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Other Projects => Other Games => Topic started by: zorbus_overdose on April 20, 2019, 10:37:54 am

Title: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 20, 2019, 10:37:54 am
(http://www.zorbus.net/graphics/preview.png)

First post on this forum and I'm advertising my own game... well, at least the game is freeware and it's a traditional roguelike.

Zorbus

Zorbus is a fantasy-themed, graphical, turn-based, role-playing roguelike game. Your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.

Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore.

The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.

Zorbus is already a stable game but development still continues: more content, more polishing.

Requirements / Technical stuff

Zorbus needs Windows XP or newer but works also in Linux with Wine.

The display size can be configured. You can play in windowed mode or fullscreen with 32x32- or 64x64-pixel tile graphics. Text size can also be adjusted. There is no audio.

The game can be controlled only with the keyboard (the number of needed keys to play is kept low). The keybindings are configurable. The game has a targeting system making it very easy to use ranged attacks or talents. Usable items and talents can be assigned to quickslots.

More information

More info, manual and download: http://www.zorbus.net (http://www.zorbus.net)

Gameplay screenshots: http://www.zorbus.net/gameplay.html (http://www.zorbus.net/gameplay.html)

Sample of randomly created dungeon maps: http://www.zorbus.net/dungeon.html (http://www.zorbus.net/dungeon.html)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Flying Carcass on April 20, 2019, 10:51:52 pm
I gave it a go the other day after seeing it linked on a discord channel. It's a really solid roguelike (though for the life of me I can't figure out how to talk to NPCs, i.e. recruit the other adventurers running around the dungeon). I like how the enemies have different behaviors, like at one point I had chased down an orc shaman only to have him drink a potion to teleport away.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: IWishIWereSarah on April 21, 2019, 01:17:35 am
Hello, and welcome to the forums ! :)

I have a question about this part :
Quote
The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content.
I like this idea, but I wonder whether it's the best way to go about it.

I haven't tried your game yet, but I'll compare to one of the most known rogue-like : DCSS.
As you may know, in DCSS, the dungeon is made of branches with a theme, and inside a branch, most rooms are randomly generated, with some hand-made rooms that can be selected by the algorithm.
It makes most of the rooms boringly normal, but the whole series of levels has a theme, and the player known what to expect when taking stairs to change level.

Looking at the screenshots from your randomly created dungeon maps, it looks like your levels have a "base theme" that will be used for the corridors and some rooms, but some hand-crafted rooms from other themes will be used inside the same map. It can be cool from a mapping and looking around point of view, but if the player does not really know about it before entering the rooms, it may not be great from a "should I go there" point of view.

As far as I am concerned, the DCSS way of doing it, with thematic branches and choices between "which one should I go in first" means that the player has more agency, because they can decide the branch they visit first based on their build and their equipment.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 21, 2019, 06:19:08 am
(though for the life of me I can't figure out how to talk to NPCs, i.e. recruit the other adventurers running around the dungeon).
You can interact with friendly NPCs by pressing control + direction. This opens a menu from where you can recruit them. Only works in cardinal directions. The manual explains the bump actions and lots of other stuff.

I haven't tried your game yet, but I'll compare to one of the most known rogue-like : DCSS.

Looking at the screenshots from your randomly created dungeon maps, it looks like your levels have a "base theme" that will be used for the corridors and some rooms, but some hand-crafted rooms from other themes will be used inside the same map. It can be cool from a mapping and looking around point of view, but if the player does not really know about it before entering the rooms, it may not be great from a "should I go there" point of view.
Most roguelikes seem to have a prefab format that has the prefab's map layout and the content of it binded together. I separated the handcrafted maps and the content altogether so a "goblin throne room" may be created into a rectangular, procedurally generated room or into a prefab vault or any other of the possible area types that's set in the content's description. So if you see a differently colored area in the map, it's just randomly colored for variation and the contents are randomly picked from the theme's content list.

I'm not trying to compete with DCSS and from the few comments I've got it seems that most DCSS players won't enjoy this game at all which is perfectly fine. The lack of autoexplore seems to be the biggest complaint but some have also commented that they didn't really miss autoexplore after actually trying the game.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: IWishIWereSarah on April 21, 2019, 06:23:47 am
DCSS need the auto explore because most of the rooms and corridors are boring and long. Your game may not need that :)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on April 21, 2019, 07:38:29 am
Mind, people have, like. Got pretty used to auto-explore since it started cropping up. Even with high interest design it helps a fair bit if you're using anything except nothing but a straight line of rooms or something. One button to move you to "place I haven't been yet" does a lot to save effort and what amounts to rote thinking/busy work. You can get by without it, sure, and it's increasingly less of a major thing as your design gets more engaging, but it's a decently high priority convenience feature. "Take me somewhere interesting" is just about always going to win out over "let me figure out where to go next and then walk my way over to it".
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mephansteras on April 21, 2019, 12:20:40 pm
Looks interesting. I'll keep an eye on this!
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 22, 2019, 06:51:40 am
Currently the game has map points which can be set automatically or by hand. You can then autopilot to these points or any other explored location on the map. Makes navigating a bit easier but I guess I'll have to rethink about adding autoexplore at some point.

Release 9 is out, changelog: http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Retropunch on April 22, 2019, 11:12:53 am
Mind, people have, like. Got pretty used to auto-explore since it started cropping up. Even with high interest design it helps a fair bit if you're using anything except nothing but a straight line of rooms or something. One button to move you to "place I haven't been yet" does a lot to save effort and what amounts to rote thinking/busy work. You can get by without it, sure, and it's increasingly less of a major thing as your design gets more engaging, but it's a decently high priority convenience feature. "Take me somewhere interesting" is just about always going to win out over "let me figure out where to go next and then walk my way over to it".

Agreed, but I think it's a problem with roguelikes rather than something that should be emulated if possible. I really like the idea of a roguelike which is so engaging that you just don't need it. If there's constantly stuff going on so 50%+ of your moves need to be planned then I think that'd be way better thing to go for. I got tired of constantly auto-explore+tabbing enemies out of the way in DCSS and it's one of the reasons I stopped playing.

That said, things like 'auto go to stairs down' and 'auto-pickup' can be very useful.

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on April 22, 2019, 01:28:52 pm
Not just roguelikes, mind. Just about anything with fog of war et al concerns, anything that isn't strictly linear. I'd kill for an equivalent for something like grim dawn or diablo or something, and plenty of RTS or other strategy stuff have implemented roughly equivalent features (automated scouting, press button to go to event, etc.). It's just an issue with stuff that has things to explore and isn't willing to drown you in unrelenting hell. Eventually you're going to need to go through territory you've already cleared out, and being able to one-button press your way through it is just... nice.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Retropunch on April 22, 2019, 01:40:26 pm
Not just roguelikes, mind. Just about anything with fog of war et al concerns, anything that isn't strictly linear. I'd kill for an equivalent for something like grim dawn or diablo or something, and plenty of RTS or other strategy stuff have implemented roughly equivalent features (automated scouting, press button to go to event, etc.). It's just an issue with stuff that has things to explore and isn't willing to drown you in unrelenting hell. Eventually you're going to need to go through territory you've already cleared out, and being able to one-button press your way through it is just... nice.

Yeah, it's great for backtracking (things like auto going to stairs/end of levels) but I dislike that a lot of RLs have gone for 'auto-explore away the boringness' rather than trying to get rid of the bits that are boring. Really, it all comes down to smaller, more interesting levels with less chaff.

If it's too much trouble to put in auto-pathfinding, you could implement a automatic 'hop to past stairs when nothing bad around' button along with a 'pick up everything on screen' button.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 28, 2019, 12:01:55 pm
Release 10 is out at http://www.zorbus.net (http://www.zorbus.net)

The easiest way to update is to set "Check for updates on start" in the settings and restart the game.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on May 04, 2019, 08:23:14 am
Release 11:
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on May 17, 2019, 04:40:03 pm
Kyzrati (Cogmind developer) streamed the game:
https://www.twitch.tv/videos/425931154

There's a feedback friday going on at reddit's r/roguelikedev:
https://www.reddit.com/r/roguelikedev/comments/bpmwgs/feedback_friday_45_zorbus/
Title: Re: Zorbus (D&D inspired roguelike)
Post by: FakerFangirl on May 18, 2019, 12:57:30 pm
Nice tileset and minimap. Very DCSS reminiscent. As for auto-explore... Most roguelikes could use one.
Spoiler (click to show/hide)
Will definitely give Zorbus a go after my current TOME and DCSS chars die. I think summoner mobs add a lot of excitement to roguelikes.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on May 18, 2019, 04:12:10 pm
They definitely can... so long as they're handled well. Otherwise you get good ol' *band days where you better pray you're not using persistent levels because chain summoning got out of hand and now the ground is an alphabet orgy of ever replenishing death. Times were exciting, but not necessarily fun :P
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 02, 2019, 09:30:59 pm
The game is at release 14: http://www.zorbus.net (http://www.zorbus.net)

Changelog: http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)

The game now has UI-features like:
Some new screenshots: http://www.zorbus.net/gameplay.html (http://www.zorbus.net/gameplay.html)

I'd really appreciate any feedback if anyone tries the game.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 21, 2019, 05:31:45 pm
Release 16 is out at http://www.zorbus.net (http://www.zorbus.net)

The game now has these playable races: centaur, dwarf, elf, gnome, halfling, half-orc, human.

More special room content and more monsters.

Full changelog: http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on July 19, 2019, 11:36:22 am
I gave a try to current Zorbus version and found it really good !
I liked the atmosphere the dungeon has, "atmosphere" is something a lot of roguelike have difficulty to deliver but this one really does , helped along with that very nice tileset and rooms being more varied and feeling like they're actually built with a plan and a function instead of not making much sense.
It's a nice touch to have npc around talking to you with a floating bubble instead of text on the bottom of the screen.

My dwarf unfortunately met his doom after reaching level 2, when going on the 2nd depth some magic users and an archer let me no chance when i decided to rush to them instead of using the usual cautious approach :D
Title: Re: Zorbus (D&D inspired roguelike)
Post by: pikachu17 on July 22, 2019, 10:33:33 am
Interesting roguelike. Good job.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 02, 2019, 09:17:09 am
Release 18 (02-Aug-2019)

This release is noticeably bigger than before (almost 170 megabytes) and the reason is...

Sound effects!

Roguelikes don't usually shine in this area but try this one out. The sounds really make the dungeon feel like a living thing.

Most creatures have custom sounds and the speech bubbles work well with the sound effects.

There are also some short ambient pieces playing when you for example discover a hidden treasure chamber or a tomb etc.
Splatting those kobols and goblins is just so more satisfying with a proper sound effect.

Hopefully the sounds work on all configurations. I could only test with Windows 10 on a real hardware. I tried with Windows 7 and
Ubuntu with Wine in VirtualBox and sadly the sounds lagged there. Sound effects won't work on Windows XP.

Added online leaderboard. When you ascend, your character information is sent to a server and added to a leaderboard.
Again, I'm hopeful that this works. At least it worked on all configurations (WinXP, Win7, Ubuntu Wine) when tested in VirtualBox.

You can start the game with a randomly generated character.

You can now exchange items with your companions and edit their equipment.

http://www.zorbus.net
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 18, 2019, 11:35:45 am
Release 21

Some tips to new players:

http://www.zorbus.net

Leaderboard at http://wins.zorbus.net
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 25, 2019, 02:39:14 pm
Release 22
Someone already got the ultimate "overgod" ending: http://wins.zorbus.net (http://wins.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on September 15, 2019, 07:53:34 am
Release 23
Release 24
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 13, 2019, 01:16:26 pm
Release 26
Release 27
Screenshot of the new fullscreen dungeon view with map notes:
http://www.zorbus.net/graphics/s15.png (http://www.zorbus.net/graphics/s15.png)

http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on February 19, 2020, 10:52:55 pm
(http://www.zorbus.net/graphics/s17.png)

Release 28

Big update with lots of stuff. Biggest ones: ASCII support, mouse controls, better handling of friendly fire, more challenging gameplay.

Full changelog:
http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)

Gameplay videos:
https://youtu.be/ONHBMoXI3z0 (https://youtu.be/ONHBMoXI3z0)
https://youtu.be/xfjzwPnO9Bk (https://youtu.be/xfjzwPnO9Bk)

Tiles vs ASCII mode video:
https://youtu.be/-TSWraI-EGI (https://youtu.be/-TSWraI-EGI)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Blue_Dwarf on February 22, 2020, 09:56:35 am
Quote
Now, now... look at sweet, juicy dwarf boy! We will have so much fun with him!

