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Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
0.E ver of CDDA is out last month. Not sure what mod I need to change or download yet.

Edit: Welp, pretty much every mod won't work anymore.

Nyaa fucked around with this message at 15:10 on May 14, 2020

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Dragongem
Nov 9, 2009

Heroes of the Storm
Goon Tournament Champion
Speaking of Tome, are there good mods to make the UI a little better? I think I saw some on one of the wins somebody posted.

Gooch181
Jan 1, 2008

The Gooch

Nyaa posted:

0.E ver of CDDA is out last month. Not sure what mod I need to change or download yet.

Edit: Welp, pretty much every mod won't work anymore.

A lot of them you can just open up in notepad and change obsolete: true to false.

Lawman 0
Aug 17, 2010

Helianthus Annuus posted:

are you playing on a server? like NAO

Yeah on nao just killed medusa

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:

Gooch181 posted:

A lot of them you can just open up in notepad and change obsolete: true to false.
Thanks!

Edit: Looks like they broke the lab start with starting point error. Oh well.

Nyaa fucked around with this message at 17:25 on May 14, 2020

MMF Freeway
Sep 15, 2010

Later!

Dragongem posted:

Speaking of Tome, are there good mods to make the UI a little better? I think I saw some on one of the wins somebody posted.

Depends what aspect you wanna change. I use one for more descriptive tooltips and another to make the combat more readable but I haven't found one that changes the more fundamental UI stuff. I've gone back and forth between classic and minimalist and while I think classic is cleaner and a little easier to parse, I settled on minimalist just due to being able to move the elements around to put them where I want. I apparently have a UI mod from years ago (Marson's) already downloaded but it looks like it hasn't been updated and doesn't work.

resistentialism
Aug 13, 2007

Roki B posted:

This is it! Thank you so much!!!

I wonder if they ever put in an autofire option. I gave up on it because I got tired of hammering on the attack button.

Awesome!
Oct 17, 2008

Ready for adventure!


is jupiter hell worth spending the $20 on when i can still just play doomrl

William Henry Hairytaint
Oct 29, 2011



Awesome! posted:

is jupiter hell worth spending the $20 on when i can still just play doomrl

If you want to give the guy the money he should have gotten for doom but couldn't because of licensing, yes. Otherwise absolutely not. Jupiter Hell is inferior in absolutely every way.

Roki B
Jul 25, 2004


Medical Industrial Complex


Biscuit Hider
When is dwarf fortress out on steam

Lawman 0
Aug 17, 2010

Decided to gently caress around with UnNethack for a bit and found out it had auto explore :aaaaa:

Pladdicus
Aug 13, 2010

Jupiter Hell's new update has added Master classes in and it's approached the joy I find from Doom. The itemization has expanded some of the long term decisions that DoomRL lacked. It is a spiritual successor now and worthy of your time if you enjoyed the original DoomRL.

Anyone who doesn't adjust well to change is likely to bounce off hard though. Cardinal movement and the (much less after updates) reduction of content are definitely present but it's shaped up very well since launch in my estimation.

C-Euro
Mar 20, 2010

:science:
Soiled Meat
lol I used a Challenge scroll on a pack of zombies in Dungeonmans, I should have known something sassy would happen after the tooltip suggested that I do it. What do I do with their unique drop?

resistentialism
Aug 13, 2007

stash them until postgame

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
I haven’t gone back to DoomRL since a couple versions ago. That’s not to say the current version of Jupiter Hell is superior to DoomRL, but it has enough meat on its bones it hasn’t worn out it’s welcome.

Personally I bought the game from a ‘support the dev’ perspective, and I’ve been rewarded for that with enough fun with the latest pass of balancing and a switch to hard mode. That skews my value analysis.

Accounting for bias, I would probably pass on it right now- it’s version 0.9, might as well wait for the finished product. I’m betting you’ll find it worthwhile, like I have, but I’d hedge my bets on whether you will.

DoomRL still has some advantages. Jupiter is still missing some features and content like a final boss.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I'm just kinda disappointed that Jupiter Hell turned into "DoomRL, again". I really like the totally unfinished AliensRL and so I was assuming Kornel had some interesting ideas up his sleeve. The game is visually nothing to write home about, and everyone who owns it keeps comparing it to it's free predecessor, so.. meh?

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
Tell me more about AliensRL please!

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

A Strange Aeon posted:

Tell me more about AliensRL please!

It was a proof-of-concept 7DRL project that got a minimal amount of followup. It captures the 'feel' of a claustrophobic Aliens2 map, with a enhanced/fake terminal ascii, and sounds pulled from the film. Aliens (and on the first level, a few fodder youngling workers) are allll over the loving place, ammo and medpacks are super scarce, and it has a bit of gunporn in it with armour pen stuff. Lotsa good "budda-budda-budda oh whoops no ammo ruuuun" moments.

Again, it was just the barebones of it as he was finishing up some DoomRL stuff and said he's be making a new game folding all those ideas together into his own IP one day. Alas.

