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Previous thread: >>565788424
Featured game by thumbnail: Brogue
>Are mystery dungeon games allowed in this thread?
Generally yes, most mystery dungeon games(Shiren the Wanderer, Pokemon Mystery Dungeon, Etrian Mystery Dungeon, etc.) can be considered roguelikes
>Is Elin/Elona allowed?
Yes, they are roguelikes. Please do not post your Little Sister farms
>Is Dwarf Fortress allowed?
If it's adventure mode, yes. But adventure mode is boring. /tg/ has a general for fortress mode playthroughs but you can share here too!
>FAQ
https://l.idrix.fr/J7sOv
>What to Play
https://l.idrix.fr/eYNOh
>Individual Game Pastas
https://l.idrix.fr/wXd8t
>Roguelike Archive (Collection of pretty much every free roguelike there is)
https://archive.org/details/ArchiveRL.7z
>/rlg/'s "most popular" Cataclysm: DDA fork
https://github.com/cataclysmbnteam/Cataclysm-BN/releases
>RogueBasin News
1 May 2026 - LUZH v1.1 Itch released - https://psyclimb.itch.io/luzh
1 May 2026 - Wizard School Dropout Preview 15 "Everybody Wants to be Famous" released - https://weirdfellows.itch.io/wizard-school-dropout/
1 May 2026 - Dragonwake v20 "Launch 1.0" released - https://kalineh.github.io/dragonwake-pages/
30 Apr 2026 - XLarn 23.1.2 released - https://swinfjord-games.com/posts/xlarn-patch-23-1-2/
26 Apr 2026 - ZMAngband IV.26 released - https://jose-machete.itch.io/zmangband-med
22 Apr 2026 - Tales of Kathay v0.16.0 Closed Alpha released - https://jouwee.itch.io/tales-of-kathay
15 Apr 2026 - ROGUE-FP v3.11 released - https://store.steampowered.com/app/2343160/ROGUEFP/
>/rlg/'s shared DCSS online account
User: rlgrobin
Password: ownfault (or "robin" on Xtahua)
Roguelike Servers
https://angband.live/ (Angband and variants)
Showing all 512 replies.
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>>565850403
>LUZH is a traditional roguelike stripped down to its bare bones — no loot, no leveling, no procedural maps. Two characters. Fixed skills. A grid. And enemies that will kill you.
Huh, wonder if it's any good.
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I wonder what happened to that anon who was developing a roguelike. I remember his game had spear traps that thrusted in and out and you had to avoid them, for some reason it's the one thing that stuck with me.
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>>565861784
I'm still working on it.
There were a large detour from the original vision and I had to massive rewrites for it.
>Proper proc gen to support quests
>you play as a party of 4
>class system (goal is to encourage class mixing; i.e. proper fighter/mage and not just having a dedicated 3rd class called magus)
>arpg item randomisation
Since you mentioned the spear traps, I'm actually quite split on it returning, since it's cute when you control 1 character but in a tight corridor of 4 characters it's a massive pain (which might be the goal, who knows, but it's not a priority)
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I'm not sure I like the change to CDDA where you can't toggle skill gain anymore. On the one hand it makes gameplay a bit more seamless, but on the other hand there was some skill expression to understanding when to turn off certain combat skills
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>>565869323
>I'm not sure I like ... CDDA .. anymore
Many such cases!
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>>565874601
Single Weapon Fighting at max rank gives you 2 attacks with your main hand every time you bump into the enemy. Multiweapon Fighting gives you 100% chance for your main hand attack and a 65% chance for each offhand to attack. That's 1.65 average attacks with 2 hands, 2.30 attacks with 3 hands, 2.95 attacks with 4 hands, etc.
Single Weapon Fighting also gives you 1 penetration guaranteed on every attack. Basically you get to roll damage guaranteed on every attack, even if the enemy's armor is too high.
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>>565880339
>Is it worth having a shield, or should I go all in with a two-hander?
Do what your heart tells youto do. Ideally you probably want Giant Hands and do both. I dunno if all characters have access to that or not though.
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>>565883065
Maybe I'll pick up a second set of arms at some point, use a two-hander, a shield, and a dagger so I can swing my big fuckoff stick, block shit and shield wall, and still rejoinder and/or flurry by blowing every single skill point ever on this shit
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>Qud
>pick Herman as my "pet"
>have him tag along with me for a little bit
>get worried about losing him
>park him at Joppa forever
How easy is it to lose followers in CoQ? I'm getting paranoid about my normal human friend becoming lost in the caves or being left behind if I use a recoiler.
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>>565941000
Sure but like, what if they walk around a corner and get lost (not dead)? What if I get really fast and start traveling at mach fuck, leaving them in my dust? Will they always just appear on my screen when I move to a new area/floor as long as they're alive?
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>>565942505
They'll try to zone transition with you but frankly they always get themselves killed eventually if you're bringing them into combat areas. Follower builds should treat their followers as expendable.
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>>565943892
>tfw I just wanted a CoQ fren
I'm sure Herman could probably mutate, if I dominate him. Maybe I could leverage his hivem- one human mind into becoming a mental blaster without threat of glimmer while I hack and slash shit
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>>565944450
Yeah you can take over your followers too, or even play as the follower yourself. My biggest gripe with pets is that they have combat stats, so you can pay money for extra power at the start of the game, which is very contrary to the game's roguelike roots.
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Quasimorph is pretty fun sometimes.
> Two damage boosting perks that just require you to empty your weapon to trigger.
>Clone has two extra projectiles per shot, and one action reloads.
Equip a machine gun, use the pact that gives unlimited ammo, and you get to be a Hollywood action hero for six turns.
I.also didn't realize that the grenade launcher tracks individual grenade types after they've been loaded, which is pretty cool.
