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Messages - mouser

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Classic Roguelikes / Re: Rogue - let's beat it
« on: December 27, 2020, 06:15:26 PM »
I have been trying to get Rogue Clone III compiled on OpenBSD and so far I have been successful.

As far as I know, Rogue Clone is a rewrite based on Rogue v5.4. The developer created it because he was tired of bugs and dark rooms.

The Clone is still Rogue as its heart but it has a couple of differences. The main one is that dark rooms are missing. For one, I welcome the change... I like what dark rooms try to do, but since they are so ubiquitous, they end up removing a lot of player agency from the game. When entering a dark room, you either have to wait at the entrance and deal with whatever shows up, or run into it and deal with whatever is in there. In practical terms, it means that if a debilitating enemy shows up (Aquator, Rattlesnake, Wraith), it can damage your resources well before you can do anything about it.

The second one is that monster and item spawn rate has been cranked up quite a bit. This is another change I welcome. In vanilla Rogue I always feel I am lacking options because it is rare for me to amass items until well into the dungeon. In Rogue Clone, you get options - items - but you are also forced to use them more aggressively because there are so many more monsters.

Is there anybody here with experience with both Rogue and Rogue Clone who can comment on the differences in general strategy between the two of them?

Classic Roguelikes / Re: Rogue - let's beat it
« on: June 16, 2020, 01:55:40 PM »
What is going on when you have enemies on either side of you?  Because it seems like something really, really bad is happening above and beyond just each of them getting a hit on you.

If you want me to be more descriptive, I'm not sure I can.  But I've noticed taking severe damage in these situations and even when sandwiched by two enemies who shouldn't be a threat I often take a beating.

That is weird.

I had a look into the code and found nothing that suggested such thing would happen. Which version is showing such behavior to you?

Classic Roguelikes / Re: Rogue - let's beat it
« on: April 26, 2020, 02:17:05 PM »
Consensus is that if you don't get at least some ring of slow digestion in your run, you are going to fail hard :)
If you can get 2, you can grind. If you can grind, you can win. I wonder if you could even win with a mace, so long as you have 2 rings of slow digestion...

Do you mean to hang on a floor, waiting for monsters to spawn and then kill them, level up to 888888, then rush down and up? Not that the idea lacks merit, but it sounds boring.

Classic Roguelikes / Re: Rogue - let's beat it
« on: April 24, 2020, 02:58:35 PM »
Consensus is that if you don't get at least some ring of slow digestion in your run, you are going to fail hard :)

Thanks.  I hope it is possible to find stuff on the way back up, because it seems you would run out of food otherwise.  Closest I've come is going back to level 19, despite falling back through trapdoors 4 times.

Classic Roguelikes / Re: Rogue - let's beat it
« on: April 22, 2020, 05:24:40 PM »

1.  When you start going back up the stairs, are the levels randomly generated again?
2.  Will you ever find any food or items on the way back up?
3.  Are the monsters still level-dependent?  I mean once I get to level 17 I don't have to worry about Griffins anymore?

I would have to read the code again since I no longer remember, but:

Most likely you don't have the ISRUN bug (one single identify scroll suggests your version predates Rogue v4 for Unix, which is the one that introduced the bug).

I think monsters are still level dependent.

Classic Roguelikes / Re: Rogue - let's beat it
« on: March 22, 2020, 03:18:24 PM »
I started restarting unless I find at least a long sword on first two floors, which is why I'm playing the Epyx version now. People probably check the 'Recent Games' board online, and if I played like this online I'd have it filled up with myself and 'quit on lvl1' and 'quit on lvl2'. But I'll be dropping in from time to time to play without restarting.

That is a bit extreme :-)

I usually find that my problem is more related to lacking potions, wands and items than cool weapons. Oftentimes you can get hosed because you didn't have a "free-from-jail" card even if you are walking around in enchanted plate armor and carry a 2h sword.

Classic Roguelikes / Re: Rogue - let's beat it
« on: March 20, 2020, 03:55:20 PM »
Made it to lvl20 in the Epyx 1.48!  :P Medusa killed me. We met in the hallway, and I started backing away, but strangely, she did not confuse me. Or maybe she did but I still landed hits? I don't know for sure, that's the first time in my life that I've seen her. Anyway, I had lots of tricks to deal with the situation, but I grossly underestimated her, thinking that I can kill her just by hitting. It's because I read somewhere that she's weak. Such a stupid death. I had a wand of polymorph, a wand of teleport away, a ring of stealth, a 2H sword (which I didn't use because I enchanted my mace), and plate armor. Great stash. And all because I thought she was weak, I didn't use the wands! I will never underestimate you again, Medusa.

It looks like I'm alone posting here, this is a little bit embarrassing.  ::)

There are conditions that make you immune to Medusa's gaze, maybe that explains it.

