Posts from ·ebering·

0.26 “Roll Around the Clock”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.26 “Roll Around the Clock”!

DCSS 0.26 features a new Palentonga species that has a rolling attack and gets bonus AC after getting hit, a new Delver background that starts the player on D:5 with a variety of escape tools, a reworked Swamp branch with new monsters and other layout changes, and a vastly reworked quiver system that lets spells, wands, and abilities be quivered, fired, and autotargeted. Additionally, food is gone, replaced with a Zot clock that prevents players from lingering too long in one branch. The Kobold species now has the Nightstalker 3 mutation, the Ghoul species has chunk eating replaced with heal-on-kill, and there are a bunch of reworked spells, monsters, and items (including nine overhauled unrandart weapons). As always, there are dozens of new deadly vaults, and many more changes small and large alike!

Download DCSS 0.26 here or play it online on one of many servers across the world! Packages for Windows and OS X are available now. Linux debs are coming soon (Update: The Linux debs are now available). See the full list of changes on the release page here.

The tournament starts today in just a few hours at 20:00 UTC Friday 8 January and runs through 20:00 UTC Sunday 24 January, with all online 0.26 games counting towards your score. See the tournament page for more details, including how to join or set-up a clan. Clans membership can be changed until 20:00 UTC Friday 15 January.

Many thanks to all those who have contributed to DCSS over the years. A special thanks to the following community members who contributed to DCSS 0.26 and a warm welcome to the first-time contributors, listed in italics. (Let us know if someone is missing, this data is tricky to collect in bulk!)

Aaron Golden, AdamPG, Alex Jurkiewicz, aMcNicky, Anders Papitto,
Byrel Mitchell, CrawlCycle, Elliot Dronebarger, Emily, Eugene Abramchuk,
Gittourarmy, Goratrix, Heinrich Ody, hellmonk, Implojin, Joe
Childers, Kieron Dunbar, Marcelo Henrique Cerri, mgdelmonte,
Midn8, Naruni, nikheizen, Nikolai Lavsky, Paul Pollack, Peter
Gerlagh, Peter Hurst, Petri Salminen, Quipyowert2, randomMesh,
RJ Cunningham, Roderick Schertler, Cebolla Sunbeam, Ryan McNeive,
sdynet, Sebastian Łużyński, Shummie, Skrybe, syranez, Umer
Shaikh, ukdong99, wjchen

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Trunk Updates 13 December 2020

Quiver which trunk update?

Ho ho ho hello! Santaeus has rolled up from the North Pole with a box of beastly trunk changes for all you good crawlers out there on the net.

The major highlight is the new quiver system, written primarily by advil. A quick overview:

Any ranged attack, spell, ability, or evokable action can be quivered! This change change lets a wide range of things appear in the quiver slot for quick access via firing, autofiring (p and shift-tab) and cycling (( and )); use Q to select an action. At the same time it introduces a number of UI improvements and new options.

For the gory details, check out the updated documentation or read the pull request summary and discussion.

Here’s what else is new in trunk:

  • Net traps are now permanent, but the nets always mulch (no more net farming!).
  • Translocations miscasts now prevent movement altogether for a short time (like Tree form!).
  • Player spell damage and spell accuracy are now displayed in the UI in various easy to find places.
  • Hailstorm now hits automatically (instead of having a very small chance to miss).
  • Several ghost vaults have been revamped to have better loot and better theme.
  • Palentonga can now mutate longer rolls.
  • Skills can now be trained at any time, without item or spell restrictions.
  • The revamped Swamp has seen various balance tweaks and adjustments after play testing, including:
    • Goliath frogs are now a bit slower,
    • Will-o-the-wisps cast marshlight more often.
  • The chance for the distortion brand to banish has been reduced.
  • The ancient pharoahs have asserted their right to title, greater mummies are now royal mummies.
  • Evocable invisibility now drains skills, whether or not you successfully vanish!
  • Magic Resistance has been renamed to Willpower (with the abbreviation changing from MR to Will).
That’s all for now! This development cycle has seen many large changes land, so as always your play testing feedback and bug reports are welcome as we draw closer to the time of a new release. Until next time, happy crawling.
Aiming: blog post
Press: ? – help, Q – select action, (/) – cycle
 

Trunk Updates 21 August 2020

You feel the power of the Orb delaying this trunk update!

Hello crawlers, and welcome to another update from the fires of Geh:7. This stretch has seen a mix of gameplay and infrastructure changes, both with contributions from the community, as well as bug fixes and tweaks from Goratrix, chequers, and Implojin. If you’d like to help out in the effort of developing crawl come by ##crawl-dev or check out our GitHub for how to contribute!

On the gameplay side:

  • Palentonga’s HP aptitude has been increased to +1
  • staves of earth now deal higher damage, but with the shrapnel effect of being affected 3 times by AC.
  • staves of conjuration now deal irresistible damage that checks AC (taking Earth’s old effect).
  • staves of summoning and wizardry are removed.
  • The Controlled Blink spell has blinked right out of the game, and is removed.
  • Blink scrolls no longer cause Contam.
  • The Orb’s translocations interference is reduced: blink scrolls can be used in Zot and on the Orb run, as can Passage of Golubria. However, passages are shorter lived and less accurate under the Orb’s influence.
  • The various plants and fungi of the dungeon are now much weaker, once hit they begin to wither and die in 3-5 turns. The exceptions are bushes and briars, made of stouter stuff.

On the infrastructure side:

  • wjchen sent us a community contribution to improve WebTiles glyphs mode font handling. This introduces two new options for customization, glyph_mode_font and glyph_mode_font_size, for all you WebTiles glyphs players.
  • The window drawing loop has seen some optimizations.
The trunk update blinks out of view!

Trunk Updates 13 August 2020

The trunk update comes into view, it is surrounded by clouds of flame!

Hello crawlers, and welcome to another round of trunk updates from the frigid winter wastes of Falls Creek Coc:7.

This week has seen a fair share of bug fixing, including from community members Goratrix and Naruni. If you’d like to help out in the effort of developing crawl come by ##crawl-dev or check out our GitHub for how to contribute!

