I started wondering whether this breaks Roguelike-ness, since a run gets influenced by external factors.
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’
Understandable, but sad. Though deterministic RNG is indeed extreme in some way. But that means levelgen related items are deterministic?
On the other hand it could allow recording and replaying run with minimal data needed (the inputs)
I’d say the risk is low, since seeded runs are unranked and excluded from achievements. Such instruction would only work for a specific version. General “tips & tricks” tutorials already have issues with not being up-to-date and “the wiki” to keep up with new and changing content.
It would allow something similar to speedrunning (more about amount of inputs than time), which is always a very different way of playing games. Especially tool assisted speedruns would circumvent permadeath and unidentified items. But there are already speedruns happening, they just have to depend on the fixed items. Though the UI already does a good job in distinguishing game modes. It’s pretty clear in any screenshot or screen recording which version was used and if it’s a custom seed (stairs colors).
If the enemies don’t move in the same way, that would make TASing (basically botting) impossible. But there are always ways to automate inputs, since any device can pretend to be a USB keyboard/mouse/gamepad