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.
Here is why:
- All of these effects are not tactical. That’s the strongest indicator something is wrong with these spells. For example, use outside of battle means that the usual approaches for balancing spells won’t work: the MP cost is irrelevant and, for a slightly contrived example, one could go about casting Magic Mapping by taking off armour and using two rings and a staff of Wizardry.
- Magic Mapping and Detect Traps are easy to pick up, even for otherwise strict non-casters and extremely useful. Ideal play would demand to get these spells and use them on every level. So not only are these spells inherently unbalancable, they break the game. What’s worse is…
- Magic Mapping, Identify, Detect Curse, Remove Curse are copies of scroll effects. In other words, the accused spells remove interesting choices. Whereas the scrolls are valuable resources, the spells render them obsolete.
- Most of the spells were never used; they were only added to provide some flesh for an otherwise barren school.
To be fair, there are other spells that suffer from this affliction: Alter Self is a spell never used tactically and many Conjuration spells have doubles among wands or abilities. Nevertheless, the Divination spells in the dock stand out like sore thumbs, and the verdict was unanimous: eradication.
Luckily, a few spells from the rotten school proved to be better, and they escaped extinction: See Invisible (now Enchantments) is a good way to increase dedicated casters’ flexibility. Forescry (now Phase Shift, a Translocation spell) is the EV counterpart of the various AC boosting spells. These are both of tactical value.
What does that mean for your 0.6 characters?
First, trap detection is now only done by the Traps & Doors skill. Second, scrolls of magic mapping and detect/remove curse are more valuable; although the latter two could still stand to appear less often. There have been some related changes which are worthy of mention: active abilities like levitate, sense surroundings, teleport are no longer potential properties of random artefacts. The reason is similar to 1 above: players should not be encouraged to carry around weapons for purposes which are outside of combat. While the mapping mutation still exists, it now works in a passive manner. Most players will find this to be more convenient. Finally, no form of magic mapping will find secret rooms.
The future
Scrying into the more distant future, there will be a god centered around a divination theme. In a curious deviation from the normal design process, the name is already fixed: Ashenzari, and this god’s powers allow us to fix the bad effects incriminated above. Also, there may come additional consumables to provide ways to Detect Something. The most natural candidates are scrolls and miscellaneous items. However, play-testing with the Divinations school removed, it was quite obvious that the need for such items is not as pressing as one may have thought.
So, stash your crystal balls and rods of divination, and let’s get onto the Great Big List!
A note by the editor: many thanks to David Ploog for providing this piece on the removal of Divinations. Tune in next week for something (hopefully!) on the new Portal Vaults feature in 0.6.
We’ll start at commit 290637fc2afa3, where we left off last week.
Bugs fixed
- Some mouse slow-down has been resolved by reducing screen redraws.
- Shaft trails are no longer generated on non-shaft levels.
- Shopping list toggles now properly clear in-shops, while gold messages fit 80 columns when prices exceed thousands of gold.
- Melee noise no longer wakes hibernated monsters on the turn that they have been hibernated on.
- The shopping list symbol is now shown in the stash tracker shop inventories.
- The screen is updated before delayed god gifts, meaning that messages no longer appear before gifts are actually granted.
- Yellow draconians no longer have inherit resist corrosion.
- Trog no longer appreciates kills of non-spellcasting ghosts.
- Saint Roka now uses his special Messiah speech.
- Some vaults have been repaired.
- Tiles: mousing over areas out of sight no longer gives away undetected traps, needle tiles are now transparent instead of white background.
- Brilliance’s spelling in Troves has been corrected.
- Merfolk no longer enter water twice while in ice form.
- Monsters flying over unknown traps and related detection has been fixed.
- EV is redrawn after wielding weapons of evasion.
- Weapon inscriptions will now appear in the proper region of the screen in tiles mode, and should no longer cause crashes.
- The dungeon Lua item wrapper for egos has been fixed, “holy wrath” is now represented as such, instead of “hlywrath”.