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I don't like the Mercury quasis. I lost my most experienced merc on my first mission there to a death ray lunatic baron.
Also Im just done clearing the mission for the Xiomara questline, there was a metric shit ton of enemies, is this what the late game looks like or does it get even worse? I don't even want to think about how long it will take to loot everything on my way back
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>>565951132
The story missions are absolutely on the heavy side, but not that far off from late game.
I often don't bother looting anything other than implants, food and ammo after filling the pod and shuttle.
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https://www.youtube.com/watch?v=-13LUfagQhY
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so I want some opinion on party members leveling up
>A: you control everything
>B: they do their own things but tell you ahead of time what they are gonna level up
B sounds more roguelike but it does penalize party members acquired later (unless you get to customize them too, but that sort of homogenize every character to just a level 1 shell)
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>>566010784
It was one of the merc I started with so it feels bad but it doesn't really matter desu, I have everyone and half of them fully trained but I never use them
It was the girl with the +loot chance and I don't have a backup chip though... My loot...
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>>566021882
1 just isnt a good game, too slow, lack of interesting synergies, lots of missed potential
2 is everything 1 wanted to be, pretty much the perfect game except for some badly needed QoL improvments
3 hopefully continues this progression
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>trying to reach Golgotha at lvl 11
>keep getting lost between grit gate and Golgotha
>finally get one tile away before becoming lost
>get raped by goatmen
That run was fated to die, I started the game with that handy disease book in my inventory
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Hey everyone, I was in one of the generals a few months back and posted my game Twilight of Bronze, we just released on Steam a little over a week ago, still free on Itch if you want to give it a play test, theres also a disc if you want to discuss the game there
https://roguebasin.com/index.php/Twilight_of_Bronze
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>>566027719
>>566030506
At that time you hadn't even bothered to check that all the mechanics in your AI-generated guide were actually in the game.
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>>566030506
>>566030856
It’s definitely a work in progress, I’m not ashamed of using AI, I’ve still put many hours into working on it, the guide might not be up to date because things have changed, when I get home today I’m planning on fleshing it out more, the past few days have been bug fixes and other small additions
>>566031047
Awesome! It’s free on Itch if you want to demo it out, if you want to discuss it, give ideas or share bugs that need to be sorted, our discord is open to everyone
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>>566037726
My game has Mycenaean greece, but its largely non-fiction with a rogue style temple-rite dungeon you have to clear, it has mythical enemies at the half way point, but its played off as mostly hallucinogenic.
I might make a fiction option later on though.
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>>566038807
somehow I've just never noticed. guess you can store...a handgun i guess? I wonder if you can access it from outside of the car.
also I had totally forgotten you can peek through curtains without opening them. that would of been really helpful
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>>566048409
it makes me think of that "the mummy" fuck up where they accidentally released a trailer without the correct audio, only the terrible yelling track left in. like, maybe some intern forgot to send the right file and this is pre-cgi
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ive started a new game and it appears to somehow be...half debug mode or something? why is it showing me these stats? when i check my character sheet, theres no debug traits activated, and i havent used the debug menu.
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>>566065145
started ANOTHER new game and its still giving me debug info. new world, chose "play now".
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>>566065145
>>566065517
Redownload the entire game
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>>566067029
closing/restarting and starting a new game fixed it. i think what happened was i did a "play now" and it chose the only world without a character, a world called "debug", which makes you start with debug traits. then when i left it and started a new world, whatever flag that gets tripped stayed tripped on every new world i entered afterwards, despite not showing any debug traits.
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>>566067582
I think you get friendlies on associated mission start, on top of spawned QMs being friendly
something about getting access to their tech tree too, but haven't tried yet because you have to eliminate one of their top guys which could be months of travel time away if you don't have Bram engine
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this "light retrieval" quest sucks, i was drilling into a wall because there is no open path and i immediatly ate a rocket to the face, then got set on fire by napalm on the air or something. and finally fell into a pit trying to run away
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>>566022642
Golgotha is a deathtrap if you're going for the lv12 challenge, the reward isn't worth getting stunlocked by poison jells.
Also TOU is your best friend and the only way to survive the goats' undodgeable armor ignoring grenades
Don't forget to always rest to full whenever possible and armor up as much as you can
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Anything like DF Adventure Mode, but with shit to actually do? I really like the granular limb-based combat, but it's really lacking in goals beyond "genocide" or "make a cool guy for your fort to maybe recruit/fight"
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>>566133184
i dunno what limb based combat means exactly but Stoneshard maybe? It monitors the status of sections of the body like limbs and a character gets a debilitating injury when you severely damage a part.
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>>566173620
>>566165815
i'm eternally grateful to sil for violently ridding me of my hoarding habits
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I'm awakening the Mars demons
The RealWare plot twist is pretty funny
Also I realised during this mission that Priya can stack turrets and robots with her perk, maybe it makes the class about allies actually useful
>>566183802
It helped me too but I still enjoy hoarding when I can
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>>566078196
>>566083393
That is specifically the sound of a submachine gun burst.
>>566103557
That's an M202 Flash rocket. They're absolutely brutal on structures.
If you've ever wanted to reduce a building to a pile of ash in the minimum amount of time possible this is the method. Put one through a window. Maybe shoot the window out first.
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>>566190056
if you are into hoarding, the +4 stacks character trait is pretty busted
I remember you could do some shit like 3x6 alcohol, 5 packs of smokes, multiple morphine, stacks of repair kits, shitload of rations, multiple Q shards
just that it's always been buggy that sometimes 1 unit of a stack disappears when switching characters or autosorting, but maybe it's fixed now
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>>566222621
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>>566222830
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>>566223429
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>>566224084
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>>566222621
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>>566222830
seriously heavy shit
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>TLG
If I jam a bunch of wild giant aphids into a concrete room, will they give me free honeydew? I know the expanded taming mod on DDA required you to feed tamed aphids to get honeydew, but I don't know how it works in baseline TLG.
