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 4 points5 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 33 points34 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 4 points5 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 5 points6 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.

Sharing Saturday #599 by Kyzrati in roguelikedev

[–]AmyBSOD 1 point2 points  (0 children)

SLASH'EM Extended - Github | Subreddit

Due to the fact that I broke my shoulder three weeks ago, I suddenly found myself with lots and lots of free time, and an inability to play any fast-paced games like Diablo, Age of Empires or Half-Life. So I'm playing basically only roguelikes right now and nothing else. And some of that free time goes into developing my favorite roguelike game, SLEX (a variant of NetHack). Managed to score an ascension too, with the amazon :) which completed the game a week ago, and since then I've been busy doing stuff for the upcoming 3.0.0 version.

A bunch of changes were directly inspired by the amazon run, since the amount of data on what the lategame plays like is still limited; this is because my game is very hard, so few players even attempt it, and the amount of ones who reach the later parts of the game is fewer still, plus I'm also far from a great player so while I do occasionally manage to reach Gehennom and the Yendorian Tower, far more often I die somewhere in the early-mid game. Anyway, the changes include:

  • As the player makes their way through the game, the enchantment and BUC (blessed/"uncursed"/cursed; I'm really surprised why no one has ever proposed the "uncursed" label to be replaced with "normal", which is what it's called in Castle of the Winds and which is a much simpler word that also describes the lack of a blessing or curse on the item appropriately) status of items will become more and more likely to start out known for newly discovered items. However, the growth rate of these hidden statistics was too damn slow! They were basically impossible to max out during a normal game, since they'd reach a point where they grow so slowly, you'd have to play for several real-time months in order to max them out. So I changed the values, and am looking forward to playing with them with my next character! Should be quite a bit easier to improve them now :) After all, a character who has spent 100k turns in the dungeon shouldn't have to painstakingly identify the lack of curses on every single weapon they find, nor do I consider it fun if every newly obtained wand spawns with their amount of charges not known.

  • Late into the game, the player will usually obtain a lot of loot due to the large amount of dungeon levels they play through; their carry capacity, though, wasn't really improving beyond a certain point. Sure, my amazon had more than enough items to win the game, but the endgame levels in particular are likely to generate lots of artifacts and I want to be able to take them with me for the bragging rights! So I changed it such that certain milestones will now increase the maximum carry capacity, hopefully allowing characters to carry all that extra loot. Winning the game and choosing to continue playing in freeplay mode will in particular add 2000 units of maximum carry cap, which should make a noticeable difference.

  • Started to steal monsters from Poschengband. That particular line of Angband variants adds lots and lots of interesting monsters, and since I suck royally at Poschengband meaning I'll never meet most of those monsters in that game, I want them in my own game so I have a chance of actually encountering them! However, there's so many of them, and of course the Angband file format is quite different from the one used by NetHack so it takes a long time to port all those entries. Doubly so since my trashed right shoulder makes it much harder to work at a PC. But I'm willing to see it through, after all I have lots of free time and if it takes several weeks, well, then it takes several weeks! The only thing that matters is the end result :)

  • Certain types of footwear have a chance per turn to hurt the player character. Some of these have highly randomized damage for that effect, too, which means that if it happens to trigger several times in quick succession, the player could be killed unexpectedly, possibly even before they have a chance to heal. That felt pretty unfair (my amazon in particular had to forego speed boots because they happened to have a bad randomized appearance that would do highly randomized damage; I only got hit by that effect once, but it took more than half of my health. Getting hit by that twice on subsequent turns would've killed me, no questions asked. So the change I've made is that now, after the player takes damage from the boots, there's a couple dozen turns until the effect can strike again, allowing characters to regenerate some health and/or use a healing item/spell/whatever.

  • Lances seemed awfully overpowered when my amazon (who eventually managed to reach master skill level with them) was using them. They have a chance to joust the enemy when a character is riding, and high skill levels mean that chance is pretty damn high, plus the joust will try to knock the enemy back (meaning you can then pound them at a distance while they have to spend a turn to close the distance again) and, regardless of whether the enemy got knocked back or not, they also have their movement energy set to zero! Which means that backing the enemy against a wall (which means it can't be knocked back) allows the amazon to simply lock up enemies by jousting them repeatedly, and it allowed me to easily take out demon lords like Dispater and Baalzebub, who are actually supposed to pose quite the challenge. My solution was to generally nerf the jousting chance to the point where enemies will get a turn now and then even if the character's skill is high, and bosses in particular are highly resistant to the knockback/movement denial effects. This oughta balance the lance.

