We have updated the Development Builds page to also host Mac OSX builds and we intent to keep them updated on a regular basis.
Enjoy! And please keep the suggestions and bug reports coming! :)
We have updated the Development Builds page to also host Mac OSX builds and we intent to keep them updated on a regular basis.
Enjoy! And please keep the suggestions and bug reports coming! :)
Mac OSX Binaries of 0.7 alpha:
Mac OSX Tiles Build
(Last updated 2010-07-09, 0.7.0-a1-136-g6024cb9)
Mac OSX Regular Build
(Last updated 2010-07-09, 0.7.0-a1-136-g6024cb9)
We’re close to a release candidate for 0.7, but saves will remain compatible with the alpha versions of 0.7. Have fun with Menkaure in the Violet Keep (Sprint), courtesy Chapayev, and please report bugs on Mantis as usual.
Windows builds are available on the Development Builds page.
We’re getting closer to the next release, DCSS 0.7. It is partially a consolidation release (more below). Also, it will go public sufficiently early, so that there’s enough time to fix bugs before August, the time for the annual tournament. If you are curious, you can play the most current version on CDO, as usual. We appreciate feedback of any form.
The consolidation aspect of 0.7:
* Monster double actions due to energy randomisation always include a move. The double action was a source of a lot of controversy. In 0.7, an adjacent monster won’t hit you twice, although a monster a step away might still approach and hit you in a single turn.
* Make heavy armour guaranteed damage reduction percentage independent of armour skill. This makes heavier armours a bit better again, after the severe but long overdue nerf in 0.6.
In other news, there have been a lot of improvements to Tiles, Tutorials (tutorial and hints mode are now distinct) and the interface in general. Crawl will also officially feature Chapayev’s awesome Sprint variant.
Gameplay-wise, the biggest changes are these:
* Demonspawns will feature less lottery; all mutations grow to the full; also, mutations are meaningful, in particular, many of them are specific to the species.
* Zin has finally seen the light help: Recite is less risky, hence more useful. Also, there’s a new ability, which allows to imprison intelligent monsters.
Feedback on DS, Fi and Zinners are appreciated. We won’t re-design these on short notice, with release being so close. But comments on how far you get (and got in older versions) would help to see gauge we stand with the new AC/DS/Zin.
Some more changes which will be of interest:
* Aptitudes now on a scale +5 to -5.
* Remove Death Knights and Thieves.
* Show effective weapon speed in ‘@’ character info.
* Walls in the Slime Pits are acidic.
* Changed shop distribution between branches.
* Removed instant stat death.
Well, watching people kill themselves using vampiric weapons may have been fun, but after some time, it gets boring. Thus, here’s an update of the stable release that fixes worst of the problems you reported.
Changes:
Enjoy!
Lately, I’ve been quoting from last year’s survey results left, right and centre, and seeing how we still don’t have a nicely linkable version online, I guess it’s high time to change that.
An April Fool is a happy fool! However, Luca Barbieri has announced NetTiles, a branch of 0.6 tiles that allows for play on CAO. Check out this thread on crawl-ref-discuss.
While there has been a lot of public development on Dungeon Crawl Stone Soup, resulting in the massive upsurge of new features in the recent release of 0.6, our Tiles developers, as well as the public server administrators, have been working day and night behind closed doors on a huge wish-list item: the ability to play crawl online, at servers such as crawl.akrasiac.org and crawl.develz.org, but using the Tiles interface instead of ASCII. This is something that a lot of people have been waiting on, and we’re really excited that it’s finally happened!
Public binaries will be released shortly, as we co-ordinate with server administrators for the change-over, and this post will be updated with links as soon as they’re live. For now, here’s a few screenshots of what it looks like, as well as a list of exciting new social media interactions that we hope you’ll enjoy.
Some new features:
We hope you enjoy this month’s new release, Happy Crawling!
Dungeon Crawl Stone Soup 0.6.0 has been finally released after 4 months of the most active development ever! The switch to git, the new wiki, the new bug-tracking system, this wordpress (350k hits last month!) seem to have attracted a lot of new players and developers. Only the constant stream of new ideas and permanent testing of new features made this shiny release possible! A big Thank You to all participants – players and developers!
The new files are available on our download page. There are binaries of Tiles & Console for Windows & Mac OSX and, of course, the source! If you are new to the game, head over to the preliminary screenshots section to decide. The release notes can be found here.
The online servers (CAO & CDO) are hosting 0.6.0 too now and CDO is back to also hosting early 0.7.0 versions (unreleased, unstable, may cause your computer to explode, etc, etc…).
And a special thanks to doy for handling and coordinating this fine release :)
Update #1: CAO is now hosting 0.6.0 games.
Update #2: SourceForge now has Mac OSX builds uploaded.
Update #3: CDO & Trunk builds updated.
Well, the list of bug reports has gotten steadily smaller to the point where I think we’re about ready for a release! Before that happens though, I wanted to run one more release candidate out there to test out some issues people were having with tiles builds (in particular with weirdness on input (dropping keys, etc), and with random lagginess). Barring things going severely wrong though, I think the actual 0.6.0 release is likely to happen sometime within the next week. Thanks for all the testing and bug reports, we’re almost there!
Changes since rc3:
-doy
You can now play-test 0.6.0-rc3 on Mac using this tiles build:
I’m not the person who usually builds Mac binaries so I may have screwed something up. If you notice problems with the build, please file bug reports on Mantis as usual.
Yup, 0.6.0-rc3 is up on the server to play online and for download on the trunk page. rc2 was made a mess of due to my attempting to do things on not nearly enough sleep, so we’ll just forget that ever happened.
Important bug fixes since 0.6.0-rc1:
Thanks for all the bug reports, and keep them coming!