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>>565850403
>oh cool a slowing spear build, this could be neat
>oh cool a speed dagger this could be nea-
mmmmmmmmmmm
usually when i think of doing a stealth run i prefer having a blink staff early on/invis charm to guarantee the stealth kill, but without those in hand, is it worth it going into a stealth build?
im on D9 and already put 2 enchants into the spear since i got it early on from a warlord
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any tips for surviving cdda megacity starts. the whistle has actually been giga useful, standing on roofs and drawing all zeds from 100 tile radius before climbing down the otherside and bailing
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I found a locksmith kit in cata and figured I'd try getting the lockpicking proficiency.
Boy am I getting a lot of mileage out of it. I figured lockpicking would only be marginally useful, as you can crowbar locked wooden doors open, halligan some locked metal doors open ("galvanized" ones locked electronically can't be pried open, but the ones with a "key" above their sprite can, or at least half of them), metal bars can be hacksaw'd in about 15 minutes for free or cut with a torch near instantly in exchange for fuel (which can only be carried in rather heavy fuel tanks).
But lockpicking actually brings a lot to the table.
First, the locksmith kit is only 0.1L, so it can be easily carried all the time. Which can't be said of all tools. Since it can always be in your pocket, it often eliminates the need to fetch your often heavy and/or large breaching tools from the car.
Second, picking a lock takes only ~30 seconds. I think it depends on the devices skill and your perception, this is with 4 skill and 11 per. A lot faster than I expected, beats wasting 15 minutes sawing metal using a hacksaw. Of course, not all metal bars even have a metal bar door. But a lot do.
And lastly, door locks aren't the only thing that can be picked open. Safes come in 3 flavors: combination locked ones (need safecracking and a stethoscope), electronically locked ones (can be opened using an electrohack in about 10-15 minutes), and "normally" locked safes - these can be opened using lockpicking. I always assumed that all safes needed safecracking, but apparently not. There's quite a lot of "normally" locked safes - like the armory in a police station I raided a while back had 3 such safes with a lot of ammo. And they open just as fast as locked doors.
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>>566272441
>>566272441
Sadly I think that many runics just aren't good on the weaker weapons. A speed dagger sounds nice but a broadsword does 5x the base damage so there's no comparison until extremely high enchant levels which is a long way away (and even then might not catch up I don't actually know the numbers). Spear of slowing is a little better since you can kite with it but in terms of actually killing things quickly which is importantly later it's still suffering against the war pike. But that's probably what I'd dump since you already have transference and just lame things out. I think stealth without a heavy weapon for the sneak attack bonus is a bit weak.
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>>566274760
Climbing roofs is cool, but it has its dangers too.
I assume you'd primarily climb up using downspouts at first, but zombies can easily break them so you might not have a semi-safe way down anymore if you're not careful. Grappling hooks are cool for climbing up and down, but they take a while to craft.
Since we're talking starts, grabber zombies should be rare/nonexistent, but later on you should be wary of them grabbing you off ledges. Later, later on, some zombies could actually start breaking the building, so it becomes less viable to gather zombies like that.
I think recent DDA versions removed the ability to stab from above using reach weapons, but you used to be able to at least.
If you go up a two+ story building so you could craft a bit in peace, you can make a bunch of nailboards, set them down somewhere near a roof, then climb that roof and make noise, then read a chapter of a book or something. The zombies will walk around the nailboards and slowly damage themselves.
I heard you could use the throw-while-peeking mechanic to throw things like fridges onto zombies. Like, by peeking out of the window using X and a direction key (not down) and then initiating throwing mode using "t". It seems like you can no longer throw really heavy things like that. But you can apparently still throw things while peeking down as well, so you could probably get some chunks of steel or rocks, then peek down and press t to throw them from basically complete safety at that point.
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>>566277849
>but in terms of actually killing things quickly which is importantly later it's still suffering against the war pike.
yup it sure was, turns out 2 trolls and some dar battlemages will still cave your skull in beyond the transference heal if you go deep enough, who knew?
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>>566280395
So it goes. I wrote a bit about the value of the health charm when I posted the win screenshot, I think now out of the three healing methods (regen, trans, health charm) that transference might be the worst which is funny because I probably had it in reverse order when I started out with health charm maybe being the best. It just doesn't seem to keep you alive enough in tough battles and you can't really hang around to heal up to full later on. Regen does less for you in fights but being able to enter every fight at full without worrying about food or respawning is great utility with less investment. The more I play brogue the more I feel that "optimal" play is really boring, fishing for a runic is just worse than just picking any heavy weapon (except the shitty warhammer) which is likely to take you through the mid game so you can pick up attack staffs and useful rings and charms. I can see why lots of people do seeded runs to get what they want rather than playing random.
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>>566275552
sound. the benefit is not having to break/wrench a door open and draw zed aggro.
>>566280038
you can still just drop stuff, no need to throw. use / and the advanced inventory if you need to. just drop it into midair. im not bothering to climb spouts, i just keep moving till i reach a building with stairs or a ladder
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>>566282496
Oh yeah, you're right on both accounts, being quiet can also be a benefit if you're sneaking around.
And somehow I didn't think of just directional dropping with D, d'oh. I guess it's still kind of a niche use, since it'd splat a single zed at most and you'd only have so many fridges to throw down, but sometimes every little bit counts?
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>>566284049
as boring and cheesy as it would be, a cinderblock on a rope would be a funny weapon. drop, pull up, drop, pull up, drop, pull up. i guess it should only hurt regular zeds so its not that absurdly exploitable at the start.