FBI, open up!
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on March 27, 2020, 08:22:12 pm
(http://www.zorbus.net/tutorial/t07.png)

Release 30   (28-Mar-2020)

Highlights:
Full changelog:
http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)

Tutorial:
http://www.zorbus.net/tutorial/index.html (http://www.zorbus.net/tutorial/index.html)

Leaderboard:
http://wins.zorbus.net (http://wins.zorbus.net)

No ultimate endings yet.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 11, 2020, 02:41:42 am
This didn't get in time for the April 1st update, but added an unlockable game mode to the game: if you manage to get the ultimate ending in under 3 hours, you'll unlock a full Star Wars -themed mode with open world exploration, thousands of planets, quests and whatnot.

Preview video:
https://www.youtube.com/watch?v=W5di9ehQTLg (https://www.youtube.com/watch?v=W5di9ehQTLg)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on May 17, 2020, 02:04:24 am
(http://www.zorbus.net/graphics/salespring.jpg)

Release 32 is out.

http://www.zorbus.net (http://www.zorbus.net)

Full changelog here:
http://www.zorbus.net/Zorbus.txt (http://www.zorbus.net/Zorbus.txt)

New gameplay video:
https://youtu.be/JC3zvoy0ZvQ (https://youtu.be/JC3zvoy0ZvQ)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 12, 2020, 05:58:50 pm
Release 33   (13-Jun-2020)

Full changelog:
http://www.zorbus.net/Zorbus.txt

Huge lore update! Some of the old lore books were rewritten and many new books introduced. Massive thanks to Helical Nightmares for help.

A lore sample:
http://www.zorbus.net/graphics/s22.png

http://www.zorbus.net
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on June 12, 2020, 07:34:23 pm
My dwarf unfortunately met his doom after reaching level 2, when going on the 2nd depth some magic users and an archer let me no chance when i decided to rush to them instead of using the usual cautious approach :D

Nearly one year later after playing a couple of characters the game is still fantastic and easily one of the best roguelike around.
And it looks like i'm still regularly dying around the 2nd level of the dungeon :D
This time a few kobolds led by their tribe leaders , assisted by some animals destroyed my poor Aasimar player character 
Quote
The leopard bites you but you dodge the attack. The leopard claws you and hits! (Slash: 4 = 5 - res 1) The leopard claws
you and kills you! (Slash: 3 = 7 - res 1)
The leopard uses the Leap talent.
The leopard gets hostile at you.
You slash the kobold tribe leader with the urgrosh but miss.
Kobold comes into view in north at distance 5.
You hear a door creaking in southeast.
The giant rat bites you and hits! (Pierce: 0 = 1 - res 1)
The kobold shoots a bullet at you and hits! (Blunt: 1 = 2 - res 1)
The kobold shoots a bullet at you but misses.
The giant rat bites you and hits! (Pierce: 3 = 4 - res 1)
The kobold shoots a bullet at you but misses.
The kobold shoots a bullet at you and hits! (Blunt: 2 = 3 - res 1)
You use a Potion of Healing. Your health is restored 12 points.
The kobold: An aasimar!
The kobold uses a Potion of Cat's Grace. The kobold seems more agile!
The giant rat bites you but you dodge the attack.
You cut the kobold tribe leader with the urgrosh but it dodges the attack.
Kobold comes into view in north at distance 7.
The kobold shoots a bullet at you and hits! (Blunt: 3 = 4 - res 1)
The kobold: Just one more strike, and you are dead!
The kobold shoots a bullet at you and hits! (Blunt: 3 = 4 - res 1)
You cut the kobold tribe leader with the urgrosh and hit! (Slash: 10 = 12 - res 2)
Giant rat comes into view in west at distance 2.
The kobold shoots a bullet at you but misses.
Someone shoots a bullet at you and hits! (Blunt: 2 = 3 - res 1)
The kobold shoots a bullet at you but misses.
You open the door.
Goblin comes into view in east at distance 20.
The kobold tribe leader: I will be back with our sorcerers!
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 13, 2020, 12:21:05 pm
So far seems interesting, though I found my first 2 characters heavily vary in strength. While the first guy could summon three giant crocodiles that shred everything to pieces from the go, the second guy didnt have enough strength to kill even single goblin...

Just wondering, is there some way to sell items? I made it to the trade dimension, but only items I can sell are my potions...
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 13, 2020, 01:30:08 pm
Just wondering, is there some way to sell items? I made it to the trade dimension, but only items I can sell are my potions...

Sure, the shops buy items, but mostly only of at least +3 enchantment or potions / wands etc.


Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 14, 2020, 11:14:58 am
Thx, got so much stuff to sell merchants dont have enough gold to buy...

So my first real playthrough. Found holy greatmace +3 on first floor, smashed everything to pieces on all levels except for hidden rooms as my detection was negative (though not having to search each room for hidden doors was much more fun then doing so), reached zorbus and challenge the goddes of teleporting archers or whatever it was. Was hoping she would un out of stamina for all those blinks, but she didnt, after what felt like eternity of just running toward her so I can smash her my half-troll just surrendered and fell to the ground waiting for her to finish him with her pewpews... decent game.

Didnt get a cape till level 6, and only found my one single gauntlents and useless ones at that in the whole run... I also wanted a better weapon all the time,but only better thing I could find was a giant hammer +4 I bough and upgraded to +5...
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 14, 2020, 12:24:34 pm
Orb of Anchoring is an item that prevents all blinking and teleporting for 26-50 rounds.
There are also anchoring trap kits that you can set and then spring yourself to get the effect. Traps can not be set when hostile creatures are seen, but in the case of the last level, you can set traps before starting 
 a fight.

Spoiler (click to show/hide)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 20, 2020, 01:10:45 am
Release 35   (22-Jun-2020)
Video of the low health warnings:
https://www.youtube.com/watch?v=HKho9KuEsFA&feature=youtu.be (https://www.youtube.com/watch?v=HKho9KuEsFA&feature=youtu.be)

http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Uthimienure on June 20, 2020, 12:24:21 pm
I'm having lots of fun playing, thanks for your work on Zorbus!
One thing I can't figure out is how to equip 2 weapons, such as 2 daggers in the inventory screen "Set 1 off hand".
Does it require a special talent or skill?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 20, 2020, 01:33:32 pm
One thing I can't figure out is how to equip 2 weapons, such as 2 daggers in the inventory screen "Set 1 off hand".
Does it require a special talent or skill?
Yes, you need the Dualwield-talent which requires Motion-ability of at least 14 and Melee-skill of at least 3. I'll need to add this info somewhere since it's asked quite often.

You can see the full list of talents in the talent picking menu if you uncheck the box "Info / Hide unavailable".
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 21, 2020, 06:41:43 am
Another run, archer centaur, this time with high search. It was much more fun when you didnt have to run a circle in each single room, but the hidden rooms are fun, it would really help to have some kind of auto-search the walls of this room so you dont have to manually run around each single piece of wall in the dungeon, which is quite a bit of unfun time. Really was much better when all I had to do was peek a look into the room to see if there is something or not and run to the next one.

Also, is Michwan unkillable? I challenged her again, got her to start running (forgot to put anchor trap and no way to do it after challenging her so Im stuck with her teleporting?) so I took out my living slingshot and every 1-2 shots I kill her, but she just uses her die-hard talent to regenerate each single time, I killed her for at least 50 times by now, and she is still shooting at me, she truly has some godlike regeneration. Also wish there was a way to make character also have regeneration like that, would be probably too OP though... right now I take 1k+ turns to heal to full even with regeneration equipment (or do they stack if you have multiple?).

I also cheated a bit by replicating the save files and after challenging few more gods I can tell that they are etremely uneven in their strength, spider god was super easy, gooze god slightlz harder but still quite easy, lich(Nolrad) hard and Michwan... well... Michwan.

It also kinda sucks that you cannot do ranged attacks with throwable weapons against enemies in melee range even with the close ranged trait... would have used double throwing axes instead of a bow if this were a thing  :D

Also, enhancement scrolls are basically useless, there are too few good items in a run, and the chance of losing them is just too high given the potentially small reward of them being enhanced.

Another thing which seems kind of vague is how often you get talents if you have some kind of bonus to your mind, most importantly the bonus from lone wolf, as that adds to your base mind.

P.S. Are the default gods the same each time or are they random generated? I reset the pantheon once and they were the same, so I guess they are fixed?

Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 21, 2020, 01:50:44 pm
Big thanks for the feedback!

You automatically search around you in 2 step radius when you move or rest. If there are no hostile creatures seen, Search-skill operates at full level so there is no need to repeatedly try to detect something. If there are hostiles nearby, searching is done with negative modifiers. There's no need to find everything, just settle on what you find naturally. If something feels tedious, don't do it. I've thought about some automated command for searching a room / the full level, but haven't come up with any elegant solution.

Did you find the hidden areas in the shop level / end level?

Nothing is unkillable. According to the leaderboard, some have killed "The Beauty" in under 1 minute. Companions or previously ascended characters might help against some of the gods.

The gods are created when the game is started for the first time (and for every new game update). The base of the gods is fixed, their stats and items are random. The names are scrambled from old roguelike games developer names. A god is removed from the pantheon if he is destroyed. If the player attacks the Overgod, the pantheon will be recreated for the next game, whether the player dies or becomes the Overgod.

That's a good point about the throwing weapons in melee range.

The enchantment scrolls aren't really meant to enchant the already powerful items.

The "how often you get talents" thing:

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 21, 2020, 03:27:42 pm
I know, its just that the hidden rooms are somewhat fun and not actively looking for them kind of feels like a waste of skill points, since you wont find most of them otherwise, but I guess that is a good point...  Maybe make the search radius larger when not in combat?

Yes, I found them, those are easy to find if you know they are there... Though I was barely able to scratch that baby-like being so I dont know what is in his room.

It might be that I was playing lone wolf melee-focused build and was forced to fight her in ranged due to her blinking, while I did have a clone with bow helping me it just wasnt enough to take down her massive regeneration I guess... I can imagine that if a shot were to force her to use die-hard and another shot in the same round did enough damage to kill her again she would die, but that was an impossible feat for my build who was focused on slow but very heavy hitting... And it was my first character so no other god to help me.

Right now Im trying a gnome using dual daggers where I take melee-skill for defense instead of dodge so I can fight enemies in melee range effectively, but those extra damage and critical talents make a big difference and having to take them for both melee and ranged just makes this build much weaker then just using a bow.

But overall its a pretty good game  :D

P.S. encountered a game freeze upon drinking from a well protected by a guardian while said guardian was charmed by me.
P.P.S. It is possible to summon celestials, take their weapon and then sell it at the shop, though if you can summon celestials money is probably meaningless.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 27, 2020, 02:45:35 pm
Found a solution for the "search for hidden areas" tedium problem.

Release 36   (27-Jun-2020)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 03, 2020, 06:18:18 pm
Release 37   (04-Jul-2020)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 13, 2020, 10:22:23 am
Release 38   (13-Jul-2020)

Most of the stuff in this release is implemented after feedback, so big thanks for it!
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 23, 2020, 11:19:46 pm
Release 39   (24-Jul-2020)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 21, 2020, 05:50:04 pm
(http://www.zorbus.net/tmp/splat.gif)

Release 40
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 26, 2020, 11:11:57 am
A new gameplay video showcasing some of the special areas, ambient sound and sound effects:

https://www.youtube.com/watch?v=E37BrD6Wz_0 (https://www.youtube.com/watch?v=E37BrD6Wz_0)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on August 26, 2020, 06:34:27 pm
That's really amazing !
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Deon on August 27, 2020, 04:24:37 am
I don't know how I didn't know about this before. I am dabbling in roguelike development because I love the concept, and it looks like this one has one of the best interface and immersion features. The floating text and clear indication of ranged enemies alone are such great features. I also didn't expect enemies to be animated (floating torso but still), amazing job. At first I wasn't a huge fan of the tileset, but it grew on me as I was watching the demonstration video.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 08, 2020, 06:36:42 pm
(http://www.zorbus.net/tmp/mushroom_soup.jpg)

Release 41   (09-Oct-2020)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 09, 2020, 12:48:40 pm
Great , i will have more characters dying in level 1 :D

Got a fun run so far with an elf.

While running away (good my elf seems to be fast to move) from a slow animal that turned hostile before i tried to go close and tame it, i met quickly Abhak that is one of the "hippofolk". Coming with a ranged and melee weapon he happily accepted to follow me in that attempt to survive the 1st level and  i was no less happy to finally have a chance to survive more.

