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alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Mithross posted:


I love that setting but they have yet to make a product in the setting that I was able to dig into and explore long term. Even the Sunless games want you to hate yourself before they will divulge their secrets, and they don't have microtransactions they're trying to upsell.

This is basically my big problem with the games. I "played" Fallen London for awhile (was even doing the early parts of SMEN) and while the setting is cool and the writing interesting enough, the grind they require isn't worth it imo because the systems in that and the Sunless games just aren't enjoyable enough. It's like the whole attraction is the setting and the world and the stories, but they want to make it as painful and unappealing to actually interact with those things. Like even in games where there's a ton of grinding needed for METAPROGRESS or something like the Disgaea series or Diablo-style games, the core gameplay has to actually have something to make you want to bother. And the failbetter stuff just doesn't.

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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
also Disgaea and Diablo and the like put a much higher premium on "smart" grinding; a new player won't necessarily know how to do it, but it's possible to level cap in those games in a matter of hours and be seriously geared and deep in the post-game content in a few days

Fallen London was just a tiny little daily drip of content that never really accelerated and if anything actually slowed down the further you progressed. it's not even a grindy MMO, it's just Progress Quest with a plot.

Arzaac
Jan 2, 2020


Fallen London did, in a lot of ways, feel like Kingdom of Loathing with all the fun surgically removed.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Tuxedo Catfish posted:

also Disgaea and Diablo and the like put a much higher premium on "smart" grinding; a new player won't necessarily know how to do it, but it's possible to level cap in those games in a matter of hours and be seriously geared and deep in the post-game content in a few days

Fallen London was just a tiny little daily drip of content that never really accelerated and if anything actually slowed down the further you progressed. it's not even a grindy MMO, it's just Progress Quest with a plot.

Smart grinding or just twinking? I find it hard to believe you could get a D2 character from 1 to 99 in a few hours without outside help.

Tuxedo Catfish
Mar 17, 2007

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

Serephina posted:

Smart grinding or just twinking? I find it hard to believe you could get a D2 character from 1 to 99 in a few hours without outside help.

I was thinking of D3, but even D2 had people who would finish their build at like 85-90 or so by like day one of a new season.

e: The world record for hitting level 99 in Diablo 2 is a little under 12 days... more than half of which is 98 -> 99 :shepface:

still faster than Seeking Mr. Eaten's Name though lol

Tuxedo Catfish fucked around with this message at 04:32 on May 6, 2021

FirstAidKite
Nov 8, 2009
I've been play Tales of Maj'Eyal again and I got the event where a giant worm devours me on the world map and I had to go through a short gimmick dungeon. I'm guessing that it was new content from the cults dlc since I know that there is a starter dungeon for the cult-related classes that is also a giant worm dungeon.

It was an interesting experience, especially since it surprised me in a couple of ways like introducing an npc at the end who could fight and would help me out with enemies and the boss. I didn't get anything for saving her except for a joke, but it was a funny joke.



I dunno if there'll be anything involving her further down the line like how the Melinda quest has some minor dumb events or the cat that you can feed and it'll eventually live in your fortress, but I'm glad I was able to help her escape anyway. A nice twist on the usual dungeon stuff where you find notes about someone either getting killed by the boss or being twisted into becoming the boss.

Also, still bugs me that I can't pet the cat and also I feel like there should be some kind of official cat-related class. Maybe one day after DarkGod makes the naga expansion, the time spiders expansion, the troll pirates expansion, and the southern continent campaign, maybe he can consider doing something with cats. Like maybe letting you actually pet Pumpkin.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Okay, that's funny as hell.

HenryEx
Mar 25, 2009

...your cybernetic implants, the only beauty in that meat you call "a body"...
Grimey Drawer
Yeah, i love that little sidequest. Especially because this happened the first time i encountered it.

HenryEx posted:

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...


Oldstench
Jun 29, 2007

Let's talk about where you're going.
What's everyone's most difficult achievement in Cultist Simulator?

SettingSun
Aug 10, 2013

Oldstench posted:

What's everyone's most difficult achievement in Cultist Simulator?




This is the hidden Exile ending. Opinions were soft on the Exile dlc but I like it a ton. Very thematic and very high pressure.

Oldstench
Jun 29, 2007

Let's talk about where you're going.

SettingSun posted:



This is the hidden Exile ending. Opinions were soft on the Exile dlc but I like it a ton. Very thematic and very high pressure.