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>>566286863
That would be funny. Maybe it could even be reasonably balanced by either being really exhausting to pull up and down as it'd realistically be, or having an optional way to rig an electric motor for the job, but then you'd have to know some mechanics, secure the motor, battery, and spend quite some time setting it up.
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>>566281074
>transference might be the worst which is funny because I probably had it in reverse order when I started out with health charm maybe being the best.
its really funny how either protaction or health charm + reaping is just a better version of transference
it would be really good if you used it on a high single-hit weapon, but those take 2 turns and in deeper floors if you're in need of health that badly it would be safer to just hunker down for a moment than shove yourself into like, a Wraith, or some spellcaster
actually, writing this down, transference is probably most suited for stealth, no? switch rings, blink in, hit, blink out, switch back, instead of what you'd assume would be its use (getting into a pack with an axe and healing more than you're being hit for)
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>>566290702
You're right, people seem to like warhammer, stealth and transference together. Instantly kills everything and heals you for 50+%. Problem is making it that far, warhammers are ass at regular combat, they're obviously good for single target mobs but against packs and summoners they're a death sentence. I should find a seed and give it a go.
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...okay, so if you just start throwing desks and chairs out of apartment buildings, they stack. im 3 stories up, and that chair is still on my level. its on 3 desks. that...shouldnt be a thing.
what do you suppose will happen if i step out on it? could i...walk to another 4 story building by just dropping enough desks outside a window?
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>>566296151
Uhh, are you moving them as furniture using G? I think the initial idea is deconstructing heavy furniture into items you can wield, and dropping that. Desks won't really work for that because they decon into generic planks and stuff, but chairs decon into chairs you can wield, they aren't that heavy though.
It IS funny that they apparently float like that if you move them though. I'm not sure if you could walk on top of them like that, quicksave and try it? It'll likely prompt if you wanna jump off if you try, if you can't.
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>>566300134
i was decon shelves but they just end up as scrap metal so i tried just pushing a desk. it prompts me to jump, so i didnt end up trying. its still vaguely useful, you could use it to block line of sight in 1 square alleways before going down stairs, a bit tedious but its something. i couldnt tell if it was damaging zeds since only the first desk actually hit the ground, and theres like 30 zeds milling around, so no idea which one it "landed" on.
its got me wondering however, if you can build two towers, with a gap between, and use that to climb since you can climb walls if theres two pieces of furniture adjacent to you. actually, now im wondering if i could of done that from the top and climbed down 4 flights on the outside.
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>>566300541
You could do that? Didn't know. Do you need parkour or is it something any survivor can attempt? Neat if you can actually build something you can climb using just two windows that are next to each other, and some furniture.
Wait, you might not even need two windows if you push the desks out diagonally, just one might do. Although such a tower might not be very reliable, zeds tend to smash stuff around them when they're agitated.
I wish there was an acid that used finer scaling than 0.25L per unit. With things like gasoline, I think you can microdose that by dropping 1 unit of it at a time to make a trail, then light that on fire, but that obviously won't work for dropping off a building since the fire would eventually destroy the building. If there was an acid you could microdose off a tower, you could probably get a lot of mileage off just dropping 3 tiles of it down onto the zeds from a window every few minutes.
I guess keeping an acid zombie to repeatedly kill and succ the acid in a bear trap could work for an endless source of acid, but by then you'll likely not need to be afraid of a bunch of zombies.
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So I unlocked the telequasimagic engine thing and went to Jupiter to finish my ship upgrades
I decided to see what is in the bramfatura and clicked the descent button
That was a terrible mistake. Idk if it's the Jupiter quasis that are super strong but I can't do shit and die horribly every try (I enabled restart on death cause I was scared)
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Well I made it past Golgotha this time. True Kin because all my mutants die horrible deaths in early game. Walked into Grit Gate and immediately got a polygel at Mafeo, but I dunno what to use it on at this point in the game.
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New Qud character:
>Mutant Scholar
>Str-18
>Agi-21
>Tough-18
>Int-18
>Will-18
>Ego-10
>Double-muscled
>Heightened Hearing
>Triple-jointed
I have 4 mutation points left. Force wall feels like a classic to slap a cage on scary things and blast it to death. I'm looking to be a SWF long blade guy with pistols. Thoughts?
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>>566381942
I usually find plenty in drug smuggler corpse drops, autonotes will help to find them. Otherwise I usually find the illicit stuff in people's houses.
Also, I'd suggest going with BN over DDA, drugs are more fun there.
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>>566381942
I think you can also consume certain plants and seeds you can harvest out in the open. I've read about how some guy ate datura seeds and hallucinated an npc.
As the guy above said, you can find drugs in fairly large quantities on smuggler corpses. You may not notice them normally often, but if you enable auto-notes, you can spot them a lot easier. The auto-note for the smugglers is called "Drug Deal" and the default marker is a lowercase pink "d". You can enable auto-notes and drive around normally for a few days, then "/" on the map to search for "drug".
That aside, you can occasionally find city/town houses with junkie basements or greenhouses, with fully grown weed in trays you can just harvest by examining them. If you disassemble the cannabis plants you harvest, you get like 20 mari you can roll into joints, per plant. Quite a lot.
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>TLG
>find a marina
>hop on a boat to explore the massive lake
>figure I'll hop onto a few research stations or lighthouses and get hella food stuffs to bring back home
>zombie shark molests me a little from an open square while I'm driving diagonally
>kill it without much trouble
>pull up to a research station
>disembark my boat to fuck up the swimmer zombies
>zombie sharks snatch me off the walkways
>mfw 2 zombie sharks play a tug of war with my mortal coil until I die
When the fuck did these guys get added? Last I knew, jawed terrors were the only "sharks", and they certainly didn't yank you off land and into the water. I do like how it makes water areas other than razorclaws shipwrecks and kraken caves actually dangerous
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When you're trying out a roguelike you haven't played before, what do you look for that gives it soul, or tells you it has none? Some friends of mine were arguing about different Angband variants and how small differences made them feel fuller or more shallow.
