
Hollows Of Rogue
iOS Universel / Jeux
This game was heavily inspired and influenced by the original Rogue - a 'roguelike' genre defining game from the '80s originally played in Unix text terminals -
but adds many enhancements and refinements in order to allow for more modern user friendly gameplay and easy touch based interaction - all while preserving the original feel and gameplay -
There are many differences to the original to list, among the most important are
- adjustable difficulty settings
- levels in the run are persistent
- quality of life improvements for touch screen devices for easier dungeon navigation and menu/inventory management
- high contrast display option
- more descriptive events and more of them are logged to game log, including all AD rolls
- rebalanced monsters, items and effects stats
- several new items
- new sounds effects for monsters and effects
- stomach of the hero is also always full - there is no hunger mechanic
Tiles by Oryx
Whether you're a veteran roguelike fan or someone new to the genre, this game delivers a fresh yet familiar experience. With streamlined controls, modern touches, and plenty of new features, it stands as the perfect way to relive the magic of Rogue — or to discover it for the first time.
Quoi de neuf dans la dernière version ?
1.3.9
- some actions such as enchanting an item and more monsters attacks got new audio/sfx
- added sound ambience - adjust its volume in Settings
- there should be less monsters in lower/initial levels
- dungeon now visually deteriorates more the lower the player goes
- Settings/Help slightly updated - recommended read esp. for new players (but not only)
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates