Hobo Elf
Arcane
I'm surprised it took them this long. Zionmax lawyers tend to be faster than this.
...
2017
This is it. 2017 will be a crucial year for Cogmind, because it’s the year we reach 1.0, and the year we’ll finally see what cogmind can do once it reaches a wider audience--will it flop, or will it be able to pay for more roguelike goodness in the future?
I never imagined back in 2013 when starting out (and most certainly not when putting out the initial free version in 2012!) that I’d still be working on Cogmind now, but I’m glad I am because it’s the result of good things! There haven’t been any serious development hiccups, and progress has continued at the expected pace, I just repeatedly pushed back the long-term schedule to fit in more stuff. It’s true that many of these things could have simply waited until after a “1.0″ launch, which is what I’m sure most sane (or financially desperate) developers would do, but even Alpha 1 was a pretty solid game, and there’s been ongoing player support ever since it was released, so I never really saw a need to rush it.
...
Following the most grueling 2.5-month crunch of Streets of Rogue’s entire development / my entire lifetime, 4-player online multiplayer coop is finally, like, a real thing! Kinda!
Let me explain! I don’t consider the current iteration of Multiplayer stable enough to be included with the primary release build. There’s still a lot of bugs to be fixed, and connection issues are semi-rampant with the matchmaking system I have in place right now. Still, it’s functional enough that you should be able to get in there and have some GOOD, CLEAN FUN. That’s right, don’t go on and harass people and such. Edgelording is soooo 2015.
Back to what I was saying - You can play Streets of Rogue multiplayer by downloading the new Development Build of the game. I will be updating this build more frequently (and with less fanfare) than I do the normal alpha updates. The Development Build sends information and error reports up to the cloud where I can make use of it to fix bugs. It’s potentially less stable than the normal builds, and performs slightly worse. But if you want to help with the game’s development, this is what you should be using.
Also of note, Streets of Rogue FINALLY has MUSIC, thanks to the lovely and talented Craig Barnes. You can get the entire soundtrack on his bandcamp site for cheap right now. New tracks will be added throughout the game’s development, and the price might end up higher too, so be sure to get in on this early!
Since multiplayer has been essentially my only focus, there haven’t been many changes to the base game since Alpha 14. But, don’t expect a 2-month wait between builds again – Adding multiplayer support was no joke. Seriously, my brain is mush. Here’s the full changelog:
Big Features
Multiplayer
‘Nuff said. Only available in the Development Build.
Music
It’s really catchy, ‘90s hip-hop and jock jam inspired stuff.
Other Additions and Changes
UI / Controls
Bug Fixes
- Main Menu button added
- Text spacing changed in a few spots to better accommodate translations
UI / Controls
Playfield Objects
- Fix for Accept and Complete buttons not working when clicked
- Controller vibration is now functional on Mac and Linux
Items
- Fix for generator flashing repeatedly and never exploding (literally dozens of people emailed me about this one, holy crap)
Status Effects / Traits / Special Abilities
- Fix for weapons not being unequipped after being sold, given away, etc.
Fix for Shapeshifter not being able to interact with things after death and resurrection when lighting was set to None
What would be the best roguelike for me if I loved TOME? I played lots of other roguelikes and didn't like most of them, but TOME is different somehow. I love the combat and the classes. (ps. tome getting a cool new class soon)
Is there any roguelike that doesn't have a massively boring early game?
Is there any roguelike that doesn't have a massively boring early game?
I've played Nethack, Angband, Brogue and DoomRL.
I liked them all from the mid to end game. But my oh my, how shitty can the early game be?
I mean, for Angband, is like the 20-30 initial floors are filled with absolutely nothing.
Nethack, on the other hand, has a very good mid game but the end game is abysmal.
Brogue and DoomRL are so boring at the beginning that I kind of gave up playing them for a while.
Totally not tedious at all. Also that just makes the early game even easier, really. Still just as boring, just now you don't have to try it a dozen times or scum ID to avoid dying to a trap.Adom. Just pick troll barbarian rolled 20 times in a row to get Candle and go straight to Unremarkable Cave, get 4-6lvl, find stairs to High Mountain Village, search for altar, get crowned on the way.
How do I learn Elona+ best?
Don't Starve
Bought on a whim on Steam simply because of its 1,300 negative views out of 48,000 reviews.
WTF is going on and how comes I never heard of it before?
I like a bit of Rogue going back to Larn and Hack back in the day. Dungeons of Dredmor has been my recent favourite.
Codex Steam Curator has included a decent sampling such as Invisible Inc. Others such as FTL and Tales of Maj'Eyal are on my TO PLAY LIST.
[snipped the playthrough]
Don't Starve is simply missing most of the core characteristics of roguelikes and to name some: tactical combat, complex mechanics, and turn-based despite having randomization and permadeath or a significant penalty to death. To add to that, it also has the most "un-roguelike" feature of all which is meta-progression. Because of these things, I wouldn't classify nor group the game (along with BoI, EtG, FtL, Rogue Legacy, etc.) with the roguelikes themselves.
However if people were to mention the Berlin Interpretation here as a strict definition of a roguelike, I'd gladly present them to Elona+ and ToME4 as an example as to why not to strictly follow them. These games are classified as 1.) Elona+ being a traditional and hugely weird roguelike and 2.) ToME4 being a major roguelike. The former has no permadeath but applies a significant loss to your character's stats, skills, items, gold, etc. whenever you die in classic difficulty while the latter has meta-progression and little-to-no resource management that is relevant to a standard roguelike experience.
What sort of game is this?
Noone wants to divide the already small roguelike community which is probably why the codex's list includes roguelites and it's a lesser known term ever since a huge number of fans of BoI, Spelunky and FtL which are arguably the most popular described their games as roguelikes .. . So now it's more of a near personal thing just like how RPGs are coined differently from person to person ..