Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: corremn on June 28, 2014, 05:38:13 AM
-
LATEST VERSION (https://sourceforge.net/projects/wofm/)
Hi,
Some time ago in an age called the 'eighties' (some of you grey-beards might even remember this time) there was a gamebook released called Warlock of Firetop Mountain. History has it, that is was awesome. So fast forward twenty something years and there once existed a 7drl based on this awesome book. There it sat in the dark for nearly 10 years until it now sees the light of day again (or the dimly lit corridors of a perfectly cut mountain abode)
Anyway I found this little gem on my harddrive and started playing it, and was amazed that I actually found it fun, its simple design and gameplay really stuck a chord with me. (and possibly highlighted everything that I have done wrong in roguelike development ever since, but that is for another topic...)
So I present to you the new and improved adaptation of The Warlock of Firetop Mountain.
Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock, or so the rumour goes.
Several adventurers like yourself have set off for Firetop Mountain in search of the Warlock's hoard. None have ever returned. Do you dare follow them?
You take the role of an adventurer on a quest to find the treasure of a powerful Warlock, hidden deep within Firetop Mountain.
People from a nearby village advise that the treasure is stored in a chest with two locks, and that the keys are guarded by various creatures within the dungeons.
You approach the shadow of the great mountain.
The local villages have warned you that the entrance is well guarded...
Good luck!
Homepage: (https://sourceforge.net/projects/wofm/)
Files (https://sourceforge.net/projects/wofm/files/latest/download)
(https://a.fsdn.com/con/app/proj/wofm/screenshots/WOFM-2.png/1)
(https://a.fsdn.com/con/app/proj/wofm/screenshots/WOFM-1.png/1)
I personally think it looks beautiful - done with the freetype2 lib
FYI
version 0.2.0 19/06/2014
========================
- Rebuilt under MS Visual Studio 2013
- Added loops in standard dungeon generation
- All elemetal resistance items have max resistance
- Added flee command ('F')
- Added teleports
- Fixed crash bug upon ascending special (red) down stairs
- Removed some startup crashes upon building the dungeon
- Items are highlighted (blue) on the ground if better than your current equipment.
- Fixed possible crash on exit when you have more than 3 inventory items.
- Orc colours are now different.
- Monster resistances are now known via [m]ore command
- Brief monster descriptions via [m]ore command
- Automatic gate unlocking, when descending and the correct key is in inventory.
- Fixed some graphical weirdness and changed the world size to 80 x 39
- Hacked up an auto-target routine for shooting.
- Cleaner shooting path generation
-
Why does it want my Gmail login when I click download?
-
:o
Well, talk about a surprise!
Here's to hoping development continues apace. 8)
-
Why does it want my Gmail login when I click download?
Sorry I have never used Google Drive until today (as I just found out that Google Code does NOT allow you to host files anymore :/ )
Hopefully it is fixed. The direct link should still work anyway.
https://sourceforge.net/projects/wofm/
Well, talk about a surprise!
Here's to hoping development continues apace. 8)
Yeah life finally caught up on me.
As for development, maybe some on some of my other stalled projects might see the light of day.
-
The world always needs more Fighting Fantasy brought to life...and Sewer Jacks.
2014 and still your only competition is the DS game where they taxed the machine so hard they didn't really have the resources to implement music and such. There's been a substantial revival of the style of books and whatnot via Kickstarter and the like, but that's all.
-
Woohoo! I loved those books. Welcome back – you've been sorely missed :)
As always,
Minotauros
-
Haven't seen you around for a while corremn! I'll find some time to try this out later today.
-
Good to see you back corremn and cool on updating firetop mountain.
-
Hey guys, thanks for remembering me, it has been a while since I had time for RLs. I loved spending a few days on this. IIRC this game has probably has had about 20-30 days spent on it. It was my first ever game release so it really has brought a lot of good memories back.
Fighting Fantasy was probably my first "roleplay" experience aswell and I guess I never looked back.
And in-case anyone remembers, this is not "Warlock Mountain" but the original WOFM game.
-
Put me down for two huzzahs, please.
-
Munge do good?
Escaped
=======
Munge the Adventurer left the great mountain.
He survived for 11027 turns.
He achieved level 5 with 1120 experience.
He killed 119 monsters out of 137.
Skill: 12, Stamina: 16, Luck: 8
Munge retires rich and famous. What a hero!
He entered Firetop Mountain.
He found the orcish barracks.
He crossed a large underground river.
He passed through an underground cemetery.
He discovered the maze of Zagor.
He found Zagors Gold!
Equipment
+0 cleaver (3d4) (equipped)
plate mail[5] of Strong Poison Resistance (equipped)
large shield[3] (equipped)
+2 crossbow (2d5) (equipped)
3 +2 bolts (equipped)
Messages
What direction[dir]?
You drink from the fountain. You feel healthier.
Run which direction[dir]? (x) to cancel. x2
Run which direction[dir]? (x) to cancel.
Do you want to leave? (y)
-
I've been playing Warlock on and off for a few months. It's an easy one to dip into. I was astonished to see a new version listed on Rogue Basin today.
