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The Codex of Roguelikes

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Man, ToME is really fun. I got it a few days ago and have been playing it semi-furiously. This might be my favorite Roguelike ever. The only thing I don't approve of is having to unlock all the interesting classes, races and certain talent trees in a Roguelike. I found an addon to unlocks all the classes and races, but I can't find a way to unlock the Talents which is busting my balls and making me unable to build my Necromancer the way I want to.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
Man, ToME is really fun. I got it a few days ago and have been playing it semi-furiously. This might be my favorite Roguelike ever. The only thing I don't approve of is having to unlock all the interesting classes, races and certain talent trees in a Roguelike. I found an addon to unlocks all the classes and races, but I can't find a way to unlock the Talents which is busting my balls and making me unable to build my Necromancer the way I want to.
Hmmm there is a way to unlock the trees via editing a file. I did it back when TOME wasnt on steam. I believe it still works so if you are interested PM me and I can tell you how or just give you my file with unlocks.
 

getter77

Augur
Joined
Oct 12, 2008
Messages
871
Location
GA, USA
Sproggiwood is live on Steam/Humble for $14.99---definitely something of a lighter-hearted approach, but woe to any that can't see all the personality and care that the devs behind Caves of Qud are weaving into it in order to give it a nice place at the table unto itself. Caves of Qud is nowhere near to being something they are done with either...

http://store.steampowered.com/app/311720/
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Man, ToME is really fun. I got it a few days ago and have been playing it semi-furiously. This might be my favorite Roguelike ever. The only thing I don't approve of is having to unlock all the interesting classes, races and certain talent trees in a Roguelike. I found an addon to unlocks all the classes and races, but I can't find a way to unlock the Talents which is busting my balls and making me unable to build my Necromancer the way I want to.

So have you been trolled by it yet? I got tired of getting ganked from lack of meta knowledge.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,851
Most important thing to know to win ToME is right click on every enemy and check their stats to see what skills they have at what levels etc.

Also the most tedious and stupid thing about ToME. Every other enemy has 25 god damned level 10 skills.
 

Kruno

Arcane
Patron
Village Idiot Zionist Agent Shitposter
Joined
Jan 2, 2012
Messages
11,478
Sproggiwood is live on Steam/Humble for $14.99---definitely something of a lighter-hearted approach, but woe to any that can't see all the personality and care that the devs behind Caves of Qud are weaving into it in order to give it a nice place at the table unto itself. Caves of Qud is nowhere near to being something they are done with either...

http://store.steampowered.com/app/311720/

This is a nice game, but a little too easy so far, 2 hours in, I am still near start of the game, so it is best to reserve the difficulty critique until after I have completed the game first. I have died several times but mostly due to me rushing. Killing stuff feels really sweet.

The thing I really like is that the classes do play very distinctly.

Imagine if they put that level of polish in CoQ...
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
I dont remember actually. Tome has a non permanent death game type or is that just like a difficulty level?

In any case, I have played RLs for decades. Part of the reason I like them is because every move counts and you need to be cautious and calculating to have a hope of success. When I die in one, invariably I can point to an error or misjudgment on my part as the cause for death - sometimes explainable bad luck, insufficient contingencies/preparation, going to far out of depth, etc. When I can't rightly point to how I could have prevented a death it bothers me.
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,154
ToME expansion out, 3.99 gabetokens - http://store.steampowered.com/app/316910

Features:
  • Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
  • Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.
  • Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!
  • Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!
  • Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!
  • Between the aforementioned classes and Doomelves, a whopping 75 new talents!
  • Unlock two new cosmetic options! You know you've always wanted demon-horns.
  • Two new events, appearing anywhere in Eyal!
  • 20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,064
I played the expansion briefly, it's not worth the $ when considering the game used to ship 1 new class and 20 new artifacts every 6 months for free but to help the developer survive it's pretty good stuff.

I'm surprised you went for the all unlock option HoboElf, there's so much stuff to do it's pretty overwhelming and content is unlocked at a steady rate and it feels rewarding. First time to the East? New Class! The Necromancer only has 1 tree locked I think, he just needs to do 1 million points of cold damage to unlock it. The game has some insanely fun classes, the Psychic and Afflicted classes may just be the best, the way they have a unique playstyle and really rewarding gameplay. You should give the Paradox Mage a try too, super fun, OP and will get completely reworked soon so I'll be gone.

My roguelike of the moment is Desktop Dungeons, it's just a phenomenal game. Imagine the perfect blend of puzzle and traditional roguelike and there you have it. This is a roguelike where you find yourself sitting for 5 minutes straight plotting your next several moves, it captures both genres to a T. Insanely hard. And it has graphics and charm too, spiffy.
 

