Hi, crawlers! Here’s the latest changes in trunk:
- Chimerae have been removed; the box of beasts now produces ‘mutant beasts’, a new type of creature varying in strength & abilities. Each has a ‘tier’ of strength, varying by the evocations skill of the box’s user, and a random pair of ‘facets’ providing abilities, attacks & resistances. Check them out!
- Most spells and abilities have had their descriptions rewritten for consistency & clarity. Many thanks to MarvinPA for the painstaking work!
- AC now applies before elemental resistances when taking damage for clouds, as with other sources of resistible damage; this effectively makes them more dangerous in the late-game.
- Sticks to Snakes now takes arrows from the inventory, rather than requiring them to be wielded.
- Powered by Death now triggers on kills, not corpses.
- All scrolls & potions can now generate in stacks, even potions of XP, scrolls of acquirement, or a few others.
- Monsters will now pick up all scrolls & potions, not only ones they can actually use. (This only applies to items you haven’t seen yet, of course.)
- Most monsters have lost Teleport Self*; now only Maurice, Ribbit and Sonja can cast it. Rare and powerful magic…
- Weapon descriptions now list the skill level required to reach minimum attack delay.
- Slime wall damage no longer varies by depth.
- Deep dwarf player ghosts now lose their un-regeneration-ness on death; their ghostly ectoplasm reknits normally over time. Now they can finally fit in with the other ghosts…
- Moth of wrath zombies are now pluralized correctly.
- Friendly torpor snails now slow enemies. Rejoice, gastropedomaniacs!
- The Rod of Destruction no longer has a chance of producing bolts of crystal.
- Monsters casting Legendary Destruction no longer lose HP.
- You can no longer die by casting Vampiric Draining on a tile with an invisible demon on it.
- Forms which prevent spellcasting no longer also give a penalty to spell success chance.
- Pan has been removed. (Again.)
*perhaps they left it on the nightstand?
Happy crawling!
1. Comment by SadPanda
10/Jun/2015 at 07:21
Please don’t remove complexity, it will downgrade one of the greatest modern roguelike into a plain roguelite.
2. Comment by Hubbles
10/Jun/2015 at 19:45
“Sticks to Snakes now takes arrows from the inventory, rather than requiring them to be wielded.”
Hallelujah
“Weapon descriptions now list the skill level required to reach minimum attack delay.”
10/10
“You can no longer die by casting Vampiric Draining on a tile with an invisible demon on it.”
Someone must have been super salty over this one
3. Comment by Saaaaaaaaaaaaad
11/Jun/2015 at 15:21
The old schoolers just got bored with details that don’t attract them anymore, but did in the past, when they were newbies and all that added to the magic and fun.
Now today, for them, the game with those details just takes away their time in tournaments and casual games, so they just want to simplify things. Crawl is becoming a professional tournament game only, for the satisfaction of the oldest players.
4. Comment by NonTourneyAnonS7
13/Jun/2015 at 03:20
@Sad:
That makes a lot of sense. A pity, it’s caused Crawl to be less appealing with every new release. And, after playing v.13 for a while then jumping into v.16, it was really disappointing how easy things felt.
It was fun, but think I’m going to start looking for a different roguelike that captures the feel old crawl used to have. Anyone out there have suggestions on which to try?
5. Comment by mummy
13/Jun/2015 at 09:38
I REMEMBER WHEN I WAS A NEW PLAYER AND WAS EXCITED ABOUT THE ABILITY TO DAMAGE MYSELF WITH VAMPIRIC DRAINING. GOOD TIMES
6. Comment by flinch
13/Jun/2015 at 10:52
Can’t understand all that hating since the versions from the times when everything was seemingly better are still there. Furthermore I guess its not that big of a deal to copy-paste old functionalities into the new code if you’re banking on wanting Gyre and Gymble in the 0.9 build.
Pleasing fungus and co., keep up the good work, don’t let them people wear you down!
7. Comment by Brickman
13/Jun/2015 at 16:44
You guys are being silly. Some of the earlier ones were iffy, but I think every one of the changes in this set are in improvement except maybe the deep dwarf ghost and legendary destruction changes (which both technically make things harder, but simpler).
The vampiric draining thing made me laugh because of how much of an edge case it is though.
8. Comment by Adamo
13/Jun/2015 at 20:09
Oh, people…
…
Where are the good old times, when the scrolls were burnable, when you could loose your potions, when things had weight, when acid corroded weapons permanently, when you could be incidentally pushed into the water, when points of intelligence below zero caused instant death. When a single jelly could eat the artifact! When you were scared! Now THAT was a game.
DC is just too f** easy now!
Please bring back the OLD THREATS!!!
9. Comment by Hubbles
15/Jun/2015 at 02:06
I understand some of the saltiness in here, but I enjoy the changes. I like having to adapt to changing mechanics and creatures every few months, in my mind it keeps the game fresh.
For those who like old crawl: http://sourceforge.net/projects/crawl-ref/files/Stone%20Soup/
It ain’t going anywhere.
10. Comment by mutex
15/Jun/2015 at 13:45
You are killing it slowly, and you know it.
to:Adamo
Your words bring memories, memories of joyful pain. Respect.
Everyone else should read it and think hard. Making a game easyer wont make it better especially if its pure core is all about the oposite. You have to die in RL, you must, in a most fun, stupid, bloody gore way you can. Then again, you must survive in any imaginable way. The game has to be vicious so it can be triggered. The combination of that makes a WIN so special, rare and memorable.
11. Comment by matt
18/Jun/2015 at 11:01
next they’ll remove shafts.
12. Comment by Rikonman
19/Jun/2015 at 22:50
All those things seem ok with me, except… removing pan? Seriously? Why!? You guys better be replacing it with something awesome, why in god’s name would you remove a 5 rune branch? Don’t get me wrong, I’ve only been to pan twice, but still I was really hoping in the next tourney I could get a 15 rune game done. The last couple patches have removed many things I love from crawl, and this might just be the nail in the coffin for me. I’ve been playing off and on since .6, and if they’re seriously going to remove an entire freaking branch that was pretty interesting, I seriously will debate stopping playing entirely. Every patch is just making the game easier and easier, and this change just makes no sense to me. I already have switched to ToME, and only play Crawl during tournaments, please stop destroying the game I love. For god’s sake, make a version where you’ve added back everything you’ve removed, because while some of the patches did add things I like, the things that have been removed greatly outweigh them. Please stop killing Crawl!
13. Comment by qwesdf
19/Jun/2015 at 23:58
@Rikonman
I’m 99% sure that’s the joke entry every trunk update has a the end.
14. Comment by flinch
20/Jun/2015 at 16:23
Also see:
http://crawl.chaosforge.org/Pan_%28monster%29
15. Comment by KB
24/Jun/2015 at 10:58
Rikonman trolling us? :D
It was just a small remaining piece of code related to the already removed unique monster Pan.
See https://github.com/crawl/crawl/commit/ef4880bea6a38ebe31af861e167d71d6a0d43da1 !