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resistentialism
Aug 13, 2007

More tangledeep:

There's a certain special enemy that steals all the food in your pack. If any of it was spiced cooking it will have lost the spice in its name when you get it back. It still has the spiced effect and stacks them separately, just the item title is stripped.

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A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I picked up the Tangledeep dlc, but I'm waiting until I get a better controller. The 360 one I have has such a bad analog pad, I end up giving free hits trying to move diagonal. Supposedly the newer Xbox one has a better pad.

CFox
Nov 9, 2005
What sort of roguelikes should I check out if I'm looking for a shorter, simpler kind of game. Something along the lines of FTL, Renowned Explorers, and Dead Cells where runs aren't too long and there's not a lot complex and deep systems I need to learn. I've got Slay the Spire but haven't given it a shot yet and Streets of Rogue looks like it might fit the bill but I haven't bought it yet. Any suggestions?

Harminoff
Oct 24, 2005

👽
DRL?(doom rl) Tons of fun, great beginner roguelike.

Fruits of the sea
Dec 1, 2010

It barely qualifies as roguelike adjacent, but if you liked FTL you should really check out Into The Breach. Nice and short bites of gameplay, extremely simple combat but with a ton of depth.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

CFox posted:

What sort of roguelikes should I check out if I'm looking for a shorter, simpler kind of game. Something along the lines of FTL, Renowned Explorers, and Dead Cells where runs aren't too long and there's not a lot complex and deep systems I need to learn. I've got Slay the Spire but haven't given it a shot yet and Streets of Rogue looks like it might fit the bill but I haven't bought it yet. Any suggestions?

DoomRL, Sproggiwood, 868-HACK, possibly move into medium-length games like Dungeonmans, Desktop Dungeons, Crypt of the Necrodancer. (note that these are not small games, but compared to Caves of Qud they're actually something you can finish)

beer gas canister
Oct 30, 2007

shmups are da best come play some shmups they're cheap and good and you like them
Plaster Town Cop
Golden Krone Hotel is a good simple roguelike, easy to parse, not too complex

Harminoff
Oct 24, 2005

👽
More roguelite, but deathstate

Instruction Manuel
May 15, 2007

Yes, it is what it looks like!

Speaking of Doom Roguelike, has anyone been playing Jupiter Hell and have any thoughts on it?

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Harminoff posted:

More roguelite, but deathstate

Deathstate is p cool just for its core mechanical quirk of being a single-stick shooter where the shooting is automated.

packetmantis
Feb 26, 2013
Deathstate owns so hard.

HenryEx
Mar 25, 2009

...your cybernetic implants, the only beauty in that meat you call "a body"...
Grimey Drawer
For once I got to be the escort in ToME today instead of escorting NPCs around. And i guess you gotta show your appreciation by teaching them a thing or two...



What skill would an adventurer need but option a :mmmhmm:

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee

Wamdoodle posted:

Speaking of Doom Roguelike, has anyone been playing Jupiter Hell and have any thoughts on it?

I’ve got fifty-four hours in and I’m too buzzed with booze to have an opinion.

I will say this: contrary to some initial concerns, it’s more or less caught up with DoomRL, with assemblies and challenges- and exceeding it in terms of special levels. Each zone has two optional branches that end with an optional special level. The main path has a short but extra dangerous special level, also optional.

Nothing wrong with the graphics but I do miss the high contrast of DoomRL’s tile set & ascii. I cannot always notice an enemy as easily and quickly as I’d like. Facing doesn’t matter at all, but directional lighting makes it easier for me not to notice a pincer attack/flanking when I’m already shooting.

I’ve got those fifty something hours, do I don’t hate it, but the aesthetic unclarity saps some points from the numerical score I’m not giving it. That, and the booze is the opposite of a stimulant.

resistentialism
Aug 13, 2007

Tangledeep: fast travel seems to break somehow when you go to the realm of the spirit dragon until you exit and reload. And I found a the dream land portal to its lair in a second item dream even though I had already done it. So the fast travel breaking has happened to me twice now.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
Regarding the new ToME thread I've been inundated with bug reports for my new class so unfortunately that's been taking priority. Maybe in a couple of days?

