I started wondering whether this breaks Roguelike-ness, since a run gets influenced by external factors.
OG Pixel Dungeon had day-night spawn rate differences too. And I’m told DCSS has something affected by lunar cycles?
Not sure what the answer is, but SPD isn’t the only game that has this.
It depends on your scale of dedication to exact definitions.
Holiday foods are deliberately designed to be nice subversions of pasty, but not something you would depend on (mostly due to rarity).
Dimensional Sundial is a reference to vanilla’s day and night differences, and could be seen as detrimental, depending on how you handle increased spawns. Also you choose to invest into it and don’t get it every time.
Ever play Nethack? It had events for Friday the 13th and new moons. Maybe full ones too?
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.