This stuff reminds me of Dartmud, except with more graphics. Dartmud was the reason I struggled in college. It took you months until your character was good enough to go out and adventure. And, when you died, it was usually permanently.
Slider on
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2011
Damn it. That was such a great game then a floating eye froze me and a rabid rat bit me to death. I was level 6
Damn it. That was such a great game then a floating eye froze me and a rabid rat bit me to death. I was level 6
How do you get wands working and use those?
? and then b will get you a list of all the commands with descriptions. it's good to go through that because there's a bunch of actions that don't have dedicated keys, like to open a chest or a box you have to hit # and type in "loot"
There is no success/fail message, or anything to imply that you might be right about this particular dead end, you just keep on hammering s until you get bored.
the pro way to do this is press n, which asks you how many times you want to repeat an action
type in 20, and then press s
bim bam bingo you will have searched there for 20 turns! most of the time this will find a secret door there if there is one
n20s is so much easier than just yammering on s the whole time
(also works with resting by doing something like n50. )
oh and it stops doing the action if a monster or something comes into sight, it's pretty great
realisitically you should go into your config file and make it so your autopickup stuff is only stuff that you always want to pick up, ie cash, potions, wands, scrolls, uhh, other stuff?
Demonspawn Chaos Knight of Xom in Dungeon Crawl is a great idiotic way to pass time
I was looking things up since I haven't played in a while and I saw that they haven't actually removed the demonspawn torment immunity mutation, which I thought they were going to. It kind of makes me want to get around to working on a demonspawn 15 rune game. Most of my more agonizing deaths are due to being dumb with torment : (
So I was looking up stuff to see how the Crawl gods have changed since .6 and I came across a new unique enemy.
mennas
A unique angel who casts silence, new in 0.8 and Sprint III. Has a holy long blade (sometimes a eudemon blade), hits really hard, is fast, and has huge EV and a large shield. Have fun!
The size of his field of silence is not particularly large, but he's fast enough to keep you in it if you don't have a movement bonus on top of being hasted!
[Wherever he spawns] Sigmund.
8-2 vs. Gloorx Vloq, 7-3 vs Mnoleg, 10-0 vs. Lom Lobon
<m0ng> so the secret to killing him is to reduce his health
Here: Mennas, wielding a glowing eudemon blade and wearing a dull large shield
Not sure I want to play demonspawn any more : (
Frosteey on
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2011
Dang this is awesome. I found a wand of digging and was making my own paths and it was awesome. Until I accidently broke into a dude's shop and he hit me with his wand of striking and I died
Goose! on
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ani_game_bumOptimistic, Rule-Breaking Nice GuyThe Final World/DestinationRegistered Userregular
edited June 2011
This roguelike format intrigues me. Unable to try out a desktop version right now so I downloaded 100 Rogues for my iPad. It's pretty fun; can't wait to try the other ones out.
I think it's the closest I've ever gotten to beat a roguelike, meaning I actually had a couple of the items of the gods to give them when the time came. Most of the time, though, I just fucked around and ended up polymorphing myself into something awesome, like a Borgon Vile, which was pretty fuckin' sweet.
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2011
This game is cruel. Put on an amulet I looted, +3 cursed amulet of strangulation. Also in the box: a scroll of identify that had I used first would have saved me.
don't put on random stuff unless you know it isn't cursed. pets will not walk on cursed items and altars will tell you for sure. cursed items are almost universally bad
I'm yet to find a roguelike that has a satisfying ending.
Angband was great fun, and it felt like the player advancement kept pace with the enemies for most of the way through.
But then you get to the end and you absolutely cannot get any more powerful, and it's like "Here's a single enemy that can summon twelve superpowered enemies every other move, all of which can kill you with a thought. Oh, and he takes a thousand hits to kill, and he can heal and teleport. Kill him."
Screw that. Killing him wouldn't be satisfying, it would just be like "oh, I got a few thousand consecutive good rolls on the random number generator, and the boss forgot to teleport away or use his 'instant death gaze' move this time".
So yeah I haven't finished Angband yet.
Doom: The Roguelike has the opposite problem; the boss is a lot easier than a lot of the enemies you see in regular levels, simply because there's just one of him and you can unload everything you have without having to worry about saving it up any more. Like that thermonuclear device you found a few levels back. And that powerup that makes you invincible for a few seconds.
But then you go to the super secret second boss! And you nuke that, too.
in nethack the goal is to get to the bottom of the dungeon, steal the amulet of yendor, escape the dungeon, then traverse the planes while being stalked by the continually resurrecting wizard of yendor in order to sacrifice it to your god in exchange for immortality
certain levels will always be the same or have a few different preset layouts: minetown, mine's end, sokoban, quest levels, medusa, the castle, demon lord lairs, vlad and wizard towers, the sanctum, and the planes.
Like between levels 2-5 (not sure if these are the correct numbers) there will be a branch to the Gnomish mines, which I think have maybe 3 levels, then the oracle, then some more levels, then mine town.
