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The Codex of Roguelikes

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,720
Things will get easier once you figure out what works and what doesn't. First cycle of humility is doable even with a somewhat suboptimal build.
Regeneration from the life tree is nice skill to pump if you want some survivability for your blood warrior. Synergizes well with healing you get from blood.
Not sure if you have enough skillpoints but i noticed that none of your characters have a prestige class. Lifedrinker, Executioner and Blood Mage all seem like a solid choices for a blood warrior build.
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
73
Trying the Path of Achra demo. Trying to make some kind of melee blood build work. The top 4 attempts so far (5 hours):

A542F0558BF55455B40223AF254878E0037FAA0E

I'm not an expert at RLs, but the sudden damage spikes that kill me in this seem kind of sus. Is the final game tuned any differently?
I went from Demo to full game and yes, the full game doesn’t feel as “sudden” as the demo. However I’m still pretty bad at it, and trying out some weird builds that kick ass at first and I steamroll everyone and then all the sudden get wrecked by some enemy.
 

Arrowgrab

Arbiter
Joined
Jan 20, 2016
Messages
642
My first victory was an Ape Assassin of Humbaba dual-wielding daggers. Apes get bonuses for not wearing armour, I found a dagger that gave extra attacks for not wearing armour, and ramped my DEX sky high to get great dodging ability to compensate for my lack of armour. High DEX also meant high speed, so my multiple attack routine could be triggered even more often. For skills, I only took martial ones: the most expensive one that gives extra attacks, one that improves the use of small weapons (since daggers), and maybe a third one, don't recall.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,514
Location
Hyperborea
Fuuuuuuuck. Almost. Last board of last location

4A4BF4F3A8C0765EA4A0D0D1B9AB571ACA6ACE9F

Got hemmed in by blood resistant golems while getting pelted from afar. Minions killed in seconds.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,720
Fuuuuuuuck. Almost. Last board of last location

4A4BF4F3A8C0765EA4A0D0D1B9AB571ACA6ACE9F

Got hemmed in by blood resistant golems while getting pelted from afar. Minions killed in seconds.
Maybe you should try going for technique instead of guard. It's expensive but absolutely worth it methinks.
 

jakkis

Educated
Joined
Dec 21, 2022
Messages
80
Trying the Path of Achra demo. Trying to make some kind of melee blood build work. The top 4 attempts so far (5 hours):

A542F0558BF55455B40223AF254878E0037FAA0E

I'm not an expert at RLs, but the sudden damage spikes that kill me in this seem kind of sus. Is the final game tuned any differently?
I went from Demo to full game and yes, the full game doesn’t feel as “sudden” as the demo. However I’m still pretty bad at it, and trying out some weird builds that kick ass at first and I steamroll everyone and then all the sudden get wrecked by some enemy.
This is a classic roguelike experience is it not?
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,514
Location
Hyperborea
This is a classic roguelike experience is it not?
The internet kept saying how "overpowered" you become and how they got their first win in only a few runs, so my expectations were for different. But it's fine, I'm not into super casual games anyway.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,881
You have to look at what enemies are coming up and see if they'll nuke your setup. Once you got them squared away, it's mostly a question of scouting items, either to bundle more for sacrifices or, of course, pairing them with skills. I've won runs with builds completely opposite of what I intended to build, so I think items/skills being properly paired is far more important than anything you actually start with. The starting char-style-god thing is just the extra juice for mega OP shit now and again.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,954
Pathfinder: Wrath
Trying the Path of Achra demo. Trying to make some kind of melee blood build work. The top 4 attempts so far (5 hours):

A542F0558BF55455B40223AF254878E0037FAA0E

I'm not an expert at RLs, but the sudden damage spikes that kill me in this seem kind of sus. Is the final game tuned any differently?
I went from Demo to full game and yes, the full game doesn’t feel as “sudden” as the demo. However I’m still pretty bad at it, and trying out some weird builds that kick ass at first and I steamroll everyone and then all the sudden get wrecked by some enemy.
This is a classic roguelike experience is it not?

