Thanks. Another question - when arrows/bolts are thrown, do they do 1d1 damage, like they do when in melee? Also, a couple of thoughts/ suggestions on RT Ex: 1. Interactive slots on the main screen. For potions/food, scrolls/wands, thrown weapons, bow/crossbow. Make the armor and melee weapon slot currently visible interactive too. Tapping on a slot should offer a choice of use/throw as and when applicable. Holding the slot, should open a dedicated section of inventory. 2. Dedicated sections of inventory that open from the main screen quick-slots: Armor/rings potions/food Scrolls/wands Melee and thrown Weapons Bows/crossbows 3. Switching rings should take 1 turn instead of 2. Just make it so that trying to equip a ring when both slots are occupied automaticall de-equips the ring on the right hand, etc. 4. Let the monsters be affected by the traps. A whole new level of tactics will ensue. And I know that the food mechanic is much maligned, but personally, I only come into difficulties because I use food to escape the encounters when I lack other tools for the job. Addition of the merchant should really alleviate that and I like the tension that food mechanic provides. P.S. And since you are changing things from the classic, please, don't start us with cursed and/or unidentified items this time around! Another thought that might be beyond the scope of the changes, but what the heck - how about taking a page out of strategy games and having terrain affect motion speeds and attack chances of the monsters and the hero?
I just had a +3, +5 mace of medusa slaying and a troll killed me! Although it was really hunger that did me in.
1 & 2) Like the idea of a combo of quick-slot and "tab" to a section of your inventory. That would help quite a bit! Seems like it would be a smart way to handle things if I can make room for it all. Probably better to have a dedicated pack button and maybe a weapon "swap" slot, which would let you toggle between ranged and melee, and a slot for potion, scroll, and staff. Rings, Armor, and Food are not as regularly fussed with, so the main inventory button can catch those. 3) Rings- not sure I'll change the handling on them yet. Being able to swap a ring-mid turn seems ripe for abuse, like getting the affects of maintain armor and sustain strength on one hand. Plus having it replace one by default would possibly replace one you wanted to keep on 4) Monsters and traps- There may be a small amount of this, but it's more of a tactic for Spirit Hunter Mineko. The level of work required to retrofit this into Rogue's gameplay without seriously hurting the game may be too much for me 4.1) Food- you'll still have to eat, but the effects if you do not eat will be less annoying than the fainting. You'll definitely want some food to eat 4.2) Cursed items in your inventory to start- I think I can be nice enough to help out there. Or maybe pitch in a remove curse scroll if you are unlucky to find a cursed item in your base pack 4.3) Terrain- if we have some additional terrain types that may happen! Space has been freed! Send away! My PM box has filled up three times in the past month. Getting popular around here Ouch, always hurts to lose a great weapon like that. Oddly enough based on the "leading causes of death" section of my leaderboards, actual death from starvation is not that common. As you note, you're much more likely to get killed by a monster due to fainting and such. RT EX will remove some if not all of the pain of starvation
Sounds good, except that thrown weapons need their own dedicated slot, because throwing a stack of daggers/whatever opening the inventory every... single... time in RT is mega-tedious. And since they aren't "wielded" you can't get cursed or have to waste a turn to switch weapons if a monster gets close. So, they definitely need some special treatment . I'd also put food with potions, scrolls and staves, because it is both consumed and thrown often enough. Not what I was suggesting. It takes 2(!) turns to swap rings currently, the same as armor. IMHO the swap should only take 1 turn. That's no biggie if it works by consistent rule - like right ring is the one that is always swapped. Or first right than left, like it worked in Baldurs Gates. Or have _unequipping_ a ring not take a turn, but only equipping. I kinda like fainting... with addition of the merchant it would be up to the player (rather than only blind luck) to plan their supplies. Yea, traps affecting monsters/terrain would be unrealistically optimistic for something like that, but I had to throw it in . Wow! Why do I never ever get cool stuff like that?! I mean, that's 6 enchant weapon scrolls and a vorpalize one, right?
