CD, How about a page off the title screen that shows a small pictures of each monster in game with a kill count tally next to it? So I can see how many bats I've taken out on my attempts at the amulet? Also, about the title screen, I agree something needs to be changed. Maybe keep the @ symbol but decorate it with some of the art from the game you designed. Another cool idea would be to get deep in the game where there is a lot going on, on screen. Now take a screenshot and make a mirror image of it using the old ascii characters. Make the old ascii character screenshot the title screen BUT layer the screenshot you took behind it. Now, as the user drags his finger over the title screen you can fade into the image of the new game behind the ascii characters. This gives everyone a fun and interactive way to tap into what the old game was and what the new game is in comparison. Perhaps make a bunch of different title screens using this method. Maybe some with some easter eggs in them? This way we are all checking our title screen for hidden things before we jump into the game. Just a thought,..
The "to hit" and then damage are completely separate rolls. As I understand it, if true to the AD&D rules, if you score a hit (via the unseen roll of something like a 20 sided die) you then roll whatever dice your weapon does in damage plus any additional damage done due to your strength and enchantment bonuses. If you miss that first to hit roll, no damage is done. As it stands (hopefully this will change in the future) the only difference between a mace and a two handed sword, not counting and special enchantments, is the damage they do (in this case a two handed sword does much more).
I think LordGek left a good answer, but for those that want to get technical I'll elaborate just a bit more here. Let's stick with a +1, +3 Mace as the example. The determination of whether you hit or not is made first. This is based on "rolling" a number between 1 and 20, as though you were playing a pen&paper Dungeons and Dragons game. The number you need to get is based on the monster's AC (currently an unknown to the player), plus modifiers like your weapon's "to hit bonus, your strength, rings you may be wearing (like Dexterity for example), and whether or not the monster is asleep or frozen (if they are not moving, they are easier to hit)! The damage done by a normal mace is 2d4. Let's say you hit, so you did damage to the monster. This is rolling invisible dice (two dice with the numbers 1,2,3, and 4 written on them). This lets you have a base damage value of 2 (if your pair of invisible dice both roll a 1), and a maximum of eight (if both invisible dice roll a 4). Let's now assume one of them rolled a 1, and the other one rolled a 3. You add those two numbers together to get 4 damage. Now the "damage bonus" comes into play. This theoretical +1, +3 Mace adds 3 points of damage to every strike you make, which ups your damage from 4 points to 7 points. Damage can go up even more for strengths greater than 16, or if you wear a ring of increase damage! Ok, that turned out to be more complicated sounding than I hoped! Do you understand how it works now? Thanks gunstar808! Please chime in if you need any help either here or there. As you said, a lot of great support there too! I'm very happy with both of these communities. Jeffro87- I think Diablo captured the hearts of a few million people! As I mentioned, this would be down the road quite a ways- maybe this fall- but I'm glad to see that the idea has potential! I guess that means we better get started soon Local game statistics are a great idea, I had originally envisioned a sort of "Achievement system" that would catalog your various things: Number of games played, deaths by monsters, moves made, etc. Adding in the tracking for all of that stuff made me a bit queasy (lot of code and stuff to accidentally break, as I did when releasing 1.3/1.4) so I backed down. Maybe I can start adding those things in slowly over the next few updates though... it would be a lot of fun! I really like the interactive title screen idea, or at the very least I could animate a fade back and forth between a few neat images like that to show where we've come from and where we are today! Thanks for the suggestion
I've been contemplating this for a while and went ahead and took advantage of the sale. I've spent too much time playing this over the weekend! It also got me looking for a game I used to play in college called "Castle of the Winds" which it turns out is now freeware. So, I've been wasting time with that as well. I was honestly a little skeptical about the "perma-death" thing (since the similar game I was used to playing, Castle of the Winds, doesn't have it). I actually still am, a little, although not as much as I thought it would be. Honestly, I'd still like to have a non-classic version where restoring previously saved games was an option, but at least I think I'd like to see looting past corpses be a little more common. (Personally, I've yet to see one of my former corpses, undead or otherwise, so I'm assuming finding one is fairly uncommon.) In one game I had a battle axe, which (if I read the charts correctly) is a decent weapon. Unfortunately you can also throw it, which means that EVERY SINGLE TIME I tried to go to my inventory, I had to choose between my inventory and throwing the weapon. Since I had already turned on the option to throw the weapon by touching the bottom of the screen, this became annoying fast. I think it would be nice if there were a setting to turn the "ask me to throw weapon on touching character" button off, just as there is to turn "throw weapon when you touch it at bottom of the screen" off. I personally would rather have settings in-game, so that I don't have to quit every time I want to change something. I like the touch controls better, but the d-pad is easier to use one-handed... while petting a cat, for example. But it's such a pain to switch between them that I stay in touch mode, much to the displeasure of my cats. Similarly, I think it would be great if there was a way to get the list of weapon stats, armor stats, scrolls, etc. in-game, without having to quit, switch to Safari, and then go to your website (assuming I'm someplace with wireless). Is it just me, or is it really easy to accidentally bring up the inventory (or the annoying "Throw" button) when you're trying to move? Put me on the list of people who would be interested in a non-classic version with shops. It would be nice to have all that gold be useful for something, and also to make the outcome of the game less dependant on the randomness of the drops. Although, I'm not sure how you're going to explain having shops in a monster-filled dungeon...
