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Kchama
Jul 25, 2007

I went Juggernaut, Warlock, Cleric first. Picked up Frostmancer second, and Assassin last. Assassin is just wildly strong even thoug hits skill don't seem to indicate he is.

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A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Serephina posted:

They're something like 8ish levels deep, the ones I did before giving up. Do the wolf people relic first, it was the least annoying dungeon I found. (edit: Or better yet, do literally everything else first, as the more overlevelled you are the better)

Honestly whatever cool stuff happens afterwards is not worth the effort of those lovely dungeons.

Yeah, that was the dungeon I bit it in. I haven't even visited all the towns yet so I think I'll do that next and get real beefy then buy the highest tier stuff I can, 100 bolts and healing potions before trying it again.

If that's the least annoying one-- it may be the only one I bother with.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Kchama posted:

I went Juggernaut, Warlock, Cleric first. Picked up Frostmancer second, and Assassin last. Assassin is just wildly strong even thoug hits skill don't seem to indicate he is.

Free poison stacks, good speed, a silence, and hidden are very nice things!

SKULL.GIF
Jan 20, 2017


Kchama posted:



Finally got a win in Astronarch. Apparently just having a billion types of DoTs overwhelms the boss's ability to Negate them, and the Burns got through.

I'm nearly to Ascension 20 on Astronarch and I've never seen that 3rd item your assassin is holding. What is it?

StarkRavingMad
Sep 27, 2001


Yams Fan
I like the full patch note posts because occasionally I'll spot something weird in them that makes me go "what the hell, I should check that game out"

and otherwise I just scroll past them, it's not like this thread is that incredibly active

OtspIII
Sep 22, 2002

I think I get more out of patch notes when the poster reads them beforehand and bolds what they think are the most interesting/significant changes, but I'm not against them either way.

Clark Nova
Jul 18, 2004

I like the patch notes, though obviously most won't be as good as dwarf fortress or qud

Pladdicus
Aug 13, 2010

Ibram Gaunt posted:

I think World of Horror's biggest flaw is it tries to simulate an Arkham Horror style boardgame way too much. There's very little variance and makes alot of stuff very one note once you start seeing events over and over. Like every case has a side objective, and this objective is always the same for that specific case, and the reward is also the same. So once you do one of them once and get punished for it (some are purely negative) you just...never will do the sub objective ever again for that one. It's silly IMO.

Yeah, there's an element for games like this that remind me of Black August incredible Zen thread. These byzantinely full game full of events that once known, don't reduce decision making they enhance them by comparing your resources and abilities and the goal your going for. I think World of Horror is a little bit too bare to pull that off, and too many events have good and bad options, or just pure chance that reduce any kind of meaningful thought a player might have in dealing with them.

That said, it's aesthetically charming, play it a dozen times, move on, revisit in October cuz it's spooky month.

IthilionTheBrave
Sep 5, 2013
Dwarf fortress and Qud patch notes are great for the just absolutely wold stuff you'll sometimes read in there without any other context. It's fantastic that their content both necessitate those sort of patch notes, too.

Now if you'll excuse me, I need to go turn myself into a sentient door.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"

parthenocarpy posted:

UHHHHH What about this game makes it even remotely roguelike? Decks? 5x5 play field (excuse me, "dungeon?")? RNG? Oh, its turn based too.
I understand if you're unhappy about the fact that the term "roguelike" is a pretty broad now, but I don't think the way to take it out is to be snide to someone being excited about and sharing a game that most thread regulars here would agree fits here.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
People are calling randomly generated turn based dungeon crawls Rogue-likes these days? Ho, ho, what folly! What sport!

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!
NO. STOP. NOT ALLOWED

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
IT HAS BEEN
[0]
DAYS SINCE THE LAST
"IS THIS A ROGUELIKE" ARGUMENT

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
i see what people meant with cobalt core. really iterating with some cool ideas

victrix
Oct 30, 2007


TooMuchAbstraction posted:

IT HAS BEEN
[0]
DAYS SINCE THE LAST
"IS THIS A ROGUELIKE" ARGUMENT

we were doing so well

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
Roguelikes are games with a name like Rogue. Classic examples include Thief and Brigand.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee

parthenocarpy posted:

My favorite junk sentence is "deckbuilder city management roguelike"

Like, oh, you can lose? And there is RNG? Totally roguelike

I've occasionally resembled that...