Hi! As some of you may already know, I’m the release manager for the 0.6 release, and I’m here to announce that the 0.6.0 release is coming very soon! I’ve just uploaded the first release candidate version (0.6.0-rc1) to the CDO server and to the Windows Builds page. What this means is that 0.6 is essentially finished. No new features are going to be added, and bug fixes are going to be restricted to only the most critical of bugs (at least until it’s time for 0.6.1). We’d like to get as much testing as possible done on this version; the sooner we’re convinced of its stability, the sooner we can release 0.6 as the new stable version (or, the sooner we find the remaining critical bugs, the sooner we can get the next release candidate out for testing, as the case may be(: ).
And for those of you who have been holding off on playing trunk builds because of stability issues, well, the wait is almost over! If everything goes incredibly smoothly and according to plan (no guarantees!), we should be able to have an actual release by early next week. Thanks a lot to everyone who has filed bugs, submitted patches, brainstormed new ideas, and tested all of the numerous builds we’ve released over the course of this (admittedly long) release cycle… we couldn’t have done it without you (:
As some devoted players may have noted already, the Divinations school is gone: vanished, disappeared, no traces left. Actually, that’s not quit true, some traces are still there.
But one thing after the other — why did the developers, blessed with their insight and wisdom, remove a whole spell school? The main reason is that some effects are interesting and useful, but should never have been spells. Most former divination spells belong in this category, including: Identify, Detect Curse, Remove Curse, Detect Creatures, Detect Items, Detect Secret Doors, Detect Traps and Magic Mapping.
We were quite surprised when the unexpected announcement for Dungeon Sprint showed up on our mailing list a few days ago! It got installed on CDO early and it was extremely well-received! It sends you off into the dungeon and the big show starts immediately – no waiting, no resting – immediate death or victory in an intriguing level map! But, let’s see what the author himself has to say about it:
“Dungeon Sprint” is a twist on Dungeon Crawl: only one dungeon level is generated, but it’s..
The time has come to finally close down our SourceForge bug, patch and feature request trackers.
We have migrated our bug and feature-request tracking to a Mantis Tracker – please sign up there to contribute! In addition to the tracker, we have created a DokuWiki for play-testing feedback and for suggesting and discussing new features and ideas.
Also, the official home page for the Stone Soup project is now http://crawl.develz.org – if you haven’t yet checked out our development blog, you should! Mailing list and git repository are still located on SourceForge.
Thanks to Jude for covering many of the major changes in 0.6 in the play-testing posts, Darshan for his history blog-post, and Johanna for the post covering tiles and tides! And last but not least, thanks to develz.org and Napkin for hosting us!
Due to the large amount of quality posts (specifically, Eino Keskitalo’s account of a Naga Transmuter of Cheibriados, and Johanna Ploog’s article on Shoals and tiles development) that have been made to the blog recently, as well as limited time on my part, we’re going to forgo the usual play-testing highlight and instead deliver The Great Big List.
Tune in next week for a piece discussing the recent removal of the Divinations school! We’ll start where we left off last week, at commit b11820d43d9!
As you might or might not know, the overall Shoals development happened with the speed of a glacier. First started during the development of 0.3.x, the beginning of the Shoals implementation, then codenamed Islands, roughly coincided with Enne Walker’s integration of tiles into Stone Soup. To me, it thus makes perfect sense to have a look at the relationship between Tiles and Shoals development.
I had a pretty good run with two Naga Transmuters of Che recently. The first go first found all the bookshops one could hope for, then stupidly died to a D:11 hill giant before finding the Mines and indulging in bibliophilia.
The other run managed to grab two runes. This was a long enough game to let me see a good bunch of the new content in a real game. Slime creatures, ugly things, I can’t remember a time I was glad to see one of either! While I didn’t get Shoals or Wizlabs, I did have a Treasure Trove. I think the trove itself had more gold than I paid for it though, that was strange.
I didn’t have a lot of trouble starting out. I think the key to getting a naga off the ground is to spit, spit, spit that poison. Transmuters might have a hard XL1, but the very first level gain unlocks Evaporate (and Sticks to Snakes, which I opted out of), which makes matters both easy and fun. A lot of the game was spent e’x'amining if the encounters had poison resistance or not.
If you’re a follower of the crawl-ref-discuss mailing list or a regular reader of commit logs (I know that I am!) you may have noticed the creation of a new branch of Dungeon Crawl Stone Soup. The branch in question is “stone_soup-0.6″, and its creation means a variety of things for players of the trunk builds hosted here as well as the versions playable via secure shell and telnet.
This week we’re going to take a few minutes to discuss those things rather than focusing on a specific set of changes.
We thought we’d take on a slightly lighter (but no less relevant) topic this week: monster packs. Conveniently sized for maximum death, there are a variety of monsters that come in packs. The ones people probably notice the most are ugly things, slime creatures and yaks. These are the most prevalent in the early and middle parts of the game, and, depressingly enough, are also the most boring.
Our current developmental release seeks to relieve some of the monotony with two of these packs: slime creatures and ugly things.
Slime creatures
Slime creatures, a common sight in multiple branches (you might find them camped out in the Swamp, or perhaps huddled in the corner of a room in the Vaults), now combined form larger and larger slime creatures. Two slime creatures combined form a “large slime creature”, three a “very large slime creature”, and so on*. As their size increases, so also do their various statistics: damage is combined, as are hit-points. Thankfully, as these increase, so does the experience granted by them upon death.
In the winter of 2002, I had large amounts of free time at my job, and I spent it in two ways: reading books and playing roguelikes. I’d played a lot of NetHack, but I’d reached a point where the game was quite easy and boring, and I was looking for a new roguelike to play. It wasn’t that roguelikes were the only games that interested me, but they possess several features that make them perfect for playing at work.