-
I've been playing Warlock on and off for a few months. It's an easy one to dip into. I was astonished to see a new version listed on Rogue Basin today.
Really wow. Did not think anyone but me played this old one. And yes it kind of replaced "solitaire" as my go to game to kill a few minutes. Since I was playing it a bit I thought "Why not update it?" and voilà.
Now that I have played it a bit more, a few issues have arrived.
* Small bug in targeting - you don't seem to auto-target creatures at the edge of your LOS.
* Small glitch in targeting - if a -more- appears on screen during targeting the game does not reset the targeting symbols
* One of the creature effects does not seem to work.
* Remove empty chest chance upon unlocking them. (very anti-climatic)
Some ideas
* Make the Maze more confusing.
* Fix the Enter Name screen.
* Take player requests :) Anyone?
-
Munge do good?
Escaped
=======
Munge the Adventurer left the great mountain.
He survived for 11027 turns.
He achieved level 5 with 1120 experience.
He killed 119 monsters out of 137.
Skill: 12, Stamina: 16, Luck: 8
Munge retires rich and famous. What a hero!
He entered Firetop Mountain.
He found Zagors Gold!
Equipment
+0 cleaver (3d4) (equipped)
plate mail[5] of Strong Poison Resistance (equipped)
large shield[3] (equipped)
<snip>
Munge do good, good Munge.
Ah the cleaver, certainly makes for good orc cleaving, combined with plate mail and a large shield. Lucky find!! Started with good skill helps too, no small effort though!
-
I'm mostly a fan of your improvements, but there is one thing that's less great. The above ground section right at the beginning is pretty laggy. My desktop is moderately powerful and this part is only slightly sluggish on that, but on my laptop it's unplayably laggy. I'm not sure why; the original version wasn't.
-
I'm mostly a fan of your improvements, but there is one thing that's less great. The above ground section right at the beginning is laggy.
Just noticed the same, thought it was because spelunky was running in the background.
Will check it out tonight. Cheers.
-
There should be international keyboard codes, it seems to be US only. For example ? is shift+'+' in finnish keyboard so it doesn't work. Also couldn't find quit/save command even I tried most keys.
-
There should be international keyboard codes, it seems to be US only. For example ? is shift+'+' in finnish keyboard so it doesn't work. Also couldn't find quit/save command even I tried most keys.
Valid point on keyboard codes I have just updated my code and will release a binary tonight. It is unplayable if you cannot descend a level. (I would not be suprised if you pointed this out to me 8 years ago!!!)
There is no save. Quit is only from window X. Unorthodox, I know.
-
There is no save. Quit is only from window X. Unorthodox, I know.
No, both just sucks. But they are easy to change.
-
NEW VERSION: 0.2.1
Fixed some issues raised by you guys.
* Hopefully non-US keyboards are supported. ('>', '<' and '?')
* First level should be slightly faster - sorry could not really improve it.
* Changed some colours for screens and messages. (see pic)
* Fixed some 'Enter name' issues.
https://sourceforge.net/projects/wofm/
Change log
version 0.2.1
========================
- Modified Maze
- Fixed name entering
- Quality name prefix for armour and glowing prefix for magic items
- Bug in removing poisoning
- Poisoned weapons now show green
- Fixed confusion text
- Added support for non-US keyboards
- Modified some UI colours.
(https://wofm.googlecode.com/svn/trunk/Pictures/WOFM-2.png)
Even prettier!
-
Although the improvement to the first level may not seem huge on a decent computer, my laptop can really tell the difference. I literally couldn't play 0.2.0 on the laptop, but I can play 0.2.1 with just a big of lag. Much better, thanks.
-
Munge do good?
Escaped
=======
Munge the Adventurer left the great mountain.
He survived for 11027 turns.
He achieved level 5 with 1120 experience.
He killed 119 monsters out of 137.
Skill: 12, Stamina: 16, Luck: 8
Munge retires rich and famous. What a hero!
He entered Firetop Mountain.
He found the orcish barracks.
He crossed a large underground river.
He passed through an underground cemetery.
He discovered the maze of Zagor.
He found Zagors Gold!
Equipment
+0 cleaver (3d4) (equipped)
plate mail[5] of Strong Poison Resistance (equipped)
large shield[3] (equipped)
+2 crossbow (2d5) (equipped)
3 +2 bolts (equipped)
Messages
What direction[dir]?
You drink from the fountain. You feel healthier.
Run which direction[dir]? (x) to cancel. x2
Run which direction[dir]? (x) to cancel.
Do you want to leave? (y)
I don't know how you managed that. I rarely survive beyond floor 2 of the dungeon. The orcs just wear me down over time. Since I've never found a way to regain stamina, it's a process of attrition.
-
Not too hard. Stamina is replenished on rest levels every third level. You need to manage it until you defeat thw butcher. He will drop the key for the 'rest ye here weary traveller'. Fountains are a big help if you are lucky enough to have one generate at a low level. I stay away from 'red' levels until I get decent equipment.
Rest levels restore 10 health so I try not to let my health get below that. Especially before I enter the dungeon. Ranged combat is essential for anything tough.
Great game!
