Showing posts with label dungeon crawl. Show all posts
Showing posts with label dungeon crawl. Show all posts

Monday, March 30, 2009

Recommended Strategies for the Minotaur Berserker

Dungeon Crawl Stone Soup does not have a level playing field. Some race and class combos are better than others. Pick the right one, and you may not need to cheat, or your need may be minimized.

Take, for example, the minotaur berserker, one of my favorite combos. Although the minotaur begins with a proficiency in axes, it has an excellent aptitude for all weapon classes, an attribute only shared by the kenku, a weaker species. In the beginning, you should take advantage of this flexibility and be open to changing to a different weapon class. Trog rains down excellent weapons upon his favored berserker, and you can sort through them at your leisure until you find The One.

For me, The One was a +7, +9 short sword of Trog's Righteous Anger (slice, rF+, rC++). The resistances alone are reason enough to use the weapon, but the high level of enchantment seals the deal. Short swords tend to be overlooked by beginners, who favor weapons that inflict higher damage. My short sword has the potential to attack two times per turn for each swing of a cumbersome polearm or other large weapon. Each attack carries the high damage bonus and high accuracy bonus.

Until you find an excellent weapon, your minotaur should remain weaponless, using its horns. Minotaurs have a superb aptitude for unarmed combat and should attain level 12 in UC, at a minimum, before switching to a weapon. Although you cannot wear a helmet due to the horns on your head, UC in the form of head-butts increases the ferocity of your attacks. There is a chance of getting in an unarmed combat attack every time you use your primary weapon.

Here is a look at the inventory of my 24th level minotaur berserker (click to enlarge):



Note the excellent swamp dragon armour, which has stats of +7 AC, -2 EV, but gives back 2 EV, lets me teleport, gives resistance to electricity and also to poison (unstated in the inventory menu). I can't think of a better armour, especially with no tax on my evasion score. Some will swear by gold dragon armour, but it is far heavier, which would mean I'd have to jettison magic items, and it has a large EV penalty (-9) as well. True, a high armour ability can mitigate the EV penalty. Although minotaurs are superb at both dodging and armour, in practice I find that these skills are never quite mastered, because so much XP gets diverted into the primary weapon skill, fighting, and unarmed combat.

The Ring of the Nightingale was irresistible, although some powers were redundant, such as teleport. However, the Ring of the Nightingale supplies sustenance, answering the minotaur's higher rate of hunger compared to other races. An added bonus is +4 to AC and to a lesser extent, resistance to cold.

Cold is encountered in Cocytus and from frost giants and white dragons. Occasionally a monster may employ a wand of cold or bow of frost. The best resistances are, in order of value, fire, poison, electricity, cold, and negative energy, though in the Realm of Zot, electricity moves to second place due to the appearance of the dangerous electric golem. In fact, without strong resistance to both fire and electricity, you might want to delay your descent into Zot. Pillage the Hells instead and gather up any rings and armours that convey resistances.

Note the amulet I am wearing. Resist slowing. There is nothing better if you are a berserker.

My wands of healing, teleportation, and hasting are all fully charged by design, because these are the most useful wands in a sticky situation.

I employed the excellent longbow with great profit until late in the game, when I acquired a large shield so fine that I ceded the use of the bow in order to use it. A large shield slows down a longbow to such an extent that I decided to use it only to mow down fleeing monsters. The chief benefit of my large shield is blinking, which will save my bacon in a hot spot, such as I found myself here after stumbling into a teleport trap (click to enlarge):



This points to one of the few weaknesses of minotaurs--they aren't very gifted at traps and doors (T&D), although you can train them with persistence. If I had not spent so much experience on mastering the bow, I might have used it deactivating traps, an effective method of training at T&D. This helps most of all in the Realm of Zot, which is littered with potent Zot traps that can result in great harm to your character.

In the above situation, my hit points were halved, and I was surrounded by the most powerful monsters found in the game save for named devils like Asmodeus and the female devil whose name begins with an E, but quite escapes me (often in the literal sense as well).

I chose retreat, a humiliating prospect for such a powerful character, but better to live and fight another day, as the proverb goes. Running away was a viable option, particularly with my boots of running and hastened state, but judging by the map, the two adjoining rooms did not offer much in the way of cover and no stairways at all. In all likelihood, more baddies would greet me, resulting in death.