I actually don't have any of the DLC. Is The Dancer the only one that most people liked?

SettingSun
Aug 10, 2013

Personally all of them are pretty good imo. Dancer is the closest to what most think is an expansion pack since it's another ascension available in any normal game, with an optional custom start. Priest and Ghoul are more experimental and live in their own little boxes. Exile is the most avant garde of them all which only superficially resembles the original game. But as I said I like Exile a bunch.

Edit: Another cool thing about the dlcs is that with them all but one of the lore aspects has an associated ascension. I'll spoil this in case you want this is to be a surprise. Lantern/Grail/Forge in core, Heart/Moth in Dancer, Knock in Priest, Winter in Ghoul, and Edge in Exile. Secret Histories is the odd man out but it was always that.

SettingSun fucked around with this message at 16:17 on May 7, 2021

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Anyone playing Trials of Fire? It's really scratching a nice itch on my brain but I'm wondering what kind of tips you goons might have

_jink
Jan 14, 2006

specialize your characters as much as possible. ie [elementalist/warlord/warrior] the warlord drops all damage skills for supportive ones, warrior takes lots of light cost shielding/mitigation cards, and ele receives all the buffs & deals the bulk of the damage. most of the characters can be built in different roles, so it's all mutable, but the important bit is that there's minimal overlap.

get into as many fights as you can early on. in typical deckbuilder fashion the starting decks are fairly woeful, so leveling up and replacing things is a priority.

avoid injury/weakness/any negative cards being added to your deck like the plague. not only are they bad on their own, but curing them eats herbs you could be spending on upgrades.

hard to judge early on, so maybe a worthless tip, but it's not worth equipping gear with weak skills to gain a few extra hp. deck dilution is a concern, even with the games gear system swapping cards out, and the risk of a bad draw is far more dangerous then missing an extra few hp of buffer.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Great tips, all stuff I started thinking about after I bumped the difficulty up to Medium from easy, lol.

I love the gear system, it feels really good. Game is good.

Hackan Slash
May 31, 2007
Hit it until it's not a problem anymore
I tried to get into Trials but my issue is it seems like there's too many decisions and most of them aren't impactful. Combat is a bit slow for how simple it is and the small rewards. It did get me back into playing Slay the Spire though, which I think is much better paced.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

I played Trials a bit and didn't hate it, but then Arcanium got its big revision and I haven't touched Trials since. They're still making some big design changes and nerfs, but so far nothing has gone badly.

unattended spaghetti
May 10, 2013
All this deckbuilder stuff has me wondering something.

Is there a roguelike out there that has an inverse power progression? You start badass and gradually get weaker over the run? I think it would be interesting to play a game of maintaining some semblance of capability as your overall power level declines.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Gyshall posted:

Anyone playing Trials of Fire? It's really scratching a nice itch on my brain but I'm wondering what kind of tips you goons might have

I didn't find the negative cards to be that punitive in general (iirc there was some choices where you could risk getting an injury for a benefit and I'd typically go for those). But on top of the other advice, I'd also say make sure and be very careful with positioning and know what the enemies can do. It sounds kinda obvious, but I know there was a lot of times I'd get a bit lazy and some dude I'd think would maybe take one hit while my tank set up would end up getting chain pulled in, and surrounded and killed in a second. Or sometimes I'd even put my tank out, thinking he could survive, and would just get battered to death in one turn through tons of block and various defense cause he'd get surrounded. Seriously, being surrounded a lot of times can equal a very quick death.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Jedit posted:

I played Trials a bit and didn't hate it, but then Arcanium got its big revision and I haven't touched Trials since. They're still making some big design changes and nerfs, but so far nothing has gone badly.
I think Trials of Fire is good (I mentioned a deckbuilder previously, Hadean Tactics, and Trials basically does everything that I was getting from that only better) but it still feels a bit light in content-a lot of the fights/events start feeling really same-y.

Arcanium I also think is good. I like some of the things it's doing, but the grind is simply absurd on the unlocks. I also worry a bit about the balance with all the heroes they plan. And while I'm only on rank/ascension/whatever 5 or 6, it's starting to feel a bit...easy? It feels like if you get one or two relics early that really synergize it kinda makes everything else trivial. Some of the UI elements are also a bit unclear.

I guess what I'm getting at is, depending on how much you like the whole deckbuilder thing, they both offer enough stuff that I could see both being worthwhile. But I think they both need some stuff to get to the level of StS or Monster Train in terms of replayability.

