Gmail Calendar Documents Reader Web more »
Recently Visited Groups | Help | Sign in
Google Groups Home
-Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
There are currently too many topics in this group that display first. To make this topic appear first, remove this option from another topic.
There was an error processing your request. Please try again.
flag
  Messages 1 - 25 of 154 - Expand all  -  Translate all to Translated (View all originals)   Newer >
The group you are posting to is a Usenet group. Messages posted to this group will make your email address visible to anyone on the Internet.
Your reply message has not been sent.
Your post was successful
 
From:
To:
Cc:
Followup To:
Add Cc | Add Followup-to | Edit Subject
Subject:
Validation:
For verification purposes please type the characters you see in the picture below or the numbers you hear by clicking the accessibility icon. Listen and type the numbers you hear
 
erisdiscordia  
View profile  
 More options Sep 19 2006, 7:02 am
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 04:02:32 -0700
Local: Tues, Sep 19 2006 7:02 am
Subject: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
In the past months, in secret so as not to risk raising any ruckus that
wouldn't be followed by actual results, Darshan and I have been
cooperating on a project to bring the Crawl-playing public many new
features, and especially our favorite features of 4.1 alpha, inside of
a game that's actually fun to play.

The setup is simple: Darshan does the actual work, and I kibitz. :-)
That is, I write analyses of various mechanisms that exist in 4.0, that
exist in 4.1, that could exist in Stone Soup, and that I've had the
chance to try out within Stone Soup, and I propose new ones as well.
And I playtest. Darshan does all this as well, but he's distracted a
lot by doing the actual work. This dichotomy is the inspiration for the
mildly self-mocking name I picked for the project; see
http://tinyurl.com/kctvr.

Darshan prefers other tasks to making release announcements, whereas
for me this task is one big party; that's why I'm writing in the name
of us both.

Our initial wave of efforts centered on hammering 4.1 into something
fun to play, but there's so much going on there, and the balance of the
existing public alphas makes the game so *difficult*, that we just kept
running into a brick wall. Fortunately, Darshan took Martin Read's
inadvertent advice -- much more useful advice than I'll bet he ever
thought! -- and suggested scrapping the 4.1-based project and working
on the basis of 4.0.0 b26. I agreed, and the Stone Soup of which you're
about to drink is the result of that second approach.

We got the energy, drive, and inspiration for pulling through on this
project from the fact that Brent's work includes a vast amount of cool
features and desperately-needed rebalances, and that it will be a great
feeling if the player base gets to actually profit from those much
sooner than if we all wait for Brent to get back to working intensively
on Crawl. The chance to put in a number of ideas of our own that we
felt would improve balance excited us too.

Brent does not know of the Stone Soup project. Darshan has tried to
contact him, but Brent's only publicly available e-mail address is one
that he uses as a spam trap. Hopefully the hullabaloo raised by this
release will be broad and loud enough that someone who knows a reliable
way to contact him, will use it. If by any chance he disapproves of the
project, Darshan and I would rather call it off than see factionalism
arise in r.g.r.m. Hopefully such dramatic words will be irrelevant,
however.

Stone Soup will be a *rapidly* evolving project for some time to come.
Future releases will have whole swaths of new features and rebalances,
both from 4.1 and our own. There's a lot to look forward to if things
go well. Expect features to come in topical "waves"; we call these
"feature webs" during our analyses and they're a basis of our work.

Stone Soup is hungry for *you*. Two people, both of them whose Crawling
time and even whose Stone Soup time is also needed for other tasks, are
not at all enough to do sufficient playtesting. In return, we offer a
Crawl different from and, we hope, better than any you've played
before. And wherever it's *not* better -- criticize, please. Remember,
the end result may well not be some "Super Stone Soup," but impact on
the shape of an eventual 4.1-final. That's just fine too.

Enough small talk... Darshan and I are proud to present Dungeon Crawl
Stone Soup v0.1!

* * * * * * * *

Stone Soup would not have been possible without the aid of Nat Lanza
and Peter Berger, who launched the Crawl-ref project, helped with
several technicalities of the Stone Soup project, and enabled us to
start issuing Mac OS binaries from Day 1.

I'd also like to thank Brent Ross for the many great ideas that can be
mined out of version 4.1, as well as for the ideas that went into the
several already-existing versions of Crawl where he did a plurality or
majority of the work. And of course I'd like to thank Linley, and can
only shed a tear that he'll likely never see these lines.

* * * * * * * *

The home of Stone Soup is not Darshan's usual patch page, which will
continue to hold the last released version of the Travel Patch. (It
follows from this that Patch development is frozen for them moment
except for critical fixes.) It is instead the Dungeon Crawl Reference
project.

The home page for Stone Soup development is:
http://www.sourceforge.net/project/showfiles.php?group_id=143991

A Windows binary is available at:
http://prdownloads.sourceforge.net/crawl-ref/stone_soup-0.1-win32.zip...

A Mac binary is available at:
http://prdownloads.sourceforge.net/crawl-ref/stone_soup-0.1-osx.tbz2?...

A source tarball is available at:
http://prdownloads.sourceforge.net/crawl-ref/stone_soup-0.1-src.tbz2?...

A source zip is available at:
http://prdownloads.sourceforge.net/crawl-ref/stone_soup-0.1-src.zip?d...

* * * * * * * *

Changelog, Dungeon Crawl Stone Soup v0.1 vs. Dungeon Crawl 4.0.0 b26:

Items introduced with a * are verbatim imports from 4.1.
Items introduced with a + are modified imports from 4.1.
Items introduced with a / are original work.

Items introduced with a ! have an especially strong impact on the game.

There are almost certainly items missing from this list. That's part of
why this changelog isn't posted on Sourceforge yet. The other part is
that I'd rather not delay the release for that. :-)

TRAVEL PATCH:

The latest version of the Travel Patch is pre-integrated into Stone
Soup.

MAGIC

!* Enhancer staves boost spell power only, not success rates.
!* Sif Muna appreciates spell skill training, not mere spellcasting.
!/ Monster positions provided by Detect Creatures are inexact,
   with accuracy raisable through Divinations skill.
 / Casting Detect Creatures clears previous detected positions.

 * New spell: Chain Lightning. Level 8. Book of Annihilations.
 * Orb of Electrocution is now but a ghost in the source.

 * Borgnjor's Revivification is level 5, was 6.
 * Shadow Creatures is level 6, was 5.
!+ Silence is level 5, was 3.
 * Simulacrum is level 6, was 7.
!+ Controlled Blink is level 8, was 4.

RELIGION

 * You no longer lose piety for the death of TSO-summoned Daevas.
 * TSO's lightning-bolt invocation has been replaced with Cleansing
   Flame  (a ranged, targeted ball; unique in that it only hurts
   evil beings).
!* Sif Muna: see Magic above.
!* The 4.0.0 piety gain/loss functions have been replaced with those
   from 4.1. The intended behavior for piety gain/loss is as before
   except where otherwise noted, but such a drastic technical change
   means that, despite the testing we've done before this release,
   there may still be bugs. Keep an eye on piety behavior as you play
   this release, and try to use a variety of gods to maximize the
   testing ground we can cover.

COMBAT -- DEFENSE

 + Shields provide somewhat better protection (both melee and missile)
   than before.
 + Shield skill's effects are more powerful.
 + Shields have a wider (and cooler) selection of egos available.