It's not. Achra is kinda a "condensed" buildfag kind of game. The game focuses on making your build work and then doing combat in small area (terrain kinda matters, using chokepoint and so on as melee). There is no big world to explore (everything is stage based) nor there is item focused gameplay like Nethacks or even ADOM. Most equipment has passive components that could synergize with your build.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,514
Location
Hyperborea
You have to look at what enemies are coming up and see if they'll nuke your setup. Once you got them squared away, it's mostly a question of scouting items, either to bundle more for sacrifices or, of course, pairing them with skills. I've won runs with builds completely opposite of what I intended to build, so I think items/skills being properly paired is far more important than anything you actually start with. The starting char-style-god thing is just the extra juice for mega OP shit now and again.
I briefly watched someone play the final release and it seemed to tell you every enemy that will be in an area, while in the demo it will show you one, maybe two of the enemies and the rest are a question mark, and those unknowns are the ones that get ya. Maybe people complained about information being withheld like that and the dev changed it. But yeah, you learn pretty quickly that not paying attention to that info will hold you back. Overall it's a cool system. Kind of reminds me of DCSS where you have to consider if you will do certain branches on a run based on what gear and/or resists you have

Also, no sacrificing in the demo.
 

stephensmall

Literate
Joined
Mar 5, 2024
Messages
19
Played some Sulphur Memories: Alchemist a while back. It's a crafting-based roguelike where you don't get any XP for fighting and instead progress your character by finding/buying books and unlocking recipes from a skill tree. Kind of like Underrail but with 3 different XP types.
It's a cool idea but the game is currently way too grindy and content-barren. Also, for an alchemy game it's sorely lacking in the experimentation aspect, which is really dumb. Will still keep an eye on it.

Any recs for other non-combat-based roguelikes? They don't need to be completely devoid of combat, just gotta have a bunch of other elaborate mechanics. LCS and Elona come to mind but I've already played them to death.
 

getter77

Augur
Joined
Oct 12, 2008
Messages
871
Location
GA, USA
Elin coming soon on Steam as well as Creator of Another World...want to say there's some amount more that are semi-active or on the near horizon---but such within the niche remain a rarity due to the precarity of dev.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
913
Brogue: Community Edition 1.14

A fairly big update, featuring new feats, many combat and resurrection tweaks, and more!

Thanks to contributors Kissyboots, Matti Armston, Nathan Fenner, Nathan Stoddard, and co-maintainers flend and zenzombie.

NOTE:
Some anti-virus software falsely detects this version as a virus. The program is completely safe, and you should be able to add it as an exception. We are working to resolve this. If you don't want to add an exception, you can always play 1.12 in the meantime.

Changes:

Gameplay changes

  • A discordant ally will no longer swap places with the player and can be attacked. Attacks require player confirmation and will not make the ally an enemy.
  • Fixed an issue that prevented allies (e.g. kraken) from learning abilities from monsters that die in certain terrain (e.g. deep water).
  • Allies can now spear attack over the player.
  • Monsters with a spear or whip attack can no longer attack around corners.
  • Jellies now die without splitting when hit with a slaying or quietus weapon.
  • Resurrection altars now function differently for phoenixes and liches. The phoenix egg or phylactery will be revived instead, and the ability to turn into a phoenix or lich restored. Similarly, a vampire's ability to spawn vampire bats will be restored.
  • If the player is seized by a submerged monster they can see (i.e. player is also submerged), it will now immediately surface so it can be targeted with staffs/wands.
  • Overhauled feats:
    • Removed nearly impossible feats 'Pacifist', 'Archivist', 'Indomitable', and 'Ascetic'.
    • Added a new "Feats" menu option that shows a screen with all the feats and whether the player has achieved or failed them.
    • The 'Paladin' feat is no longer lost when the player is unaware of the monster, the player is seized, the monster is generated immobile (totems, turrets, etc.), or the monster is immune to physical attacks.
    • The 'Companion' feat now requires exploring only (approximately) 13 floors with an ally instead of 20. Exploration is measured by the number of newly discovered traversable squares while an ally is within one floor of the player.
    • The 'Pure Mage' feat now allows the player to attack with their fists. Good luck with that.
  • Drinking a strength potion now causes weakness to be removed from a character immediately, so that receiving another weakening attack on the same turn does not completely negate the potion.
  • Fixed a bug which treated obsidian as shallow water, allowing a kraken to both traverse it and sieze monsters or the player standing in it.
  • Monsters that are summoned by allies (furies, phantoms, vampire bats) are no longer eligible for resurrection. Only the summoner will be resurrected.
  • Destroying a phoenix egg or phylactery now counts toward weapon auto-ID.
  • When arriving on a level with items "obstructing" the stairs, the player now appears by the stairs like normal, on top of the item, instead of being placed on a nearby free cell. A message is displayed describing the item.
  • Fixed a bug where items in deep water could drift through walls. Items can now only drift to an available adjacent cell.
  • Fixed a bug where shattering failed to destroy sentinels at the edge of the dungeon.