Then in a room with a pentacle and a strange lever, i went the cautious way and pulled the lever :D , to my surprise instead of doing something that would have killed my character in a way or another, 2 summoned zombies joined my party.
Wow, after so many quick deaths, would this character be the one to break my losing streak ?

Then moving into an open room, a flash of light and 4 or 5 bandits appeared all over. "You've just been ambushed millord !" on of them told me.
Poor guys, they had no idea that this time my character was not a lonely easy target.

My trusted hippofolk killing machine told me , as optimistic as ever, "We're not gonna die here, Robpuk" (my character name there)
I was wearing my recently lighting-enchanted flail and charged to melee (got some nice piece of armour found from a few treasures rooms too so my elf was much less frail than usual) .

The 2 zombies rushed as slowly as they could, but it's the intent that count , right ?

During the fight, one of the young bandit screamed "Please, don't kill me mister !" but i'm not sure Abhak even know what that meant as he struck him down with his morningstar without even caring.

It's great to not be on the pointy sticks wrong end for once after a battle :D

Spoiler (click to show/hide)

Lots of fun with Zorbus.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 10, 2020, 12:53:27 pm
question :
I accidentally clicked on "Continue" before spending my all skills points. So i'm running around with unspent points that i want to spend.
Can't find any ways to go back to the point allocation menu.
How can i proceed ?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 10, 2020, 01:20:56 pm
I accidentally clicked on "Continue" before spending my all skills points. So i'm running around with unspent points that i want to spend.
Can't find any ways to go back to the point allocation menu.
How can i proceed ?
You can do that only in next level up, but the points are stored. I some cases you may actually want to save skill / talent points for later level up (some talents are only available after certain experience level).

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 10, 2020, 01:31:23 pm
Ah thanks, good that at least the points aren't lost.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 11, 2020, 09:58:07 am
I get occasional error messages when it can't initialize the sound, so the game doesn't work right.

Other than that, played 23 minutes, 9 deaths. A few have been bad starts (I killed 4 enemies, tried to escape, was killed by 4 more in the starting room. Or came down the stairs right next to the boss room). I like that all 4 stats are important to any character.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 11, 2020, 10:37:25 am
Some things i learned :

- it's a very good idea to remove your lantern as you don't want to paint such a giant target on yourself when moving in dungeon (plenty of enemies have companions and if all of them see you, you're in huge trouble), even if you don't have infravision (important to note that some enemies have it) you can always light up some lantern, torch or lots of various fire place in the rooms if you really need, stealth is a must do to increase your chance of surviving long enough.

- some enemies are way too strong for you to even try to fight them (by example you may run as early as floor 4 into 2 uniques "sinister young women" that are always together, don't even think of fighting them : they're incredibly resilient and will destroy your health and your allies healt in no time, they have amazing equipment on themselves and from my tests they even have a few healing potions to get back to full health , making your effort completely wasted) before getting several more levels and -really- good equipment, don't try to fight those overpowered enemies unless you have a -lot- of allies and summons.

- allies, don't play a loner, you always want allies, always ! more firepower is an absolute must in Zorbus considering how resilient (potions and various health restoration i saw enemies having) enemies can be. And in case you're in impossible situation they can be the meat shield you need in order to escape to safety.

- same as nearly all the roguelikes : never ever forget to run away far to heal, some things can halve your health in seconds (poison by example) regardless of your protections (perfect way to lose a character), use dark places to cut the view between your enemies and you, then move to other room far enough so the enemy give up pursuit, hide and rest/heal , don't try to still fight when you have less health than your enemy, your character is nearly always going to die. Rest at every opportunity if you're not in full health, you can never be sure you're not going to run into something that can 2 shot kill you soon.

- unless you enabled "Never Flee" in the options, enemies (and ally) of any kind will want to run away when they're severely hurt, you will need a ranged weapon in addition to your melee ones. It's a must, you can use ranged weapon to attract attention too , it's super important in some location in which there's only 1 entrance (all the rooms that feature a wizard and his golems seems to be a 1 door only, making them death trap as the wizard will always poison cloud/fire wall you to half-death in just a couple of second if you try to go only melee in plain light)

- don't try to open a chest or touch anything if you don't have full heath, rest before doing so, traps , mimics, animated furnitures can be deadly if you're already hurt.

- every time you see a good armor or a good weapon, take them even if you have much better on yourself, the reason is that each floor has a teleporter (the red ones) to the trading plane that contain some permanent chest, put the excess of item there (shops never buy anything that isn't a potion or at least a +3 item) so next time you get an ally (that is not an animal), you can move back to the trading plane and give them better equipment than they have.
Overall you want your ally to be strong to not die fast, precious meat shield.
But carrying too much weight put a burden on your skill, so leave things up to when you have cleared enough safe path between items and the teleporter so you don't run into an enemy with too much weight on you.

- a life saving tactic : with a ranged weapon shoot, move back until there's 1 or more square of distance , shoot, move back again until at least 1 square of distance and shoot. Best done in the dark so it works even better with creature without infra vision (though i guess it's harder to do if you can't see in the dark yourself) It takes a lot of arrows with those pea shooters that ranged weapon can be but with many of the "it will kill you 80% of the time in melee" monsters, it can seriously help.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 11, 2020, 11:10:56 am
Yeah, I got better about removing my lantern after 2-3 plays.

I've only been poisoned twice, and it killed me once. Because drinking the antidote took too much time, and the poison ticked first.

Good advice on the furniture. My best character got taken out by a mutant on the second level.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 11, 2020, 11:31:06 am
Yes, being in full health is of extreme importance in Zorbus.
And because in that game there's (thanks the dev for that) none of those annoying timed or food clock forcing you to do anything, you always want to be full health to avoid a lethal surprise (ambush can happen, and depending what is ambushing you it can be close to a game over).

Additionally, each floor up the difficulty, so in Zorbus there's no fight that will make you think "oh it's just another variant of rat ... boring i'll just kill it" like in some other roguelike.

Probably why it's so easy to lose characters in floor 1 as you're so underequiped, outnumbered and outpowered by nearly everything when you start :)

Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 11, 2020, 11:44:02 am
I get occasional error messages when it can't initialize the sound, so the game doesn't work right.

Other than that, played 23 minutes, 9 deaths. A few have been bad starts (I killed 4 enemies, tried to escape, was killed by 4 more in the starting room. Or came down the stairs right next to the boss room). I like that all 4 stats are important to any character.

I compiled a new executable (replace the old one with this) that displays an error code when audio init fails:
http://www.zorbus.net/tmp/zorbus_42b.zip

Also, you could try to reinitialize audio from the settings by unchecking / checking the "Sound effects" option. Tip: When in the settings menu you can filter settings items by writing a keyword so if you write "audio" then "Sound effects" is the first setting.

The dungeon generator tries to place the first starting room and rooms after descending to a new level to safe areas, but that's not always possible.

The game is still considered to be too easy by many players... I don't know if these players have tried the latest versions.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 12, 2020, 06:15:14 am
I wouldn't be sure "too easy" is something i would say about Zorbus, at least that latest version i'm playing.
I don't remember playing any other roguelike in which clearing the very 1st floor is already challenge :D

In a sense it's actually good that even the 1st floor is a challenge, it makes replaying actually fun in comparison to a lot of other roguelikes in which a character can clear the 3 or 4 first level of a dungeon without really trying, leading to annoying type of gameplay "i wish i would start in floor 5 with the XP from floor 1-4 already given because up to then it's so uneventfull boring".

Something that can't be said from Zorbus in which the challenge is already there and interesting to overcome.

edit
anyways , after beating down a kuo tua big group (took time to get them all with running away to heal and ranged attack very often) found some nice weapon when looting their dead leader , though unfortunately 2 handed forcing me to give up my +3 tower shield
Spoiler (click to show/hide)

Oh and it's a talking weapon, it does not seem to like me much
Spoiler (click to show/hide)

Additional things i learned

Once you have cleared a level, you can turn on your lantern again (press F1 to turn it on/off ) then press E to autoexplore what's not yet explored.
The interest is that if you have visited already the whole level, E will bring you to hidden doors (why you need to have the lantern turned on, i found that even my infravision elf can't find them if not using a lantern) depending on your Search skill of course.
take in mind that hidden room may have monsters stronger than the one that were found in that floor.

Explore this way completely a level and all the hidden room you can find, reason is that your will gain lot of XP for a fully explored floor (more with the depth of each floors) , and as usual you want all the XP you can to gain level for you and your allies.
(note XP is shared with allies unless you have a special skill for everyone to get 100% of the XP)

You can remove safely an ally in the trading plane, he will be there when you come back.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 13, 2020, 07:53:48 am
I finally managed to kill the kobold chieftan. It didn't hurt that one of the sorcerers, a jermalaine, and a gnoll wandered out into the hall one at a time to die before the big fight. I also took out 3 kobolds on the way in.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 13, 2020, 12:19:17 pm
Noticed what is very likely a bug a few times : when i poison an enemy and he start to flee, if at the instant the enemy died (from the poison) he is NOT in my view, i get no XP from the kill.

Even if he dies only a few tiles away (by example a stealthy drow in the dark died at only 3 tiles from me but at the very instant he died he was hidden or a monster that clsoed a door and went so out of my sight just before dying) there's no XP delivered (at least there's no mention of any XP in the logs).

Very annoying when it happens with an enemy that is strong (and so worth lots of XP).

edit
On floor 9 while sneaking in the dark i ran into an interesting pile of loot on the floor.
Spoiler (click to show/hide)
ok, i guess i'll come back when i will have 10 more levels :D
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 13, 2020, 11:43:44 pm
Noticed what is very likely a bug a few times : when i poison an enemy and he start to flee, if at the instant the enemy died (from the poison) he is NOT in my view, i get no XP from the kill.

You were right, that's a bug. I'll fix it in next update. Thanks!
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 14, 2020, 06:57:43 am
I wouldn't be sure "too easy" is something i would say about Zorbus, at least that latest version i'm playing.
I don't remember playing any other roguelike in which clearing the very 1st floor is already challenge :D
I mean... appropos to the topic thread, one roguelike I've played that could and did cheerfully murder you on the first floor (especially if you didn't go with one of the stronger starting classes/builds, ala summon heavy caster), was Incursion, an older D&D inspired RL :P

It got a lot easier as you figured out some things (nighthunters are busted strong mounts, tossing summons into rooms you haven't entered yet saves lots of lives, wands can be ridiculous, etc.), but even for me, someone who had won the existent game with every race, class, and god, still had to pay pretty close attention to floor one with certain race/class combos, heh.

They say ToME 4 has that level of difficulty on insane/madness, too, for what it's worth. Just not the sort of challenge I'm even remotely interested in, personally, heh.

e: Though yeah, fired up zorbus again to look at it, first run rapidly died a dog's death as apparently more or less the entire first floor promptly aggro'd to me, heh. Second run, however, immediately -- as in literally the first mobile thing I encountered -- met and recruited a giff. Me and spelljammer buddy promptly steamrolled the entire first floor, drove my enemies before me, and heard no lamentations because everything hostile was dead.

Also I got three skelefriends part way through, which was nice? Remarkably wild swing in results, in any case, heh.

e: Though floor two, well, floor two I got real lazy and died.

Now, run three. Run three has started with the classic double phant gambit, plus an elf archer, so I got 80 hp of meat shield flesh crushers and a ranged death machine that apparently has all the search, so. Progression so far had been *squish* -> spelljammer interrupt -> dumbo demolition derby. It's been pretty silly :P
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 14, 2020, 12:08:25 pm
Yeah, in Zorbus finding early good items and an ally makes a gigantic different in clearing a few floors or dying on the 1st one .

It's very interesting that the allies level up with you and can then gain new abilities and skills, as it gives an incentive in trying to keep them alive by sharing potions, good loots etc...

Even better if you have a high spirit base skill (as it's what dictate how much allies you can recruit at a same time), but surviving until you find an ally is harder if you have spent most point on spirit instead of body and motion.

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 14, 2020, 12:18:28 pm
Yeah, this critter has been a centaur with even split between spirit and mind -- my sorta' screwup was taking summon animal over natural leader (i.e. I'm out half my XP gain for the rest of ever, which definitely sucks pretty hard), but the flip side to that is I started with summon animal, so, y'know. Even if I hadn't found the loltastic elephant death duo and their friendly neighborhood long eared porcupine maker, I would have been fine.