Thinking about it myself, I look for some kind of overarching story that can be told through gameplay or level design. Some newer games like Achra or Qud, they've got pretty ambitious stories they tell. What feels shallow to me (perhaps not to others) is stuff like Larn, particularly the level designs feel tedious. Everyone plays for different reasons though, wondering what you guys think.
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>>566378327
I started Priest of All Suns with Optical Technoscanner, so I can get whatever I need from shops with Snake Oiler and everything being identified. I don't have any other good cybernetics so so there's not much of a build aside from having a lot of money and shooting things with a gun.
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File: ToME4 Demolisher Gameplay.png (2.0 MB)
https://te4.org/games/addons/tome/classdemolisher
This class is too fun
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>>566365483
Save it. At that point in the game you hardly have anything worth polygelling.
>>566367015
That's in spoilers territory.
As far as the player knows at the start of the adventure, they are on an alien planet.
>>565874601
iirc multiweapon fighting is only worth it if you have at least 4 arms, with only 2 it's just not good.
>>565927351
I've seen far more schizos who don't play the game complaining about it, such as you, than people shilling it.
>>565900986
Path of Achra? Not a lot of writing but it is very evocative.
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Why are npcs so retarded that when you free them from a mi-go camp, they immediately rush into the other room and get butchered by the guards there. What am I supposed to do, take them to a basement somewhere and tell them to not move?
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>>566467427
have you looked into those other modern "open-world" RLs?
because I haven't
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>>566486885
because we look like this
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>>566447023
Still haven't gotten to it, I've been meaning to get back into nethack and ascend at least once and that's a good enough excuse as any
Apparently they changed it so Valkyries start with spears instead?
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>CDDA is headlined by a fat retarded tyrant constantly making dumb decisions instead of developing anything meaningful and his small cabal of sycophantic trannies
>BN's dev team is overrun by gay furries adding in fursuit power armor and pride gear
>TLG's main dev is a green haired tranny obsessed with making video essays about empathy for minorities in role playing games
you can't find these people IRL if you were trying to but then you go online and you can't swing a dead cat through the moderation team of any group without hitting 3 of them
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>>566367015
>>566467209
>Qud is set in Israel
This better be an elaborate shitposting campaign
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>>566367015
Yes, Issachar was one of Jacob's sons, Joppa is a real place, as is Bethesda Susa. The game is chalk full of references to Israel and the old testament. One of the creators is a secular Jew who is fond of pulling from religious source material. At this rate that region being a post-apocalyptic toxic nuclear wasteland isn't that hard to imagine.
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>>566467209
>I've seen far more schizos who don't play the game complaining about it, such as you, than people shilling it.
Come on now, anybody claiming Qud's prose is good is undeniably either a troll or shill, it doesn't get any more obvious than that.
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>>566540274
During EU night hours it speeds up a lot, it's much easier for the thread to survive at other times of the day. At late night/early morning hours it starts slowing down again. That being said, reaching page 9 or even 10 fast and falling off the board are two different things, it is entirely possible that a thread can hit page 10 in 20-30 minutes, and then stay on page then for an hour or even more before actually falling off the board.
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>>566540274
There's no need for fear-mongering, the rate of fall is slower the closer you get to the bottom. Page 1 lasts seconds, Page 5, minutes. Page 9 an hour yet the bottom of page 10 has lasted three hours without a post. That's your real metric. The schizo who posts once per hour doesn't want to hear this but he is just a retard and part of the problem.
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>>566499346
>>CDDA is headlined by a fat retarded tyrant constantly making dumb decisions instead of developing anything meaningful and his small cabal of sycophantic trannies
true
>>BN's dev team is overrun by gay furries adding in fursuit power armor and pride gear
comically exaggerated
>>TLG's main dev is a green haired tranny obsessed with making video essays about empathy for minorities in role playing game
false
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File: ah I see you know your judo well.png (1.5 MB)
>never bothered with martial arts or unarmed in Cataclysm
>been using a punch dagger I found early on so my unarmed is pretty high
>decide to visit a dojo and see how this shit works
>find a book on Judo
>keeping with the extreme realism of the game as outlined by our lord and savior Kevin, my character becomes a master in a martial art by listening to music and doing random moves in his living room like a kid who just saw Mortal Kombat
>ok lets kite a random zombie to see if this actually does anyth-
>what the fuck
>my dude shoulder throws a zombie behind him for most of it's health and stuns it in a single move
>take on 3 zeds at once, slamming them into each other, countering their attacks and keeping them all stunned so they literally can't do shit
>holy shit this is awesome
>oh shit, Dissoluted Devourer at the edge of the woods for some reason
>throw caution to the wind and decide to fight it completely unarmed
>I am somehow flipping a gigantic mashed together abomination of corpses everywhere like it's made out of paper
>gets a SINGLE attempted attack in the entire fight, which my dude dodges and counterattacks
this is fucking obscene holy shit, I thought melee was largely shit compared to just using guns
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>>566563754
If you have a martial art that hasn't been nerfed due to people talking about how good it is on the internet, there's still fun to be had in the Dire Realism Fork, but stamina can still bite you in the ass if you're not careful.
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>>566590351
True Kin have better stats to compensate for the lack of mutations, their tonics heal more (Very underrated aspect) and they can change their cybernetics at any moment for more flexibility
Mutants are harder if you don't have a specific build or combo in mind at character creation, considering how many mutations rely on MP scaling and you can reliably level up 2/3 of them at best
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>>566592193
Ignore that guy. Mutants fucking suck in all regards except for picking Sunder Mind to powerlevel at the start of the game, and getting Two Headed so you don't instantly die to decapitation. Mutants get such terrible stats that you can't get all the skills you need, so you are either stumbling around getting lost in the wilderness or blindly buying artifacts to identify them. I guess the mutations are fun to screw around with, but the game is so much harder when you have bad stats.
