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Edwhirl posted:How do I only fire a single shot with an autopistol in SotS: The Pit? The tutorial said it was control but that doesn't appear to be working.
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# ? May 20, 2014 21:12 |
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# ? Apr 26, 2024 14:26 |
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Fruits of the sea posted:Yeah, Dredmor's inventory management is what led me to quit it before ever winning. Maybe it's just because I don't have as much free time as I used to, but it feels like all the time wasted sorting through crafting ingredients could actually be spent playing the game. Doing that nonsense is the only reason I kept with dredmor as long as I did. Once I did that and had beaten the game, I'd had more than enough with it.
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# ? May 20, 2014 21:26 |
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Tin Tim posted:You don't. The auto pistol will always fire two bullets per attack. Iirc, control is the key you use to designate several targets for burst weapons. Not sure if the pistol can do that too. Ah. So what stats are useful? So far I've been playing the ranger (because the tail swipe is pretty cool). I mean, should I focus on might? Brains? Finesse?
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# ? May 20, 2014 23:39 |
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Might until 80 (For biggest inventory), also get Forage up to 100 so you can get sweet loot.
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# ? May 21, 2014 03:57 |
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Edwhirl posted:So what stats are useful? So far I've been playing the ranger (because the tail swipe is pretty cool). I mean, should I focus on might? Brains? Finesse? Yeah, the tail swipe is a super great crutch early on, but will not scale well later. I personally go for pistol/blade/forage/psi def on the Ranger, and later branch out depending on what stuff I could loot. BobMcFartsens posted:Might until 80 (For biggest inventory), also get Forage up to 100 so you can get sweet loot. Every ten points of might give you six more inventory cells, and you max your natural inventory at 100 might. Forage is a tricky skill, and I think that 100 is a waste of good points. The thing is that every eight points in Forage will improve your loot rolls by +1. So the natural breakpoints are at 40 and 80. Skill boost from attributes go beyond your natural cap, so it's possible to get to 120. But you'll need a very specific build for that. I've never really noticed a difference between 80 and 100 in my runs, so I stick with 80 for classes that get enough skill points. Suckers like the Marine have to make due with 40 or a little more, but can't afford to pump this skill instead of others. A thought of mine is that a too high forage skill may also work against you a bit. Like, when you open an ammo box, a high forage skill may give you a fancy ammo type that you don't need, while you can't find any goddam pistol or rifle ammo. I'm not too sure about the mechanics, but I think too much Forage can make you shoot past the basic loot that you still would like to have. Tin Tim fucked around with this message at 13:43 on May 21, 2014 |
# ? May 21, 2014 13:41 |
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https://www.indiegogo.com/projects/keeperrl-v1-0 KeeperRL reached its goal on Indiegogo.
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# ? May 21, 2014 21:26 |
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ADOM Deluxe should be GreenLighted soon since it's most of the way there. Thomas is more realistic about pricing than I would have guessed though I think he's getting sidetracked a bit by people that hate any kind of DLC.
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# ? May 24, 2014 10:25 |
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Dungeonmans is on Steam http://store.steampowered.com/app/288120/?snr=1_702_4_ We have a (somewhat woefully outdated) thread here: http://forums.somethingawful.com/showthread.php?threadid=3558729 It's early access, so if paying for such bugs you, stay away. That said, it has wonderful music (really), charming art, very simple controls, and lots of mans to bash monsters in various ways. I'll never get tired of watching loot literally spew out of monsters.
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# ? May 29, 2014 18:18 |
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Yep, Dungeonmans has been nothing but promising and the dev has been stellar at making strides on the game the entire while. If the world never gets a more over-the-top and secretly Bombastic love letter to the classic Castle of the Winds than Dungeonmans, well, it had a pretty good run spinning about space for awhile there.
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# ? May 29, 2014 23:49 |
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Couple of games to keep an eye on. Both are a bit similar to BOI First is Tiny Wizard Second is Pixel Boy, which is out tomorrow on steam! Can't wait to see how either of these are.
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# ? May 30, 2014 04:03 |
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For those interested, ToME just came out with a fairly large update that has more than a couple class revamps. Brawler is apparently the new hotness. http://te4.org/blogs/darkgod/2014/05/news/tales-majeyal-120-aka-exercise-vital-powers-released
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# ? Jun 3, 2014 17:27 |
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Agent Kool-Aid posted:For those interested, ToME just came out with a fairly large update that has more than a couple class revamps. Brawler is apparently the new hotness. Noooooooooo, years of careful study, lost... So can Stonewarden skills be taken on the Adventurer class without a mod now, or what? E: Removed Aim rooting effect Sunder Armour now also reduces saves and shatters damage shields Lookin pretty sweet!
