New Weekly PD: revamp COMPLETE, totally roguelike

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for a weekly pd ladder, do you prefer NG style level-less or alt-f2 levels?

NG no levels
21
70%
alt-F2 levels
9
30%
 
Total votes: 30

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eggmceye
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New Weekly PD: revamp COMPLETE, totally roguelike

Post by eggmceye »

I'm sorta done with the update.

Features:
* permanent death, NG levels, 1000 stat cap, but stats worth 3x (so effectively 3000 cap)
* one overworld combined town/continent that is static with 48 random levels below
* additionally, vaults spawn inside dungeons, which are mini static map-segments lifted from regular euo
* not sure how you win ;)
* when you kill a ladder guardian (which is boss at end of level) you get a rune which teleports you to the beginning of next level (for fast future travel)
* statues spawn or mobs can be petrified: you can kick statues for fun/dangerous rewards, but not pick them up
* you can fly in dungeons
* you can ride mounts in dungeons
* can search most map tiles for fun/profit (eg barrels for food)
* artifacts are much more common
* you can buy anyone's sold items back (for a while, limited stock life) from the "treasures" merchant
* there are secret merchants, pawn shops etc
* you can but GWOTS for 1 mythical material
* you should be able to drop un-id cursed items on altars to reveal curses

a couple of boring dev videos






The last thing that needs deciding is the levelling/progression system. I was going to go with NG style since you can quickly tailor a char that can take on badass mobs like blood wyverns that spawn at the end. Not everyone likes NG so a PD style level-up is doable, but then you need remort which I kinda dislike (could just scrap it and have bigger class caps).

See poll below: NG or levels
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Keighn »

Hadn't played weekly in years. That's a pretty tricky decision. PD or NG work but you might be right about the class caps for NG.

Static continent map? How come the change to random continent. That was one interesting aspect but I'm sure there's reasons for static.

I never played Rogue if you can believe it but I have played a few like it where the town (which had some continent) was the safety level.


EDIT--- I should have watched the videos first. The randoms are in there just further down. Gotcha. BTW, some of the new algos I recognize as similar to some D&D random map generation printouts. Far easier to play through than to map by pencil/paper if you've played tabletop RPGs.

I'd comment on the last video about bird/cat heads but I imagine you'll have a new thread on that. That'll be tricky with 16x16 tiles. Won't say impossible but tricky. I mean I managed dragons but their head is far smaller to have to alter.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by eggmceye »

1 continent+town (static)
48 random dungeons

with the random continent: it's cool but I don't think works that well. The rand continent exists in escape from the vault though, plus the algorithm is actually used as one of the random dungeon algorithms.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Keighn »

Yeah, I noticed finally. I should have watched the videos first.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Djanno »

Watched some of the vids, looks cool. Voted for NG. I haven't even played weekly but I'd try this new version for sure.

Noob questions: Is there a winner of some kind? Prize? After a week does everything get wiped?
Djanno :smoke:
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by eggmceye »

bump: edited in there that artifacts are much more common, will keep posting updates as I remember them
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Keighn »

Yeah, that I do remember. NG would make sense. If I recall there were no level limits on items so you wanted to get the best you could fast. Old Weekly had a very weird levelling system where you were forced to fighter tougher and tougher mobs to actually gain XP worth a darn. If you didn't fight harder stuff you'd eventually get almost 0 xp.

I'm not sure how you'll have the NG point system work though for scoring. I'll try to watch the rest of the vids. That one is very very long.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by eggmceye »

wouldn't mind seeing some more votes
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Keighn »

I went with my gut and voted levels. But, now I do see why NG is more popular; the customization. I guess I should have NG as well. So, winner is determined how again? (I'll reread)
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by eggmceye »

the poll is to gauge community opinion, then I'll just do whatever I like anyway
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Keighn »

Whatever works. I'm ready to try it out whatever you decide.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by Kracky »

I voted NG just to allow us a wider range of builds to make it more interesting to do weekly competition.

Just curious , but what will the "win" conditions be like ?

Most EXP gained ?
Beat some ladder guardian on lvl 48 ? and be the first to do it ?

And will prizes be same or changed at all ?

