Hi, crawlers! Here’s the latest news from crawl dev, plus a photo of a horrifying foodstuff (!?) that someone sent me today:
- Stat rot is now restored by gaining XP (like drain), rather than over time.
- The deterioration mutation is now two levels, instead of three, and causes a chance of losing stats when taking damage, rather than over time.
- Potions of restore ability have rotted away, and, coincidentally, were removed.
- To prepare for summer, Crawl is going on a diet: Snake, Spider, Swamp and Shoals are now all four levels long.
- Heavy armour no longer provides a speed penalty to Unarmed Combat and Throwing.
- New Ru sacrifice: Sacrifice Eye. Causes inaccuracy as if you were wearing two amulets of inaccuracy at once, which, like those, affects both melee, ranged and spells. Stacks with amulets of inaccuracy.
- New Ru sacrifice: Sacrifice Resistance. Provides rF- rC-.
- When following Gozag, gold that lands in deep water/lava now teleports into the player’s pockets.
- The wrath of Chei now slows the player’s movement until it expires.
- Killing demonspawn now give Yredremnulites piety, as with murdering other living beings.
- The Placid Magic card has been placidified; much as that is not a word, Placid Magic is no longer a card, since it’s been removed.
- Scrolls of random uselessness can no longer reassemble in your hands after being read. Please join me in mourning.
- Queen ants are now normal speed.
- The Spiny mutation is now considerably stronger.
- Corpses in deep water can no longer be animated.
Players may also be interested to hear that a legendary feature is back in testing…
Happy crawling!
1. Comment by Radz
1/May/2015 at 06:17
Great. Thanks. Please cut Lair to 6 too.
2. Comment by Bagel
1/May/2015 at 16:06
Thank god for branch reductions, and yeah, making Lair 6 sounds like it would be cool.
Please make animate dead useable again though, please.
3. Comment by anonamenonymous
2/May/2015 at 15:47
Please implement the bottom suggestion from https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:autoexplore
4. Comment by anonamenonymous
3/May/2015 at 10:00
Here’s something that happens to me at least once per DCSS session:
1. Start a new game, minotaur fighter for example (not berserker!)
2. Autoexplore, kill some stuff here and there
3. Get hungry
4. Autoexplore, find a bat / gnoll or some other edible enemy
5. Enemy slain, he leaves his corpse on a tile adjacent to me
6. Press Autoexplore
7. I’m now miles away from the corpse, it has rotten away, and i’m now very hungry
Meanwhile, where if i’d chosen minotaur berserker (of Trog obviously)
6. Press autoexplore
7. I’m now put on top of the corpse, and can ‘c’ butcher it to fill my stomach or ‘p’ sacrifice it.
Suggestion: Have an RC file (init.txt) option that let’s my Autoexplore ALWAYS visit tiles with a corpse on it, even if not worshipping a sacrifice-happy-god like trog.
For example: autoexplore_visit_corpse_tiles = ( all | no_poisonous_and_mutagenic | no_poisonous | no_mutagenic | none ) where the default would be none
5. Comment by TeshiAlair
4/May/2015 at 19:45
The four variable Lair branches get shortened and Slime is still 6 levels…….what.
6. Comment by freynir
5/May/2015 at 02:29
Scrolls of random uselessness- And what you expect!? The Spanish Inquisition??
MEMBER. NOBODY EXPECTS THE SPANISH INQUISITION. Even a pizza murders.
7. Comment by Sam
6/May/2015 at 15:57
Has unarmed been weakened in any other way? otherwise letting you use heavy armour without the speed penalty seems a pretty massive buff.
8. Comment by PleasingFungus
8/May/2015 at 06:26
anonamenonymous: That annoys me too! It’s especially bad now that most gods don’t accept corpse sacrifice, so even Trog won’t save you. Hopefully someone will change it at some point…
Sam: It’s a buff!