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# ? Jun 3, 2014 18:07 |
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For everyone owning a iOS device: Dream Quest by Peter Whalen Roguelike Deck Building Game. Feels like a mix between Desktop Dungeons and Dominions (the boardgame). Great game! I enjoy it a lot! http://www.pockettactics.com/reviews/review-dream-quest/
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# ? Jun 4, 2014 14:51 |
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I've been playing dungeonmans and am enjoying it, and I was wondering if there was any other straight up roguelike games that had a similer kind of progression system? I really like having a consistent thing you are still building up while playing a permadeath roguelike. I know there are rougelikeish games that have that going on (Rogue Legacy for example), but any other just plain roguelikes with that?
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# ? Jun 6, 2014 01:29 |
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I really can't think of anything off the top of my head, at least anything that would be considered a 'major' game in the genre. There's gotta be at least a few smaller titles out there with some sort of persistence. I get the feeling that among the diehard roguelike dev crew, the idea of making the game easier for 'failing' is anathema, but I could be wrong. Me personally, I love it. It retains the fun aspects of roguelike gameplay, lets you shortcut the most boring part (weak earlygame), and is a sort of built in difficulty setting - better players will finish with less (or no!) academy development. I'll love it more once he's got Dungeonmans to a place where the scaling of the player is matched by the scaling of the world, so you can potentially go and explore areas that are progressively more lethal no matter how buff you think you are. (insert angry oblivion/skyrim scaling argument here)
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# ? Jun 6, 2014 22:19 |
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ToME4 at least has a bunch of stuff to unlock as you play. The simpler classes start off unlocked but you have to earn the more complex ones. It's not strict progression like in dungeonmans, but it's a feeling of meta-progress as you play and splat. I think it's pretty cool even though I don't love the game.
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# ? Jun 6, 2014 22:23 |
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Desktop Dungeons also has a lot of unlocking/building stuff in it. Though the core gameplay is a bit more puzzle orientated than a pure RL. It also get's really tricky in the later stages. One day I'll beat the loving challenge dungeons..One day...
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# ? Jun 6, 2014 22:44 |
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Tin Tim posted:Desktop Dungeons also has a lot of unlocking/building stuff in it. Though the core gameplay is a bit more puzzle orientated than a pure RL. It also get's really tricky in the later stages. One day I'll beat the loving challenge dungeons Yeah Desktop Dungeons is huge on that but it makes me feel like an idiot. I could write a computer program that could do pretty well at it I think, but playing myself is Hard.
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# ? Jun 6, 2014 22:45 |
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I beat the main campaign of Desktop Dungeons, but I'm still not convinced that some of the postgame content (Vicious Steel ) isn't functionally impossible to clear.
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# ? Jun 7, 2014 03:40 |
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ProfessorProf posted:I beat the main campaign of Desktop Dungeons, but I'm still not convinced that some of the postgame content (Vicious Steel ) isn't functionally impossible to clear. Oh, it's doable. Even the ludicrous three-tier dungeons in the Goatperson DLC can be finished. Apparently those are considered to be the peak of "fair" difficulty by the designers, I asked if the taunt at the end about harder quests would ever come about and they said it wasn't really meant to be requested. Oops.
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# ? Jun 7, 2014 04:17 |
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LibbyM posted:I've been playing dungeonmans and am enjoying it, and I was wondering if there was any other straight up roguelike games that had a similer kind of progression system? I really like having a consistent thing you are still building up while playing a permadeath roguelike. I know there are rougelikeish games that have that going on (Rogue Legacy for example), but any other just plain roguelikes with that? I'm not sure what you mean by 'straight up roguelike' but you should play Mystery Dungeon: Shiren the Wanderer on DS if you haven't already. Besides being an amazing turn-based roguelike with fantastic sprites and sound, it also allows you to carry items and completed quests over through playthroughs. It's awesome and you should definitely play it. Unfortunately only that one DS release has an official translation, but you can play Shiren 3 the Wii or PSP in English I believe (Wii version I think is official, the PSP version is a fan patch).
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# ? Jun 7, 2014 05:09 |
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The fan translation of Shiren for SNES is pretty good. Some item names are a little cryptic but it's perfectly playable.
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# ? Jun 7, 2014 06:15 |
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Ryoji posted:For everyone owning a iOS device: Also enjoy. The art and UI are terribad, but the game so far is addictive.
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# ? Jun 7, 2014 06:33 |
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victrix posted:I get the feeling that among the diehard roguelike dev crew, the idea of making the game easier for 'failing' is anathema, but I could be wrong. I'm not really big on it personally. I'm okay with ToME and ADOM style content unlocks I guess. Roguelikes already become easier as the player gains knowledge so I don't really think it also needs a game mechanic that does such.
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# ? Jun 7, 2014 06:51 |
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Looks like ADOM is going to get some pretty substantial interface updates (Looks like mouse-controlled context sensitive menus are a thing now). ADOM Deluxe was put on Steam Greenlight and hearing feedback from people that haven't been playing for 15 years seems to have done some good.