-
Fountains are a big help if you are lucky enough to have one generate at a low level.
Never seen one of those either. Must be having an unlucky..um...year. ???
-
In regards to healing I attempted it to be more like it was in the book, with out the rations that is. (probably should of just implemented rations, oh well)
Yep as mentioned healing can be done in two ways -
- descending levels (every 3rd level starting from the entrance, these levels are guarded by a "key guardian". These resting stages give you back 10 stamina.
- and fountains, (u)se them and they restore all your health and maybe luck (cant remember but it should)
I generally wont use fountains unless I am close to death.
Fountains have a 33% chance of been generated on most levels. There should be around 3-5 in most games.
Which is the same as teleports I think. Incidently teleports might annoyingly block your exit or at least make it hard to get at. So apologies in advance if this is the case ::)
I might have to put a (u)se on them as well.
-
version 0.2.1b 3/07/2014
========================
- Fix bug in flood fill test
- Items now cannot be dropped on teleport or fountain
- Removed chance of empty chest upon opening
- Increased change of better items from chests
- Luck now has a minor effect on waking enemies
- Fixed weird player description text
- Removed 0 strength resistances from list
- Removed chance of no entry on level 6
- Picking up items now use identified description message.
- Removed combat dice on weapons and replaced with a to-hit value.
- Auto-pickup of arrows/bolts
This version is very beta :)
Get it here (https://sourceforge.net/projects/wofm/)
-
Phew, dungeon level 6. My best yet. I got lucky with stairs...
-
Phew, dungeon level 6. My best yet. I got lucky with stairs...
Really did not think it was that hard. I will give a play through (one game) and see what I get.
In the mean time here is another development version
(Edit)
Holding back version as once I got to the final quest I lacked the items to overcome it. They simply did not exist!!
-
Really did not think it was that hard. I will give a play through (one game) and see what I get.
Well, bear in mind that although I play roguelikes a lot, I'm not very good at them. I got as far as I did this time by running away from most enemies except key-bearers. Usually I don't get beyond level 3.
-
New release.
Get it here (https://8fe33ba4f260a213ac0c34ee284a0943623c2dbf.googledrive.com/host/0ByI6abCX6XV9MHBzeE04UDhsb1k/)
version 0.2.1c 12/07/2014
=========================
- added some extra monsters.
- reward for <spoiler>.
- Chests and keys now generate mostly in rooms (not corridors).
- Ranged attacks now have animation.
- Removed "red level" outside of mountain
- Tweaked some other "red levels"
- Removed spurious "confused" messages
- Sleepy monsters are now obvious (mostly)
- Switching to full-screen now updates window correctly
- Fixed some more dungeon build crashes.
- removed self-targeting for <a particular ability>
- only some creatures can open doors
- extra dungeon feature
- minor poison/death animation
- removed item reference overflow - may magically transmute items
- drop command from main screen
- final locks are guaranteed to have generated keys
Really did not think it was that hard. I will give a play through (one game) and see what I get.
Well, bear in mind that although I play roguelikes a lot, I'm not very good at them. I got as far as I did this time by running away from most enemies except key-bearers. Usually I don't get beyond level 3.
Level 3 is one of the biggest challenges in the game!! And the randomisation factor can really screw you over. (orc warriors can spawn early, with high skill and great equipment)
Anyway I play the game with no secrets and nothing to learn, so I have a slight advantage I think. I take for granted that I know how to play my games.
Anyway my play through was flawed, I ended the game with 17 skill which should of been impossible. :( Major bug there. Will try to again tomorrow with a hopefully new release.
Thanks all for playing.
-
I take for granted that I know how to play my games.
Indeed! Though it's interesting that Glenn Wichman, co-creator of Rogue, has never actually beaten his own game. :P
-
As I approach coming to the final version of this game ( a feat rarely attempted in the roguelike world ;D) I have released my first Version 1.0.0 Release Candidate.
Hopefully this will be a short move from release candidate to the real thing.
Get it here (https://sourceforge.net/projects/wofm/)
version 1.0.0 RC 01 19/07/2014
==============================
- Improved rendering speed.
- reworked luck (see readme.txt)
- added provisions (+4 stamina)
- tinkered with some special levels
- Now asks if you want to quit
- some extra items
- more chance fullscreen will be supported
- + plenty of small/large fixes that I can't remember.
-
Over time I've come to believe that no roguelike ever sees a final version. Break the mould! Finish a game! ;D
-
Noooooo! I was having possibly my best run and the game 'stopped working' and closed! :'( Damn you, roguelikes! So cruel.
-
Noooooo! I was having possibly my best run and the game 'stopped working' and closed! :'( Damn you, roguelikes! So cruel.
Crap it.
This game has next to no recovery whatsoever as it is based entirely on the first rogue-like game I built and thus its engine. (at a time I had no-idea what exception-safe code was).
Sorry. Any clues for me to look at? Did you do anything that caused the crash?
-
Exact same thing happened to me. Seemed to come right out of the blue...
-
Noooooo! I was having possibly my best run and the game 'stopped working' and closed! :'( Damn you, roguelikes! So cruel.
Crap it.
