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Shadow of the Wyrm

Traditional roguelike in the style of ADOM and Omega · By Julian Day

Making Clothing Out of People

A topic by HB created Apr 22, 2020 Views: 548 Replies: 2
Viewing posts 1 to 2

I've just started playing this and I'm having a lot of fun with it! My first character was doing fairly well until I encountered spoilers on the 2nd level of the spoiler. Which left me with a few questions:

1) Does raising the Escape skill allow me to move faster in general, or is it only in specific situations?

2) Why can't I escape from combat via the stairs?

3) What's happening with the skill boosts at sunrise? Does the game track your actions and add points accordingly?

And then some other general questions and suggestions, if you care to read them:

4) Is there any reason why carry weight/capacity can't be viewable in the inventory menu, not just buried in the Character Details?

5) Also regarding inventory, it's a bit visually cluttered to read "uncursed" before nearly every item on the list than it would be without. Instead, maybe make unidentified items a lighter color and/or put a question mark or other symbol before to mark their status as unrevealed, while normal, identified items can just say "plate armor" or "cabbage."

6) Shouldn't skinning people and tanning them be frowned upon, like cannibalism is? I took Aurelion as my deity, and he didn't seem to have a problem with this -



(One of Garros' fellow graverobbers actually came out as a -blessed- pair of boots, which from a lore perspective is worrying.) Admittedly I wasn't really roleplaying it, just skinning whatever left a corpse to flog for ivory.

7) Is the pickaxe supposed to be usable on walls in some parts of Carcassia? I noticed in other persistent maps like the village and the keep I was prevented from using it, but I accidentally broke a wall in one of the city maps, C1 if I'm remembering right.

8) Is there a way to change autopickup settings in the game (besides toggling on/off with '!'), or do I have to edit the .ini each time?

Sorry for the long list of nitpicks! I'm loving this game and I haven't even seen half of it yet. The writing especially is beautiful!

Developer

Hi hbholland,

1) Escape allows a better chance to leave a map with adjacent creatures nearby

2) I think that's related to 1), but let me know if it isn't

3) When stats and skills are used, the game will mark them. Periodically, the game checks to see if stats and skills have enough marks to increase, which is why you're seeing this from time to time.

4) Real estate on that screen is one reason, and the other is that SotW is less "information based" than some other roguelikes that'll lay everything out for you. This information is still available, but it's not in your face. I personally like to have a game that hides a bit of information to allow for some surprises and mystique. I realize this isn't for everyone, but it's how I like it. Like you say, that information's available on the character details screen.

5) I understand this, but I feel like not showing uncursed is more of a break, and having "?" a bit jarring. I'm likely to keep this as-is, but thank you for the suggestion     

6) Oh, I love this. Yes, I agree. This is something I'm likely to implement, now. What name do you want for the credits file? I make sure to credit people who give suggestions that I end up implementing. I can use "hbholland", or if you don't want to say here, shoot me an email (address is on the website).

7) Some parts of Carcassia are undiggable. Others are diggable.

8) Edit each time, right now.

And thanks especially, re: the writing. I'm a software developer first, but have been writing my whole life and publish and review poetry, so it's something I take seriously.

"hbholland" is fine, I'm glad you liked the suggestion! And I do understand not wanting to put too much information onscreen, it does allow for better immersion when you aren't constantly being reminded of various stats. Thanks so much for answering my questions!