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Messages - King_of_Baboons

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1
Player's Plaza / Re: free RL for android
« on: March 02, 2016, 06:14:01 PM »
I think you should pick Unleashed Pixel Dungeon.It's basically Brogue but with better graphics and UI,more cool mechanics and you alternate between different difficulty settings for when you want to torture yourself :D

2
Early Dev / Re: Caves Roguelike (36dev team)
« on: March 02, 2016, 05:43:23 PM »
I have never imagined that MINING in roguelikes could be fun,but this game proved me wrong.

The only complaint I have is that a "less zoom" button would be nice.Other than that I have no problems with it. :)

3
Player's Plaza / Multiplayer roguelikes?
« on: February 27, 2016, 02:17:50 AM »
Do you guys know any good multiplayer roguelikes?Because I have only heard legends and myths about roguelikes that have a functional multiplayer system and actual people playing it.So,any suggestions?

4
Player's Plaza / Re: Stealth roguelikes?
« on: November 30, 2015, 05:52:26 PM »
How in the fuck have I never seen TheifRL before?It's a great fucking game!

I also liked Sil a lot.The stealth is also great and I think it may become one of my favorite roguelikes.

Tho I'm still open for more games so feel free to keep going.

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Player's Plaza / Stealth roguelikes?
« on: November 29, 2015, 07:54:34 PM »
Hi,I like stealth games a lot and I want to know if there are any roguelikes with strong stealthy gameplay but I can't seem to find one that has good stealth so far.Any recommendations?

6
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: November 29, 2015, 05:21:44 PM »
Cities and towns really need one of those,man:



Big open markets full of cheap and bootleg stuff for you to buy when you're short on money.Also a great place for you to get easy food.

Also, for curiosity, are NPCs and maybe the player going to be able to have some sort of disability?Like a disease or a physical thing like dwarfism?Really think that there should be a town suffering with a plague or something.

7
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: November 16, 2015, 03:18:46 PM »
I would love to do some Assassin's Creed action on that last pic.Looks  like a nice place to do parkour.

Are you planning to do something related with the city/town underground?Like catacombs and secret passages?No better place to hide a conspiracy than your secret basement.

8
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: November 05, 2015, 09:30:49 PM »
I've been thinking...how are religion and science going to affect the civilizations?

I know that religion affects pretty much how the citizens act and live and is basically a source of quests but what about science?The only scientific things that exists in the game right now are gunpowder and firearms.What kind of new science stuff are we going to see in the future?I am hoping that science plays a larger role in the future and that the "scientists" give us quests as well.Ex: "I'm in the verge of creating a new medicine!However,I need someone to collect a rare plant that grows in the forests outside the city.Will you help me?" or "I need you to deliver this weapon prototype to the workshop of a friend of mine.".I can imagine scientific cities full of Leonardo da Vinci kind of inventions.

I was also viewing the old NPC chart that you posted some time ago when I saw 2 NPCs that gave some ideas:the Explorer and the Mercenary.How often will explorers and mercenaries leave cities to complete quests/missions?This is interesting because there aren't many roguelikes where we see NPCs doing player stuff.The only exception being Dwarf Fortress,where you can meet actual adventurers roaming the world to kill beasts and looking for artifacts.I'd imagine that if you do enough bad stuff you would start to be hunted by mercenaries looking for your head's bounty.Some sort of anti-players that can do everything you can.

Also what's the deal with the other planets?Is there going to be a commemorative day when the planets align or something?

9
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: November 02, 2015, 12:48:09 PM »
Oh nevermind then  ;D

10
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: November 01, 2015, 02:14:14 PM »
Wait,Im confused,did you removed those walls that block access to other districts just for these town screenshots or do towns no longer have them?

11
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 21, 2015, 07:53:39 PM »
Okay,so I was checking out the interiors of the manors and I noticed that there is slight error in the manor making thingy.

The civilization Im in doesn't like slavery and yet the lower levels of every manor has about 16,or more,slave beds.

So unless these families have a shitload of babies(which could be plausible since the civ has no gladiatorial arenas to keep them entertained,I mean,what else would you do in those times?),I feel that the town manors need to have variations with no basement beds if there is no slavery in their towns.

Also the game crashes if you try to export stuff inside a manor.But its not a big deal since the game is smart and saves before closing the window.

12
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 19, 2015, 08:05:23 PM »
Nice idea,bro.

I think that the whole disguise thing could open some paths for future stealth missions(if that ever becomes a thing).

Example:The Elbwin Family,one of the most influential nobles in town,are going to throw a costume party at their manor.Infiltrate the party and steal their secret documents and bring them to *name of rival family here*.Don't forget to wear a costume and a mask.

It would also be interesting to wear some sort of royal jewelry and then everyone would think that you are a noble and give you gifts and whatnot  8)

13
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 08, 2015, 06:18:57 PM »
4) Ha, that's using wizard mode. In game you can save the area you're on so .png, but it only saves the parts of it you've explored!

Now I'm sad because I found the largest city on the map and I wanted to take a giant screenshot of the whole thing...

But now Im curious about the next update,how will the NPCs interact with us?Will their speech be more like the sometimes weird DF speech or are only the important NPCs be able to talk with me?

14
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 07, 2015, 09:15:51 PM »
This game rocks!It has one of the best ASCII graphics that I have ever seen and has a lot of cool mechanics judging by all of your posts.

I have a few questions about some future features you might add:

-What kind of enemies will the player encounter besides bandits and heretics?Since it's a more realistic roguelike I assume that it won't have any generic goblins,trolls,dragons or any fantasy monster.

-Is there going to be more sources of quests besides the nobles and our religion's leader?It's not hard to imagine that the popes and priests are going to be our main quest givers by looking at the religion's description("Wants to eliminate evil cults.Rewards its followers with weapons and armor.").I just don't want to be just the church's private hitman.

-Speaking of cults,will they practice necromancy and other dark arts?A little bit of paranormal stuff regarding cults and religion would be nice.

-How do you take those awesome screenshots like that monastery one?

15
Classic Roguelikes / Re: [Angband]I love it!
« on: August 22, 2015, 08:16:20 PM »
Thanks!

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