The roguelike weekly will be a blast, since its small and it seems you can change things as you go maybe a bit easier.
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Re: New Weekly PD: revamp nearly complete, totally roguelike

Post by eggmceye »

this weekend is the last days of old weekly: winner will be declared on monday or whenever it is

then I'll install the new roguelike weekly
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Re: New Weekly PD: revamp COMPLETE, totally roguelik

Post by eggmceye »

bump:
It's live,

NG style progression, 1000 stat cap but with 3x stat value
350% skills, +75% for humans (same as NG)


I haven't done the auto win checking/wipe yet: might just let it run overtime for a while, but winners are logged. Scoreboard is sorted by xp but that isn't really an indicator of who's winning, just time played approximately.

oh yeh : you win by getting to the last dungeon - you'll know when you have won :2cool:

hope you like it: fair bit of work went into it, but I enjoyed doing the work mostly so I've already broken even

post problems here so I can get them fixed quickly
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by Keighn »

Can't use KPY scroll or probably can't cast the spell in TOWN. Says "You can't Mark here."

Can also get blocked in by people in shops and probably elsewhere if they are in your way. Might suck if they afk. Maybe be able to walk on top of them while in town?

Can't become a monk if you didn't start out as one. You can cast reset stance though so I suggest Reset stance grants sanctity points up to at least 10 or 15 or 20.

Earlier I kicked a vampire statue and it said something about hating sunlight and loving blood. Tried to eat and it said immortals don't eat mortal food or something. Relog and its fixed.

So I'm undead but I have no ability in my spells to feed. So I'm just starving all the time. So... don't kick vampire statues I guess.

So, since I'm a vampire... telling time is a pain. I don't suppose pocket watches are found? Hopefully.
Last edited by Keighn on Mon May 23, 2016 1:42 am, edited 5 times in total.
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by Kracky »

Entered a monster vault on level 2-3 and killed Sarge Slaughter, got a /ear message but NO drops or chest.
Not sure if thats right.

EDIT : not sure but i killed another named monster in the same vault and he had the normal drop.... are the /ear named monsters diff somehow then ?
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by Keighn »

Suggestions:

Searching:
Searching under the bed might: "OMG! There are monsters under the bed!" - random monster of the next level higher or just a boss.
Trash bins - Any item (like a random treasure chest of that level).
Alchemy benches: alembic, flask, random potion, vial, random alchemy reagents.
Drawer that have a mirror - vanity dresser: clothing of some sort possible. maybe jewelry, orbs, money, etc.
Brazier - embers, ash, cooked meat (random type), meat skewer, tongs
Anvil - armorer hammer, smithy hammer, random weapon, sheets
Mirror - Opens up a portal maybe, monster jumps out or clone of you, maybe phase... randomly teleports you on level.
Table - brew, or cooked meal food (as per cooking)
Fountain - gold coins or random coins
Shrine - offer something on it and pray or just pray on or near it for random effect.
Toss coin in well for luck. (as type of buff)
Last edited by Keighn on Sat May 21, 2016 5:04 am, edited 1 time in total.
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by eggmceye »

we already have a winner

http://euotopia.com/plyr.php?p=rimul&serv=W

according to my logs, he's made it to the end :aus: feel free to post about it
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by ritari »

Braziers can spawn on ladders in dungeon, blocking the way. Dungeon level 8.
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Re: New Weekly PD: revamp COMPLETE, totally roguelike

Post by Kracky »

Considering how quick and easy it was to see rimul win (GRATS !!) 15 hours or so. The 48 normal level dungeon may need to be reworked. Maybe something like :

01-25 normal
26-50 heroic
51-?? epic (Place the "end" boss somewhere randomly in any level 60+ ?)

Having 3x NG stats makes a HUGE powerup once you start finding any decent artifacts to use. Having the whole dungeon normal difficulty makes it top out at "blood" things very quickly. Adding heroic and epic monsters / levels would give it a better challenge without egg having to do a ton of code work on it. The codes used to make the levels seems to work very nicely, I never had to reload to get to a stuck or impossible ladder. The only stuck I kinda had was having to cross some water tiles , but sky blue and ?raft? and cyan / blink would have worked all well.

As it is it is a VERY good roguelike that would be awesome as a stand alone euo-roguelike game. I know it won't ever happen, but it is a damn nice game !!!
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