Dungeons of Dredmor

Dungeons of Dredmor

Conspiracy Victim
32 Comments
Jayblaster 15 Oct, 2015 @ 1:52pm 
(insert witty joke about NHK here)
faustomartense  [author] 16 Jan, 2013 @ 4:15pm 
@brickey.8: I will probably raise it up to 100% since I feel Charm is too overpowered. Other effects that can work with the brainwashing can be Pacify and Fear. Maybe I can add Pacify, Fear and Charm to the spell in lesser %... so the spell can have a chance to cast each of them along with Confuse.

Should I modify the spell to include other effects with a lower activation rate or should I raise it to 100% and let it the way it is now?
brickey.8 14 Jan, 2013 @ 8:07pm 
Pretty fun class overall. Reflect brainwash felt pretty underpowered though, considering other classes can get more reliable group debuffs (*cough* mushroom farmer *cough* meteorologist *cough*), and considering the description made me expect a charm effect and left me feeling disappointed. And considering that it comes with a decrease in your stats. Confusion isn't reliable anyways, so I'd recommend you up it to 100% and maybe drop the duration a bit to compensate.
faustomartense  [author] 22 Nov, 2012 @ 3:37pm 
FMCyrus thanks a lot for the heads up, I do not know how I missed that typo. It should be fixed in this update (but you will not see it until your next game using Conspiracy Victim because the game saves the state of the mod for the rest of the current savegame.)

"Acting Normal" is suppose to be a "spell" to erase a random active debuff, try using it when you get one of those :) (Yes, it sounds like a passive skill but since I could not make it work like that, now it is an active skill, like if he seems something is wrong and then starts acting normal [when you apply the spell])

I am toying with adding some monsters and as DESU suggested, better flavor text.
FMCyrus 20 Nov, 2012 @ 9:08am 
I like this mod! The paranoia thing is pretty interesting for a dungeon adventurer, they already have a ton of good reasons to be worried. I've noticed a bunch of traps spawning around the player when I move sometimes, which is a really cool "everything is out to kill me" kind of thing.
Quick question/bug and 1 typo: For the "Acting Normally" skill, is there supposed to be a visible buff? I'm guessing not, but if there is its missing, just double-checking though. The typo I found is for the 2nd skill, in the description of the ability "feeble" is spelled wrong.
Looking forward to seeing what the higher levels of abilities do when I level them : )
faustomartense  [author] 10 Nov, 2012 @ 7:41pm 
Ha! Nice ones. (I am familiar with some of them) I will try to update it when I get some spare time to code (I also wants to add some items)
clown 10 Nov, 2012 @ 4:54am 
@faustomartense Heres just a few: "ITS HAPPENING!" - "New World Order" - "Flouride in the Water!" - Maybe gives buffs but unable to drink - "I'm not saying it's Aliens, but it's Aliens" - "False Flag Operation" - "WW3" - "Nibiru" - "Illuminati" - ect
faustomartense  [author] 9 Nov, 2012 @ 7:21pm 
@DESU: Yeah, it needs better flavour text :) Sadly, I am not that creative... (Currently playing Deux Ex so I can add some of its conspiracies too)
clown 9 Nov, 2012 @ 11:21am 
I would add references to the Illuminati or other conspiracies, nothing too offense though, of course.
faustomartense  [author] 3 Oct, 2012 @ 5:51pm 
You are welcome :) and thanks for the compliments.
ODoyle 3 Oct, 2012 @ 5:33pm 
thanks! super helpful!
hopefully the devs'll send out some fix for it soon...
love the mod though!
faustomartense  [author] 3 Oct, 2012 @ 4:08pm 
The cooldown bug is a problem that affects a lot of mods at the moment, right now the only way to fix it (temporarily, for the duration of your gameplay) is to pick the same skill again. Just click on the + button on the skill bar, then add the same skill (In this case, Acting Normal) and the cooldown will work normally.

