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The Codex of Roguelikes

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,168
Nice, but feels extremely shallow.
its extremally basic concept that got quite a depth once you get to understand it and unlock more options. There are many(hidden) tiles interactions and you chose their rooster(deck so to speak). Not really card game, more like carcassone.

Placing tiles is basically adding difficulty. Finding balance between difficulty and survival in order to walk more loops on single run goes quite far.
 

PrettyDeadman

Guest
Nice, but feels extremely shallow.
its extremally basic concept that got quite a depth once you get to understand it and unlock more options. There are many(hidden) tiles interactions and you chose their rooster(deck so to speak). Not really card game, more like carcassone.

Placing tiles is basically adding difficulty. Finding balance between difficulty and survival in order to walk more loops on single run goes quite far.
What kind of hidden tile interactions? The only one I was able to find is big mountain. Are there more?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,168
Nice, but feels extremely shallow.
its extremally basic concept that got quite a depth once you get to understand it and unlock more options. There are many(hidden) tiles interactions and you chose their rooster(deck so to speak). Not really card game, more like carcassone.

Placing tiles is basically adding difficulty. Finding balance between difficulty and survival in order to walk more loops on single run goes quite far.
What kind of hidden tile interactions? The only one I was able to find is big mountain. Are there more?
just to name a few
swamp + goblins -> archer goblins
every 10th rock -> goblins
village + vampire -> ransacked village... few more loops -> super village
grove + blood grove + null grove -> hungry grove
village + wheat fields + null village -> overgrown fields
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,570
Location
Russia atchoum!
Won fresh buildof JH, they added new branches, changed perks.
Hamster again lol.

govo, level 16 Technician, defeated
The Summoner against all odds.
He survived for 22012 turns.
The run time was 4h 30m 39s.
He scored 7120 points.
He was ULTRAVIOLENT!

CALLISTO L2 - Volatile Storage
Callisto Hub -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L1 - The Hunt
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
Io Nexus - Low Power
IO L5 -> Infernal Lock
Infernal Lock - cleared
BEYOND L2 -> Limbo
Limbo - cleared
BEYOND L3 - Exalted Curse

Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels

He killed 572 out of 572 enemies.

8 corrupted commandos
12 reavers
10 ice fiends
8 cybeross
5 hellish sergeants
26 fiends
22 cryoreavers
16 security drones
6 military sentrys
21 exalted ravagers
5 toxibeross
18 armored ravagers
6 hellish soldiers
9 corrupted grunts
39 former grunts
18 exalted reavers
1 corrupted heavy
3 exalted kerbeross
6 combat drones
2 kerbeross
5 hellish commandos
5 military bots
9 CRI bots
5 guardian bots
5 plasma ravagers
2 former CRI sergeants
15 former guards
7 former sergeants
11 CRI marines
18 ravagers
2 corrupted sergeants
10 fire fiends
1 former CRI grunt
1 Summoner
2 siege ravagers
23 turrets
1 former heavy
11 cryobeross
3 former commandos
2 military drones
20 CalSec bots
2 security bots
6 former CRI commandos
14 toxic reavers
37 archreavers
9 exalted soldiers
20 exalted fiends
1 security sentry
25 rocket turrets
12 CalSec sentrys
23 corrupted soldiers
11 former soldiers
1 hellish heavy
9 former CRI soldiers
14 toxic fiends

Traits
Skilled L3
Whizkid L3
Son of a Gun L3
Sysop L3
SHARPSHOOTER L3

Trait order
Whk->Sys->Sys->Sys->Skl->Whk->Whk->Skl->
Skl->SoG->SoG->MSS->MSS->MSS->SoG

Equipment
Slot #1 : AV3 energy pistol P2A3
* Molten 3
* Frenzy 3
* Precise
* Exalted bane
* Critical 25
* Deadly 3
* Fresh Mag 5
* Point Blank 5

Slot #2 : 7.62 assault SMG PBA3
* Triggerhappy
* Precise
* Critical 25
* Exalted bane
* Frenzy 1

Slot #3 : CRI plasma shotgun A
* Critical 25

Body : AV3 combat armor PBA3
* Durable
* Kinetic shield
* Swift
* Painkiller
* Metabolic boost
* Loading feed
* Compartments
* Heated