Xathrodox86

Arbiter
Joined
Oct 27, 2014
Messages
760
Location
Nuln's labyrinth
The rogulike I currently play is "Dungeon of Slyn" for my mobile (Windows phone). You have 10-11 levels of dungeon, plus additional 5 levels of gnome mines filled with gnomes. The game is lethal as fuck, but also fun as hell. It has this cartoony, not to serious design, that works like a charm. Also unless you're playing wizards you'll get hexed all the time, trying to read unidentified scrolls and drinking unknown potions. Good times.

Since I'm poor and dirty I can only afford the basic version, so no ranger and cleric for me. They only come in the premium package. Buy it if yu can. It's reall worth it.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
I played the expansion briefly, it's not worth the $ when considering the game used to ship 1 new class and 20 new artifacts every 6 months for free but to help the developer survive it's pretty good stuff.

I'm surprised you went for the all unlock option HoboElf, there's so much stuff to do it's pretty overwhelming and content is unlocked at a steady rate and it feels rewarding. First time to the East? New Class! The Necromancer only has 1 tree locked I think, he just needs to do 1 million points of cold damage to unlock it. The game has some insanely fun classes, the Psychic and Afflicted classes may just be the best, the way they have a unique playstyle and really rewarding gameplay. You should give the Paradox Mage a try too, super fun, OP and will get completely reworked soon so I'll be gone.

My roguelike of the moment is Desktop Dungeons, it's just a phenomenal game. Imagine the perfect blend of puzzle and traditional roguelike and there you have it. This is a roguelike where you find yourself sitting for 5 minutes straight plotting your next several moves, it captures both genres to a T. Insanely hard. And it has graphics and charm too, spiffy.

I agree, the game DOES have insanely fun classes. That's why hiding all the interesting ones behind unlocks is borderline insane. I play almost exclusively as magic users in Roguelikes and the Alchemist is the most uninteresting choice for a caster available.
 
Unwanted

jcd

Punished JCD
Patron
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Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
It's all about contingencies, exit strategy and discipline. I once lost my level 39 dwarf fighter by laziness. I leaned on the attack button in a room full of hounds. Simple bleeding stacks and a string of bad rolls and I was a goner. Impatience and lack of discipline.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,621
Location
Russia
Most interesting Archmage's ability is Disruption Shield. With high Disruption Shiled and Shileding skills, and high Spellpower you can have 0.15 mp/hp ratio, turning emptiness in your mana pool into thousands worth of shield. And this shield can be "refilled" by casting any expensive spell, and be on all the time, if you don't mind keeping eye on your mana level (i.e. keeping it low). Mana drains or dispells can remove this shield, though.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Looks like that approach would make you complacent, fat and soft. When encountering a real threat that brings down your shields, you are dead.
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,064
The archmage is just broken, I first played him on nightmare difficulty he's so easy. But still, there's so much unexpected stuff happening a new player will probably still end up losing with him.
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,154
the graphical style makes me gag a little bit, even ascii looks better...
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,098
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I don't mind the cuteness, but that gold-collection animation makes it look like a Facebook game...

Otherwise, it reminds me of Dungeons of Dredmor, which I still play from time to time.
 

getter77

Augur
Joined
Oct 12, 2008
Messages
871
Location
GA, USA
Sproggiwood is good stuff---lighter in tone, but has some meat on the bones as befitting the CoQ team. I expect good things for it indeed post-release..
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
In reading a book I imagine what a creature or monster looks like. I mentally construct the setting. In this same way I find ANSI graphics are best for roguelikes. Far better than some sprite IMO.
 

Asswipe

Novice
Joined
Jul 24, 2014
Messages
4
http://en.cataclysmdda.com/
Cataclysm: Dark Days Ahead 0.B released.

