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The Codex of Roguelikes

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,737
Alchemist is great. Very good looking game for something that uses what i assume a modified stock art/photos.
Only one thing irks me - a lot of your time is going to be spent on amassing your hoard of rare or not so ingredients which will inevitably be lost upon your death because of some stupid mistake you made. Meaning that upon restarting you will need to gather your shit all over again which is a chore enough to make me lose interest in trying again.

Methinks this game shouldn't have been a roguelike in the first place but it might be just me because i am not really into roguelikes. Feel free to ignore me.
 

fuzz

Liturgist
Joined
Aug 26, 2011
Messages
161
Location
Bakersfield
Sure, on the first run you'll probably be picking up everything, because you don't know which stuff grinds/distills into and then die. Hopefully you can learn something from that death and overcome the problem next time. That's the way she goes. Usually you can't be looting everything in roguelikes because of limited space. No item limit here probably promotes hoarding but at least you don't have to juggle items around and comfortably learn about them. After a while you get to know what loot is crucial early on and what you can skip.
 

Irata

Scholar
Joined
Mar 14, 2018
Messages
304
Dungeon Crawl Stone Soup 0.30 The Reavers Return
http://crawl.develz.org/wordpress/0-30-the-reavers-return

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.30 “The Reavers Return”!

DCSS 0.30 features the return of the legendary Reaver background. These warrior-mages start with two new powerful yet situational spells: Kiss of Death and Momentum Strike. They also start with the Hailstorm spell, which has been moved down to level 3 yet can sometimes miss.

The new Armataur species replaces Palentongas.
7 new spells and changes to existing
Lugonu changed
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,967
Pathfinder: Wrath
https://youtu.be/dAse3sZItYE
This is roguelike that have been getting lot of attention lately. I havent played it yet tho.
What's the appeal?

it's kinda the 3.5 of roguelike

dungeon is divided to multiple room instead of floor, room is small (altho can be varried from open room to having lot of walls), each room probably last for 5 min of combat before you move to the next. There are lot of Dungeon, I dunno think completed Run would need 10 - 15 from the screen?

It also has roguelite element of difficulty level, everytime you finish a run a new difficulty unlocks

game is very build heavy, you can choose 3 out of 8 main skill tree (and have total of 8 skills). Itemization is all unique, not some random sword but each equip has decent side effect that can support your build or even build defining

e.g. I played summon build and get a shit early game banner that summon 4 rats everytime i enter the room
 

PapaPetro

Guest
https://youtu.be/dAse3sZItYE
This is roguelike that have been getting lot of attention lately. I havent played it yet tho.
What's the appeal?

it's kinda the 3.5 of roguelike

dungeon is divided to multiple room instead of floor, room is small (altho can be varried from open room to having lot of walls), each room probably last for 5 min of combat before you move to the next. There are lot of Dungeon, I dunno think completed Run would need 10 - 15 from the screen?

It also has roguelite element of difficulty level, everytime you finish a run a new difficulty unlocks

game is very build heavy, you can choose 3 out of 8 main skill tree (and have total of 8 skills). Itemization is all unique, not some random sword but each equip has decent side effect that can support your build or even build defining

e.g. I played summon build and get a shit early game banner that summon 4 rats everytime i enter the room
Thanks dude. Sounds like they took a lesson from Brogue and more coffee break type roguelikes for more condensed runs (compared to long run deep delver roguelikes like DCSS or Angband/Umoria). I like the single screen simplicity for floors like in ADOM (a lot easier to mentally recall), so that'll be cool to check out the pacing in the floor2floor mechanics. Also I the meta-game progression seems pretty compelling and I liked that from Tales of Maj'eyal (unlocking Adventurer class was the tit's nipple for me).

