/rlg/ - Roguelike General

Poschengband 5.0.0 released (breaks save compatibility!)
angband.oook.cz/forum/showpost.php?p=111423&postcount=233

Vanilla Angband Comp(until July 6)
Elf Warrior with a permacursed Deathwreaker:
angband.oook.cz/competition.php

Junethack is ongoing for the rest of June: junethack.net/

DCSS Trunk Updates:
crawl.develz.org/wordpress/trunk-updates-12-june-2016

>FAQ and What to Play
FAQ: pastebin.com/Q7K91Q34 (embed)
What to Play?: pastebin.com/yfUKx35f (embed)

>Webterminal
Rogue Nexus – Cataclysm online with shared map and tons of other roguelikes in a simple online package! (USA Only)
roguenex.us

>Individual Game Pastas
pastebin.com/pkf1qnuZ (embed)

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It's a beautiful day outside.

Don't spend it coding roguelikes.

Am I the only one in love with the new monster display in 5.0? It's amazing.

You are not my real mom.

You're right.

Agree, it's the only thing that made it worth updating for me.

How am I doing? Just got snake rune as my first, not sure what I should be training really.

Ring of slaying+3 actually worth using over more dex/resists?

Also, any spells there particularly good?

Should I do swamp next?

It's tough being an octopus

No.
If there is one thing Chris is surprisingly good at, it's the UI stuff.
PCB has ridiculous amounts of info to display in a lot of places and where he has done work it is so, so much better.

>Ring of slaying+3 actually worth using over more dex/resists?
over dex, yes. you've already hit the treshold where buffing dex stops being relevant anymore

Noice, what is that threshold? as in, how much dex could I remove before it becomes an issue, got 2 +4 dex rings on atm that I might swap

buffing dex stops being essential at around 20 if you're playing trunk
then it stops being so good at 27
basically at 32/33/34 it's not worth investing any more points in it.

cheers, that works out well for me

now to pray i survive swamp

you're a squid. You'll do fine.

I have a bunch of feedback, I can give it here or open an/several issue(s) on github if you prefer. Though I don't know how much of it will be things you are planning on implementing any way(probably a lot).

Give it here, please.

Also thanks a lot, I can't believe that somebody actually tried my game.

For a squid is it good to wear a shield or should I just keep all my tentacles free

squids get a lot of mileage out of shields but you won't be able to use blade hands
what's your SH with a buckler

Three. I'm not him and I'm also very new to SS's most recent versions to the point where I just about forgot how to play

>250ft
>take 4 steps, see 2 mountain trolls, a pack of Crebain and an orc patrol in the neighboring rooms
>decide to get the fuck out
>a group of enemies comes down the stairs
>get gangraped

INTERESTING
TACTICAL
CHOICES

>The viewport is way too huge.
I like the border, it's cute, but the viewport is way too big. Make the sidebar 20 wide, and make the viewport 58+2 wide. Then make it a bit shorter, 16+2 tall is good. Then you have 6 lines of message log, and some extra space for the sidebar so that people can play in 80x24 terminals (widely considered standard). If possible, allow expansion so that people can play with huge viewports if they so please.

>Screen redraws occur every turn and are ugly and slow
I am not familiar with ruby, but I feel like this is a curses problem. I don't know if it's just my system, but border, player, and monsters flash every turn. It's also very slow.

>No shiftwalking.
This is crucial, HJKLYUBN should move you in a direction until interrupted. The qualifications for that interrupt should be
>moving from a square with an adjacent wall on any one side to a square with no adjacent wall on one side
>moving into a square with a monster in LOS
>moving into a square with an item in LOS (later this can be tweaked into moving into a square with an item on it or moving into a square with an *unseen* item in LOS)

>worn/held items should be abcdefg... and worn/held items should use the same list and maintain their glyph
You could also make an option(in a config file?) for people who want to use 01234...

The rest is stuff I'm sure you'll implement yourself, like examining items, examining monsters, and removing player x-ray vision(would be a cool item or potion though!)

I also opened a PR on github which improves the Linux installation instructions/compatability.

...

Thanks, especially for the PR. I am wondering what to do about screen redraws too.

>Three.
that's impossible. Bucklers scale with SH.
MuMos get 4 with 15 dex by default and 5 SH at skill 4.
Unless you haven't been training shields

Look at how other roguelikes with curses displays handle redraws.
I don't know any roguelikes made in ruby, but I'm pretty sure roguebasin has a list of roguelikes by programming language, so check there for any curses-using ones.

There's also fcrawl, it's written in python, but it may be similar since it's also an interpreted language. fcrawl redraws much faster- it's still slow, but it also doesn't flash.

So I was driving down the road and spotted a military bunker on my map, so I headed towards it. Noticed there was a bunch of fungal creatures along the way, so I decided to seek out the source and end them. Drove across a field until it popped up on the map, a fungal flower thing. So I made my way in that direction and stopped at a decent walking distance away.

