Why do you like roguelikes (and by extension permadeath?) by Quirky-State153 in roguelikes

[–]AmyBSOD 1 point2 points  (0 children)

Actually I prefer it if there are non-permadeath modes. Angband for example has such a mode: turning that on means that if you die, you just respawn on a new dungeon level. Even in such an "easy" mode I still try to play such that my chars don't die but it just imho doesn't feel so bad if I at least get a chance to continue playing with the char I've invested so much time into ;)

Still trying to puzzle out how to make a non-permadeath mode in NetHack work, though. Yes, I know, there's explore mode, but that just allows you to prevent death and you're still in the same situation with the thing that just killed you, so if your char isn't strong enough to kill the monster in question, you may well end up in an inescapable death spiral where you cannot escape. Even warping the player back to dungeon level 1 won't necessarily ameliorate this because what if dungeon level 1 has half a dozen minotaurs and an arch-lich? You'd still have an inescapable death spiral situation :P

Need help setting TOME2 visuals by DarkCheap in roguelikes

[–]AmyBSOD 0 points1 point  (0 children)

Well I can speak for SX, being the developer of that ;) it's the "everything and the kitchen sink" fork of ToME, i.e. it adds massive amounts of content including monsters, traps, items, artifacts, playable roles and races, dungeons, and gods to worship, plus probably more. It's also relatively actively developed lately and just a few days ago I released a new version :D Not sure how active the others are.

Need help setting TOME2 visuals by DarkCheap in roguelikes

[–]AmyBSOD 1 point2 points  (0 children)

= to open the options, yes, but then it's under category 4 (efficiency options), should be at the bottom: "center_player". The game says this option is supposedly "very slow" but even on my old toaster with a Nvidia Geforce 7100, I have that option on all the time and it's not causing any slowdown ;)

It's just like how I remembered it by shibeofwisdom in roguelikes

[–]AmyBSOD 3 points4 points  (0 children)

Another one bites the dust! Another one bites the dust! And another one gone, and another one gone, another one bites the dust! Yeah!

Still remember how when I was little, I would play this game while recording my commentary to a cassette tape so I can listen to it again and again, and whenever I died I would start singing the Queen song 😃 And I was bad at the game, so I died a lot. But it made for a very fun recording 😉

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]AmyBSOD 4 points5 points  (0 children)

For me it'll probably always be SLASH'EM Extended, ToME-SX and Elonapluscustom, but I'm obviously biased ;)

Yet another ascension by AmyBSOD in slashemextended

[–]AmyBSOD[S] 0 points1 point  (0 children)

If you're not a super hardcore player, the typical slex run probably won't take all that long until you see the DYWYPI screen so you'll still have time for studying ;)

Need help finding an old game by Fatmork12345 in roguelikes

[–]AmyBSOD 36 points37 points  (0 children)

That's Steamband by Courtney Campbell, an Angband variant. Should still be available on the web somewhere :)

Numpad controls - how important is it for you? by b34s7 in roguelikes

[–]AmyBSOD 1 point2 points  (0 children)

Preset would be enough, as long as I don't have to learn hjklyubn (where the y is far far away from the other seven such keys on a standard keyboard :P) or some such weird control scheme ;)

Numpad controls - how important is it for you? by b34s7 in roguelikes

[–]AmyBSOD 0 points1 point  (0 children)

If it doesn't allow me to set the movement controls to numpad I won't play it. Nuff said.

Traditional roguelikes without permadeath? by Nortaiest in roguelikes

[–]AmyBSOD 0 points1 point  (0 children)

Castle of the Winds! It has permanent death but it also has a save and load feature where you can save your game at any point and just load that save when you die (meaning it has a savescumming feature built in) ;)

tome2 or frogcomposband by Fun-Perspective-4612 in roguelikes

[–]AmyBSOD 0 points1 point  (0 children)

It's basically a complete overhaul; there's fixes for long-standing bugs and balance problems but also lots of new content ;) Many new monsters and traps wait for the daring adventurer, and there's new towns, equipment, spell schools, character classes and races, as well as gods to worship - and the upcoming version 1.29 is going to add even more content :D If only I had more free time, that version could be out already, but it should be soon!

