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!.In any case, a few minutes spent on the above tweaks should save others some frustration.As with everything we do, we're completely serious about the name. The game is generally known to be somewhat crash-prone (there's even a tongue-in-cheek steam achievement for crashing the game), but all the same I'd caution to avoid alt-tabbing or switching to the metro screen before making a save to fall back on and you're deep into a playthrough. It always pops up to the immediate right of the cursor point: underneath my stylus/hand most of the time. Hover text (a pretty critical part of the game) is often difficult to read for a right-handed stylus player. Playing with only my stubby fingers is still a pipe dream - precision of a stylus or mouse is necessary to finangle with the inventory, skills, character sheet and so forth. Text and the UI in general are frustratingly tiny.Playing with the keyboard, trust me in that you'll have much less frustration using the hotkeys to toggles these items on/off.Ī few annoyances remain I haven't worked out solutions to just yet: When playing sans-keyboard, I find myself wanting to keep them open, and so regularly messing with their sizes as the get in my way. There are similar resizing buttons for the minimap and inventory screens (but not the character loadout/stats window). One fix: the top-right of your character portrait at the bottom/center of the screen stretches the skills/toolbelt/etc to the width of the window - this is a great help. which is unfortunate because there's a lot of entertainment value in both the (low-res) game art/tiles and the textual elements. Unless you have some Legolas in your blood, you may also find the resulting text/UI to be frustratingly tiny. I haven't figured out how to set a custom resolution yet, but 1600x900 seems to be the highest working option with that in mind. To avoid the taskbar problem, you have to start the game at least a few resolution ticks down to reduce the overall window height. this blocks critical UI elements like skills, hp/mana status. ![]() Using windowed mode at native resolution (1920x1080) is an option, but doesn't work because the bottom edge of the game window ends up situated behind the task bar normally occurring along the bottom of the Windows desktop. Program Files (x86)/Steam/steamapps/common/Dungeons of Dredmor/Dungeons of Dredmor.exeĬompatibility Tab: tick the box that reads "Disable display scaling on high DPI settings"Ĭlick "Apply." This makes the game operate correctly at least in windowed mode. Starting the game in windowed mode, whatever resolution you pick, results in a working interface, but cropped screen taking up the whole physical screen and missing a band on all 4 sides - as a result, you can't get through the character creation process to start a new game (no "next" button to access along the top), and you can only do tutorials up to the point where you're supposed to activate a skill (these are normally located along the bottom).įind the game executable - mine was at. Choosing to start the game in fullscreen mode results in an unresponsive (and cropped) starting screen - no response with touch/stylus/or keyboard - becomes necessary to open task manager to end the program and start over.
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