Tuesday, April 9th, 2013 21:56
Unfortunately, CDO is no longer able to handle the load of WebTiles games and there has been a lot of lag recently. Everybody will be able to finish their games, but new character creation has been disabled – for now. I plan to migrate to a new server during this year (hopefully in time for the autumn tourney) and there may be the possibility to reactivate WebTiles then. DGL games will continue to work.
Anyone willing to host a WebTiles server, especially in Europe, please let us know in The Tavern. For now there are WebTiles servers available in the US.
Thank you all for participating!
Saturday, March 9th, 2013 17:18
The latest episode of Roguelike Radio covers player competitions in roguelikes. Among the panelists are our own dpeg and rax discussing the DCSS tournament.
Monday, November 5th, 2012 04:47
The 0.11 tournament is over. During the last 16 days, players could compete for tournament points and banners by playing 0.11 games on any of the four public servers.
The winning player was theglow, with 6739 points. Theglow won an impressive 18 games (all with distinct species and backgrounds), but even more impressively he didn’t die at all during the tournament, streaking all 18 games! In second place was jeanjacques, with 5915 points. Jeanjacques got the most tier III banners – 15 of them – and also had the win with the lowest turncount, just 17901 turns. In third place was bmfx, with 5646 points and the second-longest streak of wins: 9 games long. The first win and the win with the last start, which were also the two fastest wins at a little over two hours each, were both played by ophanim.
The clan competition was won by the hex pistols (21415 points). Margery and the Hell Knights (18011 points) and Hemipene (11839 points) were second and third respectively. There were 102 clans in all, a record high.
Here are some assorted statistics on the tournament games (with quits removed), compared with the 0.10 tournament (in parentheses):
Players with at least one game: 1545 (1568)
Players with at least one game to reach XL 9: 979 (908)
Players who got a rune: 400 (372)
Players who won a game: 214 (183)
Total wins: 473 (370)
Win %: 1.18% (1.10%)
Total player time: 24287 hrs (23347 hrs)
Avg player time: 15.7 hrs (14.9 hrs)
Proportion of players using webtiles: 71.3% (61.2%)
Proportion of winners using webtiles: 59.0% (45.0%)
Wednesday, October 10th, 2012 23:55
Following our traditional custom, the release of DCSS 0.11 will be celebrated with a tournament: from 0:00 Oct 20 (midnight UTC) through 24:00 Nov 4 (Nov 5 midnight UTC), any 0.11 game played on one of the four participating servers CAO, CDO, CSZO, CSN will count for the tournament. All servers but CSN offer console (ASCII), and all servers offer webtiles.
The rules are available on the tournament website. Some rules and banners have been changed. As usual, clans can be set up and changed until one week into the tournament.
Updated 2012-10-11: CDO now has 0.11 webtiles. Thanks, Napkin!
Tuesday, October 2nd, 2012 20:39
Dungeon Crawl Stone Soup 0.11: “Arachnophobia” has been released! We proudly present the new Spider Nest branch. It is five levels deep, contains the gossamer rune of Zot, joins the Lair branch roulette, and is filled to the brim with spiders. And they are scary indeed: large groups of fast hard-hitting enemies in a fairly open layout that is riddled with webs. The melee spiders are backed up by slow but powerful orb spiders that try to keep their distance while weaving orbs of destruction. Almost all spiders were rebalanced to fit into a Lair branch, so they are generally much more powerful than before.
You can get 0.11 at our Downloads page, or see the How to play Online page for a list of available servers. There will be an official tournament to celebrate this release, but we’re waiting for the new CAO server before setting a date. As soon as more information is available a new announcement will be made.
One change that may cause problems for upgrading users, especially online players, is a slight change in the way the options file works: the default options file now consists only of commented out lines. If you modified your config and are reusing it for 0.11, which is done by default on the servers, you should comment out or delete all lines that you did not change from the default. This will ensure that you are not using any default values from older versions. You may also need to update your config to use the new syntax for various list options (such as message colours or travel stoppers), by ensuring you use “option += value” to append to the list instead of “option = value” (as in the future this will replace the list entirely instead of appending to it). Using the old syntax will cause an ingame message to be displayed, to remind players that the options format has changed. See the List Options section of the options guide for full details.
