One thing that is putting me off playing again at the moment is finding out that unless you get to satan in under 2000 turns he is basicly unbeatable. I don't think I should feel like the game is timing me and I need to rush. People may disagree but that is just how I feel.
From what I've read there is intentionally a small chance of a mis-teleport. I think it is to balance out the cheap EP cost...
Sorry Blake, just one question. I always got this annoying bug that prevents me to return to main menu once i've posted my score online (and sometimes even if i don't post it). The "Main Menu" button doesn't work and i got to exit app and relaunch it. Can you confirm that is a known bug and that does'nt happen to me only? Thx in advance and have a good woork!
The food consideration is very unpopular with most players because it's unfair to die when you can't find any. Perhaps you can make an easy mode where non-roguelike fans don't have to worry about food. Or have at least one case of food placed randomly somewhere on a dungeon level. Or be like nethack where you are allowed to eat creature corpses (at the risk of getting sick and having a temporary stat lowered). Or else hunger doesn't kill you, it just makes you faint, a lot, and that could be dangerous but not completely hopeless.
Hmm, I've always managed to escape hunger, if only just or I've had to make do with rotten food. I'm not sure if it was further back in this thread or on the game's own forum, but I believe that some future content will help out with the hunger issues: 1) The Item shop will open up and that will probably give us a chance of filling our larders 2) One of the developers mentioned a possible "Cook" monster that will flee on sight and so make us work for our roasted meats! Before this stuff hits though, we just have to make do with hunger strategies such as waiting until the very last moment to eat and opening every single chest! And is it me or does EP stop regenerating when you are starving? That's the part that hurts!
These are all serviceable concepts. 1) Eat corpses- No special benefits, maybe only 5% increase in fullness. Maybe not all corpses are edible- skeletons, ghosts, obviously not. Maybe the rats will poison you if eaten. Lots of ideas there. 2) Tweak the food-per-move value. Let's say you remove 1 point of fullness for every 10 moves made. Increase that to 15 or 20 moves per point of fullness and it's problem solved for 99% of hunger complaints. The issue would still exist if you linger TOO casually on levels, but those people affected may be future darwin award candidates anyway 3) Alter your level/treasure generation to make sure every X floors or Y number of chests created, at least one of them is food. Rogue Touch does something like that. If you go too many floors without seeing any food, the next level will ensure that there's at least one piece of food available. Of course you may spend a lot of time looking for it and die anyway, but at least there's the possibility of continuing your journey with a full belly.
It seems like the crusader gets more items but I might just be crazy. I get alot of crashes when playing as the mage but hardly any as the crusader. I killed the genie with the mage and when he was exploding and dropping potions the game said I died (I was nearly full on health). I'm having fun with the crusader but its unplayable with the mage atm for me.
Protip: 1. Be a mage 2. Get amafyst 3. Equip an energy+ ring 4. Remove energy+ ring 5. Repeat steps 3 and 4 a whole bunch of times 6. Kill anything in 1 hit with amafyst. Bugs like this will become more and more apparent as poor coding reveals not only the obvious things like crashes and missing features, but more subtle yet equally damaging bugs such as this one. Enjoy
Ouch, between this and the "new" shield bug- dragging a shield off your equipped hand, and back again to improve your armor indefinitely, you can become an unstoppable killing machine as either character. That spoils the game a bit
This is a feature. This is their idea of balance, nevermind that it doesn't "balance" the spell it just makes it annoying. One of the devs also said he's considering making it modify an item in your pack (can you imagine?!). This game is ambitious but it needs a LOT of tweaking to really get to nethack standard.
I found a dagger of accuracy and the description said it should add 5 to my accuracy when I equip it. When I compared it with a normal dagger, both showed the same accuracy number of 95 in the stats. Also, why is it so that you can throw things at monsters two spaces left and one space down from you, but not at monsters two spaces left and one space up from you, when standing one space into a corridor?
This is likely due to the fact that they are using Bresenham's line algorithm for determining lines of sight and ranged attack. It's a common problem, the algorithm does not draw symmetrically in all cases. The end result is that you see problems like the one you describe here- being able to target an enemy one way, but not the other way. That also means that at times you'd be able to throw something at a monster with a ranged weapon and they would be UNABLE to retaliate. There are other line of sight methods that could improve this of course, but I think they have a full plate right now. Give Wes and company time to fix the big stuff and I'm sure they can get into the gritty details later
The game is a great start and I cant wait to see where it ends up 3 big complaints - game freezes when you are poisioned and you get -1 HP and sometime just becuase it wants to You cannot drop anything....you must wait until you can throw it and picked up items that are throwable should go into the quick bar - I throw a lot of things and when I pick them back up they go back into the inventory and I have to add them again. Why cant they go back to where they were...my rogue is not that smart and likes to work extra hard! Why are throwing daggers, arrows and stones stackable but regular daggers and swords not? @CommanderData: How is the other project coming? Been waiting for a while on this one.
Has anyone proved these buggs? I tried the +2 buckler one, the displayed numbers increased but a blue rat killed me pretty easy with 90+ "armor". I'm pretty sure the sheild bug dosnt affect anything in game really may just be displaying large armor numbers. Can anyone confirm they were able to exploit the bugs? And the hunger system, THIS IS IMPORTANT; without the hunger system were going to have leaderboards flooded with high scores from kids with no life, grinding on the first floor to max their skill tree. This game is awesome because it ist about how much time you put into it, its how well you play with the one life you are given. i've played prolly around 40 games and have never died from hunger. If you are dying from hunger your bad at the game, re-evaluate your strategy instead of making the dev bend the game around your playing style.
the game DOES have an invisible dpad.. it just takes up the entire screen instead of condensing it nicely in the corner where most peoples thumbs go.
At one point, the issue was one opponent being able to target while the other couldn't, which to me made a lot of sense because it gave the effect of being able to peek around corners. I removed that, under instruction that as long as anything that can attack can be attacked by its target it would seem ok, and these instances crept in. Also, someone mentioned earlier about getting to Satan in under 2000 turns; that was a joke and an ill-conceived one on my part. Sorry for any misconception.
Definitely. I guess that's the danger of making a graphically attractive roguelike for the iPhone--people who have no experience with the genre and its conventions will ask it to make concessions for their different expectations. I think Rogue Touch should be required playing for anyone who is thinking of playing this game. Speaking of which... In fact I just spent a couple of hours with RT today (as well as some quality time with 100 Rogues as well) and it occurred to me you must have entered some kind of table value to keep that under control. I think it's perfect, really, as I'm often searching for food but I've actually never died of starvation. I keep meaning to try to die of starvation just to see if I can and how long it takes, but self-preservation always kicks in.