In my experience, that simple fix will solve the problem for that character/gameplay. If you have the same problem with any other mod/skill, you just need to do the same :)

Hopes that helps.
ODoyle 3 Oct, 2012 @ 1:49pm 
i like this mod. however, i am having issues where the cooldown timer on abilities never goes down (EG. Acting Normal), and is one point over what the cooldown is supposed to be...
any idea how to solve it?
faustomartense  [author] 17 Sep, 2012 @ 5:21pm 
Wow. This mod is getting so much love. Thanks for all the suscriptions.
Kazeck 17 Sep, 2012 @ 4:48am 
Just wanted to say i love this skill.
[Lemons] w!z@rD 2 Sep, 2012 @ 8:11am 
Nice mod, very usefull, and funny ;P
loopuleasa 27 Aug, 2012 @ 8:06am 
For the lols
The Mournful Gooner 25 Aug, 2012 @ 3:38am 
I usually play a wizard so it's unlikely I'll use this mod. If I do however decide to switch to rouge I'll make sure I get this, it's hilarious. :D
Peanut 22 Aug, 2012 @ 1:15am 
Hey, this one is fun.
faustomartense  [author] 20 Aug, 2012 @ 11:40am 
Thanks a lot for all the support! I am so glad people liked my idea.
Tavoletta 20 Aug, 2012 @ 2:55am 
Cool idea, very good.
Also Ronin, re-adding the skill in the skill bar (also in the same spot of the broken cooldown skill) let's it works as it should, and for now it's the only solution for this problem.
natz 19 Aug, 2012 @ 11:03am 
This was released just in time for mann vs machine, how fitting.
faustomartense  [author] 18 Aug, 2012 @ 6:27pm 
Thanks a lot for all the positive valorations! Any feedback or suggerency is always welcome!
faustomartense  [author] 16 Aug, 2012 @ 4:16pm 
Updated with the correct PrimaryBuff.
faustomartense  [author] 16 Aug, 2012 @ 3:43pm 
@Ronin: Sadly I do not own Conquest the Wizardlands but I read somewhere that the problem with countdowns (It happened sometimes to me with the Pocket Dimension) can be solved by adding the skill again by using the + button on the skill bar, you just need to pick the same skill and the problem would not happen again. (At least in that Save)

Haha. Do not worry about the triple post. I really appreciate the help and the feedback.

I am changing the PrimaryBuff to what you suggested. Sounds fair.
Ilirith 16 Aug, 2012 @ 7:27am 
And a third one ( i really wish i knew where to find an edit button, i'd gladly duct tape it to steam if it'd work ).

There are some problems with the remove-curse skill and Conquest of the Wizardlands expansion.

Once used, the cooldown stalls, most likely related to the pocket dimension you get access too, as cooldowns aren't supposed to count down in there. But it seems to still not count down outside the pocket dimension.
Saving and reloading does fix it, but thats only until next time you use it.
Ilirith 16 Aug, 2012 @ 4:42am 
Double post, couldn't find an edit button ( if there is any )...

I'd suggest to cut it down again yea, maybe about half.

+7 Nimble, +4 Savvy, -3 Burliness ( i know that is rounded down for bonus and up for minus, but even then its still only a -3 for a total of +11)
Ilirith 16 Aug, 2012 @ 4:40am 
True, a +15 on top of a +9 primary attribute at the cost of only 5 burliness is abit overpowered...
That aside, the skill tree itself is brilliant, its perfectly in line with the style of DoD!
faustomartense  [author] 15 Aug, 2012 @ 6:25pm 
@hellyale: That would be amazing. I am going to seek for the proper code (if possible, it will be a nice twist.).
unknown 15 Aug, 2012 @ 6:16pm 
Last skill, instead of your outline, you should have an invisible dredmor outline (if this is possible) because what a conspiracy (mind blown) to find out that you have been dredmor all along!
faustomartense  [author] 15 Aug, 2012 @ 1:24pm 
In the beginning Nimbleness was at 4, Saavy at 3 and Burliness at -1... but Esence suggested to boost them. Should I cut them down again? (I am asking because I am not sure how much would be correct)
Alistaire 15 Aug, 2012 @ 7:18am 
Those primary stats look way too overpowered. 15 Nimbleness will get you too many stats you probably don't want anyways.