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Tuxedo Catfish posted:On an unrelated note, taking Carapance and Thick Fur on the same character feels so wrong from an aesthetic point of view, but makes so much sense from a min-maxing one. Especially if you also take "Spontaneous Combustion" as a drawback. The fur is a layer between your skin and the carapace, though if you move too fast the static charge building up in there might spark and set you aflame. All the pieces fit.
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# ? Sep 20, 2013 14:15 |
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# ? Apr 26, 2024 04:32 |
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Tuxedo Catfish posted:I don't think it's closed beta, it's downloadable from here: http://forums.freeholdentertainment.com/showthread.php?10-Welcome-to-the-Caves-of-Qud-beta I'm fairly sure Regen is a flat rate, or else the percentage is very small and set to a minimum threshold, because at clvl 1 it feels super powerful, and by late teens/early 20s, it's still giving health back during fights while it's still mutation level 1. I'm still able to kite guys and regen at that stage if need be, also. Also, I'm bummed that EG is weak. It has really inconsistent arc patterns, too. I was assuming it was a sphere around me, or that it would arc through literally every adjacent target to my target, but it seems to arc directionally. Either way, gonna play this one out to see what it's like and if EG is awesome at mutation level 10 or not (and if that's what you were referring to, then, ). E: You know, playing right now at level 9 with level 1 regen still, I really can't tell. I think it does scale in some way; I wish I could see the mechanics themselves. Also, desalination pellets are 0-weight, and show up as 'tiny trinkets.' Found 6 in a locker going down to grit. Tempora Mutantur fucked around with this message at 15:31 on Sep 20, 2013 |
# ? Sep 20, 2013 15:17 |
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Thanks for this post! It got me to finally update my old beta of this game and properly figure it out, and I'm having a blast with it.
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# ? Sep 20, 2013 15:44 |
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What would you folks recommend as a Roguelikelike for this specific usage scenario - I want to get high as hell and explore and fight stuff and maybe find some cool or overpowered stuff if I'm really lucky. Permadeath and all that preferred with no ASCII. I loved Binding of Isaac, FTL and once when I was pretty drunk Munchkin Quest
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# ? Sep 20, 2013 15:55 |
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Incredulous Dylan posted:What would you folks recommend as a Roguelikelike for this specific usage scenario - I want to get high as hell and explore and fight stuff and maybe find some cool or overpowered stuff if I'm really lucky. Permadeath and all that preferred with no ASCII. I loved Binding of Isaac, FTL and once when I was pretty drunk Munchkin Quest Hahaha "usage scenario". Go get Spelunky, maybe?
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# ? Sep 20, 2013 16:07 |
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Incredulous Dylan posted:What would you folks recommend as a Roguelikelike for this specific usage scenario - I want to get high as hell and explore and fight stuff and maybe find some cool or overpowered stuff if I'm really lucky. Permadeath and all that preferred with no ASCII. I loved Binding of Isaac, FTL and once when I was pretty drunk Munchkin Quest Dungeons of Dredmor sounds right up your alley, though some parts of its UI are kind of... awful. But it's really fun, no ascii, lots of customization and exploration within the dungeon itself. Really though, get used to ascii. Your will totally make the graphics come aliiiive maaaaaaaaan, inside your ~imagination~ and there's so many more games with ascii that fit your descripion (Crawl, Qud, ToME, ADOM all come to mind for me since the latter three have open-worlds to explore and all four of them have incredibly deep gameplay with lots of details in the environment that leave you feeling like you're exploring, especially Qud and ToME). There's also the uber-hard but totally-random and exploration-survival-real-time-shooter-roguelike Teleglitch. It's not ascii, but its graphics aren't everyone's cup of tea, so I'd say try the demo. Probably not a great game for what you're describing unless you're also good at real-time gaming while dopin' it up, in which case it's awesome. Also just play FTL some more, that's still a great game. But first, more Qud... Horns are awesome, Electrical Generation