On Fri, Aug 02, 2013 at 01:21:26PM +0200, chrysn wrote:
On Wed, Jul 31, 2013 at 12:39:13AM +0200, Adam Borowski wrote:
If the player grinds long enough, he will gain access to an unfinished
land that doesn't work yet. In game.cpp, you'd want to comment out
the following lines:
if(tkills() = 2000 gold() = 2000)
tab[cnt++] = laCocytus;
that's far beyond the game's high score
Well, this is a roguelike game, and thus, players looking for degenerate
ways to break the game is probably more prevalent than playing it straight.
I've found three ways to get an infinite score so far (bounded by patience,
as it's hard to connect a bot to a graphics-only game):
* Alchemist Lab (tested):
0. don't touch any gold anywhere else
1. get 30 gold in, say, the Jungle
2. stand at the edge of the Lab with no Jungle in sight, kill 5000 slimes
3. harvest infinite gold with no slimes being able to spawn
* sandworm farming (tested):
1. find a Desert entrance that forms a corridor
a. they sometimes occur naturally
b. Living Caves trolls can be used for terrain modification
c. a well-fed sandworm with its head out of range stays dormant
2. ensure no interlopers come from the other side. This might be either
a land you picked no gold in (thus no respawns), a trolled-off
Living Cave, crossroads with all lands in sight harmless (Lab,
Eternal Motion, overgrown Jungle, blocked Living Caves), etc
3. kill all spawning desert men, watch sandworms explode, pick up spice
* edge dipping:
1. take gold from only one land
2. walk in a safe[ish] land, at some distance parallel to an edge
3. find an entrance with no other entrances close
4. fight hordes upon hordes of pre-spawned enemies
5. walk closer, fighting respawns, and hordes from areas that just came
into view
6. grab a few gold (there's one in every cell, but dipping too far wakes
new hordes, and respawns come too fast)
7. tediously repeat the whole process
This works for only some combinations of farmed/safe lands, it is easy
to make a mistake, and I have no proof it can be done infinitely.
You may edit the source to set a land's items/monsters to 10, this is
an easy way to see how a land degenerates, and to test strategies how to
keep collecting gold even in such a degenerate state.
Possible fixes against these strategies:
* allow purple slimes to spawn on items, or
* don't allow any spawn chance to reach 100% (other than asymptotically)
* allow sandworms out of the Desert
cocytus may be visually and balancing-wise unfinished, but it's not like
it makes the game crash. (it's inaccessible even without orbs of
teleport).
I'd say it's in a bad enough state that it shouldn't spawn in a released
version, and thus if I were you, I'd comment that out.
The desc of Dead Orb (classes.cpp) is actively misleading: it claims
these orbs have no use, while they can be used to flip slime colours.
No matter what is one's stance on spoilers, documentation shouldn't
outright lie.
i think it's ok for an in-game help (which the text in classes.cpp is;
it gets displayed when pressing F1 on the orb item) in a role playing
game to lie, even more to omit particular uses. (i presume its primary
use is to serve as breadcrumbs to mark the way back to an orb of yendor
from its key).
Even games that heavily rely on spoilers (like Nethack) don't provide false
information, merely omit it. It's especially jarring in a spoiler-less
game like Hyperrogue where the docs are otherwise complete[1].
What about a wording like [...] No _apparent_ way to use them [...]?
[1]. Other than the bizarre rules for greater-lesser demon conversion in
Hell.
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