As soon as this thing is on screen it's reproducing like mad, so I figured I had to end it quick, but I have no idea how close is safe so I decided to burn this fucker. Pulled out a molotov and tried to light it, but for some unknown reason it kept going out? Was mildly annoyed but whatever, said fuck this and pulled out my flamethrower instead. Lit three different spots then stood back and watched it burn. Everything within the fungal bed area that had spread since it came into view, was burnt to a crisp, except for anything that was in the immediate vicinity of the giant fungal flower in the center.

Now there's a self sustaining firewall around this thing because apparently it's got such frequent and massive spore output that it's spreading fast enough to keep the fire going, but any fire that gets any closer is smothered by spores one or two turns later. I can't get close enough to consider throwing an explosive in there without taking heat damage and my ranged skills aren't good enough to reliably shoot it from a safe distance. Wound up just leaving it like that to go loot the bunker, is it worth going back and killing that thing or should I just leave it in the fiery prison I've manage create around it?

Well it is a new octopode.

oh no

>Noticed there was a bunch of fungal creatures along the way
there's options to disable cata's inherently broken legacy dynamic spawns. Use them.
Personally I wouldn't play with fungaloids again if my life depended on it.

W-what

you said it's a new octopode
which means the old one is dead

H-hah. I'm not bad I swear it's it's it's the RNG's fault!

Eh, I don't mind them that much. They scratch my pyro itch cuz I like to just burn them all. Plus it's better than just fighting zombies all the time. I like to mix it up every now and then, you know? Although I do understand most people hate fungals, but I'm not sure exactly why. Is it just because of how fast they spread? Or is there something else to it?

>Is it just because of how fast they spread?
Fungaloids can spawn and reproduce up to 100 maptiles from a fungal tower.
And a single spore if left alive will create a single fungaloid, which will continually spawn spores which will continuously evolve into fungaloids which will continuously evolve.

100 maptiles is a lot

Would you please try it again? I think it works without blinking now. I had to remove the border though, since I couldn't fix it (I think the problem is inside the ruby curses implementation), but monsters don't flash anymore.

He'll make DDA great again. I'm sure of it.

Does -Tele block getting abyssed in crawl?

Nope. Neither does outright stasis.

Works great now. And it actually looks really nice with the border/coloured LOS features.

Another thing I noticed about redrawing:
Some things don't update immediately, I assume this is because the screen seems to only redraw certain things on player input, you should change it to make monster death and other things "force" redraws. So, for example, you kill a goblin, the space he was in looks empty, but the goblin who was behind him is actually standing there! You don't know this until you try to move into that square. It's very weird.

Also the low HP effect doesn't appear until you take another action, which can be really odd with the regen per turn(you go down to low HP, then on your next turn you heal out of it while killing a monster, then you immediately go back).

The DDA is competing hard with Dwarf Fortress in adding fluff features while the game is still incomplete

Does anyone have an updated or personally maintained CDDA blacklist in the vein of (Dil)don'ts?
Pasta is old as fuck.

Not the dev, but I'd like to respond to
>>Screen redraws occur every turn and are ugly and slow
In a roguelike, you're meant to redraw the screen every turn, which is already a lot less of a performance impact than redrawing it every frame (16.6... ms @ 60fps, or 6.94... ms @ 144fps), so if you're noticing that the game is slowing down when the screen redraws, it's not because it's being redrawn every turn, it's just that the redrawing function, or indeed the entities it is in charge of drawing, are extremely inefficient.

I haven't taken a look at the code, and I'm not sure I would understand it if I did, on account of my not knowing any Ruby at all, but I find it very likely that it's simply because the Ruby interpreter can't keep up. Coincidentally, this is why games made entirely in Python generally don't go very far.

>abandon xom and incur his wrath
>don't notice anything different

hm-hm

I eventually divided dildon'ts in several other mods so you can choose between what you want to use and not.

Ignore the jury rigged robots, it's just a cool mod I found on the forums.

Yeah, I phrased that badly. I realize redraws should occur every turn, I just meant that the game flashes every single turn.
Link?

whoops
cursed again

Can you up it to mega, please?

mega.nz/#!lBsAFbqJ!7K0u9OGimltKz6g5kXr9Fr9JmmLYYabJaKlNzrIJFQE
'ere you go buddy.

Your Windows looks like ponyposter's but on Italian

silly user
I've always been italian

For some reason I assumed you were a slav

Thanks baby.

>want to do a spellsword run
>"Lmao, no you can't. Platemail brings your casting chance down to 0% just because :^)"

I should tell you that override adds some personal quality of life changes so it might not be up your alley:
first off the cloth seat doesn't need to be welded and is instead nailable because that was retarded
then lighting stuff with a lighter scales with your survival skill
slime pits don't spawn any more than one maptile away from the blob pit and don't reproduce indefinitely if you sleep nearby
and that's it

Those all sound good, I don't know about the blobs thing though because I don't really know how they work anyway, so I may take that out.