sure does seem pointless once you find a combat shotgun. On the flipside, it tears through early-game popcorn like almost nothing else; early-game popcorn is also easy as hell to kill, so, yeah. At least you have a massive burst attack against tough targets early, but I'm totally replacing it next character I play. I could even skip Ravenous and just take Sense Psychic instead, but I like the idea of messing around with those extra four MP. A double-muscled tinker who uses a grenade launcher while swinging two axes for stunning-dismemberment sounds awesome; I've yet to care enough to get a Psychometry tinker up to Expert Disassemble since I've been on my tinker binge, so maybe I'll just swap it out for that and see how a true ubertinker plays. But first, more fullerite-axe-swingin' horn-gorin' electrical-generatin' tinkerin' fun. Tempora Mutantur fucked around with this message at 17:59 on Sep 20, 2013 |
# ? Sep 20, 2013 17:45 |
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Yeah I'm usually landing ~sick azzzz~ blue plates while listening to tunes so I can adapt. I saw the preview for that on RPS and it actually looked right up my alley - thanks for reminding me! I'll check out all three of those suggestions. Nothing against ASCII (I used to play MUDs!) but I'm just going to be too out of it or lazy to learn poo poo.
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# ? Sep 20, 2013 17:53 |
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Incredulous Dylan posted:What would you folks recommend as a Roguelikelike for this specific usage scenario - I want to get high as hell and explore and fight stuff and maybe find some cool or overpowered stuff if I'm really lucky. Permadeath and all that preferred with no ASCII. I loved Binding of Isaac, FTL and once when I was pretty drunk Munchkin Quest Hop onto crawl webtiles and roll some troll chaos knights and see what xom gifts you.
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# ? Sep 20, 2013 17:59 |
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S.T.C.A. posted:Dungeons of Dredmor sounds right up your alley, though some parts of its UI are kind of... awful. But it's really fun, no ascii, lots of customization and exploration within the dungeon itself. Tome is full tiles now, i think there might be an ascii tileset you can pick but that's it. Also tome levels are boring as poo poo IMO, it's a really strong game mechanics-wise but the world is soooooo dead.
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# ? Sep 20, 2013 19:39 |
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andrew smash posted:Tome is full tiles now, i think there might be an ascii tileset you can pick but that's it. Also tome levels are boring as poo poo IMO, it's a really strong game mechanics-wise but the world is soooooo dead. Yeah, it could really use crawls amount of vaults/flavor vaults with a massive reduction in both number and size of levels. The character building is really fun and more than once I've wanted to start the exact same character to try another build after a win.
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# ? Sep 20, 2013 19:50 |
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Klaus Kinski posted:Yeah, it could really use crawls amount of vaults/flavor vaults with a massive reduction in both number and size of levels. The character building is really fun and more than once I've wanted to start the exact same character to try another build after a win. The old ToME (2.x) sounds perfect for wandering around as an overpowered character in a big world, but I don't think it has tiles.
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# ? Sep 20, 2013 19:57 |
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BetterLekNextTime posted:The old ToME (2.x) sounds perfect for wandering around as an overpowered character in a big world, but I don't think it has tiles. I think I spent more time on that game than on any other single roguelike. It's really, really fun, so long as you don't take it too seriously and realize that race/class choice is really unbalanced and basically the difficulty slider.
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# ? Sep 20, 2013 20:06 |
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Incredulous Dylan posted:What would you folks recommend as a Roguelikelike for this specific usage scenario - I want to get high as hell and explore and fight stuff and maybe find some cool or overpowered stuff if I'm really lucky. Permadeath and all that preferred with no ASCII. I loved Binding of Isaac, FTL and once when I was pretty drunk Munchkin Quest I think you need some Dungeonmans. I could certainly use more feedback from the "high as hell" customer base.