Plus now that I'm on floor two, the initial room involved like fifteen varied kobolds and wandering eventually!hostile animals and it basically hasn't mattered because I'm one elf archer, two elephants, and a never-ending supply of apparently dogs at the moment and there's fiften-ish new corpses in the first room of floor two and centaurcritter is presumably just laughing and laughing and laughing :V

e: wait, was the kobold tribe leader supposed to be some kind of boss? Its loot suggests it but the poor thing kinda' got chumped. Surrounded by elephants and ds, filled full of infinite elf arrows. I just sort of sat and watched it die.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 14, 2020, 12:29:19 pm
Toying with an aasimar (for the native "natural leader" skill) in which i invested a bunch in spirit and took "animal friend". Basically a character set to command more than fight.

And indeed he's such a squishy weakling that i nearly died only after moving into a few rooms when 2 orcs targetted me, i ran directly to the stairs and after losing them (it's nice that close enemies can also follow) in the dark in the 2nd floor i ran into a panther that had killed an enemy, and i tamed immediately.

Going back to the 2 orcs that weren't too far, the panther murdered them in no time, tamed a dog that was there too (you can't ally or tame anything if an hostile is still in view by the way) .

Moved back to floor 1 (as my weak character is probably going to die from anyone sneezing in floor 2) i recruited a bit more
Spoiler (click to show/hide)

It's so fun to turn the tides on the enemy troops "oh you outnumbered me before, now let's see how you react when my army of murder machines rush at you" :D
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 14, 2020, 01:22:49 pm
Is there a way to transfer part of a pile of something? I'd like to give away some of my healing potions, but not all of them.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 14, 2020, 01:25:12 pm
Is there a way to transfer part of a pile of something? I'd like to give away some of my healing potions, but not all of them.

Sure. Movement keys left / right to adjust the amount of the current item. CTRL pressed to adjust the amount by 10, ALT pressed to adjust the amount by 50.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 14, 2020, 01:51:27 pm
Thank you for the quick reply.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 14, 2020, 07:03:29 pm
I'm definitely getting the feel a heavy spirit animal friend start basically boils down to "die and restart until the first thing you encounter is an elephant, then easily murder the first level and see how things go from there." Probably you die to the first rat you meet, but maybe you meet the phant and the phant promptly eats the face of everything else on the level. The feast or famine is pretty intense. Everything kills you and you probably can't even run away, so if you find anything hostile, you either die or lose a blink potion (and probably still die). But if you find something friendly you're off to the races.

... incidentally, ran into a bug I didn't think to screenshot 'cause the game was throwing unending runtime errors at me, but my most amazing start to date ran into 4(!) elephants on the first floor, more or less sequentially and without encountering a single hostile in the process. Unfortunately, on trying to tame elephant #4, the game freaked out and exploded in runtime errors. Can't find an error log or anything around, so... all I got is the hearsay, heh.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 14, 2020, 09:26:50 pm
... incidentally, ran into a bug I didn't think to screenshot 'cause the game was throwing unending runtime errors at me, but my most amazing start to date ran into 4(!) elephants on the first floor, more or less sequentially and without encountering a single hostile in the process. Unfortunately, on trying to tame elephant #4, the game freaked out and exploded in runtime errors. Can't find an error log or anything around, so... all I got is the hearsay, heh.

All of my errors were related to sound. If you start it up again, do they (periodically) show up again?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 15, 2020, 01:16:50 am
... incidentally, ran into a bug I didn't think to screenshot 'cause the game was throwing unending runtime errors at me, but my most amazing start to date ran into 4(!) elephants on the first floor, more or less sequentially and without encountering a single hostile in the process. Unfortunately, on trying to tame elephant #4, the game freaked out and exploded in runtime errors. Can't find an error log or anything around, so... all I got is the hearsay, heh.

This sounds bad. Can you tell me anything more about it? What OS, did you use keyboard and/or mouse, did you see if the tame attempt was successful or not? There might a crash-save in the Crash-folder. I checked the code and tried to reproduce something like that but no luck so far.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 15, 2020, 07:02:51 am
Win 10, mouse/keyboard active, don't recall if the tame attempt succeeded but I think it did? The errors were doing the stacking thing where they collate diagonally and kept going until I closed them out fast enoug to hit escape, which... iirc brought me back to the main menu (but could have been the game over screen -- hard to remember exactly at this point, heh.). Sound was turned off in the game settings. I'll check for a crash folder this afternoon... don't really have time to kick the laptop on this morning. Where's it supposed to be, anyway?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 15, 2020, 07:32:10 am
The Crash-folder is under the game folder, created when first crash-save is made.


Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 15, 2020, 06:56:28 pm
Ah, unfortunate then. Game didn't outright crash, and there's no crash folder :-\

Guess I'll just keep an eye out, see if it happens again. Bout the only setup I can give for reproduction is the character was an aesimir, stats split even between spirit and mind, starting talent team spirit or whatever that XP boost one is. Skills I think were magic primary with search secondary if there were any points left over. Probably the... fifth or sixth sequential restart? Maybe more, there were a lot of dead celestials involved in reaching the point of quadraphant :P

E: Fiddling with the reroll on character creation has made me intensely miss the autoroll function some roguelikes implemented, just an fyi. It was bad enough when I just thought it capped out at 46, but then seeing a fifty pop up? It hurts, somewhere deep in the min-max-y part of my heart. Autoroll would make the pain go away :'(cause

e2: immediate edit, but incidentally I think Incursion might actually have the best mixed reroll/point buy character creation system I think I've ever seen in a roguelike. Just throwing that one out there :P
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 16, 2020, 11:28:52 pm
Release 42   (17-Oct-2020)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: lemon10 on October 17, 2020, 02:54:41 am
Ugh. It prompted me to update so I did. Guess I should have read the changelog better because SUPRISE!, updating just flat out deletes your save files.

It should *really* say that in the screen where it prompts you to update instead of just in the patch notes.

Whelp, there goes my level 14 gnome wizard, think that's all the Zorbus for me for a while.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 17, 2020, 03:39:35 am
Been trying the leader archetype and got some good luck as i found early the portal to the trading plane, there was an elf wizard there that i recruited immediately, she did a fantastic job in keeping me alive against all odds (we retreated back toa lot to heal and have her mana refill).

Recruited a druid (summons rules) and a lizardman in further visit to the trading plane to store all the extra loot.
We cleared the 1st level and got to level 2 thanks to the archetype shared XP skill that does not lower XP when using allies.
So far this character seems to be a potential long term survivor.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 17, 2020, 07:15:57 am
Ugh. It prompted me to update so I did. Guess I should have read the changelog better because SUPRISE!, updating just flat out deletes your save files.

It should *really* say that in the screen where it prompts you to update instead of just in the patch notes.

Whelp, there goes my level 14 gnome wizard, think that's all the Zorbus for me for a while.

You didn't get this red text then?

(http://www.zorbus.net/tmp/update_warning.png)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Frumple on October 17, 2020, 07:22:22 am
Uh. I look at that and think, make that warning bigger, heh. And brighter. Maybe have a second confirmation prompt restating it, etc. Warnings generally shouldn't be in smaller font than the confirmation options. You also generally want them above, rather than below, the prompt options.

E: More like this, if the link works:
Spoiler (click to show/hide)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 17, 2020, 08:03:02 am
Yes, maybe the warning in bigger font could do the trick as it's easy to not pay attention to small text.

If there's something i really love in Zorbus it's that it features a party system , it works wonderfully and is really adding to the fun.
How often in some roguelike i was thinking how it could be good to have a party instead of just a solo adventurer.

My Aasimar leader archetype seems to really have luck, got some nice party members (3 magic users amongst them, if i can keep them alive they should become killing machines) and recently got 3 skeletons warrior joining the fun from an undead summoning room.

Spoiler (click to show/hide)

So much fun :)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: lemon10 on October 17, 2020, 12:08:37 pm
Ugh. It prompted me to update so I did. Guess I should have read the changelog better because SUPRISE!, updating just flat out deletes your save files.

It should *really* say that in the screen where it prompts you to update instead of just in the patch notes.

Whelp, there goes my level 14 gnome wizard, think that's all the Zorbus for me for a while.

You didn't get this red text then?
I did not. This is what I got.
Spoiler (click to show/hide)
If I had gotten that warning though it would have been sufficient, although it should still either A) Check if there is a save file and give you a second warning or B) Just move your save files to another subfolder (old saves) instead of deleting them
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on October 17, 2020, 03:18:31 pm
Yes, maybe the warning in bigger font could do the trick as it's easy to not pay attention to small text.

If there's something i really love in Zorbus it's that it features a party system , it works wonderfully and is really adding to the fun.
How often in some roguelike i was thinking how it could be good to have a party instead of just a solo adventurer.

My Aasimar leader archetype seems to really have luck, got some nice party members (3 magic users amongst them, if i can keep them alive they should become killing machines) and recently got 3 skeletons warrior joining the fun from an undead summoning room.

Spoiler (click to show/hide)

So much fun :)

Undead and golems are immune to poison clouds, so you can use one to block the enemy fighters from getting to you even though your team can get to them. It's good to learn the enemy's tricks from them (stupid golem+mage combinations).
Title: Re: Zorbus (D&D inspired roguelike)
Post by: lemon10 on October 19, 2020, 09:54:35 pm
Yes, maybe the warning in bigger font could do the trick as it's easy to not pay attention to small text.

If there's something i really love in Zorbus it's that it features a party system , it works wonderfully and is really adding to the fun.
How often in some roguelike i was thinking how it could be good to have a party instead of just a solo adventurer.

My Aasimar leader archetype seems to really have luck, got some nice party members (3 magic users amongst them, if i can keep them alive they should become killing machines) and recently got 3 skeletons warrior joining the fun from an undead summoning room.

Spoiler (click to show/hide)

So much fun :)

Undead and golems are immune to poison clouds, so you can use one to block the enemy fighters from getting to you even though your team can get to them. It's good to learn the enemy's tricks from them (stupid golem+mage combinations).
Poison clouds are super useful early-midgame.
Mostly they are powerful for mage killing since early on its enough to deal 50% damage on its own. In addition it makes them move out of it (which stops them from trying to cast any spells at all at you and gives your tanks time to get in front of you) AND it has a significant chance of killing them when they blink out so you don't have to go hunt them down and fight them again.
Its also amusing to use a bunch to fill a room entirely with poison, slowly backing your enemies into the far corner then filling that once they get there, forcing them to do a mad dash towards you, which as they have been poisoned for like 10 solid rounds doesn't work out very well.

Later on of course the damage component is super lacking, but even then the fact that it allows you to manipulate positioning can still be significant.

I also discovered a bug.
https://imgur.com/a/0cVvdaz
It looks like when a multi-tile creature is only partially illuminated the non-illuminated part steals some of the part you can see, and a portion of the monster flickers back and forth between tiles. When you can see all of their tiles there isn't an issue.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 20, 2020, 04:00:39 am
Poison clouds are super useful early-midgame.
Mostly they are powerful for mage killing since early on its enough to deal 50% damage on its own. In addition it makes them move out of it (which stops them from trying to cast any spells at all at you and gives your tanks time to get in front of you) AND it has a significant chance of killing them when they blink out so you don't have to go hunt them down and fight them again.
Its also amusing to use a bunch to fill a room entirely with poison, slowly backing your enemies into the far corner then filling that once they get there, forcing them to do a mad dash towards you, which as they have been poisoned for like 10 solid rounds doesn't work out very well.

Later on of course the damage component is super lacking, but even then the fact that it allows you to manipulate positioning can still be significant.
Poison clouds are also murder against you if you're playing with a loner type of character (low spirit so you can't afford to recruit more than 1 ally), as everytimg you meet an enemy mage, it's basically guaranteed that your character will lose half of his health in no time (due to poison) as you always walk ahead of your ally + the enemy mages aren't shy to bombard your guy after with various ray if you didn't run the hell away after that :D

But when like in my current aasimar leader character you have multiple mages in your party, it's very different and oh so fun to turn the tables on enemy groups like that :D


Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 25, 2020, 10:27:44 am
Having more party members in Zorbus can really make a huge world of difference.

I think that's probably why i found Zorbus insanely hard previously, because i was playing with low spirit characters, that could then recruit only 1 party member at max (as unmodded spirit is what set the max amount of recruits in your party) , and most of the time with said party member dying i often had to play a solo character until i ran into a new potential recruit.

And solo characters are very often running into unwinnable situations as it's rare to not run into multiple ranged enemies (and worst running into magic users as their offensive spells hit much harder than bow/slings and can summon more uglies while crippling your character in webs/slime/poison) or enemies much stronger than your character in melee (that you can workaround somehow by using those small damaging ranged attacks from bows/slings and dark area to run into range again).

