Downtime: CDO (Website, Bug Tracker, Wiki, Forum)

I’ll be moving everything on CDO to a new server starting this Thursday. Shouldn’t take long, but I can’t take the old IPs with me, so DNS refresh might cause an additional delay of up to 4 days.

During that time CDO will be closed for external connections, which means this website (including the bug tracker, the wiki and the forums) will be unreachable.

Wish me luck and stay tuned :)

Trunk updates, 24 February 2014

Hi crawlers! Here’s what’s new in trunk:

  • New summon spells:
    • Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.
    • Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.
    • Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.
  • The speed brand now consistently grants 2/3 weapon delay and no damage reduction (previously it was 1/2 delay and 10% damage reduction for melee weapons).
  • Fulminant Prism is now level 4 (was 5); Iskenderun’s Battlesphere is now level 5 (was 4).
  • Formicids are no longer rPois- and have the same HP and XP aptitudes as humans.
  • Grey rats, spiny worms, giant amoebae and deep dwarf berserkers (the monster) are no more.
  • Spellbooks of types you have seen before are automatically identified (like staves).
  • Racial weapons no longer generate.
  • The rod of destruction now fires random bolts instead of having a pre-set spell list.

Enjoy the tweaks, and happy crawling!

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Trunk updates, 17 February 2014

Hi crawlers! Here’s the latest and greatest from trunk:

  • God wrath has been changed to trigger only as experience is gained; it occurs more frequently, but tends to occur only during / after significant battles.
  • Several deities – Okawaru, Trog, Vehumet, Makhleb, Yredelemnul, and Kikubaaqudgha – have had their wrath tinkered with, mainly to scale better with the player’s XL.
  • The shadow mimic behaviour of Dithmenos (formerly Dithmengos) followers has changed – spells aren’t directly mimicked (except for enchantments), instead yielding a shadow shard or shadow bolt depending on the original spell, and damage output from physical attacks has been reworked.
  • All skills usable by divine abilities are available to train immediately on worshipping that god, rather than needing to wait for the abilities to become available. For most gods this is Invocations where applicable; for Nemelex this is Evocations; for Kikubaaqudgha this is Necromancy. TSO followers can also train shields at any time (cf. Divine Shield).
  • New unrand artefacts: the +3,+5 arc blade {discharge, rElec}, a cutlass which causes a static discharge effect on one third of melee attacks; and the +3,+6 demon whip “Spellbinder” {antimagic, MR+}, which inflicts miscast effects on spellcasters related to the spells they can cast.
  • An experimental new Swamp level layout, appearing on 2/7 of all non-ending Swamp levels.
  • Summoned allies will attack enemies without needing to be being prompted to do so.
  • Another redesign of the Vaults:5 layout – the outer ring has returned, and all of the corners of the quadrants are now open to the ring.
  • Item destruction from sticky flame has been reduced.
  • Felids can now use wands.
  • The list of recommended combinations has been revised heavily; as part of the changes, species and background recommendations are now independent of each other – that is, a species may recommend a background where that background does not necessarily recommend that species, and vice-versa.
  • Large rocks are no longer inherently penetrating (this was itself a trunk experiment).
  • Dith’s Shadow Form now causes skill drain on taking damage, and is usable by all races (i.e. undead can use it).
  • Crystal golems have been replaced with crystal guardians – less HP, but the ability to fire a crystal bolt which bounces off of all features and deals either fire or cold damage on a per-bolt basis.
  • Lemures and jellyfish are no more.
  • Many other smaller changes.

Happy crawling!

DCSS Survey Results 2012

After a long time of waiting, finally here they are: the results of last year’s Stonesoup survey. Ideally, this would have been out exactly a year ago. We hope the tables and charts are still of interest to some of you.

Below we give an extremely abridged report. For an in-depth treatment, read the full report (pdf, 37 pages).

There have been 5735 meaningful replies, arriving between 16/02/2012 and 29/12/2012, a period which included the 0.10 and 0.11 releases and tournaments.

The average participant is male (92%), 24 years old, and lives in the USA (46%). He strongly prefers the Tiles version (76%) because he feels that tiles are less confusing and easier to understand than ASCII glyphs. He is playing Crawl offline (72%) and would like to use the online game if it was as same comfortable.

