
The demonic touch mutation adds irresistible damage to the off-hand attack.At level 3 it blocks the cloak slot and the aux attack applies the weak status. The weakening stinger mutation gives a tail aux attack.Portal vault portal mimics have cackled and vanished for the last time, and are removed.Exploration-based shaft traps are now limited to one shaft per branch per game.With all that said, lets dive into the trunk changes! Branches & Environment This has been a desired feature for a long time, so hats off to both of them for the effort!Ī big thanks to community contributors ManiacJoe and DreamDust for new vaults, as well as to AdamPG, Aliscans, ArmiesAndCastles, Brian Power, David Damerell, Gopall, Implojin, Martin Kennedy, nlavsky, perryprog, Santiago Acosta, dilly, mgdelmonte, paul, and robertxgray for patches with tweaks, bug fixes, balance adjustments, lua improvements, and more since we last wrote. Both sets of changes should arrive in trunk very soon, but they aren’t quite there yet.Īlso on the immediate horizon: a combined effort by community contributor nlavsky and team member ad vil will soon deliver a consumables panel for web tiles. Playtesting feedback is welcome and wanted on these branches, drop us a line on GitHub, reddit, the tavern, or #crawl-dev on libera.chat if you have substantive feedback based on playing experience. Both are currently playable on the experimental development server (not tracked in scoring or Sequell). Next, on the horizon in this version are a refresh of the Spider branch and an overhaul of Yredelemnul. Before we dive into the details, some headlining information.įirst, a warm welcome to Sastreii, who has joined the dev team as a tiles artist and has been prolific in refreshing old tiles and filling in art for the new content that’s arrived in this cycle.
Dungeon crawl stone soup trunk update#
Despite the chaos, since the last trunk update there have been a whopping 480 commits to trunk. Hello crawlers! Sorry for not writing, there was a leak in the lava system down here in Gehenna and it was all hands on deck for the Devil’s team to get it contained. It goes out of its way to eliminate all forms of mindless repeated action, so that you can concentrate on the fun stuff.The blog shudders from the hit and a flood of trunk updates pours out! In general, Crawl has a UI that’s just infinitely beyond any other roguelike. Inscribe something with “!*”, for example, and Crawl will prompt you for confirmation before doing anything with that item (eating it, wielding it, etc.). It goes one step further, and lets you usefully name them.

(Putting a wand of cancellation in a bag of holding is a career limiting move.)Ĭrawl also lets you name things (or “inscribe” them). People sometimes use this ability to do things like name a wand of cancellation “DO NOT PUT IN BAG”. Nethack lets players assign names to items–either specific items, or entire classes. Useful when looking for a scroll you stashed fifteen levels back. Hit Control-F, type “heal wounds”, and you get a list of every single potion of heal wounds that you’ve seen. Again, you stop upon seeing a monster and will avoid designated exclusion zones.Ĭrawl remembers where everything you’ve found is, and lets you search the list. You can pull up the level map, designate a point to move to, and you will automatically travel there. In addition to autoexplore, Crawl has a number of other features to simplify exploration: I believe they detect across the entire current level, so there is no need to periodically stop and recast the spells. You can designate exclusion regions which will be avoided.Ĭrawl does have Detect Creatures and Detect Traps spells. You keep moving until you run out of unexplored area, see a monster, or are otherwise interrupted.

You automatically pick up anything on your (configurable) autopickup list, examine piles of items to see what they contain.

You press the auto-explore key, and you automatically walk through the dungeon to the closest unexplored area.