I think maybe it'd be better to think of the quick slots as 4 "bookmarks" to certain points in your inventory. With a fifth button being the general "inventory" button. You could assign things into these... maybe a stack of daggers in one, a potion in another, etc. Tapping on them would allow you to perform the default use with the item, press and hold brings you to that section of the inventory. Honestly, whatever I do , it needs to be simple and understandable. Actually swapping armor out takes *three* turns right now. 2 turns to remove it, and a third to go back in and put another set on. Try it next to a monster if it's hard to see what happens... Jury is still out on "one-turn" ring swapping. It could be a bigger tactical advantage than it seems at first. Well, I'm not necessarily sure I am going to ditch fainting. What if you fainted, but the first time you were hit by a monster you woke back up? Instead of laying there passed out while they beat you silly? Small change, less aggravating, but still a dangerous condition... you could pass out again and give the monster another free hit at any random time. If he started with the default +1,+1 Mace it'd be 4 enchant weapon and one vorpalize, but it's still pretty lucky! Some of those deep diving experts on the leaderboards used to get between +15 to +25 on their weapons, but it takes 150 floors of diving to find that many scrolls ---- Rogue Touch Version 1.6: The update should be submitted today if all goes well. I'd planned on that happening at the beginning of the week, but the extra time has allowed me to tweak, fix bugs, and add in some more great features! Watch for more details soon
What's New In Version 1.6 Version 1.6: * Retina Display support! All text in the game is silky smooth on the iPhone 4. * Fast App Switching / Multitasking support in iOS4! Jumping out of your game and back in is lightning fast. * Hi-Res iPhone 4 icon. * Even greater improvements in drawing speed on iOS4. * New feature- return to title screen from the dungeon at any time by swiping from top to bottom of screen (a regularly requested ability)! * New magic potion- the effect is a secret, find one and try it out for yourself * New magic scroll- reading one of these when surrounded by monsters will give you some breathing space! * Knockback chances are improved if wielding a Battle Axe, War Hammer, or Two Handed Sword! * Scroll of Safe Passage fixed (again)- turns out there were actually 2 bugs before, and I only found one! Corrected the problem with pit traps being found after reading... I have been properly flogged for the foolish mistake * Suicidal potion drinking- fixed an issue where you could drink a potion, die, and not see the graveyard appear.
I really was the update king back in the spring of 2009... Brought out lots of them every 1 or 2 weeks. I'd like to get back in that habit with EX and Mineko, so this is good practice
Hey, I noticed something...don't know what I'd call it, but maybe there is some reason for it... I have, due to environmental circumstances, had to suddenly stop playing my last two runs. Instead of exiting the app via the home button I simply turned the screen off thinking that I'd come back to it in a few minutes, but both times I returned to find I'd been killed! How is it that the game is continuing to run when the screen is off and presumably no turns are being taken? I was first killed by a slime and then died of hunger. (That last time I really thought I was going to emerge with the amulet for the first time ever, too. )
You said it yourself, you turned the SCREEN off. The game itself is still running even though the screen isn't on. Some devs do code an auto pause type of functionality when the screen is turned off but it's really up to the developer to add the function
But how are turns still being taken? I have a case that covers the screen completely as well. Edit: it's definitely not turns being taken from inadvertent taps while the screen is off. Just tried that--tapping while the screen is off has no effect. And I left the game running with the screen on for the better part of an hour and nothing happened. Now I'm going to try it with the screen off but the app still running and see if I can figure out how long it takes for the game to kill me.
Thanks niezam! Yes I have quaffed a few too many potions, and am now confused! Rogue Touch will be on sale until I regain my senses. If you never picked up the game before, this is your big chance to see what you've missed... Last sale I had was in February of this year (prior to the nice iOS 4 and Retina text enhancements) In other news, I have been analyzing some odd isolated cases of multitasking issues in iOS 4... seems like there is a possibility of having to restart the current floor if the OS kills your game in the background. Trying to identify the root cause, so expect another update and couple more wacky items sometime soon
Is it posibble to have like, damage guide in the menu? Like if I find a new weapon, how do I know which is better? Assuming I've identified em both.
Well, I did go with traditional Rogue weapon damage for all items that were found in the 1980s versions if you are familiar with them. It's definitely possible to add a bit of text to each weapon that say "Mace (2d4 damage)". Of course then I need to explain to people what the heck "2d4" means again For a quick guide at the moment you can look here: http://www.ChronoSoft.com/RogueTouch/RogueTouchEquipment.html Lots of strategy, and names of secret characters you can play as can be found in my forums too: http://forums.ChronoSoft.com/ Any other specific questions, ask 'em here or there and you can bet myself or some other knowledgable rogue can help Leif Erikson, Colombus, Canadian Thanksgiving, Independence Day (Croatia, Uganda, Equador), National Coming-Out-Day (look it up), and many more! I did say I'd quaffed a few too many potions of confusion, didn't I? Maybe I drank an amnesia potion too? Don't recall...
I for one would just like to give thanks for being able to independently discover my long closeted Nordic nature and finally come out as a viking, eh!
My grandfather claims we are descended from Leif Erikson, but I suppose many people are...since those vikings loved them some rape and all. Hey CD, do you have any idea what causes the issue I mentioned on the previous page?