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!
Sunday, September 4th, 2011 03:13
There is a new thread in the Tavern, dealing with Implementables. It’s a good place to indicate what features you’d like to see – of the list of current Implementables on Mantis, but you can also lobby for other features beyond that.
Implementable voting
Thursday, September 1st, 2011 22:22
I’m happy to announce that OSX builds of Dungeon Crawl Stone Soup are available again!
The Downloads page lists 0.9 builds of the Console and Tiles version now, and also we will be able to provide more regularly updated builds of the current Development Builds.
Thank you very much to GreatZebu, who volunteered to provide OSX builds for the foreseeable future!
Thursday, September 1st, 2011 03:23
We are happy to collect what’s been going on during the last three weeks in the dungeons. Despite rather minimal advertisement, the tournament was quite successful. A little late, but not too late, did we see 0.9 Webtiles kick into action.
The winning player is theglow with 4934 points, who won 15 games, including an 8 streak! Runner up is mikee with 4653 points, who won 11 out of 13 games, including an 10 streak (actually 11 games in a row, but two wizards in the list). The competition was close, mikee might have won if his level 16 Spriggan Enchanter would not have died to an orb guardian in Zot:5. The third player to get more than 4000 points is jeanjacques with 4333 points.
Another highlight: 78291 played the fastest game, both in real time (2:32 hours) and turn count (19460), winning a Deep Dwarf of Elyvilon. He only killed 64 creatures himself, thus proving the power of pacifism.
The most successful clans were: The Adorable Catlobes with 14201 points, followed by wucad mu-tang clan aint nuthin ta fuck wit with 9074 points and Zignacio with 8276 points.
The ubiquitous numbers (in parentheses for August 2010):
Days: 16 (31)
Players: 1337 (1091)
Players getting a rune: 264 = 20% (229 = 21%)
Winning players: 116 = 8.7% (109 = 10.0%)
All games: 37593 (58428)
Non-quit games: 27049 (44884)
Winning games: 232 = 0.9% (321 = 0.7%)
Won race/class combos: 128 (101)
Most everyone agreed that the new rules encouraged diversification. This can be seen when comparing the most popular winning combinations (three or more wins):
2011:
8xSpEn 7xMDFi 7xMiBe 6xDDNe 6xDEWz 6xKoBe 6xVpAE 5xCeWz 5xHOAr 5xHaVM
5xKoSk 5xMfIE 5xOgCj 5xTrAs 4xDECj 3xDsVM 3xGhMo 3xHECj 3xHEWz 3xMfGl
3xNaTm 3xSpDK
2010:
49xSpEn 23xDDNe 22xMfCr 18xGhFE 18xHaTm 17xSEAs 9xMfIE 7xHEWz 7xHaBe 6xHECr
5xDDCK 4xDECj 4xDSNe 4xHEIE 4xMfTm 4xSpVM 3xDEWz 3xDSAs 3xDSBe 3xDSVM
3xHEFE 3xKoCr 3xMDEn 3xSEIE 3xSpSt
Friday, August 19th, 2011 21:05
Vacations, family, job, etc… but finally WebTiles are on 0.9 too now.
Sorry for the delay – and happy crawling!
Update: The service shut itself down during the night but is up again now.
Monday, August 15th, 2011 01:41
Four months have already passed, and, with the tournament already begun, we’re pleased to announce the next release of Dungeon Crawl: 0.9, Victory Valedictory. As always, there have been a load of changes, but most significant of these is probably the following: we say Auf Wiedersehen to victory dancing.
Gone are the days of pointlessly casting spells at walls, or pounding on a macro to evoke a crystal ball — usually with undesired results. The experience pool has been removed, and it is now not actually possible to “victory dance”. Instead, experience is spent as it is gained. The exact mechanics of this depend on two separate modes: in auto mode, experience is spent on skills recently used, while in manual mode, finer control is available via the skill screen (m).
As a final reminder, the August tournament has already started! You can visit the Tourney Website for more details, but succinctly: you can play with the console version either on CAO or CDO (“Trunk” on CDO, and “0.9″ on CAO, currently). Webtiles does not currently count towards the tournament, as it needs to be updated to run 0.9. This will be done Soon!
So, pull on your crawling shoes (and knee-cap covers), and get ready for a solid two weeks of frantic adventuring!
Eronarn has provided an excellent summary of major changes in 0.9, so here they are!
More: Read the rest of this entry…
Tuesday, July 26th, 2011 15:08
Edlothiol has been working on adding new features to WebTiles:
- Mini-Map is in!
- Permanent login via cookies!
- Browser sizes no longer matter!
- Browser versions don’t matter either anymore!
- Sprint and Tutorial available now, too!
The Mini-Map is shown and working now, alas it cannot be used yet to initiate a travel. During login you have the choice to stay logged in via cookies. Also, spectators no longer need to resize their browser when watching someone. The game always adjusts to the browser size of the player and spectator independently. Additionally, the websocket protocol was updated to support Firefox 4, 5 and 6.
And last but not least, the game-mode Sprint and the Tutorial are now playable via WebTiles, too!
I was told there are more features in the making – so stay tuned! Also, webtiles code has been merged into the official master branch.
Head over to its website and give it a try!
Wednesday, June 29th, 2011 02:13
There’s an important change this year:
due to the second tourney we had in May, duration of the official tournament has been shortened.
It will last from Aug 13th to Aug 28th, sixteen days.
In other news, the tentative date for 0.9 release has been changed to the first week of August.
Also, Debian trunk builds have been automated, so you might see them updated regularly. This is not the case for Mac builds though, sorry for that.