Some of 0.11′s major changes include:
- Places: With the addition of the Spider Nest, the Lair will now contain one of Swamp/Shoals and one of Snake/Spider. The Swamp has an improved layout with more compact levels. The Elven Halls are shortened to three floors. As always, there are many new vaults, including new branch endings and full-level vaults. The frequency of vaults has also been slightly increased. Upon escaping from the Abyss, you now land back where you came from, but with a few turns’ banishment immunity. A new Sprint map has been added: Ziggurat Sprint by st squeezes an entire Ziggurat into one floor, and contains appropriately ridiculous amounts of loot and monsters.
- Monsters: Fannar, an elven ice mage, and Arachne, a poisonous half-spider, join the ranks of Crawl’s unique monsters. The omniresistant Hell Sentinels replace Pit Fiends. Boulder beetles can now curl up and roll at you for heavy damage. Mimics can now constrict their foes, although early mimics are much weaker: their constriction does no damage, and they don’t resist elemental attacks. Monster constriction formulae have been changed to make it much easier to escape, but blink counts as two escape attempts now instead of always letting you get out. Equipment-using monsters can now wear rings and amulets and benefit from most of their effects.
- Items: Ammo enchantment has been removed, which greatly simplifies inventory management for those who use ranged weaponry. Weapon skill now fills the role of ammo enchantment, instead. You can now abort changing your armour instead of slowly getting nibbled to death by a rat while putting on your shiny new crystal plate armour. Most fixed artefacts now start out identified. Weapons are identified by having a certain amount of the corresponding skill instead of by whacking plants with them. Rods of smiting are replaced with lightning rods that let you shoot cones of lightning. You can adjust the width of the cone to either do heavy damage to single targets or quickly clear out hordes of popcorn.
- Gods: Okawaru now gives almost no piety for killing and sacrificing weak enemies, but gives much more for winning difficult fights. Nemelex worshippers can now earn the ability to use the top four cards in a deck at once, replacing the old “Mark Four” ability. Nemelex also gifts fewer decks of summoning, and various cards have been adjusted. Kikubaaqudgha gifts randomised necromancy spellbooks instead of the fixed ones. Xom now usually times his pranks to coincide with interesting situations.
- Interface: Several new options were added, including automatically dropping old chunks when burdened, and sacrificing corpses before autoexploring. The spell targeting interface has been greatly improved, showing the affected area for AoE spells and beam paths for bouncing lightning bolts. The ‘\’ known items menu lets you adjust your autopickup options while you play. The HUD now displays current gold and game time, so you can see in brackets how long your last action took. Local versions now include a scrollable highscore list that lets you easily open the morgue files of your most successful dead or victorious characters.
- Tiles: As always there are many beautiful new tiles for the dungeon, its inhabitants, and many items. These include special tall tiles for the unique lords of Pandemonium and the Hells, and a huge amount of new weapon tiles, including tiles for the different racial weapon variations.
There are a lot more changes, and as always the changelog lists all major ones. Many thanks to galefury for writing most of this post, and to all the contributors to Stone Soup. Have fun playing DCSS 0.11! Beware of the spiders!
Sunday, September 2nd, 2012 04:19
Former Dungeon Crawl Stone Soup tile contributor, Poor Yurik (John Attea), posted an article last week about his time working on tile art for DCSS in 2010. Alongside examples of art he made for the game, John talks about his experience working on DCSS and offers his suggestions and hopes for the future of tile development.
You can read the full article here.
After finding out about his blog entry (via reddit), I contacted him and asked for permission to link it here. Not only was John fine with that, he decided to thank everyone by creating a new opening splash screen for the game that will appear in the upcoming release.
Read his message about the response to the article and see a large version of the new splash art here.
