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Messages - LazyCat

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Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 07, 2014, 09:59:32 AM »
That sounds more like what I was experiencing in the game, which is why I was looking to increase those numbers. I see the key is to look at the odds of not being noticed instead. I guess it's because being noticed is a single event per multiple steps and not being noticed is a single event per one step, but I still find that difference pretty elusive.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 07, 2014, 05:16:26 AM »
Oh!  I didn't know the quality of the final item was based on its components.  That's interesting.

Just because of darts and javelins. For weapons and armor maximum level of resulting item is (item_A + item_B) / 2 + 1.

I had two scrolls of remove curse and I tried to throw one at a trap, but my dude threw both of them instead.  I don't know if that's unique to this version or if it also happens in vanilla Brogue, but either way it shouldn't happen.

I think you probably threw some other scroll by mistake.

Just fyi the odds of something happening with two 5% chances is a bit less than one 10% chance.

Do you have some equation for how that works? Is there Wikipedia page on the subject? I'm not sure what even look for.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 06, 2014, 08:05:46 AM »
When I press enter to look at things, the cursor disappears after about 1/3 of a second.  It reappears and then disappears again every time I move it.
I see, thanks.

When I use a wand of empowerment on myself, the game says "you look stronger."  "You feel stronger" would work better in the case of players reflecting the wand off of something other than a mirror.
I think that's the original message for drinking strength potion and I'm just using that same function which prints that message.

Stone altars are cool.
Javelins and darts can be used to cheat stone altars.

Both strange seed and stone altars are inspired by Pixel Dungeon, a broguelike for Android. -- Not sure if you know, you can also use duplicate items in recent releases. You can't profit much with darts, at best you'll get a dagger. You could gamble javelins, but unless you also mix in some high level weapon chances are you'll end up with something worse. Items created by stone altars can sometimes be cursed or enchanted, like those you can randomly find in the dungeon.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 06, 2014, 07:32:56 AM »
What's the new chance?

For sleeping monsters, 25% per turn when walking and 5% per turn when sneaking, but since you have to take two turns to sneak that's 10% per tile. (Currently testing 30%/10%)

So when you have to walk three tiles to step next to a sleeping monster, if you just walk there in three turns there will be 75% chance in total the monster will wake up. But if you sneak, that is pause on every tile, and move there in six turns, the chance to alert the monster will come down to 30% in total.

For wandering monsters, 40% per turn when walking and 20% per turn when sneaking/waiting.

Originally in Brogue 1.7.3 monsters have 25% to see you no matter what you do or whether they are sleeping or wandering.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 06, 2014, 02:53:02 AM »
Release 9e is out, first post updated with the download link. Audio-only mod that comes included with the latest "full-mod" release is now fully compatible with Brogue 1.7.3. Few bug-fixes were reverted to ensure there is absolutely no game-play differences, and so that it loads and produces identical save games and recordings. Brogue-AUDIO, the full mod, is complete, waiting for maybe a bug report or some feedback to make last tweaks before the final release. For anyone who manages to get the Amulet in the full mod (latest release v9e), please post your save game from 26th floor.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 03, 2014, 02:50:15 PM »
Release 9c is out, first post updated with the download link. Final touches, balancing and polishes before the final release, which I proclaim to be unofficial Brogue 1.7.3 sequel. Executable of classic Brogue 1.7.3 + audio only, without gameplay changes, is included in the download.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 01, 2014, 03:23:37 PM »
Release 9b is out, first post updated with the download link.

* polymorph now reflects too, scroll of remove curse will return you back to human form
When polymorphed to some other creature you keep your inventory and can use all the items like before, but your health, attack and defence are modified. You don't get spell casting abilities of the creature, but you obtain traits like flying, fire immunity or invisibility. If you turn yourself into a jelly you will get cloned upon being hit, or if you are a zombie you will let out a cloud of gas, or if you are a vampire you get extra speed and transference.

* stealth and sneaking
It sounded nice but it wasn't really much help without the stealth ring, and with it there was little difference. Now when in sneaking mode monsters have less chance to see you. This makes a difference and I'd say it's balanced to fit the game perfectly as moving slowly seem quite adequate penalty for gaining that extra stealth. It's actually useful for only rare occasions and is the last thing you want to be relying on, but it's a nice feature to have, it just fits.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 01, 2014, 03:22:20 PM »
You are not the only one, other people wanted to disable music as well. I don't understand, it's like eating a cucumber without any salt... it's crazy!

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: February 28, 2014, 02:24:53 AM »
Yeah I really like the new tunneling staff.  It's fun to push monsters into chasms and lava pits.

Getting strength from wands of empowerment is too obvious and easy.  Empowering minions is probably still the stronger effect, but to really make that work you've got to carry all your wands around until you find a good minion and then burn a bunch of scrolls of enchantment.  The strength thing is less effort and works with any build.  I like that you've added a use for them in non-minion builds but right now it doesn't involve any interesting decisions.  You just get a bunch of extra strength.

What if self-empowerment was a temporary thing instead?  Like you got a long lasting haste and shield effect from it or something like that?