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# ? Sep 20, 2013 20:27 |
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Klaus Kinski posted:Yeah, it could really use crawls amount of vaults/flavor vaults with a massive reduction in both number and size of levels. The character building is really fun and more than once I've wanted to start the exact same character to try another build after a win. That's true, I was thinking about that when I posted. Despite Crawl having no overworld, there's all kinds of neat little events that outshine the vaults of ToME. Like there are vaults in Crawl too, but there's also neat little altars, random events, thematic rooms, thematic rooms special to thematic floors, etc. Even though you're going through a relatively linear dungeon, it eventually starts to feel like the main D1-D27 is the overworld with all the branches being different locations.
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# ? Sep 20, 2013 20:32 |
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S.T.C.A. posted:That's true, I was thinking about that when I posted. Despite Crawl having no overworld, there's all kinds of neat little events that outshine the vaults of ToME. Like there are vaults in Crawl too, but there's also neat little altars, random events, thematic rooms, thematic rooms special to thematic floors, etc. Even though you're going through a relatively linear dungeon, it eventually starts to feel like the main D1-D27 is the overworld with all the branches being different locations. The branch themed enemies help alot as well. In tome I'm mowing through screens full of orcs/ghosts/halflings but due to everything being pretty much every class or a hybrid of every class in the game, it ends up feeling very much the same. In crawl I know where to stay the gently caress away from if I lack certain gear, abilities or resists (which could use a tweak as well, who gives a poo poo about half of them when there's 16+ or so).
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# ? Sep 20, 2013 20:38 |
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S.T.C.A. posted:That's true, I was thinking about that when I posted. Despite Crawl having no overworld, there's all kinds of neat little events that outshine the vaults of ToME. Like there are vaults in Crawl too, but there's also neat little altars, random events, thematic rooms, thematic rooms special to thematic floors, etc. Even though you're going through a relatively linear dungeon, it eventually starts to feel like the main D1-D27 is the overworld with all the branches being different locations. As much fun as tome is, crawl does a much better job of keeping the player on their toes in my opinion. There's a more consistent sense of danger. Once you get a character rolling in tome you generally feel invincible until you smack into something that can kill you in two hits.
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# ? Sep 20, 2013 20:39 |
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madjackmcmad posted:I think you need some Dungeonmans. I could certainly use more feedback from the "high as hell" customer base. The food clock is too tight.
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# ? Sep 20, 2013 20:42 |
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andrew smash posted:As much fun as tome is, crawl does a much better job of keeping the player on their toes in my opinion. There's a more consistent sense of danger. Once you get a character rolling in tome you generally feel invincible until you smack into something that can kill you in two hits. Yeah, plus (at least for me) I always have way more "aw poo poo I was carrying X, that could have saved me," moments after a death in Crawl than I do in other roguelikes. It has excellent balance, and being able to play online and watch others/have others watch you and give feedback is icing on the cake. Such a good game. Dammit, this makes me want to fire up Putty and connect to the Crawl servers. I haven't played since .8 or .9, but I'm so hellbent on Qud at the moment that I can't bring myself to actually go play Crawl again right now. Sometimes I think the reason I have so many hours between Crawl and Qud is that they're the two roguelikes I've played with what feel like the best autoexplore, ha. Crawl was the first autoexplore roguelike I ever played and it's really hard for me to get into RLs without it now.
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# ? Sep 20, 2013 20:44 |
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madjackmcmad posted:I think you need some Dungeonmans. I could certainly use more feedback from the "high as hell" customer base. Hmm, maybe I should revisit Dungeonmans.
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# ? Sep 20, 2013 21:19 |
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S.T.C.A. posted:Sometimes I think the reason I have so many hours between Crawl and Qud is that they're the two roguelikes I've played with what feel like the best autoexplore, ha. Crawl was the first autoexplore roguelike I ever played and it's really hard for me to get into RLs without it now. For the record, my auto-explore code is basically a humanitarian disaster.