- Ctrl-X should now display Unicode items properly, while Unicode book glyphs are properly encoded in command help.
- Ziggurat milestones are now generated through epilogue in post-generation hooks; this means that when a Ziggurat level fails to build for whatever reason, it will not generate upward of 35,000 milestones.
- Shift-targeting Evaporate no longer increases its reduced range, while you are always prompted if you target yourself with it.
- Bad line-break in the e’x'amine documentation has been fixed.
- The non-existent Lair branch is properly hidden in the overview, while D:1 is properly reported as being explored fully.
- The travel cache is now properly initialised before the ‘X’ map is viewed for the first time.
- Crashes no longer occur if you die to a beam whose thrower is already dead.
- Tiles no longer redraws as often while resting; this option is configurable using the tile_runrest_rate, and has reduced slowdown in resting.
- Nessos will now properly fire his bow at people; likewise other spellcasters now have a chance of starting with a range weapon which they will then use.
- An occasional crash when updating the monster pane with zombies in view has been fixed.
- Excessive Jiyva piety gain has been improved.
- Non-ego ponderous armour now uses the ponderous brand tile.
- An off-by-one error fix for background colouring has been reverted as it caused other weird background colouring issues.
- Tiles targeting mode performance issues have been fixed.
- Tiles not running with umlauts in the game path has been resolved.
- Killer klowns are properly treated as chaotic.
- Map knowledge is no longer inappropriately filled in the Abyss.
- Tiles no longer causes a delay on the last step of auto-travel, and beams targeting the player function correctly.
- Mummy death curses should no longer cause crashes when they kill a moving animal.
- Jiyva piety gain has been greatly improved.
- Tiles: it is no longer possible to scum Fulsome Distillation for endless amounts of water potions.
- Tiles: secret doors should now function properly both for vault-selected tiles as well as normal wall types.
Features changed
- Pandemonium levels now generate milestones.
- Current status and full fee are now displayed in relevant places for Trove portals, while the locking message is more explicit.
- Tiles: new (preliminary) tiles for teleporter vaults, rusted sewer portal.
- Monster-used shafts are now destroyed, while known shafts are safe for monsters.
- Butterflies no longer generate corpses.
- Shopping-listed items are no longer coloured cyan.
- Necromantic spells are no longer marked as empowered by Kikubaaqudgha.
- “Wandering” stationary monsters are described as “unaware”.
- Transmuter ghosts retain Evaporate as Mephitic Cloud.
- Overview display has been tweaked slightly.
- Tutorial spacing has been made consistent, and a description has been noted for monsters that do not have any resistances, while information on chunks making you sick has been included.
- Descriptions are no longer shown if pointing at floor/walls in targeting mode.
- Friendly monsters will no longer animate corpses that you are butchering, nor will they animate corpses while you are less than satiated.
- Animate dead now uses specific verbs instead of defaulting to “walking” when animating monsters that do not walk.
- Tiles: in-flight tiles for the new sling bullet types.
- Player ghosts speak properly now, instead of using default ghost speech, and they now optionally use speech dependent on their best skill.
- Smart monsters and natives will walk over unknown shafts without triggering, while stupid monsters will always trigger them, regardless of nativity; low weight monsters have a chance of escaping a shaft.
- Tiles defaults to using CSET_ASCII instead of IBM.
- Kraken tentacles are now water-only, and the speed of both kraken and their tentacles have been increased.
- Scrolls of detect curse now automatically identify, unless you have no items in your inventory.
- You are now prompted for saving macros when exiting the game, if you have actually changed them; this also applies to dying, quitting or escaping.
- Milestones are now generated for Labyrinths as well as Bazaars, meaning that all portal vaults generate milestones.
- Milestones now report the parent level that you entered from properly, thus, “FOO entered BAR (D:1)”, instead of “FOO entered BAR (BAR)”.
- All efreeti, including Azrael, now have flame trails.
- slouch no longer affects sleeping monsters.
