Jordan7hm posted:I played it a bunch during their free week earlier in the year, and I had a blast. It's not feature complete, but it's pretty drat playable. They're a pretty bad example of developers getting lost during the development process though. They had a lot of buzz back in the day, but given how long this has taken them, they just weren't able to capitalize on it. I think they may have missed their chance to really succeed as a commercial game. Yeah, Desktop Dungeons is very playable and they have finally implemented limited keyboard movement (the biggest step back in the transition from alpha to beta was loss of numpad movement and the developers have been inexplicably stubborn in their refusal to re-implement it, since "mouse control is better"). Honestly I just play the alpha still, it's a lot of fun, free, and has numpad movement, while the beta...is only one of those things.
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# ¿ Aug 7, 2013 13:46 |
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# ¿ May 13, 2024 13:05 |
You probably would enjoy Tales of Maj'eyal. It's tough to finish without knowing a lot about the game, but most classes are quite accessible and the interface is friendly. Edit: I am assuming you mean time commitment to learn enough to not instantly die, rather than the actual length of the game. ToME IS really long, but I don't think it takes much effort to learn the basics. Jazerus fucked around with this message at 15:18 on Aug 7, 2013 |
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# ¿ Aug 7, 2013 14:45 |
Dredmor would probably be a fantastic game by now if it had the long lifecycle of the average roguelike, instead of an expansion pack and then nothing. It's just kind of unbalanced and unrefined mechanically, but I don't think many of its issues are truly fundamental. Maybe the inventory system is.
Jazerus fucked around with this message at 23:51 on Jun 24, 2016 |
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# ¿ Jun 24, 2016 22:52 |
ToxicFrog posted:Dredmor's skill system is rad as hell and something no other roguelike has really done, as far as I know. And while it's slow, there are ways to mitigate that; there's an option to double all animation speeds, and when starting a new game you can turn on "no time to grind" mode, which generates levels half the size but gives you double XP for all actions. Once upon a time we played a Dredmor without Pocket Dimensions, and our heroes developed severe back injuries from carting stashes around manually. They solved that issue in the most way possible, but they did solve it, at least. It was just never iterated on because Clockwork Empires captured the developers' attention and, since that game is apparently a Dwarf Fortress-like and has required a solid 4+ years of development, Dredmor's probably never changing further. It's unfortunate since it has a neat basic framework. Jazerus fucked around with this message at 15:09 on Jun 25, 2016 |
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# ¿ Jun 25, 2016 15:01 |
StrixNebulosa posted:I am not good at Desktop Dungeons. Does anyone have any tips on how to beat...well, anything? I like playing as the Fighter and the Wizard, but I'll take tips on anything, please. The key is to focus on above-level kills. Every class has abilities to let them punch above their weight for short bursts other than the Fighter, who has the XP bonus so the finer strategic points aren't as necessary. Sometimes the RNG or the level design will really screw you when it comes to what enemy types you're facing, but generally a situation that one class has trouble with, some other class will thrive in. Your goal is to maximize those situations for your class - so a magic resistant enemy is generally a bad target for a wizard until it's outleveled, while fragile first-strike enemies are likely to be possible to kill even if you're level 3 and they are level 5, for example. You usually need several above-level kills to get strong enough for the boss. Also, save level 1 and 2 enemies to cap off levels with - if you're 1 XP from level up and have a level 1 enemy sitting around that you can kill in one hit, the level 1 enemy effectively can act as a full heal potion if you kill it in the middle of a fight with a really nasty enemy. This can allow you to start tackling an enemy that is 3 or maybe, if they're weak to your class, even 4 levels higher than your initial level, and then finish them off without expending actual resources for a big bonus.
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# ¿ Jun 26, 2016 05:10 |
ToxicFrog posted:So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items. At this rate TTYmor is going to end up being substantially better than Dredmor just by having a usable item system.
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# ¿ Jul 6, 2016 06:34 |
HeartNotes3 posted:Now that I have dungeonmans, I have no idea what character to play as. Start as a Dungeonmans. 1 point in Real Armor, 2 points in Applied Wizardry, 1 point in Foominology, and 1 point in Liberally Forbidden Arts. When you get your first level get the first skill of Deadcrafting. Now you're heavily armored, have an offensive spell, and - most importantly - an explosive decoy that is both surprisingly durable and very deadly against early enemies when it dies and explodes. Level 3 probably should go to a second point in the Liberally Forbidden Arts so that you can continuously Raise Mostlies against champions, ancient kings, etc. After that it's basically up to you. The fire spell in Southern Gentlemans is extremely powerful and good for crowds like the one you died to, the other Deadcrafting spells are very good, and Bannermans banners are very useful in conjunction with the undead. The first spell in Necronomics is very powerful too.
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# ¿ Jul 17, 2016 20:35 |
LordSaturn posted:Yes. I'm too bad at Megaman to know if it's a good Megaman game, but it seems alright. I don't care for turning down my stat block options burning a name even though the flavor text when you try to use it again is pretty funny. Making the whole name-reuse-disallowed thing into a toggleable option might make the game easier to get into for random folks though. Maybe have the Headmaster give a funny speech to each character about having been bestowed the legendary title of "Gary", worn proudly by Dungeonmans through the ages - or whatever name it is the player wants to reuse.
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# ¿ Jul 18, 2016 20:44 |
Weedle posted:What are everybody's favorite roguelikes for iPad? I've got iNethack2 and Brogue, obviously, as well as Cardinal Quest 2. I've heard Rogue Ninja and Pixel Dungeons are good, but they don't look like they bring much to the table that's unique or innovative. ToME is rad as gently caress on a tablet, but for some reason DarkGod thinks he'll need to do a ton of interface work to make it actually tablet-playable (he doesn't, there are just a few things like how tooltips work that need revision) so that's only an option for Windows tablets. If anybody has one of those I'd highly recommend the ToME touch experience, though.
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# ¿ Aug 20, 2016 06:05 |
Gibbo posted:This laptop actually has Tome on it, so I've been playing that and some snes emulation to keep myself occupied. You can pay the fortress AI in fort power to make your box convert gear to gems and transmog those gems if you have gem extraction. Any gems you might want to keep you still need to extract manually though.
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# ¿ Aug 22, 2016 12:09 |
Rutibex posted:
I bet the Elixir of Faygo card is really OP
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# ¿ Aug 22, 2016 21:54 |
Galaga Galaxian posted:And this is a roguelike? I guess I should some. No, but a roguelike set in Illwinter's weird world would be
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# ¿ Aug 27, 2016 20:46 |
Is Renowned Explorers the good FTL-like Conrad-like or the mediocre one?
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# ¿ Sep 1, 2016 02:15 |
Mr. Jive posted:Just started playing Nethack and I'm already pretty addicted. Potions of particular types can be pretty rare, I always saved them until I had identification to spare. You can also bless them to make them better, especially the ones that are really good already, so unless it's an emergency they're better held onto. Also, there are nasty ones. Scrolls are also better identified magically and saved until blessed. Jack Trades posted:I never played much Nethack but based on my Crawl experience, you're probably okay with drinking everything as long as you do that in safe areas. Crawl is this way because people got sick of how cautious you used to have to be, though, which is an attribute old Crawl shared with Nethack.
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# ¿ Sep 11, 2016 22:37 |
Play Nethack until you ascend, then you have earned the right to move on Do it as a valkyrie and fully spoiled, though, no need to go overboard.
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# ¿ Sep 12, 2016 00:14 |
You internalize the spoilers after a while. Watching the old Let's Play by a tournament winner helps get the habits of a good player in mind and most of the really run-threatening stuff is easy to remember. Abuse Elbereth, get as strong as possible early through the Mines and Sokoban, make your wishes intelligently, and you'll be OK. The game is a collection of bizarrely interacting systems but once you know what to do to win it's not actually that hard to do. I wouldn't recommend it to someone who clearly wasn't enthusiastic about Nethack, but this guy is, so
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# ¿ Sep 12, 2016 01:18 |
Nethack is a good game. Nethack is a bad game. Both of these things are true.
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# ¿ Sep 21, 2016 05:37 |
thorsilver posted:Who's downloading Nethack and not expecting something difficult? The Nethack website itself advises caution in the second sentence of its intro to the game: ' the emphasis in NetHack is on discovering the detail of the dungeon and not simply killing everything in sight - in fact, killing everything in sight is a good way to die quickly'. And any Google search on the game will turn up page after page of discussion on how difficult the game is, sharing spoilers and ascension tips, etc. Yeah, this, basically. I don't really see a huge difference between, say, Nethack and Crawl in this regard - when I play Crawl, I die a lot because I don't really know what the hell I'm doing. In fact, comparing Nethack and Crawl, I've had a much higher percentage of games that end on the first few floors in Crawl. If I played the game more or read spoilers, I would improve due to my knowledge. The command set in Crawl is more restricted, but that's a matter of streamlining and different emphasis, not a totally different game design. There are aspects of Nethack that are really dumb - Elbereth comes to mind, the combat should have just been balanced such that players were always effectively as strong as they are when standing on Elbereth - but even those tend to be due to overly ambitious design rather than fundamentally flawed design. Nethack is not a bad game, it just emphasizes different parts of Rogue's design than what most roguelikes have focused on. This has always been what made it stand out from the crowd - ADOM is similar in that regard. Most roguelikes, especially recently, are combat focused due to being conceptually descended more from Moria/Angband or Crawl. For a game that focuses on combat system mastery, of course a complicated ID game and lots of monsters and objects having unique quirks that you have to remember specifically is undesirable - it detracts from the main point of the game. Rogue, though, had both of those things, and for better or for worse Nethack's emphasis is on mastering item manipulation and gaining knowledge about what you need to beat the game, then using that aggressively through player-knowledge-dependent tools like wishing and genocide scrolls. I do understand not liking it (I moved on to other roguelikes for a reason after I ascended a couple of times) but it certainly achieves what it sets out to do.
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# ¿ Sep 23, 2016 03:00 |
Angry Diplomat posted:Equipment leveling can be a pretty cool mechanic if it's handled right. Simply including it as a mechanic doesn't automatically turn the game into a Disgaea or Phantom Brave Roguelike Disgaea could be amazing, now that you mention it. Item World (for those unfamiliar, every item - yes, every item - in Disgaea has randomly generated levels inside of it you can enter to power the item up) is a really cool mechanic that's mostly spoiled by the fact that the worthwhile items have 100 loving floors in them each. Compress it down to 5 or so screens per item, have items be very distinct and mostly side-grade-y so that your efforts aren't rendered worthless by the shops getting better items, and you've got a pretty decent system to make a roguelike around.