Some private closing remarks by me: When we started the Stone Soup fork, one crucial part was to encourage players to become active with the development. This has worked very well, ranging over speech, descriptions, maps/vaults, bug fixes and patches for sometimes elaborate new features. An area where contributions were, and still are, particularly rich is tiles. It is both a pleasure to thank John for his amazing work, and a shame to acknowledge that so much went unused. The arguments brought forward against his ideas could have been mine, or in some cases actually were mine. Further discussion on the matter should go the comments, ideally on John’s blog. Many thanks John, and farewell!
Tuesday, August 21st, 2012 08:46
As mentioned in MarvinPA’s announcement of the CAO downtime, a new public Crawl server is available: crawl.s-z.org, or CSZO for short. The server, located in West Chester, Pennsylvania in the eastern United States, hosts both webtiles (https://crawl.s-z.org/) and console Crawl (ssh to crawl.s-z.org with username “crawl” and either the CAO key (putty version) or the password “crawlingtotheusa”). CSZO runs trunk, 0.11, and 0.10, including sprint, zotdef, and the tutorial. Both trunk and stable versions are updated daily.
Games are shared between webtiles and ssh, and can furthermore be watched across interfaces (e.g. watch an ssh game in webtiles; chatting across interfaces doesn’t work that well for now, though). You can even watch yourself in webtiles while playing ASCII, or vice versa, to get the best of both interfaces.
Ttyrecs and morgues are available for browsing at http://dobrazupa.org/ . Games and milestones are recorded by Sequell and reported in ##crawl on freenode by the new bot Sizzell; this also means that CSZO games will count for the upcoming tournament. Note that the user database is separate from CDO and CAO, so you will have to register an account for CSZO.
I plan to at some point publish the configurations, git branches, and instructions online to make it a little easier to set up a new server. Eventually we’d like to make this all available as a Debian package or something similar, but first things first :)
Monday, August 13th, 2012 13:46
The US Crawl server, crawl.akrasiac.org, is currently down for repairs. It will return (with upgraded hardware!) in September.
In the meantime, you can get your fix here on CDO or play on the new US-based server at crawl.s-z.org - for console use SSH (port 22, username crawl, OpenSSH key here, PuTTY key here).
Check the How to Play Online page for more detailed information on online play.
Thursday, April 12th, 2012 17:48
We are pleased to announce that Dungeon Crawl Stone Soup 0.10.2, the
latest maintenance update following the February release of 0.10, is now
available for all operating systems from the Downloads page. This
update incorporates the changes in version 0.10.1, which hasn’t been widely announced. The changes since 0.10.0 are:
* Lots of fixes for various crash cases
* Grey draconians can’t drown — we mean it this time
* Slaying now works as expected for magical staves
* Allies are not allowed to smite enemies through glass
* Allies can now cast Orb of Destruction
* Reaching with polearms is not allowed while trapped in a net/web
* Description text updates to match 0.10 changes
* plus many other small updates and fixes.
A bit more detailed list of changes can be found in the changelog.
Work on the next major release, Crawl 0.11, is proceeding rapidly. This
release will land in time for the next tournament, most likely sometime in
August. Bug fixes on the 0.10 stable branch will continue, as we are trying to give more than just lip service to actually maintaining the released version. You can help by
reporting any bugs you find (not counting spiders, giant cockroaches,
and killer bees — those are your problem!). And don’t forget to take a
few minutes to complete the Stone Soup Survey.
Thursday, March 15th, 2012 22:39
Once again, DCSS has had a successful release and an exciting tournament to celebrate it. The 0.10 tournament ran from 0:00 Feb 25 (midnight UTC) through 24:00 Mar 11 (Mar 12 midnight UTC). Throughout the 16 days, competition was close for winning player and winning clan.
The winning player is elliptic, with 6601 points. Elliptic won 16 out of 26 games, including a 12 streak. Second place goes to jeanjacques, with 6504 points. Jeanjacques also recorded the win with the fewest turns and the highest scoring game. Both players were nearly tied going into the final hours as they competed for the win with the latest starting time (which is worth 100 bonus points) – but elliptic’s winning KoWn started slightly later than jeanjacques’ winning DDBe. Third place goes to pivotal, with 4568 points.