Let’s take a look at what else has been woven into the next illusion version:

  • Gauntlet monsters now generate awake
  • A new round of unrand revisions has begun in earnest:
    • Wucad Mu no longer provides evocable channeling. Instead, with a chance depending on evocations, it refunds the MP cost of the spell. There is a chance of confusion or intelligence drain (which scales on spell cost and evocations skill) when a spell is refunded.
    • The cloak of the Thief is changed from +Fog to *Fog, creating fog when the player is hit.
    • The Majin-Bo loses Archmagi, and instead gives a chance for any cast spell to be vampiric, healing the caster for damage done to living creatures.
    • The shield of Resistance is now a +2 kite shield {rF++ rC++ MR++}.
  • Rampaging can now appear as an artefact property on all armour types. Enjoy your rampaging octopodes, courtesy of Implojin!
  • Staves of energy are removed.
  • chequers has finished his project to add cloud rings to Pandemonium lords. There’s now a chance that pan lords will come with a ring of one of the following clouds: flame, ice, thunder, chaos, mutation, draining, acid, or miasma. The chance is much higher for melee pan lords, and the cloud will often flavorfully match the pan lord’s melee brand. Watch out for Faroclos, armed with a chaotic touch and surrounded by clouds of chaos!
  • Not content to let chequers have all the fun, first-time contributor amcnicky sent in some new Pandemonium lord tiles.

There’s much more planned before we arrive at 0.26, so stay tuned for the latest and don’t hesitate to get involved yourself. Until next time, happy crawling!

The trunk update sneers, “Beg for mercy, thou defiled idle-headed gnoll-tail!”

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Trunk Updates 5 August 2020

Clouds of trunk updates condense around you!

Hello crawlers, and welcome to another round of trunk updates, fresh from the Citadel in the Iron City.

The biggest change this week is the introduction of the malevolent chronology of Zot. One of food’s many (badly executed) purposes was a forward progress clock; in the absence of any such clock tedious optimal strategies crept in, of the kind that we on the devteam categorically prefer to prevent (check out the philosophy section of the manual for an elaboration). The Zot clock is a rather loose clock, but should you tarry too long Zot will find you, and rapidly end you. The hope is that this clock is sufficiently loose that only the most egregious behavior gets caught by it. Since this is trunk there will be further tuning.

Read on for the remainder of the tweaks, shifts, and ever seething chaos of trunk

  • Contamination now decays three times faster.
  • Scarves of shadows now only reduce LOS by 1, instead of a multiplicative factor.
  • The rat skin cloak is changed from evocable +Rats to a passive *Rats, summoning rats when the wearer is hit.
  • Ripostes no longer trigger hydra-head chopping, *Rage, or Minotaur headbutts.
  • Phantom Mirrors and Boxes of Beasts now recharge on XP, mirrors have a single charge and boxes have three charges.
  • A new misc evoker condenser vanes replace wands of clouds. Condenser Vanes have 4 charges and create clouds on and around monsters in view, with the clouds scaling in power similar to the old wand of clouds.
  • Wanderers now have a chance to start with any of the XP charged misc evokers.
That’s all for now, but for a preview of what’s in the pipeline: hellmonk has promised us a good look at Demonspawn mutations, chequers continues to add maniacal and twisted powers to the lords of pandemonium, further tweaks and shifts to evocations are under consideration, and another round of unrand tweaks is starting to shape up. As always, if you’ve got some ideas come by ##crawl-dev or check out our GitHub for how to contribute!
The now-empty trunk updates crumble to dust.
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Trunk Updates 29 July 2020

You rampage towards the trunk updates!

Hello crawlers, and welcome to the last trunk updates post of July 2020.

The past month saw some giant changes to crawl; in the past week things have slowed down a little bit, and some of the devteam’s focus has shifted to interface and polish while the dust settles. For our visually impaired players, this means some new accessibility improvements:

  • The Ctrl-x view description command now works from any targeting prompt. When used while targeting it lists only valid targets in range.
  • A new option: travel_one_unsafe_move. Set this option to true to allow auto-travel to take one step towards its goal before performing the usual safety checks. With this option, you can use auto travel to quickly navigate to stairs or a waypoint even when in danger!
  • A new option: monster_item_view_features. This is a regex list option, any feature that matches a pattern in the list will be included in the Ctrl-x view description.
We’ve also been busy merging contributions from community members:
  • A new boot ego: rampaging comes to us from Implojin. Boots of rampaging cause the wearer to take an extra step whenever they move in the direction of a foe (whether they want to or not!).
  • Thanks to rjcrjcKobolds now have the Nightstalker 3 mutation from the start, while Demonspawn no longer have the Nightstalker facet as an available mutation.
And of course, a scattering of other tweaks, shifts, and adjustments:
  • Artificers no longer start with a spectral club; farewell to the brief experiment.
  • Item stacks are now fully visible from anywhere in LOS, and no longer require visiting.
  • The Cloud Mage has learned to fly.
  • Beastly Appendage now merges only helmets and boots, not the full set of aux armour.
  • Formicids can no longer use Wu Jian martial moves while digging (sorry twelwe).
You squash the trunk updates like the proverbial ant!!!!!
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Trunk Updates 20 July 2020

You start singing a song of trunk updates…

Hello Crawlers, and welcome to a charming round of trunk updates fresh from the ever churning chaos of the changelog abyss!

The big news this update is that the long awaited Charms overhaul has arrived. For many years the devteam has tossed around different ideas for what to do with charms, and the school had become quite thin and unfocussed because of a fundamental tension: pure buff spells don’t fit well with crawl’s MP and tactical systems. Some forks experimented with various “permabuff” systems that reserved max-MP, but to us these felt more like items. The result of all this is that the Charms school and skill are no more. The remaining spells in the school have either moved to other schools of magic or to item effects. Without any charms to cast, Skalds have sung their last and are removed. Here are the spell changes:

  • Ozocubu’s Armour is now Ice only.
  • Swiftness is now Air only.
  • Death’s Door is now Necromancy only and Level 9.
  • Excruciating Wounds is now Necromancy only, prevents unwielding your weapon for the duration, and applies a Wizardry penalty as well as noise.
  • Battlesphere is now Conjurations only and its targeting has been adjusted to work with all Conjurations school spells other than Servitor.
  • Song of Slaying is now Transmutations and renamed Wereblood; the noise is reduced somewhat.
  • Infusion, Shroud of Golubria, Spectral Weapon, Darkness, and Ring of Flames are removed.