This game has next to no recovery whatsoever as it is based entirely on the first rogue-like game I built and thus its engine. (at a time I had no-idea what exception-safe code was).
Sorry. Any clues for me to look at? Did you do anything that caused the crash?
Don't worry about it. It's only happened that one time. If it was a recurring problem I've be more annoyed. I was just sharing my woe. :P As to cues, no. I was just walking around.
-
Sorry Guys, still have no idea yet :( I have played through twice with no issues. I did skip the red stair levels though, so maybe the issue lies there? Ogre level maybe or was it a standard level?
Anyway I have released the next release candidate - RC2 at the usual spot.
WOFM1.0.0 -RC2-win32-bin.zip
This one just fixes a bunch of small problems including getting item generation for special items to work properly. So it should be more enjoyable.
-
Sorry Guys, still have no idea yet :( I have played through twice with no issues. I did skip the red stair levels though, so maybe the issue lies there? Ogre level maybe or was it a standard level?
I never bother with red stairs now, they always kicked my ass in the past.
-
Sorry Guys, still have no idea yet :( I have played through twice with no issues. I did skip the red stair levels though, so maybe the issue lies there? Ogre level maybe or was it a standard level?
I never bother with red stairs now, they always kicked my ass in the past.
Yeah the barracks are probably the hardest early on, I really should move that up the list.
Why you should NOT avoid Red stairs levels;
- Monsters will drop the best items
- Chests will generate the best items
- There can/will be keys generated on these levels.
Why you should avoid Red stairs levels;
- If your health is low
- Monsters are stronger than normal levels.
- You might find all the keys you need in the normal levels.
If you are about to enter a rest stage, you should have a quick look around in some of the red levels, hoping to obtain some good loot/keys before healing anyway
-
Release Candidate 03 is out.
This involved a big rewrite - what I was hopping to avoid, but I could not resist any longer. (Probably fixed a number of buffer overflows and invalid memory accesses.)
-
Really wow. Did not think anyone but me played this old one.
I've been playing this and it's pretty fun - Design is pretty tight, and it plays quite well.
Worth saying I still have a worn paper copy of the book I played back in middle school (City of Thieves was my favorite in the series if you ever decide to do another one :) )
-
I've been playing this and it's pretty fun - Design is pretty tight, and it plays quite well.
Worth saying I still have a worn paper copy of the book I played back in middle school (City of Thieves was my favorite in the series if you ever decide to do another one :) )
Thanks. I hope people are enjoying it, I have been.
heh I have one of the early copies of warlock. I just discovered that my library has a healthy set of these books, just had a run though Deathtrap Dungeon - doing pretty good until I ate a mushroom :/
Perhaps I will grab a copy of Thieves, seems to rate highly.
-
I've been playing this and it's pretty fun - Design is pretty tight, and it plays quite well.
Worth saying I still have a worn paper copy of the book I played back in middle school (City of Thieves was my favorite in the series if you ever decide to do another one :) )
Thanks. I hope people are enjoying it, I have been.
heh I have one of the early copies of warlock. I just discovered that my library has a healthy set of these books, just had a run though Deathtrap Dungeon - doing pretty good until I ate a mushroom :/
Perhaps I will grab a copy of Thieves, seems to rate highly.
Never been much of a fan of City of Thieves. Good atmosphere but too guesswork-centric for my liking. The one that springs to mind as a roguelike is Creature of Havoc - initially clueless protagonist who gains abilities through progression, insanely high difficulty; all the roguelike features. :P
More seriously though, Scorpion Swamp. Character classes (determined by who you agree to work for at the outset), variable quests (ditto), compartmental layout, lots of exploration and options for backtracking. It seems like a coffeebreak RL waiting to happen. (As an aside, I recommend Turn to 400's blog readthrough (http://turnto400.blogspot.co.uk/2011/11/8-scorpion-swamp-1984-by-other-steve.html) if anyone is interested and doesn't have access to the book).
-
Release Candidate 04 is out.
Removed a crash bug on ranged combat :(
Offical version 1.0 is a pipe dream I am sure :'(
(As an aside, I recommend Turn to 400's blog readthrough (http://turnto400.blogspot.co.uk/2011/11/8-scorpion-swamp-1984-by-other-steve.html) if anyone is interested and doesn't have access to the book).
Thanks for that, quite a funny read!
-
Release Candidate 04 is out.
Removed a crash bug on ranged combat :(
Offical version 1.0 is a pipe dream I am sure :'(
You'll get there!
Thanks for that, quite a funny read!
My personal favourite from Turn to 400 is Forest of Doom (http://turnto400.blogspot.co.uk/2010/08/3-forest-of-doom-by-ian-livingstone.html). I guffawed. Yes, an actual guffaw.
-
So close! Arrrgh! ;D I had 3 HP and no means of healing when I met the minotaur but I survived...only to be felled by a dwarf a few minutes later!
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/10982410_978258742214660_721447215672614421_n.png?oh=20f82c6c17a014a2c80b91ee9d1daaea&oe=55E34A18&__gda__=1436189913_e9bac03ab625358da90f6882833f351e)
I should play more of the other version as well. Warlock's Mountain or something, I think?
