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Frozen Depth 1.02 released!

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Rabiat:

--- Quote from: DisaffectedBeta ---I'm not terribly worried about going to roguelike hell by the way, I have a wand of digging.
--- End quote ---

If you use a Wand of Digging on the outer walls of Roguelike Hell, you shall walk straight into the Great Divide By Zero and endure the inescapable wrath of Segfault the Terrible.

For an unfinished roguelike project I once made up a nice protection against save-scumming. Every new player character is marked by a sequential numeric identifier, which is stored in the save file. If the character dies, the ID is stored in the final scores list. If somehow a save file is loaded which has an ID that also appears in the final scores, the game is loaded as usal, but the next level down will have a ridiculously dangerous monster spawn rate, which is always lethal. (The protection was pretty lame of course, but I still like the idea.)

Glowie:
As an archer I usually save arrows and thrown weapons as much as I can in the first 10 levels and use melee, after that try to use thrown weapons first and then arrows when/if needed. You'll run out of arrows sooner or later if you use them all the time.

That anti save scum method of yours is quite interesting, Rabiat, though even that can be fooled if the player copies the scores file before the ID was written there or quits the program before the new data to the scores is written. Of course he would have to know that you use the scores file for this. I like that dangerous monster spawn rate, serves them right! ;)

Oh the cursing trap can curse thrown weapons. That's not intentional, I guess I wrote that part when I was a bit sleepy. For example Sages can't uncurse thrown weapons and thrown weapons can't be cursed or blessed when you find them. But for now I won't fix that, it's not like it hurts the player.

Rabiat:

--- Quote from: Glowie ---As an archer I usually save arrows and thrown weapons as much as I can in the first 10 levels and use melee, after that try to use thrown weapons first and then arrows when/if needed. You'll run out of arrows sooner or later if you use them all the time.
--- End quote ---

I've been shooting even in melee range to get my ranged weapon skill up, but this is taking more arrows more quickly. The sages are becoming pretty expensive too, so I've sold every surplus item I found by now, including sacrificial fodder. I don't think I'll be able to keep this up for very long, so I guess I'll start training my thrown weapon skill (still at 2).

Edit: I just played the archer down to DL 21 and raised thrown weapon skill to 9. I would've been out of arrows for a long time now if I had only used archery. Picking the Create Snowballs skill was a very lucky guess (well, not so lucky for one particular &). :) I used Destroy Walls a lot, to create loops and keep out of melee range, and to create shortcuts between stairs so I could lug items back to sages. I've only met two of them (less than in previous games) and arrow pricing is ridiculous.


--- Quote from: Glowie ---That anti save scum method of yours is quite interesting, Rabiat, though even that can be fooled if the player copies the scores file before the ID was written there or quits the program before the new data to the scores is written. Of course he would have to know that you use the scores file for this. I like that dangerous monster spawn rate, serves them right! ;)
--- End quote ---

That's why I said it was lame protection. :) It's rather hard to come up with decent protection against scumming. I just enjoyed the concept of punishing the scumming player in the game itself, and there's no roguelike I know of that actually does this. You're welcome to use the idea if you like it. My attempts at writing a complete roguelike have been postponed until 2040 anyway. ;)

Karry:

--- Quote ---I just enjoyed the concept of punishing the scumming player in the game itself, and there's no roguelike I know of that actually does this.
--- End quote ---
ADoM has it.
ADoM has everything.

To be precise, ADoM punishes you for cheating, not for scumming, but sometimes when you load the save file it can bug out, and punish you anyway.

zaimoni:

--- Quote from: Rabiat on July 24, 2007, 10:42 ---That's why I said it was lame protection. :) It's rather hard to come up with decent protection against scumming. I just enjoyed the concept of punishing the scumming player in the game itself, and there's no roguelike I know of that actually does this. You're welcome to use the idea if you like it. My attempts at writing a complete roguelike have been postponed until 2040 anyway. ;)
--- End quote ---
Hengband made it work.

I suppose one could always splice in Jeff Lait's Save Scummer to get integrated detection.

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