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They're marked by the islands with at the end of a chain with some notable map feature(like Star Rattle's having the poison bloom on it), so at least there's a warning when a forced reset is coming up, once you know what to look for.
So far, islands 25 & 45 are major bosses, still on my run to the next one, but i'm assuming it'll be either 60 or 65.
Really sucks when you have a good Tailwind going, like one where Exotic Weapons do the next dice level of damage, or certain combos of classes give healing on kills.
I heard the 3rd run lets you go to max level already. Not sure what else is there to unlock
That is not what "roguelike" means. Roguelike is about having to restart from the start if you fail. In this case I did not fail, the devs are arbitrarily asking me to repeat the previous 10+ hours of gameplay for no other reason than artificially increase the number of hours required to complete the DLC. There's no way I'm gonna go through the same bland content four times because I am forced to by design, especially as you keep redoing the same couple of maps from island to island, rather than having truly procedurally generated maps. I was already starting to get bored by the repetitive maps by the time I made it to Star Rattle, on my second attempt.
I'll just shelve the game, and probably reinstall it in a few years when I feel like replaying the main campaign for a third time (because the main campaign was amazing, and the mythic paths mean you can play a very different storyline based on which path you chose). But this DLC is a huge letdown for me.
(I've played Angband on and off over the past 20+ years, so I'm quite familiar with real roguelikes BTW).
Anyway I think just accept that's how it works - you can build up the same party again if you want.
If you beat the boss at the end of the run you usually unlock something for future runs. A new chest, the ability to go deeper levels on the next and whatever level bonus you managed to get. Also, Tailwind bonuses can change your party setup.
Roguelike (or rogue-like) is a subgenre of role-playing computer games traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character.