Posts from ·due·

Crawl 0.9: Victory Valedictory

Four months have already passed, and, with the tournament already begun, we’re pleased to announce the next release of Dungeon Crawl: 0.9, Victory Valedictory. As always, there have been a load of changes, but most significant of these is probably the following: we say Auf Wiedersehen to victory dancing.

Gone are the days of pointlessly casting spells at walls, or pounding on a macro to evoke a crystal ball — usually with undesired results. The experience pool has been removed, and it is now not actually possible to “victory dance”. Instead, experience is spent as it is gained. The exact mechanics of this depend on two separate modes: in auto mode, experience is spent on skills recently used, while in manual mode, finer control is available via the skill screen (m).

As a final reminder, the August tournament has already started! You can visit the Tourney Website for more details, but succinctly: you can play with the console version either on CAO or CDO (“Trunk” on CDO, and “0.9″ on CAO, currently). Webtiles does not currently count towards the tournament, as it needs to be updated to run 0.9. This will be done Soon!

So, pull on your crawling shoes (and knee-cap covers), and get ready for a solid two weeks of frantic adventuring!

Eronarn has provided an excellent summary of major changes in 0.9, so here they are!
More: Read the rest of this entry…

Tourney Time!

No, it’s not August! But to celebrate the release of Dungeon Crawl Stone Soup 0.8, “Frantic Frenzied Felines”, various members of the Crawl community have banded together to run an unofficial tournament. Of course, August’s Tourney will run as scheduled.

From May 14th (midnight UTC) through May 30 (midnight UTC), 2011, any version 0.8 game played on CDO or CAO will count towards the tournament.

As with the official tournament, one can join a team, gain banners (or pennants) for various accomplishments, and, most importantly, accrue points for various activities.

All of the details for the tournament can be found here (http://crawl.develz.org/tournament).

Good luck, and good crawling!

Faster, Pussycats! Kill! Kill!

It’s that time of year again! The Stone Soup development team are extremely pleased to announce the latest release of Dungeon Crawl: 0.8, “Frantic Frenzied Felines”. As usual, there have been some massive changes, which, if you’ve been playing any of the development builds hosted on CDO for download and online play or CAO for online play, you’re possibly already familiar with. A big thanks to all of our play-testers!

What’s changed? Here’s an excerpt of some major changes:

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Glorious Gitorious!

If you have been following the ##crawl-dev IRC channel, you may already be aware that we recently (this time last week) moved our code base from SourceForge.net to Gitorious.org. This move comes mainly from some minor frustrations with SourceForge, most of which relating to their recent reliability problems. SourceForge have been a excellent host, but as we’ve recently been butting up against its limitations, it seemed like a good opportunity to move.

You can find the main page for the Crawl code on Gitorious at: <http://gitorious.org/crawl>.

From there, you can see all of the contained repository, begin watching any of them, and see all of the changes represented as a stream; from the repositories, you can clone and begin tracking and pushing changes to these clones.

Therefore, if you’ve been following Crawl development via Git on SourceForge, you’ll need to make some changes in order to switch to tracking Gitorious instead.

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Tourney ’10 Time!

A quick reminder to all you eager Crawlers out there: there’s less than twelve hours (at the time of writing this, 10 hours, 21 minutes and a few seconds) until the start of the annual DCSS Tourney! Get your crawling kit in, stock the fridge with caffeine drinks and settle down for the ride.

As a reminder, crawl.akrasiac.org’s official tourney page is here.

We look forward to see you die regularly!

-DCSS Tourney Team, ’10

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Tourney Time Again!

Calling all avid crawlers!

The calendar rolls once more towards August, and August means the annual Dungeon Crawl Stone Soup Tournament! It will begin at midnight, August 1st (UTC), and continue through until midnight, September 1st (UTC). All Stone Soup version 0.7.0 games started during this period of time, on both crawl.akrasiac.org and crawl.develz.org, will count towards the tournament.

We have several changes from last year’s tournament, including new banners, changes to the scoring system, and much more! You can read all about it on the official tourney page on crawl.akrasiac.org.

