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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1684019 times)

EnigmaticHat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12930 on: June 12, 2015, 04:06:13 pm »

Food still fills an essential function (encouraging you to move through the game quickly) and its still an interesting question whether you waste items use-identifying or spend identify scrolls.
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monk12

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12931 on: June 12, 2015, 05:36:01 pm »

Yeah, the only time food has ever been a factor in my character's fate was this one time with a Troll who starved to death in a Minotaur's maze after fighting a succession of Hungry Ghosts and forgetting that I could reset the maze with a teleport scroll. It's never been a factor in determining whether I advance in the dungeon or not; that's more based on whether I've explored everything and whether I found anything that can kill me.

I don't know if they'll go full foodless (I remember Chunkless was a test for a while that didn't make it) but I think that's the direction they're heading.

The ID scroll game is still slightly useful in terms of identifying late game artifacts (because accidentally wielding Distortion or a Contam weapon is bad news bears) but it doesn't really matter for the bulk of the game; use it early on for finding the Mutation potions (and maybe some wands/more valuable consumables) and use-ID the rest. I wouldn't mind if the mechanic was replaced with something more interesting; whether it gets straight cut, I don't know.

EnigmaticHat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12932 on: June 12, 2015, 05:44:30 pm »

I really don't like roguelike(likes) that don't have pressure pushing you forward.  If not food it should be something else.

Although yeah, every game where I've gotten far I could probably hit the rest button 200 times in a row and not starve to death.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12933 on: June 12, 2015, 05:46:29 pm »

Crawl Light had some of those features, the ID game and food minigame gone, replaced by some glow system :
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5602
https://github.com/dtsund/crawl-light/blob/cl-trunk/crawl-ref/docs/changelog.txt

Not sure if there are builds available anymore, the only link i had
http://inari.aerdan.org/~dtsund/cl_downloads/
is gone.

My favorite stuff was that monsters could follow you through the stairs without needing to be on the next tile from you
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monk12

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12934 on: June 12, 2015, 05:59:19 pm »

I really don't like roguelike(likes) that don't have pressure pushing you forward.  If not food it should be something else.

Although yeah, every game where I've gotten far I could probably hit the rest button 200 times in a row and not starve to death.

The thing is, do I really need pressure to move forward? If I can kill all the enemies on a level, I'm not likely to run out of chunks anyway. If I can't kill the enemies on a level, that's my motivation to dive deeper. If there are no enemies on a level, there's no reason to stay. Most roguelikes use food clocks (or similar mechanics) because they have a significant random encounter system, and if there were no food clock then the optimal strategy would be to grind. Random encounters in Crawl are for the most part too infrequent to be worth bothering with, especially since after a while you start getting out of depth spawns.

Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12935 on: June 12, 2015, 06:08:56 pm »

If i remember well at some point they changed the spawn system so after some time spent on a dungeon level, nothing would spawn in it anymore.
So the "food clock" isn't really doing much, as if there's nothing anymore on a level, you just move forward then, there's no grinding to do.

I think the food is more important for the spell system, that has a hunger cost, than for pushing you forward.
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heydude6

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12936 on: June 12, 2015, 08:55:29 pm »

true. I without food mummies would be even more useless. I also love sky-beast chunks and food plays an important role in the extended endgame where many monsters stop dropping corpses.
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Moron

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12937 on: June 13, 2015, 07:43:36 am »

The main effect of food currently is tactical, not strategic.

There is virtually no chance of running out of food in the entire game, but if you get into a fight when you are hungry (or even at the low end of satiated) and then use a few high level spells/god abilities/evocations, that can put you at near starving and in danger of going to starving which has some really bad effects.
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penguinofhonor

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12938 on: June 13, 2015, 08:17:12 am »

.
« Last Edit: December 17, 2015, 11:19:28 am by penguinofhonor »
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miauw62

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12939 on: June 13, 2015, 09:16:20 am »

I think it's best just to ask around on ##crawl
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Zireael

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12940 on: June 13, 2015, 09:40:20 am »

Crawl Light had some of those features, the ID game and food minigame gone, replaced by some glow system :
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5602
https://github.com/dtsund/crawl-light/blob/cl-trunk/crawl-ref/docs/changelog.txt

Not sure if there are builds available anymore, the only link i had
http://inari.aerdan.org/~dtsund/cl_downloads/
is gone.

My favorite stuff was that monsters could follow you through the stairs without needing to be on the next tile from you

What's that glow?
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12941 on: June 13, 2015, 10:32:39 am »

It worked similarly to magical contamination, the more you cast spell (or the more spell hunger those spells are, renamed glow too in the spell description) , the more your glow level increase, with all the nasty effect of magic contamination can do, so you can't really spam high level spell that easily despite the lack of hunger.

I found out that downloads still exist, they are just in a different location, so people can try that crawl variant :
https://github.com/dtsund/crawl-light/downloads
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eeviac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12942 on: June 13, 2015, 11:22:50 am »

I haven't played this game in a long time. Is there a place I can see all these changes everyone's talking about? They sound pretty good.
They've been posting change summaries on the blog for a while now, you can scroll through them here: http://crawl.develz.org/wordpress/blog
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rumpel

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12943 on: June 16, 2015, 03:11:53 pm »

My games aren't recorded anymore? Anybody has the same problem or know what happened there? I didn't change anything and still playing on SAO.
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eeviac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12944 on: June 16, 2015, 03:48:49 pm »

My games aren't recorded anymore? Anybody has the same problem or know what happened there? I didn't change anything and still playing on SAO.
You mean CAO? Looks like it's working: http://crawl.akrasiac.org/scoring/players/rumpel.html

Sometimes it takes the website a while to update.
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