Pender wrote: ⁃ The dungeon generation code has been rewritten from scratch, and the dungeon is generated with several new basic room shapes.
⁃ The lighting state of the player’s location (lit/unlit) is displayed at the top of the side bar.
⁃ New armor runic: the Armor of Respiration, which renders you immune to harmful gases.
⁃ New weapon runic: the Weapon of Force, which flings enemies backward and damages them if they hit something along the way, in proportion to the distance that they traveled.
⁃ New terrain feature: bloodwort plants, which grow seed pods that release healing gas when struck.
⁃ The rapier deals slightly more damage, requires 15 strength, and will perform a triple-damage never-miss lunge attack if you are one space away from an enemy and step directly toward it. Runic effects on rapiers are also more likely to trigger.
⁃ Brief flashes of light are displayed to indicate discovered secrets and other events.
⁃ The deepest dungeon depth is now 40 instead of 100, and it contains a reward for players skillful and insane enough to reach it.
⁃ Groups of monsters will now swarm their enemies more intelligently.
⁃ Natural crystal formations reflect magical bolts.
⁃ A type of item will automatically become identified if it is the last type of that item category not to be identified.
⁃ All item types in a vault will auto-identify as soon as you enter the vault, obviating the need to sequentially pick up and drop each such item.
⁃ When monkeys steal darts or other stackable weapons, they will steal only half of the stack at a time as long as you have more than three.
⁃ Charms are less common.
⁃ Swamp gas will explode only if it’s completely surrounded by swamp gas, fire or terrain that obstructs gas. Otherwise it just burns.
⁃ Weapons of multiplicity can summon up to 7 images and armor of multiplicity can summon up to 5, in each case based on their enchantment level, up from a maximum of 3.
⁃ Diagonal movement is permitted around all terrain except for walls and obstruction crystals. In other words, you can now step diagonally around statues, caged altars, wooden barricades, etc.
⁃ Tossing an item into lava will result in a one-cell gout of flame, which can ignite flammable gas clouds.
⁃ Phoenix eggs have twice as much health, and phoenixes do more damage.
fugori wrote:Any reason for the license change / quickie explanation for people who aren't familiar with common open source licenses and are too busy (ok, lazy) to read the license, read the previous one, compare, etc.?
Pender wrote:fugori wrote:Any reason for the license change / quickie explanation for people who aren't familiar with common open source licenses and are too busy (ok, lazy) to read the license, read the previous one, compare, etc.?
Here's a quick explanation of the difference: http://www.gnu.org/licenses/why-affero-gpl.html
fugori wrote:Are captives not tortured any longer? I've only found two so far, but it took me a while to make it to them and free them and they were at full health when I did, which never happens.
Pender wrote: ⁃ New armor runic: the Armor of Respiration, which renders you immune to harmful gases.
⁃ Groups of monsters will now swarm their enemies more intelligently.
⁃ Enemy monsters are again willing to cast offensive spells at allies that have learned reflection.
⁃ Wands of plenty are now generated with 1-2 charges, like wands of domination, instead of 2-4 charges.
fugori wrote:I am going to stop geeking out publicly and let it soak in for a while instead.
ggoDeye wrote:Thank god. Every time I encountered a wand of plenty I knew it was going to be a grindy 10 hour game. This should remove the tedium.
imp_rover wrote:Really cool release, my favorite changes are the healing plants and the new rapiers. If only I could stop dying so early...
⁃ Polymorph will no longer generate liches or phoenixes, to avoid odd outcomes with phylacteries and phoenix eggs.
evilmike wrote:One thing has me curious though - why has fear been removed? Is it simply due to the nuisance it causes during ally play? I don't really mind the loss, it is just interesting to me that you have removed it.
Pender wrote:fugori wrote:Are captives not tortured any longer? I've only found two so far, but it took me a while to make it to them and free them and they were at full health when I did, which never happens.
Ha, I guess you're right... congratulations on finding the first bug a few minutes after the release
andrewdoull wrote:Additional rapier notes:
* Great synergy with allies.
