Īdditionally, Stone Soup has made a number of user interface improvements, such as mouse interaction and an (optional) graphical user interface. Stone Soup has since then developed an unprecedented variety of extensions which fit into this general vein of "play aid", such as allowing searching through every item ever discovered by Regular expression. #Dungeon crawl stone soup races code#Įarly extensions to Linley Henzell's code base which were folded into the Stone Soup branch include the "travel patch", which allowed automated travel between locations in the dungeon. Dungeon Crawl Stone Soup polled second in a poll of over 500 roguelike players, coming just behind DoomRL, after winning the same contest the year previous. It is developed actively, with a Git repository available publicly The most recent stable version of Dungeon Crawl Stone Soup is 0.7.1, released on July 24, 2010. Developers of this code branch characterize official Crawl development as "something close to hibernation", with development "largely invisible to the public". In 2006, a project was formed to address stalled official development, yielding the variant Dungeon Crawl Stone Soup. The game has been ported to the Nintendo DS as DSCrawl. The last official versions of Linley's Dungeon Crawl were 4.0.0 beta 26, from March 24, 2003, and a later alpha release, version 4.1.0, dating from July 2005. Dungeon maps in Crawl persist, as in NetHack. While all the possible 654 race/class combinations have been won on the online servers, only 186 of them were ever played online as an all-rune win (as of ). Fifteen different runes can be obtained in any particular game, and obtaining all of them is generally considered an extra feat. To achieve this objective, characters must visit various dungeon branches, such as the Orcish Mines or The Lair, which often branch further in to additional areas, like the Elven Halls or The Swamp, and obtain at least three "Runes of Zot" with which to gain access to the Orb. The goal of Crawl is to recover the "Orb of Zot" hidden deep within a dungeon complex. Xom, an example of the latter, toys with followers, meting out punishments and showering gifts on inscrutable whims. Some deities campaign against evil, matched by a god of death who revels in indiscriminate killing, while others prove unpredictable objects of worship. Trog, the berserker god, expects abstinence from casting spells and offers aid in battle, whereas Sif Muna expects frequent spellcraft in exchange for magical assistance and gifts of spellbooks. Its diverse pantheon of gods reward character conformance to particular codes of conduct. Religion within Crawl is a central game mechanic. In the same article, John Harris states that this experience system "is probably the best skill system yet seen in any roguelike it could make a claim at being one of the best in any CRPG." John Harris, in his column states that the experience pool system "deftly avoids the many problems of a skill-based development system", mainly praising the need to move on through the course of the game to further improve a PC's skills. Training occurs through repetition of skill-related actions (e.g., hitting a monster with a longsword trains long blades and fighting skills), using experience from a pool refilled as the player defeats monsters. The skills include the ability to move freely in armor or silently, mount effective attacks with different categories of weapons ( polearms, long or short blades, maces, axes, and staves), master spells from different magical colleges (the elements, necromancy, conjuration, enchantments, summoning, etc.), utilize magical artifacts, and pray to divinities. The Crawl skill system covers most abilities upon which adventurers might call. Together, class and race determine base equipment and skill training, though characters may later attempt to acquire any in-game skill. Wanderers represent an atypical option and receive a random skill set. Classes include the traditional roles of fighter, wizard, and thief as well as specialty roles, among them monks, berserkers, assassins, crusaders, and elemental spellcasters. Subject to racial exclusions, the player next chooses a character class from among over twenty selections. Racial selection sets base attributes, future skill advancement, and physical characteristics such as movement, resistances, and special abilities. Crawl starts with the player's choice of one of over twenty races: several different types of elves, two types of dwarves, humans, ogres, centaurs, merfolk, and other fantastic beings.
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