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>>566563754
My first two characters that survived pretty long were a "novice martial artist" with high dex that focused on unarmed at first, but ended up using mostly staves with bojutsu, and then a melee guy with high str using weaponry. Unarmed can certainly be viable for clearing mooks and certain martial arts (like aikido) with enough unarmed levels can substantially improve your blocking ability if you suddenly need defense. Things like pankration can damage even highly armored opponents using throws. But some MAs are kinda bad if you have alternatives, like I remember not really liking karate, boxing and capoeira. And they're still just plain not as damaging as good melee weapons. Well, obviously. But it's impressive how much you can do with unarmed alone, and it's a good backup option.
One thing I hated about martial arts with kicking attacks is that they, well, attack using your legs, which has quite a significant chance to damage your footwear. It's pretty annoying having to run back to your car just because you kicked a zombie too hard.
Melee is great in general because it's fairly quiet, so you don't attract the entire reality bubble to your location. And obviously you don't need to manage bullets or cleaning your gun as well. You just need to carry at least one more backup option or a spare because damaging your weapon happens really often if melee is all you do, and you're not likely to carry the means to repair it all the time.
Encumbrance is really important in melee though, you gotta really manage that. With guns, you can handwave it as you won't generally be dodging a lot, but dropping your backpack with the less essential things is really important if you fight up close. Another thing to be aware of is your block and dodge attempt stack. You can't really take on a lot of zeds at one moment because no matter how good your dodge/block are, if you run out of attempts per turn all hits go straight to your armor.
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>>566610815
You can see encumbrance effects in the little box on the @ status menu by highlighting the limb.
Head affects dodging and blocking. You can sorta gauge how much by removing your helmet and seeing the difference for the first dodge number. If you're all in on blocking attacks just with armor, you don't need to care much. But if you rely on dodging, you might wanna not wear anything that drops your dodging below around 10-12 for the first number.
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>>566611782
Is that the broken cyborg start? Are the bionics you get actually random?
Asking because I experimented with rehabilitating prototype cyborgs into actual npcs, and they always had the exact same set of bionics, similar to that list.
Anyway, you probably know this, but I think your main goal on that start is removing acid discharge first so you stop getting damage, and then leaky bionic so you stop losing on the health stat over time.
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>>566612261
In BN you can currently take bionics just like traits and they share the 12 point +- cap with them, but broken cyborg bypasses the limit and you can take additional bionics on top of the ones from the scenario. So you can get +12 pts of positive traits with fewer permanent negatives. (Itchy thing is worse than it sounds, don't play low int and itchy).
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>>566612261
its a skyisland start, theres no fucking way im going to get a chance to remove it. i ended up shelving it and leaving the save/world for now, it seemed too hard to start with. i went to play a new gen instead for now until i get the hang of this mode.
also, ive only been playing sky island for like 20 minutes and im already liking it a lot more. knowing im going to lose the car in an hour ingame anways makes it MORE useful, im not worried about just running down zeds, dont care if a tire pops, im ditching it real soon anyways.
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This is almost certainly not the correct thread, but I feel like a lot of you may be interested or once played this sort of thing: are there many currently active MUDs (eg Carrion Fields)? I like the idea of a text-heavy PvP roguelike, but aren't really sure if there is anything like that actually still with players in this day and age.
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>>566613967
I wonder, you know how nursebots have a chance to start rogue, and can apparently drug you and cut a random bionic out on their own? Maybe you can find a way to stun and deactivate a nursebot into an item, and intentionally keep folding and redeploying it so you eventually mess up and make it rogue? Would that work?
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>>566620813
I haven't gotten off the island but everything's dead so it's only a matter of time
Some disorganised thoughts:
>The brutes a lot of the time when you're running around gut themselves on the barbed wire so they can take care of themselves
>but also set fires so you can also lure zeds into them
>I would recommend taking Silat as a trait since tonfas are everywhere but also just try to get lucky and get a gun off a cop zombie
>Get into the watchtowers with improvised lockpicks, there are big guns up there and it's easy to go tower to tower to find one, when you have a 556. or a shotgun it's basically over
From there it's breaking into the workshop so you can get tools to make a raft but I can't be bothered, there's so much food in the cafeteria you can last there for days but realistically you'll only be there one or two to make your raft
The big filtering factor is how good you are at kiting.
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>>566634998
Nailboard traps are underrated too. Useful to spread them around your hospital or such when you are sleeping your bionics/infection off. If mobs don't know your exact position they will walk around in them and die on their own.
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Is there any place where I could reliably find some of the bigger STANAG magazines? I assume the fun locations are excluded from the online guide.
I found a single 40 round mag and a single 50 round mag in a military base, but I want bigger. The HWP is really nice with the 100 round 5.56 magazine you can easily buy for it, but you can't attach a suppressor to it because it can also shoot shotgun ammo and I guess that wouldn't make any sense? I don't know much about guns.
Is there even any point in silencers on rifles anyway? I use a vanilla service handgun and a suppressed "m16 burst rifle". The former has 84 loudness and the latter 118. Both draw zombies from the entire reality bubble around the character. I guess if I silenced the handgun, maybe it'd have more of an effect, but why put them on rifles? Wearing those battery powered ear plugs or earmuffs is basically mandatory later on when screecher zombies start appearing, so not getting deafened by your gun is kinda moot.
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>>566639332
50 reduction is a lot less potential zed aggro in a city. but the real thing would be to say, put the -50 sound reduction on a gun that say...only makes 50 sound...like the .22 handguns or rifles...
some thermals or nightvision, you could pick off a zed from 10 tiles away in the middle of a crowd and no one notices...