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# ¿ Sep 28, 2016 23:11 |
TooMuchAbstraction posted:My main concern with "your equipment levels up" is that what I hear is "you choose some equipment at the start of the game and never change it", either because changing means starting the grind over, or because your choice of equipment is effectively deciding your build and you aren't incentivized to (or maybe even aren't allowed to) change your build mid-game. So you start out hitting things with a sledgehammer at level 1, and 50 levels later you're still hitting things with a sledgehammer. There was a mod for Diablo II called Sir General's Rune Mod that handled this really well. Runes, which each gave a tiny bonus (+1 damage of a certain element, 1% life leech, etc.) and had varying rarities, were the basic drops of the mod. You combined these infinitely with basic weapons and armor, which were mostly a cosmetic choice, and this was the only way to advance your gear at all. However, you had to specialize each item into a particular element, and most runes only worked on equipment of a specific element; as such, you might always have, say, that lightning sledgehammer you made at level 2, but you also have an earth spear, and a water sword, and so on, according to whatever you chose, and they each had a different niche, while still evolving in random and interesting ways over the course of a character's lifetime. This was especially interesting in multiplayer since you usually decided with the other folks you were playing with what elements you each wanted to specialize in - this reduced overlapping demand for loot and gave everyone sort of a secondary class mechanic. At the same time, in singleplayer it made you really diverse, since you could change out playstyles to an extent just by swapping to a different weapon or piece of armor that had evolved differently. I think the mod itself basically doesn't exist anywhere on the internet anymore with the demise of Planet Diablo but it was an incredibly powerful concept. Sort of a "build-your-own-artifacts" thing. Jazerus fucked around with this message at 00:00 on Sep 29, 2016 |
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# ¿ Sep 28, 2016 23:50 |
quote:I have no idea how you'd improve that fight. Rodney is arguably much less interesting in any single matchup and is trivially disposed of, but what makes him interesting is that he doesn't stay dead; you end up in a running battle with him across ~40 floors of dungeon in which straight up fights with Rodney are mixed up with magical attacks and summoning of random bullshit at your location. But Dredmor doesn't have the same "escape the dungeon" goal. Why not make it so you have to escape from the bottom to the top with Dredmor's phylactery so you can expose it to sunlight to finally destroy him for good or something? There's nothing quite like an ascension run to add tension to the end of a roguelike.
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# ¿ Oct 29, 2016 04:57 |
Give teleporters a rainbow of possible colors, with the two ends of a particular set corresponding, so that I can keep the drat things straight
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# ¿ Oct 30, 2016 05:38 |
All of the towns except Last Hope have two dungeons next to them which are intended to be done first. You don't have to do all of them on every character but it can be a good idea to squeeze out extra loot and experience from doing more than just your own starter dungeons. Trollmire in particular I always go through as it has an easy bonus boss.
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# ¿ Dec 22, 2016 22:10 |
My first was Nethack, then Angband and ToME2. Oh, and Crawl of course.
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# ¿ Jan 28, 2017 06:31 |
I would avoid anti-magic on a rogue, there are lots of good daggers that are arcane.
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# ¿ Apr 3, 2017 04:34 |
Tollymain posted:remember that conquest of elysium game we played for a month make sure you play with the goon mods from the thread, they make the early game indescribably better i need to sit down and make the half-cost-units/rituals mod i was planning to do, i think it would speed things up a lot
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# ¿ May 19, 2017 01:37 |
if you've never played angband you owe it to yourself to do it much like nethack it's a relic of a different time but unlike nethack it's not abandoned, so you do get a more modern experience in some ways it's diablo 2 hardcore in ascii more or less
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# ¿ Jun 18, 2017 05:16 |
mountain dwarves
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# ¿ Jul 1, 2017 20:56 |
Pvt.Scott posted:So I've gotten a few human fighters murdered in Angband so far. What do character levels actually do besides give you more hp? Spell access and SP, as well. Fighters are really hard in Angband, standard humans doubly so. Dunadan Paladin is a friendlier start, the low XP modifier races are for experienced players trying to go fast imo as you get plenty of XP just bumping around looking for loot at level-appropriate depths.
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# ¿ Jul 3, 2017 05:39 |
Artificer posted:Is Fallen Empire akin to Late Age DomIV? Late Age, with the barbarian NPCs playing the role of Ermor.
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# ¿ Jul 9, 2017 21:50 |
Tollymain posted:how difficult would it be to mod an ai setting in conquest of elysium that steps up the ladder as factions are eliminated impossible, coe4 modding is a dark art and you only have access to units, spells, rituals, terrain, and other stuff that's actually on the map
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# ¿ Jul 13, 2017 19:41 |
Tuxedo Catfish posted:I finally got over CoE4's UI and general clunkiness only to realize I don't like it very much as a game. i've been too lazy to implement it but i think a half-costs mod would do a lot to make it better i like coe4 a lot but the pace kills me, the game would be way cooler if every faction could get like 5 or 6 top level stacks out on the field feasibly
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# ¿ Jul 14, 2017 00:29 |
I just want to find the Artifact Spellbook of Summon Dire Bears like Elisha did.