ToxicFrog
Apr 26, 2008


I picked up Monolith during the sale and have been enjoying it a lot! So far, in fact, I'm enjoying it more than other thread favourite roguelite twin-stick shooter Nuclear Throne. Possibly because unlike NT I'm actually making progress in it; I've made it to level 6 twice, and died to the boss there once.

That said, there's a few things I wish the game explained anywhere, some of them very surprising to me. In the spirit of help other people learn from my suffering, stuff I wish I'd known about Monolith before playing:

- bombs have both a soft cap (2) and a hard cap (6). Anything that modifies your "max bombs" affects the soft, not hard, cap.
- bombs regenerate up to the soft cap, at a rate of 1 bomb per 3 rooms cleared.
- all pickups vanish when you leave the room, apart from shop items.
- picking up health or bombs when you're already maxed out doesn't waste them; it gives you credit towards a max health/bombs increase instead.
- picking up a weapon before the old one runs out doesn't waste the old weapon; instead it gets turned into scrap and health.
- every level has a secret room, which can be accessed by bombing the wall in an adjacent room. There are no visual clues, AFAICT.
- buying items from the HP shop costs max, not current, HP (unlike, say, Necrodancer). Reducing your max HP below your current HP doesn't reduce your current HP.

resistentialism
Aug 13, 2007

The visual clue for a secret room is that every adjacent room will share a wall with it that is 1 tile thick for (at least) the 4 center tiles on that wall. And I've seen it almost alway be a room that connects to at least 2 other rooms, usually 3.

One other thing you'd never find out on your own: if you hold your map key and then click your bomb key you'll recycle your current weapon. Helps when you'd rather have a 10% max ammo boost over an ammo refill.

ToxicFrog
Apr 26, 2008


resistentialism posted:

The visual clue for a secret room is that every adjacent room will share a wall with it that is 1 tile thick for (at least) the 4 center tiles on that wall. And I've seen it almost alway be a room that connects to at least 2 other rooms, usually 3.

Yeah, but most levels have at least 2-3 locations that connect to 3+ other rooms and 1 tile walls in the right places, and AFAICT there's no way to differentiate them, you just need to bomb them all.

quote:

One other thing you'd never find out on your own: if you hold your map key and then click your bomb key you'll recycle your current weapon. Helps when you'd rather have a 10% max ammo boost over an ammo refill.

Oh, nice! Thank you!

Ibram Gaunt
Jul 22, 2009

Got my first Nightmare win in TOME! :toot:

Nightmare is alot of fun, I had to shrug off alot of bad habits from dozens of hours in Normal but once I started not just stupidly rushing into things it worked out pretty good. Deaths were dumb crap in the early game, 1 from getting near one shotted by the Daikara backup guardian and then 2 from Atamatholm attempts before I was finally able to kill him.

Mindstar Wyrmic was alot of fun, I dunno why the community is so down on it, maybe it's only apparent in Madness and Insane but I was doing crazy damage the whole way through.

https://te4.org/characters/20244/tome/cd55e98f-f71b-475f-8df3-e5e4bdb36bd9

Molybdenum
Jun 25, 2007
Melting Point ~2622C
tome escort rewards: whats the generally preferred picks?

+5 primary stat
+5 secondary stat
+1 core talent
+1 nice to have talent
added nice to get category


example: dwarf bulwark offered
strength, constitution, 2nd point in unflinching resolve, training in combat training

i picked the unflinching resolve but i havent played a lot of this game and im curious to hear what others would pick.

maybe constitution isnt exactly a secondary stat but tertiary or worse?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Molybdenum posted:

tome escort rewards: whats the generally preferred picks?

