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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!
Sorry, I don't have the answer. It's a good game just too glitchy.
I will definitely try the transparent picture trick. Sounds promising. Thanks again for the help and this great mod!
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~
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.
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.
I am not good with modding
is that normal?
- 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
(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?
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.
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.
Okay thanks, one more thing do you know by any chance know if master of arms skill requires armor to take effect?
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.
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.
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!
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.
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).
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.