COMBAT -- MISSILE OFFENSE

 * "Hillbilly Sting" made useless.
   (If you don't know, you don't need to know.)
!+ Missile weapon speeds much more variable, in missile experts' favor.
!+ Missile skill bonuses now multipliers, not additives.
 + General (and painful, and probably still buggy) import of as
   much 4.1 missile mechanics as feasible

ITEMS -- MISSILE

!/ New needle type -- curare-tipped needles.
   Effect same as sticking victim in the cloud from a Corpse Rot.
   In short, curare-tipped needles kill things dead.
   Expect a nerf soon; enjoy the current mechanics while they last. :-)
!* New bow type -- longbow.
!* New missile weapon ego -- velocity.
   (Like slicing/chopping/piercing, but for missile weapons.)
 * Of Speed ego nerfed for missile weapons.

ITEMS -- DEFENSIVE MELEE

 + Armour properties brought over from itemprop.cc
   (except for studded leather armours --
   they were less work to abandon for now than to import).
   Pay close attention, especially on the low end.
 + Shields -- see COMBAT -- DEFENSE

ITEMS -- OFFENSIVE MELEE

!+ The weapon properties in 4.1's itemprop.cc have been adopted
   in every feasible way.
   (It was easier to keep them verbatim than to twiddle them.)
   "Every feasible way" refers to our inability to handle that
   source file's Size and Handedness information as intended,
   as the 4.1 size and handedness systems aren't implemented.
   EXPECT POORER ACCURACY THAN YOU'D EXPECT. :-)
 + The new weapons introduced in 4.1's itemprop.cc are, uh, introduced.

   "Double" handedness was converted to ordinary 2-handedness
   during the import.

ITEMS -- EVOCATIONS

!+ Rods have been completely reworked. Rods (except Striking) now
   have what are called "charges." Each use of a rod spell
   costs a number of charges equal to its spell level. Rods
   auto-recharge, both when wielded and when in your backpack,
   although the rate is dramatically faster when the rod is
   wielded. Charging costs 1 MP on any turn when it occurs.
   Charges are shown when a rod is wield-insta-ID'd. Max charges
   are 17; this may be too kind to the player, so try to take an
   honest look at this as you go about using rods.
   Max charges in the wild are 14.
   A scroll of recharging can raise a rod's max charges.
!* Evocations skill no longer can be the determiner for your
   max MP.
 / Trying to use a rod of striking without any mana no longer
   confuses you.

MONSTERS

 + Deep Elf Annihilators and the 2 "red" Naga types can cast
   Poison Arrow -- poison resistance halves damage
   but doesn't make you immune.

* * * * * * *

KNOWN BUGS:

* Spell orders in spellbooks don't yet reflect new costs.
* Monster orcs not reliably getting orcish weapons.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darshan Shaligram  
View profile  
 More options Sep 19 2006, 7:48 am
Newsgroups: rec.games.roguelike.misc
From: Darshan Shaligram <scinti...@gmail.com>
Date: Tue, 19 Sep 2006 17:18:57 +0530
Local: Tues, Sep 19 2006 7:48 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
"erisdiscordia" <e...@sky.cz> writes:

[...]

> The home page for Stone Soup development is:
> http://www.sourceforge.net/project/showfiles.php?group_id=143991

And the project page (stock Sourceforge at the moment) is
http://sourceforge.net/projects/crawl-ref/

I'd also like to clarify the relation of Stone Soup to
crawl-ref. crawl-ref trunk is official 4.0.0 beta 26 + code & makefile
cleanup by Nat Lanza + the travel patch. Stone Soup is a branch of the
crawl-ref project.

Stone Soup currently lacks the Inscriptions patch, but we're working
on that (and Haran has agreed to join us in working on crawl-ref and
Stone Soup, hurray!).

--
Darshan Shaligram <scinti...@gmail.com>    Deus vult


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 8:04 am
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 05:04:18 -0700
Local: Tues, Sep 19 2006 8:04 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

erisdiscordia wrote:
> Changelog, Dungeon Crawl Stone Soup v0.1 vs. Dungeon Crawl 4.0.0 b26:

v0.1 Changelog Errata 1

 - means "change reversed." :-)
 * means 4.1 change imported verbatim.

MAGIC

 - Darshan ultimately decided to leave the cost of Shadow Creatures
unchanged (at 5).

RELIGION

 * Once per game, TSO will convert a wielded demon blade into a
   Blessed Blade if you pray on an altar.
 * Once per game, Zin will convert a wielded mace or great mace
   into a [null | great] mace of disruption if you pray on an altar.

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jukka Kuusisto  
View profile  
 More options Sep 19 2006, 10:10 am
Newsgroups: rec.games.roguelike.misc
From: jkuus...@cc.hut.fi (Jukka Kuusisto)
Date: 19 Sep 06 14:10:24 GMT
Local: Tues, Sep 19 2006 10:10 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

"erisdiscordia" <e...@sky.cz> writes:
>In the past months, in secret so as not to risk raising any ruckus that
>wouldn't be followed by actual results, Darshan and I have been
>cooperating on a project to bring the Crawl-playing public many new
>features, and especially our favorite features of 4.1 alpha, inside of
>a game that's actually fun to play.

Awesome. I haven't tried it yet, as I'm currently working on another
ADOM ultra ending, but this sounds great.

-Jukka
--
Jukka Kuusisto


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Rubinstein  
View profile  
 More options Sep 19 2006, 10:17 am
Newsgroups: rec.games.roguelike.misc
From: Rubinstein <pib...@gmail.com>
Date: 19 Sep 2006 14:17:41 GMT
Local: Tues, Sep 19 2006 10:17 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Darshan Shaligram wrote:
> "erisdiscordia" <e...@sky.cz> writes:
> [...]
>> The home page for Stone Soup development is:
>> http://www.sourceforge.net/project/showfiles.php?group_id=143991

> And the project page (stock Sourceforge at the moment) is
> http://sourceforge.net/projects/crawl-ref/

Yum, this soup looks extremely tasty! :-)
Can't await killing off my current Centaur and get some fresh meal!
Currently on Vault:8, I suppose either to die or escape tonight...

--
Rubinstein


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
pl...@zio.mathematik.hu-berlin.de  
View profile  
 More options Sep 19 2006, 10:32 am
Newsgroups: rec.games.roguelike.misc
From: pl...@zio.mathematik.hu-berlin.de
Date: 19 Sep 2006 07:32:39 -0700
Local: Tues, Sep 19 2006 10:32 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
erisdiscordia schrieb:

> In the past months, in secret so as not to risk raising any ruckus that
> wouldn't be followed by actual results, Darshan and I have been
> cooperating on a project to bring the Crawl-playing public many new
> features, and especially our favorite features of 4.1 alpha, inside of
> a game that's actually fun to play.

I'm the first to say thanks!
Thank you Darshan, thank you Erik!
[Minor snipe: 4.1 can be fun to play. I mean, also handcuffs can be fun
:]

> We got the energy, drive, and inspiration for pulling through on this
> project from the fact that Brent's work includes a vast amount of cool
> features and desperately-needed rebalances, and that it will be a great
> feeling if the player base gets to actually profit from those much
> sooner than if we all wait for Brent to get back to working intensively
> on Crawl. The chance to put in a number of ideas of our own that we
> felt would improve balance excited us too.