How's the color/lore. Is there monster memory recall? I love reading into the stat blocks for Multi-Hued Ds and U Balrogs.
Any novel remedy for savescumming outside of the honor code / savefile wipes?
Also is there a Wizard/Debug mode? I use this to figure out the game mechanics and optimal tactics/strategies before doing clean runs.
 
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Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Are there newer games with interesting necromancy/curses/evil magic systems?
 

PapaPetro

Guest
Are there newer games with interesting necromancy/curses/evil magic systems?
What's got you into that stuff? Very specific request for occult roguelikes.
There's Infra Arcana; the Lovecraft stuff usually scratches that itch since that Crowley stuff was popular around that turn of the century time.
Lovecraft being a fork/branch of the occult movement.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Are there newer games with interesting necromancy/curses/evil magic systems?
What's got you into that stuff? Very specific request for occult roguelikes.
There's Infra Arcana; the Lovecraft stuff usually scratches that itch since that Crowley stuff was popular around that turn of the century time.
Lovecraft being a fork/branch of the occult movement.
Incidentally, I've been playing Infra Arcana a lot, which had me want similar dark spells but with a more complex system and more player agency than picking up manuscripts and levelling up characters. This works well for Infra Arcana but I want to try something more involved.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,257
Location
São Paulo - Brasil
(...)
Anywho, always hated the ugliness of FPS blobbers despite loving the party dungeon delving mechanics; thought it'd look better with bird's eye-view ASCII.
(...)

A top view blobber is going to spoil one of the major points of blobbers; the difficulty of exploring and mapping the environment. I mean, a top-down game like what you suggest is not necessarily a bad idea, but it shouldn't be called a "blobber". In fact, I would say that despite the name, the complexity of exploration is more central to the genre than there being multiple party members.
 

PapaPetro

Guest
(...)
Anywho, always hated the ugliness of FPS blobbers despite loving the party dungeon delving mechanics; thought it'd look better with bird's eye-view ASCII.
(...)

A top view blobber is going to spoil one of the major points of blobbers; the difficulty of exploring and mapping the environment. I mean, a top-down game like what you suggest is not necessarily a bad idea, but it shouldn't be called a "blobber". In fact, I would say that despite the name, the complexity of exploration is more central to the genre than there being multiple party members.
Most if not all ASCII roguelikes are gridded though.
For most roguelikes you still have to explore the grid to reveal the map tile-by-tile; Blobbers are the same and typically have a map to go along with the first person view on the ground. So exploration is preserved regardless as the only thing you lose is the first person graphics.
I'm just not seeing it as a major disqualifier here; seems congruent.

Legend of Grimrock
d1reFmM.png


Umoria
JExorBz.png
 

PapaPetro

Guest
Are there newer games with interesting necromancy/curses/evil magic systems?
What's got you into that stuff? Very specific request for occult roguelikes.
There's Infra Arcana; the Lovecraft stuff usually scratches that itch since that Crowley stuff was popular around that turn of the century time.
Lovecraft being a fork/branch of the occult movement.
Incidentally, I've been playing Infra Arcana a lot, which had me want similar dark spells but with a more complex system and more player agency than picking up manuscripts and levelling up characters. This works well for Infra Arcana but I want to try something more involved.
There's some classes/playstyles in Tales of Maj'Eyal that seem up your alley.
I haven't played all the classes (and their specific mechanics) yet in that game, but there might be something there for you.
Some that stick out:
Necromancer
Cursed
Doomed
The Defiler Classes
The Writhing One
Cultist of Entropy

I've had fun with the game, but it's just way to big to explore every class and their unique spell mechanics to find it all out.
I usually just default to playing Wizards or Battlemage type classes myself.
Hopefully it's got something for you.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,257
Location
São Paulo - Brasil
(...)
Anywho, always hated the ugliness of FPS blobbers despite loving the party dungeon delving mechanics; thought it'd look better with bird's eye-view ASCII.
(...)

