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Author Topic: Rogue Survivor Revived  (Read 28443 times)

jorgene0

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Re: Rogue Survivor Revived
« Reply #75 on: June 04, 2016, 10:01:26 am »

Code: [Select]
REVIVED 0.9.7 CHANGES
------------------
* keep the player count accurate during reincarnation (addresses both reincarnation crash
   and AWOL player killer entries)
* counter-adjust the drop/pickup loop fixes of 0.9.3
* It is possible for civilians (and survivors, technically) to bluff being cops well enough
   to become one for the duration of the apocalypse. The Prisoner Who Should Not Be
   currently will not divulge the location of the CHAR base to a cop.  See the
   RS Revived manual for details.

Tested 0.9.7:

You nailed it! Very good job! I didn't find anything noteworthy right now. I will do some runs to see if something bad happen but right now, this version solved the last problems!


I still have two suggestions:
  • When you create a game and choose "Random" as an option, it shouldn't ask if "x" is good. That's not really random if you can change it or see it... Maybe displaying "Random is that correct?" instead of " 'x' is that correct?"

  • The lower limit of INF is too low! It keep saying that you're sick, even with 10 INF... What a fragile people :(

  • EDIT: The max amount of reincarnation is too low! It should have the option to continue reincarnating as long as you want...

« Last Edit: June 04, 2016, 11:23:50 am by jorgene0 »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #76 on: June 04, 2016, 10:50:11 am »

Random: severe re-architecting needed.  Note that "backing out" means starting over completely, and also the choice after the living/undead choice depends on the random result for living/undead.  So I think the current behavior is ok as a startscumming assistant. (Most of the starting skills are for those who like playing NetHack Tourists.)

INF: It doesn't take much INF for an NPC to have a 1% chance of rising as a zombie.  Currently, PCs are Specially Vulnerable to INF, presumably to support the reincarnation option to play as your zombified self.

I've been holding off on adjusting INF behavior for PCs until more radical changes go in.
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nenjin

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Re: Rogue Survivor Revived
« Reply #77 on: June 05, 2016, 01:25:03 am »

I guess it's the choice between maximum playable options versus believability. I recall finding it weird that I could be killed by say a gang member and rise as a zombie. My desire for internal consistency would make me think I'd need to get bitten or at least damaged before I could rise as a zombie, unless INF is now suddenly airborne.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #78 on: June 05, 2016, 02:35:14 am »

Played straight, Infection-enabled modes would be expected to completely disallow playing as your zombified self -- NPCs need a minimum of 6 game hours after death (180 turns at 30 turns/hour) before zombifying from INF.  The player is Specially Vulnerable so still zombifies instantly.  It's one of a few player-NPC differences I've considered eliminating.  (The other big one being the clear zone around the player for the midnight invasions.  That leads to cheesy meta-gaming.)

The current code (inherited from alpha 9) should require either that the player be killed by a zombifying undead, or have positive INF, to instant-zombify with Infection enabled.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #79 on: June 05, 2016, 03:06:54 am »

EDIT: The max amount of reincarnation is too low! It should have the option to continue reincarnating as long as you want...
I have no clear idea how to fix this.  An alternate approach would be to have command-line options stating what "filter" identifies interesting characters to play, and simply allow a low number of PCs at a time.  Reincarnation has already been changed to trigger only when there are zero PCs on the map.
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jorgene0

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Re: Rogue Survivor Revived
« Reply #80 on: June 05, 2016, 12:54:34 pm »

I have no clear idea how to fix this.  An alternate approach would be to have command-line options stating what "filter" identifies interesting characters to play, and simply allow a low number of PCs at a time.  Reincarnation has already been changed to trigger only when there are zero PCs on the map.

Can you just increase the upper limit to equal the max population number? (0 < Reincarnation <= population_size)

Or something like incrementing reincarnation as long as NPC are alive? (After Reincarnation took place, if (npc > 0) then Reincarnation++)

Oorr dinamic assignament instead of an option? (After game start, Reincarnation = npc_alive)

Whatever floats your boat, I (and everyone else) will be fine with it! Don't be afraid to break things!!!  ;)
« Last Edit: June 05, 2016, 12:56:51 pm by jorgene0 »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #81 on: June 05, 2016, 03:36:47 pm »

There are many fix strategies that don't look very fun for me myself to play.  In particular, I have a strong bias against unlimited reincarnations.  While I normally play with reincarnations set to 7, if I don't see a credible reincarnation option I usually don't bother even with #1.

In contrast, I find running a small number of PCs fun, but I also like the exact incarnation rules to be fixed at game start.  So my bias is towards solutions that intervene at character spawning, and leave reincarnation as an emergency escape.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #82 on: July 17, 2016, 10:05:46 am »

(Copied from the main forum)

Those of you who are watching the commit log will notice that has resumed; I will be holding it at ~1 commit/day while my work schedule is out of whack.  [The server migration motivating 1 commit/week has finished.]  Weapon juggling is the immediate target.

Zombie detectors, and noise, are up for a combined overhaul.  (I'm trying to find a way to implement police sweeping for z that doesn't cost 39MB of savefile and should "work as designed")  What I inherited from alpha 9:

  • Very loud noises have a game range of 15 i.e. walking distance half an hour.  The only ones you're guaranteed to hear when awake are explosions.  The others are not reliably heard as a "message spam prevention" measure.  Very loud noises are oblivious to walls.
  • Zombie detectors have a detection range of 6 (walking distance 12 minutes).  The others have whole-district detection capability.  I've already nominated police radios for a major overhaul (not yet completed).  Cell phones and blackops trackers have not been scheduled for a major overhaul (yet).
  • Neither livings, nor zombies, make significant noise when moving.

From a game logic point of view, the second point requires the third.  Otherwise, z detectors approach completely useless.  The third point enables the following ambush:
Code: [Select]
z..
#.#
@..
In order to enter the choke point safely, @ must use a running free move NE to enter the choke point.

In terms of sweeping the district, it would be very convenient if z were noisy movers.  The alternative is playing games with the item memory cache recency times (directing a policeman on "kill orders" to check "sufficiently old locations" would have the desired effect), or a similar boolean-logic taint system, both of which don't look like they would cope well with the last one or two threat on the map.   (The 39MB reject would have coped well with that.)
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Girlinhat

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Re: Rogue Survivor Revived
« Reply #83 on: July 17, 2016, 07:22:03 pm »

OP is terrible.  What... is this game?

Raul

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Re: Rogue Survivor Revived
« Reply #84 on: July 17, 2016, 07:27:18 pm »

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Amperzand

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Re: Rogue Survivor Revived
« Reply #85 on: July 18, 2016, 03:32:48 am »

Well this looks neat.
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MetalSlimeHunt

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Re: Rogue Survivor Revived
« Reply #86 on: July 18, 2016, 03:45:21 am »

My god.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #87 on: September 14, 2016, 04:56:02 pm »

Two critical bugfixes have landed in trunk; one deals with a race condition in savefile loading; the other is a crasher related to the bluffing being a cop feature.  It looks like I'm going to have to cut a release before the main AI augmentations are in.  (I don't have a hard ETA for the release.)
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George_Chickens

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Re: Rogue Survivor Revived
« Reply #88 on: September 15, 2016, 04:20:30 am »

I love Rogue Survivor so much. You have no idea how happy this makes me. Keep up the good work.
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boatie

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Re: Rogue Survivor Revived
« Reply #89 on: September 15, 2016, 05:14:46 pm »

Just wanted to say I appreciate you fixing up the game, this is a severely underrated roguelike
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