- Island and atoll creation algorithms for Shoals have been improved.
- Tiles: demon pentagrams use a smaller icon in design.
- Skill training has been improved.
- Donald is no longer missing speech for Vehumet worshippers.
- Chaotic, like mindless, is mentioned when examining monsters.
- Experimentally, demon pentagrams are now coloured differently.
- Improved tile: hexagonal wall tile.
- The default low hit-points warning is now 30%, instead of the previous value of 10%.
- Alter Self now aborts, instead of failing, when your hit-points are too low to cast it.
- Terrain is now stored in map knowledge, meaning that it is possible to view what terrain is under a current cloud, while clouds are no longer copied to map knowledge; the key ‘|’ can be used to show just the terrain in e’x'amine mode.
- The credits have been expanded to specifically list some major contributions by past and current community members.
- New tiles: hive-shaped walls instead of rock walls for the Hive.
Other changes
- Documentation update: milestones are now used in epilogues, rather than the main Lua code chunk.
- Documentation for autofight.lua.
- Documentation has been updated to explain the difference between “any good_item” and “|” symbols.
- Combination of speech tags for Donald are no longer needed and have been removed.
- Makefile, debug, and wizard and some code improvements.
- Documentation: the new aptitudes system is explained further.
- A variety of placeholders have been added to dngn.png to allow for additions to tiles in 0.6.
- MONS_GHOST now exists and is the base type for ghosts, instead of MONS_PLAYER_GHOST being the base type for all ghostly creatures.
- Dynamic monster casts from actor have been replaced by actor::as_monster.
- New framework for portal debugging using x+”. This queries the “portal_debug” property of a marker, allowing the hooking in of specific debug functions, or simply returning relevant text values.
- Considerable tweaks to autofight.lua and the mons_info Lua wrapper.
- LuaJIT 2.x is now included as a submodule for testing purposes, though is currently not used by default.
- The stash_filter option now only affects the stash searching; filtered items are still stored, but are merely filtered out.
- There is now a maximum FPS rate limiter for tiles, and documentation about lag issues has been updated with possible solutions.
- Skill exercise and cross-training checks have been cleaned up and simplified.
- Casting spell source code has been improved.
- Dungeon Sprint has now been merged into the main repository.
- The tiles create guide has been updated.
- Debug information can now be generated for random monster spawns.
- Arena monster vetoing for Abyss monsters has been fixed.
- Major version has been increased to avoid compatibility issues with 0.6 saves.
- The identified/type check for dungeon Lua items has been improved.
That’s us up-to-date at commit 1696ef06816e705! Tune in next week for another big list, and, as mentioned above, hopefully something on recent additions to the realms of Portal Vaults.
1. Comment by dtsund
4/Mar/2010 at 19:05
I won’t lie, cutting divinations hurts me hard.
If you just left Detect Creatures in as, say, a level 5 Necromancy spell (to make it harder to pick up casually; need skills, and can’t use both DC and TSO angel spam, for example), I could take the loss of absolutely everything else. But without Detect Creatures, I’d never have been able to get 15 runes with only 1 rank in fighting; I’m just saying, this increases incentive for me to grind.
2. Comment by Deranged Archivist
4/Mar/2010 at 19:13
I’m not sure I understand the intent of making magic mapping unable to find secret rooms- how else, save random teleportation and extreme luck, could one find it?
3. Comment by evktalo
4/Mar/2010 at 19:24
The traps & doors skill – assuming there’s secret doors. Some vaults should probably be revisited, Cerebov’s map comes to mind especially. Maybe it should get the Slime:6 vitrification treatment when Cerebov is killed.
–Eino
4. Comment by dtsund
4/Mar/2010 at 19:54
evktalo:
Yeah, and I’ve seen a vault generated in the Temple with no way to reach it short of controlled teleportation.
(Never lived long enough to find out what’s in it, though.)