* Lets you finish off ogres 3x faster if you can stand toe to toe against them.
imp_rover wrote:andrewdoull wrote:Additional rapier notes:
* Great synergy with allies.
* Lets you finish off ogres 3x faster if you can stand toe to toe against them.
Other interesting uses:
- chasing and killing those pesky spellcasters
- cutting a straight path toward goblin conjurers
- conjuration dance (getting triple damage guaranteed attacks for every enemy hit, as long as you can restrain them)
Overall I'm not sure if I prefer rapiers or axes as early-game weapons, which is probably the best possible result.
Pender wrote:evilmike wrote:One thing has me curious though - why has fear been removed? Is it simply due to the nuisance it causes during ally play? I don't really mind the loss, it is just interesting to me that you have removed it.
Yes, the ally effects weren't great, especially with all the uncertainty about whether they'd rejoin you. It also wasn't totally reliable as a panic button, since cornered monsters would continue to attack and I think there were cases where ranged attackers would fire off an extra shot. All in all not a star performer among the item types.
Pender wrote: ⁃ Saved games load about twice as quickly.
fugori wrote:omg I found force! this rune is so cool i can't even bring myself to type this properly!
Creaphis wrote:EDIT:
As far as stealth is concerned, is being "lit" worse than the default light level? Since the new light-level indicator mentions it, that implies that the player should try to avoid "lit" areas when sneaking around.
Creaphis wrote:The new dungeon generation code is leaving a lot more big spaces in the dungeon floor "empty," as in unfilled by rooms. Spaces this big almost always contained secret rooms in previous versions, and I'm finding it hard to search diligently when I'm almost never rewarded for the effort. It's fun cracking open a secret room, like a ripe melon.
Creaphis wrote:Sure, but does it actually affect anything gameplay-wise or doesn't it?
Creaphis wrote:The new dungeon generation code is leaving a lot more big spaces in the dungeon floor "empty," as in unfilled by rooms. Spaces this big almost always contained secret rooms in previous versions, and I'm finding it hard to search diligently when I'm almost never rewarded for the effort. It's fun cracking open a secret room, like a ripe melon.
Patashu wrote:An item doesn't have to be always useful to be worth having around.
andrewdoull wrote:Without guessable room locations, it is no longer even worth attempting to look...
Pender wrote: ⁃ The rapier deals slightly more damage, requires 15 strength, and will perform a triple-damage never-miss lunge attack if you are one space away from an enemy and step directly toward it. Runic effects on rapiers are also more likely to trigger.
Karuku wrote:Pender wrote: ⁃ The rapier deals slightly more damage, requires 15 strength, and will perform a triple-damage never-miss lunge attack if you are one space away from an enemy and step directly toward it. Runic effects on rapiers are also more likely to trigger.
Does this work in conjunction with blinking?
DalaranJ wrote:Rapiers are indeed amazing. Rapier vs axe (or sword) seems to be a hard decision.
andrewdoull wrote:Without guessable room locations, it is no longer even worth attempting to look...
Levi wrote:Regarding food, what role does it play in Brogue now other than taking up at least 1 inventory slot? I haven't thought about it until now, but since XP was removed from the game, there's really nothing that the player could gain by hanging out on one floor for too long, right? Taking too much time to heal is already balanced by risking new enemy spawns.
Levi wrote:Regarding food, what role does it play in Brogue now other than taking up at least 1 inventory slot? I haven't thought about it until now, but since XP was removed from the game, there's really nothing that the player could gain by hanging out on one floor for too long, right? Taking too much time to heal is already balanced by risking new enemy spawns.
Patashu wrote:Levi wrote:Regarding food, what role does it play in Brogue now other than taking up at least 1 inventory slot? I haven't thought about it until now, but since XP was removed from the game, there's really nothing that the player could gain by hanging out on one floor for too long, right? Taking too much time to heal is already balanced by risking new enemy spawns.
Monster spawns can drop items.
If food didn't exist, you could farm monster spawns indefinitely.