Head : AV3 combat headset P2BA2
* Plated
* Target tracking
* Critical 10
* Crit Enhancer 25
* Tech Monitor
* Aim assist
* Darkvision
* Health Monitor
* Heatvision 7

Utility : AV2 pistol AMP
* Pistol accelerator
* Pistol capacitor


Inventory
energy cell (x100)
energy cell (x92)
7.62 ammo (x100)
7.62 ammo (x100)
gas grenade (x3)
krak grenade (x3)
smoke grenade (x3)
CRI phase kit (x3)
multitool (x4)
stimpack (x3)
small medkit (x3)
small medkit (x1)
large medkit
large medkit

In a hindsight, precise on weapon was close to useless, just as Skilled L3.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,460
I was looking for some Akallabeth RL and hit this forum that showed this game Harmonist a stealth RL. Was that already covered here?
5SSkvvO.jpg
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,625
I was looking for some Akallabeth RL and hit this forum that showed this game Harmonist a stealth RL. Was that already covered here?
5SSkvvO.jpg
I just checked to be sure it was indeed this game where you play as a monkey, it's a simple game, it's no Infra Arcana, but if you like stealth you may enjoy it. Check it or not but play Infra Arcana either way.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,460
I was just looking at an older laptop of mine a noticed it had a very very very early version og Dungeon Crawl Stone Soup. I need to compare to the current update.

i was also messing around with Fargoal 2 and the 1 remake. It kind of sucks the remake of the original didn't have a vic-20 mode. Damn shame. Fargoal 2 has fighter, archer, rogue, wizard characters. Its different. I suppose similar to the mobile. I don't believe it was fully finished. Drama or some shit.

Fargoal Resurrected I guess as of 2019 (old news)
Touch Arcade for iphone has it for sub fee.




oh yah lotsa vic memories.

Lol
 
Last edited:

Matador

Arcane
Patron
Joined
Jun 14, 2016
Messages
1,692
Codex+ Now Streaming!
Dungeon Crawl Stone Soup 0.26 has been released two days ago.

https://github.com/crawl/crawl/releases/tag/0.26.0

Highlights
  • New species: Palentonga.
  • New background: Delver.
  • Food and hunger are removed.
  • Swamp has many new monsters and other changes.
  • Spells, wands, and abilities can be quivered, fired, and autotargeted with an
    extension of the ranged quiver/autofight interface.
Monsters
  • New Swamp monsters:
    • Will-o-the-wisps, unearthly gases that launches powerful Foxfires.
    • Goliath frogs, licking foes from afar with their acidic tongues.
    • Eleionomae, swamp nymphs that travel through and heal from trees.
    • Bloated husks, filled to explosively bursting with putrescent gas.
    • Bunyips, fast-moving, hard-hitting, screaming mysteries.
    • Fenstrider witches, terrifying hex-hurling toxic sorceresses.
  • Bog bodies cast much more powerfully and have a stronger cold attack.
  • New (?) monster: boulder beetle, rolling quickly to deliver huge hits.
  • Insect glyphs have been reorganized.
  • Pikel's slaves have been rethemed to lemures. They now disappear upon
    Pikel's death.
  • Spiny Frogs are renamed Cane Toads, for a more authentic Australian
    experience.
  • Pandemonium lords' possible spells and melee flavours have been expanded.
    They can now sometimes generate a ring of dangerous clouds.
  • Monsters' blood scent and web sense have been removed.
  • Crocodiles, porcupines, hippogriffs, and hungry ghosts are removed.
  • Monsters don't forget about the player while the player is off level.
  • Most plants, fungi, and other plant like things that don't attack now wither
    in 3-5 turns after they're hit. The exceptions are bushes and briars.
  • Monsters that formerly had rot-inducing melee attacks now have drain attacks.
Character
  • Hunger (and eating) are removed.
  • Drain now temporarily reduces max HP instead of skills. Rot no longer exists
    as a mechanic.
  • New species: Palentonga, six-limbed scaled mammals with a rolling charge.
  • Deep Elves' Bows aptitude is increased to +3.
  • Kobolds now have the Nightstalker 3 mutation, reducing LOS and providing
    bonus stealth. (Demonspawn can no longer gain Nightstalker.)
  • Ghouls heal on kill instead of by eating chunks. They also no longer rot
    over time.
  • Centaurs are removed.
  • The Charms skill (and the Skald background) are removed.
  • New demonspawn mutations: sharp scales & big brain.
  • Transmuters no longer start with arrows, and Wereblood replaces Sticks to
    Snakes in the starting book.
  • The Wizard background is renamed "Hedge Wizard", gaining a dagger and a
    less int-focused set of starting attributes. The Conjurer background takes
    Wizards' old attributes.
  • The Assassin background is renamed "Brigand".
  • New background: Delver, starting on D:5 with a variety of escape tools.
  • Artificers now start with better defensive skills, no weapon skill, and a
    club in place of the short sword and short blade skill.
  • Banishing monsters grants full XP.
  • Contamination decays three times faster.
  • Wanderers have a chance to start with any of the misc evokers.
  • Evocations skill no longer grants MaxMP.
Items
  • New scarf ego: Shadows. Scarves of shadows reduce line of sight by 1; this
    stacks with other LOS altering effects; as well as act as a negative spell
    enhancer.
  • New weapon ego: Spectral. The spectral ego appears on [giant [spiked]] clubs,
    quarterstaffs, lajatangs, and two-handed randarts of any base type. On hit
    the ego spawns a spectral weapon to fight along side the user whose strength
    scales with Evocations skill.
  • New boots ego: Rampaging. Boots of rampaging cause the wearer to take an
    extra step for no cost---only when moving in the direction of a foe. The
    rampaging ego can also appear on any kind of artefact armour.
  • New misc evocable: Condenser Vane. A condenser vane is an XP-charged evoker
    that creates clouds around hostile monsters (skipping allies). The cloud
    quality scales with evocations.
  • New item: potion of attraction, which pulls nearby enemies closer.
  • Unrandart Changes:
    • The Salamander Hide Armour no longer gives *Rage, it now is a fire spell
      enhancer with rF++, rC--, flame cloud immunity, and a ring of flame clouds
      effect.
    • The ratskin cloak is changed from +Rats to *Rats, spawning rats when the
      player is hit.
    • Wucad Mu no longer provides evocable channeling. Instead, with a chance
      depending on evocations, it refunds the MP cost of the spell. There is a
      chance of confusion or intelligence drain (which scales on spell cost and
      evocations skill) when a spell is refunded.
    • The cloak of the Thief is changed from +Fog to *Fog, creating fog when the
      player is hit.
    • The Majin-Bo loses Archmagi, and instead gives a chance for any cast spell
      to be vampiric, healing the caster for damage done to living creatures.
    • The shield of Resistance is now a +2 kite shield {rF++ rC++ MR++}.
    • Glaive of the Guard now has both the spectral weapon and electricity egos.
      It no longer has sInv nor +Rage.
    • Cloak of Starlight gains *Dazzle, which sometimes dazzles foes like the
      Dazzling Flash spell on successful dodge. It no longer has rElec and rC+.
    • The Sword of Power is now +5, vorpal, and sometimes fires a powerful but
      low-accuracy damage beam with a chance based on the player's current HP.
  • Phantom mirrors and boxes of beasts now recharge with XP.
  • Wands of polymorph now show what monsters might become when targeted.
  • Amulets are now slow to equip (like armour), and many amulets no longer have
    attunement logic. Faith, Regen, and MPRegen retain their swap drawbacks.
  • Bardings are merged into a single item type.
  • Staves of earth deal higher damage, but with the shrapnel effect of being
    affected 3 times by AC.
  • Staves of conjuration deal bonus irresistable damage that checks AC.
  • The full contents of item piles are revealed on sight.
  • Potions of stabbing, wands of clouds, and staves of energy, summoning, and
    wizardry are removed.
Branches, Environment
  • Swamp's levels are now smaller, and many weak monsters no longer appear.
  • Crimson and shadow imps are now much less common in the Dungeon. White imps
    and ufetubi take their place.
  • Shadows and wights no longer appear in the Crypt spawn list, replaced with
    flying skulls, necromancers, and wraiths.
  • Spider is now quiet.
  • The malevolent force of Zot will find players that tarry far too long in one
    place.
  • Gauntlet monsters now generate awake, and those other than the minotaur
    don't pick up loot.
  • Net traps are now permanent and the nets always mulch.
Spells
  • The Charms skill and school have been removed.
    • Ozocubu's Armour is now Ice only, Swiftness is now Air only, Death's Door
      is now Necromancy only and Level 9.
    • Excruciating Wounds is now Necromancy only, prevents unwielding your weapon
      for the duration, and applies a Wizardry penalty as well as noise.
    • Battlesphere is now Conjurations only, and its targeting has been adjusted
      to work with all Conjurations school spells other than Servitor.
    • Song of Slaying is now Transmutations and renamed Wereblood; the noise is
      reduced somewhat.
  • Animate Skeleton and Animate Dead creations now have strength scaling with
    spellpower; Animate Skeleton has a power cap. Both creations have a shorter
    lifespan. Additionally, these spells can't be cast if corpses are not nearby.
  • Animate Skeleton now animates the nearest skeleton, and does not require you
    to stand on the corpse.
  • Frozen Ramparts has its effect end upon player movement.
  • Death Channel spectral things have a shorter duration and fade if Death
    Channel expires.
  • Infestation scarabs have a shorter duration.
  • Vampiric Draining's damage is no longer limited by how much it heals.
  • Eringya's Toxic Bog now places bogs in all squares within a range of 4 where
    there is no adjacent solid feature.
  • Beastly Appendage now melds helmets and boots, and gives two levels of both
    Horns and Talons (octopodes keep their tentacle spike) instead of randomly
    choosing.
  • Irradiate now checks monster AC but does slightly more damage.
  • Alistair's Intoxication prompts when nothing in view can be affected, always
    applies Vertigo when successful, and has a higher power cap.
  • Conjure Ball Lightning's scaling with spellpower has been simplified.
  • Beam spells and wands no longer have their range reduced by hitting things.
  • All temporary allies dismiss when you leave the level.
  • Translocations miscasts now inflict -Move which prevents walking in addition
    to translocating.
  • Aura of Abjuration, Darkness, Infusion, Recall, Ring of Flames, Shroud of
    Golubria, Spectral Weapon, Sticks to Snakes, and Summon Butterflies are
    removed.
Gods
  • Gozag no longer gives a free potion petition on worship.
  • Nemelex's deck gifting begins at higher piety.
  • Nemelex' Shaft card is removed, and the Exile card no longer has a chance
    to self banish.
Interface
  • The "quiver" feature is generalized and can now hold spells, evokables, and
    abilities. The fire interface can be used to target any quiverable
    action, and quiverable actions can be autofired via shift+tab/p. Existing
    autofight ranged settings such as autofight_throw are generalized to handle
    new quiverables. The ] key swaps between the two most recent quivered
    actions. See the options guide for more information on new and updated
    options: autofight_throw, autofight_stop, automagic_stop,
    fail_severity_to_quiver, launcher_autoquiver, fire_order. See the manual
    section 4, subsection "Attacking and firing" for a summary of the relevant
    key bindings.
  • Launchers can now be fired independently of the quiver; use v to target
    (like reaching weapons) or regular autofight commands to autotarget.
  • Static targeters are added for spells and abilities that indicate which cells
    will be affected, along with a new option to configure which of these are
    shown while casting, force_targeter.
  • Player wand damage, spell damage, and spell accuracy is now displayed in the
    UI.
  • Viewing a monster with xv now shows to-hit chance with your current weapon.
  • Monsters' spell damage is shown in xv.
  • Examining cells with multiple interesting things now gives a selection menu.
  • The "view stack/pickup key" ; can be pressed twice to force autopickup even
    in unsafe situations.
  • The ^x view description is now available from all targeting prompts, and
    when used while targeting lists valid targets in range.
  • Any floor can be annotated from anywhere in the ! interface.
  • Spellpower is now displayed as a percentage of max spellpower.
  • Macro updates: Macros/keybinds can be viewed via the ~ menu in-game. RC file
    keybind settings support escape codes.
  • Updated uption: travel_open_doors now has a setting that tries to avoid
    opening doors during autotravel.
  • New option: travel_one_unsafe_move. Setting this option to true causes
    auto-travel to make one move towards its goal before conducting the usual
    safety checks.
  • New option: monster_item_view_features. This is a regex list option, features
    that match patterns on this list will be displayed in the ^x view
    description.
  • New option: always_show_zot. When enabled, the remaining time until Zot finds
    the player is always shown, rather than when there are only 1500 turns left.
  • New options: tile_overlay_col and tile_overlay_alpha_percent control the
    appearance of the message window in local tiles.
Lua
  • Three new hooks, chk_ability_choice, chk_spell_choice, and c_message can be
    used to answer the ability and spell menu prompts and to react to messages.
  • A new api is introduced for targeted fire of spells, items, and abilities as
    a less brittle alternative to sending keys. See lua functions:
    crawl.do_targeted_command, spells.cast, item.fire, you.activate_ability,
    you.quiver_valid, and you.quiver_enabled.
  • Other new functions: you.memorise (memorise a spell by name),
    spells.power_perc (get spellpower for a spell as a percentage)