5. Comment by wanderdow
5/Mar/2010 at 06:07
I too am dismayed by the loss of divinations, although a divinations god seems like it could be an adequate replacement. I am completely baffled by the choice to make magic mapping unable to find secret rooms. Why spend the time and energy making interesting vaults if most characters are never going to see them? I realize the traps and doors skill can be used for this purpose, but training traps and doors is SO much more tedious and boring than training divinations ever was. and then there are the controlled teleport vaults…
6. Comment by Reaven
5/Mar/2010 at 13:12
Same as above I don’t like the change to magic mapping, but I approve the removal of divination.
7. Comment by Nick
5/Mar/2010 at 17:15
I agree with the removal of all the divinations spells, except detect creatures. Without it, a pack of centaurs can easily end an adventure for a spellcaster, particularly a deep elf. I’ve had tenth level deep elf conjurer’s one shotted by centaurs. I do agree that as a second level spell, it is somewhat overpowered, but I’d appreciate if you could find somewhere else to put it.
8. Comment by imp_rover
7/Mar/2010 at 09:36
The two spells I feel very sorry for are Magic Mapping and Detect Creatures.
Magic Mapping was the only way to find inaccessible areas in the Orcish Mines/Slime Pits without randomly digging or teleporting everywhere, and it also combined very well with Passwall (a very unique and underutilized spell). It could possibly return as a level 4 pure Earth spell (we don’t have any of those at the moment), similarly to how See Invisible is now Enchantment only. Note that it does not obsolete the Magic Mapping scroll, because the spell version has a significantly lower power limit, and as such, it can’t be used to reliably find timed portal vaults (at least in my experience).
Detect Creatures, although not very tactical in *when* to use it, is one of the most tactical spells in the game considering its potential applications. Its 0.5.2 state was very imbalanced, but it was a level 6 spell in some other school(s), the hunger cost would be meaningful enough and it would require experience investment from even dedicated spellcasters. Having it reach full potential at 100 power instead of 50/60 would probably help even more.
I agree that the other divination effects don’t add much to the game (although Detect Items can be fun), and two (or three) worthwhile spells aren’t enough for a whole school… but I don’t see why the more interesting spells can’t be preserved, especially as they don’t overlap with the T&D skill or items too terribly.
If these effects are added to a divination god, I fear there won’t be incentive enough to actually use them (the alternatives being Sif, Vehumet, Trog or Okawaru), but I hope the dev team can prove me wrong.
9. Comment by dpeg
7/Mar/2010 at 15:23
I won’t start a discussion here, but please be aware that we knew that Mapping and Detect Creatures are very tactical actions. Of course! And they’re not bad by themselves. It is just, as I tried to explain (but obviously failed) that they don’t make good spells. Changing the spell level, the schools, the hunger cost does not help much. It just means that you will use the ability later (or not at all), but for those who do, it is all the same. (We have seen exactly this nerf cycle before, leading inevitably to removal, and this time just accelerated this process.)
Magic Mapping is a very useful scroll, and it may be a good idea to provide them with a somewhat higher probability. Another idea: there could be a rare potion that gives you the passive mapping ability for some time.
I wouldn’t mind if there were items (a scroll, for example), that helps with detecting creatures. In fact, monster detection could come in a number of ways… It is clear that a spell won’t do. (Note that DCSS 0.1 was aware of the brokenness of the spell; it was nerfed by making monster casters aware the player. This is thematic, but a fairly hidden mechanic, and does not solve the problem properly.)
Finally, on the Divinations god: I hope we agree that the god would be hopelessly overpowered if (at full piety, say), he gave away full maps and the presence of all monsters. Therefore, it will be possible to come up with an implementation that’s attractive and not too weak.
10. Comment by garron
8/Mar/2010 at 12:47
I’m personally more bummed about Detect Traps than Detect Creatures. I thought it made an interesting choice before: risk holding out for DT which might never come, or start investing in T&D right away. I can see how it’s overpowered at Level 2, but I’m not convinced about it being “inherently unbalancable”.