-
I did manage to fell a certain Warlock today, and retrieve a certain item from him (really nice touch, the effect that item has in future) but I was completely flattened on my way out because I was missing something vital I needed. Damn it, DiMaggio!
Still, very enjoyable game!
(https://scontent-lhr.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/11120519_10155528295250232_5929050360813892894_n.jpg?oh=885a7b0973549c9fba37abee99f70bc1&oe=559B6310)
-
I did manage to fell a certain Warlock today, and retrieve a certain item from him (really nice touch, the effect that item has in future) but I was completely flattened on my way out because I was missing something vital I needed. Damn it, DiMaggio!
Still, very enjoyable game!
Oh how close! Honestly I totally forgot I added that reward! I guess I probably intended for that effect to happen only if you won the game as it is super powerful. But well done anyway.
Too bad you could not get back to the surface. Not sure if you realised you could use the 'green plus' which should almost make you invincible :)
Thanks for playing.
P.s I probably would not bother with Warlocks Mountain for long, it has most of the improvements that I have now added into this game. However it does have classes, graphics, special rooms and improved special levels, but it is a very incomplete and probably unwinnable.
-
Too bad you could not get back to the surface. Not sure if you realised you could use the 'green plus' which should almost make you invincible :)
I probably could have got back to the surface as I was in pretty good shape, but there was no getting away from the dragon without DiMaggio's book. Still trying!
-
Too bad you could not get back to the surface. Not sure if you realised you could use the 'green plus' which should almost make you invincible :)
I probably could have got back to the surface as I was in pretty good shape, but there was no getting away from the dragon without DiMaggio's book. Still trying!
The pack of cards gives you access to Zagor's spells. I.e slow monsters and teleport-self spells.
-
Just a note: I tried this in Wine, with a Norwegian keyboard, and experienced that the keys were acting funky. I'm guessing they were somehow emulating an Anglophone keyboard. Eg. I had to press the "_" key to get help, and I couldn't get any key to act as ">" or "<", so I was stuck on the surface level. On a related note, I'm always happy when games with diagonal movement allow either the regular numerals, vi keys, or something, anything, in addition to numpad (which I don't have on my laptop).
As always,
Minotauros
-
Hey Mr Minotaur, I am guessing this is because I am using "windows.h" for all keyboard input as opposed to a decent input library. I think maybe for the moment I will add alternative key-codes for basic commands.
I really did not want to rewrite this game, it was just an update to the original code for fun. Incidentally these issues were what "Warlocks Mountain" was supposed to address. :)
I will look at how hard it will be to give an alternative input option (or optionally turn off diagonal movement, i don't think it is necessary to complete the game)
Cheers
-
Hey Mr Minotaur, I am guessing this is because I am using "windows.h" for all keyboard input as opposed to a decent input library.
I'm guessing that you just haven't added support for alternative keyboard layouts. It is not a trivial stuff, so no one is going to be angry at you, just don't blame Microsoft for everything ;).
-
Yep turn out I just screwed up the code. I wrote specific code for decend, ascend and help but for got to do anything with it :-[ I will update soonish. In the meantime shift-comma and shift- fullstop *might* work for up and down.
-
Thanks. Shift-comma and shift-fullstop works :)
As always,
Minotauros
-
I have a huge Fighting Fantasy collection including, of course, Warlock of Firetop Mountain, so couldn't resist downloading when I saw this. Your rendition of WOFTM is one of the few traditional ascii roguelikes I've played - I'm usually intimidated by the daunting command sets and confusing gameplay. But this was fairly easy to figure out quickly, and I very much enjoyed it. Thanks for the fun game! I look forward to playing further :)
-
Cheers Mr Sinner. Although rather flawed in a lot of ways the original book was highly influential on me. Obviously!
It was an easy adaption to the roguelike genre and it was my first ever game, so like the original source is somewhat flawed. That been said any feedback, especially from a fellow reader, is always welcome.
Hopefully one day I will finally release the final version.
I am a fan of very traditional roguelikes. I struggle to play most of the 7drl released for that reason.
-
Uh oh. So, I've made it to dungeon level 10. I've killed Zagor. I've killed the dragon. There's a chest labeled (29) (2) (5). I have all three of those keys. But when I try to use the chest it tells me I don't have any of the correct keys. Am I missing something? Unfortunately, I have to go to work, and there doesn't seem to be a save feature!
-
Hmmm... went back and picked up all the keys I'd dropped - I've cleared every level and every special level, collecting every key the game has to offer - still says I don't have the correct one. I'll leave the game running and a note asking my wife not to turn it off while I'm at work on the off chance that someone can supply an overlooked solution by the time I'm home.
-
Ok - I dropped everything I was carrying. Then I picked up just those 3 keys and the chest worked - I was also trying to unlock it from a different direction, so that may have been the mitigating factor... and then I was eaten by piranhas trying to get back to a staircase in the middle of the water :P I'll try again some time soon. Very much enjoying the game, but that one glitch needs attention.
-
Yep. Definitely a bug there. Nice thinking dropping the keys and picking them up. Sounds like a item order issue. Should be an easy fix. ::) Apologies.
