ksl@hou2e.UUCP (K.LIU) (08/24/84)
- 1 - >> ROGUE NEWS << _G_a_n_d_a_l_f _t_h_e _G_r_e_y AAAA LLLLOOOOOOOOKKKK AAAATTTT RRRROOOOGGGGUUUUEEEE 3333....7777.... --------_D_i_r_k _t_h_e _D_a_r_i_n_g This version of rogue is one of the oldest versions of the game. There are 26 different monsters, not too many magic items, and many traps all represented by an accent mark (^). These are the monsters found and the level they are found on: ____________________________________________________________ | A | Giant Ant | 3 | | B | Bat | 1 | | C | Centaur | 8 | | D | Dragon | 22 | | E | Floating Eye | 2 | | F | Violet Fungi | 16 | | G | Gnome | 6 | | H | Hobgoblin | 1 | | I | Invisible Stalker | 15 | | J | Jackal | 1 | | K | Kobold | 1 | | L | Leprachaun | 7 | | M | Mimic | 19 | | N | Nymph | 11 | | O | Orcs | 4 | | P | Purple Worm | 23 | | Q | Quasit | 10 | | R | Rust Monsters | 9 | | S | Snake | 1 | | T | Troll | 13 | | U | Umber Hulk | 18 | | V | Vampire | 20 | | W | Wraith | 14 | | X | Xorn | 17 | | Y | Yeti | 12 | | Z | Zombie | 5 | |_____________|________________________________|_______________| Beware!! This to those who have played rogue versions 3.2, 5.2, 5.3, 7.0, and 9.0: You may find difficulties due to the very limited amount of magic items and options. Sure, the Wizard's Password still works, but ther is no a for en- cumbrance, ^Z for other abilities, and f to fight till death. You always start off with the following abilities, weapons, ect. - 2 - XP Level: 1 Strength: 16 Hit Points: 12(12) Weapons: +1,+1 mace, +1 Short Bow, 20-35 +0 Arrows Armor: +1 Ring Mail Food: 1 ration Differences from other rogue versions (3.7.1, 5.2, 5.3, 3.6): 1. When you wield a staff it counts and acts as one of the standard weapons such as mace, sling, short bow, long sword, ect. 2. You may set options pertaining to the output. For example, when terse output is set as true it will say 'you hit' instead of 'you have scored an excellent hit on the dragon' 3. There are no magic pools. 4. There are no scrolls of aquirement, creation, item protection, and just about anything else. 5. It is not possible to become a total winner without playing inside a church with a blessed terminal, disk, game, and player wearing several million good luck charms. 6. But it is possible to erase this game in many circumstances (for those unbeatable game haters.) 7. It has no bugs except for numbers 3, 4, and 5 on the above list. Send any other inquiries to the following path: hocsf!tlw. GOOD LUCK!!!!! HHHHIIIIGGGGHHHH SSSSCCCCOOOORRRREEEESSSS SUPER ROGUE 7.0 Rank Score Name 1 12025632 Big O: Thu Aug 16 17:35:22 1984 --> A total winner on level 213 [Exp: 7/505] The above winner was played by Owen Alexander(!houxl!oaa) on Super Rogue version 7.0 - 3 - HHHHiiiinnnnttttssss FFFFoooorrrr 7777....0000 --------_B_i_g _O - _a_u_t_h_o_r On the version of Super Rogue 7.0 that we have, the highest Exp level is 21 (or 20). The next level after this flips back to level 1. In this particular game, which I recently completed(see high score section), I actually flipped the exp. level twice. Here are some bug/features I've found: 1. Scroll of aquirement can make you virtually invincible by giving you +255,+255 weapon or +255 armor. 2. After level 99, the only monsters are B (bats). Easy to collect more gold and treasure. 3. Major Bug - If the status line contains more than 80 chars, the game goes wild spewing characters everywhere and doing various commands, with the only recourse to quit. If you log off, the game becomes a zombie running in background. This I just recently realized with my last game, after having very good games messed up. That's one reason I flipped the exp. level by quafing some raise level po- tions, so the status line could fit the hungry message and I could save food until I needed it. I also left my strength at 18 (18/100 max). FFFFIIIIXXXXEEEEDDDD 5555....2222 I have modified 5.2 quite a lot - bug fixes, plus a lot of new things. Here is a fairly complete list: Modifications to standard 5.2 rogue: First, the good news: When you can get a list of objects with an '*', you can also get a list of specific types of objects with '!?/=:)]' for a shorter list. This is more convenient when you want to call a ring something, drop a scare monster scroll, etc., since you can just get a list of the types of objects you are in- terested in. Also, when you remove a ring, * will tell you what rings you are wearing. The monster order has been slightly rearranged. Fungus and mimics start on higher levels, and trolls, wraiths, and um- ber hulks start on lower ones. - 4 - Confusion by potion or umber hulk doesn't last as long. Drinking confusion will un-confuse you, if you are already confused. Umber hulks might not confuse you right away, which gives you a chance to use wand of cancellation. A potion of invisibility has been created. All creatures act like they are 'confused' while you are invisible, except creatures that ARE invisible (since they can presumably see invisible creatures themselves). You can't be confused or transfixed by monsters, and you are stealthy. A wand of everything has been created. Works like another wand randomly, each time. If you zap it once and it lights up the room (for example), it will be tentatively identified as a wand of light. When you zap it again and it does something else, then it is identified as a wand of everything. Bolt weapons are diffent. Wand of cold has 4d6 damage, travels straight. Wand of lightning has 6d6 damage, travels erratically and can bounce wildly. Wand of fire is now wand of fireballs, damage 5d3 on the creature hit and 5d3 to all creatures hit by the explosion (including you and original monster hit). Also, fireballs only bounce off dragons, they explode when hitting walls and doors or when the 'end of bolt' is reached. / They look like this: @-- ---* / .P A ring of wand charging has been created. If you zap a wand that has no charges left, this ring will still let you zap it (has 3-7 charges, same as a wand). Identified as a +4 ring of wand charging, reduced by one each time you use it, of course. It tells you that your right or left ring glows blue when zapping an empty wand. A scroll of duplication has been created. You can duplicate any item or groups of arrows or crossbow bolts. You can duplicate the scroll to 'save' it for later. You cannot duplicate the amulet. Potion of thirst quenching is worth a little in food value. It won't change you from fainting to weak, but it will stave off starvation a little longer. Likewise, drink it when you're weak to stave off fainting a little more, and so on. Scrolls of charm armor & charm weapon will be DOUBLE strength about 5% of the time. Your armor glows brilliantly and goes up two armor classes, and your weapon glows gold and increases +1 in both dex & dmg. - 5 - Increase strength potions sometimes give you 2 more strength Chest have been added. They look like '$' and contain 2-5 items. Sometimes the items are various, sometimes all are the same type (all rings, etc). You are asked if you want to open it, since you might want to clear the area (since if it can't drop objects around the chest, they don't appear) or cure your blindness first (since you will probably trigger any traps it has). Dragons always carry chests. These chests are harder to open successfully, and have 3-6 items in them. Killing a fungus will leave you with a fungus spore (food). However, sometimes it is poisonous and makes you throw up (i.e. costs you food points) and you might lose a point of strength. Spores are worth a little less in food value, too. If a dart trap misses you, the dart doesn't vanish. It drops a +3 damage dart by you. Missile drop routine will drop items more 'reasonably' now. Bolt weapons & dragon breath varies in length from 1 to 12 cells, avg=6 Bolt weapons and dragon fire can carve out new passages. Could be handy in extreme emergency (like popping into a treasure room on level 26). Charmed weapons will now be +1,+0 to +3,+2 (cursed -1,+0 to -3,-2) instead of just +1,+0 to +3,+0. Good charmed weapons are more common now, too. (8% instead of 5%) Also, charmed long swords and two handed swords will have special damage vs. a specific monster 25% of the time, such as: a) A +1,+2 two handed sword vs. trolls This sword will be +1,+2 vs. monsters, with an additional 3-5 points of damage when fighting trolls. The monsters will always be among the top 10 worst (dragons, fungi, etc) since a +3,+2 long sword vs. bats would be silly. A bug with telport away has been fixed. The monster will not teleport under you. Small favor may save your life. Also a bug with the maximum number of hit points wrapping around from 127 to -128 has been fixed. Bugs with mimics have been fixed. You can ONLY discover a mimic by hitting it; throwing things at it or firing bolts at it are ignored if it is still disguised. Now the bad news: You start with +0,+0 mace, +0 bow, +0 arrows, and +0 ring mail. Also two rations of food. - 6 - If a floating eye transfixes you too long, you are turned to stone. This is better than just having the program hang. Orcs, leprechans, and dragons are greedy, they will guard gold or sometimes go after you. A wand of clone monster has been created. Zap a monster, now there are two. Same status applies, e.g. if it is hasted, clone is hasted also. Clones are never created carrying items, however. Useful if you have a scare monster - zap purple worms. A ring of weakness has been created. It drains 1 hit point per 4 turns (avg) when your hit points are more than half your maximum. A potion of lower level has been created. Acts like wraith drain. Fun. A potion of hallucination has been created. Makes monsters (except mimics and invisible stalkers) look like any other monster. Battle descriptions can get weird - "The kobold's gaze has confused you". Potion of poison will cure it (ouch), or it will wear off in 250-750 moves. A spike trap has been created. Step on the trap, and many spikes spring out of the floor. Step on the spikes and you might get injured. You can usually avoid them, though. If you trip and fall on the spikes you can't move for two turns. Darts sometimes drain 2 points of strength. Chests are usually trapped. Traps are: Blinding smoke: Blinds you for about 1/10 as long as potion of blindness. Poison lock pin: Reduces your strength by 1 or 2 points. Crossbow bolt: Hits you with a crossbow bolt. If it misses, you can take it. Hallucination: Same as potion Exploding chest: Hits you for a lot, and aggravates all the monsters. You don't get any of the items it was holding, either. Half the time, the chest contains a guardian monster that is aggravated. It will be one of BSEJQYCMF, and if the chest contains a weak monster on a lower level, more than one will be in it (except eyes). Mimics will not be aggravated by ANYTHING except physical contact. Usually, your chances of disabling a chest trap is 1/3, but this is adjusted by rings of dexterity and if you are blind. Wearing two -1 dex rings will make you fail every time, and - 7 - wearing two +2 dex rings will make you succeed every time. Blindness acts like a -2 dex. If you can't see your opponent (blind, invisible stalker, shooting arrows in a dark room, etc.) your dexterity is adjusted -2. Orcs will sometimes steal & eat your food (but not disappear). A particular orc will do this only once. Also, if the orc is carrying an item, it will be a weapon or armor, and if it is not cursed, he will be using it (orcs will only use maces, swords, and two handed swords, but they will carry other weapons too). Cancellation will prevent orcs from stealing food. NEW MONSTERS! Centaur, Gnome, Jackal, Snake, and Yeti are gone. New monsters: C is now carrion crawler. It bites you and makes your wounds fester. This means you heal five times slower than normal, until it wears off (100-300 moves). Healing potions will cure it, and retain strength ring will prevent it. G is now gargoyle. A very nasty monster with the hardest armor (rock). Luckily, it is permanently slowed. J is ochre jelly. If you hit it and don't kill it, it will split into two half-strength jellies. Q is still quasit, but they are now permanently hasted. Cancel will slow them to normal. S is blinksnake. They teleport at random, and sometimes all snakes on the level will swarm after you. Y is yellow shrieker. It doesn't attack, but when you are next to it, there is a 25% chance that it will scream and wake up all the monsters on the level. Stealth will prevent this. All of the undead (ZWV) and J are never asleep. Eye transfixion is now a save versus magic, instead of versus armor class. Trolls and Vampires really regenerate now. (They didn't used to, but were supposed to) level 1 5 10 15 20 | - 8 - | | | | Monster order is now: KBHSEOAJZLQYRNCMGFTIXWUVPD Last level: KBHSEOAJZLQYRNC Wandering monsters: KBHS OAJZ Q R C G TIXWUVP Monsters in chests: B S E J Q Y C M F _R_e_a_d_e_r_s _q_u_e_s_t_i_o_n_s _w_i_l_l _b_e _f_o_r_w_a_r_d_e_d _t_o _a_u_t_h_o_r. _A_u_t_h_o_r _w_i_l_l _n_o_t _a_c_c_e_p_t _a_n_y _q_u_e_s_t_i_o_n_s _f_o_r _r_e_c_e_i_v_i_n_g _t_h_e _p_a_t_c_h_e_d _r_o_g_u_e. IIIInnnntttteeeerrrreeeessssttttiiiinnnngggg TTTTiiiiddddbbbbiiiitttt --------_D_o-_o_d _t_h_e _C_a_t Here is an interesting tibit. I was working on a game that most people only dream of having: +10 +13 two-handed sword +18 ring mail (my original) [ac -11] 31 strength (max rogue 5.2 allows) 127 hit points (slowly increasing by potions of healing) 18 exp. level. 70,000 gold This game was achieve by legal moves. Of course I ended up going up and down alot (making sure to drop the amulet before going down!!!!). I was getting 2-3 enhance weapons and 1 enhance armor per trip. I was waiting to get 100,000 gold before quiting. Well I found a potion of healing, drank it, and ended up with -128(-128) hit points. The next arrow trap I stepped on saw that I was negative and killed me. It seems rogue 5.2 stores the hit point as a 2-complements BYTE! (It just doesn't pay to be too good.) _R_e_a_d_e_r_s _q_u_e_s_t_i_o_n_s _w_i_l_l _b_e _f_o_r_w_a_r_d_e_d _t_o _a_u_t_h_o_r.
wrightb@stolaf.UUCP (Bonnie Wright) (09/04/84)
In the magizine there was an article about a modified 5.2, but at the end of the article there was a message stating somthing like "No requests for the modified version will be answered". So what's the point of putting the article in ? just so the person can brag about his/her version of rogue ? Don't get me wrong, I think the rogue mag is a great idea, but I don't see why that particular article got posted.