Having more party members even the odds and turn impossible situation into winnable ones without forcing you to run away so much to ambush enemies in smaller groups, it's also more fun as you can actually run into large scales fights with lots of magics, arrows, bullets and weapon slashing between your troops and theirs.

My aasimar leader archetype is still very much alive, sadly lost a lot of previous party members (one of the magic user that i customised with equipment was a killing machine, sadly lost it in a very difficult battle as blinking away didn't saved her as she landed into more monsters)  that i had to replace with new encounters.

At some point i equipped most of the +search items i could and found the secret door in the trading plane (i had also killed every non-recruitable npc there so i could visit everything and get everything from the shops for free) There was a couple difficult enemies in the new area but the worst was a Nightwalker , i had met one previously in the dungeon but maybe this one was powered up at that point but it was extremely resilient and was hitting very hard (good i had that nice health surge ability) .
It was surprising because it took a lot more difficulty to take that thing out than the named enemies that were in that area.

Post battle was rather disapointing as i found nothing better in the loots and coffers than i and all my party members had before (probably bad luck). Oh at least there was the lot XP that was worth it i guess.

My current team managed to take out my first ancient dragon.
Spoiler (click to show/hide)
A bit before my team reached level 20 (the XP sharing special skill is really good so i could advance relatively quickly in levels despite my army), and after checking all the items that ancient dragon was guarding, it was all crap with at most +1 only modifiers, looks like the good luck in surviving is eating all my luck in finding actual better items :D

Still tons of fun to play "army general" with an aasimar leader archetype, much more fun than every character i tried previously.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on October 25, 2020, 01:27:28 pm
I may have used the forbidden spell described in the book strangely named "Book" (is it normal or a bug as all the other books have their own names ?) a few times as i was having too much fun with my character ...
 ... but a win is a win :D

big spoiler then :
Spoiler (click to show/hide)

Will have to get a legit victory one day now i +/- know what to expect from each type of monsters in the game.
Definitively one of my favorite roguelike.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on November 26, 2020, 02:51:29 pm
I found a magic lamp in the store. It only sells for 210, so I'm guessing it's not so good as I hope. Also, it says it summons a Djinni I can trade with.

Edit: Anyone got advice for a melee character? Builds? Good weapons?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on November 27, 2020, 10:45:58 am
(http://www.zorbus.net/graphics/tournament.jpg)

A tournament with Amazon eGift Card prizes is active from Friday 27-Nov-2020 to Thursday 31-Dec-2020.

For the rules and leaderboard check http://tournament.zorbus.net (http://tournament.zorbus.net).


Release 43   (27-Nov-2020)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on December 05, 2020, 02:58:41 pm
Release 44   (05-Dec-2020)

A tournament with Amazon eGift Card prizes is still running until the end of December.
For the rules and leaderboard check http://tournament.zorbus.net (http://tournament.zorbus.net).
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Iduno on December 05, 2020, 10:03:03 pm
I am curious to see what the winners played as. I'm guessing very few trolls, or other races that take a hit to mind and also skills/talents.

14 mind seems to be the base to get "enough" skills on any build I've tried, with 8-10 being enough for any other stat.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on December 06, 2020, 05:37:19 am
From what i see on the leaderboard of the tourney, the 2 current winners played centaur and saurial.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on December 09, 2020, 10:08:06 pm
(http://www.zorbus.net/graphics/zorbuspunk.jpg)

After all this waiting, it's out! It's finally out! Yeah, probably the worst day ever to release a game update...

Release 45   (10-Dec-2020)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on December 18, 2020, 02:11:13 pm
Release 46   (18-Dec-2020)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on May 21, 2021, 06:17:06 am
Release video:
https://youtu.be/jEyJ-p9Hbug (https://youtu.be/jEyJ-p9Hbug)


Release 47   (21-May-2021)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Jiharo on May 30, 2021, 05:22:11 am
Wow, that's fun.

One thing I couldn't figure about - is Search the only skill affected by poor lighting? It intuitively feels like melee and ranged attacks would miss more in the darkness but I guess lighting is more about ranges of sight?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on May 30, 2021, 09:42:03 am
One thing I couldn't figure about - is Search the only skill affected by poor lighting? It intuitively feels like melee and ranged attacks would miss more in the darkness but I guess lighting is more about ranges of sight?
Search and Stealth, in that way that you can only hide in full darkness. I thought about about lighting affecting combat skills, but decided against it, but that may change...

Release 48   (29-May-2021)
http://www.zorbus.net (http://www.zorbus.net)

Title: Re: Zorbus (D&D inspired roguelike)
Post by: ( Tchey ) on June 03, 2021, 01:20:15 pm
Hi,

That’s a really nice roguelike, easy to get into and with enough depth to try more.

Also, the current Windows version runs fine via WINE on Linux PC.
If you could do a native Linux version it would be neat.

I don’t know much about technical stuff, but i can still try to run on my system (Linux Manjaro) and report whatever i can report.

from https://zorbus.itch.io/zorbus

Quote
Hi,

couldn't reproduce the 64 tile problem on Windows. Does it happen immediately after starting a game, or after a while? Have you tried if the 32 / 48 tiles have similar problem? I wonder if this is a Wine thing.

I'm looking into native Linux / Mac builds. Do you know if it's possible to share just executables on Linux, or does it always need to be compiled on the target PC? Do executables on different Linux distributions differ?

Joonas
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 05, 2021, 01:28:17 am
I don’t know much about technical stuff, but i can still try to run on my system (Linux Manjaro) and report whatever i can report.
Thanks, I'll keep this in mind.

Release 49   (05-Jun-2021)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 09, 2021, 03:20:41 pm
Just found about this game, huge fan. It's basically what DCSS should have turned into, if it had taken the path of flavor instead of the path to a soulless streamlined esport.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Hamsmagoo on June 10, 2021, 07:48:46 pm
Zorbus!
Seeing this thread just reminded me about this game and that I've been meaning to re-install it. I think it's one of the better of the more recent roguelikes because it's surprisingly innovative without abandoning the formula.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 11, 2021, 12:05:54 pm
I must say, with the inability of going to the safety of previous level, and nerf to lone wolf the game got a lot harder. Currently I am having trouble surviving the second level  :D

P.S. finally made it into floor 3. Turns out turning off your lantern and sneaking around is super important now, I like this  :D But it is a bit too RNG now, on one of the runs I entered 2nd floor in a room with single door, and right behind the door were 2 dangerous enemies, and while I could just so-so kill them, the sound attracted some goblins that finished me off. I dont think there was much I could have done in that run, except maybe purchasing some potions on floor 1 with all my gold and use them all in that fight and hope they would be enough... Before I would have retreated to floor 1 and entered 2nd floor using different stairs.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 13, 2021, 12:46:53 pm
Been steamrolling the levels 6 to 10 with my Spirit-boosted leader and his 7 fully geared companions, toggled the lever to the Zorbus portal and got slaughtered in 5 turns by an ancient dragon and an archlich. Couldn't blink my way out of this one. "Don't get cocky kid, death is around the corner" has never felt more real.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 13, 2021, 03:29:46 pm
Yeah, in the previous versions, and I guess n this one as well, the difficulty is kind of at the beginning, and then at the very end. The mid point is quite easy in comparison. The ancient dragons are a huge power spike, and the gods... well, the ancient dragons are just pests compared to them. In my first run where I reached Zorbus I had a lone wolf half-troll who smashed everything with his trusty hammer, but then I challenged an archer goddes who had infinite blink, and her dps was just slightly higher then my health regen (or was it that she could not kill me until I literarilly gave up so she could kill me ::)). It took forever, but eventually she killed me as while I did have a very good sling I was not able to outdamage her healing with it, especially when she kept blinking forcing me to keep getting in range :D And catching her in melee was just a dream. Anchoring should prove useful if I reach Zorbus ever again.

Btw, is it normal not to get hobgoblin key on the floor with several chests locked with hobgoblin key? I do have the hobgoblin throneroom, but I cannot find the king nor the key anywhere, I already have lvl fully explored, and I tried running in vicinity of the throneroom a bit to possibly find the king, but no avail. Also no key in loot... Or did something kill him, and I just have bad luck finding his corpse?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 14, 2021, 01:15:36 am
Getting the hang of it. Next run was a gnome with 18 Mind so that he gains a talent at every level including the first one, which means I got to start with Blink and a blast spell. I sacrificed Spirit to keep Body and Motion at a decent level and despite my later attempts to raise Spirit (for Stamina increases and controlling summons) I could never recruit more than one companion at a time, and they tended to die a lot. Still, having a permanent meatshield that you can equip and that acts a bit more intelligently than an animal changes a lot of the combat dynamics.

This time I was prepared to the Zorbus portal nastiness - used every figurine and horn for summons beforehand, chugged potions of resistance, switched the lever and proceeded to spam Holy Burst, burning through potions of endurance. I lost an adamantium golem but despite that it was over surprisingly quickly. I then decided to call it at that and ascended to demigodhood.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 14, 2021, 06:11:03 am
Btw, is it normal not to get hobgoblin key on the floor with several chests locked with hobgoblin key? I do have the hobgoblin throneroom, but I cannot find the king nor the key anywhere, I already have lvl fully explored, and I tried running in vicinity of the throneroom a bit to possibly find the king, but no avail. Also no key in loot... Or did something kill him, and I just have bad luck finding his corpse?
Normal, keys that are not necessary for completing the game are not always generated. There's a chance that a key is randomly put somewhere on the dungeon level, and if the level is a "throneroom level", then there's an extra chance for it to be created there. Most keys are generated on the floor, and the nearest creature usually then picks it up, not always a boss monster.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 14, 2021, 08:23:15 am
Btw, is it normal not to get hobgoblin key on the floor with several chests locked with hobgoblin key? I do have the hobgoblin throneroom, but I cannot find the king nor the key anywhere, I already have lvl fully explored, and I tried running in vicinity of the throneroom a bit to possibly find the king, but no avail. Also no key in loot... Or did something kill him, and I just have bad luck finding his corpse?
Normal, keys that are not necessary for completing the game are not always generated. There's a chance that a key is randomly put somewhere on the dungeon level, and if the level is a "throneroom level", then there's an extra chance for it to be created there. Most keys are generated on the floor, and the nearest creature usually then picks it up, not always a boss monster.

Ok, was just wondering, cause 3 of those locked chests I could not force open even with 19 body...

I once had quite success with a mage focused on summoning and large party. I think I had 6 followers + got some golems, dragons and some other enemy from orbs. I would always summon an army of celestials, and watch the carnage. Celestials are quite strong. I had him ascend to demigodhood, and on the next run I had an army ready in Zorbus. I just had to be careful around the last level to not have my followers killed as I wanted them to make it to zorbus.


P.S. I found two bugs, but not sure how to replicate them at this point. The first one was after I got poisoned from poison cloud the poison did not go away until I got poisoned again. Not sure if I was taking dmg, as I had good poison res (I had to hold down 5 to regen instead of S, so it was few hundred turns). The second bug I encountered two or three times so far. After fully exploring the level, opening floor map with P I would have unlooted container written on the left, but C did not do anything (it worked on at least one another floor). I am not sure if there actually were some unopen/unlooted containers, but it said so.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 15, 2021, 11:10:34 am
Now trying my luck with a Gnome with maxed out Spirit and Mind. I feel it should possible but my god he does die to literally everything. Like, he steamrolls the early levels with packs of bears and NPC backup until he's on the wrong side of a hidden archer or takes too long to summon stuff and it's instadeath in one hit. The plan is to max out Body II and Motion II to be a bit less squishy - that's only 4 talents out of the 16ish or so you spend over the course of a game, still better than having Mind less than 18 and only half as many talents.

Edit: he's now through level 7 and beyond so it's pretty much only a matter of not doing anything stupid and he'll be set for ascension. Don't know what kind of victory I'll aim at if I do make it to the Zorbus, maybe regular god.

This is hands down the best roguelike I've ever played and it's not even close. The only criticism I have is that it lacks a bit of content (e.g. no extra branches or planes beyond the Zorbus and Carillo, unique bosses are always the same, etc.) but that's only to be expected given how young the game is. I think drawing inspiration from all the stuff DCSS cut over the years could be helpful there, and maybe open-sourcing part of the dungeon generating engine so people can submit their layouts or something (maybe expose an API or spec?)