Patashu wrote:Levi wrote:Regarding food, what role does it play in Brogue now other than taking up at least 1 inventory slot? I haven't thought about it until now, but since XP was removed from the game, there's really nothing that the player could gain by hanging out on one floor for too long, right? Taking too much time to heal is already balanced by risking new enemy spawns.
Monster spawns can drop items.
If food didn't exist, you could farm monster spawns indefinitely.
Guitar wrote:I was thinking about something like this earlier but I never got around to posting it. If monster spawns got progressively more dangerous regardless of depth it would create an implicit clock forcing players to dive for the amulet without dilly dallying around the dungeon.
fugori wrote:Patashu wrote:Levi wrote:Regarding food, what role does it play in Brogue now other than taking up at least 1 inventory slot? I haven't thought about it until now, but since XP was removed from the game, there's really nothing that the player could gain by hanging out on one floor for too long, right? Taking too much time to heal is already balanced by risking new enemy spawns.
Monster spawns can drop items.
If food didn't exist, you could farm monster spawns indefinitely.
I thought there was a set number of drops, after which you get nothing?
ggoDeye wrote:Guitar wrote:I was thinking about something like this earlier but I never got around to posting it. If monster spawns got progressively more dangerous regardless of depth it would create an implicit clock forcing players to dive for the amulet without dilly dallying around the dungeon.
I like this idea far better than the food system.
Tomahawk wrote:Quick question: do enchanted armors and weapons no longer have reduced strength requirements, or am I thinking of something else?
Guitar wrote:In regards to food: To me it feels a little clunky in a game as elegant as Brogue. As long as you dive at a reasonable pace, it almost never is a factor, and it always seemed strange to me how quickly @ gets hungry. I think that the force driving you downwards should be the same that makes the game fun: the fear of being clawed to bits by nasty monsters!
morphles wrote: Supposedly you would need to fight all the way back to the surface, on levels you have been monsters you have fought. Don't see the point int this as compared to current situation: you get amulet, start going up, some floors above still has those nasty monsters, if you pass them you basically prove that you are good to go, no need to grind them all the way up. This would also introduce significant imbalance favoring only very solid builds that could keep fighting sustained onslaught.
IMO hunger is a relic and the problem it solves will eventually be solved in a more elegant fashion, but maybe it's not worth touching in Brogue, I don't know. Personally I think it works OK right now, but in the broader context of roguelike design I think it's a discussion worth having.
Guitar wrote:morphles wrote: Supposedly you would need to fight all the way back to the surface, on levels you have been monsters you have fought. Don't see the point int this as compared to current situation: you get amulet, start going up, some floors above still has those nasty monsters, if you pass them you basically prove that you are good to go, no need to grind them all the way up. This would also introduce significant imbalance favoring only very solid builds that could keep fighting sustained onslaught.
If you think this is the case, why not have the game end immediately in victory as soon as you grab the amulet? It seems that you have proved that you are good to go, no need to grind all the way up. You could put the amulet one or two floors deeper to compensate for not having to go through some floors above that still has those nasty monsters.
Guitar wrote:If you think this is the case, why not have the game end immediately in victory as soon as you grab the amulet? It seems that you have proved that you are good to go, no need to grind all the way up. You could put the amulet one or two floors deeper to compensate for not having to go through some floors above that still has those nasty monsters.
fugori wrote:I'm sure someone with a wider net of experience playing roguelikes can answer this: are there any "traditional" roguelikes that have decided to scrap food entirely? Did they immediately descend into wanton scumfests?
Pender wrote:All that said, I have no objection to the claim that the food clock is currently too loose. I'll tighten it somewhat.
sorta-stupid wrote:Pender wrote:All that said, I have no objection to the claim that the food clock is currently too loose. I'll tighten it somewhat.
I don't know about other people's experiences, but to me, it only seems loose towards the end of the run. It can still be somewhat tight early on depending on how much item shuttling I have to do while waiting for a detect magic potion or some scroll to help sort through gear. Currently, more food per floor is generated with greater depth, right? Maybe just flatten the rate out for the entire dungeon at the current amount produced around depth 8-10 or so.