Since I’m lame and haven’t even tried 0.6 yet: how have characters learning aptitudes changed (if at all) based on the removal of Div?
Also magic mapping/secret rooms: wat? Have you done anything with Dig? Because the compulsive among us might be using that spell a whole lot more now…
11. Comment by alex vance
9/Mar/2010 at 02:37
I’m puzzled by the abundance of nerfs in this patch in general (am I seriously the only person so bad that none of these things being nerfed make the game even remotely easy for me?) but I have to agree that removing secret room detection from magic mapping doesn’t make traps & doors more useful, it just means less people are going to find secret rooms.
12. Comment by Pratama Wirya
14/Mar/2010 at 13:02
At least, I think, there should be some explanation about why Magic Mapping can’t detect secret rooms. Like, “this scroll cannot detect secret, warded-from-magical-detection rooms”?
13. Comment by Gavin Duggan
16/Mar/2010 at 02:58
Seriously bummed about the loss of divinations in general. I don’t see why every game element has to be tactical to be worthy. They were more fun and amusement than powerful, and engineering them out just to focus on the power-gamer types is disappointing.
Sure, the mana cost wasn’t the balancing factor, but their moderate power level (obviating the need for a skill, for some characters, and some items in the late game… that no one wanted to have to chase around in the late game anyway) were balanced by the low-to-moderate opportunity cost to learn them in the first place. And they could have been balanced by other resources if necessary… something original rather than taking away elements: gold consumption, intelligence decay, use of “white crystals” scattered through the dungeon, or whatever.
Yeah… disappointing decision.
14. Comment by evktalo
16/Mar/2010 at 11:03
PW, could you FR that?
GD:
Interesting. I see the Divination spells as power-gaming spells myself.. I’m under the impression you could amass (infinite) loot from Pan, then take your armour off in a safe place and safely go through the loot with (infinite) Detect/Remove Curse and Identify.
The ideas about making the spells cost resources are neat, but also it seems better to just cut the spells and make the effects resources (i.e. scrolls, a god) in themselves.
Detect Creatures as a spell – for me, it felt obligatory when playing a caster (it’s so cheap to obtain too), but now I don’t find myself missing it. It’ll be interesting if those fragile Deep Elf casters will want the divination god to avoid tricky encounters (once the god is there of course..)
–Eino
15. Comment by Pratama Wirya
17/Mar/2010 at 07:03
Detect Creatures as a spell is just normal, I think. I mean, why can’t it be a spell too? We can just nerf it. Like, maybe it can only detect nearby creatures. Allowing the detected creatures to detect back the caster isn’t a bad idea too (if stuff like arrow can be thrown back to the shooter, why can’t Detect Creatures too?).
@evktalo:
What is FR?
16. Comment by evktalo
17/Mar/2010 at 10:53
FR is a Feature Request, that you can file in the projects tracker here: https://crawl.develz.org/mantis
Like dpeg said, we are skipping the nerf cycle that would ultimately lead to removal anyway. I do think it would be better in a consumable form, where you really have to weigh when you want to use it. But, now that it’s totally gone, I’m surprised I don’t miss it.
–Eino
17. Comment by Pratama Wirya
18/Mar/2010 at 16:16
No wonder you don’t miss it, the implementation was clearly flawed :)
As far as I remember, every school had a class dedicated to it, EXCEPT Divinations. This alone should be a hint about the wrongness of the school.
But I hope in the future the school can be back to business. It was flawed, but not really fundamentally.
18. Comment by evktalo
18/Mar/2010 at 18:00
I meant I didn’t miss the ability of detecting creatures in general.
Divinations spell school will not be back, but a god with similar powers will come.
–Eino
19. Comment by Pratama Wirya
19/Mar/2010 at 07:50
Hey, at least we can still have some divination powers! For players who really love the exterminated school, lets just look at this issue positively, guys! Don’t make it harder for yourselves to play DCSS (like the game isn’t uber-hard already) by grumbling about it!