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Bug#718323: RFS: hyperrogue/3.7+dfsg-1 [ITP] -- non-euclidean graphical rogue-like game



On Fri, Aug 02, 2013 at 01:21:26PM +0200, chrysn wrote:
> On Wed, Jul 31, 2013 at 12:39:13AM +0200, Adam Borowski wrote:
> > If the player grinds long enough, he will gain access to an unfinished
> > land that doesn't work yet.  In game.cpp, you'd want to comment out
> > the following lines:
> >   if(tkills() >= 2000 && gold() >= 2000)
> >     tab[cnt++] = laCocytus;
> 
> that's far beyond the game's high score

Well, this is a roguelike game, and thus, players looking for degenerate
ways to break the game is probably more prevalent than playing it straight.

I've found three ways to get an infinite score so far (bounded by patience,
as it's hard to connect a bot to a graphics-only game):

* Alchemist Lab (tested):
  0. don't touch any gold anywhere else
  1. get 30 gold in, say, the Jungle
  2. stand at the edge of the Lab with no Jungle in sight, kill 5000 slimes
  3. harvest infinite gold with no slimes being able to spawn
* sandworm farming (tested):
  1. find a Desert entrance that forms a corridor
     a. they sometimes occur naturally
     b. Living Caves trolls can be used for terrain modification
     c. a well-fed sandworm with its head out of range stays dormant
  2. ensure no interlopers come from the other side.  This might be either
     a land you picked no gold in (thus no respawns), a trolled-off
     Living Cave, crossroads with all lands in sight harmless (Lab,
     Eternal Motion, overgrown Jungle, blocked Living Caves), etc
  3. kill all spawning desert men, watch sandworms explode, pick up spice
* edge dipping:
  1. take gold from only one land
  2. walk in a safe[ish] land, at some distance parallel to an edge
  3. find an entrance with no other entrances close
  4. fight hordes upon hordes of pre-spawned enemies
  5. walk closer, fighting respawns, and hordes from areas that just came
     into view
  6. grab a few gold (there's one in every cell, but dipping too far wakes
     new hordes, and respawns come too fast)
  7. tediously repeat the whole process
  This works for only some combinations of farmed/safe lands, it is easy
  to make a mistake, and I have no proof it can be done infinitely.

You may edit the source to set a land's items/monsters to 100000, this is
an easy way to see how a land degenerates, and to test strategies how to
keep collecting gold even in such a degenerate state.

Possible fixes against these strategies:
* allow purple slimes to spawn on items, or
* don't allow any spawn chance to reach 100% (other than asymptotically)
* allow sandworms out of the Desert

> cocytus may be visually and balancing-wise unfinished, but it's not like
> it makes the game crash.  (it's inaccessible even without orbs of
> teleport).

I'd say it's in a bad enough state that it shouldn't spawn in a released
version, and thus if I were you, I'd comment that out.

> > The desc of "Dead Orb" (classes.cpp) is actively misleading: it claims
> > these orbs have no use, while they can be used to flip slime colours.
> > No matter what is one's stance on spoilers, documentation shouldn't
> > outright lie.
> 
> i think it's ok for an in-game help (which the text in classes.cpp is;
> it gets displayed when pressing F1 on the orb item) in a role playing
> game to lie, even more to omit particular uses. (i presume its primary
> use is to serve as breadcrumbs to mark the way back to an orb of yendor
> from its key).

Even games that heavily rely on spoilers (like Nethack) don't provide false
information, merely omit it.  It's especially jarring in a spoiler-less
game like Hyperrogue where the docs are otherwise complete[1].

What about a wording like "[...] No _apparent_ way to use them [...]"?


[1]. Other than the bizarre rules for greater->lesser demon conversion in
Hell.
-- 
ᛊᚨᚾᛁᛏᚣ᛫ᛁᛊ᛫ᚠᛟᚱ᛫ᚦᛖ᛫ᚹᛖᚨᚲ


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