Good ideas, I hope :)

> Stone Soup is hungry for *you*. Two people, both of them whose Crawling
> time and even whose Stone Soup time is also needed for other tasks, are
> not at all enough to do sufficient playtesting. In return, we offer a
> Crawl different from and, we hope, better than any you've played
> before. And wherever it's *not* better -- criticize, please. Remember,
> the end result may well not be some "Super Stone Soup," but impact on
> the shape of an eventual 4.1-final. That's just fine too.

In case I spot here glimpses of exchanging Brent's dictatorial approach
with a more democratic one - my bias is somewhat on Brent's side. Let
me explain: There will be many nifty, not-so-nifty, cool or important
ideas to come, many of them incompatible to other (or your) ideas. So
it is urgent that you value design choices higher than features. (IMO,
the Nethack devteam failed precisely at this, perhaps because they are
a _team_, so that lowest common denominator YANIs pass the check, but
radical changes won't.) Of course, it would have helped if Brent had
explain the overall design he had in mind.

> And of course I'd like to thank Linley, and can only shed a tear that he'll likely never see these

lines.

Why is this?

> Changelog, Dungeon Crawl Stone Soup v0.1 vs. Dungeon Crawl 4.0.0 b26:

> Items introduced with a * are verbatim imports from 4.1.
> Items introduced with a + are modified imports from 4.1.
> Items introduced with a / are original work.

> Items introduced with a ! have an especially strong impact on the game.
> The latest version of the Travel Patch is pre-integrated into Stone
> Soup.

Hurray! I honestly think that there might be need of an 'annotated
crawl options file'. Maybe I'll make one.

> !* Enhancer staves boost spell power only, not success rates.
> !* Sif Muna appreciates spell skill training, not mere spellcasting.
> !/ Monster positions provided by Detect Creatures are inexact,
>    with accuracy raisable through Divinations skill.

Triple hurray!

> !+ Controlled Blink is level 8, was 4.

Very good. What was the 4.1 level? (Not that I could get a Warper going
in 4.1 :)

> !* The 4.0.0 piety gain/loss functions have been replaced with those
>    from 4.1. The intended behavior for piety gain/loss is as before
>    except where otherwise noted, but such a drastic technical change
>    means that, despite the testing we've done before this release,
>    there may still be bugs. Keep an eye on piety behavior as you play
>    this release, and try to use a variety of gods to maximize the
>    testing ground we can cover.

Is this one of the places where complex code created it's own gameplay?

>  + Shields provide somewhat better protection (both melee and missile)
>    than before.
>  + Shield skill's effects are more powerful.
>  + Shields have a wider (and cooler) selection of egos available.

This reflects what I've grown to love from 4.1. I presume you
down-pitched the effects a bit?

>  * "Hillbilly Sting" made useless.
>    (If you don't know, you don't need to know.)

Very good.

> !+ Missile weapon speeds much more variable, in missile experts' favor.
> !+ Missile skill bonuses now multipliers, not additives.
>  + General (and painful, and probably still buggy) import of as
>    much 4.1 missile mechanics as feasible

Actually, in 4.1 I saw much more ammunition and it also came in many
flavors (tons of runed arrows, glowing stones etc.) Do you keep this?
It should make rangers a non-masochist option.

BTW, another thing I noticed was that quite a few 'glowing' items were
actually cursed. Superstition or science put into code?

> !/ New needle type -- curare-tipped needles.
>    Effect same as sticking victim in the cloud from a Corpse Rot.
>    In short, curare-tipped needles kill things dead.
>    Expect a nerf soon; enjoy the current mechanics while they last. :-)

This is the new 'poison needle'?

> !+ The weapon properties in 4.1's itemprop.cc have been adopted
>    in every feasible way.
>    (It was easier to keep them verbatim than to twiddle them.)
>    "Every feasible way" refers to our inability to handle that
>    source file's Size and Handedness information as intended,
>    as the 4.1 size and handedness systems aren't implemented.
>    EXPECT POORER ACCURACY THAN YOU'D EXPECT. :-)

Cool! I really like the handedness system. Also the strenth requirement
do add to the game, I think.  Even more important, the poor accuracy
keeps you on track (so no switching to the very first great sword).
Another useful change.

>  + Deep Elf Annihilators and the 2 "red" Naga types can cast
>    Poison Arrow -- poison resistance halves damage
>    but doesn't make you immune.

Absolutely necessary. I take it that you remove the triple resistance
from 4.1?

Did you keep the interface additions of 4.1?

Tons of thanks again. Every one of you gets an Orb for free!
David


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Timofei Shatrov  
View profile  
 More options Sep 19 2006, 10:54 am
Newsgroups: rec.games.roguelike.misc
From: g...@mail.ru (Timofei Shatrov)
Date: Tue, 19 Sep 2006 14:54:01 GMT
Local: Tues, Sep 19 2006 10:54 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
On 19 Sep 2006 04:02:32 -0700, "erisdiscordia" <e...@sky.cz> tried to
confuse everyone with this message:

>In the past months, in secret so as not to risk raising any ruckus that
>wouldn't be followed by actual results, Darshan and I have been
>cooperating on a project to bring the Crawl-playing public many new
>features, and especially our favorite features of 4.1 alpha, inside of
>a game that's actually fun to play.

>The setup is simple: Darshan does the actual work, and I kibitz. :-)
>That is, I write analyses of various mechanisms that exist in 4.0, that
>exist in 4.1, that could exist in Stone Soup, and that I've had the
>chance to try out within Stone Soup, and I propose new ones as well.
>And I playtest. Darshan does all this as well, but he's distracted a
>lot by doing the actual work. This dichotomy is the inspiration for the
>mildly self-mocking name I picked for the project; see
>http://tinyurl.com/kctvr.

In Russia this tale is called Axe Porridge. Interesting that Crawl
features both axes and porridge!

As for the game, in the first attempt I found Gold Dragon Armor at D:1,
but then died on D:2, stuck between jackal pack and giant cockroach (PC
was an Elf Summoner). I hope that such drops are much rarer than I think
they are :)

--
|Don't believe this - you're not worthless              ,gr---------.ru
|It's us against millions and we can't take them all... |  ue     il   |
|But we can take them on!                               |     @ma      |
|                       (A Wilhelm Scream - The Rip)    |______________|


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Rubinstein  
View profile  
 More options Sep 19 2006, 11:25 am
Newsgroups: rec.games.roguelike.misc
From: Rubinstein <pib...@gmail.com>
Date: 19 Sep 2006 15:25:56 GMT
Local: Tues, Sep 19 2006 11:25 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

pl...@zio.mathematik.hu-berlin.de wrote:

> Actually, in 4.1 I saw much more ammunition and it also came in many
> flavors (tons of runed arrows, glowing stones etc.) Do you keep this?
> It should make rangers a non-masochist option.

That's one of the very few things I don't like at all in 4.0.1.
Flavoured ammo would be great if it wouldn't include the possibility of
e.g. cursed ammo with negative enchantments (in case you didn't notice).
High enchanted ammo (except stones) are already available in b26 and
pretty easy to detect without using a ?oID. With "detection" I mean you
can determine whether the ammo is enchanted or not (but not how much it
is enchanted). In 4.0.1, since negative enchantments are possible now,
there's suddenly a need for IDing your ammo. In my eyes that feels like
one step into the right direction (flavoured ammo in general) and then 2
steps back again. Negative enchantments for ammo I could only accept if
?oID really would grow on trees or if there would be some sort of
bandish pseudo-ID mechanism (e.g. dependent on Throwing skill).

