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Rapportera problem med översättningen
In any case, there are a few different rogue-likes that are as you describe, so you may want to check those out. The one I've been playing lately is Dungeonmans -- you can download it here for free -- http://www.dungeonmans.com/?page_id=290. It's also on Steam Greenlight here:
http://steamcommunity.com/sharedfiles/filedetails/?id=114781779&searchtext=dungeonmans
Also, Tales of Mej'eyal seemed pretty unfair, I was a tank build and this mage instagibbed me and I didn't get time to escape.
I did say that Tome 4 was extremely difficult. I don't play it myself either (for similar reasons), except if I'm feeling exceptionally masochistic. I just mentioned it in the other thread because it does have a loyal and dedicated following and someone out there may actually like it.
There's not going to be any overland map for Dredmor. Maybe Dredmor 2? But even if the devs decide to make it, I wouldn't expect it any time soon.
You might also want to try Adom -- it also has an overland map like what you described. It's a bit more old-school, and again, I've only played aorund a little with it, but it is very popular among rogue-like afficionados (it's just not for me). If you wander too much too early on the overland map, you'll likely have a similar experience to what you saw in Tome -- an entirely unfair and unrewarding death. If you find the town, they will direct you towards a lower level dungeon.
I personally don't like the almost non-existent UI, and arcane key commands, but some people go for that. It's very old-school in that respect.
Speaking of unrewaring deaths, there is an area I remember from 1.1.1 you couldn't even get to unless you'd recorded 100 character deaths!
Elona has inventories full of text. It's the roguelike I been playing a lot recently. Although it has WAY TOO MUCH stuff to do in the game that distracts the player.
Most confusing roguelike to get into.
Dungeonmans is currently only availabe as a pre-alpha, so it may change a whole lot by the time it's officially released. Here's what I can tell you:
1. I've never reached the limit of the inventory -- I've carried tons and tons of items without problem. If there is a limit, it's pretty darned big.
2. Your inventory is divided up into two tabs -- gear (weapons, armor, and rings) and everything else (potions, scrolls, artifacts, and books).
3. There isn't (yet) a huge variety of items the way there is in Dredmor. Part of this is because it's still in development, but also it's because it doesn't have a crafting system.
4. The inventory is graphical like Dredmor's
One issue is that Dungeonmans is part of the class of rogue-likes where you need to identify items, which means that in each game, your healing potion may look totally different. That certainly adds a bit of inconvenience. In Dredmor, I always can easily recognize most of the different potions by their color, but not so in Dungeonmans.
Note that you can sell all non-magical unequipped gear with a single keypress, so at least that takes a whole lot of the pain out of the huge inventory.