Rage of Mages 2: Renaissance (season four)

Start of a new season in Rage of Mages 2 at Tangar’s Hat! The top players of the last season can be found in the section “Ladder”.

Our server is one+ year old. During this time, we have more than 500 unique players (each account is confirmed by a phone number, since it is tied to gmail). What’s new this season:

– added a new tier of “easy” maps: easy-2. In the list of maps you will see them as medium difficulty maps with the description of Max stats 25. These are six new classic maps (well, not really new – they are from the 1999 classic Nival server, but we did not had them yet);
– everyone starts with every stat of 15. Later on you can drink special potions to increase your character paramaters permanently and do it not only at endgame, but actually ON ALL types of map difficulties – for example, on the “easy-2”, you can increase the parameters to 25; up to 35 in “medium”, up to 45 in “hard” etc;
– reworked taverns (now the value of the reward is limited by the difficulty of the map; on the easy one you can get only steel, the easy-2 mithril, on the medium – adamant, etc.);
– the spell of healing now only acts on yourself;
– some of initial spells are more expensive;
– shield spell become cheaper (100k -> 10k), but now cost 50 mana and lasts 1/3 time;
– some groups and quests on ‘easy’ become more casual;
– heal spell (and heal scroll) now restore much more hp at first server (only there!);
– experience on easy-1 increased 2x (to compensate 15 stats);
– experience on easy-2 increased 1.5x (to compensate 25 stats);
– PvP turned off for both Easy;
– easy-2 got taverns with now (max reward 22k) – located closer to center;
– In all “big” mobs, as well as in some groups, potions have been added that restore 1hp and 1mana. Please note that their description in the game is crooked :slight_smile: also they are sold in the shop for 50g, not 500g;
– game speed increased from 5 to 6;
– reduced experience penalty (on easy from 3% to 1% etc).

Now an important clarification regarding the new character’s stat potion system. There are now two types of easy maps:

  1. First tier: the maximum stats are 15. On these maps you starting your chat. These are maps from the previous season, 64×64. There are taverns on them, where you can take tasks, for which they reward equipment up to a steel cuirass.
  2. Second tier (easy-2). Maximum stats 25. Im map list it listed as “medium” (but it’s actually easy!). The thing is that on this map for 200k gold you can buy potions in the store, which will increase your parameters. Potions:
    life regeneration: strength and agility
    mana regeneration: mind and spirit
    The maximum value of the parameter on the easy-2 is 25.

Important! If you will increase the parameters on the easy-2 map and then enter on the map of the first tier, your stats will drop to 15. Therefore, if you decide to spend on drink a character, do not go to the map of the previous tier if you do not want to reset the stats! Likewise, don’t try to increase stats on lower tier maps – potions won’t work there.

Further difficulties will be introduced, where you can increase character parameters up to 35, 45, etc. For each level, only certain items from this particular difficulty level will increase stats. Those. regeneration potions will increase your stats +1 only on easy-2 maps! On medium map, these potions will work as usual – there to raise stats you will have to drink other potions (potions of life / mana for 2.000.000).

More info about stat potions see in table in Guide section.

Also, soon I will add taverns on “easy-2” maps, where you can get mithril equipment as a reward.

How it was created: https://www.instagram.com/p/CJldsgmjT1w/

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Limiting storage in houses @ roguelike games

Restriction to put items in a house – is very bad thing for multiplayer roguelike game. It’s wrong design. Roguelike compexity comes from “the dungeon” – not from item managament “on the surface”! There is a restriction for items which player could take with him. And it’s right. But storage restrictions won’t change game much, just make it more annoying and remove possibility for new players to trade between each other.

The idea of this restriction comes from Mang and TomeNET. But there are allowed several players on one account – so this restriction makes players harder to cheeze there by moving items from one char to another. This is outdated and wrong mechanics.

Take a look at T’s YASDs. There are plenty of them. They comes not from housing space, but from the dungeon roguelikish situations. Having restricted space outside of the dungeons doesn’t make game easier.

And regulation gold income for player by making player spend it on house – also outdated mechanics. We got gold table so we could perfectly balance gold income to make game ideally hard.

Please take a look on this aspect under new angle 🙂 There just no point to make item restrictions outside of dungeon. At the same time having a lot of space makes trading between player easier and also makes easier ‘item managment’ – the worst thing in keyboard-based games..

Also lets take a look into logic and world’s lore. House is huge. Having one item there on 1 spot is just silly. While character inventory is more or less realistic (weight of items and their numbers), house storage restriction is nonsense. You could put 100500 items in house, it’s huge 🙂 If your character could hold 23 items, why floor cant hold them?

So whole picture – game balance, game UI, usability and comfort; logic and lore; trading stimulation..

There are some MMO games with houses. Not any of them got such restriction. Eg in Ultima Online (the most famous housing-MMO) – there is 255 items restriction per container. 255, Carl! 🐻

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Battle Legion: Mr.Stinkins adventures

=== Mr.Stinkins, the second shieldbearer squad, Master’s Igroglaz army (#pgue). ===

Hi. If you read this diary – it means I’m dead.