So close to the end. :'( bad luck. Obviously water has to be handled as a risk mitigation exercise . Lowest possible chance that you might take damage. Also the higher the dungeon level the higher the risk. Special levels are also riskier, effectively +10 to entrance level. Which is also why the have higher chance of better items.
Maybe I will add reduced piranha chance if you are fleeing through water. Hmm just a thought.
Thanks for letting me know and thanks for playing.
-
I don't think the piranhas are unbalanced. I think they work quite nicely. The unfortunate irony is this: when I went back to get the keys I had dropped, to see if they would perhaps solve the problem, I had to swim through that river to get to the staircase and made it no problem. Turns out that was an unnecessary trip. On my return trip - the one that counted - I got eaten. But I think it's a totally fair rule to have the piranhas there. In fact, without them, I'm not sure there's a point in making the player return to the surface at all with the treasure. If there's no real chance of dying on the way out, then it's just a literal time waster.
The only other unusual thing I noted in my playthrough - and it's not an "error" per se, but yeah, unusual - was a downward staircase on level 10. You addressed it - when I tried to use it it said "Hmmmm... this doesn't go anywhere." So it wasn't a problem. But unless it's an allusion to a staircase to nowhere in the WOFTM game book, it would be a simple enough thing in your dungeon generation to say "if we're building level 10, don't place a downward staircase."
-
Good to hear that you dont hate the piranhas. It was a quick fix in the original 7drl version to have a water only enemy, without actually coding one in. I kind of like the fact that water has a different strategy than other areas, so I'm not touching it. They and any monsters you left behind are why escaping the mountain makes any sense. Which brings me to the next point.
Yes that staircase was also an original 7drl quick-fix. However I was supposed to use it as an alternative ending, which I never got around to doing obviously. The book alluded to possible character choices when you actually got the treasure.... Maybe I should address that issue.
-
Escaped
=======
Binn Hondar the Adventurer left the great mountain.
He survived for 17507 turns.
He achieved level 5 with 1288 experience.
He killed 139 monsters out of 156.
Skill: 11, Stamina: 19, Luck: 11
Binn Hondar retires rich and famous. What a hero!
He entered Firetop Mountain.
He found the orcish barracks.
He crossed a large underground river.
He passed through an underground cemetery.
He discovered the maze of Zagor.
He found Zagors Gold!
Equipment
+1 battle axe [Att:5] of the Sun (equipped)
full plate mail [Def:5] of Strong Poison Resistance (equipped)
tower shield [Blk:4] (equipped)
+2 long bow [Att:5] (equipped)
5 arrows (equipped)
2 smelly cheeses (equipped)
Took me 9 tries, but I beat it :) I did encounter the key error again - had to drop everything except the 3 keys to open the chest.
Also encountered what you may consider a minor bug - I found the Book of Dimaggio twice. (The fact that it's labeled "The", not "A", leads me to believe it's meant to be unique). Additionally, I killed the Iron Cyclops, but this time around, he didn't drop his ruby.
Some questions, having finished: 1. What do the Smelly Cheeses do? I see I have one equipped. No idea why...
2. I THINK the Book of Dimaggio makes you immune to the dragon's fire. True?
3. When I was fighting the dragon and getting hit, I used the Deck of Cards. After that, it no longer hit me. Was that coincidence, or was I supposed to use it? Some in game feedback on the purpose of these items would be useful to any player.
4. What's the ruby from the Iron Cyclops for?
5. I met a wight, fired an arrow at it, had it hit for 0 damage, so fled that optional map. Could I have killed it with the above equipment, or is there a trick to it? Would a player require spoilers to beat that thing?
Thanks again for the game! Really had a good time playing it and it whet my appetite for other roguelikes :)
-
First up congrats on winning.
That battle axe and tower shield are a formidable combo.
Looks like you did not really figure out how to use the items correctly. :( my fault as they were really added at last minute. Each special item has a unique use, as layed out in the book. So I guess spoilers might be required.
Cheese is used for a random mob encounter. It should not be equipped but thrown. I cant remember how to do that atm. I thought you 'u'se it.
Dimaggio was indeed looking for a way to defeat dragons.
The pack of cards gives you access magic. Press 'z'.
The ruby weakens creatures and was used exclusively in the book to weaken zagor.
Wights can only be killed by a certain metal. In the book an item was called the giver of sleep - for those who can't. Or some ghing like that..
Looks like I have to clear up the use of items and fix that key issue. After the 7drl comp though.
Thanks heaps for the feedback.
-
Dethtrap Dungeon 7drl or lone wolf 7drl? :P
-
Dethtrap Dungeon 7drl or lone wolf 7drl? :P
Don't just talk about it, do it :) Seriously though, I have already done one, so time for someone else to do one.
For the 7drl I generally plan to create the greatest roguelike ever. So far I have failed each year...
-
Hmmm, I guess I know why the cheese does not work, because I have not released the version with working cheese in it!!! I have had release candidate 05 on my desktop for over a year and did not realise I have not released it.
Crapity crap. I will package it up and hopefully it works.