The average Crawler has started playing Crawl within the last three years (74%), and hasn’t won the game (76%) or even found a rune yet (66%), but has made it as deep as the Orcish Mines and Lair. He doesn’t use spoilers or only in moderation to read up on the most deadly of enemies. He’s quite likely to have played Diablo for a while (57%) and may also have tried NetHack (63%) or Dwarf Fortress’ adventure mode (51%) at some point, but otherwise has little experience with roguelikes or comparable games. The survey was his first interaction with the devteam in any shape or form (85%).

Among the 1224 participants who did snatch a win, some have achieved additional feats of even greater difficulty: 430 won allruners, 375 have won more than five games, 197 have completed Ziggurats and 72 obtained streaks of at least three wins in succession.

About 15% of all participants consider themselves thoroughly spoiled by the time they won their first character whereas 36% consider themselves completely or mostly unspoiled, at least when it comes to monster properties. This has actually informed on-going Crawl development, as 0.13 will disclose monster spells to players, something that was regarded as the most pertinent spoily monster information.

New USA webtiles/ssh server: crawl.beRotato.org

As some of you may have already heard, a new public server is available: crawl.berotato.org (or CBRO).

I actually didn’t plan on creating an official server; I just wanted to start learning some crawl dev with a few friends and needed a webtiles server.  In the past when I messed around with this stuff, I simply used the webserver setup that comes with the source.  This time however, I found some documentation on the dev wiki and decided to go all-out.

It took a while, but with help from a bunch of folks in ##crawl-dev (primarily |amethyst/neil (CSZO) and TZer0 (CLAN)), CBRO finally went online.

Oh, and people keep asking, “What’s a Rotato?”.   It comes from the (smallish) gaming community, MeFightClub. I learned about Crawl from there and we’ve had about 30 players the past two tournaments, so it’s been a fairly big influence on my crawl experience so far.

Being Rotato can be summed up in the following quote:

“Be Excellent to each other. If you can’t be excellent, Be Civil. If you can’t be civil, Be Offline”

Enjoy!

crawl.beRotato.org

  • Also known as CBRO.
  • Located in Atlanta, Georgia, USA.
  • It will serve the latest stable released version of Dungeon Crawl Stone Soup.
  • It also serves the latest development version and updates daily around ~ 0800 GMT.
  • Additionally Dungeon SprintZot Defense and the Tutorial.
  • Access via SSH (port 22): username “crawler” – SSH-keys (PuTTY key Unix key) (no password access).
  • Access via WebSocket: WebTiles (port 8080)
  • Accounts and save files for SSH & WebSocket are shared.
  • Morgues, rc files, and so on are available online.
  • Games & milestones are recorded by Sequell and reported in ##crawl on freenode by the bot Rotatell.
  • Scoring pages are also updated (though there may be a short lag before the games are logged).
  • johnstein can be reached in IRC via ‘!tell johntein’ in ##crawl, or email: johnstein@beRotato.org

Trunk updates, 9 February 2014

Hi crawlers! Here’s some of the latest interesting changes to trunk:

  • Repel Missiles and Deflect Missiles now time out on a per-deflection basis, rather than being a duration.
  • Portal Projectile is now a duration instead of a one-shot effect; for the duration it portals projectiles for 1 MP per projectile.
  • The outer ring on the final level of Vaults is no more.

Not all of these changes are available online / in the current builds yet, but within a day or so they will be there.

Although it’s not in trunk (yet), I’ll take a moment to point out that crawl.s-z.org has a new experimental branch for the purpose of testing several implementations of the spell Glaciate, a proposed replacement for Ice Storm. Read the discussion here.

Happy crawling!

Trunk updates, 3 February 2014

Hello, Crawlers! This is meant to be the first of many posts updating you on recent changes to trunk, much as has been done with the blog in the past.

Without further ado, here are some things you may not have seen yet, relative to the last time an update was posted here (which was a while ago, so some things here may not exactly be news):

  • The lower half of the Dungeon from D:16 onwards is a new dungeon branch, the Depths – six levels long and containing the entrance to the Realm of Zot.
  • The Depths (and D:15-) do not require a rune to enter; instead, Vaults requires a rune to enter.
  • Two new races to play with: Formicids, an ant-like people with innate stasis and the ability to dig through walls and shafts in the floor, and Vine Stalkers, a plant-like parasite on a humanoid host who regenerates quickly, cannot heal through wands or potions, and possess an innate spirit shield effect and an anti-magic bite.
  • A new deity: Dithmengos the Shadowed, granting a number of shadow-themed abilities.
  • Ziggurats no longer charge gold for entry, but require three runes to enter.
  • New uniques: Asterion, a minotaur of Makhleb; Natasha, the ex-familiar of a powerful wizard with some magic of her own; and Vashnia, the leader of an elite squad of naga sharpshooters.
  • Many, many new regular enemies, especially in the Lair branches and Pandemonium.

The relatively infrequently-updated changelog contains more details on many of these, and can always be found by way of Gitorious at http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/docs/changelog.txt.

Not everything that’s tested in trunk will end up in a stable release, so be sure to enjoy things while they last! You can play trunk online, or download a local build of trunk from here.

Happy Crawling!

Experimental rule change: the rune lock

Yesterday, a slightly controversial commit got pushed:

    Commit: #f2529f3

    Rune lock.

    You need a rune to go to D:15. Downstairs of D:14 could be recoloured
    or replaced by a portal (maybe more consistent with D:27 zot portal).

This is a mandatory Vow of Courage I banner. The idea is quite old and was pushed after the 0.13 tournament so as to have as much time for testing as possible. You can read discussions about it on a old dev wiki page, or in several forum threads: here (locked), here (locked), here and here.

If the rune lock is considered to be good enough to stay for the next release, there will definitely be follow-up changes, cosmetic ones (locked staircase appearance, dungeon appearance before and after the lock) and balancing ones (unique generation springs to mind).

0.13 Tournament Results

The 0.13 tournament is over. For 16 days, players could compete for tournament points and banners by playing 0.13 games on the public servers.

The winning player was bmfx, with an amazing 7942 points. Over the course of the tournament bmfx won 21 games, all with distinct species and backgrounds and with many of the wins streaked together. In second place was 78291, with 5014 points and 9 wins, all of them with Nemelex’s Choice species/background combinations. In third place was elliptic, with 4945 points.

The fastest wins in the tournament were achieved by WalkerBoh (turncount, 23506 turns with a GrBe) and BANISHMENT (realtime, 1h 49m with a DDBe). 4tharraofdagon had the highest score, 41M points with a DDBe (the 5th highest score of all time). Three Tier III banners were attained by only one player each: Lord of Darkness, by Yermak, Speed Demon, by jeanjacques, and Lorekeeper, by johnnyzero.

The clan competition was won by Campbell and the Removals (21183 points). AWBW – Iskenderuns Battle Copters (17512 points) and Runey Mara (16458 points) were second and third respectively. There were 112 clans in all.

Here are some assorted statistics on the tournament games (with quits removed), compared with the 0.12 tournament (in parentheses):

Players with at least one game: 1749 (1735)
Players with at least one game to reach XL 9: 1117 (1066)
Players who got a rune: 526 (478)
Players who won a game: 246 (279)
Total wins: 603 (637)
Win %: 1.37% (1.40%)
Total player time: 25902 hrs (28022 hrs)
Avg player time: 14.8 hrs (16.2 hrs)
Proportion of players using webtiles: 76.5% (71.7%)
Proportion of winners using webtiles: 62.6% (63.3%)

Crawl 0.13: “Pan-Galactic Gargoyle Blasters”

We are proud to announce that Dungeon Crawl Stone Soup 0.13: “Pan-Galactic Gargoyle Blasters” is released! 0.13 adds a new species: Gargoyles, made from living stone. It also features many new and reworked spells, monsters and items, including a reworked Skald spellbook and a brand new monster set for the Crypt.

Download DCSS 0.13 here, or play it online on one of many servers across the world!

The release tournament will begin at 20:00 UTC on Friday 11 October, with all online 0.13 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

0.13′s highlights include:

  • Characters: A new species, Gargoyle, has been added. Made from living stone, they have low HP but are very tough and have a number of innate resistances. Sludge Elves have been removed, as has the Priest background. Stabbing skill and Traps skill have both been removed, with stabbing effectiveness now based on the average of weapon and stealth skills, and trap detection based on experience level.
  • Monsters: The Crypt contains many new monsters. Revenants cast spells of ghostly fire, jiangshi are fast and possess strong vampiric attacks, plague shamblers erupt in a cloud of miasma on death, and lost souls sacrifice themselves to heal nearby undead. Many existing monsters from both inside and outside the Crypt also have new spells or abilities, including improvements to lesser demons, elementals, deep elves, and many others.
  • Places: A large number of layout generators have been improved and added, including new unique layouts for some branches. All timed portal vaults now give an announcement upon entering the level. Mechanical traps no longer generate randomly. A new Sprint map has been added: “|||||||||||||||||||||||||||||” by st (also known as linesprint).
  • Gods: Hill Orcs are given the chance to convert to Beogh on the spot upon meeting an orc priest in the dungeon. Zin’s Recite ability can now be used while moving and fighting, instead of forcing the player to stay in place doing nothing else for its duration.
  • Spells: Skalds now start with the new book of Battle, containing a number of new spells. Infusion spends MP each hit to increase melee damage, Song of Slaying grants increasing slaying bonuses when killing monsters, Spectral Weapon creates a clone of your weapon that attacks with you, and Song of Shielding causes damage to reduce MP instead of HP. Other new spells include Searing Ray, a conjuration which deals damage over multiple turns, and Discord, a high-level hex that causes monsters to enter a frenzy, attacking one another indiscriminately. Summoning spells have also been adjusted, with each spell having an independent cap on the number of monsters that can be summoned at a time.
  • Items: Many evokable items have been reworked. The elemental evokers each have themed effects in addition to summoning multiple elementals, but require the player to gain experience to recharge. The box of beasts now creates 3-headed chimeras, with abilities and melee attacks from multiple randomly-selected beasts. The sack of spiders is a new evokable item which creates webs and spiders nearby.

For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.13!

0.13 Tournament Reminder

This is a reminder that the 0.13 tournament will begin in just a few days. From 20:00 UTC Friday 11 October through 20:00 UTC Sunday 27 October, any 0.13 game played on CAO, CDO, CLN, CSZO, or RHF will count for the tournament. (RHF does not currently have 0.13 set up, but if/when it gets 0.13, games played there will count for the tournament… please go to one of the other servers until then.)

The rules page contains all the details about how to score points and earn banners in the tournament. As usual, clans (teams of up to six players) can be formed and changed until one week into the tournament, so don’t panic if you aren’t on one yet! (Being on a clan isn’t necessary to participate in the tournament, but it can be a lot of fun.)

Once the tournament has started, the tournament leaderboard will contain the current results. (Before tournament start, some scores might briefly appear on this page as we test the tournament scripts, but they are just for testing.)

DCSS 0.13 beta (and Tournament schedule)

Crawl 0.13 is in beta!

You can test out the upcoming release on CSZO, CAO, or CLAN. We hope to have the other servers updated soon. Please report any bugs you find on Mantis.

The 0.13 release is scheduled for 11 October. The tournament will begin at 20:00 UTC on Friday 11 October and continue for 16 days (until 20:00 UTC Sunday, 27 October). Check here for more announcements, including links to the tournament rules.

Update: You may be interested in the 0.13 changelog.

Save compatibility in DCSS

A few days ago on IRC, blackcustard asked me to do a blog post on a particular save-compatibility fix I made about a month ago, because it’s an interesting (I prefer “dirty”) kludge. I should start, however, with an introduction to how save compatibility works in Crawl.

Version tags

For save compatibility purposes, the actual version number (for example, 0.12.2 or 0.13-a0-2578-ged92a99) makes almost no difference. Instead, there are three version numbers (which we call “tags” for historic reasons) associated with each save and with each version of crawl: the character format, major version, and minor version. In current trunk these are 0, 34, and 44.

  • The character format tag is stored in the “character info” section of the save: the basic information such as species and level that is displayed in the save browser. If this section is changed in an incompatible way, the character format version would be incremented. However, Crawl would not even see the old saves; this would be rather bad (they might accidentally be overwritten, for example), so we have never made such a change: the format is still version 0. Appending new information to this section requires only incrementing the minor tag (see below), which is much safer.
  • The major version tag is stored in each section of the save (each level, character, transiting monsters, and so on). Changing this version indicates that Crawl is no longer compatible with the old save: the save will be coloured red in the save browser and cannot be loaded. The major tag is never incremented within a release (e.g. between 0.12.0 and 0.12.1), only in trunk. We try to avoid doing this when we can, because it means trunk players will be unable to transfer their saves to newer versions to get bug fixes; it furthermore means that local players will have to keep the previous stable release installed until they have finished their games.