At least I've never seen "deckbuilder city rougelike". That might break me.

Dachshundofdoom
Feb 14, 2013

Pillbug

victrix posted:

we were doing so well

I don't think we were, really, the last one was so recent I think we're at the metaphorical "get frustrated and start holding down autoexplore+tab in DCSS for the first 2 floors" stage.

Speaking of, how is that game doing? Are they still updating it into... whatever it is they want it to be?

Impermanent
Apr 1, 2010
one day the video games that try to simulate arkham horror will start trying to simulate the arkham horror lcg instead and peace will be brought unto the land

deep dish peat moss
Jul 27, 2006

No videogame can be a true Arkham horror experience simulation without 2 hours of setting up the board at the beginning of the session

Impermanent
Apr 1, 2010
its called updating drivers and its beautiful

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Dachshundofdoom posted:

Speaking of, how is that game doing? Are they still updating it into... whatever it is they want it to be?

yes, recent updates have been pretty cool - the newest big one is a Shapeshifting revamp

DACK FAYDEN
Feb 25, 2013

Bear Witness

SKULL.GIF posted:

I'm nearly to Ascension 20 on Astronarch and I've never seen that 3rd item your assassin is holding. What is it?
I cleared A20 and I have no idea what that item is either - must be from some kind of event? Reinstalling the game to check my catalog because I think I've touched everything... yeah, it's "Mask of Torment", gain 3 attack per second, from the "High Roller" event in act 2. (edit 2: the spread on the event items are wild. I've tanked dozens of runs being greedy going for Prized Scimitar/Regalia, and I like Vampiric Plate just fine, and every single other one I run like the goddamn plague away from)

edit: oh right I came in here to post something, Night of the Full Moon dropped a couple more DLC, new class for the main mode (it's fine, but has a hilarious card that goes back to your hand when you play enough other cards and an action that will play all of those latter cards that you have in your deck so with higher APM you literally do more damage that isn't intended) and new class for the semi-autobattler card mode, and I guess some crap for the autobattle mode that I hate.

DACK FAYDEN fucked around with this message at 22:13 on Oct 13, 2023

parthenocarpy
Dec 18, 2003

DCSS is the best its ever been. To their credit, they haven't added true roguelike mechanics like metaprogression or dice rolls. If you're into bejewelled style games, it won't feel like the roguelikes you're used to. Deck shuffling is limited to one specific diety, and deck management is really just a throwaway afterthought. SO, while DCSS is really great, it just doesn't feel like a modern roguelike

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
If it weren't for Tinkerer's update posts ITT I would never have tried Shadow of the Wyrm (which is a wonderfully evocative delight to my old school sensibilities and deeply underrated) or Xaskazien (which I can at least respect what it's going for but is probably not for anyone without a very high tolerance for awful control schemes and technically messy design)

yes I know this is the roguelike thread, even worse than that

victrix
Oct 30, 2007


parthenocarpy posted:

DCSS is the best its ever been. To their credit, they haven't added true roguelike mechanics like metaprogression or dice rolls. If you're into bejewelled style games, it won't feel like the roguelikes you're used to. Deck shuffling is limited to one specific diety, and deck management is really just a throwaway afterthought. SO, while DCSS is really great, it just doesn't feel like a modern roguelike

actually accurate

Jack Trades
Nov 30, 2010

parthenocarpy posted:

DCSS is the best its ever been. To their credit, they haven't added true roguelike mechanics like metaprogression or dice rolls. If you're into bejewelled style games, it won't feel like the roguelikes you're used to. Deck shuffling is limited to one specific diety, and deck management is really just a throwaway afterthought. SO, while DCSS is really great, it just doesn't feel like a modern roguelike

I'm taking critical damage.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
Ouch! That really hurt!!

Upsidads
Jan 11, 2007
Now and then we had a hope that if we lived and were good, God would permit us to be pirates


Every time we have this argument this thread should die and be reborn with a proc-gen op

Ramie
Mar 2, 2021

Every time someone starts this discussion they should have to fight the ghost of the previous person to do it.

Jack Trades
Nov 30, 2010

If we restart the thread enough times we'll unlock new discussion topics.

Snooze Cruise
Feb 16, 2013

hey look,
a post
Lets list what famous roguelike characters we would kiss, I'll go first: @

Pladdicus
Aug 13, 2010

Ramie posted:

Every time someone starts this discussion they should have to fight the ghost of the previous person to do it.

we should collect their bones too.

Pladdicus
Aug 13, 2010

blue capital F in adom, on its little head.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
since I'm hoping to have a playable-albeit-lovely-alpha of this soon, have a picture of the game I'm working on

(using python-tcod, inspired by DoomRL - when I first imagined this game like ten years ago it was going to be DestinyRL, but now it's gonna have its own universe/Lore)

Only registered members can see post attachments!

Harminoff
Oct 24, 2005

👽
Can I post a changelog? This game isn't even a roguelike, but does have some generated content. But if it did have random generated dungeons, this would be a grade A roguelike

quote:

EXANIMA 0.9

It's finally here, our biggest and grandest update yet. We go deeper still into the underworld on the heels of a recent disturbance to discover its source. Explore a huge new area to discover its secrets and face formidable foes therein. Unlock new powers as you traverse redesigned locations and seek out hidden places and new and updated items. New gameplay and storytelling mechanics and a slew of improvements provide the best Exanima experience yet.





FORCE THAUMATURGY

The Force thaumaturgy domain is here adding a variety of new powers that change how you approach the game. Force is all about physics which is Exanima's forte and we've worked hard to make this something special not just in terms of physics, but also effects, AI interactions and all those things that give Exanima that extra depth and unique gameplay.

With Force introduced there are now very meaningful build choices. Both domains are accessible, you can specialise in either one or be a hybrid, more skills are implemented and come into play both in terms of requirements and making the most of Force, with the balance of combat and mental skills also being more important than ever.

The thaumaturgy UI has been updated to support all this and other new mechanics. An important mechanic we're introducing is Potential for the scaling of powers, which while still not complete, already provides new story elements and objectives, and will support more build variety and strategic elements. There is also a new Mind power unlocked through the Revelation skill technique.





LOTS OF NEW CONTENT

A huge new area is included in this update, the largest one yet, packed with new and unique features and taking advantage of how our engine has evolved to support more complex environments. This is an important area in terms of lore, progressing the story and featuring some special new encounters.

The first 3 levels of the game have received a big overhaul, with lots of unique features, details and many new secrets to find. New items have been introduced as early as the first levels, and many items throughout the game have been completely overhauled and adapted to our procedural system. The procedural systems itself has also been updated and improved, important new materials have been added giving new variety to all items.





NEW 3D DYNAMIC PATHFINDING

We've developed an all new pathfinding system to improve movement, AI, support more complex level design with more verticality and layers and more interactions with the environment. This new system is dynamic and 3D, based on the actual shape of objects, this means for example a table is a completely different obstacle when flipped on its side, or could even be used as ramp. You can walk on any surface and create new paths that even the AI can understand, you can walk over and under things and AI can navigate complex environments with multiple layers.

Player movement in general is also improved, it is more fluid as there are no more artificial obstacles and everything is accurate to the shape of the environment and objects. You will no longer get snagged on corners or stopped in places that you should be able to cross.



IMPROVED OBJECT INTERACTION

There have been some important additions and improvements to how you're able to interact with objects. We know this could feel fiddly and unintuitive, and we've made many improvements to solve these issues.

Objects will no longer snap back to their original position when you try to place them in an invalid position, but rather will move to the last valid position you defined. You can still cancel the movement to snap objects back to their original position by pressing the right mouse button. Placing objects over voids is also much easier, it now always works intuitively without having to target something with the cursor.