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>>566639332
Version? Found this in an island prison in BN, from a cop zombie :^)
>reliably
oh well
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>>566640541
Hmm, I hadn't considered going lower than 9mm, since even that takes 2-4 shots to down the most basic zed even with critical hits. I guess it could be useful on a varmint rifle or something in that scenario.
>>566642594
DDA 0.H, none of the non-30 bullet ones are even in the drop lists for either cops or soldiers for that version. I wish you could at least craft it using a nanofabricator or something.
And yeah, I guess "reliably" is asking too much. Just, a single 100 round mag seems to be a sweet spot for comfortably driving up to the edge of a city and deleting a large crowd, at least by mid-summer and below. With a set of 50, 40 and a 30 I find myself going through about that much before they stop coming. Not having to reload as much would be nice.
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>>566644063
Why not? I'm playing a shooter guy with high perception and average strength and dex. I looted around 10k 5.56 bullets from a military base early and I think around 5k 9mm. Of course, now I'm down to around 3k 5.56 after around 8500 kills, but I know where to get more if I actually start running out.
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>>566643716
yeah, pretty limited because by then you probably have some other way of killing zeds, but i think you could make a cool scenario. sam fischer, splinter cell start. begin at the bottom of a lab with sneaking gear, nvg's and a silenced .22 with some ammo. or perma-night megacity, with the zed population modifier set to high so fighting them off isnt an option and making noise is suicidal. with the current stamina nerf on experimental where you cant really melee lots of zeds without getting malus, could be a fun challenge.
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>>566623958
>too old
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too op? i hated that this wasnt a thing. like a really, really shit sling, just tying a bed sheet to both ends of a rifle as a sling. think it needs high encumberance, like, 5, to encourage you getting/making a real sling asap
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>>566620813
Not to be a bragging asshole but I've cleared prison island twice with a default all 8 stats no bionics no mutations guy beforeand then promptly quit and rerolled in a city because making a raft is boring, kite anything you can into barbed wire while hitting them and walking away, treat brutes the same as a normal zombie with the caveat that you CANNOT let them get an attack off. There always seems to be a hulk on the southeast corner hidden by a building so for the love of God do not alert him or else you are fucked, there is nothing on the island he can't smash through and he is faster than you can walk. I've always been fortunate enough that at least one of the zombified cops drops a gun with some armor piercing ammo (shotgun slugs assrape hulks), beyond that you can kill the sharks with any reach weapon because they are retarded and will just swim in place taking it.
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>>566653182
If you're out of options or really don't wanna build a raft, you can try making a flotation vest. In DDA you apparently autolearn the makeshift one at tailoring 4. No idea if it really lets you swim forever though, but it should help if nothing else.
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>>566653574
>>566654672
Well it's just the second day here, not gonna starve in a bit and I got started with crafts so I can probably make something that floats. If a starting character with some skill could swim, I only had to kill 1 enemy to reach water so it might be that easy if you invest a bit in swimming.
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>>566643716
>I hadn't considered going lower than 9mm
NTA, but yeah .22 rifles fuck during night raids for clearing trash if you have NVGs or thermals. Personal favorite was the pump action .22 so I could save space by not needing mags. Never tried the .22 pistols.
>tfw will never ever find a cp-33 and mags
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>>566676779
Lack of updates, loss of interest in the thread, some very persistent shitposting which partly lead to the aforementioned loss of interest, and last but certainly not least, /vg/ being swarmed by gacha generals and growing faster and faster, killing off some of the slower generals. All of those were factors that lead to /dfg/'s demise.
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>>566248132
lemme help
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>>566678123
>/dfg/
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File: MuMo 01.jpg (1.4 MB)
>>566693156
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>>566730568
so it seems
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>>566730568
>>566733332
Also dilating the pool of "good mutations", since it's so easy to get rid of the bad ones and get a handful of good ones. Good luck getting rugged and clarity now..
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>>566733739
Half the problem is that even the good mutations aren't going to give you an auto win but bad muts can still just kill you or force you to burn an escape resource. It's still never worth doing unless you have 5+ pots and are happy with the slight chance of getting fucked still.
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>>565900986
Give this a shot https://nathanjerpe.itch.io/legerdemain
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>>566748930
i was gonna shitpost and make up a my little pony named roguelike, but googling it first tells me someone did actually make one 12 years ago. so. uh. dunno.
i tried loading it and one of the loading messages was "feeding molestia" so im getting the feeling it actually isnt rape free
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>>566676779
>barely any updates for years
>Turdy going woke and shoving in black homosexual dwarves while freaking out over mods that remove them
>selling out, and then proceeding to do even LESS after selling out
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anyone here mess with Weather Variants in C:BN? I tried it out a bit but it felt kinda lame since acid weather means you just sit inside until you have decent protective gear for it, it nukes zombies by the dozen and friendly NPCs/farm animals are too retarded to avoid it
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>>566765771
And the image is silly, a boulder that size would be like five tons and impossible to move. It'd have to be a small boulder of a light, porous stone, and you would be able to arc a knife or whatever over the top
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99% of my Cataclysm deaths are from being annoyed at bullshit rng and refusing to move until my dude finally puts down an enemy no matter how bad the injuries stack up
how the FUCK are you missing a fucking zombie with a baseball bat 3 times in a row you blind faggot holy shit, now I'll just hold tab until it dies and reroll because you have the basic motor skills of a mentally handicapped toddler with cerebral palsy
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>>566770978
because its grabbed you. its really hard to hit something hugging you. dont get me wrong, ill do the same thing and spam tab angrily as well, but your supposed to break contact, and let it waste action points walking to you, so its next to you but hasnt grabbed yet.