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# ? Jun 7, 2014 08:14 |
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If nothing else, there's mods and even some simple file editing you can do to unlock all the classes in ToME.
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# ? Jun 7, 2014 08:24 |
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Agent Kool-Aid posted:If nothing else, there's mods and even some simple file editing you can do to unlock all the classes in ToME. I wish there was a mod that disabled the stupid random encounters in adventurer/zigurath/orc parties.
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# ? Jun 7, 2014 08:36 |
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Edwhirl posted:I wish there was a mod that disabled the stupid random encounters in adventurer/zigurath/orc parties. You're looking at this all wrong. They're not a nuisance, they're the best source of out-of-depth quality loot in the game.
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# ? Jun 7, 2014 08:37 |
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Those are usually pretty easy to avoid, anyways. I think the orc parties might be temporarily removed since the Breeding Pits were nixed? Either that or it's not possible to get rid of them right now, but yeah.
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# ? Jun 7, 2014 08:41 |
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Agent Kool-Aid posted:Those are usually pretty easy to avoid, anyways. I think the orc parties might be temporarily removed since the Breeding Pits were nixed? Either that or it's not possible to get rid of them right now, but yeah. According to a mod that restores the BP, yeah, you currently can't remove them. Also, I now know you can remove them! I was playing through that game real slow before the new patch wiped all saves. Two tribes down, damnit.
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# ? Jun 7, 2014 08:42 |
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Edwhirl posted:I wish there was a mod that disabled the stupid random encounters in adventurer/zigurath/orc parties. You mean this? It doesn't actually disable them, but it gives you a "do you want to fight this party y/n" dialog every time you encounter them.
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# ? Jun 7, 2014 12:30 |
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RPATDO_LAMD posted:You mean this? It doesn't actually disable them, but it gives you a "do you want to fight this party y/n" dialog every time you encounter them. Highly recommend the ZOmnibus pack that that's a part of, it's just a bunch of small quality of life improvements. The Zigot/Adventurer parties aren't a big deal because they generally don't chase after you, but the Orc parties are an enormous pain in the rear end because they psychically know where you are and will hunt you down wherever you go. And the loot isn't nearly as good for their depth as the wandering encounters in the West are.
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# ? Jun 7, 2014 13:41 |
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ToxicFrog posted:Highly recommend the ZOmnibus pack that that's a part of, it's just a bunch of small quality of life improvements. Nor is the exp that great, and even when you can literally walk through them and watch them die around you without fear, there are just sooooo many.
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# ? Jun 7, 2014 16:20 |
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ADOM just got a bunch of movement control goodness, including autoexplore and a 'walk to nearest stairs' command. Thomas has officially gone beyond my expectations in modernizing the game at this point. The steam version is going to have shared player ghosts, global leaderboards, and all that so it will be nice competition for ToME on Steam as far as 'real' roguelikes go.
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# ? Jun 10, 2014 00:55 |
How well does the autoexplore do things efficiently since ADOM has a hunger system? Or do things like open doors diagonally because of the trap which hits directly in front of the door?
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# ? Jun 10, 2014 02:14 |
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Zereth posted:How well does the autoexplore do things efficiently since ADOM has a hunger system? It's not out yet but it sounds like it'll stop if the only available path is through a closed door.
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# ? Jun 10, 2014 09:54 |
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Got to floor 15 on Rogue 5.4.5 (whatever is in the standard Fedora repo, I believe it's the latest) before getting wrecked by a black unicorn. Been playing since I was a kid and I just don't see how it's possible to win. I didn't even see a single weapon drop the whole game. Anyways who has won and in what version? Are you supposed to make a sprint for the amulet once you reach a certain floor? I can't imagine sticking around for gryphons or dragons. I used to play the IBM version growing up and that one has a few different monsters (no ice monsters for that permafreeze) plus only one kind of identify scroll. Any opinions on which version is the easiest to win? Besides the mentioned monster differences I know the PC version also has vorpal weapon scrolls. Do rings in all of the versions increase hunger rate? They seem pretty similar overall but I am not an expert.
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# ? Jun 11, 2014 05:35 |
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Last played Incursion about a year ago, is the current build worth playing?
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# ? Jun 11, 2014 06:30 |
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AceRimmer posted:Last played Incursion about a year ago, is the current build worth playing? I haven't played the game myself, but I do know that Julian Mensch open-sourced it (opened the source?) on March 15th. There's a fork with lots of bugfixes here, but as far as I know there aren't any gameplay changes.
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# ? Jun 11, 2014 08:19 |
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# ? Apr 26, 2024 14:26 |
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It's mostly bug fixes, and from what I heard, after that the plan is to start implementing all the unfinished stuff in incursion (which there's a lot of).
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# ? Jun 11, 2014 20:17 |