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voltron lion force posted:Are Sil tiles gonna be a thing anytime soon? Just started messing around with it and it seems really cool but the ascii graphics kinda burn me out. I don't think tiles are planned at all for Sil. You should probably just keep getting used to ascii. A lot of good roguelikes only have ascii.
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# ? Sep 8, 2013 10:17 |
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# ? Jun 13, 2024 05:12 |
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I like brogue a lot, but I too am just not very good at it. Can anyone here give some insight into what goes into a good run? My best games get down to around 13-16, and at that point I just get overwhelmed. Zombies, pixies, and furies seem to be giving me the most trouble right now.
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# ? Sep 8, 2013 17:59 |
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The guys on the Brogue forums seem to think that the best strategy is ignoring all the cool magic and runic poo poo and just running around with +whatever plate armor and broadsword. Other than that, I don't have any advice, because I'm probably worse than you.
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# ? Sep 8, 2013 18:28 |
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The proper Brogue strategy is to accept your cold and inevitable death when you don't get any good item spawns.
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# ? Sep 8, 2013 18:31 |
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I suck at Brogue and routinely lose between levels 10-14, but my better games tend to be ones where I either gently caress up or have crap equipment early on, but just press on anyway. Of course, there are those runs where I get a full backpack, not a Magic Detect in sight, and I put on cursed poo poo, drink potions, fall through a hole in the floor, and get my face smashed in by an ogre. A good roguelike isn't one that hates you, it's one that just doesn't give a poo poo about you.
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# ? Sep 8, 2013 19:04 |
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MeramJert posted:I don't think tiles are planned at all for Sil. You should probably just keep getting used to ascii. A lot of good roguelikes only have ascii. Oh Reason I asked though is because in the options menu they have a graphics setting with a few grayed out tile sets. Figured that might mean they were close.
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# ? Sep 8, 2013 19:19 |
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voltron lion force posted:Oh The sil devs have mentioned tiles support as an eventual thing, but they seem very averse to dates/timelines/preview of dev goals.
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# ? Sep 8, 2013 19:25 |
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Agent Kool-Aid posted:The proper Brogue strategy is to accept your cold and inevitable death when you don't get any good item spawns. This. Sometimes, you just get a bad seed. Or walk straight into a monster. Or the numbers don't go your way in a fight. Actually useful advice: I think the broadsword/war axe and plate combo is the way to go too. I've been taking longer to die since I read that info on the wiki. I don't enchant anything (don't even read-ID scrolls) until I've got something I'll keep to the end of the game, and I always try to have a spare enchant scroll. Also, use the traps as much as you can. It's what they're really there for. As most of the gases burn you can ignite a cloud over lava by just throwing a dart into the lava - it'll burn up and the gas will catch. If a monster hasn't spotted you yet, it'll turn away from a cloud of harmful gas, letting you run off. You can stop the traps working by triggering them from a safe distance - you'll need to remove the dart (etc) before they can fire again. And don't mess with spiders. Anachronist posted:Zombies, pixies, and furies seem to be giving me the most trouble right now. Zombies aren't actually too tough if you have that snazzy +4 broadsword. If not, uh... setting them on fire is cool, but dangerous because they burn for so long. Pixies are a bugger and I recommend a staff of lightning. I can't really help with furies because I tend to die before I get that deep, but they spawn in packs so discord should work fairly well? Or obstruction maybe? Safety Biscuits fucked around with this message at 20:22 on Sep 8, 2013 |
# ? Sep 8, 2013 20:17 |
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Thanks for all the advice everyone. Definitely some things I hadn't considered, like throwing items onto trap buttons. You'd think that the pressure plate vault would make me at least consider the idea, but I guess not.
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# ? Sep 8, 2013 20:27 |
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RPATDO_LAMD posted:The guys on the Brogue forums seem to think that the best strategy is ignoring all the cool magic and runic poo poo and just running around with +whatever plate armor and broadsword. The best strategy is figuring out how to keep your allies from dying. It's just that every strategy benefits from plate/broadsword. And really you only have to use half of your enchants on those. It's just best if you use all of the first half. Anachronist posted:I like brogue a lot, but I too am just not very good at it. Can anyone here give some insight into what goes into a good run? My best games get down to around 13-16, and at that point I just get overwhelmed. Zombies, pixies, and furies seem to be giving me the most trouble right now. Midgame woes, huh? By level 13 you want to be set for main weapon and armor. Acid proof at least armor 12 (you can boost it more later). You also want a permanent solution for casters, my preference would be Staff of Lightning 7, but my guess is that a charm of negation would work in some cases. Always engage monsters on your own terms. The only thing you gain from beating a monster is that they aren't there to kill you anymore. Zombies- Zombies shouldn't be a problem to melee since you are already handling Wraiths. If you need to avoid them do so. They are slower than you because they are already puking and you aren't yet. The solution of last resort is fire, but only because you don't want to burn up enchants. Pixies- They have 10 HP. Killing a pixie should always become your first priority the instant you see one. This is true for most late game casters. Furies- Wing jackals. Since they fight in a pack always try to get a positional advantage over them. The old joke goes, "What's the most overpowered thing in Brogue? Doors." Fury depth is 18 though, so if you were seeing them they were Out Of Depth spawns, condolences. Edit: P.S. I mostly die in the midgame too.