Pender wrote:fugori wrote:I'm sure someone with a wider net of experience playing roguelikes can answer this: are there any "traditional" roguelikes that have decided to scrap food entirely? Did they immediately descend into wanton scumfests?
NetHack has corpse-eating, and Angband threw up its arms and added a Satisfy Hunger spell. My opinion is that both games suffered for it.
I really believe in having a strong food clock. The metaphor is intuitive, and the consequences are immediate enough that it's easy to learn from. None of the alternatives suggested on this thread, nor any that I've seen implemented in other games, satisfy both of those criteria as well, IMO. The worst kind of food clock (aside from an ineffective one) is one in which the consequences of player behavior are felt thousands of turns later. It's a distinctly negative experience to suddenly realize not only that your character is doomed, but that its fate was sealed an hour ago. It's frustrating, and it makes it difficult for the player to adapt her play style without spoilers, since each trial takes an hour to assess and learn from.
All that said, I have no objection to the claim that the food clock is currently too loose. I'll tighten it somewhat.
Pender wrote:NetHack has corpse-eating, and Angband threw up its arms and added a Satisfy Hunger spell. My opinion is that both games suffered for it.
I really believe in having a strong food clock. The metaphor is intuitive, and the consequences are immediate enough that it's easy to learn from. None of the alternatives suggested on this thread, nor any that I've seen implemented in other games, satisfy both of those criteria as well, IMO. The worst kind of food clock (aside from an ineffective one) is one in which the consequences of player behavior are felt thousands of turns later. It's a distinctly negative experience to suddenly realize not only that your character is doomed, but that its fate was sealed an hour ago. It's frustrating, and it makes it difficult for the player to adapt her play style without spoilers, since each trial takes an hour to assess and learn from.
All that said, I have no objection to the claim that the food clock is currently too loose. I'll tighten it somewhat.
Sylverone wrote:Hi folks! Just stopped by, and that is a very exciting changelist! It's got me excited to pick the game up again. I'm repeatedly impressed by the quality of your updates, Pender. Off to play!
Creaphis wrote:I'm not sure I like how the new "intelligent" monster swarming interacts with allied spectral blades. "Real" allies tend to waste turns moving around, even when they're already in melee range of enemies, presumably to help the blades get into position. In reality this just gives the enemies a free turn to knock a spectral blade out of the air.
Pender wrote:Creaphis wrote:I'm not sure I like how the new "intelligent" monster swarming interacts with allied spectral blades. "Real" allies tend to waste turns moving around, even when they're already in melee range of enemies, presumably to help the blades get into position. In reality this just gives the enemies a free turn to knock a spectral blade out of the air.
But from then on, new spectral blades continue to fill in the gap, and the monster can either spend all of its turns swatting them out of the air while the "real" ally attacks, or it can endure an incremental point of damage per spectral blade around it until the battle ends. I think it's a pretty serviceable approximation of ideal behavior, no?
Creaphis wrote:-Halt all XPXP growth after D:26
Pender wrote:OK, I'll halt XPXP generation after depth 26.
ggoDeye wrote:... but how will we determine contest winners if everyone just ascends with less than 3 lumenstones?
Creaphis wrote:In my entire Brogue career I've never successfully used a potion of darkness as a stealth aid, and now potions of invisibility do the same job but better. Also, drinking one by accident isn't usually as problematic as drinking a potion of hallucination, so they're really entirely redundant and could be removed.
Creaphis wrote:In my entire Brogue career I've never successfully used a potion of darkness as a stealth aid, and now potions of invisibility do the same job but better. Also, drinking one by accident isn't usually as problematic as drinking a potion of hallucination, so they're really entirely redundant and could be removed.
andrewdoull wrote:...but I'm really worried that all this improving the game design might be sucking some of the flavour out of the game. Were scrolls of Create Fear not that great? Possibly. Were they interesting? A lot more than Remove Curse IM(NSH)O.
andrewdoull wrote:Darkness is just too darn interesting an effect to throw away... even if it isn't that useful.
morphles wrote:There seems to be some huge uprising in lets make things better by chaging almost everything.