How does the scaling work? It's a nerf to firecheese, right? How does it work with matchbooks?

Remember to never underestimate a catoblepas.
From full health to 0 in one single petrification.
I am at fault anyway, because I could have done so many things to avoid this, but I didn't.

It happens.

Feels like a less shittier mauler (at least early game).

>It's a nerf to firecheese, right?
yep. I copied the code from the "extended_firestarter" and applied it to every source of fire available. Even matches and refillable lighters.

Works the same way, do not try to light shit on fire at 0/1 skill because it'll take an hour and half an hour respectively. At skill 2 it takes around ten minutes and at skill 3 5 minutes.
I suggest just crafting some bindles/makeshift slings to get it to 1 survival right at the start and get to two using another quick recipe like atlats.

What are you playing? Golem?

You should say "Remember never to underestimate being an absolute shitter."

it's okay user. most of the work is accepting fault.

Spellwarp to be exact.
>inb4 penalty
Demigods get higher penalties pham.

no bully, you nigger loving kike

Hey, that's uncalled for, the guy clearly accepts fault.

>Demigods get higher penalties pham.
But you haven't been playing those, you've been mostly playing humans. You're gonna sudoku once you hit the 30s.

...

>not playing demigods

just use the stairway to heaven lol

I played a wyrm once and got to 50, wasn't THAT bad. My strategy for high penalty races is arena as soon as possible which I hope will work for spellwarp.

...

You have to play the highest penalty demigod on a 150% penalty class to equal the spellwarp. It's pretty bad.

I always forget about the movement thing and get destroyed in midgame.

That sounds like a good thing. Probably takes a bit too long at low survival values, I will change the scaling. Thanks for the heads up.

>I will change the scaling
if you manage to do that please explain post about it later on, I hate using the default scaling too.

Yeah nevermind that makes my stomach hurt just thinking about it. Not sure what class to play next though, I guess blood knight looks sort of interesting.

desu I don't think the exp penalties for the most part are the worst

I mean yes you're weaker for longer but you already are taking more than that much time to find enough gear and potions for the Serpent anyways. It's only at its most awful on stuff like...I dunno...demigod sorcerer.

Can you play a blood mage of nature in PCB?

Too late I quit. Not like I was having a lot of fun with spellwarp anyway. I WAS going to try blood knight but they look like trash late because I imagine a fight looks like this
>get low so your combat abilities will start wrecking shit
>get breathed on for a fucking ton
>what a noble sacrifice!

Sure.

What did you doooooooo

>can't study herbal healing
weak, chris.
Very weak.

fucking pug hogging jerking off with his max score and showing everyone his exploit.

She even has a little dress.

I'VE ONLY DID THE WORK ON WINDOWS

NOT ON LINUX SYSTEMS

no but seriously what's the problem there
I mean you're supposed to copypaste the contents of the "mod" folder in the "mod" folder

Is this your second coming?

Why are there two mods folders, one with less stuff, and inside the data folder?

Exploit, you say?

Just tested it, works on windows with the latest release.

it's either a difference between the .jsons on linux not working properly or you're doing something wrong.

>Why are there two mods folders, one with less stuff, and inside the data folder?
because I screwed the zip
delete the "data" folder
sorry user

blood knights are pretty fun though

Okay. I figured that was it. I just wanted to make sure that there wasn't any difference between the files in one /mods directory.

Looks like they can learn vampirism true from death realm, though.

Though you get half effect from healing so it's probably not that amazing.

Alright, updated the mod folder

mega.nz/#!YdtWyQZR!PrNMekEpH38Mb56DPfLKeOUHNn1OyiKXIfTKRan-wBk

removed the robots mod while I was at it because it clashes with the new turret system

you might want to delete that one mod too. I did some pretty rough patches to stop the game from segfaulting when I launched it.

Give me a good idea for Crawl and a bad idea too.

loom.shalott.org/learndb.html#bad_ideas

>competing hard
Provide proof.

Its development is well known for:
no order, no goal and let Coolthulhu do the rest.

>Being seduced and killed by a siren rewards the player with ASCII porn after his chardump.

good idea: make all enemies spriggans
bad idea: restore mountain dwarves

like you know swords?

double swords

dude
dude what if

what if TRIPLE SWORDS

Blood mages used to be able to take Life for maximum broken healing and shit. Chris disallowed that and seemingly the use of other healing spells (and I think cut healing for them in general) after someone posted a ludicrously high score using said combo.

Yeah, I didn't plan on using that anyway.
Also you're correct, the scaling of the firestarter is not mod-able. I will see about pushing a commit which introduces the change once I've gotten more used to CDDA's code and fixed Generic Guns.