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# ? Sep 9, 2013 02:16 |
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voltron lion force posted:Oh They'll probably do another release in January, so who knows, maybe then?
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# ? Sep 9, 2013 02:18 |
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S.T.C.A. posted:Caves of Qud Reading these stories makes the 800 years of development worthwhile, thanks for posting.
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# ? Sep 9, 2013 03:08 |
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Unormal posted:Reading these stories makes the 800 years of development worthwhile, thanks for posting. It really is a good game though. It's so nice to see a roguelike that isn't the same typical setting too.
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# ? Sep 9, 2013 06:55 |
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I've always wanted to try Qud out but I'm a neanderthal who gets disoriented by ascii, is there any plans for tilesets? Still will probably try it out anyways though. It looks cool.
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# ? Sep 9, 2013 07:00 |
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Actually, I need to give CoQ another go. I last played it a couple of years ago and it was really fun and well polished even then. I never made it too far, but playing mutants for the sole purpose of gaining more mutations was amazing.
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# ? Sep 9, 2013 07:04 |
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I'm probably not up to date on what the last build of CoQ was, and I think the thread faded away or something. Is there a link to whatever the most up to date build is? e: I've actually found it, it seems like. Johnny Joestar fucked around with this message at 07:53 on Sep 9, 2013 |
# ? Sep 9, 2013 07:10 |
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voltron lion force posted:Oh Yeah I guess they are planning it long term, I didn't even notice that option!
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# ? Sep 9, 2013 07:53 |
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Agent Kool-Aid posted:I'm probably not up to date on what the last build of CoQ was, and I think the thread faded away or something. Is there a link to whatever the most up to date build is? Just for future reference, the archived thread is here and the latest build can be downloaded from the official web here.
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# ? Sep 9, 2013 09:15 |
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voltron lion force posted:Oh
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# ? Sep 9, 2013 12:44 |
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Cardiovorax posted:All roguelikes based on the Angband engine have that menu entry, it doesn't actually mean they have or will ever have tiles, sorry. Naw, Qud is completely from scratch. I was mucking around with tile sets for awhile, but we've been working on a commercial roguelike for mobile devices for the last year or so, so there hasn't been many updates to Qud. We have been slowly diddling with it, we've got a pre-release with half a new dungeon and a mutation cost rebalance if anyone's interested. E-mail me at unormal@gmail.com and I can share the dropbox link to it. Likely we wouldn't do tile-set support in Qud, but rather a new Qud-world game with graphics specifically in mind. The latest download can always be found here: http://forums.freeholdentertainment.com/ Unormal fucked around with this message at 14:20 on Sep 9, 2013 |
# ? Sep 9, 2013 14:15 |
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The tilechat was about Sil, not CoQ
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# ? Sep 9, 2013 14:39 |
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Right. Gonna hit you up for the CoQ beta anyway, though.
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# ? Sep 9, 2013 15:15 |
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In CoQ, is there a guaranteed location for each of the glotrot cure items? I've gotten to that point a couple of times, but on all of them I've died hunting around in the rear end-end of nowhere for oil or something.
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# ? Sep 9, 2013 18:45 |
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I feel like an rear end cause it feels like this has been asked but I didn't see it in a search, but is there any good Android roguelikes out there? Tiles would be nice, less rogueish stuff (FTL, Rogue Legacy) is ok too.
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# ? Sep 9, 2013 18:48 |
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Brogue is simple enough that it works really well on Android, I play that a good bit. You could try Dweller which is similar and has tiles.
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# ? Sep 9, 2013 18:53 |
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packetmantis posted:In CoQ, is there a guaranteed location for each of the glotrot cure items? I've gotten to that point a couple of times, but on all of them I've died hunting around in the rear end-end of nowhere for oil or something. Yes, and plenty of non-guaranteed ones. I can find or make cure pieces manually in a few minutes, but I'm not sure anyone has adequately identified them in a wiki anywhere, and I'm certainly not spoiling it!
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# ? Sep 9, 2013 18:54 |
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Nemesis Of Moles posted:I feel like an rear end cause it feels like this has been asked but I didn't see it in a search, but is there any good Android roguelikes out there? Tiles would be nice, less rogueish stuff (FTL, Rogue Legacy) is ok too. Pixel Dungeon is the best Android game there is.
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# ? Sep 9, 2013 19:58 |
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Farquar posted:Pixel Dungeon is the best Android game there is. Topic of which I got to level 17 today and then the dwarf monks hosed my poo poo up.