The top three clans exchanged first place several times, with Saint Lorocyproca (18074 points) coming out on top. Second place goes to Team Teddybear (17228 points), and third place goes to sonic yiuf (14954 points).
This tournament’s banners had three difficulty levels. Elliptic was the only player to obtain level III of every banner, while jeanjacques obtained all of them except Pious III.
The tournament statistics show an increase in number of players, time spent playing, and player performance. Below, the 0.10 tournament compared to the 0.9 tournament (in parentheses):
Players: 1628 (1337)
Total player time: 23507 hrs (16435 hrs)
Avg player time: 14.44 hrs (12.29 hrs)
Players who got a rune: 372 (264)
Players who won a game: 183 (116)
Total wins: 370 (232)
Win %, excluding quits/leaves: 1.10% (0.86%)
Thursday, February 23rd, 2012 12:27
Saturday, February 18th, 2012 01:50
Dungeon Crawl Stone Soup’s former lead designer, David Ploog, was recently a guest on the Roguelike Radio podcast, speaking with Ido Yehieli, Keith Burgun and Jeff Lait. The episode covers some interesting topics and is well worth a listen – check it out here!
Thursday, February 16th, 2012 20:35
We are proud to announce that Dungeon Crawl Stone Soup 0.10: “Save the Pacific Northwest Tree Octopus” has been released! With 6 months of development there have been a huge number of changes, including the addition of a brand new species. Octopodes are a race of sentient, amphibious cephalopods incapable of wearing armour, but able to wear up to eight rings at a time thanks to their tentacles. They’re squishy in mêlée but come with the new combat mechanic of constriction, allowing them to immobilise their foes and deal additional damage over time.
Alongside all the exciting new content in-game, there have been many significant improvements and additions to Webtiles. A list of visible monsters is now displayed, there are various menu improvements, and Webtiles games can even be watched by console players over SSH.
You can download 0.10 from our Download page, or play console builds online on CAO or CDO. Webtiles will be upgraded to 0.10 within the next few days, keep an eye out for an update!
We’re also conducting a survey of players alongside this release. If you have a few minutes to spare please take a look, we’d greatly appreciate your response.
Don’t forget that the 0.10 release tournament begins on February 25th! All 0.10 games played on CAO and CDO will count towards it, which of course includes Webtiles games. Check out the tournament website for the rules, start forming clans, and get ready to tackle the challenging new banners!
Some of the major changes this version include:
- New species: Octopodes, capable of wearing eight rings, but not most other items of armour.
- Removed species: Mountain Dwarves have returned to the mountains. Read why they were axed here.
- Changed species: Hill Orcs have had their aptitudes improved, and Minotaurs have gained both better aptitudes and a retaliatory attack with their horns. Centaurs have a slower metabolism, but are now somewhat herbivorous, gaining bonus nutrition from plants but less nutrition from meat. Draconians cannot wear body armour anymore, but can wear gloves and boots. Some Demonspawn mutations have been adjusted, and a number of new mutation sets are also available. Kenku have rediscovered their roots and now prefer to be called Tengu.
- Backgrounds: Arcane Marksmen are back with a Hex-based spellbook. Transmuters have Beastly Appendage (a new spell providing a temporary beneficial combat mutation) instead of Fulsome Distillation and Evaporate. Necromancers have Control Undead instead of Dispel Undead. Monks have been rewarded for their devotion to asceticism and gain a one-time boost to ** piety when they first convert to a god.
- Skills: You will now need to find an appropriate item or spell to train most skills (and doing so allows even unknown skills to be trained). Additionally, partial levels of skills (e.g., ‘15.2’) matter.
- New monsters: Blizzard demons can call down freezing cold and howling winds with but a gesture. Profane servitors are angels that have been corrupted by Yredelemnul. These undead beings radiate unholy darkness and are resistant to holy forces. Several new holy monsters have been added.
- Removed monsters: Giant toads have croaked, vipers have rolled snake eyes, and blue deaths have all died.
- Changed monsters: Reapers are much more powerful. Fiends are now known as Brimstone Fiends, and imps are now known as crimson imps. Some demons have found themselves on different glyphs. Summoning monsters bring fewer creatures with each cast, and monsters with breath attacks (e.g., dragons) need to recover between attacks. There are many new monster descriptions and quotes.