--
Rubinstein


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darshan Shaligram  
View profile  
 More options Sep 19 2006, 11:28 am
Newsgroups: rec.games.roguelike.misc
From: Darshan Shaligram <scinti...@gmail.com>
Date: Tue, 19 Sep 2006 20:58:11 +0530
Local: Tues, Sep 19 2006 11:28 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

pl...@zio.mathematik.hu-berlin.de writes:
> erisdiscordia schrieb:
>> In the past months, in secret so as not to risk raising any ruckus
>> that wouldn't be followed by actual results, Darshan and I have
>> been cooperating on a project to bring the Crawl-playing public
>> many new features, and especially our favorite features of 4.1
>> alpha, inside of a game that's actually fun to play.
> I'm the first to say thanks!
> Thank you Darshan, thank you Erik!

This release is mostly a case of "Thank you, Brent". We've ripped off
his ideas and shamelessly bastardised them as we saw fit. :-)

(Oh, and the use of "we" in the paragraphs below is not the royal
We. Except in some cases. Only one or two, honest. :-))

> [Minor snipe: 4.1 can be fun to play. I mean, also handcuffs can be fun
> :]

Yes, if you've done a lot of 4.1, stone soup won't feel quite so new
and exciting, because it's genetically much closer to Crawl 4.0 than
4.1.  The closeness to 4.0 should make it more fun, though.

>> The chance to put in a number of ideas of our own that we felt
>> would improve balance excited us too.
> Good ideas, I hope :)

All our ideas are good, even if we have to redefine "good" in the
process. :-)

> In case I spot here glimpses of exchanging Brent's dictatorial
> approach with a more democratic one - my bias is somewhat on Brent's
> side. Let me explain: There will be many nifty, not-so-nifty, cool
> or important ideas to come, many of them incompatible to other (or
> your) ideas.

Oh, definitely. This isn't a free-for-all. We choose ideas we think
make sense, but we're ready to be convinced into liking new ideas, and
Erik is always ready to justify existing ideas. :-)

> Of course, it would have helped if Brent had explain the overall
> design he had in mind.

I think the 4.1 code explains his overall design pretty well... The
only reason we didn't base Stone Soup directly on 4.1 is that getting
a balanced, playable game out of 4.1 would require a lot of effort.  A
Brent-Rossesque effort, even. I've tried, and I don't have the time or
energy to do that.

Using 4.0 as the baseline means it's relatively easy to quantify the
changes we're making to the game balance as we go, and prevent the
balance from going utterly kablooey, AND we can do it without spending
more than 6-8 hours of effort a week on Crawl.

>> And of course I'd like to thank Linley, and can only shed a tear
>> that he'll likely never see these lines.
> Why is this?

Linley no longer follows Crawl development. Maybe he still reads
rgrmisc, though; who knows?

>> !+ Controlled Blink is level 8, was 4.
> Very good. What was the 4.1 level? (Not that I could get a Warper
> going in 4.1 :)

6. But 4.1's Controlled Blink is a weakened version of 4.0's. Stone
Soup's controlled blink is 4.0's controlled blink priced more
(un)reasonably.

>> !* The 4.0.0 piety gain/loss functions have been replaced with those
>>    from 4.1. The intended behavior for piety gain/loss is as before
>>    except where otherwise noted, but such a drastic technical change
>>    means that, despite the testing we've done before this release,
>>    there may still be bugs.
> Is this one of the places where complex code created it's own
> gameplay?

Not in this case, but the 4.1 religion code is so much cleaner (and
not damaging to balance) that it seemed like a good import.

>>  + Shields provide somewhat better protection (both melee and missile)
>>    than before.
>>  + Shield skill's effects are more powerful.
>>  + Shields have a wider (and cooler) selection of egos available.
> This reflects what I've grown to love from 4.1. I presume you
> down-pitched the effects a bit?

Stone Soup shields are only analogous to 4.1's. We've tried to achieve
a similar effect, but there's no common code. We've been VERY wary of
importing 4.1 combat code directly because Brent rewrote/reworked
pretty much every combat mechanic in 4.1 - spellcasting, shields,
melee combat, unarmed combat, auxiliary unarmed, ranged combat, armour
calculations.

It's really difficult to maintain game balance when the underlying
code is all-new. (Mind you, the 4.1 code is very clean and modular,
but it's still nigh impossible to rebalance the whole works.)

Back on shields - note also that monsters cannot use shields (yet) in
Stone Soup.

>> !+ Missile weapon speeds much more variable, in missile experts' favor.
>> !+ Missile skill bonuses now multipliers, not additives.
>>  + General (and painful, and probably still buggy) import of as
>>    much 4.1 missile mechanics as feasible
> Actually, in 4.1 I saw much more ammunition and it also came in many
> flavors (tons of runed arrows, glowing stones etc.) Do you keep
> this?  It should make rangers a non-masochist option.

Part of the flavour was from 4.1 being very happy to apply the
runed/glowing description to stuff that isn't very special. :-) But
no, no runed/glowing ammo in Stone Soup yet. Cosmetics weren't a
priority...

Missile combat is strengthened quite a bit in Stone Soup, but again,
there's little common code with 4.1 here.

> BTW, another thing I noticed was that quite a few 'glowing' items
> were actually cursed. Superstition or science put into code?

That's always been the case. The glowing/runed description is to clue
you into the fact that an item is unusual in some way. It may be
unusually nasty. :-)

>> !+ The weapon properties in 4.1's itemprop.cc have been adopted
>>    in every feasible way.
>>    (It was easier to keep them verbatim than to twiddle them.)
>>    "Every feasible way" refers to our inability to handle that
>>    source file's Size and Handedness information as intended,
>>    as the 4.1 size and handedness systems aren't implemented.
>>    EXPECT POORER ACCURACY THAN YOU'D EXPECT. :-)
> Cool! I really like the handedness system. Also the strenth
> requirement do add to the game, I think.  Even more important, the
> poor accuracy keeps you on track (so no switching to the very first
> great sword).  Another useful change.

The handedness/strength systems have not been imported. The visible
numbers of weapons have changed to match 4.1 (most of the changes
seemed very reasonable), in that some of them have different base
accuracy and damage numbers, but it's still 4.0's combat code under
the hood.

>>  + Deep Elf Annihilators and the 2 "red" Naga types can cast
>>    Poison Arrow -- poison resistance halves damage
>>    but doesn't make you immune.
> Absolutely necessary. I take it that you remove the triple resistance
> from 4.1?

Right, we've not imported multilevel poison resistance into SS.

> Did you keep the interface additions of 4.1?

Which ones are these? We've not imported anything in the way of 4.1
interface, although the Inscriptions patch has some 4.1-isms, and
we're going to include it in SS...

> Tons of thanks again. Every one of you gets an Orb for free!

Thank you!