Should have the cheese working and any other item that does not work. Hopefully the keys issue will go away because I could not figure that one out either!!! (because I am looking at different code!!!!
Time to throw some smelly cheese at a certain wizard.
Man I suck.
-
Latest Version - Release Candidate 05 (a.k.a The Cheesening)
https://sourceforge.net/projects/wofm/ (https://sourceforge.net/projects/wofm/)
Not really sure if this is stable or not. There was probably a reason I did not release it 16 months ago....
Plus the change log seems to be incomplete. (if you can tell me what a the minor changes are let me know ;D)
version 1.0.0 RC 05 29/02/2016
==============================
- added one extra monster type.
- Fixed minor issues.
- Lots of minor changes.
- Move free movement while fleeing
- clubs are a different colour to open doors
-
I was looking for an excuse to play again :) Maybe I'll even put together a Let's Play, if I can find the time!
-
I need to go back to this and beat it properly.
-
Any chance of getting that final version in a version that will run on win xp?
-
Any chance of getting that final version in a version that will run on win xp?
Try this ->https://drive.google.com/open?id=0ByI6abCX6XV9YTBCbFp2WDJZdjg (https://drive.google.com/open?id=0ByI6abCX6XV9YTBCbFp2WDJZdjg)
-
What`s the deal with Warlock`s Mountain? Your site says it`s the "extended version" of WOFM, which was a 7DRL, but it seems it`s the one being updated.
Are they much different? Just trying to untangle this for the Archive...
-
Warlocks Mountain is pretty much now abandoned. It was an extended version based on a D20 system. It has graphics, custom unique levels and more content in general. It is mostly unplayable IIRC, though someone may correct me there if any one has attempted to defeat it.
I have found improving this version a more satisfying experience. As it is more akin to the original WOFM experience.
So yeah I should one day update whatever sites I have editted over the years.
P.s What archive?
-
Not the Congress Library I`m afraid, just a local thing: http://forums.roguetemple.com/index.php?topic=4775.0 (http://forums.roguetemple.com/index.php?topic=4775.0)
Thanks for clarifying. I`m also one of the old school WoFM fans...just tried your version and it seems great, definitely goes on my RL playlist.
-
So, almost a year after I beat it the first time, I got a hankering to play again, this time with version 5, instead of 4. Beat it on the second try. Still a really fun game, so again, thanks so much for making it!
In ver. 5, as near as I can figure, the error with the final chest has been fixed - it opened straight away, without the need to drop everything except the required keys.
Again, killed the Iron Cyclops but it didn't drop its ruby. Don't know if that's a bug or if it's not always supposed to drop it.
To other bugs I encountered, both easily fixable:
The first is a super small typo. When I tried to pick up excess items I was told, "You have no room in you pack." (Instead of "your" pack).
The second is something that would only rarely be encountered. My provisions had ended up in slot x. When I was trying to use slot x by pressing "u" then "x", it was interpreting "x" to mean I wanted to quit out of my inventory. Had to drop an item to move the provisions into slot w before I could use them.
Escaped
=======
Roderick Grim the Adventurer left the great mountain.
He survived for 12755 turns.
He achieved level 5 with 1082 experience.
He killed 124 monsters out of 135.
Skill: 9, Stamina: 23, Luck: 9
Roderick Grim retires rich and famous. What a hero!
He entered Firetop Mountain.
He found the orcish barracks.
He crossed a large underground river.
He passed through an underground cemetery.
He discovered the maze of Zagor.
He found Zagors Gold!
Equipment
+4 hand axe [Att:3] (equipped)
full plate mail [Def:5] of Sparks Resistance (equipped)
large shield [Blk:3] (equipped)
+2 crossbow [Att:6] (equipped)
9 +1 bolts (equipped)
-
Yay, "What a hero".
See, told you it was easy, or I probably didn't tell you that, and its probably not that easy either :) High stamina probably helped a bit but most likely it was that hard-earned roguelikers innate skill which can only be gotten through years of painful deaths. plus a +4 hand axe is nothing to be sneezed at.
Hopefully the chest will always open now, at least it does for me. As for the Cyclops eye drop, and all item drops for that matter, there is a complex formula that calculates the chance of each item in the creatures inventory being dropped. Otherwise it disappears from the game. Hence the reason you don't always get the butchers weapons/armour or cyclops eye.
FYI the eye will drop 50% or 66% of the time. (even I cant understand my 10+ year old code, see below)
Fixed typo, and yes the 'x' thing is something that I know but have never remembered to fix. All my game that are based off this code (there are many), use ESC as the cancel key. I have not retrospectively remembered to fix this. Thanks for reminding me again. It is now in my TODO list.
I have been thinking on and off to finally release the final version of this game, but I keep thinking that a graphics release probably would be a good way to finish development.
Hopefully I will get the developers bug again during the next 7drl comp. We will see.
Thanksagain,
// Calculate chance and drop random monster item
void MonsterItems::DropRandomItems(Monster*monster)
{
int rand_item_pos = getInt(monster->inventory.size() + 1, 0); // getInt returns a random number between arg1 and arg2 (inclusive of arg2 but maybe not arg1, hence the plus 1??)