Changelog:
Features:
Random characters have professions applied.
Brewing.
Wearable tools.
Martial arts techniques can trigger when wielding appropriate weapons.
Wing mirrors for vehicles.
Prototype hordes.
Adjust zombie speed with mods.
Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all.
You can dig down stairs with proper equipment.
Scabbards, holsters and sheathable weapons.
At high skills you can quick draw/attack with weapons.
Fish spawn as distinct creatures, and they're used for fishing checks.
Quivers for arrows.
Furniture can act as a tool.
Corpses rot and eventually disappear.
Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties.
Destroyed vehicle parts get ripped off the vehicle.
Player can start at various locations.
Special support for mapsharing installs:
lock down debug menu
lock players to their username
more configurable file placement
locks around map files
Language switch is dynamic now.
Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload.
Internal furnace and Battery System CBMs are toggleable so you're less likely to eat random objects by accident.
Spending more time near traps has incremental chance of finding them, spotted traps are remembered.
Thrown items above a trap-defined threshold will trigger traps.
You can now peek through curtains and some doors.
Smashing a broken window again clears out the broken glass (relatively quietly).
Autopickup can get at anything you can reach, i.e. adjacent tiles.
Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base.
Contents of books are unknown until first read (which is faster than usual).
Can craft recipes if you have a book in range that provides it.
Can learn recipes by practicing them.
Roof of the vehicle you're currently in is not drawn.
Faction hostility is back.
Kiln operates without player being nearby.
Radio operated items.
Switched to seed-based weather generation.
Options are only displayed when they are applicable to your build.
Can perform unspeakable acts upon zombies to turn them into your packmule slave thing.
Messages give feedback on melee misses.
Foraging is seasonal, fruits will grow each season, but once picked are gone until the next.
Pet menu to interact with friendly monsters.
Starting scenarios stitch together profession, traits, and starting location.
Picking up and dropping multiple items is now an interruptable activity.
Activatable mutations.
Heavily moddable gun platform.
Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up.
Factored windchill and humidity into body temperature calculations.
Vehicles smash items when they (wheels) run over them.
Refined vehicle/terrain collisions.
Hulks and Brutes now have a very damaging fling attack.
Jumper cables can be used to link together electrical systems of vehicles, including vehicles outside the reality bubble.
Crafting a large batch of items can apply a discount to the crafting time required.
Overhaul of "cut up" system:
Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun).
Cutting up returns items from each material that makes up the item.
Cuting up most items should respect the total volume of the item.
Most terrain can be smashed now, if you can hit it hard enough.
Can turn individual vehicle engines on and off.
Filling an item with water from e.g. a river is now an interruptable action.

Infrastructure:
Switched to SDL 2.0.
Made paths configurable for packaging and installation support.
Finished pushing martial art definitions out to json.
JSONized multi-tile building generation, leading to huger buildings.
Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever.
Silenced all the warnings, now it's easier to keep new ones from cropping up.
Lots of string handling infrastructure, making translated string handling easier.
Missing tiles in tilesets can fall back to ASCII.
Saner glyph cache handling.
Components used to craft an item are stored in the item.
Debug overlay for hordes.
Improved window handling.
Generic iuse functors unify many types of iuse functions.
JSONized bullet pulling recipes.
Generic support for foldable vehicles, still need support for *crafting* them.
Encapsulation applied to map accessors.
JSONized monster drops.
Damaged fuel tanks leak fuel on the ground.
Most menus use input context now, and therefore have configurable keybindings.
Switched build to c++11.
Items can have a list of iuse methods instead of just one.
Drug effects can mostly be defined in JSON.
Scripts for querying json in tools_json_tools.
Beefed up utf-8 input handling.
JSONized NPC definitions.
Unified recipe requirements across constructions and crafting.
Better error handling when initializing SDL.
Recipes can have byproducts.
Added a standalone map layout utility.
Monsters are saved to the overmap instead of per-submap, clearing the way for horde support.
Hgamelaunch start script.
Items can spawn with variable amounts of charge.
Monster blacklists are applied consistently to all spawn code.
Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types.
Obsolete mods can be marked as such, preventing debug spam if a save containing them is loaded.

Balance:
Give most starting professions decent starting equipment.
Nether spawns near corpse spawns.
Capped skill gain from many activities, especially crafting.
Melee weapons can take wear and tear damage based on their primary material.
Categorized CBMs you can get from butchering things.
BEES!
Armor values nerfed.
Mutagen spawn rates slashed.
Overhauled mp3 player morale bonus to make micromanagement of it suboptimal.
Amount of damage blocked by a block technique based on strength and skill of blocker.
Removed acid rain until it can be made into a local event.
Nerfed speed of many zombie animals.
Starting professions supplied with cold-weather gear to match the expected climate.
Standing in a fire less likely to ignite clothes.
Lying in fire (when one or more legs is at 0HP) causes MUCH more damage.