Evil Kit
May 29, 2013

I'm viable ladies.

Roki B posted:

This is it! Thank you so much!!!

If you're interested I can do a small blurb on my feelings of Heros of Hammerwatch (the more recent and developed of the two Hammerwatch entries) which I have 343 hours in. It's a great game, but it has its issues that can definitely kill it for some people. Still a solid 9/10 game for me, well worth the price of admission.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

SaffronKit posted:

If you're interested I can do a small blurb on my feelings of Heros of Hammerwatch (the more recent and developed of the two Hammerwatch entries) which I have 343 hours in. It's a great game, but it has its issues that can definitely kill it for some people. Still a solid 9/10 game for me, well worth the price of admission.

I'd be interested in this. I remember playing the first one for a couple of hours but bouncing off of it.

Robo Reagan
Feb 12, 2012

by Fluffdaddy
Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here

Dirk the Average posted:

Yeah, part of the issue is that there are so many things to look through, and you often aren't 100% aware that this particular set of modifiers and skills will gently caress you up, while the nearly identical one you fought a few minutes ago went down like a chump.

In theory, giving monsters player skills is neat and gives them cool combinations to overcome. In practice it makes the monster difficulty swing wildly and makes it difficult to evaluate their threat level at a glance. A player can stop and evaluate every single monster they come across, but that quickly leads to player fatigue when the vast majority of the time that effort is wasted. It's why I prefer games where monsters are more clearly signposted as a threat, and where they have well defined abilities that they always have. That way if I know that I'm weak to monster type B, then I know to be on alert when I see monster type B, instead of mousing over and closely inspecting any and all minibosses to see if any of their abilities synergize well enough to exploit my weakness to type B attacks.

This is something that really bothers me about ToME, despite being a developer on it.
In almost any other RPG, you can get across the threat level of an enemy via visuals or naming. If you see a dragon, it's probably a major threat, and you know it's threat is going to come from breath attacks and be a fairly powerful melee attacker. If you see an Apprentice Mage next to a Grand High Arch Cyromancer, you know they're both going to cast spells, but one is reasonably weak and one is going to have dangerous cold spells.
But in ToME? There's only a minor relation between what the mob is and how threatening it is, with a few good exceptions like horrors. And this also leads to base types that are usually a total nonissue like swarms suddenly becoming game ending threats if they spawn with the right class.
This causes a lot of gameplay and theme issues. Snakes with bows are kinda funny, but it contributes to making the game feel far more samey. Someone once half-joked that ToME is a game that only has 27 monsters total, which isn't far off from reality. It doesn't matter that much if you're in a forest fighting wildlife or a ruin fighting skeletons - 95% of the enemies you encounter are going to be trash you mow down, and the 5% that threaten you are pulling from the class list and so end up being identical. It's not like, let's say, DCSS and branches where you know roughly what threats to expect and what gear to bring - it's totally random what you're going to fight. Plus the aforementioned issue of forcing players to expect each and every mob to figure out if that shiny randboss is going to be no problem at all or one to flee immediately from.
Unfortunately this isn't something that could easily be fixed, even if there was will for it (and I think I'm alone in my viewpoint compared to the other devs and most of the current playerbase). You'd have to entirely remove the rare system and come up with a replacement. You could accomplish it by then making a ton of new "rare" enemies and unique bosses that have themed skillsets to fill in the gaps, adding themed templates onto enemies, and reworking a bunch of the currently pointless enemies to fill some sort of combat niche. But that's a colossal amount of design work.

nrook
Jun 25, 2009

Just let yourself become a worthless person!

Robo Reagan posted:

Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

There's an old SNES game called Mystery Dungeon: Shiren the Wanderer, with an improved DS port, which fits the bill. It's simple and rewarding, and has a fair amount of story and a lot of character. It's not too long, either, so you don't have the soul-killing experience common in roguelikes of dying 12 hours in and losing everything.

Chunsoft has made a ton of mystery dungeon games but as far as I can tell this is the only good one. It's really good, though.

You'd have to emulate it, unless you have a DS or 3DS lying around.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

Robo Reagan posted:

Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

Shiren the Wanderer (for the DS, the Wii game is different) was the first roguelike I really got into, I think it's really good. Simple mechanics that still have plenty of depth, some light meta-progression in the main dungeon that lets you feel like you're making progress even on failed runs, but never gets to the point that makes things dramatically easier, and once you do finally beat the 30 floor dungeon for the main story you can unlock a half dozen more dungeons with their own gimmicks.

It also has the best tutorial I can remember in any roguelike, a series of 100 "puzzles" you can do any time in the starting village. Each one is a small, hand crafted dungeon (generally just one or two rooms). At first they just teach you the basic controls, but they move on to teaching you the right way to approach enemies, tricks you can do with items, how to rob a shop, etc. It's really good at teaching you how the game works and I wish more games would steal the idea.