The number of levels between each thing varies though, and the levels themselves vary along with what is on them.
Then there are a few other levels which are always there, like the one with Medusa, the Castle the quest level which I think tends to have a very set depth (could be wrong) but random levels within.
Jars is that the SLASH'EM level layout or Vanilla nethack?
Because I see on the side it talks about Dopplegangers, and I cannot remember if those were in Vanilla nethack or only SLASH'EM I know they could be Monks though.
Nevermind I think it is Vanilla and I'm just tripping.
that page specifically is talking about vanilla nethack, the thing on the side is saying that the doppelganger article (which is about slashem) was recently edited
wikihack houses articles for mostly nethack, but people can contribute articles about fork games
Posts
note that this does not work with lava
It's on the Wii.
or suicidal dwarves
How do you get wands working and use those?
? and then b will get you a list of all the commands with descriptions. it's good to go through that because there's a bunch of actions that don't have dedicated keys, like to open a chest or a box you have to hit # and type in "loot"
hitting hot metal with hammers
Whoops got it
the pro way to do this is press n, which asks you how many times you want to repeat an action
type in 20, and then press s
bim bam bingo you will have searched there for 20 turns! most of the time this will find a secret door there if there is one
n20s is so much easier than just yammering on s the whole time
(also works with resting by doing something like n50. )
oh and it stops doing the action if a monster or something comes into sight, it's pretty great
hitting hot metal with hammers
i should dig mine up from nao some time
I was looking things up since I haven't played in a while and I saw that they haven't actually removed the demonspawn torment immunity mutation, which I thought they were going to. It kind of makes me want to get around to working on a demonspawn 15 rune game. Most of my more agonizing deaths are due to being dumb with torment : (
put noautopickup in the defaults to get rid of it permanently. not sure why it is enabled by default.
A unique angel who casts silence, new in 0.8 and Sprint III. Has a holy long blade (sometimes a eudemon blade), hits really hard, is fast, and has huge EV and a large shield. Have fun!
The size of his field of silence is not particularly large, but he's fast enough to keep you in it if you don't have a movement bonus on top of being hasted!
[Wherever he spawns] Sigmund.
8-2 vs. Gloorx Vloq, 7-3 vs Mnoleg, 10-0 vs. Lom Lobon
<m0ng> so the secret to killing him is to reduce his health
Here: Mennas, wielding a glowing eudemon blade and wearing a dull large shield
Not sure I want to play demonspawn any more : (
I think it's the closest I've ever gotten to beat a roguelike, meaning I actually had a couple of the items of the gods to give them when the time came. Most of the time, though, I just fucked around and ended up polymorphing myself into something awesome, like a Borgon Vile, which was pretty fuckin' sweet.
the story goes it was originally gonna be turnbased
hitting hot metal with hammers
it looks like the DoomRL guy made a roguelike out of diablo. playing it now and it's decently fun. i shall add it to the OP
hitting hot metal with hammers
want Dropbox? use my referral! | steam
Angband was great fun, and it felt like the player advancement kept pace with the enemies for most of the way through.
But then you get to the end and you absolutely cannot get any more powerful, and it's like "Here's a single enemy that can summon twelve superpowered enemies every other move, all of which can kill you with a thought. Oh, and he takes a thousand hits to kill, and he can heal and teleport. Kill him."
Screw that. Killing him wouldn't be satisfying, it would just be like "oh, I got a few thousand consecutive good rolls on the random number generator, and the boss forgot to teleport away or use his 'instant death gaze' move this time".
So yeah I haven't finished Angband yet.
Doom: The Roguelike has the opposite problem; the boss is a lot easier than a lot of the enemies you see in regular levels, simply because there's just one of him and you can unload everything you have without having to worry about saving it up any more. Like that thermonuclear device you found a few levels back. And that powerup that makes you invincible for a few seconds.
But then you go to the super secret second boss! And you nuke that, too.
you're lying
certain levels will always be the same or have a few different preset layouts: minetown, mine's end, sokoban, quest levels, medusa, the castle, demon lord lairs, vlad and wizard towers, the sanctum, and the planes.
Like between levels 2-5 (not sure if these are the correct numbers) there will be a branch to the Gnomish mines, which I think have maybe 3 levels, then the oracle, then some more levels, then mine town.
The number of levels between each thing varies though, and the levels themselves vary along with what is on them.
Then there are a few other levels which are always there, like the one with Medusa, the Castle the quest level which I think tends to have a very set depth (could be wrong) but random levels within.
Because I see on the side it talks about Dopplegangers, and I cannot remember if those were in Vanilla nethack or only SLASH'EM I know they could be Monks though.
Nevermind I think it is Vanilla and I'm just tripping.
wikihack houses articles for mostly nethack, but people can contribute articles about fork games
I do not know where my USB numpad is, and that makes me sad
this Eee is pretty much perfect for roguelikes