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Traditional Roguelikes (Turn Based) / Re: Shadow of the Wyrm v1.8.4 "Fampas"(formerly Savage Lands)
« on: December 05, 2025, 01:29:41 PM »
Thanks so much! (very sorry for the extremely late reply)
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Hello there, my good mate, finally on vacation and I'm diving in this great roguelike of yours! First impressions are stunning, outstanding. Man, this thing is a time killer for sure! Thank you for this game, it's gonna bring me so many hours of joy ^_^
First of all, thank you for this amazing game! :3
I've had a lot of fun exploring and figuring out the lay of the land (and sea :V).
I'm taking it slow, so I did not confront endgame bosses yet.
I've read through this thread and I would like to point out a few things which did not come up before.
1. Using "active" skills, like fishing or disarm trap, is not covered in the manual and was not very obvious. This might be a me thing, as I don't have a history with more old-school roguelikes like Adom, but just adding a blurb about how you can use skills from F3 menu would have helped me a lot.
2. More or less the same as above, "Apply a nearby terrain feature" is a single line in manual which does not elaborate on what a terrain feature even is. I'm pretty sure I figured that it is for using crafting stations by accident, and opening/closing doors was an accident too. On the other hand, bed is not a terrain feature, while I expected that using "a" near a bed would make me rest on it.
3. It would be nice if merchant's dialogue hinted on the restock somehow, maybe something along the lines of "I'm getting new wares delivered in a couple of weeks, come back again!".
4. Ivory stacking was brought up quite a few times already, but still: wouldn't it make sense to always pick up the whole stack without confirmation? It always drops in stacks, and pretty much never want to pick up, for example, slings from goblin peltasts, so using "pick up all" is not always feasible.
5. If there is only 2-3 items in the cell, maybe you can just list them instead of a "There is a number of items here"? Checking what I dug exactly quickly get tedious when most of the time it's just a couple of different rocks, but there can be an ingot there too.
Recently came back to the game, and just cleared the Godslayer ending with a Godless Human Wizard yesterday. Some things I wanted to mention
1) Athel starts off hostile if you don't have the same god as him. He converts to non-hostile once you Chat with him and activate his quest turning him into a follower. Not sure if that's intended.
2) Saw that you turned off cursed status for NPC generated items a few versions ago. Not sure if you intend them to be non-cursed as well, but the Kew starter pack still has a chance to be generated cursed, due to them not being generated by him.
3) It seems like godless aren't able to join the thieves guild, due to them not being able to pray and break all their conducts. Or did I miss some way for them to join?
Picking SotW up again to help me get through some long COVID.
I encountered a nasty softlock when I submerged myself in a pond in the infinite dungeon. As far as I can tell, this causes the rest of the dungeon to cease to exist. I get `something blocks your exit` whenever I hit `<`. I was mildly distraught about losing my follower but opted to use an Elfland's Exit to leave the dungeon. I stepped in to see if I could get my follower back and found myself returned to the same inescapable lakebed! This time, without a means of warping, I'm stuck.
EDIT: I did some script diving. It's possible to get back to the world map with the following command, which is equivalent to an escape spell. I haven't been able to determine a command for resurfacing, teleporting between floors or re-generating the infinite dungeon to unbreak it.
> load_map(PLAYER_ID, WORLD_MAP_ID)
I also noticed another quirk with followers %u2014 in tight quarters they can accidentally target through the player with a ranged attack such as a rock throw. This makes the PC hostile to the follower, enabling promptless attacks, until they leave the area %u2014 in my case I speared the poor fool and had to reconcile.