Then there are the new or revised items that take up some of the old charm effects:

  • A new scarf of shadows that reduces LOS and acts as a spell power de-enhancer, stacking with nightstalker and the robe of night, replacing Darkness.
  • A new spectral weapon ego appearing on clubs, giant (spiked) clubs, staves, and two-handed randarts that on hit summons a spectral weapon to fight along side the wielder. The strength of the spectral weapon scales with evocations.
  • The salamander hide armour loses +Rage and gains a fire spell enhancer, ring of flame clouds, and rC– picking up Ring of Flames’ old effect.

These changes of course led to background tweaks, other than the removal of Skalds:

  • Artificers now start with better defensive skills, no weapon skill, and a spectral club in place of the short sword.
  • Transmuters no longer start with arrows, and Wereblood replaces Sticks to Snakes in the starting book.

It wouldn’t be trunk without a host of other changes, so let’s take a look:

  • Gozag no longer offers flight potions in petition and occasionally offers lignification.
  • Viewing a monster with xv now shows to-hit chance with your current weapon.
  • The “view stack/pickup key” ; can be pressed twice to force autopickup even in unsafe situations.
  • Beastly Appendage now melds auxilliary armour slots, weapons, and shields, and gives two levels of both Horns and Talons (octopodes keep their tentacle spike) instead of randomly choosing.
  • Alistair’s Intoxication prompts when nothing in view can be affected, always applies Vertigo when successful, and has a higher power cap.
  • Sticks to Snakes is removed.
  • Palentonga charge now provides a to-hit bonus as well as the damage bonus.

That’s all for now. Still on the horizon is a look at Kobolds; for a preview look out for the kobold-nightstalker experimental on CPO and possibly coming soon to CKO. Beyond that who knows what might emerge from the seething chaos! Until next time, happy crawling!

As the wereblood boils in your veins your song becomes a howl!!! 

Trunk Updates 13 July 2020

The trunk updates roll forward with a clatter of scales!

Hello crawlers, and welcome to the first trunk update of the 0.26 cycle. There’s been a flurry of activity in trunk since the end of the tournament, and I’m excited to bring you the latest from Geh:7. Before diving into the details, I want to highlight two major changes that arrived just as this post was going to press, as well as something that’s unfolded over the past week.

The first is a new species: Palentonga. Palentongas are a two-armed, four-legged, scaled mammal species the size of a horse. Their special power is the ability to curl into a ball and launch a rolling charge at enemies, dealing extra damage proportionate to the distance traveled. Palentongas have flat melee apts, slightly weak spell apts and fairly weak ranged apts. They have +3 base AC and extra HP, along with an aux attack – an upgraded tail slap. They wear bardings (which have been merged into a single item type, shared with nagas). Stats skew towards strength and away from dex, to give the ‘large race’ feeling. Palentonga have deformed body and bad armour/dodging apts. In the Lore, Palentonga are an up-and-coming power, displacing the orcs, trolls, and ogres of the eastern wastes. Their generals ride elephants into battle, goading them forward with spiked ankuses.

The second is a new background: Delver. Shaft traps are fun. What if you had a background that started shafted all the way to D:5, and needed to find their way back up to survive? To make it fair, you start with a nice set of consumables: a wand of digging, scrolls of mapping, fear, and fog, and a potion of haste.

Finally, several aspects of the game have been touched with the long-hungered for removal of food and hunger mechanics. That’s right, no more eating, no more butchering, no more spell or ability hunger, and no more rations.

What happened to Ghouls with the removal of chunks? Well, read on gentle crawler, read on…

  • Crimson Imps no longer spawn in D, and Shadow Imps less often (not at all after D:10); in their place White Imps and Ufetubi chase adventurers.
  • Shadows and Wights no longer spawn in Crypt; replaced with flying skulls, necromancers, and wraiths.
  • Spider is now ambiently quiet, apart from the unsettling clatter of chitin.
  • Evocations skill no longer grants max MP.
  • Banishment (from Lugonu or distortion) grants full XP.
  • Wizards have been renamed Hedge Wizards; they now start with a dagger and 2/6/4 stat modifiers.
  • Conjurers start with -1/10/3 stat modifiers that Wizards used to have.
  • Assassins have been renamed Brigands.
  • Ghouls, no longer able to eat chunks, now heal when they kill the living.
  • Centaurs have galloped out of the game and are removed.
  • Deep Elves‘ bow aptitude is increased to +3 for all you longbow enthusiasts.
  • Nemelex has removed the shaft card from their decks, and the self-banishment chance from the exile card.
  • Amulets are now slow to equip; guardian spirit, acrobat, and reflection no longer need to attune to the wearer.
  • Pikel’s minions are now lemures, demons that depart this plane if you free them from Pikel.
  • Spiny Frogs have been renamed Cane Toads for the authentic Australian experience™.
  • Pandemonium lords’ spells and melee flavours have been adjusted; melee focused lords have now learned a few position-altering spells so watch out!
  • Hungry ghosts hunger no more, because they’re removed.
  • Conjure Ball Lightning now summons a fixed number of balls, with damage scaling with spellpower.
  • Necromancy ally spells have been adjusted:
    • Animate Skeleton and Animate Dead animated remains have a reduced duration. The durability of skeletons and zombies produced by these spells scales with spellpower. Animate Skeleton now animates the nearest skeleton, without requiring the caster to stand on it.
    • Death Channel spectral things have a reduced duration, and all spectral things vanish when Death Channel expires.
    • Infestation scarabs have a reduced duration.
  • Aura of Abjuration, Recall, and Summon Butterflies are removed.
Looking forward, on the horizon is a Charms overhaul, a look at Kobolds, and much much more, so stay tuned.
Until next time, Happy Crawling!
Your dreadful hunger subsides.

0.25 Tournament Results

The 0.25 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.25 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.25 games on the public servers. This was the first tournament held with a major revision of the tournament rules, and there will be discussion threads on the tavern and dcss subreddit to collect feedback on the tournament rules.

This post is going to focus on the results. First, a few highlights from the player and clan results. For comprehensive results with first through fifth place winners in all categories, please see the tournament overview page.