A top view blobber is going to spoil one of the major points of blobbers; the difficulty of exploring and mapping the environment. I mean, a top-down game like what you suggest is not necessarily a bad idea, but it shouldn't be called a "blobber". In fact, I would say that despite the name, the complexity of exploration is more central to the genre than there being multiple party members.
Most if not all ASCII roguelikes are gridded though.
For most roguelikes you still have to explore the grid to reveal the map tile-by-tile; Blobbers are the same and typically have a map to go along with the first person view on the ground. So exploration is preserved regardless as the only thing you lose is the first person graphics.
I'm just not seeing it as a major disqualifier here; seems congruent.

Legend of Grimrock
d1reFmM.png


Umoria
JExorBz.png

Sorry, I should have been more specific.

I didn't mean that rogue-likes (or other games with similar kind of view) can't have exploration. But because the environment is "spoiled" to the player in those games, many kinds of exploration hazards and challenges that are possible in blobbers don't really work in games where you have a top view of the action. Traps such as rotating rooms, rooms that teleport you to a similar room when you enter, or even getting lost from running away from some monster either don't work in such games or require a lot of stuff to be built around them.
 

PapaPetro

Guest
Traps such as rotating rooms, rooms that teleport you to a similar room when you enter, or even getting lost from running away from some monster either don't work in such games or require a lot of stuff to be built around them.
Thanks for the clarification.
Personally, I'm not the biggest fan of spinners/teleporter traps in Blobbers myself; even in Blobber-esque Gold Box games where it used blobbing for First-Person for the strategic adventure screen and individual party Tactical for combat screen.
(MM 6-8 was a game changer for me in this regard for Blobbers as it broke its own mold while still retaining its essence.)
While Roguelikes have no need for spinners or a compass because the overhead direction is always fixed, there are still teleporter traps that can dump you in an unexplored (and dangerous) part of the map. It works well with the procedural generation traditional to Roguelikes while Blobbers typically had pre-designed static maps that could play on the player's reliance and sense on maintaining correct direction.
I think what you desire is that feeling of losing your bearings/potentially getting lost in the dungeon. Hence why Blobbers traditionally have a compass or some sort of direction detecting ability, especially when dungeon delving.
 

PapaPetro

Guest
I had the same question and I was told "Bright Nights", apparently?
Anything but version 0.G
I eventually liked Nested Containers since it allowed you to drop cargo before a fight and it made inventory management generally more exciting (was much better than the alternative of pushing a shopping cart around everywhere).
But the continued gutting of CBMs/Bionics and Science-Fiction in favor of "Realism" was silly given the initial lore/premise in a Zombie/Lovecraftian survival Apocalypse.
Also not a fan of the implementation of Proficiencies and Weariness with regards to crafting; it's unfun and an artificial annoyance to slow down the game. They should've just focused on adding more/harder content instead (like expand the crafting/tech tree to include futuristic stuff you could craft to combat futuristic enemies, like better Power Armor, custom CBMs and crafted beam weapons).

Sometimes I go back and play 0.C back when you could craft a Pneumatic Rifle. That was fun.
Also the Magiclysm mod is pretty cool and adds some spice/options/threats to any version. Though it continually suffers from balance issues (e.g. getting instantly mauled by a super fast Owlbear or Troll; or taking down this bitch with 5600 HP (Distance + A LOT of .50 cal ammo)).
I love the Translocator Gate that allows you to teleport between multiple places/bases. Way better than the Fast Travel feature they implemented in the Overworld Map and well worth the effort to eventually build that network of tele-gates.
Also I feel less compulsion to use Debug menu teleporting to conserve my real life time.
 
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LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
I had the same question and I was told "Bright Nights", apparently?
Isn't that a mod? I'd rather get a vanilla experience, just without all the stupid shit they added recently. I played one of the latest experimental builds a while back and saw that they added the option to switch your character gender in the menu at any point in the game. Only a matter of time before it's got customizable pronouns and we're all playing Solasta.
 

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