancy, and anything else I want with procs/etc. This way I can gain in ANY stat indeffinately, and I can pacify monsters/cure myself and heal. Miasmatic putrification will eventually be my zoo clearing device.. Also I miss having a digging ray.. I may get golemancy again.
Dinre  [author] 17 Jun, 2012 @ 6:36am 
vin4man:
The glitch won't go away until the Dredmor folks clean up their end of things. The mod support in DoD is pretty short-sighted at the moment, and they haven't taken the time to extend functionality beyond the way they used it themselves. What I'm doing with this mod is pretty different from anything originally included in DoD, so the method is inelegant. In forthcoming patches, they may release or update functionality that will allow me to write the mod in a better way.

Also, I'm glad to hear you're having fun with it. Onward to Dredmor!
lotsofpaper 16 Jun, 2012 @ 10:59pm 
Also I had no idea pontification could have an impact on health and mane regen. Way Lines? Yeah, not any more. Make way for my new skill setup that focuses on killing dredmor!
lotsofpaper 16 Jun, 2012 @ 10:57pm 
so, is this glitch something that might go away if I verify my game code? Or is it something you'll have to code out?
BTW I just used monkism to make it all the way to level 15 on Going Rogue with Permadeath. Problem was, The stairway led to an empty room with 1 door. Knock down the door, Dredmor is there. O SHT. Since I had just gone down stairs, I only had 75HP of my almost 300. I died. =/ Not immediatly, because I had 70 dodge and 80 magick resist... but because I couldn't damage him. And here I thought my fist was becoming overpowered. I think I need to be a GOD to kill dredmor.
Dinre  [author] 16 Jun, 2012 @ 3:52pm 
vin4man: That's a new glitch that hasn't happened for me. Dredmor has lots of little things like that, especially when you're trying to do creative stuff with a mod. Thanks for the positive feedback, and I'll be keeping an eye on the updates to see if I can make the skills stack a little more gracefully.
lotsofpaper 16 Jun, 2012 @ 2:48pm 
So.... for me, the buff display doesn't show most recent buff, it only shows the FIRST buff I ever got. I'm up to 3+ resistance in every single stat, and it has only ever shown my +1 crushing. Also, there's a bug with health... every time the game saves/autosaves, your health goes down to normal level because it's technically a buff. (128/128 turn to 54/128 while I wander around a dungeon... not cool.) Other than that, i've been enjoying this mod! Combined it with mana mastery (Heals 1 HP every spell I cast) and Warlockery (For a 1 mana spell) so I can use my fists all I want! Hard to get started, but once you've gained a couple points in melee power all you need to do is survive until lvl 2-3 and you can set yourself up.
Dinre  [author] 12 Jun, 2012 @ 2:53pm 
Derenoc:

Yes, Self-Pontification works, but only very rarely. It has no actual cost, and the benefits are potentially over-powering. You may have to trigger it 10 - 30 times before you see your first benefit, and the benefit is random. That means you may get a boost to a stat where one point makes a huge difference (like Trap Affinity) or where it makes a small difference (like Dodge).
barfarf 12 Jun, 2012 @ 12:44pm 
I like how the author took time to go beyond the basic development of a mod, he wrote witty descriptions and created humorous custom art.
Derenoc 12 Jun, 2012 @ 4:51am 
Does Self-pontification actually work? I've used it ten or so times now, and haven't seen any bonuses
blackspy025 9 Jun, 2012 @ 12:00pm 
I... well, first of all, I'm quite glad that there probably won't be any problems with the art. Also, if that was some subtle way of asking ME, I can only say that if there was any way to make it easier to keep track of what permanent buffs you've gotten, instead of just the one before, that'd be nice. Other than that, what I've seen of your mod is a good deal of fun. ^^
Dinre  [author] 9 Jun, 2012 @ 11:40am 
Ok. Two answers:
Yes, I made all the art. It's all original, so I would avoid having to worry about copyright stuff.

Yes, I have thoughts about changing the mod, but I'm more interested in how other people would like to see it changed. If I get enough interest in a new or adjusted feature, I'll write up a revision.
blackspy025 9 Jun, 2012 @ 11:35am 
Thanks. Two more things, first-did you make the art? And the second-do you have any thoughts on changing the mod at all? Just curious, is all.