Yep. No worries though. I’ll resurrect soon. Reincarnate I mean. It’s the way it is in the Eternal Battlefields.

So. If you find this diary – please return it back to me (address is on top of this manuscript) so I’ll be able to continue my notes. Continue reading

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Roguelike quest system

Quest system isn’t present in V because quests are not really good suited in *bands, good analytics about it there.

In addition in PWMA (and Tangaria) there are more problems:
– in PWMA quests influencing V-based economy (not too much though because of a lot of RNG in completing it/reward).
– quests to kill certain enemy are just boring.
– players often forget to take quests as it’s very rare to complete them and you got dull rewards; most just play without them

Those problems came because quests in roguelike games often implemented like in traditional MMO/RPG-quests (kill 5 chickens, bring 5 ribs), while it should have it’s own, roguelikish type of quests – to encourage players to have an adventure, with a proper risk VS rewards rate.

/rfe to improve quests and to encourage players to play in more roguelikish way – implement this minimalistic (and yet deep) system: Continue reading

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[Battle Legion] #oldwagonsystem and player’s cycle

With a new system devs shoot them selves in the *foot* (also shooting *Greenfoot*.. hold on, bro!) – instead of unique (compared to other games) wagon system they adopted common marketing-based timers. At first I wanna share some FAQ info for new players, who donno about past wagon system changes:

#oldwagonsystem movement

Previously, before 8 update there was wonderful system – you could open all 3 wagons at once, without waiting timer. Algorythm was:

1) fight several times to collect keys for wagons

2) right after you collected keys – open wagons (you could open 3 at once)

3) wait several hours so wagons will respawn; then you could enter the game anytime to fight a bit to open a wagon if it was respawned or could just enter once per 12 hours to open three wagons, to be sure not to miss any. Continue reading

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Roguelike song (guitar) – YASD (by igroglaz)

I’ve wrote a song-tribute to roguelikes 🙂 Hope you like it!

Text: Continue reading

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How to create MMORPG game?

What do you need to create online multiplayer game: most essential stuff:

  1. Idea
  2. Game designer
  3. Programmer(s) for these components:

– Gameplay
– Network communications
– UI, input processing
– Scripting, AI
– graphics, sound, etc

4. Artist

– Graphics
– Sound
– Writer
– Level design

5. Project Manager (also know as ‘lead’, ‘producer’, ‘director’)

– dev team
– schedules
– budget
– website
– community

6. Tester
7. Publisher Continue reading

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Monetization suggestions due new wagons system

We all understand that devs needs financial support to feed their families. 30 employes in the company – it’s a lot and each member should have good salary to make the game better and better. In general – if devs will get more $ – they will put more efforts to the game and make it better, so we (community) should support dev team and buy stuff. But.. stuff should be good for us to buy, so it would feel like a contribution, not like robbery 🙂 Continue reading

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Battle Legion – multiplayer ‘soldiers’ game

It’s pretty rare when I could recommend certain ‘modern’ game (as I like oldschool stuff). But this is the case. The best soldiers-like game which I’ve met for years:

If you do not fear Russian language in chat, you could join my clan: [TAN] Tangaria #cey

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Reaper of Souls — Песня о Diablo 3. Song about Diablo 3

My song about Diablo 3: Reaper of Souls:

Text of this song:

Prime Evil is smiling from the inside of cursed stone
All I have is sorrow about Lia’s poor soul Continue reading

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GTA 5 from Epic Games Store: how to change language

I’ve got GTA 5 from Epic Games Store; but it goes in a wrong language (they took OS system language, stupid MFs). Changing language in launcher doesn’t change it in-game. How to change it properly:

  1. run Registry Editor: regedit
  2. go there to:
    HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Rockstar Games\Grand Theft Auto V
  3. create new “string value”
  4. name it as: Language
  5. set value to it, one of the following:

Continue reading

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How to create MMORPG game?

What do you need to create online multiplayer game – the most essential stuff:

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How to run ‘Random Dice’ game at PC emulator (MEmu, Bluestacks…)

To run Random Dice: PvP Defence at PC Android Emulator (MEmu, Bluestacks, etc) – you need to turn off root at the device. Every emulator got this option in settings, in MEmu it’s:

Settings (gear) → Engine → Root.

Without it you will get: ERROR 666

Hope to see you at my streams! 

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Custom housing in Multiplayer Roguelikes

Lurking of Internet Archive I’ve found a document about custom housing is written by EvilEye, one of the main developers of PernMAngband. Fist part of this document explains quite regular stuff, but second one is about Custom Housing – possibility to create houses of any form. There is this document. Continue reading

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Multiplayer Roguelike Multilingualization

Multilingualization of MAngband, TomeNET, PWMAngband, Tangaria – is possible.

Two years ago CBlue mentioned that there were korean server with multilanguage.. I’ve managed to find an ancient implementation of MAngband ML at internet archive (it’s in Japanese, but still): Continue reading

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