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Monstrous Megapack

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In 1 collection by Blue Hinter
Bluehinter's Unsolicited Enlargement Pack
3 items
Monsters, items and lairs, oh my! v.1.2.2
Popular Discussions View All (2)
Aug 12 @ 6:11pm
Report errors, balance issues, general game grips here:
Blue Hinter
Apr 10 @ 8:52pm
15 Clues for exploring the Monstrous Megapack (please keep spoiler free)
Blue Hinter
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Blue Hinter  [author] Aug 18 @ 7:04pm 
Start with one number for the first digit, double it for the next digit, and so on. You're limited to the numbers 0-9 for each digit of the combination, and there's only one number you can start with that won't spill over into double digits by the time you get to the 4th.
(well, I suppose technically 0-0-0-0 should be a correct answer, since 0x2 will always be zero, but that's what the lock is set to by default when you enter the room, so it's pretty obviously not the correct combination.)
If you *really* get stuck, you can always go into your mods folder, and read the rooms.xml file in the monstrous directory, since the correct combinations are included in the script comments.
Mister Mister Aug 18 @ 7:44am 
Well I've tried 1234, 2345, 1111, 2222... 9999...
I don't really understand if there's some number to start with and I didn't see it?
Blue Hinter  [author] Aug 17 @ 12:42pm 
Always make sure you read the 'Note from Management' on the wall. The manager says the combination to this vault has been "doubled." Then think about what that might mean numerically.
Mister Mister Aug 17 @ 5:12am 
I found the Kanadian bank but I can't figure out the combination.
Blue Hinter  [author] Jul 20 @ 1:53pm 
v1.2.2 is up, fixing the Dredmor family sprite crash (if you're already in the middle of a game and don't want to start over, just make sure you don't open any strange coffins you find in hidden rooms) and adding some new special rooms including barrel forts (like couch forts, but with barrels), a wizard comedy club, and six different Dredmor banks, each of which has a locked vault with a unique combination lock puzzle.
Blue Hinter  [author] Jul 13 @ 10:43am 
Hey everyone. I have no idea how it slipped through the testing phase, but the error Glazius detected is real, and Dadmor, Dredmom, Dratmor, and Dredmiss all produce game-crashing errors if you attempt to wake them from their coffins. I'm working on v1.2.2 and will have it up shortly, but in the meantime, please don't wake any sleeping Lich lords you may find lurking in hidden rooms.
espion962 Jun 28 @ 4:46am 
Is Diggle Hunk the Dredmor version of Hunk Rump Magazine from Problem Sleuth :0
NetworkGuyMN Jun 19 @ 11:29pm 
Nice work
Blue Hinter  [author] Jun 16 @ 7:23pm 
v 1.2.1 is up. It adds a bunch of stuff I didn't have the energy to complete in the first version. New additions include: The Hall of Monty (a special recurring dungeon room) six different Shock Mazes, and the ancient Diggle Temple. I also added a handful of new items and tweaked the Cursed Idol so it can't be used for experience farming.
Blue Hinter  [author] Jun 10 @ 7:33pm 
That's.... weird. Your best bet is to try deleting and reloading the mod. Or if you know where your mod files are stored locally, you can check and make sure that spellDB.xml and manTemplateDB.xml still exists in the /monstrous/mod/ directory. Other than that... no clue. The mod shouldn't function at all if it's missing any of the .xml files.