The winning player was Yermak with 5,819 points. Over the course of the tournament, Yermak won 44 games, including a streak of 17 games and a low-turncount world record of 8,783 turns (Sapher, the previous record holder has reclaimed the throne with a post tournament 8,331 turn win). In second place was shummie with 4,235 points and 20 wins, including the lowest XL win with an XL 15 SpEn and a 52 Ziggurat mega-zigging character. Rounding out the top 3 was Flugkiller with 3,513 points and 14 wins, including the first win of the tournament 35 minutes and 32 seconds after the tournament started with a duration of 35 minutes and 12 seconds.

The new tournament format divided scoring in to several categories, and our top three took several of the top spots in these categories. They weren’t the only players at the top of the leaderboard. Yermak maxed out the Piety category, championing and winning every god over the tournament. The Unique Harvesting category included player ghosts, and by diving Ziggurats for player ghosts ehdcjf2142 won the category with 1,332 points. Long time crawl dev elliptic topped the tournament Win Rate category, with an impressive 90.91% adjusted win-rate, winning all 10 games played over the tournament. Yermak had the longest streak, and tied for second place were GordonOverkill and MrMan with 13 game streaks each. Acrobat was the master of Nemelex’ Choice, winning 25 choice combos over the tournament. Yermak also took the Combo High Scores category with 62 points (21 combo high scores, 20 of which were won, 4 species high scores and 3 background high scores), followed by aperiodic with 34 points (17 combo high scores, 6 of which were won, and the Spriggan and Ice Elementalist high scores). It should be no surprise that Yermak continues to top category leaderboards, with the highest score of the tournament (56,717,235 points); followed by Flugkiller (51,589,384 points) and aperiodic (45,485,504 points). I already mentioned Yermak’s turn-count world record; EnegeticOcto came in second place for best turn-count win, completing a game in 10,320 turns itself one of the lowest turn-count runs of all time. p0werm0de topped the fastest real-time win category with an impressive 24:20 win. Our top players were also at the top of the Low XL-win leaderboard; shummie at XL 15, Yermak at XL 16, followed by EnegeticOcto and sentinel who both posted XL 17 wins. Flugkiller heralded the start of the tournament with his first win; the first all-rune win came from p0werm0de a mere 40 minutes after that. shummie and Flugkiller topped the Ziggurat Dive leaderboard, followed by ehdcjf2142′s 26 consecutive Ziggurat dive for 3rd place. Finally, Ge0ff and shummie were the only two players to complete all tier 3 banners both finishing the tournament with a perfect Banner Score.

The clan competition was won by TeamSplat (captained by mandevil) with 7,007 points who topped the Piety, Harvesting, Combo High score, and Banner Score categories, as well as had several top players (including shummie). They were followed by FSTVLKers (captained by EnegeticOcto) with 6,563 points and Stick to Your Gods (Yermak’s one-player-clan). Overall 142 clans scored points in the tournament (compared to 143 in the 0.24 tournament).

Several of the clan categories simply gave the clan credit for their best player’s performance in a category, so I won’t recap those. The Piety, Unique Harvesting, Combo High Score, Nemelex’ Choice, and Banner Score categories were scored as a collective effort among clan members. In the Piety category, FSTVLKersMake_Beogh_Great_AgainStick to Your Gods, and TeamSplat all championed and won every god over the tournament. TeamSplat topped the Unique Harvesting category, followed by FSTVLKers and Gozags Lazy Faire fiscal policy. TeamSplat also finished first in Combo High Scores, followed by Stick to Your Gods and BLACK LIVES MATTER. FSTVLKers took the trophy for Nemelex’ Choice winning 31 Nemelex’ Choice combos between them, followed by Make_Beogh_Great_Again with 27 combos. Finally three clans completed (as a clan effort) all tier 3 banners to tie for first in Banner Score: TeamSplat, FSTVLKers, and Gozags Lazy Faire fiscal policy.

In both the individual and clan categories competition was fierce. Flugkiller came out to an early lead with his first-win points, and throughout most of the tournament held close to Yermak from 2nd place, until being edged out by shummie in the final days of the event. The Clan category followed similarly, with a fierce battle between Flugkiller’ FSTVLKers and mandevil’s TeamSplat (which had shummie as a member).

Thank you to everyone for playing, for your patience with the delayed start, and for your bug finding in the new tournament pages. I hope you enjoyed the new format, and look forward to reading your commentary in the discussion threads on the tavern and reddit.

To close out, here are some overall tournament statistics (with the 0.24 numbers in brackets for comparison). 2,947 players started a game and earned a point in some category; of those 2,772 completed a game in a non-boring way. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.24 statistics.

  • Players: 2,772 (0.24: 2,880)
  • Total player time: 34,433 hrs (0.24: 35,422 hrs)
  • Avg player time: 12.4 hrs (0.24: 12.3 hrs)
  • Games played: 62,125 (0.24: 63,048)
  • Players who got a rune: 1010 (0.24: 1046)
  • 548 winners and 1871 wins (0.24: 540 winners and 1930 wins)
  • Win rate: 3.01% (0.24: 3.06%)
  • Proportion of players using WebTiles: 95.9% (0.24: 95.5%)
The 0.26 season is off to a rapid start with retired dev PleasingFungus sending in some neat ideas and several projects that were started just before the tournament receiving attention. Watch this space for further developments as the trunk update posts from the 0.26 cycle begin to flow.
Until next time, happy crawling!
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0.25 “Magic Surges Out from Thin Air”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.25 “Magic Surges Out from Thin Air”!

DCSS 0.25 features an overhaul of many spells to make spell schools more distinct and positioning more relevant for spell users, a simplification of the miscast system for when those new spells go wrong, a new style of acquirement scroll, and numerous user interface improvements including new options designed to make crawl more accessible for visually impaired crawlers. For a full list of significant changes, please see the changelog for the 0.25 branch.

Download DCSS 0.25 here (updating momentarily) or here, or play it online on one of many servers across the world! Packages for Windows, OS X, and Linux are all available now. (Debs coming very soon.)

The tournament starts today, 20:00 UTC Friday 12 June with all online 0.25 games counting towards your score. See the tournament page for more details, including how to join or set-up a clan. Clan membership changes remain open until 20:00 UTC Friday 17 June.

