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Brogues Before Ho's

 
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Mar 05, 2012 7:22 am        Reply with quote

An interesting game, glad this topic motivated me to finally try it. Wish there was a little variety in what you start with, though.

Anyone know of any other roguelikes which control this well with a mouse? Ever since I saw the Amiga/Atari ST versions of Rogue, I've felt unable to approach roguelikes without mouse support.

(I suppose there's TOME, which has pretty nice mouse/keyboard support, but I have weird hang-ups when it comes to that game that I don't want to get into)
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Mar 08, 2012 7:08 am        Reply with quote

On floor 4, I have two monkeys and a goblin acting as my ally.

I'm going to move on to trying Stone Soup now, because I have clearly won Brogue.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Sat Mar 10, 2012 4:38 am        Reply with quote

despite winning I returned to this game.
what kind of jerk roguelike makes an allied monster hostile when you polymorph it

also I wonder why this computer thinks Stone Soup is substantially more intensive than Brogue.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Mar 12, 2012 1:04 am        Reply with quote

I can't believe it didn't sink in that it's a full 26 levels until I read Tulpa's post. I suppose it was willful ignorance. I was under the impression that it was in the mid-teens to clear the game, with the kind of enemies you run into at the lowest levels from a much wider pool of monsters. I don't think I'll ever get anywhere near that - by level 8 or 9 I can't help but search every few steps because traps, and I never explore efficiently.

I wish I knew enough about the relevant stuff to know more about how this game generates packs of enemies. I suppose I just need to keep using potions of telepathy, but are some monster packs spawned that way (like a group of sleeping jackals or wandering monkeys or a little party of goblins). Do any other roguelikes do that?

also I need to stop using wands of plenty on ogres. They look cool bunched up like that but they keep setting off and dying from poison gas traps.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 05, 2012 7:54 am        Reply with quote

Sometimes it's useful to equip a weapon somewhat heavier than recommended, such as an axe or spear when facing a crowd of enemies (or a jelly). Identified, useful magical side effects are are another reason.
That said, does anyone bother to use maces/war hammers? I usually just throw them at enemies.

I've used repeat dungeon a few times to see how far autopilot got without my help. You know, as an ego massage.

Most of my ideas about this game at this point somewhat hinge on how out of depth monsters at tweaked, since that's usually my biggest problem (that and poor decisions, of course). If I had any initiative, I'd mess with the source and play with some ideas I have, since the core game is so simple and the interface so nice, but I don't so....

(ex: a mod to replace wands with seeds, which when planted can turn into trees that produce mangos, common grass seed that will spread like creeping death, flower fields that will cause enemies to sleep/start wandering if previously hunting, noxious flowers that will indiscriminately belch out tiny poison gas clouds occasionally, spore plants that will repeatedly spawn weak nuisance enemies, etc)

(come to think of it, is there any enemy that swarms towards bloody tiles when they are present but prefers to feed off them if the player is far enough away? There should be. Dungeon sharks)

I do think certain factors besides a Ring of Awareness should cut down the number of turns it takes for a secret door to appear. I realize it wouldn't be a risk/reward thing if it always took one turn even while standing right next to it, and you can apparently detect them from several tiles away, but it'd be nice if you could find them in one turn if, say, you have seen them from both sides.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Sat Apr 07, 2012 9:26 am        Reply with quote

Whoa dang and possibly what you dudes might consider spoilers:
http://i.imgur.com/GBAZ8.png
Wish I had noticed that print screen will dump a screenshot before now.

Can anyone speak to how clones generally act? I only just discovered them on my latest and by far greatest run, a ridiculous series of close calls that ended in a total mess on D:23 (after falling a level and ending up surrounded). I only discovered they existed when I was using a wand of plenty on my invisible golem, and I managed to make two clones of myself, a situation I didn't get to enjoy in any real way due to the sheer amount of hateful monstrosity that was raining down on me.

It's possible I could have extricated myself sometime in those last 100 turns (out of 21370, it seems), and I'm tempted to see if a comparison between some save files from other runs and the recording will yield some Frankenstein file I would only feel quasi-ashamed of scumming, but that little adventure burnt me out on the game for a bit.

Wow, the system for watching recordings is pretty sweet. Too bad the only rewind is manually selecting a turn.

btw, Mauve, thanks for the tip on equipping weapons above my strength level. It's seriously made combat a lot easier (aside from poor decisions, of course).
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Jun 07, 2012 7:54 pm        Reply with quote

1.6.3 has been released.
I haven't played it yet myself but here's the major highlights from the changelog:

Code:
*When examining items, unequipped weapons will tell you the percent by which equipping the weapon would affect your accuracy and damage, given what you know about the item. Similarly, examining unequipped armor will tell you what your expected armor value would be if you equipped it.

*You get a free search every turn, as though you are always wearing a +1.5 ring of searching. In addition, secrets embedded in walls (secret doors, hidden levers) are 33% harder to detect.

*Out of depth monsters generated in shallower depths are drawn from a narrower band of depths, making depths 2-5 easier, and some monster hordes (bog monsters and groups of vampire bats) are specifically prevented from spawning out of depth.


There's lots and lots of balance tweaks/bug fixes, so be sure to read the changelog if you want to know it all.

There's also a quite robust wiki now:
http://brogue.wikia.com/wiki/Brogue_Wiki
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Jun 11, 2012 8:22 am        Reply with quote

1.6.4 bugfix release:

Code:
-   Fixed a bug that caused allies’ damage to increase dramatically over time.
-   Fixed a bug that disabled the warning dialog box when you tried to walk into flame while levitating.
-   Fixed a bug with playback controls when watching a recording.
-   Fixed a broken message when an ally absorbs centipedes’ weakness ability.
-   Magical glyphs connected to guardians will not appear in hallways.


Hmm, I might keep playing 1.6.3 for that first one.

On second thought, though, of my twelve adventures so far, I've had three deaths by ogres - all allied.

In the first instance, I ran into glyphs for the first time and misunderstood their nature. I looked at the stone guardian, thought "nope fuck that" and backed away, then theorized that maybe you could destroy the glyphs with magic to weaken the opponent. I threw a firebolt at a glyph but failed to realized my ogre friend was standing right in front of me, and he clubbed my head in a couple of turns later during my haste and confusion.

In the third instance, my ogre lady had just learned to fly when I made the dumb mistake of trying to use a wand of domination on a pixie, who I assumed would make a useful ally. I worked her HP down low but not before she discorded my ogre, resulting in another cranial cave-in.

I forgot why my second ogre killed me, but they had the ability to cast protection ;_;

I've also had several deaths by poor planning to pink jellies and a variety of other dumb cock-ups.

I was surprised to realize that one of the biggest changes to game flow was:
Code:
Fixed a bug that constrained possible quest room generation to certain depths.

I had assumed that always hitting a treasure room at level 3 and so on was intentional design, meaning that it was generally best to hold off swigging unknown potions (and scrolls) until then, but now you can get special rooms on level 1! They also seem to happen more frequently on the same level.


Quote:
paralysis traps


It's probably because I've never gotten down terribly deep, but I never had a single death to paralysis traps in 1.6.2. Poison gas traps, definitely (especially set off by allies). I seem to run into paralysis traps more frequently now, though, since I often forget to search for the switch when I find a vent.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Fri Jun 15, 2012 11:55 pm        Reply with quote

here's a poll for you guys: at D2, you find a treasure room with Rings of Regeneration, Transference and Wisdom. All register as positive magic. Assuming you don't want to waste at least one potential scroll of ID here (with scrolls unidentified), which would you choose?
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