I started wondering whether this breaks Roguelike-ness, since a run gets influenced by external factors.
That’s a good point and for later reference: Time @ NethackWiki
But I never really played. At most a few times, but not enough to run into something like this.
I pretty much only played Pixel Dungeon, Shattered Pixel Dungeon, Brogue and Dungeons of Dredmor.
But this is probably more an issue for speedruns than roguelikes, because I somewhat assumed that runs should be deterministic.
I somewhat assumed that runs should be deterministic.
Then you have to throw trinkets like Mossy Clump, too. It changes entire floors. Same with Trap Mechanism.
Also, if you spend more time on a floor than other people, more enemies spawn. So the game is not even deterministic in that way without the sundial.
No I mean that exactly the same inputs on the same seed with same class have the same results (moving, attacking, alchemy, giving talent points…), but that depends pretty much just on how RNG works. Hero’s remains break that a bit, since your last run influences your current one.
That doesn’t happen actually, only levelgen is affected by the dungeon seed, after that things like combat rolls and enemy drops are totally random. I made the choice to handle it that was as normal players would have their RNG diverge almost immediately anyway, and I wanted to prevent strats like ‘do this specific sequence of inputs to spawn a thief on floor 4 and have it always drop an artifact’