Many thanks to all those who have contributed to DCSS over the years. A special thanks to the following community members who contributed to DCSS 0.25 and a warm welcome to the first-time contributors, listed in italics. (Let us know if someone is missing, this data is tricky to collect in bulk!)

aaronegolden, AdamPG, Alex Jurkiewicz, Andrew York, Benoit Giannangeli, Byrel Mitchell, Clare Boothby, David Damerell, Emily, Gabriel Marks, Goratrix, hellmonk, Implojin, István Markó, James Buck, kitchen-ace, klorpaNathan Mills, mwvdev, Nikolai Lavsky, nirrattnerPeter Gerlagh, Psymania, Quipyowert2, riverfiendRojjaCebolla, sdynet, Skrybe, shummie, theJollySin, Umer Shaikh, zuurr

Trunk Updates 15 May 2020 and tentative 0.25 release tournament info

The trunk updates explode into fragments!

Hello crawlers and welcome to the last featureful trunk update of the 0.25 cycle. We’re entering into feature freeze today, the remaining time before the 0.25 Release and Tournament will be devoted to bug fixes, balance tweaks, and polish—as well as implementing a new tournament scoring system. You can give your feedback on the proposed new system on the tavern. Tentatively the 0.25 Tournament will start on either May 29 or June 5, depending on the implementation of the new scoring system.

So as you oil up those tab keys and clean your monitors, lets look at the very latest round of changes you’ll face in the upcoming release (stay tuned for the full 0.25 changelog! edit: since this post is getting shared and continues to be confusing to people reading it out of context; this list is not a 0.25 changelog, but rather a trunk update covering just the last few weeks or so):

  • Abyss exits that spawn from earning xp can spawn after the initial spawn, instead of every subsequent spawn being a downstair.
  • A few Nemelex cards have changed:
    • The Pain card no longer summons flayed ghosts, instead it torments monsters at high power (not the card user, though)
    • The cloud card now places vision obscuring black smoke instead of damaging clouds
  • Tins of Tremorstones are now an XP charged evocable with 3 charges that scales with evocations and automatically targets the center of all visible monsters. Wands of Scattershot have been removed.
  • Several amulet, scarf, and cloak egos have been shuffled or adjusted:
    • Gourmand, Harm, and Rage amulets are no more.
    • Amulets of reflection now attune at full HP and give +5 SH. Additionally, piety is now properly given for reflected missiles, banishment, and poison damage.
    • Scarves of cloud immunity and spirit shield are removed; new scarf egos harm and invisibility are added.
    • Invisibility cloaks are no more (you need a scarf for that now!); cloaks can now grant stealth or preservation (corrosion resistance).
  • Jewelry with plusses now get constant plus values: strength, intelligence, and dexterity rings give either +6 or -4; protection, evasion, and slaying rings give either +4 or -4.
  • Summon Lightning Spire now places the spire on a random square.
  • Malign Gateway tentacles can no longer attack out of LOS and appear sooner after casting.
  • Scrolls of acquirement are now cancelable, allowing you to fully inspect your character, stash, etc. before making a decision. When you reread the scroll, you’ll get the same choices until you make a final selection.
  • Leech is now a (cosmetic) sloppy eater: large hits will sometimes turn monsters into large blood explosions!
  • Sceptre of Torment can now be used with spectral weapon. You’d just better be undead unless you want your spectral weapon to torment you!
  • An ASCII screenshots section has been added to morgues, and a screenshot is made there every time you take a note with the : key.
  • Target acquisition for the Foxfire and Conjure Ball Lightning spells has been improved so they only acquire targets within player LOS.
  • Formicids can no longer cast the spell Swiftness.
  • The option auto_butcher defaults to true and the option auto_butcher_max_chunks now defaults to 10.
  • The option explore_auto_rest now defaults to true.
  • Several usability improvements for visually impaired players have been implemented.
That wraps it up for this set of trunk updates. Stay tuned for more tournament details and until next time, happy crawling!
The burst of trunk updates engulfs you!! Ouch! That really hurt…

Trunk Updates 1 May 2020

You miscast the trunk update. You are blasted with magical energy!!!!!!!

Hello crawlers. The 0.25 development cycle continues apace. Expect an announcement about a forthcoming release and tournament within the month.

This round of updates comes with an overhaul of the spell miscast system, to couple with the magic overhaul of this version. Miscasts have been thoroughly simplified, to the point that the effect of miscasting a spell can be included in its description! Read on for details and the scoop on the latest from the Iron City.

  • Zot traps have had their effect flowchart replaced with an effect table with a more focused list of awful terrible things to do to the player.
  • The Wu Jian Council met in executive session and tweaked some of their martial arts. Wall jumps move only to the ‘a’bility menu, movement triggering is no more. Whirlwind attacks no longer pin. Heavenly Storm has had its slaying mechanics simplified.
  • With miscasts simplified Xom now finds them boring and has turned their attention to summoning more demons on low level players.
  • As a prelude to the miscast changes several gods no longer use miscasts in their retribution. The new wraths are:
    • Trog replaces fire miscasts with pure fireballs in her fiery rage.
    • Lugonu exchanges translocations miscasts with a chance to banish, summon Abyssal things, or teleport the penitent to nearby monsters.
    • Cheibriados replaces miscasts with a chime on their clock before putting the player to sleep at high tension, and stat damage at low tension.
    • Fedhas’ elemental damage is now more focused: a corrosive bolt, a primal wave, or a thorn volley await those who would trample the flowers.
    • Yredelemnul prefers the simplicity of a bolt of draining to necromancy miscasts.
    • Kikubaaqudgha will still impose necromancy miscasts on those who attempt to use necromancy while under penance; for outright retribution they now apply the same ancient and terrible death curses used by mummies.
  • The scythe of Curses also replaces necromancy miscasts with death curses.
  • The distortion brand no longer teleports on hit; unwielding a distortion weapon has a chance to teleport the unwieldier to nearby monsters, contaminate, or banish.
  • Regeneration items (troll armour, artifacts) must attune to a player before granting their effect. No more carrying TLA to swap while resting!
  • Mummies have consulted the book of death and determined that necromancy miscasts no longer suit their vengeful needs. Death curses are now their own effect table, separate from miscasts. Kikubaaqudgha was involved as well, and still protects loyal followers from curses.
  • New monster: nameless horror. Nameless horrors are brought into the world by summoning miscasts, have an antimagic attack and abjure other summons as a natural ability.
  • Absolute Zero has been reduced to a fixed range of 5 (up to 6 with Vehumet), the noise now scales with power down to 0 at maximum power.
  • Leda’s Liquefaction regains its slow movement penalty, but the caster remains immune to its effects on melee combat.
  • Deflect Missiles has been removed. The tedious-but-optimal armour-wizardy-int dance has danced its last!
  • Lesser Beckoning and Teleport Other now turn allies hostile.
  • Tukima’s Dance cannot be used by Ru followers who have sacrificed Love.
  • Two new Gauntlet maps are live: one presents a sequence of arenas, after each you can chose to press your luck or turn and face the minotaur. The other has a choke point in the sequence: there is only one middle arena in the three-arena-sequence to the minotaur.
  • Miscast effects have been simplified. When miscasting a spell, the player receives magical contamination, and if the miscast is bad enough an additional effect that scales with the spell’s current failure chance. These effects vary by school as follows (compare to the old miscast effects, which could you even correctly lists all of them without a source dive?). For damaging effects the damage message is punctuated like other damage messages.
    • Charms and Hexes: debuff and slow
    • Summoning: durably summon a nameless horror
    • Translocation: dimension anchor
    • Transmutation: polymorph
    • Conjuration: irresistible AC-ignoring damage
    • Elemental schools: school flavored damage (Earth magic does fragmentation damage like Lee’s Rapid Destruction).
  • Monsters on D:1 are now back asleep, after briefly getting into the coffee.
That’s all for now, so until next time happy crawling!
Desperate hands claw out at the trunk update. A nameless horror comes into view. The trunk update vanishes in a puff of smoke!