This year also introduces the Dungeon Sprint mini-game into the Tournament. Dungeon Sprint, or Sprint, is a variant of Stone Soup created by Chapayev, consisting of a dungeon dramatically reduced in size but increased in difficulty. Sprint games will be counted for the tournament from the 15th of August at midnight (UTC) on both CAO and CDO, and points will be awarded for wins! For more information, check out the tourney page linked above.

As usual, the Tournament will be a fast-paced month of Stone Soup action! Tune in for the blood-shed, tears and the enraged screams of those killed by Sigmund, as well as the joy of snatching the orb, and your first win, from beneath the pulsations of an orb of fire!

The best of luck to you all, we hope you have a great time playing this year.

-The Crawl Development & Tournament 2010 Teams

Dungeon Crawl Stone Soup: Tiles Server Support Sneak Peak!

An April Fool is a happy fool! However, Luca Barbieri has announced NetTiles, a branch of 0.6 tiles that allows for play on CAO. Check out this thread on crawl-ref-discuss.

While there has been a lot of public development on Dungeon Crawl Stone Soup, resulting in the massive upsurge of new features in the recent release of 0.6, our Tiles developers, as well as the public server administrators, have been working day and night behind closed doors on a huge wish-list item: the ability to play crawl online, at servers such as crawl.akrasiac.org and crawl.develz.org, but using the Tiles interface instead of ASCII. This is something that a lot of people have been waiting on, and we’re really excited that it’s finally happened!

Public binaries will be released shortly, as we co-ordinate with server administrators for the change-over, and this post will be updated with links as soon as they’re live. For now, here’s a few screenshots of what it looks like, as well as a list of exciting new social media interactions that we hope you’ll enjoy.

Some new features:

  • Link your character’s status to your Facebook page, transmit milestones to your Twitter!
  • Clickable character images: each click gives you a character point, and for a thousand character points, you can resurrect that character when it dies.
  • You can now sell your unwanted or unused items, armour and weapons on eBay and etsy! You can also purchase from other players and import it into your game.

We hope you enjoy this month’s new release, Happy Crawling!

Play-testing: Hit Me With Your Dowsing Rod

Where’s my dowsing rod?

As some devoted players may have noted already, the Divinations school is gone: vanished, disappeared, no traces left. Actually, that’s not quit true, some traces are still there.

But one thing after the other — why did the developers, blessed with their insight and wisdom, remove a whole spell school? The main reason is that some effects are interesting and useful, but should never have been spells. Most former divination spells belong in this category, including: Identify, Detect Curse, Remove Curse, Detect Creatures, Detect Items, Detect Secret Doors, Detect Traps and Magic Mapping.

More: Read the rest of this entry…

Play-testing: A Great Big List

Due to the large amount of quality posts (specifically, Eino Keskitalo’s account of a Naga Transmuter of Cheibriados, and Johanna Ploog’s article on Shoals and tiles development) that have been made to the blog recently, as well as limited time on my part, we’re going to forgo the usual play-testing highlight and instead deliver The Great Big List.

Tune in next week for a piece discussing the recent removal of the Divinations school! We’ll start where we left off last week, at commit b11820d43d9!

More: Read the rest of this entry…

Play-testing: On the Subject of Branching

If you’re a follower of the crawl-ref-discuss mailing list or a regular reader of commit logs (I know that I am!) you may have noticed the creation of a new branch of Dungeon Crawl Stone Soup. The branch in question is “stone_soup-0.6″, and its creation means a variety of things for players of the trunk builds hosted here as well as the versions playable via secure shell and telnet.

This week we’re going to take a few minutes to discuss those things rather than focusing on a specific set of changes.

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Play-testing: Leader of the Pack!

We thought we’d take on a slightly lighter (but no less relevant) topic this week: monster packs. Conveniently sized for maximum death, there are a variety of monsters that come in packs. The ones people probably notice the most are ugly things, slime creatures and yaks. These are the most prevalent in the early and middle parts of the game, and, depressingly enough, are also the most boring.

Our current developmental release seeks to relieve some of the monotony with two of these packs: slime creatures and ugly things.

Slime creatures

Slime creatures, a common sight in multiple branches (you might find them camped out in the Swamp, or perhaps huddled in the corner of a room in the Vaults), now combined form larger and larger slime creatures. Two slime creatures combined form a “large slime creature”, three a “very large slime creature”, and so on*. As their size increases, so also do their various statistics: damage is combined, as are hit-points. Thankfully, as these increase, so does the experience granted by them upon death.

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Play-testing: Alphabet Stone Soup!

You can catch any play-testing posts that you might have missed here! Windows builds will be updated shortly.

If you’ve played an ASCII build of Dungeon Crawl Stone Soup recently, you might’ve noticed that some monsters have had a makeover recently. If you play tiles, then you might also have noticed a new addition to the tiles of imps, devils and other demons. We’re going to take a short moment to discuss some of the changes.

Insects and spiders

The most noticeable change is that the two large insect families of bees and ants have been standardised. Instead of using multiple glyphs, one for larvae, one for normal monsters, and one for “queen” monsters, we now use the same glyph and scale colour instead.

More: Read the rest of this entry…

Play-testing: Come Jiyva with me!

You can view previous play-testing posts here (you might need to scroll to get past the copy of this post)! Tune in tomorrow for the “great big list” of changes.

We thought we’d take a bit of time out of our busy lives to reflect on the religious aspects of Dungeon Crawl Stone Soup: if you’ve played a recent version of trunk, you may have noticed two new temple Gods1, and if you’ve ventured into the Pits of Slime, you may have a third new God!

These three new Gods are Fedhas Madash, the Plant God; Cheibriados, the Slow God; and Jiyva, the Slime God. This article is going to give a quick run down of each of them, their flavours, their gifts, and the abilities they grant. Please keep in mind that these Gods are still being developed, and that the abilities listed in this post may not be in their final form.

1 A “temple God” is defined as one that is found specifically in the Ecumenical Temple (or in overflow altars, as discussed in last week’s post). Non-temple Gods include Lugonu and Beogh, as well as the newly-introduced Jiyva.

Fedhas Madash

We’ll start by looking at Fedhas Madash, God of plant and fungal life. The most noticeable, and indeed the first, gift gained is that all plant life in the dungeon (including Oklob plants, hooray!) turn neutral, and you gain the ability to walk and fire through all neutral and allied plants.

More: Read the rest of this entry…

Play-testing: Honey, I shrunk the Temple!

You can catch any play-testing posts that you might’ve missed here. Windows trunk builds will be updated shortly for this post.

This week, we’re going to talk about the Ecumenical Temple: with all the new gods (who you can read about here), it’s started to feel a little bit cramped. In order to solve this issue, we’ve devised a new system of “overflow” altars.

As normal, the Temple will show up between levels four and seven in the main Dungeon. It will have a large percentage of the altars representing each of the “temple” gods (excluding Beogh, Jiyva and Lugonu), but it may lack the one that you’re looking for.

Don’t panic! The altar that you’re looking for will appear as an “overflow” altar. These are small vaults that are placed throughout the dungeon, between levels two and nine, and which are dedicated to the god in question. Some of these overflow altars may prove to be a challenge, and you might not be able to get the god that you want when you want it. Rest assured, the altar to that god will always show up.

What else does this mean for you? Well, the positive side of this is that the altar that you’re looking for could show up as early as D:2. It also could be that the altar shows up as late as D:9, and that you might have to decide whether or not you wait, or pick another god.

Hopefully, the changes will not only aid us, as developers, in the addition of new gods (preventing the necessity for constantly changing the size and layout of the temple), but it will also provide interesting tactical decisions for you, the player! Good luck, and good religion.

And now, on to the great list of changes! We’ll start where we left off, at commit cd1279820c.

More: Read the rest of this entry…

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Play-testing – There’s something on your Neck!

Another week, another play testing post! You can catch any that you might have missed in our play-testing category.

This week, we’re going to talk about amulets: there have been a lot of changes to them recently, and while they aren’t finished, I thought we could highlight some of the major changes and how they’ll affect you!

The most noticeable of the amulet changes is that the Amulet of Resist Slowing has been removed. The effect of resisting the slow enchantment has been merged into the new Amulet of Stasis (more on this later), but the ability to resisting the slowing and fatigue effects of berserk have been removed from the game.

The Amulet of Resist Slowing could previously be used to bypass all the negative effects involved in berserk, which made the ability, be it god-given, spell-given, or from potions or other sources, extremely unbalanced. We hope that this removal (read: nerf) will help to balance berserk once more.

The two additional amulets introduced recently are the amulets of Stasis and Faith. Stasis, as already mentioned, prevents the slow enchantment, as well as other enchantments that affect the player’s speed or movement. This includes teleportation and blink of any form, hasting, paralysis and petrification, as well as berserker rage. Wearing it will not affect current effects, such as pre-existing haste, or pre-existing post-berserk slowing.

The Amulet of Faith provides several interesting effects: piety gain is increased by one third; Gods which protect from harm have a higher chance of doing so, as piety in this check is increased by one third before performing the check; Xom’s “piety” is also one third faster when changing, and he has a higher chance of acting. Finally, removing the amulet will affect the player’s current piety, though it will never reduce it to the point of (or near the point of) excommunication.

Of course, these effects are not necessarily the final effects, and may be subject to change at a later date. Further amulets are also planned, so expect more changes in the future! And with that, let’s move on to the list of this week’s changes:

More: Read the rest of this entry…

Have You Met Mr Mara?

Meet Mara, Lord of Illusions; Elf twins Dowan and Duvessa; and Purgy, a rather thin troll–these are just a few of the characters that have joined the army of uniques. Since our last stable release (0.5.2), there have been a total of fourteen added, so sit down and get ready to be introduced!

We’ll start our list in order of addition, with the most recently added last.

  • Kirke, named for the minor Greek Demigoddess, can be found in the Dungeon between levels fourteen and nineteen (and equivalent depths). She comes with a band of hogs, and would very much like for you to join them! Don’t run into her without a stash of holy moly, or, if that is not forthcoming, a good source of magic resistance, unless you enjoy spending the rest of your short life as a swine.
  • More: Read the rest of this entry…

Play-testing – January 10th, 2010

Our second play testing post for the year! You can see the previous play-testing posts in the play-testing category, conveniently located here! (Thanks Napkin.)

We’re also going to try something new this week. I’m going to highlight some of the recent major changes and reflect on them, instead of just including them in the Great Big List(tm).

Starting last week, though triggered by the addition of the new Arcane Marksman class, we’ve been overhauling Ranged Combat. There have been a variety of changes, and most of these relate to the compatibility of the new brands and the various types of ammunition.

Also introduced were a variety of new needle brands (more to come), the removal of the Darts skill and the subsuming of these and blowguns into the Throwing skill. In combination with the recent changes to slings (they no longer have a penalty for being used with shields), Hunters that start with slings also now start with bucklers. As a result of this, and to differentiate them more from other small races, Halfling have been given a better Shields aptitude (reduced from 130 to 90), and had their HP increased to the same range as Sludge Elves. Finally, sling bullet generation has been increased to be similar to that of crossbow quarrels.

As the new needle brands (paralysis, slowing, sleep, sickness, frenzy, and confusion) have been found to be overpowered, we introduced a saving throw for monsters: if 2 + 1d(3 + your throwing skill + your blowgun’s to-hit enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a hit dice of 13 or below.

Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak. Hopefully this will make the new needle brands interesting and fun, rather than utterly overpowered!

And now, we’ll start from where we finished off last week, at commit 0c8fe019dd!

More: Read the rest of this entry…

Play-testing – January 4th, 2010

Please see the previous play-testing posts.

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Play-testing – December 27th, 2009

Please see the previous play-testing posts.

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Play-testing – December 19th, 2009

A continuation of the previous play-testing posts!

A lot has changed in the past two weeks! We’ll start from commit de685cf.

More: Read the rest of this entry…

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