Also, when you are confused, you can still land hits afaik. If you are in a corridor, you only have two ways to go, so you have a 50% chance of moving to the proper direction and performing an attack on the intended target.

Classic Roguelikes / Re: Rogue - let's beat it
« on: March 18, 2020, 11:55:05 AM »

So is v5 really supposed to be that difficult?

The maintainer of rlgallery thinks it is. His rationale is that the developers tested the game with the bug (ISRUN bug from now on) and found it suitable for release, therefor implying that they were satisfied with the game balance.

After looking at the code myself, I think the game is not supposed to be that difficult. Long story short: there is code which is designed to grant any creature in the game a +4 bonus to hit anything that is paralyzed. The problem is that the checks that verify if a creature or the player is vulnerable to this bonus are botched. Monsters always get the bonus; the player never does.

Classic Roguelikes / Re: Rogue - let's beat it
« on: March 17, 2020, 05:06:43 PM »
And I must say that the UNIX version seems more difficult than the DOS 1.48 (by Epyx) I used to play before!

Rogue V4 and V5 at rlgallery have a bug/feature that causes monsters to strike at you with a +4 bonus to hit.

If you play Rogue V3 you will notice the difference. V5 is still more fun in my opinion.

Classic Roguelikes / Re: Rogue - let's beat it
« on: March 16, 2020, 03:30:04 PM »
Hello, I want to say that it's a great topic and I'm in the process of reading, whilst trying to avoid spoilers simultaneously, as I haven't yet been beyond lvl17. It's the spirit of discovery, gotta see those monsters myself first! I don't know what got into me, but I got addicted to Rogue and really want to beat it one day. :)

And I have a question:

It's embarrassing, but I don't get how to use wands on my own self. Once I had a wand of teleport away. But all wands asks for a direction, and I think I pointed it to a monster that was attacking me?.. I don't quite remember, but I died twice because I couldn't figure out how to use wands on myself and did something that the game considered stupid. :)

P.S. rlgallery is an amazing site, especially the recordings saved on it that can be analyzed! I stay away from them for now, because I want to fumble on my own for a while.

You don't really point at yourself with the wands. A wand is either directional, in which case you aim it at the target; or it isn't, in which case you aim at any direction. It makes no difference.

Classic Roguelikes / Re: Rogue - let's beat it
« on: February 29, 2020, 02:16:10 AM »
Some IRC developer has commented me that there is a patch for it, which was submitted to the person running rlgallery, but I don't know whether it has been made available anywhere.

The question is do you want it patched?  I guess you could have it as a separate option. Now that we have a winner or two it's hard to go back and change the challenge.

I wanted it patched in my local copy. And it would make sense to have a patched version available somewhere. Not necessarily at rlgallery as I understand it is a public game with some competitive component. Hard to undo the changes.

But really, some deaths in V5 feel very cheap and I think the 20% bogus bonus monsters get to hit you is at fault at many of those.

I miss useful potions, scrolls and wands more than a 2-handed sword most of the times. I think you only need the big steel when you are halfway there... I think resetting the game because you don't find one on level 1 is too hardcore. You have about 10 levels to find one IMO.

Classic Roguelikes / Re: Rogue - let's beat it
« on: February 27, 2020, 12:13:24 PM »
Some IRC developer has commented me that there is a patch for it, which was submitted to the person running rlgallery, but I don't know whether it has been made available anywhere.

Development Process & non-technical / Re: I am new and unsure.
« on: February 24, 2020, 10:16:44 PM »
I think that playing single-players videogames is way more anti-social than playing MtG, Warhammer and DnD, for what it is worth.

When you have minority hobbies, you are bound to face a certain degree of rejection. It is not exclusive of games. What matters is being able to build a group of friends who share the hobby, so you all can live in your own pocket of resistance and not care what others think. I can assure you that all those Magic players don't give a crap if you don't like them or their club.

As for developing a game, I would consider taking an existing one that is close to your vision, and building from there. Another people has already done the heavy lifting for you. Take what you like and rm -rf what you don't :-P

Low complexity.

Heh, you could arqgue that Rogue itself was not very complex. But I get what you mean.

Hyper Rogue has a Tactical Mode, by the way, in which you can stash orbs in your inventory and use them when you need them. One thing I don't like much about Classic Mode is precisely that you can unlock lots of cool orbs during the game, and not have them around when you need them.

Classic Roguelikes / Re: Rogue - let's beat it
« on: February 20, 2020, 12:43:00 PM »
So far, the most noticeable diference is that +4 bonus to hit. It really hurts the chances of the player, but also makes some fights more interesting...

Having specific scrolls of identify does not hurt nearly as much as that bonus.

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