UI changes

  • Players can now view summary statistics of games played by selecting the "Game Stats" option from the "View" menu. Statistics are collected only for games played since the menu option became available.
  • The auto-targeting system now understands much more about whether the used item will have an effect, and skips target where it won't. This includes taking into account reflection, fire immunity, health (for domination and healing), negatable abilities, proximity (for beckoning), and weapon immunity.
  • When using a known staff of tunneling, turrets and sentinels will now be auto-targeted.
  • Fixed issues where auto-targeting leaked information about an unknown staff or wand.
  • The monster details window now includes information about the effect of negation if the player has a known means to negate the monster.
  • The monster details window now includes information about the effect of tunneling or shattering if the player has such a staff.
  • When an inanimate monster (e.g. turret or totem) is negated, a combat message is now displayed and the sidebar will show the negated status.
  • Fixed a bug where a closed door affected by descent would no longer be visible but would still block visibility. They now remain visible.
  • Staves and wands that affect allies are now displayed correctly on the discovered items screen.
  • If the player occupies a location with an item, the item is now shown in the sidebar. Additionally, the item is included in the description when inspecting the player's location.
  • When inspecting a location, item descriptions now include details if space permits.
  • A weapon of slaying now includes a note that the weapon doesn't degrade when attacking an acidic monster in the slaying class.
  • Changed the ability description for some monsters to differentiate those that can sometimes reflect magic spells from those that always reflect spells back at the caster.
  • Animations such as autoexplore and using a staff now run at a consistent speed.
  • Change the color of the message when you try to pick up an item when your inventory is full, so it stands out more.
 

getter77

Augur
Joined
Oct 12, 2008
Messages
871
Location
GA, USA
Hokuto no Rogue is back after a great many years:

http://hokuto-no-rogue.sourceforge.net/

Hello everyone,
12 years after the last release, we have decided to release a new version of Hokuto no Rogue.

There are two links available for downloading this version: the first is platform independent and more 'lightweight' but you need to download and configure the correct version of Java; the second is more 'heavyweight,' specific for Windows x64 systems, and includes Java, requiring no configuration.
In the game's archive, there is a file called 'Letter to the players' which briefly explains why we have resumed working on this project.

Here is the changelog:

ver. 0.7.0 (8/8/2024)
- The game core has been completely rewritten
- All character animations have been removed (yes I know, but I have neither the skills nor the tools to handle them)
- The use of the mouse has been introduced
- Combat schools and attacks have been revised
- Is it possible to change the resolution of the game and use it full-screen (desktop resolution)
- Is it possible to start the game on an external screen (at the moment only by manually editing the properties file)
- It is possible to change the movement speed of the characters
- In the list of items that can be taken, better armor than those worn is displayed in green and worse armor in red
- Added "exit building" action (right click on the stairs going down)
- Added "ask to follow/ask to leave" actions (right click on non-hostile characters)
- Added Raoh
- Added Heart
- Added Kenshiro's story mode (work in progress)
- Added "Revenge" main quest for Kenshiro's story mode
- Added "Free roaming" mode
- Added game logs files
- Added "Paypal donation" menu entry (if you like the game and want to offer us a coffee)