There is a new way to move objects triggered by holding Interact when picking them up. This will physically drag the object with the cursor rather than select a new target position. This is useful for making smaller adjustments to an object's position, but importantly can also be used to drag objects with you as you walk using the movement keys. Dragging of bodies and now objects has also been made much more intuitive, accepting position inputs even if they're outside of your interaction range.



ENVIRONMENT IMPACT AND FALL DAMAGE

In a game with as much physics as Exanima, and especially with the introduction of Force, it was important that general impacts could deal damage, not just ones tied to combat actions. This was something we attempted before, but had to abandon because it behaved too unpredictably. This time around we've developed a stable and detailed damage system for general collisions and various core improvements to our physics engine support it well.



NARRATOR AND SCRIPTED EVENTS

A new, but long planned, feature we call the "narrator" is an important new tool in story and gameplay. This is of course text based, it provides information, feedback and special interactions to the player. It comes with various new important scripted events and lore exposition, but we still have many more uses for it in future.



AI SYSTEM UPDATES

Exanima features a unique AI system where characters aren't scripted to do specific things but are driven organically by emotions and other mental states. They can become distracted, curious, agitated, concerned, angry, scared, surprised etc. by varying degrees and can form specific relationships with every other character they encounter. So far this has all been limited to responding to other characters, but now we have rebuilt it on a new framework that allows AI to perceive, understand and engage with anything in their environment, with lots of new tools to guide their decisions and behaviour.

This was important for intelligent interactions with things like Force powers, and we made some core improvements along the way, but it is the foundation for many new AI behaviours that also extend far beyond combat situations. This is a particularly important step for Exanima's 0.95 update, which will focus on more NPCs with more complex behaviours.

There have been various other specific improvements to AI, high level tactics and importantly the ability to use special abilities and powers, which will feature more and more in the game. In general though AI is important to us as we think it's fundamental to a compelling and immersive experience. We will always continue to improve and expand on it.



AND MANY OTHER THINGS

We've hit some major development milestones with this update and as always we've added that extra depth and attention to detail with everything, which is what makes Exanima special. Exanima is built on our own custom engine and we have done much work on physics, AI, graphics and much more to support these new features and to provide an ever improving, more immersive gameplay experience.

We have polished a great many aspects of the game and we have worked hard to build and update systems that may not always add much immediate value, but support the constant evolution of the game and the many features we still want to add. The pieces are coming together and we are focusing more and more on content and features as this platform we've built becomes solid and complete.



Note that due to the very extensive changes, current story saves will be wiped. Arena saves will be converted and should result essentially unchanged.


Changelog for version 0.9:
Force thaumaturgy, with 11 new powers and more to come

Huge new area to explore, new lore, encounters and items

Big overhaul of first 3 levels

Over 50 new and remastered procedural items

Multiple thaumaturgy domain mechanics

New Mind power through revelation mechanic

New 3D pathfinding system with dynamic paths

Allows for multiple overlapping layers of depth

Walk on any surface without artificial obstacles

Create dynamic paths that even AI can understand

More fluid and accurate movement

General impact and fall damage system

New "Narrator" gives information, feedback and special interactions

AI can now use powers and special abilities

Important AI general tactics improvements

Many AI behavioural improvements

Improved object interaction

New drag object interaction mode

New procedural materials and item features

Improved item description systems

Item captions are now coloured to indicate quality

You can now play dead after recovering from unconsciousness

Big performance improvements

Core graphics engine and material improvements

New "ultra" shading setting with specular GI

Improved dynamic "death animations"

Various improvements to footwork and character motion

Important fundamental physics engine improvements

Greatly improved loading times

Greatly improved latency with vsync enabled

Improved selection and interaction with small objects

Brushes can now also clean weapons

Core physics engine improvements

Huge number of fixes




Best,

Bare Mettle

parthenocarpy
Dec 18, 2003

death cob for cutie posted:

since I'm hoping to have a playable-albeit-lovely-alpha of this soon, have a picture of the game I'm working on

(using python-tcod, inspired by DoomRL - when I first imagined this game like ten years ago it was going to be DestinyRL, but now it's gonna have its own universe/Lore)



Love it. I just ordered one of these bad boys exactly for this kind of stuff



1280x480 resolution, 60% keyboard. Absolutely perfect for SSH roguelike console connections

Tunicate
May 15, 2012

quote:


Game update 1.67
01/24/14
To install this update, please start your game and use the “Updates” tab in your Launcher.