--
Darshan Shaligram <scinti...@gmail.com>    Deus vult


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darshan Shaligram  
View profile  
 More options Sep 19 2006, 11:34 am
Newsgroups: rec.games.roguelike.misc
From: Darshan Shaligram <scinti...@gmail.com>
Date: Tue, 19 Sep 2006 21:04:32 +0530
Local: Tues, Sep 19 2006 11:34 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Rubinstein <pib...@gmail.com> writes:
> Darshan Shaligram wrote:
>> "erisdiscordia" <e...@sky.cz> writes:
>> [...]
>>> The home page for Stone Soup development is:
>>> http://www.sourceforge.net/project/showfiles.php?group_id=143991
>> And the project page (stock Sourceforge at the moment) is
>> http://sourceforge.net/projects/crawl-ref/
> Yum, this soup looks extremely tasty! :-)
> Can't await killing off my current Centaur and get some fresh meal!
> Currently on Vault:8, I suppose either to die or escape tonight...

Centaur VPs are still too rare, go ahead and win. :-)

--
Darshan Shaligram <scinti...@gmail.com>    Deus vult


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darshan Shaligram  
View profile  
 More options Sep 19 2006, 11:37 am
Newsgroups: rec.games.roguelike.misc
From: Darshan Shaligram <scinti...@gmail.com>
Date: Tue, 19 Sep 2006 21:07:59 +0530
Local: Tues, Sep 19 2006 11:37 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1
jkuus...@cc.hut.fi (Jukka Kuusisto) writes:
> "erisdiscordia" <e...@sky.cz> writes:

[Stone Soup]

> Awesome. I haven't tried it yet, as I'm currently working on another
> ADOM ultra ending, but this sounds great.

Give my regards to Gaab'Baay while you're out there. :-)

--
Darshan Shaligram <scinti...@gmail.com>    Deus vult


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 11:54 am
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 08:54:28 -0700
Local: Tues, Sep 19 2006 11:54 am
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Timofei Shatrov wrote:
> On 19 Sep 2006 04:02:32 -0700, "erisdiscordia" <e...@sky.cz> tried to
> confuse everyone with this message:

:-)

> >[I foo...]
> >[...]And I playtest. Darshan does all this as well, but he's distracted a
> >lot by doing the actual work. This dichotomy is the inspiration for the
> >mildly self-mocking name I picked for the project; see
> >http://tinyurl.com/kctvr.

> In Russia this tale is called Axe Porridge. Interesting that Crawl
> features both axes and porridge!

But no potions of axe porridge! Nor bowls of soup. Yet? (Erm... CINNH.)

I actually didn't look up the example link for the Stone Soup story
that I used today, until today. (I had a different one in an old
"alpha" of the release announcement, but it was more work to look up
that old alpha than to re-Google Stone Soup.) I'd thought that the
story *was* Russian, and was surprised to learn that it's Swedish.

> As for the game, in the first attempt I found Gold Dragon Armor at D:1,
> but then died on D:2, stuck between jackal pack and giant cockroach (PC
> was an Elf Summoner). I hope that such drops are much rarer than I think
> they are :)

Unless Darshan pulled something that he didn't tell me about (highly
doubtful), that's just traditional, "beetwuntysix" item-generation
rearing its wacky head on you -- the only change to item generation
that really strikes me is the dividing of poisoned-needle drops into
poison needles and curare-tipped needles.

Brent warned emphatically against toying lightly with the broad lines
of item generation (the dividing up of an existing category like the
above is a different matter), as it can get things very out of whack
and make it very hard to put them back in order. So if such toying ever
happens during Stone Soup development, it'll be a "web" of its own and
a major project all its own.

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
pl...@zio.mathematik.hu-berlin.de  
View profile  
 More options Sep 19 2006, 12:00 pm
Newsgroups: rec.games.roguelike.misc
From: pl...@zio.mathematik.hu-berlin.de
Date: 19 Sep 2006 09:00:38 -0700
Local: Tues, Sep 19 2006 12:00 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Darshan Shaligram schrieb:

Dear Jesus! All this work to (probably) to finish. What a pity. If it's
well written as you say one can probably learn from it, still?

> >> !+ Missile weapon speeds much more variable, in missile experts' favor.
> >> !+ Missile skill bonuses now multipliers, not additives.
> >>  + General (and painful, and probably still buggy) import of as
> >>    much 4.1 missile mechanics as feasible

> > Actually, in 4.1 I saw much more ammunition and it also came in many
> > flavors (tons of runed arrows, glowing stones etc.) Do you keep
> > this?  It should make rangers a non-masochist option.

> Part of the flavour was from 4.1 being very happy to apply the
> runed/glowing description to stuff that isn't very special. :-) But
> no, no runed/glowing ammo in Stone Soup yet. Cosmetics weren't a
> priority...

I didn't primarirly that ammunition is enchanted. There seems to be
much more of it around.

> > BTW, another thing I noticed was that quite a few 'glowing' items
> > were actually cursed. Superstition or science put into code?

> That's always been the case. The glowing/runed description is to clue
> you into the fact that an item is unusual in some way. It may be
> unusually nasty. :-)

While I know this, I could swear it happened more often in 4.1 :)

> >> !+ The weapon properties in 4.1's itemprop.cc have been adopted
> >>    in every feasible way.
> >>    (It was easier to keep them verbatim than to twiddle them.)
> >>    "Every feasible way" refers to our inability to handle that
> >>    source file's Size and Handedness information as intended,
> >>    as the 4.1 size and handedness systems aren't implemented.
> >>    EXPECT POORER ACCURACY THAN YOU'D EXPECT. :-)

> > Cool! I really like the handedness system. Also the strenth
> > requirement do add to the game, I think.  Even more important, the
> > poor accuracy keeps you on track (so no switching to the very first
> > great sword).  Another useful change.

> The handedness/strength systems have not been imported.

Do you think they spoil the fun?

> The visible
> numbers of weapons have changed to match 4.1 (most of the changes
> seemed very reasonable), in that some of them have different base
> accuracy and damage numbers, but it's still 4.0's combat code under
> the hood.
> >>  + Deep Elf Annihilators and the 2 "red" Naga types can cast
> >>    Poison Arrow -- poison resistance halves damage
> >>    but doesn't make you immune.

> > Absolutely necessary. I take it that you remove the triple resistance
> > from 4.1?

> Right, we've not imported multilevel poison resistance into SS.

It seemed to me that a ring of poison resistance gives triple
resistance anyway.

> > Did you keep the interface additions of 4.1?

> Which ones are these? We've not imported anything in the way of 4.1
> interface, although the Inscriptions patch has some 4.1-isms, and
> we're going to include it in SS...

I mean the following:
1. The really cool messages upon self-inspection ("You feel very
comfortable.." etc.)
2. The m-screen.
3. Dissection/changing armor takes turns and is displayed as such.
4. Gaining a skill level shows the level number.

These seem trivial but I think all of them make the interface more
intuitive.

David


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darshan Shaligram  
View profile  
 More options Sep 19 2006, 12:22 pm
Newsgroups: rec.games.roguelike.misc
From: Darshan Shaligram <scinti...@gmail.com>
Date: Tue, 19 Sep 2006 21:52:32 +0530
Local: Tues, Sep 19 2006 12:22 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

pl...@zio.mathematik.hu-berlin.de writes:
> Darshan Shaligram schrieb:
>> Stone Soup shields are only analogous to 4.1's. We've tried to
>> achieve a similar effect, but there's no common code. We've been
>> VERY wary of importing 4.1 combat code directly because Brent
>> rewrote/reworked pretty much every combat mechanic in 4.1 -
>> spellcasting, shields, melee combat, unarmed combat, auxiliary
>> unarmed, ranged combat, armour calculations.
> Dear Jesus! All this work to (probably) to finish. What a pity. If
> it's well written as you say one can probably learn from it, still?