SKULL.GIF
Jan 20, 2017


Has anyone tried Rift Wizard? There were some posts about it earlier but not much substantive discussion. I stumbled across this and it looks really interesting.

I posted earlier in the thread I was looking for a game that went down in the weeds on magic details and thoroughness, this looks like it'll be a good fit.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

SKULL.GIF posted:

Has anyone tried Rift Wizard? There were some posts about it earlier but not much substantive discussion. I stumbled across this and it looks really interesting.

I posted earlier in the thread I was looking for a game that went down in the weeds on magic details and thoroughness, this looks like it'll be a good fit.

Its a very fun puzzly little game.

SKULL.GIF
Jan 20, 2017


Spent about a hour on it. It has a very old school feel and there are LOADS of spells and upgrades and synergies and :supaburn: I only managed to make it to Rift 7 out of 25 total on my best run before getting overrun by Giant Polar Bears that my void drakes were no match for, can't imagine how crazy it gets later on.

You have almost perfect access to information (I think the only thing you don't know is where the next set of portals will lead to while you're in half-rift mode this is incorrect, you can see what the next rift will lead to), everything plays out pretty deterministically as unormal said, it's very puzzly. I think this is the type of game Tuxedo Catfish would really like.

It really needs a run history, though, just being booted back to the title screen with no evidence of how far I've managed to make it is kind of unsatisfying.

SKULL.GIF fucked around with this message at 22:54 on May 8, 2021

Kchama
Jul 25, 2007

Unormal posted:

Its a very fun puzzly little game.

Your approval is making me buy it right now. Any addiction is on your head.

Impermanent
Apr 1, 2010
i bought it but haven't played it yet because the COWARD who programs it doesn't have a vi key preset.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
I agree its a tux game. (Saying this to get to read tux spell balance rants)

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
i've swung hard towards tabletop gaming and artsy-craftsy stuff over vidya lately but i'll check it out at some point

SKULL.GIF
Jan 20, 2017


Oh my god I have a full necromancer army of skeletons swarming everything and now I can summon seraphs to smite all who survive with blazing swords of hallowed moonlight fire. This game is great.

habituallyred
Feb 6, 2015

BurningBeard posted:

All this deckbuilder stuff has me wondering something.

Is there a roguelike out there that has an inverse power progression? You start badass and gradually get weaker over the run? I think it would be interesting to play a game of maintaining some semblance of capability as your overall power level declines.

Swear this was 7DRL theme for a year. The one I remember being really good had an old man with a nethack style ascension kit. You would lose an load point every x turns to encourage quickly finding the stairs before you had to ditch your favorite equipment.

SKULL.GIF
Jan 20, 2017


After a few hours on Rift Wizard I managed to get pretty close to winning but ran out of steam at the very end.

Was running a Death Bolt + Soul Battery build with a bunch of supplemental conjurations and skills to keep my skeleton army rolling. This had the unfortunate drawback of brickwalling lategame where there aren't many Living enemies to turn into skeletons, and Seraph/Gold Drake don't really have enough charges to sustain an onslaught, such as on Realm 23:



That realm was a total mess but I managed to get out of it by burning my Golden Stopwatch which, unfortunately, I was saving for Realm 25. That combined with having no more mana potions remaining meant I had no good choices for the 24th floor and got overwhelmed even after landing on a mana potion but not having time to use it before I was immediately surrounded (again).



I think my mistake was overfocusing on a few, powerful spells instead of having a much larger spell library, plus not having any repositioning, defensive, or even area-effect spells. That skeleton army was incredibly powerful up until mages start showing up that can wipe them all without blinking.

I get a distinct sense of Ziggurat diving in Dungeon Crawl from playing Rift Wizard.

Burning Rain
Jul 17, 2006

What's happening?!?!
Been playing some Vault of the Void, and it feels really good to play despite not really being the kind of deckbuilder I usually go for.

This one's big on letting you create the deck you want, showing possible card pick-ups in advance and letting you swap cards in and out of deck at any time. But the rate of accruing new cards/upgrades isn't overwhelming, so I haven't been suffering from analysis paralysis - at least not yet. The actual battles are super snappy too and the necessary information is always available, which is really important for a game like this.

Burning Rain fucked around with this message at 11:06 on May 9, 2021

Osmosisch
Sep 9, 2007

I shall make everyone look like me! Then when they trick each other, they will say "oh that Coyote, he is the smartest one, he can even trick the great Coyote."