Creaphis wrote:I agree that cause fear should be put back into the game, and I repeat my suggestion that it should be guaranteed to make allies hostile.
morphles wrote:All this talk about how this or that makes optimal play tideous, well, its troubling my somehow. Proabablty in a way that if one can so clearly say what is optimal play, maybe the game is too simple? Or maybe if we have such a clear idea what is optimal lets write a bot and be done playing. Yeah I have a fealing that I'm sounding needlesly harsh again, so sorry if that is the case.
morphles wrote:I though what if hallucination were made a scroll, though from rp side it's a bit hard to explain.
andrewdoull wrote:I would like to apologise to dpeg in an untirely unrelated thread for being grumpy at him earlier, but I'm really worried that all this improving the game design might be sucking some of the flavour out of the game.
morphles wrote:I have to agree with andrew stongly. There seems to be some huge uprising in lets make things better by chaging almost everything. (of course most likely this will not happen and it's mostly discussion and no one really thinks that all of that should go in, still...).
dpeg wrote:1. There is a crucial difference between (some) players and (some) developers, in my experience: Longtime players, especially good ones, are fans. As such, they can be offended by drastic changes (this is a typical trait of fandom in general, I think). I have seen one possible explanation in the context of Crawl: very good players put a lot of effort into learning the game, and instinctively won't like the idea of losing that (I know for sure that it does not apply to all good players, and perhaps just to very few indeed).
Personally, when I got tired of trying to convince particularly dedicated players of the value of some radical changes (in my case, often interface modifications or turning a god upside down), I decided to always design with a new player in mind. Obviously, veterans will also benefit from improvements, but the new player has no mental negative costs associated with the release. Crawl has a pretty big player base, and it is amazing to see how many veterans keep sticking to the game despite all the changes.
dpeg wrote:3. Brogue's community is small and very dedicated. That's great but carries its own problems -- at least on the main Crawl forum, things are somehow more open-minded. By no means that's equivalent to "those ideas are implemented"; far from it. But enough Crawl players have internalised the design philosophy/concepts so much that very often, great discussions emerge without any developer attending. Bad ideas are shot down at once; possibly good ones are carefully nurtured (and may actually lead to code).
dpeg wrote:4. I think you should trust Pender and his crew more: seeing an abundance of proposals (some of them wacky) will not have them keel over. Since Brogue is a game with a consistent vision, no harm can come from plentiful player input. (Apart from attention span of the developers, but they seem to frequent these pages rarely enough to make this a problem.)
On the other hand, they may value in-depth and elaborate game discussion -- when we started with DCSS, one key point was to exchange Nethack's ivory tower model by something much more open. The point is not to let the player base design the game for you (that leads to horrible results quickly -- you really need leadership and vision) but to realise that so many people are thinking so much about the game and provide all kinds of input that you'd be silly to ignore it!
dpeg wrote:5. On the bit about "changing everything": these games we play are free of money. An aspect I always loved about this is that they're therefore also free in design. When Pender decided to removing experience, that was a radical step and he could "just" do it (just = solving a number of minor design questions inherited from the paradigm shift). In my opinion, it is crucial that no feature is exempt from potential modification, including nerf and removal. Doing otherwise would mean stagnation of design -- something we can leave to lesser games
Also, never forget that changes can be undone. If a particular idea turns out to suck, then you go back. That's a bit annoying (wasted time on design, code, documentation) but otherwise no big deal. This is why I like experimentation also as a player: if it works, we get more ambitous (hence better) results; if not, there is always the previous release that I (and the developers) can go back to.
dpeg wrote:6. Andrew has a point that smoothening the gameplay (for example, we have discussed ring/staff identification and hauling) threatens flavour. I have myself killed some Crawl flavour that never came back, and I still feel guilty -- but the game really did get smoother (removal of Nemelex' portable altars) or more balanced (removal of Berserkers' starting spears), though. What is often forgotten, in my opinion, is that new flavour will emerge. Like with evolution, that's just harder to see than extinction because we don't know what version 1.9 will play like and what kind of new theme we will cherish then.
dpeg wrote:7. Morphles brings up a different point: how much should a game care for the player?