I'm not trying to change Brogue, just to tweak it. Rather than introducing new things and mechanics, I'm only trying to make more use of what's already in there.

Okay that's my sound set finished. With maybe one or two exceptions, that's every sound changed. I love this set, it puts satisfying retro Zelda sound effects over atmospheric real sounds and makes the game feel far more alive.

(note that this doesn't include the music tracks)

Most of the sounds are from various Zelda games, the environment sounds are from various sources - mostly high(er) quality nature recordings found on YouTube, a few of them are far longer than they need to be but the whole thing uncompressed is about 90mb which probably doesn't matter much these days but they could be clipped down if necessary. It's a 40mb rar file so lean by 2014 standards (the inventory management subgame of 90s computing isn't something I miss).
If I had those effects at the time I would have used some, but without background music to me it just feels empty. 

As I'm currently trying to gain slow but well earned progress at Brogue (I think level 11 is my personal best), I won't be trying out anything that will make it any easier right now but I'm really interested in your progress and experimentation though so I'll watch this space.
I'm not sure about easier, what only really matters is what's better. But to answer that question you should indeed first get yourself more familiar with the original.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: February 26, 2014, 06:41:30 AM »
Nice, look at all those staffs. Extra generous seed. Did you get to make use of tunneling staff to push monsters into some hazard or knock them off balance for a free swing with the broadsword? Do you think using empowerment on yourself for strength gives you more advantage than using it on allies? Too much strength?

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: February 25, 2014, 02:44:50 PM »
After few weeks of testing and polishing release v9 is out, first post updated with the download link. Here are some details...

* Stealth and sneaking
When you wait your stealth range is halved, as usual. But now if you keep waiting further your stealth decrease one more point. And more importantly, the first step after waiting does not go back to double the radius, only increases yours stealth by one point. Effectively this means if you repeat pause-step-pause-step-pause-step... your stealth range will stay lower than if you just keep walking, and that's how you sneak.

* Reflected magic
Haste, empowerment, invisibility, healing, protection, teleportation, and even the magic of plenty you can now use on yourself, regularly.  You can reflect a magic bolt of marble statues (now called mirror statues), which will deflect the bolt right back at you every time. You can also use crystal formations, and you can try to reflect bolts of golems, mirrored totems and reflective monsters, but that might not reflect the bolt back at you, or worse, it could make that golem invisible instead, but sometimes, when there are no mirror statues around, it's worth the risk. This little change brings many new possibilities, and together with wands being more worth enchanting you now have attractive options to put enchants in some of those wands/staffs you would never enchant before. I actually reached 40th floor for the first time thanks to two wands of invisibility and charm of recharging. Sure, all these new possibilities make the game easier, but not much, not as much as they make it more interesting. I'd like to hear what people can do with this - what new builds, what new tactics and new strategies are now available.

* Boss battle
New enemy appears on the way up with the amulet, or going below 35th floor. No spoilers now. I am looking for volunteers to get the amulet and try to bring it out of the dungeon for a feedback on this boss battle - whether is it too hard, too easy, could it be made better, or whatever. Have fun.

Yeah, I would get it from there and put it in my Mediafire folder. I never had any problems with my free Mediafire account, for three or more years now. On a related note, I was very disappointed to see Imageshack is not free any more, at all.

I'd gladly upload my sound set but don't know where to upload it to as I don't have an account with any personal upload/download sites.; if you want to give me an e-mail address then I'll send it across to you and you can share it from there. I found the original thread on the Brogue site and find the whole thing very interesting but see that things have been quiet on there for a few weeks but maybe people are just waiting for the next bit of progress.

You can upload it here without even needing account:

That forum, like this one, is generally quiet, with mostly zero users online. I guess people are just not into roguelikes.

Is there a way multiple sounds could be assigned to the same action? I ask as a formality really as I can see that there are about five 'scroll read' sounds (God I hated those sounds!); I'm wanting to add multiple footstep sounds so it doesn't sound so unnaturally monotonous, I'm currently using the sounds from Zelda: Ocarina of Time and they have at least three different possible sounds for every type of terrain.

That's what background music is for, so you barely even hear any footsteps. If you disable background music and all you hear are the footsteps all the time, then I'm afraid it just ought to sound monotonous. Using several different sounds for the same terrain type could probably help, but it seems too much work for a such subtle effect.

That wait command sounds very tasty, Lord knows the allies are fantastic at getting themselves killed so it'd be nice to prevent that once in a while. Is this something you personally are modifying or is this going to be the developer's next release?

This is what I think how next official Brogue release should be. It is for people to try out and for the original author to decide if he will take anything to include in his official build.

Maybe you can zip it up and upload your 'audio' folder once you are done re-mixing.

I checked my audio files on another computer with headphones, it's terrible actually. So terrible I don't understand how I haven't noticed it before. Therefore I resampled most of the sounds to better quality, and the difference is huge, when listening with proper speakers or headphones anyway.

The most interesting addition for the next build game-wise is probably the ability to order allies to wait. When you swap places with an ally twice in a row they will stay waiting there until you move over them again or unless they get attacked or start loosing health for whatever reason, in which case they go back to their normal suicidal behaviour.

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