
S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.In addition, any unit not recalled in this scenario is permanently lost. S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost.S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.To compensate for the difference, there are several recall list wipes in the campaign: You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh.The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.

Fighters, archers and scout types are generally not so useful. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged.

#Tinykeep walkthrough plus#
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14. But within that universal truth, Nethack is most definitely not a game that even gestures in the direction of realistic world generation, and is a counterexample to the overall point of your post.It’s advised to play Under the Burning Suns first, to familiarize yourself with the story and the two suns schedule. the challenge spaces aren't abstract.Įvery game is abstract in some ways and not in others. The parent post took issue with the article for not making maps that felt like a prison/mine/fortress/etc., and I'm saying it clearly didn't attempt to. Whether it's about roguelikes is neither in evidence nor at issue. > You don't think this is specifically for roguelikes? Is this a distinction that you think negates my argument? It sounds like you're listing up everything in my post that you think people could disagree about. It gives you raw information, which you'd need to refine if you wanted to have a feel that's specific to a given game.īeginner gamedev. The point is that something like a pathfinding algorithm is not meant to distinguish between those cases, just as the worldgen algorithm in this article is clearly not attempting to create genre-specific dungeons. "Shouldn't necessarily" means shouldn't in some cases, should in others. > They shouldn't? This can in specific cases. Minecraft seems to, and places its seams of minerals reasonably (neither are perfect, but they're clearly trying).īut this kind of dungeon generator? We're nearly 20 years after Crimes Against Mimesis was written, and this feels like a big step backwards. Nethack in particular has a very detailed naive physics with all kinds of internal logic.īrogue does its natural caves pretty well, I think. Is it:Ī) an underground city (your analysis is spot on, doesn't look like that)Į) the lair of some non-intelligent speciesĪnother option is that they're supposed to be 'abstract challenge spaces' (as another commenter claims), but roguelikes aren't intentionally abstract: they attempt verisimilitude on lots of levels. The dungeon could be a range of things, but this one doesn't look like anything except an 'algorithmic dungeon'. I agree, though the issue, I think, is wider than 'purposeful' design.