Ah, but it's not our intention that Stone Soup be everything that 4.1
is. 4.1 is just a convenient larder of ideas that we raided.  Stone
Soup is its own beast (although it looks a lot like the offspring of
4.0 and 4.1 at the moment). In particular, I've no plans of doing
*all* the combat refactoring that 4.1 did. We're cherry-picking from
4.1, not reinventing it.

This is also why we changed the version. Stone Soup is at 0.1, not
4.XX (and does not attempt to be save-compatible with 4.0 or 4.1,
although the save format is - at the moment - the same).

[runed/glowing ammo]

> I didn't primarirly that ammunition is enchanted. There seems to be
> much more of it around.

SS has better ammo-preservation rates than 4.0, which should greatly
mitigate the ran-out-of-ammo problem. In addition (this is another
idea from 4.1) Okawaru gives gifts of ammunition to missile-users,
which will also help. If you're not an Okawarite you might still have
to scrounge around a bit, but the scene is a lot better than 4.0.

[4.1 weapon properties imported into SS]

>> The handedness/strength systems have not been imported.
> Do you think they spoil the fun?

No, we just haven't gotten the needed tuits yet. I'm not a great fan
of the minimum-strength concept, but the handedness and body size
systems in 4.1 are good. It'll come in gradually, that's all.

>> Right, we've not imported multilevel poison resistance into SS.
> It seemed to me that a ring of poison resistance gives triple
> resistance anyway.

Yes, it does (in 4.1).

Multilevel poison resistance will help to make poison more relevant;
we've just not yet analysed and decided where we're going in that
regard.

[4.1 interface changes]

> I mean the following:
> 1. The really cool messages upon self-inspection ("You feel very
> comfortable.." etc.)
> 2. The m-screen.
> 3. Dissection/changing armor takes turns and is displayed as such.
> 4. Gaining a skill level shows the level number.
> These seem trivial but I think all of them make the interface more
> intuitive.

Ah, I see. They'll get in. :-)

--
Darshan Shaligram <scinti...@gmail.com>    Deus vult


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 12:41 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 09:41:07 -0700
Local: Tues, Sep 19 2006 12:41 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

We'll be picking and choosing. For example, it's still unsure that
analogs of the heavy-armour buffs will be imported at all. (Despite my
recent arguing with Denis, we (Our Royal Highness, y'know) actually
think that b26 heavy armour is quite good already... we just don't see
the point of those particular changes.) And there are plenty of other
things like that.

Still a hell of a lot to do, though.

> What a pity. If it's
> well written as you say one can probably learn from it, still?

I can't learn much from it without learning slightly more fundamental
things like "how to program at all in the first place" first. And
Darshan -- Darshan can speak for himself on this one.

Still, 4.1's increase in cleanliness and modularity is certainly
beautiful -- so beautiful that even I as a near-layman can honestly say
that I perceive and appreciate it.

4.1 *does* have more ammo. However, Brent's warned against toying with
item generation convinced us *not* to open that can of worms in the
course of preparing version 0.1 just for the sake of greater ammo
generation. And in any case meanwhile, since the time of my whinings
that ammo was in too short supply -- the inspiration for Brent's change
-- I've come to the conclusion that that's an early-game problem only.

However (yep, more changelog errata -- crap), Okie now gifts you ammo
if your highest skill if a missile skill. So if you're *really* worried
you'll run out of ammo, Okie's the way to go.

> > > BTW, another thing I noticed was that quite a few 'glowing' items
> > > were actually cursed. Superstition or science put into code?

> > That's always been the case. The glowing/runed description is to clue
> > you into the fact that an item is unusual in some way. It may be
> > unusually nasty. :-)

> While I know this, I could swear it happened more often in 4.1 :)

It does: in 4.1, it happens not only for weapons and armor, but also
for ammo, which can also have minuses instead of just pluses. We don't
see that change as something that enriches Crawl, and we won't be
importing it.

No. We [1] don't have an opinion (or more precisely, a set of opinion
on the set of them) yet. We had to find a balance between having enough
changes to justify a first public release, and granting ourselves the
pleasure of making said release. Forming our opinions takes time and
energy, :-) and the handedness/strength systems haven't received that
investment yet, although I do have plenty of "proto-opinions" swimming
in my head, and doubtlessly Darshan does too.

[1] (Darshan and I actually can speak somewhat as a hivemind, as we've
been in pretty intense communication regarding what features/ideas we
do/don't like, and each of us has convinced the other of quite a few
things with which we didn't originally agree; in fact, none of the
changes or lacks of changes have occurred, as far as I recall, without
us having reached a consensus.)

> > The visible
> > numbers of weapons have changed to match 4.1 (most of the changes
> > seemed very reasonable),

I concur, by the way.

> > in that some of them have different base
> > accuracy and damage numbers, but it's still 4.0's combat code under
> > the hood.

Incremental implementation is very important, as if we make a mistake,
it makes it much easier to narrow down where it was. The sheer vastness
of the changes to the combat, spellcasting, and hurt-the-PC code and
the tokens (weapons, etc.) that got plugged into them were what made it
such a brick wall to figure why it was so broken.

> > >>  + Deep Elf Annihilators and the 2 "red" Naga types can cast
> > >>    Poison Arrow -- poison resistance halves damage
> > >>    but doesn't make you immune.

> > > Absolutely necessary. I take it that you remove the triple resistance
> > > from 4.1?

> > Right, we've not imported multilevel poison resistance into SS.

There are no plans to do so for the moment, either -- at least not to
the degree seen in 4.1. Although the basic idea of making resistance
more important and ideally making the number of levels more important
is nice, the conception there is in our opinion so uselessly
player-hostile as to be almost unrecyclable, and in order to build
something from the ground up, we'd have to be more passionate about it
than we are about creating relevance for multilevel poison resistance
and increasing relevance for poison resistance, beneficial though those
things would be.

> > > Did you keep the interface additions of 4.1?

> > Which ones are these? We've not imported anything in the way of 4.1
> > interface, although the Inscriptions patch has some 4.1-isms, and
> > we're going to include it in SS...

> I mean the following:
> 1. The really cool messages upon self-inspection ("You feel very
> comfortable.." etc.)

Not in, as you'll immediately notice. I *adore* the 4.1 messages for @,
but I don't know Darshan's opinion; we haven't discussed them yet. And
remember, we both adore a lot of stuff, and the time of both of us is
finite. :-)

> 2. The m-screen.

I mildly like it; I don't know Darshan's opinion. It does follow a
principle (out of a whole set of principles) that we've come to
consensus on -- avoid artificial advantages for old hands over newbies.
Phrased differently and from a different angle: promote unspoiled
discoverability.

> 3. Dissection/changing armor takes turns and is displayed as such.

Yuck. Darshan?

> 4. Gaining a skill level shows the level number.

I mildly like it, but it doesn't help any Big Principles or fix any
balance problem, just a bell and whistle.

> These seem trivial but I think all of them make the interface more
> intuitive.

Strangely, I find it hard to decide whether an interface feature is
"intuitive" or not. Again, I *am* big on the "unspoiled
discoverability" thing, though. (I'll probably prod Darshan on better
exposing armour's membership in Heavy or Light again soon. Separately
from these lines here, as I can't expect him to pore over my every word
in rgrm.)