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# ? Sep 20, 2013 21:21 |
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ProfessorProf posted:Thanks for this post! It got me to finally update my old beta of this game and properly figure it out, and I'm having a blast with it. You're welcome. It's such a great game that I wish more people who love spelunky should try it out. Each game really feels like an adventure and encapsulates the memories of drawing stickmen caves and death traps on paper as a child. S.T.C.A. posted:Sometimes I think the reason I have so many hours between Crawl and Qud is that they're the two roguelikes I've played with what feel like the best autoexplore, ha. Crawl was the first autoexplore roguelike I ever played and it's really hard for me to get into RLs without it now. Crawl also has ctrl-f which is godly in these games with tons of crap lying everywhere and waypoints and a mouse interface. Incredible exemplary tiles too.
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# ? Sep 21, 2013 00:23 |
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andrew smash posted:Once you get a character rolling in tome you generally feel invincible until you smack into something that can kill you in two hits.
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# ? Sep 21, 2013 00:55 |
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Does Jab affect multiple arms or are those just dumb meat lumps you never really learn to use very well?
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# ? Sep 21, 2013 06:29 |
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Unormal posted:For the record, my auto-explore code is basically a humanitarian disaster. Much as I'm getting critical of Qud as I dig into it: any auto-explore code at all is a huge quality-of-life improvement.
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# ? Sep 21, 2013 06:33 |
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You know something that would make Qud a million times better? If it didn't buffer input. When I stop hitting buttons the game needs to stop doing poo poo, not continue on for ages because I had my finger on a direction for a little too long or started hammering directions impatiently while that one plant that shoots in random directions makes every turn take ten times longer than it should.
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# ? Sep 21, 2013 08:44 |
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dis astranagant posted:You know something that would make Qud a million times better? If it didn't buffer input. When I stop hitting buttons the game needs to stop doing poo poo, not continue on for ages because I had my finger on a direction for a little too long or started hammering directions impatiently while that one plant that shoots in random directions makes every turn take ten times longer than it should. This just killed me as I dug through a wall into a turret nest. Knew it was there, but I held move down too long because it was taking forever to crack the fulcrete. Once the wall dropped, my guy happily ran through three chain turrets and started smacking the other wall as I watched him die
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# ? Sep 21, 2013 15:18 |
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dis astranagant posted:You know something that would make Qud a million times better? If it didn't buffer input. When I stop hitting buttons the game needs to stop doing poo poo, not continue on for ages because I had my finger on a direction for a little too long or started hammering directions impatiently while that one plant that shoots in random directions makes every turn take ten times longer than it should. You should never hold down a key in a roguelike. Never.
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# ? Sep 21, 2013 17:23 |
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Farquar posted:You should never hold down a key in a roguelike. Never. Only because this particular bit of brain damage is somehow endemic in them. Hasn't actually killed me in Qud so much as had me go a screen and a half further than intended due to asinine poo poo like monsters shooting at nothing. It's especially annoying in Qud because not everything's gunning for you but if shots are flying everything bogs down whether they have anything to do with you or not. dis astranagant fucked around with this message at 20:26 on Sep 21, 2013 |
# ? Sep 21, 2013 17:52 |
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dis astranagant posted:Only because this particular bit of brain damage is somehow endemic in them. Hasn't actually killed me in Qud so much as had me go a screen and a half further than intended due to asinine poo poo like monsters shooting at nothing. It's especially annoying in Qud because not everything's gunning for you but if shots are flying everything bogs down whether they have anything to do with you or not. It's a bit less trivial than it seems to just "not do key repeat", since the alternative is losing key-presses that are buffered when a player is hitting them very quickly under some circumstances. So you end up needing to do a buffer of some depth, but not TOO deep; balancing between players going "Don't let me hold down a key!" and players going "You ignored a keypress!"
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# ? Sep 22, 2013 23:17 |
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The buffering wouldn't be a problem if holding a key only sent it once, instead of repeatedly. (Although I guess games running in the console would have no control of that). Failing that, you could always add an option for "max keystroke buffer".