    The major tag has been incremented 34 times, but the rate has slowed down significantly. It was incremented several times in 0.8 development, once in 0.11 development, and once early in 0.12 development. Through heroic effort, kilobyte was able to restore save compatibility between 0.11 and 0.12 despite the major tag change. Therefore, current trunk can load saves from 0.11 and 0.12 releases, all but the earliest 0.12 development versions, and all 0.13 development versions.

  • The minor version tag is also stored in each section of the save, and is used to indicate changes that require special handling for loading old saves. The save-loading code if full of checks that say “only do this if the save’s minor tag is greater than N” or “initialize this new field if the minor tag is less than N”. Older versions of Crawl will refuse to load a save with a too-new minor tag (that is, we do not provide forward compatibility between versions), but newer versions will see the old tag and apply the appropriate fixups on load (which makes the save incompatible with the old version of crawl).

    The minor tag is reset to zero whenever the major tag changes. A major bump provides an opportunity to clean up the old save-compatibility code, since the old saves won’t be loadable anyway; and to remove or rearrange enumeration values that could not change without breaking compatibility. The minor tag has been incremented 44 times since the last major tag (0.12-a0-109-ged95631, in August 2012).

The upshot of this is that, for the most part, online players can keep transferring their saves to the latest version of Crawl. In the rare event that we change the major version tag (once a year maybe), the servers keep those saves on the old version, so the players can continue even if they don’t get bug fixes.

Among the situations that require compatibility code (and hence incrementing the minor version tag) are new fields or data structures added to monsters: trying to load those from the old save would either cause corruption, or crash. Likewise, any change to enumerations like monster type, spell, dungeon feature, other than adding a new value at the end, requires at least a minor version bump and code to shift all the old values.

Bugs: the difference between theory and practice

All the rules about how to preserve save compatibility, and what does and doesn’t need special handling, can be kind of complex (see docs/develop/save_compatibility.txt). It’s no wonder, then, that occasionally there are problems. The development of Spectral Weapon introduced two save compatibility issues at different times:

  1. Spectral Weapon was written before elemental wellspring and polymoth, but was merged into trunk later. The merge, unfortunately, left spectral weapon’s monster enum in its old place, before the two “older” monsters. Thus an elemental wellspring from an old save could be loaded as a spectral weapon (probably resulting in a crash), or a polymoth could be loaded as an elemental wellspring (no crash, but a wellspring with incorrect statistics and no spells).
  2. Spectral weapons got a ghost_demon structure to store their statistics (AC, attacks, etc), which differ from one spectral weapon to the next. An old save would not have this structure, but the code would try to load it anyway, getting out of sync and causing a crash when some later part of the save was misread.

At some point later we started noticing these apparently-corrupt saves that would crash on load. After some investigation we found that they seemed to all have a “spectral weapon” on the incorrect level. That let us track down the second, newer bug. But without the version tags, how to detect and fix it?

Fixing the bugs

Kilobyte made a first pass at fixing the ghost_demon problem. For potentially affected versions (remember that because of the missing tag, this check caught some good versions as well), he used read-ahead to determine whether it looked like the saved SW had a ghost_demon structure. If it did not not, the weapon was replaced with a placeholder “ghost” monster.

However, after kilobyte made but did not commit his patch, we discovered the other problem: sometimes neither the player, nor any ghosts on the level, had the Spectral Weapon spell. More digging showed that the spectral weapon had Primal Wave and Summon Water Elementals, and led us to the enum problem. To fix that, we needed some way to tell which monster it was supposed to be. We noticed that all three of the affected monsters (SW, Wellspring, and Polymoth) had different speeds, which happens to be stored with the monster rather than being loaded from the monster class. Then qoala pointed out that the ghost_demon change to spectral weapon happened in the very same batch of commits as the one that changed its speed from 25 to 30. We could therefore kill two birds with one stone by using the monster speed to determine the true monster type, and didn’t need the look-ahead.

Ultimately, for saves from affected versions (between minor tags 38 and 39), for any monster claiming to be one of those three, we check the monster’s saved speed. If it is 10, it must be a wellspring; if 12 it must be a polymoth; if 30 it must be a correct spectral weapon; and if 25 it must be a spectral weapon with a missing ghost_demon structure (so we remove it, leaving a placeholder ghost behind). However, haste, slow, and friends affect the speeds stored with the monster; we therefore have to check for numbers like 15 (hasted wellspring), 16 or 17 (slowed old spectral weapon), and so on. Fortunately none of the three base speeds is 2/3 or 3/2 of any of the others, so we are still able to distinguish on the basis of speed alone.