Community Competitions

Hello crawlers!

We occasionally get asked about opportunities for competitive crawling outside of the official release tournaments. Several community members have organized a variety of competitions, and this post aims to point them out.

The Tavern Dart Board

The Dart Board on our official forums is a clearinghouse for community organized competitions as well as discussion of all things competitive crawl. It’s a good first place to go when looking for ongoing competitions and challenges.

The Crawl Cosplay Challenge

Run by kitchen_ace, these challenges give character conducts inspired by crawls many uniques. From the CCC website, “The goal is not to emulate the unique’s behaviour exactly, but to get a good starting point on playing games with interesting requirements. Challenges [...] are suitable for players of all skill levels — the Challenge is about personal achievement rather than competition.” Check them out! The current set (Set 10) is ending, but a new one will begin soon.

Crawl Sudden Death Challenges

Organized in an officially unofficial way by me, based on the popular series originally organized by WalkerBoh, he idea is for players to compete by trying to do as well as possible in a game of Crawl with one attempt only; if you die, that challenge is over. More information and sign-ups can be found on the CSDC website.

DCSS Secret Santa Tournament

Organized by CPO admin chequers (who also offers a weekly challenge seeded run on CPO), this festive adventure comes once a year. Keep an eye out next year when the temperatures start to rise and summer gets into full swing.

Trunk Updates 6 January 2020

Hello crawlers, and welcome to the first batch of trunk updates of 2020. The teams’ celebrations raised quite a bit of Pandemonium, but in the fray several trunk changes appeared. Here’s the latest!

  • A new swamp worm tunnel vault offering a transporter puzzle for your death enjoyment
  • A new Fedhas vs Yredelemnul themed swamp rune vault with a cameo by an undead Lernean Hydra
  • On the back-end we’ve added catch2 testing to the build process
  • Foxfire no longer damage the player when swapping, just dissipate
  • A new abyss-escape themed ghost vault
  • Regeneration has regenerated for the last time, and is removed. Agony replaces it in the book of Necromancy, and Ozocubu’s Armour in the Book of Battle
  • A new unique Maggie enters the dungeon. Maggie is a younger version of Margery, and is a test of reaverb’s new multiple-unique-encounter storytelling approach. Maggie knows Bolt of Fire and Mesmerise, and comes equipped with a light dragon skin and a good weapon. Margery’s dragon armour is upgraded. Both Maggie and Margery have a chance of carrying Wyrmbane, which comes already slightly leveled up!
  • dtsund can send us an “I told you so!”. Scrolls of acquirement now offer a choice of 4-5 items: food (if you eat), gold, and three random choices from the old acquirement categories. These items are fully identified, and you can inspect them before making your choice.
  • However, the miscellaneous category of acquirement has been removed, so you won’t be seeing evocables on the list ever again!

That’s all for now! On the horizon, there are rumors of an upcoming crawl sudden death challenges “soon”, more magic changes, and who knows what manner of twisted sinister changes from the mind of Xom. Happy crawling!

Trunk Updates 10 December 2019 Part II: Magic Changes

Hello crawlers. This is Part II of the trunk updates, you can read Part I here. This post will start with a quick summary of the changes to magic that have landed in trunk, followed by a bit of a discussion of the process that led to them.

The magic changes were aimed at three goals: better differentiate among the magic schools, increase positional considerations in using spells (better differentiation from ranged attacks), and better UI. The changes are in trunk now but will continue to evolve over the 0.25 development cycle as more play testing feedback comes in.

So without further ado, here are the changes (and the spell schools themes).