If you don't mind untangling (or want me to rewrite) the verbiage a little so it's not so stream-of-consciousness, then sure, feel free. Two separate rolls here. When you attack in the original Dungeons and Dragons (as with Rogue, which is based on those rules) you first rolled a d20 to determine if you managed to land a blow. If you do, then you move on and roll specific dice based on the weapon you are using -- 2d4, 3d6, 1d10 or whatever. That roll determines how much damage you do, plus any to-damage bonuses you get. So, let's assume the following: - I have a +3/+2 longsword, which normally does 2d6 damage without bonuses; with the to-damage bonus, it works out to 2d6+2 - The enemy has plate mail (AC8) and a +2 ring of protection, which gives him an AC of 0. So we square off and it's my turn to strike. 1. I Roll 1d20. It lands on 9. I needed 11 or greater to strike. But I have a +3 to-hit bonus, so the actual value is 12, which means I scored a hit. 2. I roll 2d6 and they land 2 and 5, for a total of 7. I have a +2 to-damage, so I actually do 9 points of damage. All of the dice and rolling stuff happens behind the scenes in Rogue Touch, but it's there, so the same principles apply.
Guys, I know im full of questions, but can anyone tell me... If I use a scroll of identify on my +0,+0 Battle Axe... Will it automatically become a Battle Axe of (whatever)? Is there a chance my Battle Axe (or any weapon for the matter) may be nothing special at all? Or is there an indicator that I can go by to find out if my weapon is worth using a scroll on before hand? Thanks guys, I just don't want to waste this scroll but if my Battle Axe can become more than what it is thatd be amazing
Weapons only become "[Weapon] of [special attribute]" if they're vorpalized. There's a chance you may find a vorpalized weapon naturally in your travels, but more commonly it will become a vorpalized weapon through the use of a Vorpalize Weapon scroll. When using a Vorpalize Weapon scroll, your primary weapon gains an additional +1/+1 bonus, and will have a special attribute that gives it an additional +4/+4 against whatever creature it has a special attribute against. So, if you find a +1/+1 Longsword of Vampire Slaying, it's +1/+1 against all creatures (or higher if you add additional Enchant Weapon scrolls), but gains an additional +4/+4 against vampires. Your newly vorpalized weapon will not have its special attribute immediately identified, but its special attribute will be revealed as soon as you attack something -- anything, it doesn't matter. Vorpalized weapons also gain a single-shot spell that works against anything and will instantly annihilate anything you zap it on. Note that it only works once however, so save it for some big nasty creature.
Bethany, thanks for the reply and I'm sorry to hear that your cats may want me dead Perma-death can be very frustrating, it sounds like you've come to grips with it some though. On the idea of loading old saves... We actually won't allow this, but I do have a plan in mind for the "advanced mode" in Rogue Touch. In addition to shops and all that fun stuff to waste your gold on, you will probably have an option to pay a "tribute to the gods"... meaning that upon your death, if you have the requested amount of gold for a tribute you'll be brought back to life at the point in time where you *first started the floor you died on*!! This will allow you to try again and hopefully make better choices next time. Of course, spending your money in shops or in resurrection tributes will lower you gold and therefore your overall leaderboard ranking but if it makes the game more fun to you then it's worth it Excellent suggestion about the throwable/shootable weapons. If you have the quick ranged attack option selected we should probably just let you get into the inventory without the popup. For your current gaming pleasure: You can also "double-tap" directly on your character right now to bypass the popup and go straight to the inventory. That ability is not well advertised, but has been there since at least version 1.2. I'll put you down as part of the army that wants me to move settings in-game... you are most definitely not alone there. If we put all the existing web-data into the game now, it would be attached to the "i" info button on the main screen. That would still be inconvenient right now as you'd need to exit the game and come back in again. We're discussing options in my forums about this now. Maybe a shaking motion like erasing an "etch-a-sketch", or perhaps a gesture like drawing an "X" on the screen could allow you to go back to the title screen and reference something while in-game. If you bring up inventory too frequently in classic touch mode (obviously the D-pad is less likely to have this issue), try this: Tap much closer to the outer edges of your screen. We tried to place a small dead-zone around the character, but it can still be triggered if you touch too closely around him/her. You're only indicating the direction of motion with the taps, and not the specific square you want to step on, so if you try tapping around the outer edges it should make things much more bearable for you! You are also hereby noted on the "wants a shop list" I also pointed out another cool way to waste gold pieces above, so the combination of these will make gold VERY valuable in the "advanced mode" game. As you say, we haven't really covered how this shop exists in a heavily populated monster pit, but we'll have to assume it comes and goes via magical means Anyway, glad that you shared some of the weekend with my game! Thanks again for all the feedback! Mindfield, you do have a way with words and writing in general (as anyone running a review site and blog really should!) So I'd definitely like to pilfer a few of your descriptive bits here. If you feel ashamed enough to want to clean them up a bit, send me a revision via PM Good description here too, in far fewer words than a simple old android such as myself could muster! Now, it *should* only take out the one bad guy you vorpalized it for- If you have a vampire slaying sword that "zap" should only nuke one Vampire into the next world. If it currently works on any monster at all, that'd be a bug that I need to fix so enjoy it while you can
This may be beyond the graphical interests of your team, but for the load screen you could do something like having your fighter look into a mirror and see the @ looking back at him I'm enjoying the game though it does seem awfully hard! RNG ftl. BTW I thought I found a flaming battle axe pre-vorpalizing. How does that work? Totally random chance?