For all the gory details, see commit 0.13-a0-2175-ga079a5c. One day we will break compatibility again and increment the major version; then this kludge can return to the ether from which it came. Until then, enjoy! :)

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CSZO downtime over

Edit 24 June (later): It’s back up now, and now in Tampa, Florida.

The server crawl.s-z.org will be down for a data center migration most of Sunday, 23 June. If you’re looking for another US server, you can play on crawl.akrasiac.org instead.

Edit 24 June: The ISP had various problems with the move, so cszo is still offline. I’m in contact with them to get the remaining issues resolved.

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Even more euroservers!

Another European server is now available: rl.heh.fi (RHF), maintained by joosa. Old-timers may remember RHF from a few years ago; it is back, this time with webtiles support. RHF is located in Finland and serves both webtiles and console for trunk and stable versions. Games are reported on IRC by the bot Ruffell, and are also known to Sequell and the scoring pages.

Many thanks to joosa!

rl.heh.fi

  • Also known as RHF.
  • Located in Finland, Europe.
  • It serves the latest released version of Dungeon Crawl Stone Soup.
  • It also serves the latest development version and is very regularly updated.
  • Additionally Dungeon SprintZot Defense and the Tutorial.
  • Access via SSH (port 22): username “rl” – no password required; you can use the SSH key (PuTTY key Unix key) if you want.
  • Access via WebSocket: WebTiles
  • Accounts and save files for SSH & WebSocket are shared.

New European webtiles server: crawl.lantea.net

A new server is available: crawl.lantea.net, hosted by Aleksi and maintained by TZer0. It is located in Germany and serves both webtiles and console for trunk and stable versions. Games are reported on IRC by the bot Lantell, and are also known to Sequell.

Many thanks to Aleksi and TZer0!

crawl.lantea.net

  • Also known as CLAN.
  • Located in Falkenstein/Chemnitz, Germany, Europe.
  • It serves the latest released and the previous version of Dungeon Crawl Stone Soup.
  • It also serves the latest development version and is very regularly updated.
  • Additionally Dungeon SprintZot Defense and the Tutorial.
  • Access via SSH (port 22): username “terminal” – password “terminal” or SSH-key (PuTTY key Unix key).
  • Access via WebSocket: WebTiles (port 8080)
  • Accounts and save files for SSH & WebSocket are shared.
  • Morgues, rc files, and so on are available online.

0.12 Tournament Results

The 0.12 tournament is over. During the last 16 days, players could compete for tournament points and banners by playing 0.12 games on any of the three public servers. On the final day of the tournament, there were an amazing 83 wins, crushing the previous record of 48 wins in one day on the public servers.

The winning player was jeanjacques, with 6566 points. Jeanjacques not only won 17 games and achieved the most points, but he also achieved all 18 tier III banners and had the fastest three wins! In second place was elliptic, with 6532 points and 19 wins. In third place was Tolias, with 5097 points and 15 wins, including a 6-game streak, the third-longest (behind elliptic and Implojin with 9-game streaks). 4thArraOfDagon had the three highest scores, all three of them Fire Elementalists of Vehumet.

The clan competition was won by Take It Easy (17364 points). Unlucky Tengu (17071 points) and unemployed unpersons (16648 points) were second and third respectively. It was a very tight team competition, with AWBW Rising (16067 points) also close in fourth place. There were 127 clans in all.

Here are some assorted statistics on the tournament games (with quits removed), compared with the 0.11 tournament (in parentheses):

Players with at least one game: 1735 (1545)
Players with at least one game to reach XL 9: 1066 (979)
Players who got a rune: 478 (400)
Players who won a game: 279 (214)
Total wins: 637 (473)
Win %: 1.40% (1.18%)
Total player time: 28022 hrs (24287 hrs)
Avg player time: 16.2 hrs (15.7 hrs)
Proportion of players using webtiles: 71.7% (71.3%)
Proportion of winners using webtiles: 63.3% (59.0%)

Server default settings

We’ve changed some of the default interface settings for servers (not for desktop versions), so now:

travel_delay = -1
explore_delay = -1
rest_delay = -1
show_travel_trail = true

The second-to-last setting (rest_delay) is a new setting that was also added so resting/healing now happens instantly (this only makes a difference in webtiles, since in console the stats area always updates).