  • Fire spells are centered around semi-controlled explosions and setting things on fire.
    • A new spell Foxfire (L1 Conjurations/Fire) conjures two foxfire projectiles that home in on the nearest target and burn them. Foxfire replaces Flame Tongue, which is removed.
    • Conjure Flame now creates a cloud of embers at the caster’s position. They ignite into flame if, after the player’s next action, nothing is in the embers cell; or if the player casts the spell a second time.
    • Inner Flame creates a flame cloud under the affected monster whenever they take damage in addition to the explosion on death.
    • A new spell Starburst (L6 Conjurations/Fire) fires a range 5 bolt of fire in each of the principal directions. Starburst replaces Bolt of Fire, which is removed.
    • Throw Flame is removed.
    • Firestorm, Ignition, and Starburst now burn trees, and all squares of a Fireball burn trees as well.
  • Air is bouncy, pointy, and often hard to direct.
    • Airstrike damage now scales with the number of unoccupied cells adjacent to the target.
  • Earth is directed and single target.
    • Borgnjor’s Vile Clutch is now a range 6 beam of hands, instead of a smite-targeted 3×3 explosion.
  • Ice is diffuse and subtle.
    • A new spell Hailstorm (L4 Conjurations/Ice) creates a ring of damaging hail at distance 2 and 3 from the caster. This damage is partly physical but icy monsters are immune. Hailstorm replaces Throw Icicle which is removed.
    • Ozocubu’s Refrigeration is buffed to do more damage and not damage the caster.
    • Throw Frost and Bolt of Cold are removed.
    • Ice Elementalists no longer start with conjurations skill, the extra skill being put into Ice Magic instead.
  • Conjurations are pure magic which have good accuracy in some way.
    • Iskenderun’s Mystic Blast is now Conjurations/Translocations and makes a range 2 explosion around the caster that damages and pushes back monsters, potentially causing damaging collisions.
    • Dazzling Flash (L3 Conjurations/Hexes) replaces Dazzling Spray. The flash is a range 2-3 silent explosion with a chance of blinding monsters (it does no damage).
    • Searing Ray now follows the chosen target; the rays all penetrate, are fired to full range, and have the same damage and to-hit.
    • Spellforged Servitor only receives one player spell, the highest level servitor-compatible spell the player has. The spell description indicates which spell the servitor will cast.
    • Force Lance is removed.
  • Poison is an alchemical discipline, focused on poison and other alchemy.
    • Sting is now a range 3 Poison/Transmutations spell that is only partially resistible.
    • New spell Eringya’s Noxious Bog (L6 Poison/Transmutations) grants the caster a temporary “Bog” status, which causes them to transform terrain behind them into toxic bog. Toxic bogs impose the penalties of shallow water and do partially resistible poison damage of the same flavor as sting to monsters and players in them.
    • Venom Bolt and Poison Arrow are removed.
    • Ignite Poison is added to The Young Poisoner’s Handbook
    • Venom Mages now start with Transmutations skill instead of Conjurations.
  • Necromancy has begun transitioning into more of a melee-support school (either the caster’s or their undead minion’s melee).
    • Agony and Dispel Undead are now range 1.
    • Bolt of Draining is removed.
    • Corpse Rot creates miasma in a ring around the player (using one corpse in LOS per cloud).

A bit about the development of these changes 

Just reading the change summaries blog might not give a clear impression of where and how crawl changes come about. For the curious, here’s the story behind these magic changes.

The desire to differentiate crawl magic schools from one another and from ranged has been around for a very long time. About a year ago, based on some player conversations, I started a brainstorm thread on Tavern with the goal of generating some specific ideas for approaching these goals. After some time letting the results of the brainstorm simmer over the summer, in late September I wrote an initial design doc (which has since been revised and now isn’t exactly up to date with the final implementation) and shared it with the same Tavern thread as well as the devteam for initial feedback and shaping. After iterating on the raw design implementation started in October, continuing through mid-November. Early during the implementation phase several more dedicated players compiled early drafts and gave initial feedback, as well as the usual input from the rest of the devteam.

By mid-November the branch was mostly stable in its initial implementation, and I moved into the next phase. chequers (CPO admin) and floraline (CKO admin) were kind enough to set up online versions of the experimental build; sdynet (community contributor) distributed a playable executable in the Korean rogue likes community and translated feedback. I also created play testing posts on Tavern and the DCSS subreddit. Over the next three weeks the changes were tweaked, adjusted, and occasionally significantly changed as a result of this testing, shaping them up to the version that arrived in trunk on December 1st. As long time players are well aware, arriving in trunk is not the same as “finished for all time”, so these new and revised spells will continue to evolve.

With this brief history written, I want to extend my thanks to the members of the community who gave input and helped out. Making large changes to crawl is a tricky business and a team effort always comes out better. I am of course grateful to my fellow devteam members for their input (especially advil, gammafunk, ontoclasm, and CanOfWorms who made part of the changes). I also want to thank:

  • sdynet for collecting and translating feedback from the Korean community
  • chequers and floraline for hosting experimental branches
  • hellmonk, tealizard, Doesnt, EN0N, Bacchus, minmay, kitchen_ace, and members of the Korean community (sdynet did not include usernames in their summary) for specific ideas to improve the branch.

Trunk Updates 10 December 2019 Part I

Hello crawlers. It’s been a busy week in Dis:7 with many demons hard at work studying the ancient runes and bringing forth new crawl changes. Before we get to the changes, CPO admin chequers is on a mission from Santaeus to bring you some crawl Christmas cheer, hosting the second annual crawl Secret Santa tournament. A big portion of the changes are a new take on attack magic, which will be described in its own post. As for the rest of what’s been happening, read on!

  • Chaos branded weapons now can cause might or agility effects, no longer cause spell miscast effects, and the clone effect now creates either hostile, friendly, or neutral clones.
  • The Elemental staff is now a spell enhancer for all elemental schools. It counts for each elemental school separately, so spells that use more than one element get doubly enhanced by it.
  • Elyvilon’s Divine Protection from death becomes guaranteed at ***** piety, instead of the previous unrevealed piety value between ***** and ****** piety.
  • Trog no longer gifts ammo or launchers, and (aside from unrandart gifts) only gifts melee weapons either with no brand and a higher enchant or one of these three brands: vorpal, flaming, or antimagic.
  • Crawl Lua gains the ability to interface with the targeter system; for you advanced Lua scripters.
  • Renouncing your religion can now be done while silenced
  • Monster wands and quivers are displayed in ^x and xv, and there are better warnings for quivers, wands, and dangerous brands held by dual-wielding monsters when multiple monsters come in to view.
  • Poison level indicators have been added to tiles, and corresponding descriptions to console.

To read about magic changes, click through to the next post. Until next time, happy crawling!

 

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Trunk Updates 1 December 2019

Hello Crawlers, and welcome to a new batch of trunk updates. This sometimes-regular blog feature has seen the dark of Kikubaaqudgha and risen from the grave. There’s no telling whether or not it will survive the whole 0.25 development cycle. But while it’s here lets get the latest from Tar:7.

  • Various bug fixes from the 0.24 tournament. The 0.24.1 bug fix release is coming soon.
  • Monster clinging has finally lost its grip and is now removed
  • Boris will now pursue you on the orb run
  • While hostile guardian golems were great ways to make the game harder, summons now dismiss when attacked instead of becoming hostile. The exception is Greater Demons, who are none to pleased to be bothered with your mortal issues.
  • Local tiles gains monster threat level indicators which can also be enabled in WebTiles with the tile_show_threat_levels option.
  • Fedhas now protects your plants from collision damage.
  • On the back end,
    • aidanh’s long running ui overhaul has made significant strides
    • Monster pathing code has received some optimizations, which should reduce lag when stepped from time. (Cheibriados regrets the need for haste).
  • Carrying corpses has been removed again.

