Author Topic: Warlock Of Firetop Mountain roguelike  (Read 40901 times)

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #15 on: July 01, 2014, 02:56:18 AM »
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.
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Krice

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Re: Warlock Of Firetop Mountain roguelike
« Reply #16 on: July 01, 2014, 05:40:37 AM »
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.

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #17 on: July 01, 2014, 05:56:09 AM »
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.
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Krice

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Re: Warlock Of Firetop Mountain roguelike
« Reply #18 on: July 01, 2014, 07:25:17 AM »
There is no save. Quit is only from window X. Unorthodox, I know.

No, both just sucks. But they are easy to change.

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #19 on: July 01, 2014, 12:58:39 PM »
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/

Code: [Select]
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.


Even prettier!
« Last Edit: July 24, 2014, 11:58:01 AM by corremn »
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Samildanach

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Re: Warlock Of Firetop Mountain roguelike
« Reply #20 on: July 01, 2014, 07:28:09 PM »
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.

Samildanach

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Re: Warlock Of Firetop Mountain roguelike
« Reply #21 on: July 01, 2014, 10:06:25 PM »
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.

Munge

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Re: Warlock Of Firetop Mountain roguelike
« Reply #22 on: July 02, 2014, 12:18:24 AM »
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!

Samildanach

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Re: Warlock Of Firetop Mountain roguelike
« Reply #23 on: July 02, 2014, 08:05:24 PM »
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.  ???

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #24 on: July 03, 2014, 05:58:27 AM »
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.
« Last Edit: July 03, 2014, 12:13:51 PM by corremn »
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #25 on: July 03, 2014, 02:14:46 PM »
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
« Last Edit: July 24, 2014, 11:58:25 AM by corremn »
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Samildanach

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Re: Warlock Of Firetop Mountain roguelike
« Reply #26 on: July 10, 2014, 10:53:04 PM »
Phew, dungeon level 6. My best yet. I got lucky with stairs...

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #27 on: July 11, 2014, 03:21:10 PM »
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!!

« Last Edit: July 11, 2014, 04:27:31 PM by corremn »
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Samildanach

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Re: Warlock Of Firetop Mountain roguelike
« Reply #28 on: July 11, 2014, 03:37:24 PM »
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.

corremn

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Re: Warlock Of Firetop Mountain roguelike
« Reply #29 on: July 11, 2014, 04:36:10 PM »
New release.
Get it here

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.
« Last Edit: July 12, 2014, 09:43:14 AM by corremn »
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike