When applying a crash bugfix to the crawl.develz.org 0.7 Crawl recently, I accidentally broke the tournament Sprint setup, so Sprint was unavailable on CDO for a couple of days. This is now fixed, and you can play Sprint tournament games on CDO again. Sorry for the inconvenience.
Posts from ·greensnark·
The 0.7 release of Dungeon Crawl Stone Soup is here, complete with elephants, tile awesomeness, and fully recharged electric eels.
Edit: 0.7.1 is now out with a fix for a severe bug affecting ziggurats and other Lua-triggered features such as bazaars. Please update to 0.7.1 if you’ve already downloaded the 0.7.0 release.
All 0.7.1 release files are available on the Downloads page.
You can also read something approximating a changelog for a rough summary of what’s in the release.
I’d like to thank the whole team for working to release 0.7 in the short space we have before the annual August crawl tournament, and I’d like to give extra thanks to kilobyte and rob for their help with the release.
Thanks again to Napkin for hosting Crawl development on CDO, and the Crawl player community for their help improving the game.
The third release candidate for 0.7.0 is out, addressing issues with piety gain, slime wall damage, and other miscellaneous fixes.
Mac and Windows binaries are on the development builds page as usual.
When filing bug reports on Mantis, please attach your save games if you have them. Also, please make your bug reports as detailed as possible to help us find and fix bugs before release.
The first release candidate for 0.7.0 is here, featuring slick new tiles, a new Sprint map from the strange and terrible Chapayev, Demonspawn with fancy new mutations and chrome wheels, and a new tutorial with Extra Bling (TM).
There’s also a detailed list of changes if you enjoy that kind of thing.
Mac and Windows builds for 0.7.0-rc1 are available from the development builds page as usual.
We’re testing a new Windows installer for Crawl from kilobyte, and we’d appreciate feedback from Windows users.
Please file all bug reports on Mantis as usual.
Mac OSX Binaries of 0.7 alpha:
Mac OSX Tiles Build
(Last updated 2010-07-09, 0.7.0-a1-136-g6024cb9)
Mac OSX Regular Build
(Last updated 2010-07-09, 0.7.0-a1-136-g6024cb9)
We’re close to a release candidate for 0.7, but saves will remain compatible with the alpha versions of 0.7. Have fun with Menkaure in the Violet Keep (Sprint), courtesy Chapayev, and please report bugs on Mantis as usual.
Windows builds are available on the Development Builds page.
How I started playing Crawl, and the early history of the Stone Soup project.
In the winter of 2002, I had large amounts of free time at my job, and I spent it in two ways: reading books and playing roguelikes. I’d played a lot of NetHack, but I’d reached a point where the game was quite easy and boring, and I was looking for a new roguelike to play. It wasn’t that roguelikes were the only games that interested me, but they possess several features that make them perfect for playing at work.
The Lair is the highway most Crawl characters take to go from the
stressful early game (many players attribute later psychosocial
problems to D:2 bullying by Sigmund) to the more predictable
midgame. Along the way, you pick up lots of relatively safe
experience, and up to three runes from the Snake Pit, the Swamp and
the Slime Pits. Dying on the Lair superhighway is optional, but a
lot of players seem to enjoy it.
For a while now, players have been chafing under the injustice of
having to do the Swamp, since its devilish generosity with rune and
items and shops forces players to brave the menacing terrain to rescue
these poor lost items, in the process running into charming monsters
like swamp worms that get double damage attacks while the character
wades in shallow water. When not being torn apart by suave swamp worms
in shallow water, our heroes are usually demolished by humane hydras,
which can swim much faster in water than most characters can walk on
dry land, and the occasional urbane unique.
The Crawl devteam has naturally been eager to improve the situation,
and has turned to a new branch that has an even chance of replacing
the treachery of the Swamp with outright murder — tasteful, exciting
murder. Murder with turtles in it. A new branch called the Shoals!
The Shoals are set near the sea, in a little archipelago of islands
with beaches, tides, mangroves, and the occasional man-eating monster
thrown in for seasoning. It’s a long, fascinating story (you’ll never
guess how many useful things harpies can do with human entrails!), but
today we’re going to talk about how Shoals levels are generated, and
how the tide works in the Shoals.
Out of a whim we started a poll on the IRC channel ##crawl. Lots of players already replied and it would be nice to have input from other channels as well. 12 questions, please send replies to firstname.lastname@example.org. Evaluation will be anonymous and statistics will be posted here.
Stone Soup 0.4.4 has been released, finally officially fixing bugs that have long since been put to rest on CAO and CDO.
For a list of changes, click here.
Stone Soup 0.4.2 is out, fixing a number of bugs in time for the tournament.
Stone Soup 0.3.3 is released with fixes for several crash bugs, balance issues, and squeaky hinges. See the list of fixes. Mac and tile ports are not available yet, but this deplorable state of affairs should be corrected shortly, so hang in there.
Edit: Mac binary and tiles port now available – Happy day!
Stone Soup 0.3.2 is out with a fix for a crash bug (tiles) and balance fixes.