Tuxedo Catfish
Mar 17, 2007

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

Razakai posted:

Unfortunately this isn't something that could easily be fixed, even if there was will for it (and I think I'm alone in my viewpoint compared to the other devs and most of the current playerbase). You'd have to entirely remove the rare system and come up with a replacement. You could accomplish it by then making a ton of new "rare" enemies and unique bosses that have themed skillsets to fill in the gaps, adding themed templates onto enemies, and reworking a bunch of the currently pointless enemies to fill some sort of combat niche. But that's a colossal amount of design work.

Honestly just making the game say "Paladin Snake" or "Necromancer Oozemancer Bandit" would be a helpful step forward. This is information that veteran players can intuit by a burst of particles or sound effects, or know for certain by examining the target, but it wouldn't hurt anything to make it more obvious, and it wouldn't require any massive systemic changes either.

Excelzior
Jun 24, 2013

maybe also nerfing the massive global speed that bees and snakes naturally get whenever they spawn as randbosses

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Robo Reagan posted:

Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

Dungeonmans is relatively light on plot, but has tons of goofy humour and is very polished and easy to get into.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I'll second the recommendation for Dungeonmans, with the caveat that it is still a hard game and you should expect to die a fair amount. However, the academy system gives you a lot of tools to let old dead characters power up new characters with better gear and stats, so (assuming you use the academy instead of playing ironmans) you can pretty quickly get back to where your previous character died, and have a lot of leeway to experiment with different builds.

Jazerus
May 24, 2011


Robo Reagan posted:

Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

i feel like tangledeep might be a good second step for you

it's more advanced than dredmor but is still very accessible. it doesn't really have a story beyond "get to the surface", but the character writing is pretty good and everything has a lot of personality, like dredmor but without the monkeycheese humor

dungeonmans is also a nice fit into this slot. maybe play both!

LazyMaybe
Aug 18, 2013

oouagh
Dungeonmans is great as a starter in terms of difficulty and also teaching you RL fundamentals.

Lawman 0
Aug 17, 2010

Robo Reagan posted:

Is there anything that fits in the baby's first Roguelike like Dungeons of Dredmor? Finally getting in to this game and I want something to look forward to when I'm done with it. Good story or humor is a huge plus. Part of the reason it's hard for me to get in to some of these balls hard games is I don't have a story or anything to keep me going.

Suffer with me in nethack op.
update: about to clear out fort ludios and snagged a wand of death now I just need to find a charging scroll.

C-Euro
Mar 20, 2010

:science:
Soiled Meat
+1 for Dungeonmans, which I've been playing a ton of lately. The fact that progress is somewhat cumulative across characters made in a given world is really good for teaching people new to genre that it's OK to die sometimes. I assume it's not the only roguelike with a progression system like this but it's very clear that you're supposed to build up your academy across many characters. Or in my case, across the third character you made as a throwaway because you were mad about how your second character died, and now he just. Won't. Die.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Yeah. Also, if you don't like the idea of having to let your characters die to achieve long-term progression, Dungeonmans actually lets you avoid that with good play - if you can keep a character alive to level 10, they can talk to the Headmaster to retire from adventuring! There are a few options for what they do in retirement; my favourite one is the teaching position, since that means all your new characters get to go talk to your professormans and get free skills from them. You can even put any unique or set items you have into the Academy's vault, so that future adventurers can carry them into battle once more.

It might annoy some die-hard purists, but it's a great little system that really rewards learning the game's ins and outs. Plus, once you've beaten the game and are feeling extremely confident, you can always start an Ironmans academy to play the game in True Permadeath Roguelike Mode, complete with minor balance adjustments to support that style of play.

Call Your Grandma
Jan 17, 2010

if you die in dungeonmans, you die in real life

Gooch181
Jan 1, 2008

The Gooch
Dungeonmans, DoomRL, and Caves of Qud are the ones that hooked me. I definitely need to put some time into Tangledeep, its charming as hell.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Gooch181 posted:

Dungeonmans, DoomRL, and Caves of Qud are the ones that hooked me. I definitely need to put some time into Tangledeep, its charming as hell.

I should get back to Tangledeep since I got a new controller; my 360 one with the crappy d-pad meant I couldn't confidently move diagonally and enemies would get free hits on me as I moved orthogonally twice.

Buller
Nov 6, 2010
Kinda wanna buy dungeonmanns but just looking at the pictures it looks so much like TOME dont know if its worth the money to buy the exact same game.

DisDisDis
Dec 22, 2013
They're both in the Angband monster masher kinda camp imo but not at all the same game

e; i guess if adventurer was the intended way to play TOME they'd be more similar

StrixNebulosa
Feb 14, 2012

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

Buller posted:

Kinda wanna buy dungeonmanns but just looking at the pictures it looks so much like TOME dont know if its worth the money to buy the exact same game.

They play COMPLETELY differently, and you should get Dungeonmans

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Awesome!
Oct 17, 2008

Ready for adventure!


they really are different.

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