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Denis  
View profile  
 More options Sep 19 2006, 12:49 pm
Newsgroups: rec.games.roguelike.misc
From: "Denis" <denislapit...@gmail.com>
Date: 19 Sep 2006 09:49:19 -0700
Local: Tues, Sep 19 2006 12:49 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

That's great, thanks guys.

> not at all enough to do sufficient playtesting. In return, we offer a
> Crawl different from and, we hope, better than any you've played
> before. And wherever it's *not* better -- criticize, please. Remember,
> the end result may well not be some "Super Stone Soup," but impact on
> the shape of an eventual 4.1-final. That's just fine too.

Have you thought about improving Zin's angels somehow? Maybe make them
heal the player sometimes?

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 12:50 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 09:50:04 -0700
Local: Tues, Sep 19 2006 12:50 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Darshan Shaligram wrote:
> pl...@zio.mathematik.hu-berlin.de writes:
> > Darshan Shaligram schrieb:
> [4.1 weapon properties imported into SS]
> >> The handedness/strength systems have not been imported.

> > Do you think they spoil the fun?

> No, we just haven't gotten the needed tuits yet. I'm not a great fan
> of the minimum-strength concept, [...]

I'm a minor fan, by the way. But the whole situation is ironic. I
*personally* feel that strength is not important enough in b26. AFAICS,
Brent *personally* felt the same way, thus the minimum strength
concept. Meanwhile, the player community has, errr, strongly encouraged
newbies to stress strength over dexterity all the while, despite my
occasional whining that they're wrong, wrong, wrong! :-) So... who's
right, the dynasty of benevolent dictators, or the masses? :-D

> Multilevel poison resistance will help to make poison more relevant;
> we've just not yet analysed and decided where we're going in that
> regard.

Hmm, split personality disorder in the hivemind! :-D

At this rate, we're gonna have to start ICQing or something. (Yuck,
though -- *kidding* on that one. I love ICQ, but it's not the way to go
for our discussions; they need the superior average quality of
archiving provided by e-mail clients.)

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 12:54 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 09:54:30 -0700
Local: Tues, Sep 19 2006 12:54 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Denis wrote:
> > not at all enough to do sufficient playtesting. In return, we offer a
> > Crawl different from and, we hope, better than any you've played
> > before. And wherever it's *not* better -- criticize, please. Remember,
> > the end result may well not be some "Super Stone Soup," but impact on
> > the shape of an eventual 4.1-final. That's just fine too.

> Have you thought about improving Zin's angels somehow? Maybe make them
> heal the player sometimes?

We haven't. Historically, the level of complaints regarding the Good
Gods has been:

Ely -- none, or if anything he's been called overpowered;
Zin -- very few;
TSO -- countless.

Brent's changes reflected that history, and since we essentially agreed
with his decisions, we stole them almost feature for feature.

So, what *is* in for Zin? I think he's unbothered by the death of
creatures summoned by his invocations -- I'll have to check, and
that'll be more errata :-/. He disruptifies maces. And that's it. Do
you think he'll be left in the lurch in the current state?

Would you like to volunteer to play a few Stone Soup priests? :-)

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 1:16 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 10:16:57 -0700
Local: Tues, Sep 19 2006 1:16 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

pl...@zio.mathematik.hu-berlin.de wrote:

Fortunately, Darshan's answered most of the hard questions already for
me. :-)

> > The chance to put in a number of ideas of our own that we
> > felt would improve balance excited us too.

> Good ideas, I hope :)

So do I. :-)

Darshan and I have discussed the same issue in depth, and (hope you
don't mind my noting this, Darshan) Darshan strongly pushed for us to
go the benevolent-dictator route. I was originally very against it and
still am somewhat against it, but I saw and see his point, one which
you expressed very well in the above paragraph, and we basically
settled on it. I do however still refuse to completely ignore the need
to solicit input and the need to listen to all inputs. The main meaning
of the benevolent-dictator principle for me is that in the end,
Darshan, Haran, and I, like and implement what we like and implement,
even if they conflict with zee masses, *provided* that there's been
enough opportunity for zee masses to present their arguments.

> > The latest version of the Travel Patch is pre-integrated into Stone
> > Soup.

> Hurray! I honestly think that there might be need of an 'annotated
> crawl options file'. Maybe I'll make one.

I'm not sure what you mean by that, but I'm liking it already. :-)

> Very good. What was the 4.1 level? (Not that I could get a Warper going
> in 4.1 :)

Warpers may well become quite popular in Stone Soup -- so far, SS's
archers are at a risk of, if anything, being overpowered, and
non-Spriggan warpers have always essentially been an archery class (but
were crippled in b26 by comprising nothing but skills that were
nigh-useless for Killing Things, unlike hunters, who at least had some
melee skill to fall back on.)

> > !/ New needle type -- curare-tipped needles.
> >    Effect same as sticking victim in the cloud from a Corpse Rot.
> >    In short, curare-tipped needles kill things dead.
> >    Expect a nerf soon; enjoy the current mechanics while they last. :-)

> This is the new 'poison needle'?

Nope, they exist alongside poison needles. Note that, as a natural
result of starting from the "miasma" (Corpse Rot) mechanic, they're
much more broadly usable than poisoned needles.

The principle behind introducing them is to keep Darts skill relevant
until later in the game -- Darts skill in Stone Soup should peter out
around the same time as Venom Magic Skill at the *earliest*.

> > !+ The weapon properties in 4.1's itemprop.cc have been adopted
> >    in every feasible way.
> >    (It was easier to keep them verbatim than to twiddle them.)
> >    "Every feasible way" refers to our inability to handle that
> >    source file's Size and Handedness information as intended,
> >    as the 4.1 size and handedness systems aren't implemented.
> >    EXPECT POORER ACCURACY THAN YOU'D EXPECT. :-)

> Cool! I really like the handedness system. Also the strenth requirement
> do add to the game, I think.  Even more important, the poor accuracy
> keeps you on track (so no switching to the very first great sword).
> Another useful change.

That's precisely why I like them. I should have noted them in the first
place, but I wasn't sure that was a hivemind opinion and I didn't feel
like expressing anything less. :-)

> Tons of thanks again. Every one of you gets an Orb for free!

Free orbs are no fun. Wish me instead an earned one in the next few
days -- I have an ersatz Paladin who'll need all the best wishes he can
get. Not for any special reason, mind you; the mere fact that this is
Crawl we're talking about it enough. (Keep in mind that all my
incredible wins are vastly more a product of dying and retrying than
they are of some Marvin-like skill. :-D)

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Denis  
View profile  
 More options Sep 19 2006, 1:25 pm
Newsgroups: rec.games.roguelike.misc
From: "Denis" <denislapit...@gmail.com>
Date: 19 Sep 2006 10:25:28 -0700
Local: Tues, Sep 19 2006 1:25 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

:) I have no complaints about TSO, but Zin is uneven, holy word is
great, angels are poor. Maybe its fine that way though.

> Would you like to volunteer to play a few Stone Soup priests? :-)

Was looking forward to trying the cleansing flame, but I'll see what I
can do :)

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
roy axenov  
View profile  
 More options Sep 19 2006, 1:27 pm
Newsgroups: rec.games.roguelike.misc
From: "roy axenov" <r_axe...@mail.ru>
Date: 19 Sep 2006 10:27:00 -0700
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

erisdiscordia wrote:
> [Stone Soup]

*WOW!* You're the best. ('You' being you and Darshan, and,
I 'spose, Haran and Brent. And, well, Linley.)