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# ¿ Jul 19, 2017 04:54 |
DACK FAYDEN posted:Go up (stairs) thou bald head Thou art early, but we'll admit thee.
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# ¿ Jul 19, 2017 05:06 |
StrixNebulosa posted:I found XLarn in Steam today. Larn is indeed a classic, one of the original big roguelikes alongside Rogue itself, Moria, Hack, and Omega. It is very innovative for the time and simply different from any other roguelike; worth playing at least a bit of. I don't know anything about XLarn though, that's a variant.
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# ¿ Jul 23, 2017 07:08 |
StrixNebulosa posted:Nope. Nethack arose straight from Hack, while ToME took a long and winding road through Angband and then the original Middle Earth themed ToME before arriving where it is today, but yeah.
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# ¿ Jul 23, 2017 20:06 |
nethack is not a bad game and people should play it. but to win in a reasonable number of attempts you need to know stuff you'd never learn on your own. anyone who wants to get into it should dive in, play enough to understand the basics, and then watch good nethack players play for a while. i watched the old goon let's play. once you have a sense of the needed gear for finishing the game and how to get it, ascension should come relatively easily and instant death should be very rare Jazerus fucked around with this message at 18:38 on Jul 27, 2017 |
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# ¿ Jul 27, 2017 18:28 |
Kanos posted:I picked up Dungeonmans and I'm super mixed on it. I like the writing and the meta-progression feels insanely strong(it took roughly 5 minutes for my second character to overpower my first one at his time of death), but the skill trees feel really weird and disjointed and I'm not really sure how I should be building a character. It also makes me feel a little bit like a newbie playing ToME for the first time because I lost my first character in an area where I was trivially one shotting all of the trash with no effort and then the area champion did 125% of my life with his first attack. Every skill point is consequential in Dungeonmans. Many of the skills are about positioning, buffing, etc. which just takes a little bit of practice to see the uses of. If you want my advice, start out as a Dungeonmans, and get Applied Wizardry, The Terrible Basics of Necromancy, and Raise a Mostly. On first level up, grab Volatile Liquidity. This is a very straightforward starting build: foom bolt down basic enemies, against champions or unusually tough things, raise a mostly and infect the strong thing with Volatile Liquidity, and any of its buddies too. This basically mulches 95% of the early game without much further investment, so you can feel free to grab other stuff or continue down the trees you started with. Southern Gentlemans skills and Bannermans skills both go well with a necromancer lifestyle (or any, really), so you can branch into those too. Make sure you grab an armor skill (any is fine, mages can wear Real Armor just fine and I usually do).
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# ¿ Aug 5, 2017 20:36 |
PMush Perfect posted:Nethack is clunky and mired in old school game design and absolutely requires that you have a wiki open at all times even after you learn all its eccentricities. once you learn nethack you can play without a wiki very easily it's not actually that complicated literally all of the instant deaths are avoidable with mild effort and knowing where to go when, especially since the game gives you a wand of wishing before it really starts to throw anything too outrageous at you, and there's a decent chance you'll get a magic lamp fairly early anyway. the item effects are mostly straightforward and once you know what you need to survive ascension the game becomes a matter of assembling the right stuff and then (probably) winning. the only reason i could see someone skilled needing to consult a reference is for the really detailed price identification and you're really ruining the game for yourself if you engage in that kind of tedium. Jazerus fucked around with this message at 06:03 on Aug 31, 2017 |
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# ¿ Aug 31, 2017 05:55 |
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# ¿ May 13, 2024 13:05 |
StrixNebulosa posted:Thank you so much! i usually play on a huge map with 9 AIs on baron. everyone gets a fairly significant territory of their own, but not so much that the game is boring - just enough that your first major battles are going to involve more than regular troops, though. the AI is reasonably competent without being able to simply outbuild you.
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# ¿ Sep 4, 2017 20:15 |