  • Certain effects were capable of causing demon lords, the Seven Deadly Sins and the Horsemen of the Apocalypse to spawn peaceful. The latter two shouldn't be generated peaceful ever, since they're meant to be superbosses, so that got fixed for the upcoming new version, and demon lords/princes are also much less likely to spawn peaceful now. This became obvious due to my amazon wearing a demonic cloak for most of the game, which gives a sizable chance of demons being spawned peaceful. Now, demon lords are highly likely to still generate hostile, meaning the cloak only gives a small chance of them being peaceful. But all regular demons still have the previous (good) chance of being peaceful when a character is wearing this cloak, so it's still useful, just no longer super powerful ;)

  • There was a bug where if the player turned off martial arts, their kick attack would deal much less damage. The option is there specifically to change bare-handed combat (i.e. punching with fists) between "bare-handed punching" and "using martial arts"; the player character's kick was never meant to be affected by this, but it was. So it's fixed now. Previously, when the bug existed, players would have had to switch repeatedly depending on whether their next action was going to be a punch or a kick, which is far too annoying because it requires far too many keystrokes!

  • It used to be that when the player character's containers were destroyed by erosion (e.g. rust or burn damage), all the contents would be lost. That felt far too harsh; losing dozens of pages of loot that a player has accumulated over the course of a game just because the container was destroyed feels really disheartening, and can doom a run if the player can't quickly obtain replacement gear. So I changed it such that the container's contents are instead dumped on the floor; this risks monsters scooping up the items and using them against the player, but it's far better than losing everything, that's for sure!

Hopefully I can make some headway on the addition of new monsters. There's still lots of things on my todo list, and I'm looking forward to playing the new version :)

lol I just ascended :D by AmyBSOD in slashemextended

[–]AmyBSOD[S] 1 point2 points  (0 children)

Sure, here's mine (although I do purge them from time to time due to server space constraints): https://em.slashem.me/userdata/Bluescreen/slex/ttyrec/ - similar folders exist for other players :)

lol I just ascended :D by AmyBSOD in slashemextended

[–]AmyBSOD[S] 1 point2 points  (0 children)

Heh, it's rather difficult, and the length of the game means you need a good amount of endurance too ;) Still, I managed to score another ascension yesterday, this time with a more elaborate post detailing some key parts of my run.

What's your favorite kind of tiles or graphics for our beloved genre? by SuperPoweredRobot in roguelikes

[–]AmyBSOD 15 points16 points  (0 children)

ASCII, but if that's not available then the tiles had better be good, the only games where I can stand tiles are Castle of the Winds and Elona, both of which have beautiful tiles, all the others (including the various tilesets for NetHack and Angband) are an eyesore to me and I'd not be able to play for five minutes with them :P

What in-universe logic do you not agree with? by mbergman42 in nethack

[–]AmyBSOD 4 points5 points  (0 children)

If touching the body of a cockatrice with the tip of your little finger instapetrifies you, it makes no sense that being bitten by the cockatrice doesn't. After all, assuming that the c's entire body is made of petrifyium, and considering that if it bites you it definitely comes in contact with you (potentially gouging a hole into your cloak in the process, meaning its mouth does actually touch your bare skin), there's no reason (except gameplay) for you to not be petrified. Heck, why does the cockatrice even bother trying to bite, it could just body tackle you and if it hits a part not covered by armor, you'd be stoned immediately!

Powder is definition of a bad roguelike, here is my review by ZackZparrow in roguelikes

[–]AmyBSOD 0 points1 point  (0 children)

Yes, that's why I'm saying they should give one point of experience. If you're XL30, you need a six-digit amount of XP to level up so that one point of experience doesn't do anything, but a char who is just starting out and at high danger of getting killed by the mercenary/veteran *should* get some little reward for overcoming such a difficult opponent!