+5 primary stat
+5 secondary stat
+1 core talent
+1 nice to have talent
added nice to get category


example: dwarf bulwark offered
strength, constitution, 2nd point in unflinching resolve, training in combat training

i picked the unflinching resolve but i havent played a lot of this game and im curious to hear what others would pick.

maybe constitution isnt exactly a secondary stat but tertiary or worse?

It really depends, but generally speaking it's either the passive talent or a category unlock depending on the escort and your own class. The only one that's really a huge game-changer is the Tinker category tree and I think that got nerfed in 1.6 anyways (although it's hard to check because lol gently caress doing a changelog, am I right?)

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
"This game is a venture into an alternative timeline in which graphics and sensible game design were never invented."

https://store.steampowered.com/app/1189230/Door_in_the_Woods/

Got a coupon, will try for at least the refundable time.

Edit: I recommend going in blind other than the blurb and figuring out how to play (other than the keybindings) as you go. It's an open world-ish survival roguelike in a town where things have gone wrong in Lovecrafty ways. It's not remotely as complex as Cataclysm (obviously) but it's pretty cool and discovery-focused.

Goatse James Bond fucked around with this message at 21:11 on Dec 4, 2019

BexGu
Jan 9, 2004

This fucking day....
The Dead Cells developers are going to be offering a payed DLC to support more free DLC sometime Q1 of 2020

https://www.youtube.com/watch?v=SBtfG1R8_OY

quote:

TLDR:
- Announcing a new DLC with two levels and a boss over here (please wishlist it).
- $4.99 paid DLC will help us continue building more Dead Cells and MT’s next game.
- AMA on Reddit right now over here.
- We’ve got two years of Dead Cells content we hope to build.
- MT are finding the outlines of their next prototype.
- HD wallpapers available here.

More information here:
https://steamcommunity.com/games/588650/announcements/detail/1710735679732079657

Honestly not a bad idea. The developers of Dead Cells have certainty earned a bunch of good will by continuing adding/support to Dead Cells and are basically asking their fans to nicely continue to help fund development so they can continue to produce more content for everyone.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

BexGu posted:

The Dead Cells developers are going to be offering a payed DLC to support more free DLC sometime Q1 of 2020

https://www.youtube.com/watch?v=SBtfG1R8_OY


More information here:
https://steamcommunity.com/games/588650/announcements/detail/1710735679732079657

Honestly not a bad idea. The developers of Dead Cells have certainty earned a bunch of good will by continuing adding/support to Dead Cells and are basically asking their fans to nicely continue to help fund development so they can continue to produce more content for everyone.

The dead cell dudes are amazing and I'll literally support every game they make if they remain as good, even if not my kind of thing.

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:
100% on board with paid DLC for Dead Cells, the devs definitely deserve more of my money. The amount of free content and overhauls that have been pushed out for that game is ridiculous.

Black August
Sep 28, 2003

GreyjoyBastard posted:

"This game is a venture into an alternative timeline in which graphics and sensible game design were never invented."

https://store.steampowered.com/app/1189230/Door_in_the_Woods/

Got a coupon, will try for at least the refundable time.

Edit: I recommend going in blind other than the blurb and figuring out how to play (other than the keybindings) as you go. It's an open world-ish survival roguelike in a town where things have gone wrong in Lovecrafty ways. It's not remotely as complex as Cataclysm (obviously) but it's pretty cool and discovery-focused.

I really like the look of this, and genuinely hope it ends up with a robust development and mod potential. I like seeing ascii-level graphics with more modern designs for stylization like it goes with.

AkumaHokoru
Jul 20, 2007
this thread should be loving proof. the good games who do good by their fans...people are literally lining up to give them money. I haven't even beaten deadcells yet and I would be willing to support that DLC.

Why is it so hard for game companies to understand rewarding players feeds back to the company instead of them trying to squeeze every dollar out of a title they can up front.