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>open CDDA
>CPU fans start going nuts
>accidentally hit announcements tab
>sparks start sputtering out of the case
>decide to quickplay
>plastic smell as the world generates
>FOV broken in terminal, switch to X11
>burn hand touching mousepad
>load in to scenario, escape burning house
>first encounter is NPC in medieval armor casting magic spells
What the fuck is wrong with all of you?
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>>566807969
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scenario idea. "neetmode". takes place entirely in a house, your bedroom has a metal door, cant leave the house. your dad is a hulk and your mom is a zapper zombie. you must survive as long as possible making short forays from your room to the kitchen and various supplies im the house, avoiding your parents as much as possible. not allowed to kill mom or dad.
hardmode: you have guests over, extra zombie types. a female the same age could be represented by an eldritch horror
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>>566816405
actually all wooden doors, strong scent, so you can never hide. im thinking youll need to ration/strategically use remote control noise makers and their batteries to distract them long enough to sleep. like one solar panel and battery charger and a few smart phones you activate the music and throw to get some peace. maybe make it really cold so your rationing deconstructing furniture for wood, no clean water so you have to boil it (source in from toilet).
actually might be fun to figure out how to construct this
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>>566816405
>>566817428
damn nigga, you live like this?
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File: james brown and obama learn to vote.gif (2.9 MB)
>>566823864
*in minecraft
also holy shit it JUST occurred to me that you can negate the impact of climbing down and falling because of a heavy bag/torso encumbrance by....dropping the bag over the edge first.
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>>566824706
Oh, that's a good idea. If you're using a version where you can throw across zlevels (or does that depend on the "3d field of vision" setting?), maybe you can even throw the backpack upwards onto a ledge if you're climbing up as well.
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>>566828751
>>566829554
Oh, so the "you slip and fall while climbing up" isn't just the "minor failure" roll? I assumed there was a chance for a major failure as well. Good to know.
Also, I've never needed to get across 1 tile gaps by jumping, but isn't there some recipe for placing a plank you could walk across? Can't find it in the construction menu right now, but I used it before. Though maybe it's only for crossing deep pits and not actual empty space. Actually you know what might work for crossing gaps reliably? If you make like 2-3 foldable extra light frames and just as many saddles (for being "boardable") and make a vehicle consisting of just them. One tile should be 2.5+1.25 L and 3.7+0.7 lbs, so you're looking at carrying 7.5 and 8.8 extra lbs at best with 2 tiles. Quite a lot, but you could probably deploy it, push it so one tile is hanging off the ledge on your side, then just walk across and drag it back to your side to re-fold.
Too bad one tile gaps across buildings aren't all that frequent, but maybe you could use this approach to make moats only you can cross, you could just leave these things folded on the floor so zombies don't damage them in their unfolded vehicle state and use as needed.
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What's the verdict on safe storage in Caves of Qud? If I place a random chest in Joppa (or anywhere, really) and throw my 50 copper ores in it, will any of it disappear over time? I'm seeing conflicting info on google, so I figured I'd ask here.
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In cata, can you upgrade/change the wall material used for constructing stuff after it's built? I can't find a straight answer anywhere.
I started a camp and figured I'd place a tent through the camp bulletin board as a temporary shelter while other stuff is being built, and then dumped a whole bunch of food into its calorie stock. Now that the tent is there, I don't see any option to upgrade the walls, the only things listed now are bed/fireplace/stove upgrades. I know I can go ahead and modify it through manual construction, but something tells me further upgrades might mess that up.
Will there be an option to change the building material or should I abandon and remake the camp now while I haven't invested much into it yet?
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>>566883731
Good old Skeleton Archer, unless if by fight you mean strictly hand to hand, in which case, play this >>566883892
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>>566916074
https://web.archive.org/web/20090208091010/http://todoom.sourceforge.n et/
This is the only 40k inspired roguelike I know of, though I didn't play far enough to learn psychic powers or the consequences for overusing them.
>>566921964
Void War? It's a good game, even though it's not a roguelike.
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I always thought it was weird Nippon never were big into traditional roguelikes. All I thought they had was Pokemon Mystery Dungeon. Now i'm currently educating myself on this "Mystery Dungeon" (silly label imo, Shoulda be JRG. And by educating myself I mean watching a youtube video essay) genre.
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>>566916074
there was this one all about shit coming from rip space
haven't played it
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Anyone know stuff about DDA mutation?
I've been trying to find a way to mitigate some of the more annoying npc traits like asthmatic and the variants of frail and hoarder of all things. The last one being a major pain in the ass with NPC needs on and without a faction camp they can eat from, because you can't just dump a lot of food in their backpack as they will eat it and leave free volume in their inventory, making the trait kick in and give a huge constant penalty to their morale, tanking their crafting speed.
But I can't seem to pin down the logic for it. I started a run just to play with mutation and to mutate at all, it seems to be like this:
-You want to consume enough mutagen vitamin for the status menu to list "warping" and not just "changing". Either changing is really low odds or it doesn't even do shit. One dose of a "mutagenic catalyst" is enough, but the 125u of mutagen vitamin contained in single "[line] mutagen" doses isn't enough.
-And you want enough of some mutation line's primer vitamin (or purifier to "mutate" back towards humanity) for the mutation line effect to be listed in the status. A single "[line] mutagen" dose has enough primer if you want to mutate less.
The issue is what can be lost from mutation and what can't. The "purifiable" flag is only part of it.
I had an npc with 4 negatives, some of which weren't listed as being cancelled by "human _" mutations. And he lost all 4 after getting purified.
Then I had an npc with other traits but with asthmatic. Even though asthmatic is listed as being "purifiable", he could never lose it through purification.
I think the difference is that asthmatic doesn't belong to any mutation line. If that's true, then neither hoarder and fragile could be purifiable either. And fragile could only be cancelled by post-threshold bear and cow mutations. Does anyone know for sure?
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