Content:
New monster, Wraith.
Hops, barley, and molasses as brewing ingredients.
Yeast for fermenting brews and baking some bread foods.
Sugar beet as a renewable source of sugar.
Fruit wine and Brandy.
Moonshine and home-brewed beer.
Grappling hook.
Many new house layouts.
Wells and well digging.
CQB CBM that provides martial art style.
Warehouse building.
Decorative terrain and furniture.
Parasites and diseases from unsafe foods.
Curtains for vehicle doors and windshields, privacy please!
Foraging (in bushes, shrubs, trees).
Towel usable for many handy things (still not at HHGttG level).
hehe, honey.
Wearable rx12 auto-injector.
E-cigs
Motel locations.
Slime mutants can slip through tight spaces, spawn friendly slimes.
Some insect-like mutants can sip nectar from flowers (but at a cost...)
Mutagen gives you wings! (butterfly wings)
Bird mutations.
Zoose
Killed bots drop (disassemblable) broken bot items instead of corpses.
Bear mutations.
Bio operator zombie.
Spider nest basements.
Nice looking road ends and roundabouts.
Exploding gasbag zombies.
Pizza parlor building.
Wheelchairs.
Notes left by other survivors scattered all over.
Brain blob directs nearby blobs to move intelligently.
Mall location.
Several toolbox items to streamline carrying around your crafting needfulls.
Cotton and many cotton-based recipes and items.
Plant mutations.
Audit of all item prices to try and get a sensical baseline for them.
Supercharged military turrets.
Make Fedora activatable, m'ilady.
Road barricades.
Necropolis.
Rollerblades and skates.
Evac center and piles of NPCs and missions.
Bandit camps.
RC car and remote-detonated bombs, and a remote controlled lamp.
Automated gas stations.
Boats.
E-ink tablet and laptops can display recipes and act like books.
Can take pictures of monsters and view them on laptops or tablets.
Fish traps.
A "Thrilling" monster easter egg.
Riot control bot.
Extensive mutation chain culminating with player effectively joining the Marloss faction.
Extensive expansion of Marloss monsters/structures.
Various power substations, with new monsters.
Diesel added as a vehicle fuel.
Added craftable pontoon bridges.
Rat mutants can burrow, Cephalopod mutants can grow a large shell, lizards can regrow limbs.
Many new starting locations.
Curing hides and tanning leather.
Full coverage of tiles in Retrodays and MShock's tilesets!

Interface:
Expanded armor layering window.
Added way to swap panes in AIM.
Animation and duration for smoking activity.
Action menu that displays all actions in a tree menu.
Highlight things you can interact with when 'e'xamining.
Many strings are properly pluralized and have support for doing so when translated as well.
Standardized overmap building colors.
Vehicle examine menu shows used/capacity of fuel tanks and cargo space.
SDL builds can play music.
Log messages colorized.
Books colorized by category.
Different weather types get their own animations.
Save/load log messages.
Fuzzy river borders.
Scrolling text animations when things are damaged and on some effects triggering.
Lots of menus now have sorting, categories, and search.
Animation delay option.
Player can write and read sign items.
Added a menu displaying martial art style characteristics.
Perishable and rotting items colorized.
UPS no longer activatable, now act as passive batteries.
Prompt to continue studying a book until all recipes learned.

Performance:
Greatly sped up construction menu.
Overmap scrolling speed greatly improved.
Turn number added to calendar since it's called a gajillion times.
Switched a lot of large collections to use std::unordered_map() or std::unordered_set().
SDL framebuffer cache.
Extracted rain animation code from main drawing code.
Tile lookup speedups.

Bugfixes:
No bleeding effect if your armor absorbs all the damage.
Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions.
Prevent dragging furniture from hoovering up items.
Option to force software rendering to work around hardware support issues.
Players are ejected from vehicles when their seats are destroyed.
Contents of items destroyed by interacting with them are dumped instead of being deleted.
Restored function of area melee attacks.
Made various battery mods play nice together.
Prevent segfault in the unlikely case that you miss so badly that you shoot yourself.
Don't cause blood spatters when the attack does no damage.
Avoid crashing when loading a corrupted submap.
Avoid resetting creature speed to 100 when a creature is saved/loaded.
Option to disable joystick input in case you have a broken joystick.
Always practice at least one of the melee skill types when attacking.
Fixed off-by-one error that made 100% coverage armor 99% coverage.
Move critical multiplier calculaton after armor absorbs damage.
Added move cost for interacting with computers.
Use maximum heard sound for effects (such as deafness), not the sum.
Player graveyard works as intended, most recent player save is moved to the graveyard folder.
Factored weight of items in furniture into cost of dragging the furniture.
Gunmods with firing modes finally make correct sounds when fired.
Guns spawn with ammo when mapgen calls for it.
Fixed longstanding bug where displayed warmth would fluctuate wildly if your body temperature was optimal.
Prevent player from taking damage when driving over an acid puddle.
Taught zombies how to pick the right stairs.
Fixed bug where zombies can attack at range after a knockback.
Lots of window refresh cleanup.
Turrets and vehicle turrets now respect friendly status when burst firing.
Fixed a bug where monsters could see further than they should in circular distance mode (they still used square dist).
 

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