No Wave
Sep 18, 2005

HA! HA! NICE! WHAT A TOOL!
They'll probably sell one of those DLCs for every 10 copies of DC they've sold (as a very generous estimate).

If they'd charged 1 more dollar for each copy of DC they sold they'd make twice what they'll get off this DLC. Thats why, I guess.

No Wave fucked around with this message at 22:38 on Dec 4, 2019

Black August
Sep 28, 2003

AkumaHokoru posted:

this thread should be loving proof. the good games who do good by their fans...people are literally lining up to give them money. I haven't even beaten deadcells yet and I would be willing to support that DLC.

Why is it so hard for game companies to understand rewarding players feeds back to the company instead of them trying to squeeze every dollar out of a title they can up front.

Because the ultimate ruling mentality, right behind the #1 of "Make Number Go Up Number Must Always Up Most Important Up Up Number Up Up More", is the #2 of "Make Number Go Up NOW! NOW NOW NOW! NOWWWW!!!!!!!!!!! NOOOOOOOOOOOOWWWWWWWWWWW!!!!!!!!!!!!!!!!"

So the ruling mentality is to burn as much as possible, as hard as possible, as fast as possible, scoop the loot out of the remains, and jump ship from the company to ride the next gold rush rave. Do not EVER build anything longterm and slow to give much greater reward over a long period of time - if Number Not Up Now Now NOW Now, then you have failed, and are bad, and a poor.

Those kind of people are dealing with crippling mental illness. Simple as that.

madjackmcmad
May 27, 2008

Look, I'm startin' to believe some of the stuff the cult guy's been saying, it's starting to make a lot of sense.

AkumaHokoru posted:

Why is it so hard for game companies to understand rewarding players feeds back to the company instead of them trying to squeeze every dollar out of a title they can up front.
Cause it doesn't really work like that. Don't get me wrong, there's huge emotional reward in a happy fan base, and happy core fans are the first to tell their friends about how great a game is AND evangelize for future games and expansions. It is always always always in a developer's best interest to treat the fans with warmth and respect. I believe that a developer can do that while also asking to be paid for the work they do.

I released a whole mess of content updates for Dungeonmans, all of them free, but two of them could have moved as purchasable DLC. I decided against that, not out of some supreme moral highground against DLC, it just felt like the right thing to do. The Psychomanser class was built on lessons learned from launch as well as player feedback -- to turn around and charge a couple of bucks for that would have been fine, I guess, but it left a bad taste in my mouth. The cartography/adventure map updated added a ton of play for mid, late, and post game players, but again, I just wanted people to have it.

My only paid DLC was Pay2Lose, a piss take on the idea that real money brings you pretend power in games. It's like 100 options of ways to make the game harder, sometimes stupidly so. It did about as well as you'd imagine.

If I had charged for the content, even a little bit, I don't think I would have driven off any fans. What happened in this timeline is that sometimes I get going on Dungeonmans improvements/fixes and have this gnawing awful feeling in the tum that hours spent there making an awesome game even awesomer are hours that I could instead use to do something that would pay for the necessities of life.

I don't think that charging for those updates would have brought me life changing riches, not at all. But there were certainly times when it would have helped.

Dead Cells made seven figures really fast. Hard earned, good on them for making a great game. Assuming they don't go around buying sky castles, they don't have to sweat charging for DLC.

Black August posted:

Because the ultimate ruling mentality, right behind the #1 of "Make Number Go Up Number Must Always Up Most Important Up Up Number Up Up More", is the #2 of "Make Number Go Up NOW! NOW NOW NOW! NOWWWW!!!!!!!!!!! NOOOOOOOOOOOOWWWWWWWWWWW!!!!!!!!!!!!!!!!"

So the ruling mentality is to burn as much as possible, as hard as possible, as fast as possible, scoop the loot out of the remains, and jump ship from the company to ride the next gold rush rave. Do not EVER build anything longterm and slow to give much greater reward over a long period of time - if Number Not Up Now Now NOW Now, then you have failed, and are bad, and a poor.