This game update includes the following changes:

Base Game:
Updated server messaging


Before installing an Update for The Sims 3, an Expansion Pack, or a Stuff Pack, it is a good idea to run through the following checklist to ensure your game continues to work smoothly.
If you have any questions about the below steps, please visit the Technical Support forum on the official Sims 3 community found at this URL: http://forum.thesims3.com/jforum/forums/show/10.page

Step 1: Disable Custom Content
Custom Content is all Sims content that did not come from an official The Sims 3 Update, The Sims 3 Store, Expansion Pack, or Stuff Pack. Custom Content is created by 3rd Party Developers that are not regulated by Electronic Arts or The Sims 3 Development Team and may not work with new updates. Custom Content may cause the game to behave unexpectedly or not function entirely.
To disable your custom content, undo whatever you did to install this content to get your game back into an unmodified state. If you placed it in a Sims 3 directory folder, move it to a new folder that is outside your Sims 3 file directory. Your Sims 3 file directory can be found using the paths listed below:
Windows File Directory: C:\Documents and Settings\USER\My Documents\Electronic Arts\The Sims 3
Mac File Directory: User/Documents/Electronic Arts/The Sims/
Once you have installed the official update you may re-enable your custom content. If you experience problems, disable it again until the 3rd party developer updates their content to work with the official Update, Expansion Pack, or Stuff Pack.

Step 2: Back Up your Save Files
It’s always a good precaution to back up your save files before installing an Expansion Pack, Update, or Stuff Pack. To do this, copy the “.sims3” folders found in the Saves folder onto your desktop or another file directory.
Your Sims 3 Saves folder can be found using the paths listed below:
Windows File Directory: C:\Documents and Settings\USER\My Documents\Electronic Arts\The Sims 3\Saves
Mac File Directory: User/Documents/Electronic Arts/The Sims/Saves
After the Update is installed, run the game to verify your saves still function correctly.

Step 3: Let the Update Complete Entirely
Updates can sometimes be rather large and may take a while to download and install completely. Cancelling the update before it has completed may cause unexpected problems, so it is always best to let it finish entirely. Do not close the Launcher until you have confirmed the update is completely installed, as this will cancel the update.

I am told these patch notes fit the thread, since your sims can permadie, and it has robust features for deckbuilding.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
same! although I still haven't put mine together yet - my screen appears to be dead and I haven't made time to do the replacement yet

sadly, python-tcod doesn't actually do terminal output for SSH - at least, not yet. (there's an experimental renderer but it's Busted as Hell). a goal with the game is to eventually get it playable via SSH, either when the python-tcod terminal renderer gets functional, or when I feel like porting the rendering part over to something like ncurses or whatever

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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

DACK FAYDEN posted:

I cleared A20 and I have no idea what that item is either - must be from some kind of event? Reinstalling the game to check my catalog because I think I've touched everything... yeah, it's "Mask of Torment", gain 3 attack per second, from the "High Roller" event in act 2. (edit 2: the spread on the event items are wild. I've tanked dozens of runs being greedy going for Prized Scimitar/Regalia, and I like Vampiric Plate just fine, and every single other one I run like the goddamn plague away from)

edit: oh right I came in here to post something, Night of the Full Moon dropped a couple more DLC, new class for the main mode (it's fine, but has a hilarious card that goes back to your hand when you play enough other cards and an action that will play all of those latter cards that you have in your deck so with higher APM you literally do more damage that isn't intended) and new class for the semi-autobattler card mode, and I guess some crap for the autobattle mode that I hate.

I know I've never seen that, and i basically never roll 2d on that event anyway

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