Looking to the future, my positional attack magic experiment has grown and twisted. It’s just been merged, details will appear in the next trunk updates post!

Crawl 0.23 “Nemelex Needs Traps Badly!”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.23 “Nemelex Needs Traps Badly!”

DCSS 0.23 features an overhaul of the trap system, a new Gauntlet portal thrown down to replace Labyrinths, a complete revision of Nemelex Xobeh, nine certified-pre-owned refreshed unrandarts plus one new unrandart, and support for seeded dungeon play. This is all in addition to dozens of new fatal vaults, some refreshed monsters, UI improvements, and many more smaller changes. For a full list of significant changes, please see the changelog.

Download DCSS 0.23 here, or play it online on one of many servers across the world! Packages for Windows, OS X, and Linux are all available now.

The tournament starts 20:00 UTC Friday 8 February with all online 0.23 games counting towards your score. See the tournament page for more details, including how to join or set-up a clan.

Many thanks to all those who have contributed to DCSS over the years. A special thanks to the following community members who contributed to DCSS 0.23 and a warm welcome to the first-time contributors, listed in italics.

Brent Adams, AndSDev, Beargit, biasface, bjobae, Matthew Boeh, David Candido, cws, Doesnt, Erich Erstu, Floodkiller, floraline, freepotion, Ge0ff, GenericPseudonym, Aaron Golden, Max ‘Ploomutoo’ Hon-Anderson, ICC, johnstein, Alex Jurkiewicz, Nikolai Lavsky, Jean Martel, Johannes Maier, Jacob Meigs, mgdelmonte, Muffindrake, NormalPerson7, Aaron Olowin, palyth, psywombats, RealzHS, Sandman25, Umer Shaikh, Stenella, WanderingBlade, ximxim

Happy Crawling!

Trunk Updates and 0.23 Release and Tournament Info

Hello crawlers, welcome to the last trunk update of the 0.23 cycle. Before we plunge into the abyss of changes, the 0.23 Release will occur tentatively on 6 February, with the accompanying 0.23 Release Tournament running from 20:00 UTC Friday 8 February to 20:00 UTC Sunday 24 February. The tournament website will be brought online soon, watch this space for details.

And now, the latest from the depths of Gehenna.

  • Clear runed doors replaced most runed doors.
  • An experimental seeded dungeon mode has been implemented, allowing for plays through a pre-generated dungeon. See the new manual section “Seeded play” for further information.
  • Tengu now gain permanent flight at XL 5, but no longer apply their flight evasion bonus to evasion from rings and artefacts.
  • Nemelex’s Storm card now unleashes a fearsome blast of wind and electricity, instead of clouds and an elemental.
  • The xv display now shows monster spell ranges.
  • An extra pane has been added to the religion screen for Ashenzari, Beogh, Gozag, Hepliaklqana, Nemelex Xobeh, and Wu Jian; displaying god specific extra information.
  • Spell damage punctuation now reflects the damage done in the same way as melee damage.
  • A new unrandart demon trident has been added, the +8 demon trident “Rift”, distortion branded with a reaching range of 3 and smite-targeted attack. Thanks to aolowin for the concept and first draft!
  • The Singing Sword has been taking voice lessons, and now sings more often and with greater vigor.
  • The circus has come to Zot, with new klown and carnival vaults; watch out for the klown kars!
  • Grate traps have been removed.
  • The traps in the Tomb have been overhauled, toned down in places and toned up in others.
  • High Elves have been removed again.

Space warps horribly around the trunk updates!!!!! The trunk updates disappear!

23 Bugs to fix before 0.23

Hello crawlers! A new version is fast approaching, and the team is getting ready to feature-freeze, as mentioned in the last trunk update. With the freeze comes a focus on fixing bugs and polishing the game to a release state, and that is where you come in. As we’ve mentioned before, crawl can’t be what it is without community contributions. If you’ve been curious about crawl development and want to get your feet wet, fixing bugs is a great place to start. To guide you, here is a list of 23 bugs that seem (to this dev) approachable entry points that would be nice to fix before the 0.23 release and tournament.

If you can fix one of these bugs send us a pull request on GitHub, be sure to follow our coding conventions and be aware of the process described in the contribution guide. Happy hacking!

  1. 11706 Little-known and misleading behaviour with polymorph on ugly things,
    shapeshifters, undead
  2. 11782 i_feel_safe despite having monsters in view
  3. 11833 Wand of Digging targeter on Barachi is too short.
  4. 11839 Potion Petition ignores “no potion heal”
  5. 11836 No warning for Demonspawn when reading scroll of Holy Word
  6. 11831 Transmutation spells can show max duration
  7. 11806 Weird interaction between Shadow Step, Nightstalker (?) and dispersal trap
  8. 11792 Issues when initially worshipping Jiyva
  9. 11825 Passwall/Nemelex gifting messaging
  10. 11758 If a mummy is killed by Grand Finale, the wrong character location is passed to death curse handler
  11. 3734 Fast travel down on bottom level gives wrong message
  12. 11705 Monsters who are immune to nets do not display that, when the net is thrown with ‘F’
  13. 11701 Guardian Golem clouds don’t dissipate when leaving LOS
  14. 11649 Put bazaar items on top of shopping list.
  15. 11522 Autoexplore ignores enemies behind traps
  16. 11310 False warning when trying to use lightning rod through mushroom.
  17. 11463 Tengu flight EV bonus is applied after equipment EV bonuses.
  18. 11381 Yellow draconians in forms have rCorr according to % screen but not A screen.
  19. 11374 Petrify should show on death messages in the same way as paralysis.
  20. 11315 No friendly fire warning is displayed while using Damnation with portal projectile
  21. 11306 Trying to put on incompatible armour in forms results in unhelpful message of wrong item type.
  22. 11814 Pain’s message inconsistent against invisible creatures
  23. 11738 Setting a confirm_action for an ability generates a Y/N prompt every time the ability menu is opened