Too bad I don't have any time to playtest SS - heck, I
don't have time to deal one way or another with my Hu Mo,
who's been twiddling his thumbs on Vault:7 for a week or
two now.

Anyway, all of that sounds great, BUT. (You saw that but,
right? If there wasn't a but, I'd probably just crawl
under my bed to die in peace there instead of whining
about Things Gone Wrong With Stone Soup. :-)

> !* Sif Muna appreciates spell skill training, not mere
> spellcasting.

This sounds like an *awfully* bad idea to me. As I said, I
haven't played SS yet, but given my - admittedly limited -
experience with Sif in b26 I don't like this one at all,
at all. I mean, I've always had problems with Sif piety,
unless I was either casting half a dozen lvl 1 spells
every now and then just to keep her happy (and that goes
against the grain) OR I was playing straight Conjurer (and
we already have a Conjurer deity). Now, with these latest
changes, it would seem to me that Sif went even further
down the 'part-time spellcasters need not apply' path.
And, let's face it, that sucks.

Moreover, if I got that right, even full-time time
Conjurers would start having piety problems, simply
because there are only so many spell skills to train, and
as they near the cap, maintaining piety would get
progressively harder and harder.

And I don't even mention races with poor spellcasting
aptitudes, who would suddenly find Sif a much less
attractive proposition.

Seriously, what were you thinking? (Scratch that -
seriously, what am I missing? :-)

--
roy axenov


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 1:45 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 10:45:09 -0700
Local: Tues, Sep 19 2006 1:45 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

It *will* suck if it's mistuned.

The second-to-last "major" character I playtested before DCSS 0.1 was
Moonie, who was a "Firehunter," or "Warver," or "Conjunter," or
whatever you want to call it -- his two means of destruction were Fire
Magic (he left his Earth spells unlearned) and Crossbows, which he
started training ASAP. He took up SM, as she obviously needed testing
after the change. The test was cut short by a single-turn kill of
Moonie via a 86-damage poison arrow, which is part of the reason why
poison arrows in DCSS 0.1 do 4-d-19 damage instead of the original
4-d-ungodly damage. :-)

But anyway. Moonie become a mild version of a part-time spellcaster,
and he did indeed have some trouble maintaining book-gift piety. So
piety leak may get slowed down by another 20-30 percent in addition to
the slowing Darshan already applied somewhat before the release.
(However, see below -- the things hinted at below may "replace" slowed
piety leak.) Uncle Sam needs *you* to give your opinion on the prudence
of such a more!

Note that we may have some surprises in store for you with Sif -- just
like with Stone Soup as a whole, we'd rather not say too much until we
can back our words with nuclear weapons, but... we might have some
surprises in store. :-)

> Moreover, if I got that right, even full-time time
> Conjurers would start having piety problems, simply
> because there are only so many spell skills to train, and
> as they near the cap, maintaining piety would get
> progressively harder and harder.

Nah, you'll always be training *something* spellish with a full-time
conjurer. They'll be fine. But the part-time conjurer issue you mention
is one that needs real consideration.

> And I don't even mention races with poor spellcasting
> aptitudes, who would suddenly find Sif a much less
> attractive proposition.

I think the design avoids distortion from that by judging based on
input into spell skills, not output. But diving to know for sure would
really slow down this response. Darshan?

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
erisdiscordia  
View profile  
 More options Sep 19 2006, 1:49 pm
Newsgroups: rec.games.roguelike.misc
From: "erisdiscordia" <e...@sky.cz>
Date: 19 Sep 2006 10:49:49 -0700
Local: Tues, Sep 19 2006 1:49 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

Denis wrote:
> erisdiscordia wrote:
> > Denis wrote:
> > > Have you thought about improving Zin's angels somehow? Maybe make them
> > > heal the player sometimes?

> > We haven't. Historically, the level of complaints regarding the Good
> > Gods has been:

> > Ely -- none, or if anything he's been called overpowered;
> > Zin -- very few;
> > TSO -- countless.

> :) I have no complaints about TSO, but Zin is uneven, holy word is
> great, angels are poor. Maybe its fine that way though.

Well, Zin at least doesn't care if they die anymore.

> Was looking forward to trying the cleansing flame, but I'll see what I
> can do :)

Crap, that reminds me -- Cleansing Flame isn't the only thing that hits
undead/demonic only; Holy Word does too. I missed it because Cleansing
Flame (rightly IMO) resolves it using the special-purpose damage type
called beam_holy (OK, it's a ball not a beam, but knowing the context I
can squint at that), whereas Holy Word manually handles the same issue
that beam_holy handles.

When people say that, from the technical standpoint, Crawl code is
crap, this is the kind of thing they're talking about. :-D

e.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Haran Pilpel  
View profile  
 More options Sep 19 2006, 1:50 pm
Newsgroups: rec.games.roguelike.misc
From: Haran Pilpel <har...@gmail.com>
Date: Tue, 19 Sep 2006 20:50:08 +0300
Local: Tues, Sep 19 2006 1:50 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

"erisdiscordia" <e...@sky.cz> writes:
>> And I don't even mention races with poor spellcasting
>> aptitudes, who would suddenly find Sif a much less
>> attractive proposition.

> I think the design avoids distortion from that by judging based on
> input into spell skills, not output. But diving to know for sure would
> really slow down this response. Darshan?

I just checked - I think it currently judges based on how many points
were actually trained, i.e., output.

This is trivial to change, though, if we (this is my first posting as part
of 'we'...) decide to.

Haran


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
enurmi  
View profile  
 More options Sep 19 2006, 4:44 pm
Newsgroups: rec.games.roguelike.misc
From: "enurmi" <dieselvi...@yahoo.ca>
Date: 19 Sep 2006 13:44:57 -0700
Local: Tues, Sep 19 2006 4:44 pm
Subject: Re: -Crawl- -Stone Soup- Release Announcement (yes, Release Announcement) - Dungeon Crawl Stone Soup 0.1

erisdiscordia wrote:
> Enough small talk... Darshan and I are proud to present Dungeon Crawl
> Stone Soup v0.1!

WOW! Weehee!!! That's hilariously awesome! A huge thank you to all who
made this possible. You know, I had a feeling that you were up to
something, since I thought you (Erik) were unusually quiet for quite
some time :D. I'll test this right away. I could almost quote on the
famous nethack quote (errr..) that said something like "Thanks for the
new version! My thesis just crawled to corner and shot himself" but NO
I'M NOT, I'll just play a bit this evening and work again tomorrow :D

> !/ New needle type -- curare-tipped needles.
>    Effect same as sticking victim in the cloud from a Corpse Rot.
>    In short, curare-tipped needles kill things dead.
>    Expect a nerf soon; enjoy the current mechanics while they last. :-)

Could you explain this a bit more, I'm all for making poison needles
more effective in midgame, but I don't know what this Corpse Rot things
do. So how does this differ from poisoned needles?

Erkki Nurmi

P.S. Thank you!!!


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Messages 1 - 25 of 154   Newer >
« Back to Discussions « Newer topic     Older topic »

Create a group - Google Groups - Google Home - Terms of Service - Privacy Policy
©2009 Google