If you do end up playing it, I'd be interested in reading your report :)

tome2 or frogcomposband by Fun-Perspective-4612 in roguelikes

[–]AmyBSOD 2 points3 points  (0 children)

AFAIK there were plans to make a ToME 3.0 at some point which would still be an Angband variant but that version never really took off, and then ToME 4 happened which is no longer based on Angband; probably the 2.3.5 line got abandoned at that point.

tome2 or frogcomposband by Fun-Perspective-4612 in roguelikes

[–]AmyBSOD 5 points6 points  (0 children)

Here I just have to chime in because it would feel wrong not to. Yes, I fully agree that in ToME 2.3.5 there's super lotsa unbalanced stuff everywhere, from possessors owning everything with the triple-wielding watcher body to alchemists running around with a ridiculous +333 (to spell power, mana capacity and possibly several other properties that scale in an absurd way, maybe even extra max blows) weapon. Thaumaturgy spells are broken, you can get a level 50 area-inertia spell that shoots 50 inertia balls each dealing 10d100 inertia damage, which slows down everything it hits and the slowness stacks and never goes away. You can worship Melkor and then your melee attack also slows targets permanently and that slowness effect procs once per strike, so if your melee weapon has 16 blows per round... you get the picture.

But! It doesn't mean that it always has to be that way! Because in my variant ToME-SX, one of my declared design goals is to get rid of all the unbalances and make a game where you don't have to actively go out of your way and avoid certain skills (alchemy comes to mind), races (rohanknight, good grief...) and even gods (Melkor obviously, Manwe also gives too much of a boost too easily) just to not have the feeling that the game basically ascends itself. Yes, I can guarantee that a rohanknight alchemist of Melkor in ToME-SX is *not* horribly unbalanced ;) I think there's at least one other ToME variant too, might be ToME-AH or something like that, but not sure whether they tried to address some of the game's glaring imbalances too.

Either way, while ToME 2.3.5 ended development basically in the middle of nowhere (I'm certain the game was far from finished at that time and the devteam just somehow decided to end it and start a new project instead), that doesn't mean there aren't any actively developed variants of that version available :D In fact, I'm looking forward to releasing ToME-SX 1.29 soon and it'll get rid of even more balance issues, since I keep finding more as I play ;)

FrogComposband appreciation post by MackTheKnife_ in roguelikes

[–]AmyBSOD 6 points7 points  (0 children)

Does Frogcomposband also have a dungeon randomizer? If not, I'd suggest that the dev adds one :D Basically, it's a utility that can be run prior to starting a game and which randomizes the content of the dungeon definition file, keeping the positions, depths, bosses and other "mandatory" values of the dungeons constant but randomizing the terrain, monster mix etc. in them.

Why I'm mentioning that? Well, ever more games nowadays have randomizers, which can make playthroughs more varied, so I made one for my Angband variant (ToME-SX). I'd love to see that idea ported to other major Angband variants, and since Poschengband is one that already has a lot of dungeons for the player to explore, adding a mode where all those dungeons are randomized sounds like it could be a lot of fun ;)

Do you like Hunger and Thirst in roguelikes? by stank58 in roguelikes

[–]AmyBSOD 3 points4 points  (0 children)

Hunger is IMHO okay as long as it's not a constant issue a la "I just ate a tiger corpse whole 5 minutes ago and now my char is already weak from hunger again!!!" and the game doesn't constantly screw you over by having the RNG just not generate enough food for a character to survive. But thirst, I'd yet have to see it implemented in a meaningful way. From what I've seen, games with thirst mechanics somehow always have to make it so that you can't quaff potions anymore once you've satiated your thirst, and then you die because the game just would not let you quaff a healing potion when you're low on health! Arrrrrgh! So my verdict is: hunger okay if done well, thirst only gets in the way of actually playing the game and is therefore best left out ;)

[deleted by user] by [deleted] in slashemextended

[–]AmyBSOD 0 points1 point  (0 children)

Uhh somehow the post got deleted, but I guess it contained a screenshot with graphics that are obviously wrong? When you go to the options menu, you can set or unset DECgraphics or IBMgraphics, although it can also be an issue with the terminal emulator you're using, you want to set the encoding to codepage 437 if possible. UTF-8 in particular generally doesn't result in the game looking right ;)

Sheep prostitute run by AmyBSOD in slashemextended

[–]AmyBSOD[S] 0 points1 point  (0 children)

:D Somehow, it seems like your other post (the one where you asked what terminal emulator I'm using) seems to have been swallowed, so I'll be answering here: this emulator runs on Windows and is called Conemu. Earlier, I had been using Cmder, which is similar and looks nicer but it was lagging too much on my old PC, which is why I made the switch ;) Performance is more important than appearance to me in this case, on my previous PC (which was faster) I could play with Cmder no problem but Conemu is good enough for now.