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Author Topic: Roguelikes!  (Read 2535 times)

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Classic

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Re: Roguelikes!
« Reply #20 on: July 31, 2011, 07:52:20 PM »

EDIT WARNING: This post is about the RNG being very nice to Classic. It is probably not interesting to anyone not currently playing Dungeon Crawl Stone Soup


Holy shit. So- Artificer human with a rod of random effects. Shit gets dicey in a battle with a worm (slow, hard hitting low level monster) when it gets hit with a blast of polymorph, turning into a human (tough-to-hit, hits hard, meant to be an adversary for PCs of at least 10th level and a level is about as big of a deal as a D&D level). Thankfully, it's unarmed, and I still have a zillion shots with the rod. The human chases me to an open space near a lava moat boxing in a whole bunch of fiends (again, 10+ level opponents) so the human's dodging shots left and right until it gets zapped with a bolt of confusion from the rod. I keep firing at it and keep missing, but eventually it stumbles into the lava moat and dies. I jump from level 2 to 7. Then I notice that some of the demons have been damaged by stray shots from the rod. So I empty it into the throng, slaying one more demon and earning me another level.
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Burrito Al Pastor

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Re: Roguelikes!
« Reply #21 on: July 31, 2011, 10:14:06 PM »

the lutefisk cube has conversion rates for stackables precisely because turning one copper ingot into 24 lutefisk would be unbalanced. you're not supposed to be able to split stacks.

Cute, but not true, because a) things don't automatically collapse to one stack as soon as you pick them up, and b) splitting stacks is a feature on their list of things to implement.
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Norondor

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Re: Roguelikes!
« Reply #22 on: July 31, 2011, 10:16:30 PM »

pft
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Burrito Al Pastor

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Re: Roguelikes!
« Reply #23 on: July 31, 2011, 10:23:58 PM »

Did you really enjoy not being able to sell ingot presses two through seven?
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Norondor

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Re: Roguelikes!
« Reply #24 on: July 31, 2011, 11:27:30 PM »

this game doesn't have weight, i just put them in the cube when i picked them up
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Zaratustra

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Re: Roguelikes!
« Reply #25 on: August 01, 2011, 07:16:48 AM »

workaround: open tweaks.xml and change lutefisk divider to 1

sei

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Re: Roguelikes!
« Reply #26 on: August 02, 2011, 01:19:37 AM »

For all of the dialog's charm, I couldn't really get into ZHP.
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Zaratustra

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Re: Roguelikes!
« Reply #27 on: August 02, 2011, 02:05:06 PM »

Desktop Dungeons beta is out. It's blinking gorgeous, but it still has a lot of the problems of the original (some gods being unpleasable jackasses, having no means to actually kill the dungeon boss even if you did everything right)

NexAdruin

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Re: Roguelikes!
« Reply #28 on: December 09, 2011, 09:30:50 PM »

has the beta updated? is it better now? I love the free version.
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Zaratustra

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Re: Roguelikes!
« Reply #29 on: December 10, 2011, 09:18:54 AM »

It's being worked on towards a finished piece, but pre-orderers can test the beta version. It's a bit more hardcore of an experience than the free version.

Zach

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Re: Roguelikes!
« Reply #30 on: June 07, 2012, 01:15:17 PM »

The newest (free) Dungeons of Dredmor expansion is out. Hooray! Battle geologist, here I come.

Better yet, all of the bugs that had been bothering me have been finally scrubbed away.
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Esperath

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Re: Roguelikes!
« Reply #31 on: October 03, 2012, 10:43:19 PM »

Ascended my first character in Slash'EM today.  It's such a nice change of pace after beating the crap out of Nethack.  The dungeon is a lot longer (62 levels for me, plus a bunch of neat extra branches), but Gehennom is less obnoxious. 

What's neat about all of the extra branches is that almost the entire ascension kit is guaranteed at one point, so you don't have to wait for the castle wand to fill out your gear (the castle, incidentally, is now somewhere between DL 45-50ish).

I found out that Demogorgon has his own level now, and I didn't even notice him teleporting on top of me and making me deathly ill, because I was busy killing a pile of nasties.  Luckily, I had switched from my amulet of flying to an amulet of life saving on the previous level!

There is much more variety in (dangerous) monsters, making all points of the game considerably more tricky.  Of course, by the end of the game, I had 11 unused wishes, 4 mostly unused magic markers, and had genocided 81 species, so it wasn't too bad, between conflict and my heavily enchanted submachine gun with enchanted bullets. 

I played a doppelganger, which is sort of EZ-mode for the early game, as they get polymorph on command and a neat technique, but I found out later on that doppelgangers aren't just restricted in #twoweapon, they can't twoweapon *at all*.  This made my late-game damage output embarrassingly bad, because you *can* dual-wield artifacts in Slash'EM, and the higher level enemies have craptons of health.

1    6732840  Esper-Rog-Dop-Fem-Cha (Poly-Art) ascended to demigoddess-hood.  596 [596]

PS: My previous character died after stumbling upon a magic portal on DL16 that led to a zone full of liches, vampires, and Vecna.  He teleported on top of me, and started psi bolting me for 28d6 damage, on top of his 9d6 cold damage normal attack.  I wouldn't have been able to hit him anyway, because I subsequently found out that hitting Vecna required a +4 or better weapon (an AD&D rule that hadn't been implemented in vanilla). 

:goggles:

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dtsund

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Re: Roguelikes!
« Reply #32 on: March 19, 2013, 10:33:42 PM »

DoomRL 0.9.9.7 was released today.  If you like Doom or roguelikes, you really should give the game a shot; it is far better than it has any right to be.
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