Those kind of people are dealing with crippling mental illness. Simple as that.
It is quite possible to make fun engaging game, have a happy community of eager supporters, and also be a poor with crippling mental illness. Failure is relative.

AkumaHokoru
Jul 20, 2007

madjackmcmad posted:



If I had charged for the content, even a little bit, I don't think I would have driven off any fans. What happened in this timeline is that sometimes I get going on Dungeonmans improvements/fixes and have this gnawing awful feeling in the tum that hours spent there making an awesome game even awesomer are hours that I could instead use to do something that would pay for the necessities of life.


I can tell you off the top of my head we would have paid for some of that dungeonmans dlc cause its a good game. I do understand the starving artist conundrum and both options arent always possible. you got a patreon or something going?

Ibram Gaunt
Jul 22, 2009

Is there a way to learn Tinkers in the Embers of Rage campaign? I only ever played it as a Tinker class so you got it upfront.

Groovelord Neato
Dec 6, 2014


I'm not even much of a roguelike guy and I would've paid for all of that as dungeonmans DLC. Game owns.

Black August
Sep 28, 2003

madjackmcmad posted:

It is quite possible to make fun engaging game, have a happy community of eager supporters, and also be a poor with crippling mental illness. Failure is relative.

I'm talking about the almighty mental illness that is greed and capitalism-chasing.

ConfusedPig
Mar 27, 2013


Black August posted:

Because the ultimate ruling mentality, right behind the #1 of "Make Number Go Up Number Must Always Up Most Important Up Up Number Up Up More", is the #2 of "Make Number Go Up NOW! NOW NOW NOW! NOWWWW!!!!!!!!!!! NOOOOOOOOOOOOWWWWWWWWWWW!!!!!!!!!!!!!!!!"

I half forgotten what thread I was reading and the context when I saw this, and thought you were talking about ARPGs and/or idle incremental games :v:

madjackmcmad
May 27, 2008

Look, I'm startin' to believe some of the stuff the cult guy's been saying, it's starting to make a lot of sense.

ConfusedPig posted:

I half forgotten what thread I was reading and the context when I saw this, and thought you were talking about ARPGs and/or idle incremental games :v:

"Make Number Go Up Number Must Always Up Most Important Up Up Number Up Up More" is an excellent name for an idle game.

ecavalli
Nov 18, 2012


AkumaHokoru posted:

Why is it so hard for game companies to understand rewarding players feeds back to the company instead of them trying to squeeze every dollar out of a title they can up front.

Short answer: Because making guaranteed money in the short term is preferable to making potential money in the long term.

ecavalli fucked around with this message at 01:24 on Dec 5, 2019

Black August
Sep 28, 2003

ConfusedPig posted:

I half forgotten what thread I was reading and the context when I saw this, and thought you were talking about ARPGs and/or idle incremental games :v:

No joke, if you picked the neurons flaring up when people get REAL into cookie clickers and idle games, I am 99% positive they'd be in the exact same cluster flaring when stock brokers and billionaires devote world-destroying effort to fulfilling their Up More Number More Up Must Always More addictions.

madjackmcmad posted:

"Make Number Go Up Number Must Always Up Most Important Up Up Number Up Up More" is an excellent name for an idle game.

Won't argue that.

Voxx
Jul 28, 2009

I'll give 'em a hold
and a break to breathe
And if they can't play nice
I won't play with 'em at all

Ibram Gaunt posted:

Is there a way to learn Tinkers in the Embers of Rage campaign? I only ever played it as a Tinker class so you got it upfront.

There's a trainer in the middle of town, 100 gold for each of the two generic categories.

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Synthbuttrange
May 6, 2007

Black August posted:

I really like the look of this, and genuinely hope it ends up with a robust development and mod potential. I like seeing ascii-level graphics with more modern designs for stylization like it goes with.

its got disgusting requirements

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