I may be wrong here. I rarely use it -- oftentimes I'll accidentally zap the damn thing when I'm trying to move, so I don't get a chance to. The rest of the time I tend to forget it's even there. Why thank you. I do tend to juggle the verbiage on occasion -- when I'm not completely addle-brained from too much work/not enough sleep. Perhaps I will in fact work up some properly-worded passages describing AC and weapon bonuses so they're all prettified and don't quite sound so much like I'm speaking off the top of my head, which I usually am. Incidentally, I'm pretty sure you implemented critical hits, but which damage method did you use? Double damage or double dice/highest set?
Zooming Out makes a world of difference! Hey Gang, Something I just utilized in settings that I'd never played with before is the Zoom Level! I found zooming out at bit (75%) makes a world of difference! Sure the graphics get TINY, but it's so nice to have that much more of a "situational awareness" (closer to the old Rogue's entire dungeon on a single screen). Perhaps 50% would be even better but I'm afraid it might be a bit too hard to make out what is what.
Unlike getting stomped by your corpse........at least then you know what's kicking your ass........ Blessed weapons will make those phantom buggers visible........once you manage to hit them, of course Ring of see invisible is the best thing.......if you can find and identify one.......and the potion of see invisible.
wow this thread really became active. i notice the chronosoft forums blowing up too. must mean a ton of new players, that's great. i'd say i barely beat your score, and still didn't make it down as far as you did. i also ended up wearing two rings of searching the whole time (they were the only beneficial rings i found), which helped me avoid the traps and had the added side benefit of a lot of bonus gold. i'm not sure how i had more kills then you, maybe you fell through a lot more pit traps than me since after i put on the second ring, i only fell through one and pretty much fully explored every level. my weapon was eventually a +5 +8 blessed war hammer of dragon slaying. oh how i miss thee. my strength was 23 and i somehow managed to level up to rogue god without having the wraiths take me down. it was the first time i've ever been able to go toe to toe with a griffin. normally i have to get a couple hits in and run and hide. i kept my original chain mail armor, which was protected from rust and with some enchant scrolls i had an AC of 0. basically i finally had enough skill and got a lucky enough combo of equipment to win. are the leaderboards all really only valid for a certain amount of time? i'd like to shoot for deepest floor now, but i notice that it says for the last 7 days? it'll probably take me at least a week to get lucky enough to get past level 41, will the current leaders be expired by then? finding a superweapon or elemental weapon is random chance. i know in 1.1 it was about a 10% chance, but i think that's been lowered. it took me a long time to find one. i think there are four elements? blessed, flaming, freezing, and shocking? i don't know about shocking, i've never found one. blessed and flaming also give you the bonus of being able to see in an extra square in every direction. i tried to find more info on the chronosoft forum, but strangely did not find any exact details on these weapons. earlier someone also mentioned finding a vorpalized weapon. i don't think you can find one, i think you have to use a scroll to vorpalize it. oh and i feel like this should be a PSA, but for the love of god do not use a vorpalize weapon scroll on a weapon that is already vorpalized. it will make it disappear. i was going to work on a strategy guide and cover stuff like how to deal with each monster. however, i think a lot of the fun i've had with this game has been trying to figure all that out, so i've backed off of that idea. but i feel your pain, so my hint with phantoms is - if you have an invisible monster that could be attacking you from ANY direction, what can you do to even the odds a little bit?
I realized that they could be in any of the 8 squares around me but i didn't know if you could hit them without seeing them? But im assuming you can. God I love this game.
Just to help you along, I'm assuming twalk's hint is to high-tail it to a corridor/doorway. Then you should know exactly which direction the phantom is. Thanks about the flaming. I think my best couple runs (~floor 18 or so) were the ones with ring of searching and that flaming battle axe. My newest technique is to throw a dagger/arrow/dart into a room as soon as I open the door. Saved me from several baddies and also lets you know how long the room is.
Corridors are handy for dealing with slimes too. just don't stand at a corner or you'll get trapped between a pair of them when they divide
I challenge you Hello Ladies and Gentlemen; I think by now you ought to have noticed that I posted a 30k+ score. I could have gone further but had to suicide myself in order to get version 1.5. Anyway, I do love RT but I need motivation to play it, ie. a challenge. Therefore I am inviting you all to best my score, so that I might be roused to set the bar once again. Happy dungeon crawling! PS. Commander, you must raise the limits of your programming to keep up with my awesomatude; I noticed that my strength could not exceed 31 and that the game broke when I ascended beyond rank "Bug Chaser"