Enjoy!
:D
 

Emmanuel2

Savant
Joined
Feb 19, 2016
Messages
370
Location
Pearl of the Orient Seas
Just won a run of FrogComposband with a Lucky Weaponmaster (slings) Demigod of Artemis.

xdzLeUE.png


Goddamn is this a long run/roguelike, the dump clocks in at 32 hours and could easily go longer with the postgame content if motivated enough to clear them. It's still one of the funnest traditional roguelikes out there: the powerspikes feel great. the grinding is comfy but requires a bit of attention, and there's so many cool choices for chargen! Even though it's a "kitchen sink" variant, it's a surprisingly very cohesive experience.

The most dangerous moments in the game are when monsters summon monsters that can also summon monsters, and it's not an uncommon event by the midgame. The deepest parts have enemy summoners that are so tanky, it's easy to get overwhelmed and have to recall out. And the game kinda tried to counter teleport-out strats with monsters that can also follow you through teleports.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,845
Just won a run of FrogComposband with a Lucky Weaponmaster (slings) Demigod of Artemis.
Man this game is so damned fun. Currently playing as a sentient ring. Was riding around on Smeagol for a while, recently switched over to some Southerling king but he keeps randomly blinking on me so I think I need another new host. I really want to get a weapon crafter going though. I love the concept, but I've never managed to get one really going in any roguelike except for the Alchemist in Tome 2.34, and that was just because the class is basically broken.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
Try Sil-Q. It has a complex smithing system. You can specialize in smithing and craft some really nifty stuff, upto custom artifacts with crazy effects.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,845
I like Sil-Q in theory, but I've never gotten past the early game in it. Either I get greedy trying to smith something that will let me smith better before making real gear, or if I play it safer I die anyways to some stupid 1 in 1000 chance crit at the wrong time. Probably doesn't help that I refuse to play the OP elves and kept trying to play dwarves.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,954
Pathfinder: Wrath
Where do you find these obscure Roguelikes anyway? Any website besides RogueBasin that I need to know off? Roguebasin is nice but its database sorting is a bit messy. Any sort of Roguelike and the forks database available elsewhere?
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
363
Just won a run of FrogComposband with a Lucky Weaponmaster (slings) Demigod of Artemis.
Man this game is so damned fun. Currently playing as a sentient ring. Was riding around on Smeagol for a while, recently switched over to some Southerling king but he keeps randomly blinking on me so I think I need another new host. I really want to get a weapon crafter going though. I love the concept, but I've never managed to get one really going in any roguelike except for the Alchemist in Tome 2.34, and that was just because the class is basically broken.

Back in Poschengband, uniques had a much higher chance of doing that 'gets pissed off and throws you off' thing, which killed a lot of the fun for me. In practice, the best I remember doing was one of those red A's (Solar?) which could be gotten pretty easily from the lower levels of the Arena. Knowing that I couldn't get anything super broken to upgrade to (like the high-level Amberites) pretty much killed my enthusiasm though, as it felt like my power level was capped kinda low. Not sure if it's still the same in Frog.

As for Sil-Q, it really is very well-crafted, albeit a bit too vulnerable to bad RNG as you say (mitigated the more CON you have). I'd encourage you to keep trying at it; part of your issue might have been that strength-based builds, in my experience, aren't quite as strong as dexterity-based ones. As much as making a dwarf with a greataxe and smite so you're doing 40+ damage per hit sounds amazing, it just tends to get you killed early on. You'd probably do far better with a 2/3/5/2 Nogrod dwarf using a 2lb longsword, and picking up Finesse right away.

Oh, another thing that a lot of newer players don't know but is low-key broken in Sil - pick up any spears you see and throw them at enemies as they approach. Throwing uses your melee roll rather than your archery roll, and spears do decent damage (unlike daggers which are pretty weak). If you have decent melee skill, you can completely wreck trolls as they walk up to you just through spears.
 

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