I also did a bit a savescumming to check what happens if you just beat the crap out of the Carillo bouncer and his golems, which is relatively trivial with a high-level party, and the answer is...not much? Traders all turn hostile, and travelers as well, but ex-adventurers stay neutral and non-recruited NPCs side with you. There's a secret, searchable vault in the tomb raider guild with a huge spoiler at the end of the vault but nothing much beyond that. Even the visible forbidden doors and chests don't contain much beyond regular loot. Amusingly you can loot some gold off of those but since you've taken over Carillo there isn't anything to spend it on anymore.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 16, 2021, 04:27:11 am
There are even some secrets in Zorbus... But they are somewhat more powerful then overgod himself, so I never managed to beat it  :o

P.S. regarding the unlooted containers autopilot bug, when I quit the game and continued the save it was working, so there were indeed unlooted containers.

P.P.S. Is it just me or does die hard heal for less than health surge?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 16, 2021, 02:06:14 pm
Thanks for these!

P.S. I found two bugs, but not sure how to replicate them at this point. The first one was after I got poisoned from poison cloud the poison did not go away until I got poisoned again. Not sure if I was taking dmg, as I had good poison res (I had to hold down 5 to regen instead of S, so it was few hundred turns).

Couldn't reproduce this yet. Seems like the poisoned-state wasn't removed after the duration until a new poisoned-state replaced it.

The second bug I encountered two or three times so far. After fully exploring the level, opening floor map with P I would have unlooted container written on the left, but C did not do anything (it worked on at least one another floor). I am not sure if there actually were some unopen/unlooted containers, but it said so.

P.S. regarding the unlooted containers autopilot bug, when I quit the game and continued the save it was working, so there were indeed unlooted containers.

I might have introduced this bug somewhere around release 47 -49.

P.P.S. Is it just me or does die hard heal for less than health surge?

Changed Healt Surge calculation method a bit in release 47, but forgot to update Die Hard. Have to check this as well.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 16, 2021, 02:36:48 pm
The only criticism I have is that it lacks a bit of content (e.g. no extra branches or planes beyond the Zorbus and Carillo, unique bosses are always the same, etc.) but that's only to be expected given how young the game is. I think drawing inspiration from all the stuff DCSS cut over the years could be helpful there, and maybe open-sourcing part of the dungeon generating engine so people can submit their layouts or something (maybe expose an API or spec?)

Yeah, it needs more content, more uniques, etc. Some players have requested dungeon branches or at least 1-level demiplanes. Some ideas for these were: a githyanki homeplane, the nine hells, the abyss, or 1-level visits to known D&D worlds.

It's just that I've been in a creative rut for a long time. Writing even a single line of dialogue or lore seems difficult. It's also very easy to lose motivation since there really aren't that many players for new, traditional roguelikes. The genre is so niche, and from the already small player base many have already found their favourite game mostly from the big classics.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Hamsmagoo on June 16, 2021, 05:30:52 pm
The genre is so niche, and from the already small player base many have already found their favourite game mostly from the big classics.
Doesn't mean we aren't looking for something new now and then. I first discovered this game on roguebasin. I'm frequently checking roguebasin for new roguelikes. The strength for Zorbus is its unique characteristics are apparent from level 1, so anyone who takes the time to downloadit will see it's not just another angband or nethack. People who aren't used to the genre, though, may be turned off before they give it a chance. There may be some potential in the browser-gaming userbase that frequents places like kongregate if you could figure out a way to package Zorbus for them.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 17, 2021, 07:02:08 am
DCSS has been slowly bleeding out players since 2015, I think you could make a killing by targeting those disgruntled players. But DCSS's strength was its open source nature so that user-generated content (level layouts, uniques, flavorful stuff like quotes and punchlines) was easily written and contributed. I understand you want to control the direction of the game to some extent but that's only going to increase your own workload. So I reiterate my suggestion to expose part of the game in the form of an open spec or API so people can easily make level layouts and send them to you. Make the game more moddable, so to speak.

EDIT: also Hamsmagoo is right, making the game accessible in a browser like WebTiles would boost its popularity by a huge amount
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Damiac on June 18, 2021, 08:00:26 am
DCSS has been slowly bleeding out players since 2015, I think you could make a killing by targeting those disgruntled players. But DCSS's strength was its open source nature so that user-generated content (level layouts, uniques, flavorful stuff like quotes and punchlines) was easily written and contributed. I understand you want to control the direction of the game to some extent but that's only going to increase your own workload. So I reiterate my suggestion to expose part of the game in the form of an open spec or API so people can easily make level layouts and send them to you. Make the game more moddable, so to speak.

EDIT: also Hamsmagoo is right, making the game accessible in a browser like WebTiles would boost its popularity by a huge amount
Yeah, I'll second this. A segment of DCSS players are, and have been, hungry for a "more fun" version for a long time. When something awful made their own branch of DCSS it was pretty popular. But the main DCSS devs clearly didn't like it and seemed opposed to anything from that branch on principle.  I am tempted to angrily rant about it but there's been enough of that already...
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 18, 2021, 11:21:27 am
So I made it to the Zorbus, challenged a god. Took longer than expected but easily beat him thanks to my army of summons and NPCs, I wasn't really  ever in danger. So I consume the god's essence and talk to the overgod, and I'm thinking to myself, beating the overgod can't be that much harder, right? Sure he probably has much better stats and spells and resistances but that's doable?

Wrong. When you turn on the overgod all the other gods turn on you. This definitely wasn't in the manual and cost me a nominal godhood ascension (though in principle I did beat a god, so I'm not that frustrated). So I guess you have to beat all the gods one by one if you want to have a chance to eventually beat the overgod. I don't know if this was a thing in previous versions.

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 18, 2021, 11:52:13 am
I also finally made it to Zorbus with my lone wolf half-troll, had huge luck with elixirs (2 talents, 1 exp, 1 body, 1 motion, 2 mind, 1 will, 3 clone), spider web/slime immunity was extremely important. Challenged the beauty god, thanks to withering and anchoring managed to beat her easily.

If you ascend (god or demigod), then your character as well as all followers will be in Zorbus the next time you arrive, and they will fight on your side, so you can get a small army there before challenging the gods (or overgod, or the terrible hidden monstrosities)  :D
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 18, 2021, 04:43:30 pm
So the correct play is to keep doing ascensions as demigods and occasionally gods, taking them out one by one until the entire pantheon is secretely on your side, then gang up on the overgod? Sorry, I think I'll pass. It takes approx. 5 hours of playtime to make it to the Zorbus and there just isn't enough replayable content to not turn the whole task into an incredibly tedious chore. I'd rather leave the game at that on a favorable impression.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: lemon10 on June 19, 2021, 01:01:04 am
From what I can tell the answer to that is basically yes, but you don't actually have to kill all of them, just enough of them that you and your group of allies can win against the overgod and his group of allies.

How many do you need? I honestly have no clue since I didn't realize it on my first try how absurd the overgod and his allies were despite the lore telling me that killing the gods would get you allies in future fights there and tried to kill the overgod and died horribly with 0 chance of victory.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 19, 2021, 01:24:38 am
A demigod ending is the normal, should be enough for most players. God / overgod -endings are just an extra challenge for the die hard -players. Still, there are players that manage to dethrone the overgod in just one run.

Tip:
Spoiler (click to show/hide)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 19, 2021, 05:21:42 am
So I assume they manage to kill the overgod by challenging the gods one by one in the same run? That's probably doable but you're bound to burn through a lot of consumables just to resist their various attacks. The secret spoiler may help but that's still going to take a lot of time. I already did a demigod ascension and beat a god, not sure I want to make it to the Zorbus again just for this. I've had my fun and will probably return in a couple of updates.

Anyway, super awesome game. It combines DCSS's quality of life and interface, InfraArcana's atmosphere, Incursion's intricacy and Nethack's brutality and attention to detail. Looking forward to additional updates.

Bit of feedback:

-Blink, Summon Animals, Acid Cloud and Holy Burst are very strong. They really make the difference between struggling at the early levels and steamrolling everything. The lazy (read: DCSS dev) solution would be to nerf them, but it would be more interesting (and more in line with the "make enemies smarter not just dumb with lots of stats" spirit of the game) to have enemy spellcasters be really aggressive with those spells as well. Currently spellcasters blink out only when they're about to die but they should be doing this way more often. Enemies who see you cast spells like Acid Cloud or Holy Burst should drink potions that resist those effects, and those potions should be more numerous (so that you're incentivized to drink them when spellcasters start spamming clouds at you as well). Spellcasters should also be aggressive with Banish when they see you summon the usual pack of bears or celestials.

-Regarding blink, there should be more anchoring effects (arrows or orbs) and enemies should be more aggressive with them.

-The faction management aspect is a bit underutilized. It's really cool to recruit a bunch of companions and have parts of the game turn into full-fledged battles with equal numbers on both sides, but most of the time you can't really recruit more than a couple of people, unless you're purposely building a character that maxes out spirit. A solution would be the addition of hirelings at Carillo (or at random parts of the dungeon, whatever), that periodically take gold instead of caring about Spirit and don't level up. It'd be a sort of intermediary solution between permanent NPCs and temporary summons like spirits.

-Encumbrance is a pain in the butt and I have no idea how picking up an item makes you encumbered and dropping it still makes you encumbered when you weren't before. Maybe a bug? Anyway raising the limit a bit would make item management less of a pain in the butt for spellcasters that don't have much Body.

-Definitely agree with stuff like the Abyss, the nine hells, the 666 levels of pandemonium or whatever would be nice. Maybe make them optional for those players who want to do an overgod victory while you can still do your standard demigod run in 5 hours or so.

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on June 19, 2021, 06:52:42 am
I just used some savescumming to get my half-troll to zorbus again, and I defeated everything in there, except for overgod, who I probably could have probably taken out if I had used blink before healing potions a few more times (I still had like 30+ healing/stamina potions, and 20+ blink potions). Now that anchoring and withering is a thing, taking out all the gods if quite easy if you have strong char, which requires a bit of luck I guess (I had lots of elixirs as well as some good items). This are my stats just before I challenged the overgod, after drinking every boosting potion I had left after taking out all the gods  :D

Spoiler (click to show/hide)

I guess the reason enemies dont use anchoring/withering that much is cause they are new effects and not yet fully implemented for the AI? The most striking this was in the Zorbus, where not a single god used them... But I still had a lot of trouble from withering in my run, as I was counting on my high health regen. So if enemies start using these more, then we will probably need few more items to counter these effects.

I feel like this game might gain more replayability by making it so that we can somewhat choose the path we take towards Zorbus, like in FTL or slay the spire. Like do you want to go through a level controlled by titans, or dragons? Or a level shrouded in mysterious mist where anything from lowly goblin to ancient dragon might be found... But that might take quite a bit of work.

P.S. There is also a minor issue with potion giving search bonus. If you clean a floor drink the potion, and press E to find a secret, then pressing E again enters the secret, which usually leads to a fight, so you can only find few secrets as the potion runs out during those foghts. Thus it is much more optimal to press E, and block the found door from autopilot before pressing E again, which allows you to find most/all of the secrets on the floor, but is a bit tedious to do. (but still a good thing you no longer have to manually run around each wall :D)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 21, 2021, 12:00:41 am
Thanks for the feedback! Good stuff.

Some answers:
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on June 21, 2021, 04:00:23 pm
I don't really get why people are annoyed by enemies fleeing. Maybe because it deprives them of their precious xp? In that case you could make it so that when you go down a level you receive all the xp equivalent to the max fraction damage/total health you inflicted upon each enemy on that level (only keep track of the max so the player can't farm xp by waiting for enemies to recover).

A solution to the blinking wizards problem is to make anchoring accessible (as a common spell?), and not a precious commodity to save for godfights. This way you can choose whether you want to commit to the fight or not but at least there's real decision-making involved. Another solution is to have effects that drain stamina, like anti-magic weapons (or orbs of draining, etc.) in DCSS. Or a withering effect, but for stamina.

While I agree it's unfair that spellcasters immediately know what you're vulnerable to and spam it, a way to mitigate it is to make resistances more accessible. DCSS has these random artifacts that provide a bunch of resistances (and sometimes negative effects), and you can buy them at shops as well. Enemies could of course wield them to make things extra spicy.

Drinking potions should be a free or almost free action imo. Otherwise there's little tactical incentive to use them when it matters, i.e. in the middle of a tense fight.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 25, 2021, 01:15:11 pm
(http://www.zorbus.net/graphics/rel50.jpg)

Release 50   (25-Jun-2021)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: AzyWng on June 25, 2021, 09:06:51 pm
Hi. Saw this game a while back, and while I did play a bit, I never managed to get very far (sometimes I don't even make it out of the first room). Any tips in general for survival?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 26, 2021, 04:12:19 am
Hi. Saw this game a while back, and while I did play a bit, I never managed to get very far (sometimes I don't even make it out of the first room). Any tips in general for survival?