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# ? Sep 22, 2013 23:52 |
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The CultRL guy just released the source code for his Kickstarted roguelike, and it's... interesting. https://bitbucket.org/dmhagar/empyrea-public/src to look through the whole deal
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# ? Sep 23, 2013 00:06 |
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Unormal posted:It's a bit less trivial than it seems to just "not do key repeat", since the alternative is losing key-presses that are buffered when a player is hitting them very quickly under some circumstances. So you end up needing to do a buffer of some depth, but not TOO deep; balancing between players going "Don't let me hold down a key!" and players going "You ignored a keypress!" It's not even holding that's the problem. It's waiting on ranged attacks from across the map with no real chance to hit while you're trying to get somewhere else. I still don't see why you'd ever need to buffer input between turns. Even if some freak accident drops valid input for the current turn that's still far more recoverable than watching helplessly as you run clear across 2 maps because there's a buffer a mile deep. That exact case happened to me several times yesterday while trying to haul rear end out of a cave with a starving plant man and no recoilers. dis astranagant fucked around with this message at 00:32 on Sep 23, 2013 |
# ? Sep 23, 2013 00:27 |
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the glow posted:The CultRL guy just released the source code for his Kickstarted roguelike, and it's... interesting. Fill us in for the non-programmers?
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# ? Sep 23, 2013 01:11 |
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TOOT BOOT posted:Fill us in for the non-programmers? Pretty much any piece of quality code is broken up with discrete functions and class files to improve code readability and management. These giant, 2000+ line monolithic files are near impossible for someone to understand or even work in. Even though he released the source code, it'll take a near complete re-write for someone else to make this even workable.
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# ? Sep 23, 2013 01:21 |
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Also, he only wrote about 20,000 lines of code before he got bored. That's almost nothing for something that (if I remember right) was meant to be on the scale of Dwarf Fortress.
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# ? Sep 23, 2013 02:33 |
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That's, 6 months or so of work under the probably false assumption that they aren't complete poo poo and/or half boilerplate for talking to the libraries he's using. e: Qudchat: Elemental weapons and burrowing claws do not mix. Not if you don't want to be pariah in every town due to accidental discharges on near people. dis astranagant fucked around with this message at 05:04 on Sep 23, 2013 |
# ? Sep 23, 2013 02:38 |
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It quickly became obvious his ambitions were greater than his programming skills. He'd pop up after a 3 month long AWOL stint and say some problem with the code had kept him occupied for literally months.
TOOT BOOT fucked around with this message at 07:55 on Sep 23, 2013 |
# ? Sep 23, 2013 07:38 |
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I gave occult chronicles a try the other day, and I think I basically won. My character was nearly unstoppable with great gear, except that I couldn't find the final boss encounter and ran out of time. Is there any good/reliable way to find it? I was in that living house mission.
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# ? Sep 23, 2013 14:23 |
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notwithoutmyanus posted:I was in that living house mission. All the missions are exactly the same house, it's just a matter of which story tokens and random encounters get thrown up. As far as finding the end area is concerned: so far for me, it's been on B2F rather than B3F - B3F is kind of a 'welp you fell down here prepare to get hosed' floor. Mine was behind a secret door off of a checkerboard room, leading to an enormous (10x7?) room with an encounter every step as I went up to the altar. Basically look out for huge missing areas on the map and try to head over there, rubbing up against walls as you go. If you do a lot of quests on the upstairs floor of the house I remember an encounter with a fortuneteller or something that coughed up a crystal ball, and that can be used up to reveal the location of the final room.
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# ? Sep 23, 2013 14:29 |
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# ? Apr 26, 2024 04:32 |
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the glow posted:The CultRL guy just released the source code for his Kickstarted roguelike, and it's... interesting. This is blowing my mind Also I am willing to bet the code for DF looked extremely similar up to 50,000+ lines before Toady started restructuring things to be somewhat sane...
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# ? Sep 23, 2013 16:20 |