For example, if I (as dpeg) complain about how hauling is a tedious activity I feel compelled to do because it seems optimal. Even if true -- should that make Pender & Co care, especially when they don't do it themselves? That question has no universal answer. Older games (*bands and Nethack, for example) don't care at all. There, you can grind (in all senses of the word) and if you find that unfun, it is your very own responsibility not to do it. In Crawl, we would have none of that (this was the first bit I put in the Philosophy section): optimal play should be fun, and we declared that repetitive/tedious behaviour and fake choices ("no brainers") are not fun. (It's a declaration because for someone else, different things will be particularly (un)fun.)
dpeg wrote:in my experience: Longtime players, especially good ones, are fans. As such, they can be offended by drastic changes (this is a typical trait of fandom in general, I think)
fugori wrote:Quick question: is any activity too small to be deemed not worthy of fixing? Let's say we had some data-based way to analyze player behavior and determined that only .5% of players engage in "item hauling" - would it still be worth fixing?
dpeg wrote:Another example from Crawl (which applies to Brogue but only irregularly) is pillar dancing: assume you had bad luck in a melee fight and instead of trading the last swing (which could kill you), you run around an obstacle (the "pillar") until you (and the enemy) are whole again. Monster spawning helps to prevent this. For Brogue, there might be running activities for recharge purposes. In all of these, frequency matters: if it happens rarely (assuming good play), then it is an interesting and valid option; if it happens all the time, then one may start thinking about it.
morphles wrote:Some repepetive actiosns while waiting for regen or recharge do not seem to warrant anything, at leas in brogue. Sometimes you simplly just need some more turns, and your choice is one - wait.
Goratrix wrote:morphles wrote:Some repepetive actiosns while waiting for regen or recharge do not seem to warrant anything, at leas in brogue. Sometimes you simplly just need some more turns, and your choice is one - wait.
I think fugori was talking about the fact that going up or down the stairs does not consume any turns (or food), but still regenerates your health, so you can heal indefinitely this way. Although I'm not sure if that is really the case, I've never done it.
dpeg wrote:fugori wrote:Quick question: is any activity too small to be deemed not worthy of fixing? Let's say we had some data-based way to analyze player behavior and determined that only .5% of players engage in "item hauling" - would it still be worth fixing?
Generally, I'd say no (that probably resembles the Crawl devteam approach). However, there were cases when we did act *before* the players realised some untapped potential but that was always about balance (a broken spell combination, for example) rather than tedium,
In my opinion, strong imbalancies have to be tackled quickly (for Brogue, think of staves of Lightning dominating all the competition) because you never want a case where trying different builds means playing a conduct game. With smaller imbalancies (imagine if staff builds were generally superior to melee builds, but not always, and only by a bit), it is much less crucial because there will be games where you have to take the "inferior" route, and it is a test on playing skill if (and how quickly) someone realises that in a given game.
Here is another one that it is known, but I've never seen addressed (not sure if it comes up in Brogue): theoretically, you should remember all squares that you or your allies ever stepped on and use those later on (e.g. for autotravel).
andrewdoull wrote:Here is another one that it is known, but I've never seen addressed (not sure if it comes up in Brogue): theoretically, you should remember all squares that you or your allies ever stepped on and use those later on (e.g. for autotravel).
It is done for yourself, but not as far as I am aware for your non-flying allies.
dpeg wrote:Here is another one that it is known, but I've never seen addressed (not sure if it comes up in Brogue): theoretically, you should remember all squares that you or your allies ever stepped on and use those later on (e.g. for autotravel). Is this done? Should it? I don't think players are marking squares somehow, but I do find the principle of the thing a bit annoying.
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