- Spells: Combining Swiftness and Flight no longer gives bonus movement speed. Mephitic Cloud and Evaporate no longer guarantee a 3×3 cloud. Passage of Golubria creates two portals when cast, and allows more than two portals to exist simultaneously. Lee’s Rapid Deconstruction and Shatter are stopped by walls unless the spell manages to destroy them. To account for the monster summoning changes, Abjuration is now a single-target spell. The screen-wide version is available as a new level 6 spell, Mass Abjuration. Maxwell’s Silver Hammer and Levitate have been removed.
- Cheibriados: Ponderous equipment has been replaced. Instead, gaining Cheibriados piety slows you down. Followers are no longer given resistances, but gain the Temporal Distortion ability, which moves nearby monsters forwards in time a few turns.
- Makhleb: The demon prince of destruction deals only in blood and souls! Makhleb’s invocations now cost health instead of magic. Followers will be rewarded for kills with a larger amount of health, but no magic.
- The three good gods now have piety decay over time, but each has new methods of gaining piety. Elyvilon piety from pacification has been greatly increased and piety from weapon sacrifices has been adjusted, Zin demands a tithe of all gold collected in return for piety, and The Shining One gives piety for meeting new monsters (and determining whether they need to be eradicated!).
- Constriction: Octopodes, nagas, some snakes, and tentacled monstrosities can now prevent their foes from escaping while squeezing the life out of them.
- Various changed mechanics: Poison resistance is now only 90% effective against most effects. No spells work through glass or trees anymore. The slaying property (incribed as {Dam+X}) now works identically to weapon enchantments. Contaminated (‘brown’) chunks always give nutrition and cause nausea instead of sickness. Nauseous characters can only eat when near starving and might make themselves ill.
- Items: All polearms have been lengthened and may now be evoked (‘v’) to attack non-adjacent squares (like the reaching brand). Potions of healing are now known as potions of curing, and wands of healing are now known as wands of heal wounds. Many new fixed artefacts have been added.
- Branches: Terrain in the Abyss now shifts with nearly every step. This may open new escape routes for stranded adventurers – or seal ones they were planning to take. Pandemonium has a dangerous new holy-themed unique level. The Hive is no more. Tiles players can enjoy the newly redecorated Snake Pit, Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, and Pandemonium. Many new vaults have been added across the entire dungeon.
- Interface: Spell success adjectives are replaced with failure rate percentages which are coloured based on potential miscast severity.
Thanks to Eronarn for compiling the list of changes, and to the many contributors to this version. See the full changelog for much more!
Wednesday, February 15th, 2012 13:40
The development wiki has been reorganized. It should now be much more navigable and comprehensible. If you have checked it before, and turned away in disgust, please take another peek now!
I personally have been away from the project for a couple of months, and was pleasantly surprised by the better structure and more readable pages – I had no idea this was taking place. So big thanks to XuaXua for stepping up, grabbing a shovel, and wailing away at the mess!
Go check out the wiki now!
--
Eino
Saturday, February 11th, 2012 19:12
A new bugfix release was released a couple weeks ago, fixing several crashes and other bugs: 0.9.2 is available in the Downloads.
But 0.10 is almost upon us — it will likely be released within a week. As with the 0.8 release last year, there will be a tournament to celebrate this release: from 0:00 Feb 25 (midnight UTC) through 24:00 Mar 11 (Mar 12 midnight UTC), any 0.10 game played on CDO or CAO will count towards the tournament. The annual August tournament will still happen later this year, as usual.
The rules are available on the tournament website. This tournament will offer far more banners to strive towards than any past DCSS tournament has, so don’t miss it!
Friday, November 25th, 2011 18:09
A significant refactoring of combat code, by Cryp71c, has recently been merged into master. This is a call for testing and bug-hunting, in preparation for .10 release. The changes are live in development builds and on the servers (the testing versions).