"The Charms skill and school have been removed."

WTF are they doing? They are destroying the game.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,460
Maybe version .27 they'll put them back. I love that a lot of text is jabbed in there when you look and r-click just about anything. I recall making a map for a game and trying to do that for every object. Its a lot to type.
 

Palikka

Arcane
Joined
Nov 12, 2006
Messages
769
Location
SubSpace
Got a Nethack win with a tourist!
After two wins with a valkyrie the tourist was frustratingly squishy, dies to pretty much everything. Really need to use all the tools in early game to survive. A lot of fun tho.
1d2IL59.png


Maybe Infra Arcana next?
 

Catacombs

Arcane
Patron
Joined
Aug 10, 2017
Messages
6,122
hey hey people, are you aware of amazing loop hero that is getting released soon?
https://rpgcodex.net/forums/threads/loop-hero-coming-march-4th.137086/

https://loophero.com





Best game from ongoing demo festival deserves its own thread. Infinitron can probably edit it with proper embeds

ss_59f2ad28f68d11766dad0481d2c5b64d293a5310.600x338.jpg


Just look how beautiful it is.
There is single protag whose action you do not control. She walks the loop. Each time you walk full circle enemies get stronger. Each time day passes you regain some hp but also spawn new monsters.
For killing monsters you get xp, items and cards. Cards are used to spawn tiles around the loop you walk. Each tile got some bonuses but also spawn enemies.
Once you place too many tiles boss will spawn.

Eventually you decide that its time to quit and get back to your village where you can buy some upgrades. Once you return to loop it will reset, your items will be gone.

Its simple and yet highly addictive. Your build is controlled by which items you equip, tiles you place and traits you pick at lvlups. It appears in full version there will be more classes to pick from.
To give example:
- You vampirism equipment to keep your health high
- You place swamp tiles around. In their radius your hero harms themselves from heals
- If you place vampire mansion, all enemies in the radius will be aided by vampire and have life gain
- If you drop your vampirism items, you will not get harmed while enemies will damage themselves from vampirism provided

Played the demo, and I'm hooked.
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
I am playing Moria right now. The game has a bad reputation but, so far, it's great. The economy in particular is amazing. A lot of little things that are broken in Angband are still functioning in Moria because of it. A big part of it comes from not having unique monsters or artifacts. My character has been using the same sword for hours and my damaged armor has to be routinely replaced. Inventory management is balanced and immersive. I'm even enjoying the haggling.

It's strange to think about after completing Angband so long ago. They must have not taken balancing seriously when they added content. It's the same realization I had about Nethack after playing Hack. They delved too greedily and too deep, just adding whatever content seemed interesting. No surprise they ended up with a mess. They don't do the original mechanics justice.

The classic games do what they do well. They are not trying to be everything at once. Maybe this is why those Stone Soup developers are cutting so much from their game.
 

EldarEldrad

Savant
Joined
Sep 13, 2017
Messages
254
Location
Russia
That's bad.

Cursed items gave spice to early game. You had to be careful to put on found equipment on your poor fresh character no matter how much you wanted it. Specially jewelry.

What happens to Ashenzari?
I'm not into Ashenzari recently but his curses remain with some reworks.
 

PapaPetro

Guest
I am playing Moria right now. The game has a bad reputation but, so far, it's great. The economy in particular is amazing. A lot of little things that are broken in Angband are still functioning in Moria because of it. A big part of it comes from not having unique monsters or artifacts. My character has been using the same sword for hours and my damaged armor has to be routinely replaced. Inventory management is balanced and immersive. I'm even enjoying the haggling.

It's strange to think about after completing Angband so long ago. They must have not taken balancing seriously when they added content. It's the same realization I had about Nethack after playing Hack. They delved too greedily and too deep, just adding whatever content seemed interesting. No surprise they ended up with a mess. They don't do the original mechanics justice.