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# ? Sep 9, 2013 20:59 |
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Farquar posted:Pixel Dungeon is the best Android game there is. I tried that the other day, I don't get how it works. I get destroyed by the starter enemies and am starving to death by like the 3rd floor with nothing of any use in my inventory, I must be doing something wrong, but no idea what.
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# ? Sep 9, 2013 21:05 |
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Anyone else crazy about Desktop Dungeons? I realize it only sorta fits here but man the beta version of the game is so loving good. I wonder if I should start a thread?
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# ? Sep 9, 2013 21:17 |
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A while ago I was bored and sketched up some tiles for Sil, based on oryx's Brogue tiles. Couldn't figure out how to get them in game without screwing up the text, so they're just a doodle I guess.
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# ? Sep 9, 2013 21:21 |
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Unormal posted:Naw, Qud is completely from scratch. I was mucking around with tile sets for awhile, but we've been working on a commercial roguelike for mobile devices for the last year or so, so there hasn't been many updates to Qud. We have been slowly diddling with it, we've got a pre-release with half a new dungeon and a mutation cost rebalance if anyone's interested. E-mail me at unormal@gmail.com and I can share the dropbox link to it. Ever thought about letting the community work on a tile set? Or has there just been no interest from the community to create one?
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# ? Sep 9, 2013 22:49 |
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Bob NewSCART posted:Ever thought about letting the community work on a tile set? Or has there just been no interest from the community to create one? You'd need more support for the engine to make it work, and I just never did it. The character->item mapping isn't close 1:1 so you can't just replace letters with object images. I didn't really care much about tile-set support when I wrote the first pass of the engine. I was trying for the best 16-color ascii ever.
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# ? Sep 9, 2013 22:54 |
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goferchan posted:Anyone else crazy about Desktop Dungeons? I realize it only sorta fits here but man the beta version of the game is so loving good. I wonder if I should start a thread? You're talking about the paid beta? Someone mentioned how much it was improved over the free version at the end of the last thread but didn't go into any detail. Just post whatever here, I'm plenty curious.
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# ? Sep 9, 2013 23:14 |
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Unormal posted:You'd need more support for the engine to make it work, and I just never did it. The character->item mapping isn't close 1:1 so you can't just replace letters with object images. I didn't really care much about tile-set support when I wrote the first pass of the engine. I was trying for the best 16-color ascii ever. I do think that CoQ ranks up with Brogue as the prettiest ascii I've ever seen, so good job. Tiles seem kind of unnecessary to me tbh.
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# ? Sep 9, 2013 23:29 |
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Fuligin posted:I do think that CoQ ranks up with Brogue as the prettiest ascii I've ever seen, so good job. Tiles seem kind of unnecessary to me tbh. It's funny because the reaction is very bipolar; most people aren't meh on it. It's either love or OH GOD MY EYES THEY BURN. It's a very pictogram-based, busy dwarf-fortress-inspired take on ascii, and we've found that people who've learned to 'read' dwarf fortress are like "IT'S GREAT", but people who like much more functional almost-mathematical representations find it awesomely overbusy. My goal with it was to see what I could do if I was back in the old days with a the display of an 8088 vga console (with a little more CPU and disk-space), and see how far I could take the display and usability without breaking the bounds of what a really old school display could have done.
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# ? Sep 10, 2013 01:58 |
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There should be a section for action based roguelikes which I beginning to become quite fond of. The ones that I can think of off the top of my head are Delver, Baroque, and Spelunky. But I would love to hear about more of them if there are any.
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# ? Sep 10, 2013 02:02 |
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blackguy32 posted:There should be a section for action based roguelikes which I beginning to become quite fond of. The ones that I can think of off the top of my head are Delver, Baroque, and Spelunky. But I would love to hear about more of them if there are any. Another platformer roguelike I really enjoy is wazhack but that's basically nethack from a different perspective, nothing actiony there
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# ? Sep 10, 2013 02:43 |
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blackguy32 posted:There should be a section for action based roguelikes which I beginning to become quite fond of. The ones that I can think of off the top of my head are Delver, Baroque, and Spelunky. But I would love to hear about more of them if there are any. Tower Climb is a pretty solid one. Still not finished, but it's getting there. *cough* I've still got to update the thread a lot. I will "soon". ... Desktop Dungeons (the beta) is freaking awesome. It's pretty well a complete game, and they should just release the drat thing properly. e: I was looking at the latest indiegamestand game, buy the developers Rake in Grass. They seem to be working on a new beat-em-up roguelike. Early video here. It could be worth keeping an eye on. e2: Also this. Car combat roguelike? Yes please. Jordan7hm fucked around with this message at 03:17 on Sep 10, 2013 |
# ? Sep 10, 2013 03:05 |
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# ? Jun 13, 2024 05:12 |
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blackguy32 posted:There should be a section for action based roguelikes which I beginning to become quite fond of. The ones that I can think of off the top of my head are Delver, Baroque, and Spelunky. But I would love to hear about more of them if there are any. Red Rogue is fantastic and free. http://redrogue.net/
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# ? Sep 10, 2013 07:17 |