Lair change?


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Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Sunday, 12th June 2016, 22:31

Lair change?

Was lair recently changed to 6 levels deep instead of 8? Is there a place one can find ongoing changes like this?
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Tomb Titivator

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Joined: Thursday, 17th December 2015, 02:36

Post Sunday, 12th June 2016, 22:36

Re: Lair change?


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Vestibule Violator

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Joined: Saturday, 3rd August 2013, 18:59

Post Sunday, 12th June 2016, 22:50

Re: Lair change?

Its beautiful isn't it?
To all new players: Ignore all strategy guides posted on the wiki, ask questions in the Advice forum, players with lots of posts normally have the best advice.

crawl.akrasiac.org:8080 <- take this link to play online or spectate.

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Lair Larrikin

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Post Sunday, 12th June 2016, 23:07

Re: Lair change?



that is a fair bit more convenient than the way I've been checking <full logs on the github commit reposit>, thanks for the link.

Blades Runner

Posts: 552

Joined: Tuesday, 10th April 2012, 21:11

Post Monday, 13th June 2016, 06:52

Re: Lair change?

Thereʻs also a digest you can subscribe to with RSS.

http://crawl.develz.org/wordpress/trunk ... -june-2016

Lair Larrikin

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Post Monday, 13th June 2016, 08:07

Re: Lair change?

moocowmoocow wrote:Thereʻs also a digest you can subscribe to with RSS.

http://crawl.develz.org/wordpress/trunk ... -june-2016


while true, I compile from the source and pull whenever I have an internet connection available and there's new updates so the pages there don't update nearly as quick enough when I just wanna check what's changed in the last 12 hours for instance, which is where http://s-z.org/neil/git/?p=crawl.git;a=shortlog or the straight git commits happen. <also if asked between the period of when they update only way to get his answer would be straight commits, all ways are legitimate though.>
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Slime Squisher

Posts: 354

Joined: Thursday, 14th April 2011, 17:28

Post Tuesday, 14th June 2016, 00:30

Re: Lair change?

How much of an impact on XP and character level is this going to have?
With "S" branches shorter, and now Lair, later content gets that much more dangerous.
For the record, I'm not complaining, I'm legit curious
infinitevox on akrasiac & berotato
Busy dying horrible deaths from chugging too many pots of Mutation.

Shoals Surfer

Posts: 300

Joined: Thursday, 1st May 2014, 13:13

Post Tuesday, 14th June 2016, 01:13

Re: Lair change?

commit log wrote:Total experience in Lair changes from ~63k to ~53k, which isn't actually a very substantial drop - it should generally result in characters still leaving the Lair at XL14 on average, just slightly further from XL15.

Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 14th June 2016, 17:47

Re: Lair change?

What all this branch shortening really affects is not XP but exploration piety.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Tomb Titivator

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Post Tuesday, 14th June 2016, 17:54

Re: Lair change?

It also reduces monotony, which I see as a good thing.

Ziggurat Zagger

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Post Tuesday, 14th June 2016, 20:34

Re: Lair change?

MainiacJoe wrote:What all this branch shortening really affects is not XP but exploration piety.


What are you doing with Ashenzari or Elyvilon that you are having trouble keeping your piety up in Lair?

Tartarus Sorceror

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Post Tuesday, 14th June 2016, 20:37

Re: Lair change?

KoboldLord wrote:
MainiacJoe wrote:What all this branch shortening really affects is not XP but exploration piety.


What are you doing with Ashenzari or Elyvilon that you are having trouble keeping your piety up in Lair?


Not much, indeed I play those gods rarely. I didn't say it was a reason not to shorten branches, but I did point it out because people were only talking about XP and this is also affected.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Abyss Ambulator

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Joined: Wednesday, 23rd April 2014, 21:57

Post Tuesday, 14th June 2016, 21:17

Re: Lair change?

It also affects item generation and as a result availability of consumables. From my perspective the direction is positive.

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Wednesday, 15th June 2016, 06:06

Re: Lair change?

so why are we making the game shorter? Kinda makes the game easier....ruins the fun of a crawl.

Snake Sneak

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Post Wednesday, 15th June 2016, 06:27

Re: Lair change?

TonberryJam wrote:so why are we making the game shorter? Kinda makes the game easier....ruins the fun of a crawl.


You have that backwards. Lair is like the least dangerous place in the game. The more of it that gets removed the harder the game becomes.

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Vestibule Violator

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Post Wednesday, 15th June 2016, 06:54

Re: Lair change?

Shorter = less exp = harder game
To all new players: Ignore all strategy guides posted on the wiki, ask questions in the Advice forum, players with lots of posts normally have the best advice.

crawl.akrasiac.org:8080 <- take this link to play online or spectate.

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Thursday, 16th June 2016, 05:07

Re: Lair change?

One of the last games I played I had an amulet of reflection very early with a block rating of 20 early on and getting to 30+ fast. For every ranged encounter the game threw at me I just sat still and waited every turn. Yaks, Centaurs, Cyclops, Merfolks, Orb Spiders, etc. They just sat there getting everything, even large rocks, pelted back into their faces.

Easiest game I ever played.

Block is OP.

Maybe I just like a long campaign.

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