The classic games do what they do well. They are not trying to be everything at once. Maybe this is why those Stone Soup developers are cutting so much from their game.
Umoria was my first roguelike and the simplicity of it always has me coming back for a runthrough every year. The changes to Angband over the years has modernized it too much in the same vein as DCSS. Whether it's removing selling dungeon loot in Angband or flat out removing hunger in DCSS, it just feels wrong to strip from a classic roguelike.
 
Unwanted

Savecummer

Latest Doxxer Account
Edgy
Joined
Mar 6, 2021
Messages
330
Recently I got into Brogue for the first time and from reading about it before, I thought it is a small cute coffee break RL.
Thats fucking bullshit! Its brutal. I intentionally didnt looked up any meta and learned as I went. It certainly was fun figuring out how to build a surviving char.
From the chugging/reading strategy to what to upgrade, what enemies do, discovery phase was fun.
First I tried burning all scrolls on an armor, then a rand weapon.
But the first win was with a fencing weapon that tripples? damage if you dash from 1 tile away. So I had an artefact that let me sense enemies, and I would stand behind a door and tripple dash them when the door opened. On corners too, etc.
Anyway, it worked really well until about lvl 20 when the enemies became brutal bullshit.
I died, restarted wtih the same seed, came clean to lvl 20 again and savescummed a 6 level speed-dive to the finish, almost starved anyway.
Had potion of levitation and invis even. And grabbing the artefact was much easier than getting to it. Escape was fairly ok too, with teleport art.
Than looked up internet strats and I bascially figured so about what other people where doing.
Got a win on that seed clean again too but its a decent seed with fitting arts.

Anyway, the ending of the game, the last couple of levels are massivel luck based. I dunno how you could navigate that without a good seed.
 

Infinitum

Scholar
Joined
Apr 30, 2016
Messages
700
Tangledeep is extremely based. (And has beautiful spritework and music.) You'd have to be a real grumpy fuck to actively dislike it.

Fucked around with it. Can't say I can recommend it. The vast mojority of it of it is trivially easy with a summoning/ranged build, and the only enemies that gives you trouble (summoners in certain layouts) are still easy to avoid solong as you're willing to abandon a floor. Healing might be limited, but you'll still end up with far more than you need from rowsing shops and cooking regulary. Worse, it's exceedingly bloated, especially with the expansions. There's branch dungeons on literally every floor of the main dungeon, and a lot of subsystems are also resolved by spawning a randomized dungeon. Spending 10 minutes upgrading a piece of equipment once gets old, fast. As does clearing a 15-floor dungeon starting from scratch for the chance of getting randarts.

Lost two high level characters due to negligence on my part (literally not looking at the hp bar and not abandoning a random dungeon boss that literally flooded half the screen with summons in a small open layout), and can't be bothered spending another 6+ hrs to get another character started.

It does scratch that seiken densetsu itch tho, I'll give it that.
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
For the most part Moria has been a great game. But now I have gotten through to the final boss and the grind is ridiculous. It's out of this world! When people said it takes months to complete this game, I thought it would be actually treking through the dungeon and making slow progress. But no, it's because the final boss is supposed to be epic and the game does not give you the tools needed to beat him without spending weeks going back through old levels. Pretty obnoxious way to end what has been a pleasure to play. It's not too bad, but it's a big step down in enjoyment from the rest of the game.

I guess the creator couldn't just admit his game wasn't terribly difficult. Patience is a virtue though. No reason a game can't teach it.

Whether it's removing selling dungeon loot in Angband or flat out removing hunger in DCSS, it just feels wrong to strip from a classic roguelike.
in Moria selling dungeon loot works a lot better than in Angband because the loot is rare. Angband originally broke the intended economy by dropping loot in larger quantities and allowing for easier identification. Now they are fixing this by removing the selling altogether. In a way this makes the majority of the game play more like the original Moria. It's not great though because good loot is still fun to sell near the end. But there also isn't as much good loot being dropped in Moria.

Of course, in my many hours of grinding I have figured out how to break the great economy I keep talking about. He should have set shops to reset on experience ticks rather than turns passed. You just can go to dungeon level 1, rest for 9999 turns over and over, go back up and shops will be restocked to the gills. This is a good way to get identify scrolls. Knowing this earlier would have completely broken the economy. I can't unlearn it now anyway. Getting back to where I was will be easier if this character dies.

Honestly, I'm glad he never got around to fixing this since identifying components of the ascension kit would be insufferable at the normal pace.
 

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