List of significant changes for the Unified Combat Control branch:
- Capitalization of words is performed automatic (done by Kilobyte, altered by SamB)
- Instead of passing an explicit capitalization (NOCAP or CAP) to the mprf system, mprf determines automatically whether capitalization is necessary.
- Fight rewrite
- Restructuring of combat into phases
- Merging of player / monster codepaths
- This comprises the bulk of the rewrite and will be subject for continued (numerous) changes in the future. Some codepaths are not entirely unified because doing so would require symmetry between players and monsters in regards to how a particular effect is handled (weapon brands, spells, etc. etc.)
List of things for players to be aware or mindful of for bug-reporting purposes
- Out-of-order combat messages (especially as they relate to weapon brands)
- Combat messages which leak otherwise unknown information
- Unusual sanctuary behavior
- Unusual messages or behavior on the last turn of combat (when the monster is killed)
- Brands, spell effects, or mutations which consistently do not result in a noticeable effect
- Weapon effects or behavior which do not appropriately result in god-affects
- Examples include using speed weapons with Chei, attacking dishonorably while worshiping TSO
- Capitalization errors in combat text
- Missing combat effects (from uniques or from specific player-races)
- Examples include vampire-specific effects for players, or Maurice’s “thieving” attacks
Report bugs here! Thank you in advance!
Sunday, November 6th, 2011 21:52
We had a slight misunderstanding, which unfortunately lead to deletion of many of your online characters from the Trunk/Unstable version on CDO.
We are very sorry and will add a security check to the scripts – promised!
Friday, October 28th, 2011 22:49
Very recently, something happened in the Crawl world. All the mountain dwarves are gone. Part of the player base revolted, so here are some words to explain the inexplicable.
For quite a while it was realised that MD, HO and Mi are too close to each other than is good for well-differentiated variety. In other words, developers agreed that cutting a species of the three would be an improvement. This was not urgent; that’s why it isn’t announced on the 0.10 development plan or anywhere else. However, it is also not a big change, so when we got the details ready in a session or two, we commenced with the wipeout.
First, theme. Hill Orcs are sacrosanct by Beogh’s protection. Even if you don’t like the orc god, there is no way we would get rid of HO as a player species. Choosing between MD and Mi, the lot hit the former. The reasons are less forcing than with HO, but are reasons nonetheless: Mi has a monster equivalent whereas MD has not (the monster dwarves are deep dwarves, akin to deep elves being the monster elves). Mi has an ancient mythos behind it (Minos, Crete, the labyrinth) as well as a portal vault in the game. MD on the other hand is the archetypical Tolkien-style dwarf, which in my book is a severe demerit.
Second, aptitudes. Removing a species does not happen in empty space. It might have impact on nearby species, and it certainly did so here. A table of the old and new aptitudes for Mi, HO and old MD is at the end of this text. The summary is this: new Minotaurs approached MD in certain areas (e.g. Armour is 2, also Stabbing, Traps & Doors, Evocations). Hill Orcs got additional magical competence.
Third, to dispel a myth. We didn’t use winning rates, or number of games played in order to make a decision.
Fourth, history. Over the course of DCSS, the following species had to resign: HD, GE, El, Gn, OM (Hill Dwarf, Grey Elf, Elf, Gnome, Ogre Mage). Of these, OM merged with Og into a more interesting species; the others left for the same reason MD goes now: lack of differentiation. On the other hand, some species were added over the years: Vp, DD, Fe (Vampire, Deep Dwarf, Felid). 0.10 will probably feature Octopodes. None of these are defined by aptitudes alone (but note that new Ogre is an exception!), which makes for additional complexity but also diversity. Note that species tweaking goes beyond adding and removing: Draconians and Demonspawns were changed (and will probably see further changes), and with some luck and effort, 0.10 will see more interesting Demigods.
An empty entry means no change from the old version of the species.