Read the gameplay tips from the book in the first room / from the game's PDF-manual.

Try playing with the (dwarf) Warrior-archetype.
Dwarves have darkvision. Use F1 to unlit lantern, unlit area light sources, hide in dark areas, preferably corners.
The starting weapon is a staff, so you can make reach-attacks against creatures one-step away.
Change the starting weapon when you find anything better.
Don't try to fight multiple enemies at once, backtrack so that they don't surround you.
You can close doors with Alt + direction. Most animals and undead can not open doors.
The Warrior-archetype has the Shield Bash -talent, so equipping a shield automatically adds a second attack.
Use Health Surge -talent when in low Health.
Use potions of Blink to escape.
Recruit companions. If you find a portal to the shop hub, enter it. There's a random chance that recruitable creatures are created there.

Alternatively, create a custom character and choose the Silver Spoon -talent. You'll start with a better starting weapon, 4 potions and 2 wands.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: ( Tchey ) on June 26, 2021, 06:58:14 am
Hi !

On itchio, i see "release 47" in main menu ingame.
If i force check new version, it says up to date.

Did i miss something ?

Thanks
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 26, 2021, 08:17:49 am
On itchio, i see "release 47" in main menu ingame.
If i force check new version, it says up to date.
The download link on the itch.io page links to the homepage version of the game, so it's always the same.

If "Check for updates on start" option is checked in the settings, then when the game is started it downloads "Release.txt" file from the homepage to the main game folder. The file has the number of the latest release. If you already are at that release then the file is deleted. You should see the file briefly when the game is started if you have the folder open. Your firewall however might block the download (the file is downloaded with an external tool, "Update\curl.exe").
Title: Re: Zorbus (D&D inspired roguelike)
Post by: AzyWng on June 26, 2021, 10:24:59 am
Random question - but are novice adventurers and kobolds supposed to work together? I ran into both and they both chose to attack me rather than one another... After dying and starting a new game, the exact same thing happened.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 26, 2021, 01:21:58 pm
Random question - but are novice adventurers and kobolds supposed to work together? I ran into both and they both chose to attack me rather than one another... After dying and starting a new game, the exact same thing happened.

They don't work together per se, but don't oppose each other either. Goblins and kobolds are angry because you're invading their home, the human adventurers are looking to rob you of your items. I had to limit which factions oppose each other, otherwise there would too much infighting.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: ( Tchey ) on June 26, 2021, 01:22:51 pm
Well... On itchio i couldn’t update the game from the ItchApp on my computer.
I had to manually delete the previous version (47 for me), then DL the game again.
Now i see 50 in main menu ingame.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 26, 2021, 01:58:17 pm
Well... On itchio i couldn’t update the game from the ItchApp on my computer.
I had to manually delete the previous version (47 for me), then DL the game again.
Oh, I didn't even know that itch had an app! The problem is that I don't upload anything to itch.io, but just link to the homepage (www.zorbus.net) file. I think that the "Reinstall" button in the itch app should work since it downloads the game from the homepage.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: ( Tchey ) on June 26, 2021, 04:04:34 pm
Ah alright, that makes sense then.

ItchApp is basically a better Steam in almost every ways.

No Proton, but it’s allowing WINE to be used for non Linux game if needed (i play Zorbus on my Linux PC, via WINE).
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 18, 2021, 03:51:26 pm
I just started playing this. As a dwarf warrior with no stealth skills, are traps ever worth it? Because I don't want them in my inventory.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 18, 2021, 04:34:52 pm
I just started playing this. As a dwarf warrior with no stealth skills, are traps ever worth it? Because I don't want them in my inventory.

You don't need stealth to use trapkits (disable-skill is used, and you don't need that many points). Just set them when no hostile creature can see you (on closed doors / lantern turned off / in the dark). If you are chased by many creatures, set up a confusion / summon elemental -trap to even the odds. You can store items in the hub level containers. If you feel that you don't want them, uncheck the setting "pick trapkits".
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 18, 2021, 05:07:48 pm
Will me or my allies set off my own traps?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 18, 2021, 06:14:51 pm
Will me or my allies set off my own traps?

No, but you / they can't walk on a tile that has a trap. You can safely disable your own traps to regain the trapkit. You can also deliberately spring your own traps to trigger the effect.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: vjek on July 19, 2021, 12:35:20 am
Hi. Saw this game a while back, and while I did play a bit, I never managed to get very far (sometimes I don't even make it out of the first room). Any tips in general for survival?

Read the gameplay tips from the book in the first room / from the game's PDF-manual.

Try playing with the (dwarf) Warrior-archetype.
Dwarves have darkvision. Use F1 to unlit lantern, unlit area light sources, hide in dark areas, preferably corners.
The starting weapon is a staff, so you can make reach-attacks against creatures one-step away.
Change the starting weapon when you find anything better.
Don't try to fight multiple enemies at once, backtrack so that they don't surround you.
You can close doors with Alt + direction. Most animals and undead can not open doors.
The Warrior-archetype has the Shield Bash -talent, so equipping a shield automatically adds a second attack.
Use Health Surge -talent when in low Health.
Use potions of Blink to escape.
Recruit companions. If you find a portal to the shop hub, enter it. There's a random chance that recruitable creatures are created there.

Alternatively, create a custom character and choose the Silver Spoon -talent. You'll start with a better starting weapon, 4 potions and 2 wands.
For some feedback, I tried the current version (whatever that is on July 18th, 2021, and followed many/most of the above recommendations (minus the Silver Spoon talent), and died 20/20 times before I could explore more than 50% of the first level.  Never saw level 2, not of the dungeon or my char.  Never saw a shield, either, in the entire 20 attempts, despite having the shield bash ability/talent.  Generally never saw an enemy easier than intimidating other than gibberlings.  More than half of them were "this can kill you in 4 rounds" when Examined.
Usually couldn't get more than a few tens of steps outside the first room, with the lantern off.  First combat, typically down to half health.  After two enemies find me, it's either blink potion or die.  Then try to heal, but more creatures find you hiding in the dark (trying to heal, not moving), and the inevitable death follows.
Generally speaking, it came down to this: 4-5 creatures would track me down and kill me, 100% of the time, regardless of any actions I took.  Usually a combination of undead, goblins, animals, and novice adventurers/thieves.  Tried to range, tried not.  Tried to tame, tried not.  Tried a variety of weapons, didn't matter.  Lantern on/off, didn't matter.
There was absolutely nowhere to hide, heal, or otherwise avoid combat under any circumstances.  If I moved/explored, eventually I died.  Enter a room, 5 enemies appear in a magical flash of light, dead.  Another time, teleport trap, dead.  Another time, despite having friend to animals, hostile animals killed me.  As a slightly variable death simulator, I give it two thumbs up. heheh.

I completely recognize how this genre of game is supposed to work, and I totally understand it's supposed to be extremely, punitively challenging, and part of the game is to die, often.  I totally get that, 100% behind that game design and philosophy.

However..  I can't really play the game, like this. :)  I mean, I really want to, I love Roguelikes but 99% guaranteed death on the first level isn't a game, for me, it's just.. you know.. being a glutton for punishment.
Also, I recognize I could create a custom pure melee character (and/or half-orc/half-troll) that would likely survive, and then be unable to use magic (well, or at all), as I've had to do in other very pure implementations of Roguelikes in the past.  Again, totally get that, and if that's the intended path to glory, everything is awesome.  But it would be nice to explore the other non-melee choices the game has to offer, from the start, if that's a design goal.
I understand the game has been available and tuned and balanced for at least 2 years, so if everything is working as intended, change nothing.  8)
Fantastic interface, very smooth UI, all very positive implementation details, overall.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Robsoie on July 19, 2021, 04:28:21 am
The difficulty with roguelike is balancing the progression through the dungeon/world/map :
if the starting areas are too easy, after a dozen of characters it just gets boring.
if the start is consistently too hard, personnally i just stop playing the game and move to something else, my masochism level usually very quickly reach its limit nowadays.

After that there are some classes that are way better than other in surviving the starting areas, while some are better for the midgame, making it even more difficult to balance things.

Personnally i found my longer surviving character in zorbus have been the ones that could find an ally very quickly, other character when alone will die very quickly because it's extremely rare the enemy is alone and everyone seems to hit like a truck even at range so weak HP characters are getting killed even quicker.
Fortunately stealth with the low light is helpfull to run away in zorbus, until you run into infravision enemies and my character will get killed regardless of anything i try.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: vjek on July 19, 2021, 09:50:09 am
Agreed, Robsoie.  At least I'm not alone in my experience.

In the current version of Zorbus, I found an ally (an ape) on one of the 20 failed initial attempts, and that was by far the one that lasted the longest.  It allowed me to reach I think 21% of the initial level/map explored.  However, same result, eventually..  Open a door, multiple enemies, try to hide/leave/run/fight (doesn't matter) and they all eventually catch up and it's 5 on 2 with the predictable outcome.  :D
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on July 19, 2021, 10:10:32 am
If you think floor 1 is difficult fear floor 2, that is in my opinion the most difficult one, as the ability to retreat to floor 1 has been removed in recent updates, but AFAIK no balance change to compensate was made yet. I think the problem with floor 1 is that you start with almost nothing, and so there is a big RNG factor involved with what you manage to find. At least for 2nd floor you can equip yourself with loot and some basic shopping, so if you play your hand correctly you have a decent chance of making it on floor 2.

Your starting equipment is quite weak, and I usually replace them with the the first weapon I find, bonus points if it has reach. At least until first level up you have to be very careful as your HP is very low and with a bit of bad RNG you can be two/three shotted from almost anyone (but you can use the potions in these cases, at least one/two times). It is important to be careful, not be afraid to run, pick enemies by one ideally. I think the easiest start is for mages with summon animals, as they essentially start with all they need (summoning animals is pretty strong on floor 1). Personally I also tend to die a lot on floor 1, but considering those runs end pretty much as soon as they begin they are not that much of a deal for me, as I usually make it after few trials. Sneaking around is useful if you want to find something, but it will often end up with you having no save ground to retreat to if enemies find you, which can be very deadly as you can be overrun quickly. Really helpful things to find are shop teleport (you can escape there, the monsters tend to follow, but they get killed quickly by friendly guards), animate switches (skeletons are a great help, especially early on), adventurers (they are near OP on 1st floor, if you cannot recruit them then you can at least lure enemies to them). I find it very important to have a save place to retreat to in order to heal. Other than that you must make use of all at your disposal (especially to get past floor 2).

I imagine one way to balance the start would be to allow us to "purchase" basic equipment prior to game start. Like a basic shield/weapon/armor, some potions, or a weak companion. If your dwarf were to start with a shield I think that would make a big impact. And the trait giving extra stuff might just allow you to purchase more/better stuff.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 19, 2021, 10:16:02 am
I've been able to occasionally reach the 3rd floor with the starter dwarf warrior and I can't help but compare it to DCSS. The lack of being able to stair dance combined with enemies running away from you makes me want to spend all my time in narrow hallways, slowly plucking away at enemy health with a ranged weapon. But that sounds like the most tedious thing I could be doing so I don't do it.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on July 19, 2021, 10:34:46 am
Enemies running away should be possible to turn off in the settings. What really helps against these is to have reach, or at least a semi-decent ranged weapon is the other slot. Or you can possibly just let them run away, they might get killed on their own somewhere and you will still get the exp. Personally on my hard-hitting troll run I had a reach weapon, so whenever they tried to run I would still get one more attack that would often finish them of, and if not then I would just switch over to ranged. Only from time to time would they be able to run away, unless they had blink, in which case they should run out of mana pretty fast (except some of the gods), and there is anchoring. Being fast is also quite useful, there are some skills giving you temporary speed as well, plus if you lucky you can find items with speed bonus.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 21, 2021, 11:30:21 pm
Is there a better way to control your allies other than the regroup/follow/stay commands? I'd like my archer to skirmish with the enemies like those same enemies do, or move sideways so they can get a clear shot rather than step closer and still not have a shot.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on July 22, 2021, 06:10:09 am
I don't understand why people recommend melee characters. Try a pure spellcasting build with 18 mind that starts with two talents (Blink and Summon Animals) and keep spamming those spells. You will see the first few levels of the dungeon will be much easier. Later on you can learn Acid Cloud to take down enemies (especially wizards) from a distance and Holy Burst when you're getting swarmed.  Alternatively you can try starting with the Animal Friend talent and attempt to recruit an elephant. Few enemies can take down a pack of elephants and certainly not above level 5.

