Hi crawlers! Here’s your roughly weekly dose of trunk update news:
- The special diets of centaurs (fast metabolism 1, herbivorous 1) and halflings (slow metabolism 1) have been removed.
- Vampires always get the full effect of all potions, can always mutate, and always get the full effect of all mutations.
- Corrosion affects all of your equipment, but only temporarily.
- Purple (very) ugly things deal extra damage in lieu of a sickness attack.
- Sustain abilities effects no longer stack.
- Scrolls of brand weapon can roll any brand on an unbranded weapon.
- Ambrosia and royal jellies have been removed; honeycombs have been renamed to royal jellies.
- The Mercenary card generates base demonspawn instead of spriggan riders.
- Sif Muna wrath can no longer cause amnesia.
- Gods that give missile gifts can do so sooner, i.e. there is no skill-related breakpoint associated with it.
Happy crawling!
1. Comment by Artinuis
23/May/2014 at 19:50
I think it’s time I tried vampires.
2. Comment by schmoe
24/May/2014 at 06:56
Did someone decide that food is unfun?
3. Comment by skinnynecro
25/May/2014 at 02:08
Does the change to ammo mean that Okawaru will give more to people that don’t want it?
4. Comment by Marlowe
25/May/2014 at 02:19
^Right? Like why are we getting rid of all the racial differences in food consumption? Also does that last one mean okawaru is going to start dropping arrows even if I’m a melee fighter or am I misreading that?
5. Comment by Trent
25/May/2014 at 16:26
Could I suggest that the CDO webpage make a brief statement of the DCSS design principles (Section N of the manual).
Something along the lines of:
“DCSS is a tactical fantasy roguelike, which aims to minimise grinding and non-essential item management”
6. Comment by Cobalt
25/May/2014 at 17:25
species communism :)
7. Comment by Joe
30/May/2014 at 04:37
I love DCSS, I think it’s one of the greatest computer games ever made, though at the risk of sounding like a whiny fanboy, I’m not a fan of some of the recent updates which seem to be aimed toward “leveling” the experience of different character types, so the gameplay becomes more similar regardless of the character type or the player’s choices.
For example, pacifying holy monsters had very little consequence, since holy monsters are extremely rare outside of extended, but it contributed to a different flavored gameplay experience for good-aligned PCs. The gameworld felt smart and consistent. With this change, holy monsters become just another monster and the gameworld feels impoverished.
Similarly, removing traits of vampires makes them more and more like just another race, when it is the differences that make them fun to play in the first place.
That said, the content that has been added to the game in the past couple versions is fantastic, like the new naga and demonspawn monsters and the new gods. Thanks for all the hard work on a game that has given me many hours of enjoyment for free!
8. Comment by DaStockMan
30/May/2014 at 15:37
Seriously why is this game constantly simplified. I guess it’s time to remove food altogether, as it is so very grindy. So is killing all of those tedious monsters: let’s just remove them. Gaining experience is so very grindy as well, time for it to go. The only thing keeping this on my play-list is the convenient user interface, it is becoming way too simplistic these days.
9. Comment by zardo
1/Jun/2014 at 10:00
a lot of people would like to remove food entirely. there’s a good chance they will remove chunks and it will be awesome
p.s. the problem with vampires was that they were distinguished by *not* being fun