// possibly [arg1:arg2) or (arg1:arg2) but most likely the first.
if (rand_item_pos== monster->inventory.size()) //no drop
return 0;
dropItem(monster, rand_item_pos);
if (monster->inventory.size() > 0) //more items to drop
dropRandomItems(monster);
}
-
So it looks like this was asked early on, but I am not sure if it was followed up in the later releases.
Is there a way to save the game progress, or is there only a "quit" function which kills your run?
Have a blessed day,
-kmkenpo
-
Is there a way to save the game progress, or is there only a "quit" function which kills your run?
Yep, there is no save feature. So ok, graphics and a save feature before final release.
Good point. Cheers.
-
I promised a Let's Play eventually. Took a little longer than expected :P
https://www.youtube.com/watch?v=nRvxOH-4HRg&list=PLTnwft743i3_rTYy0KM-RLagj59Mu7CVa
Thanks again for the game, Corremn! Still love it!
-
Show me that Rogue Love :)
Love it. Funny thing is this game has been in my mind for a few months. This might be enough motivation to find my code and release another version.
Awesome Job, too bad that poison was your undoing, the game does leave a lot unexplained. Its amazing that my original game was created in 2006, a time when I thought that players liked to discover out mechanics and what-not for themselves. The world has changed, it seems players like to be spoon fed now-a-days. Even now when I play a complex game, I am straight on to the Wiki to find out what this item does or how to maximise character builds etc. My lake of information does really discourage new players to the genre and the game. Oh well I never created that game for them anyway. I created it for people like you, even if I forced you to play an ascii roguelike ;D
Thanks for playing this game, I wish someone else created this game, just so I can have that nostalgic trip back in time, however I laughed out loud when that ogre threw the pig carcass at you, I mean WTF? I don't remember coding that :) Oh and yes how awesome would that of been if you could of eaten said carcass and saved your life.
I have written down a dozen minor improvements/fixes just by watching you, so extra thanx. I reckon the dungeon needs some more themed stuff; more descriptions, ascii graphics during rest stages, etc
Just your video alone has given me enough reason for creating this game in the first place.
P.s I love your introduction, and your accent/voice is really cool. Is IT really a good book? I haven't read that since I was a kid.
P.s.s And you pronounced my name correctly. More love your way
-
And for feedback/notes on Virtua Sinner videos, because I am not a home and want to document a few things.
Notes:
Stuff does not fall in water, it finds the first free space near you, no matter how far it is.
The 'cave' ogre level (on level 3)obviously used the wrong level generator - will need to fix this.
Add 'g' to pickup stuff to help ( I reckon ',' or 'p' might work aswell)
Poison seems a little overpowered :( and yes you became immune to poison because you were dead, one again I don't remember writing that :)
Other Things of interest;
The 'continuous walk' feature moves you in a straight line, but will stop if an enemy is in sight, or if you are near a item/object. It should be safe to use at anytime.
I noticed Orc sentries do not have the '-' sleep overlay - I assume that is just to trick the player.
Enemy archers will not care who is in their way, so use them to take out other enemies. I wrote code to fix this but actually thought is more fun to use archers to take down enemies. Arrows will never pass though anything.
Also the same with 'Thud' messages; this is when the archer hits a wall instead of you. They don't learn and keep hitting the wall. Once again I thought to leave this for the player to exploit. This message needs to change.
Your Game play;
Your advice on red levels and health is right on. I always clear level 3 and then hit the red stairs. And leave fountain until last.
On levels with a river, lure the enemy (like the Ogre/Spider) into the water, enemies are not smart around water, they also get eaten by piranhas.
I noticed you generally take on multiple enemies at once, I personally just duck back around a corner and wait for them to come for me. Archers miss a lot at long distance so you generally can safely run from them rather than move towards them.
-
If you do further work on this, by all means, let me know! Still one of my all-time favourites.
Glad you enjoyed the Let's Play :) And thanks for the play tips!
-
Oh, and as to whether it's a great gamebook - it's decent. It was one of only two Fighting Fantasy books that I was able to beat on my first try (the other being The Shamutanti Hills). Deathtrap Dungeon was always my favourite FF.
-
Oh, and as to whether it's a great gamebook - it's decent. It was one of only two Fighting Fantasy books that I was able to beat on my first try (the other being The Shamutanti Hills). Deathtrap Dungeon was always my favourite FF.
Good old deathtrap dungeon.. the favourite game book of many.. great memories as a child.
-
Still waiting for deathtrap dungeon the roguelike...
Is IT really a good book? I haven't read that since I was a kid.
Haha I meant IT by Stephen King! Your copy was very worn.
Oh, and as to whether it's a great gamebook - it's decent. It was one of only two Fighting Fantasy books that I was able to beat on my first try (the other being The Shamutanti Hills).
How the hell did you do that? I mean you had to go the correct path and survive to the end. I suppose it is easy enough with a high skill level but you had to fluke the path. And that maze! Frustrating! I had to map the entire book out before I finally defeated it.
-
"IT" is an awesome book. Second best King work in my opinion... behind The Stand.