Talents are so useful I can't possibly start with Mind less than 18. Well maybe 16 if you don't intend to spellcast much beyond Blink but it's hard to justify going any lower.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 22, 2021, 08:55:24 am
Is there a better way to control your allies other than the regroup/follow/stay commands? I'd like my archer to skirmish with the enemies like those same enemies do, or move sideways so they can get a clear shot rather than step closer and still not have a shot.
Not really. You can set them to target a specific creature, or use those commands. The ranged attack AI routines for allies / enemies are the same, trying to move to a position that gets them a clear line of fire, but at the same time allies try to stay somewhat close to you and keep enough distance to enemies. When seeing the game in play, it's easy to say "he should move there and shoot from there" and so on, maybe even implement that, but that implementation might not work so nicely in another scenario with different map layout, different amount of enemies, etc. It's a very difficult subject.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 22, 2021, 02:10:55 pm
I think a "go here" command would suffice, because it could be used along with the "stay" command. If I want to set up an ambush, I have to basically drag my guys over to the spots I want them.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 22, 2021, 02:40:45 pm
I think a "go here" command would suffice, because it could be used along with the "stay" command. If I want to set up an ambush, I have to basically drag my guys over to the spots I want them.
You can do that. From the examine- (TAB) or autopilot (P) -screens, select a wanted location with the cursor, then (CONTROL) + (1) ... (9) to command companion 1 - 9 to travel there, then stay at that spot. (CONTROL) + (0) to command all.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 24, 2021, 07:54:08 am
Release 51   (24-Jul-2021)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 26, 2021, 11:32:43 pm
Got an update for Zorbus and Malwarebytes detected a file in it as malware. It was titled "MachineLearning/Anomalous.100%"

What's this file?

EDIT: Ok so I found out that is just a title given by Malewarebytes meaning it doesn't match with anything they see as valid files by 100%. It targeted Zorbus.exe so I don't know what caused it to go from 0% to 100% with that last patch, but there you go mister developer.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 27, 2021, 01:03:43 am
It's been a problem with some of the malware/virus scanners. I don't know what's causing it.

You can use https://www.virustotal.com (https://www.virustotal.com) to scan the archive (http://www.zorbus.net/Zorbus.zip) online without downloading it.

A direct link (press the refresh icon to rescan):
https://www.virustotal.com/gui/url/d15c36a96484fc943ef0a19ecbf3d0099f7e9216a8a6298af03d8852ade7ef24/detection (https://www.virustotal.com/gui/url/d15c36a96484fc943ef0a19ecbf3d0099f7e9216a8a6298af03d8852ade7ef24/detection)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 27, 2021, 01:14:35 am
O I already fixed it, played a game as a wizard, and rage quit after being one-shot by an arrow. I trust you :)

(P.S.: please add after-death logs and/or step by step replays)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on July 27, 2021, 01:26:56 am
(P.S.: please add after-death logs and/or step by step replays)

You can see last log messages if you click "Open obituary" from the game over -screen.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Micro102 on July 27, 2021, 04:10:32 pm
O, so you can. I skimmed that last time but must have missed that.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on August 21, 2021, 05:16:53 am
Just did a god ascension with an aasimar. I didn't bother with a godfight and released the Chained God from the secret room in the Zorbus, this took care of a god for me. Game keeps being great and the best roguelike I've ever played, no changes here.

A bit of additional feedback:

-Dimensional anchors seem to persist when one goes from a level to the next. Is it intentional?
-Clones and golems seem to count for your party size vs. spirit check which leads to awkwardness if you want to maximize it - you have to max out spirit and recruits before activating that golem and clone switch. Instead of doing all that it'd be simpler if they just didn't count.
-Sometimes recruitable creatures wander off their room and start fighting with denizens, taking away precious XP and getting killed in the process. This can happen in the very first turns of level exploration as well. Bit annoying if you ask me
-It'd be neat if the game told you when there are no creatures vulnerable to holy burst in your line of sight since you can't really guess intuitively (golems and mimics are evil but jellies are not?)
-When you're standing in a poison cloud or acid cloud or web and you're surrounded by allies you can't move because it'd mean swapping places with your ally who would then stand in that cloud or web. I understand the "not throwing your buddies under the bus" rationale but it shouldn't apply to golems or temporary summons.
-Sometimes there are scrolls of activate golem without a golem to go with it. Since every golem chamber goes with its scroll it just means useless scrolls of activate golem laying around. Maybe exclude it in random item generation?
-Carillo really needs better shops, right now the gold system is near useless. Instead of random junk it should really sell 10k zorbit elixirs and belts of awesomeness and stuff
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on September 05, 2021, 06:26:11 pm
(http://www.zorbus.net/graphics/rel52_1.jpg)

Release 52   (06-Sep-2021)
Big thanks to Maximum Break (Gidon) and Another Dying (Jay) for making YouTube let's play videos of the game!
Another Dying: https://www.youtube.com/playlist?list=PLt8DIPRtpvB6Na5aBXH6ZIbMb0XDG6xdg (https://www.youtube.com/playlist?list=PLt8DIPRtpvB6Na5aBXH6ZIbMb0XDG6xdg)
Maximum Break: https://www.youtube.com/playlist?list=PL7yHTTOjLsXkZn7t5Qsuc3wcGXT8vjHii (https://www.youtube.com/playlist?list=PL7yHTTOjLsXkZn7t5Qsuc3wcGXT8vjHii)


Thanks, Nopenope! This update hopefully fixes some of those things.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on September 19, 2021, 01:02:45 pm
(http://www.zorbus.net/graphics/rel53.jpg)

Release 53   (19-Sep-2021)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 10, 2021, 09:28:45 am
Release 54   (21-Sep-2021)
Release 54 - Patch 1   (30-Sep-2021)
Release 54 - Patch 2   (10-Oct-2021)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on October 12, 2021, 04:03:35 pm
Tried another run to test and make a superb enchanted weapon  :D I think the first 2-3 levels are a bit too difficult. It is too easy to get rushed by a large group upon the start of the level when you have nowhere to run and can have trouble with some enemies even 1v1... I had to save-scum a bit to make it past, but the later lvls felt better then I remember, as I am currently at floor 8 and while the difficulty has decreased quite a bit there are still few situations where I have to be careful not to be killed (mostly around the bosses in the throne room).

I also noticed two more bugs. First, expert enchanter does not apply to enchanting armor, good thing I made a save before enchanting my +5 plate armor  ???. Second, I somehow managed to loot the guest rooms in the shop by swapping places with the quests to get them outside of the room and then closing the door. If you move on the tile they occupy you swap positions, and they move only once in a while, so you can move them a bit, not sure how I got them to the otherside of the door now that I think about it, but I did it somehow, allowing me to loot the chest for items, which I found quite useful in the early game (but to be fair I only used a +3 longsword that I got when monsters I lured to shop lvl lured the guest outside of a different room and he never returned (not sure if he died or just stayed outside))


edit: also noticed that attacks against ghost guardians (the friendly ones that turn hostile if you try to loot their chests) do not mention holy attack. It does not seem to do dmg, and is not even listed as if they resisted it (like holy: 0 = 1 - res 99 or something). Not sure if bug or feature.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on October 17, 2021, 12:45:38 pm
Thanks, Mkok!

Release 54 - Patch 3   (17-Oct-2021)

Title: Re: Zorbus (D&D inspired roguelike)
Post by: Nopenope on October 18, 2021, 03:48:25 pm
I have no idea how you're supposed to beat the overgod. I conquered every single level with ease including the secret Carillo stuff, released every single baddie in the Zorbus, but they only took down a couple of gods. Then you're supposed to beat up the rest of the gods one by one but by my third god my party had shrunk to one (rip companions, clones and golems). When I faced a god I couldn't handle I had to trick her into coming in a dark corner of a Zorbus cell before approaching the overgod to ask for a normal God ascension (the overgod, like all characters, won't talk if there are hostiles in one's line of sight). Am I supposed to beat up gods before releasing the Chained God and other bad stuff when shit gets too tough? How do people even do overgod speed runs?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Mkok on October 19, 2021, 07:18:49 am
No idea how to do it in a single run, the most I managed was kill every god except for one with my last enchanter (bow with 10+ enchantments helped quite a bit). I imagine if I were to release prisoners more intelligently I would have been able to kill that god as well. I found it quite useful to release a prisoner, lure him just so he agroes 1-2 gods, and then attack the god once he is fighting the prisoner. easy kill. Maybe doing this with the overgod would have some success as well. But the key to killing overgod is that if you become god or demigod, then you and your entire party will be in zorbus in the future as well, and they will be allied to your other characters, so you can, over multiple runs, kill of the gods and build an army of characters to gang up upon the overgod. I did kill him once, but I had plenty help from previous chars.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on August 12, 2022, 06:59:56 am
(http://www.zorbus.net/graphics/rel55.jpg)

Release 55   (12-Aug-2022)
Finally wrote some text to Halaster's diary, you can read it online here (http://www.zorbus.net/lore.html). Spoilers obviously!

www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Uthimienure on August 12, 2022, 01:26:06 pm
Woot!
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on September 04, 2022, 09:13:16 am
(http://www.zorbus.net/graphics/steaming.jpg)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on September 14, 2022, 12:25:39 pm
The game is now available on Steam at https://store.steampowered.com/app/2125420/Zorbus/ (https://store.steampowered.com/app/2125420/Zorbus/).

Release 56   (14-Sep-2022)
http://www.zorbus.net (http://www.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on November 23, 2022, 04:59:50 am
(http://zorbus.net/graphics/tournament.jpg)

The game is now on sale on Steam, 25% off: https://store.steampowered.com/app/2125420/Zorbus/ (https://store.steampowered.com/app/2125420/Zorbus/)

There's a tournament with Amazon / Steam gift card prizes ($50, $25, $25) coming in December, see more at http://tournament.zorbus.net (http://tournament.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on January 20, 2023, 07:18:46 pm
(http://www.zorbus.net/graphics/zordiac.jpg)
Game can be found on Steam (https://store.steampowered.com/app/2125420/Zorbus/). 25% off.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 02, 2023, 10:31:03 am
June 2023 update is out.

25% off on Steam (https://store.steampowered.com/app/2125420/Zorbus/)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Horizon on June 02, 2023, 06:24:05 pm
Any plans to try to get this on mobile or a console port?
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 02, 2023, 08:53:15 pm
Any plans to try to get this on mobile or a console port?
It's a tempting idea, but near impossible with the current codebase. Would need to remake it from scratch with a multiplatform-capable game engine (Unity, Godot?), and UI-wise pay attention to touch screens etc.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: Horizon on June 02, 2023, 11:03:42 pm
Any plans to try to get this on mobile or a console port?
It's a tempting idea, but near impossible with the current codebase. Would need to remake it from scratch with a multiplatform-capable game engine (Unity, Godot?), and UI-wise pay attention to touch screens etc.
Well as soon as I get a PC I'll see about getting this cool game. It gives me Tales of Maj'eyal in a way.
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on June 29, 2023, 12:26:39 pm
(http://www.zorbus.net/graphics/education.jpg)
Recent changes: Changelog (http://www.zorbus.net/Zorbus.txt)

Now 30% off on Steam! (https://store.steampowered.com/app/2125420/Zorbus/)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on November 22, 2023, 04:51:06 am
(http://www.zorbus.net/graphics/splats.png)

(http://lore.zorbus.net/depressed.jpg)

A 400+ page sketch art & lore book for the game. Art is AI generated, sketchy style.


Contents, more sample images, and a PDF download here:
lore.zorbus.net (http://lore.zorbus.net)

Online flipbook:
lore.zorbus.net/flipbook/ (http://lore.zorbus.net/flipbook/)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on November 24, 2023, 09:08:06 am
(http://tournament.zorbus.net/tournament.jpg)

December '23 tournament

Running from 27-Nov-23 to 31-Dec-23.

In this tournament anyone can win!
The weekly wildcard winner is chosen randomly from all players who have played that week.

To make a wildcard entry, your character needs to level up to at least experience level 3, and have a higher score or more experience points than any of your previous characters during the tournament. Characters that reach the endgame are always included in the wildcard draw.

Wildcard prize can be won only once per player.

More info & rules here: tournament.zorbus.net (http://tournament.zorbus.net)
Title: Re: Zorbus (D&D inspired roguelike)
Post by: zorbus_overdose on April 20, 2024, 04:15:49 pm
Small update to 60.4
Zorbus on Steam (https://store.steampowered.com/app/2125420/Zorbus/)