Tuesday, June 14th, 2011 22:25
While 0.8 has been largely bug-free compared to 0.7, some bugs nevertheless crept in. Fixes include:
- official builds of 0.8.0 didn’t work on Windows 2000
- a number of crasher bugs
- stair colouring on the “X” map was sometimes wrong
- spores produced by Jiyva’s wrath could be converted by Fedhas
- running could fail to notice items being found
- Ashenzari worshippers could change armour under cursed cloaks
- certain values of LC_CTYPE could cause display corruption
- felids resting could take lots of CPU
- power failures or system crashes were likely to cause save corruption on MacOS X
- Kikubaaqudgha’s torment invocation didn’t grant you xp
Head over to the Downloads and enjoy!
As all point releases, 0.8.1 is save-compatible with 0.8.0.
Note: Please bear with us while the builds are being uploaded (MacOS X is late).
Monday, May 30th, 2011 22:46
It is a pleasure to recap what has been going during the last 16 days: some players have set up a tournament to celebrate the release of 0.8: Overview
USAGE AND WEBTILES:
Server usage jumped up (about 400 players/day), not least because tiles players were able to join in the fun – a feature that’s been long asked for: Webtiles, Usage
PLAYER HIGHLIGHTS:
Winner was mikee (4191 points), narrowly edging out elliptic (4107 points) by managing the last win in the tourney (which gives bonus points).
mikee started with a two streak (including the first 15-rune win of the tourney), followed by two duds and then a seven streak! (KeAr^A, TrCr^E, MiAr^O, SEIE^K, HuVM^V, HOHu^T, HECj^S)
theglow played just five games and won them all! (SEWz^V, HuSt^S, GhGl^M, CeTm^O, DEIE^A)
casmith789 had the most combo high scores (22).
Players could go for some additional goals (Pennants). Only two got them all: 78291 and mikee.
CLAN HIGHLIGHTS:
Winner was Zinja, who was also the only clan to win at least one game with each species.
Second place was narrowly won by catonkeyboard (the team with the most combo high scores) over killdudes (aptly enough, the team with the most uniques killed… only Tiamat escaped them).
INTERESTING STATISTICS:
(brackets are about last August’s tournament, which took a full month)
number of players: .......................... 1523 (1091)
number of players with at least one win: ..... 108 (109)
number of wins: .............................. 233 (321)
average number of wins per day: ............. 14.5 (10.3)
distinct winning combinations: ............... 149 (101)*
overall winrate, quits excluded: ........... 0.79% (0.72%)
* Rules have been changed to make niche combinations more attractive.
Thanks to everyone who helped with the infrastructure and cheers to participants!
Friday, May 13th, 2011 21:37
I’m happy to announce that we can now offer an online version of “Tiles”!
We call it WebTiles for now and it serves version 0.8 of Dungeon Crawl Stone Soup. Right in time for the unofficial tournament!
Edlothiol announced his great idea with working code on the mailing-list a few weeks back, and even though it’s still beta-quality in the aspects of features (mini-map missing, inventory-tab, etc), it’s fully playable and there have even been the first 4 wins by players testing it!
There is a slight draw-back: It needs a fairly modern browser which supports a technology called WebSockets:
More: Read the rest of this entry…
Thursday, May 12th, 2011 11:07
No, it’s not August! But to celebrate the release of Dungeon Crawl Stone Soup 0.8, “Frantic Frenzied Felines”, various members of the Crawl community have banded together to run an unofficial tournament. Of course, August’s Tourney will run as scheduled.
From May 14th (midnight UTC) through May 30 (midnight UTC), 2011, any version 0.8 game played on CDO or CAO will count towards the tournament.
As with the official tournament, one can join a team, gain banners (or pennants) for various accomplishments, and, most importantly, accrue points for various activities.
All of the details for the tournament can be found here (http://crawl.develz.org/tournament).
Good luck, and good crawling!
Monday, May 9th, 2011 13:34
Ortoslon compiled a top-list of the funniest and most hilarious bad ideas from our LearnDB, which is fed by players and developers alike – through the helpful bots in our IRC channels.
He’s planning to keep this list updated regularly. Make sure you let him know what you think and give feedback.
Head over to his site and feel free to giggle:
For the record: Good ideas are also very welcome in our Wiki! :-)
Sunday, May 8th, 2011 09:23
Thanks to Kilobyte, we are now also offering packages for Debian-based operating systems (Debian, Ubuntu, Mint, etc). For now there are three architectures supported: i386, amd64 and armel.
Add one of the lines from below to your /etc/apt/sources.list:
Stable release: deb http://crawl.develz.org/debian crawl 0.8
Development version: deb http://crawl.develz.org/debian crawl trunk
Additionally you should download and install our signing key to prevent warnings and to verify the packages:
wget http://crawl.develz.org/debian/pubkey -O - | apt-key add -
The available packages to apt-get are named: crawl, crawl-tiles
We’re working on getting the packages of the development version updated as regularly as the Windows binaries that we’ve been offering for a while already.
Wednesday, April 27th, 2011 12:08
It’s that time of year again! The Stone Soup development team are extremely pleased to announce the latest release of Dungeon Crawl: 0.8, “Frantic Frenzied Felines”. As usual, there have been some massive changes, which, if you’ve been playing any of the development builds hosted on CDO for download and online play or CAO for online play, you’re possibly already familiar with. A big thanks to all of our play-testers!
What’s changed? Here’s an excerpt of some major changes:
More: Read the rest of this entry…