Arm Ddg Sth Stb Shd T&D Inv Evo HP MP Exp
--------------------------------------------------------------
Mi old +1 +1 -2 0 +1 -1 -1 -3 +1 -2 140
Mi new +2 -1 +2 0 -1 130
MD +3 -1 -3 -2 +2 +1 0 +1 +1 -1 130
HO old +1 -2 -2 +2 +1 0 0 0 +1 -1 100
HO new +2 0
Fgt SBl LBl M&F Axs Pla Stv UC Thr Slg Bws Crb
----------------------------------------------------------
Mi old +2 +2 +2 +2 +2 +2 +2 +1 +1 +1 +1 +1
Mi new +1 0
MD +2 +1 0 +2 +2 -1 -1 0 -1 -1 -2 +1
HO old +2 0 +1 +1 +2 +1 -1 +1 0 -1 -1 -1
HO new
Spc Coj Hex Cha Sum Nec Trl Trm Fir Ice Air Ear Poi
--------------------------------------------------------------
Mi old -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3
Mi new -4 -4 -2 -2
HO old -3 0 0 -1 0 0 -2 -3 0 0 -2 0 -1
HO new -2 +1 -1 +3 Int, -1 Str
MD -3 -1 -2 -2 -2 -3 -2 -1 +2 -2 -2 +2 -2
Thursday, September 29th, 2011 23:18
There is a new change to the skill training in trunk. You don’t have to practise skills to learn them anymore, you can select them starting right at level 0. On the other hand, you need to have some means of training a skill to be able to select it.
To train a weapon skill, you need to carry a weapon of the appropriate type, but you don’t have to wield it. For ranged weapons, carrying a launcher is enough, no need to have missiles.
For armour, you need to wear any armour with an evasion penalty (at least leather). For shields you need to be wearing one. If you can cast condensation shield or have the divine shield ability, that works too.
Spell schools can be trained as soon as you have a spell of the school memorised (whatever the success chance). You can train evocations if you carry any evocable item (no need to wear jewellery or wield rods). For Invocations you can train it if you have a divine ability that uses it.
Fighting, UC, throwing, dodging, stealth, stabbing, T&D and spellcasting can always be trained, there’s no restrictions on them.
Another recent change was made regarding skill levels. You now gain benefit from partial skill levels. This is why it is now displayed with a decimal in the skill screen. For example, casting a dual school spell with both skills at 2.5 is the same as having one skill at 2.0 and the other at 3.0, while it used to be the same as having both at 2.0. You gain a spell slot when spellcasting reaches 2.5, and another when it reaches 3.0.
For those not familiar with the 0.9 skill system, let me recap the changes that were made. XP pool has been removed. When you gain XP, it is immediately spread across the activated skills. The amount of XP attributed to each skill depends on the training percentage. In manual mode, your actions are ignored and XP is spread evenly across all activated skills. In automatic mode, the training percentages depend on which skills you have used recently.
You can also set a skill to focus (marked with *). Doing so will train the skill twice as fast (relative to others of course). In auto mode, if the skill has a very low training percentage, setting it to focus will raise it to around 20% instead of doubling.
Two options have been added:
default_manual_training: if you like to play in manual mode, set this to true and the skill training mode will default to manual instead of auto.
skill_focus: if you don’t want to set skills to focus, set this option to false. This will revert the behaviour to the simple disable/enable toggle, instead of the 3 states disable/enable/focus. If you want to change it in-game, set this option to toggle and you’ll be able to change it from within the skill screen.
As usual, please report any bug you run into on mantis. If you want to comment on the change, there’s a thread at the tavern.
Happy crawling!
Galehar
Sunday, September 4th, 2011 12:40
Time for a new minor release which fixes a few bugs:
- Fix missing portals to Zot on D:27 with restart_after_game after Sprint.
- Fix most large special maps not being generated.
- Fix mad amounts of divine gifts in certain cases.
- Don’t duplicate monsters when exiting the Abyss.
- Fix a lock-up on selecting a random character.
- A number of crash fixes.
- Some documentation amendments.
- Don’t stop butchering on unimportant messages.
- Add a command “show runes” (‘}’) that was documented but not implemented.
Head over to the Downloads and enjoy! As all point releases, 0.9.1 is save-compatible with 0.9.0.
Note: Omg! All releases (Linux, Windows, OSX) uploaded in time! CAO/CDO/WebTiles are being upgraded while we speak!