Grimey Drawer

Burning Rain posted:

Been playing some Vault of the Void, and it feels really good to play despite not really being the kind of deckbuilder I usually go for.

This one's big on letting you create the deck you want, showing possible card pick-ups in advance and letting you swap cards in and out of deck at any time. But the rate of accruing new cards/upgrades isn't overwhelming, so I haven't been suffering from analysis paralysis - at least not yet. The actual battles are super too and the necessary information is always available, which is really important for a game like this.

Yeah I've been having a go at this too, and have been enjoying myself. It reminds me a little bit of Roguebook in its presentation of fights and its old disappearing map mechanic.

They've done an excellent job making all information clearly available, and the classes play very differently so far. You can socket your cards with upgrade gems which also opens up some interesting options.

Normal difficulty is also exactly at the right level for me, where I win every time, but I need to think about it. I'm not always in the mood for StS difficulty and this is great for those times.

Malek Deneith
Jun 1, 2011

rchandra posted:

Is it still missing text mode?
ASCII mode already exists, although it's not officially supported right now (and from the five seconds I spent with it, it doesn't seem to highlight cover in any way). You can access it by adding --console to launch options.

Turin Turambar
Jun 5, 2011



One of the things I liked from games like Dungeons of Dredmor is the sheer variety of skills [trees], 51 of them, which you can mix and match.
In strategy games, I loved how in Dominions series has over 80 different nations.
In roguelite games, I like how each of the 100 weapons in Dead Cells feel different, on how you can build different combos in Hades with the boons.

So, what other roguelikes* would you recommend which is very replayable thanks to different options the player have?
TOME, what else?

*: non-ASCII

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I mean, all of them? That's kinda the very crux of the RL's replayability as a genre.

Turin Turambar
Jun 5, 2011



Come on, there are always that are better and games that are worse at it.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Osmosisch posted:

Yeah I've been having a go at this too, and have been enjoying myself. It reminds me a little bit of Roguebook in its presentation of fights and its old disappearing map mechanic.

They've done an excellent job making all information clearly available, and the classes play very differently so far. You can socket your cards with upgrade gems which also opens up some interesting options.

Normal difficulty is also exactly at the right level for me, where I win every time, but I need to think about it. I'm not always in the mood for StS difficulty and this is great for those times.

Which is just as well for you, because difficulty levels above normal are ball-crushing. Well put together game, great and friendly community, but the dev balances the game for people who have 1k hours and want more challenge.

Regarding Arcanium difficulty levels: the devs are aware that it's probably too easy, but they want to get all the cards feeling good and it's easier to adjust up than down. Also when you're still balancing and bug hunting it's a good idea if your players can get to all the content fairly easily, including the highest difficulty levels.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Turin Turambar posted:

Come on, there are always that are better and games that are worse at it.
Dungeon Crawl Stone Soup (especially forks like Gooncrawl and Kimchi) have dozens of races, each of which have slightly but often fundamentally different mechanics. The frogmen (barachi) are slow on land, but can swim through deep water, and can leap across a room, ghouls are undead and heal by eating the bodies of their kills, humans are boring and mediocre at everything, and so on. Each of them also have a range of aptitudes for how quickly or slowly they learn skills (minotaurs are amazing with axes, not so much with magic), which encourages you to lean in certain directions, but they can still branch out from that, and very often actively want to.

There are only a handful of melee weapon types, but each of them has a unique mechanic that makes them special and distinct. (Long blades give you a chance to riposte if you block or dodge, axes can hit multiple adjacent enemies, polearms can hit two spaces away...)

Add the god system on top of that, where each of the gods has different things they encourage or forbid, and incredibly diverse boons and drawbacks, and you've got hundreds of character options.

habituallyred
Feb 6, 2015

Turin Turambar posted:

One of the things I liked from games like Dungeons of Dredmor is the sheer variety of skills [trees], 51 of them, which you can mix and match.
In strategy games, I loved how in Dominions series has over 80 different nations.
In roguelite games, I like how each of the 100 weapons in Dead Cells feel different, on how you can build different combos in Hades with the boons.

So, what other roguelikes* would you recommend which is very replayable thanks to different options the player have?
TOME, what else?

*: non-ASCII

Caves of Qud.

Cogmind?

Can we use card based roguelikes for this question?

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Turin Turambar
Jun 5, 2011



habituallyred posted:



Can we use card based roguelikes for this question?

I will admit it.

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