These settings will make online play better by default for webtiles users who are being particularly affected by lag. The game is much quicker and more fun to play without waiting for autoexplore/travel/rest. Additionally this should reduce overall server load which will hopefully be significant during the tournament!

Webtiles players should also be aware that there was recently a change to the way webtiles data packets are batched, which should also result in a significant speed gain for laggy connections (much less round trips are being made overall).

See the options guide for more details on these options, and please comment here if you have any issues or questions with the new settings.

0.12 Tournament Reminder

This is a reminder that the 0.12 tournament will begin in just a few days. From 0:00 May 11 (midnight UTC) through 24:00 May 26 (May 27 midnight UTC), any 0.12 game played on CAO, CDO, or CSZO will count for the tournament.

The rules page contains all the details about how to score points and earn banners in the tournament. As usual, clans (teams of up to six players) can be formed and changed until one week into the tournament, so don’t panic if you aren’t on one yet! (Being on a clan isn’t necessary to participate in the tournament, but it can be a lot of fun.)

Once the tournament has started, the tournament leaderboard will contain the current results.

Crawl 0.12: “High Vaultage”

We are proud to announce the release of Dungeon Crawl Stone Soup 0.12: “High Vaultage”! This latest version contains many new and overhauled features, including revamped Vaults and Abyss branches, a new weapon effect for axes allowing them to cleave through multiple enemies at once, and much more!

Head over to the Downloads page to get 0.12, or see the How to play Online page for a list of available servers.

There will be a tournament from May 11-27 to celebrate the release. All 0.12 games played on one of the online servers (CAO, CDO or CSZO) will count for scoring. See the 0.12 tournament website for the rules and start forming clans!

Some of 0.12′s highlights include:

  • Places: The Vaults branch is now 5 levels deep, with a revamped layout and new guardians. The Abyss consists of 5 (still infinite) levels of increasing danger, with the rune found only on the deeper levels, and contains many new monsters. There are many new layouts and vaults in other branches. Secret doors have been removed. Three Sprint maps have been added: “Thunderdome” by evilmike, and “The Pits” and “Arena of Blood” both by st.
  • Monsters: In the Vaults, vault sentinels alert monsters to your location, ironbrand convokers recall monsters from elsewhere directly to you, vault wardens seal nearby doors, and ironheart preservers reduce the damage that their allies take. The Abyss is inhabited by a variety of new eldritch horrors: ancient zymes, tentacled starspawn, lurking horrors, starcursed masses, wretched stars, apocalypse crabs, thrashing horrors and spatial maelstroms. Two uniques have been added: Jorgrun, a deep dwarf earth elementalist, and Lamia, queen of the nagas. Other new monsters include moths of suppression (with an aura that suppresses the effects of magical equipment) and deep troll shamans and earth mages. Ant larvae, bumblebees, rock trolls and wood golems are no more.
  • Spells: Many non-elemental conjurations have been added: Force Lance (causes low-range knockback), Dazzling Spray (blinds multiple enemies), Iskenderun’s Battlesphere (creates an autonomous globe that attacks alongside your other conjurations) and Fulminant Prism (creates a smite-targeted time bomb). Another new spell, Disjunction (blinks away all nearby enemies for a duration), can be found in high-level translocation books. Fulsome Distillation, Evaporate, Cigotuvi’s Degeneration, See Invisible and Insulation have been removed. Venom Bolt, Bolt of Magma, Teleport Other and Dispersal have been made more effective.
  • Characters: Conjurers now start with a spellbook containing the new non-elemental conjurations. Summoned allies now only attack while both the summon and the target are in line-of-sight. Levitation and controlled flight no longer exist – all sources of flight are controlled instead. Stalkers have evaporated.
  • Items: Axes cleave through multiple targets when attacking, but have slightly reduced damage. One-handed maces and flails have been improved. The wand of polymorph other is now the wand of polymorph, and causes random transformations instead of mutations in players (with a number of new bad forms: tree, wisp, porcupine and fungus).
  • Gods: Vehumet now gifts destructive spells one at a time, starting with low-level spells at low piety and ending with multiple high-level spells. Vehumet no longer supports summoners. Worshippers of Yredelemnul and Beogh can recall their allies from different floors, and Beogh allies gain experience when the player gets kills. Xom has a number of new available actions, and some negative effects are toned down or removed.

See the changelog for a summary of other major changes. Thanks to Stone Soup’s many contributors, and enjoy playing 0.12!