I judged that a blink would not quite cut it, because the monsters were spread all over the screen in every direction. Also, I was in the final level of the Realm of Zot, where blinks cannot be controlled. A random blink might have resulted in a worse position, not a better one. Therefore, I teleported.

I'm not sure, but I suspect that teleports are also limited in range on this level, besides being uncontrollable even by those skilled in translocations. My teleport put me in the adjoining chamber, where I found myself surrounded by another bevy of powerful opponents. I tried to teleport again, but before the teleport took effect, I was killed by a team of Orb Guardians.

Was this the end? Did my long career come to a screeching halt because I stumbled into a Zot trap? Not quite. Let us not forget my handy-dandy batch file that I use every time to cheat in Crawl. Under the circumstances, I felt justified, although I would have cheated whether justified or not. If you want to get your paws on my batch file, which works wonders, read on, It is not far away in the Dungeon Crawl branch of my blog.

With perseverance and a bit of assistance from regen.bat, a Minotaur Berserker prevails in the end, as shown below:

Wednesday, March 25, 2009

Housecleaning in Dungeon Crawl

Players in Dungeon Crawl Stone Soup eventually face a dilemma. They have played so many different characters, abandoning some along the way, that the game is cluttered with saves. This new batch file will clean out your save directories and your backup save directories with the click of a button. A minor gadget, true, but useful nonetheless. As a precaution, a pause gives you the option of aborting the process, in case you clicked it by mistake. Do avail yourself of that safeguard, because once something gets deleted in an MS-DOS window, that's that.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


@echo off
cls
echo cleanslate.bat for Dungeon Crawl
echo by igor
echo http://techlorebyigor.blogspot.com
echo.
echo.
c:
cd\games\crawl
echo. Are you sure you want to delete ALL of your saved games?
echo.
echo. If not, abort this window or press Ctrl-C now.
echo. If you really want to delete your saved games, press Enter.
echo.
pause

rd backup_saves /S /Q
rd backup_saves_2 /S /Q
rem this will spare the subdirectories such as db and des.
del saves\*.* /Q
pause
exit


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Update 5/25/2010: I spare subdirectories saves\db and saves\des from deletion, because the 5/24/2010 beta version of Crawl .7 tends to crash upon initialization if these subdirs do not exist. I do not think these subdirs ever change, so this should improve efficiency anyway. If my assumption proves mistaken, replace "del saves\*.* /Q", above, with "rd saves /S /Q".

Tuesday, March 24, 2009

Print This Out, Dungeon Crawler

I've zapped my wand of enslavement, and you are now under my thrall.

Oh, don't worry. I won't relieve your wallet of its small burden. Honest. I am permitted to do evil.

Oops! I meant to say, "no evil." My current character worships the Shining One, you see. I'm a good sludge elf. I even wield a short sword of holy wrath. You can trust me.

My only goal is to make you a better player.

Load into your word processor a copy of the Tables of Attributes, found in crawl/docs/aptitudes.txt. Change the font to Courier New with a size no greater than eight. Print a copy. Keep these two pages beside your PC for future reference. You are now on your way to becoming an expert player of Dungeon Crawl Stone Soup, one of the best roguelikes around, if I do say so myself.

Without a firm knowledge of the Table of Attributes, you're just never going to make it very far--although with my handy-dandy batch file, located deep within this blog's dusty vaults, you can certainly have your moment in the sun, no matter how well you play.

I used to offer a copy of the Table of Aptitudes here in this blog post, but it became obsolete due to changes made over time. I take the safer road now and simply direct users to the file found in their latest release. I doubt the file location will change any time soon.

Monday, March 23, 2009

Two Good Changes Coming to Crawl

When it comes to Dungeon Crawl Stone Soup, I'm not a tough critic. The reason is, all the changes that have been made to DCSS have been positive. I'd have to outright lie to find fault. Since I'm not a FOX news reporter, I can't do that.

The latest big change currently in the unstable beta version of Crawl involves races. Grey elves are sailing off to the Blessed Realm. If you don't catch the Tolkien reference, that means they are getting the executioner's axe. Ka-chunk! *rude orc laughter*

Although I have toyed with grey elves before, I'm neutral, opinion-wise. What are grey elves, and why are they grey instead of white or black? To recognize what grey elves are, one has to dive deep into the Silmarillion, as they do not make many appearances elsewhere in fantasy to my knowledge. My favorite elf race has to be sludge, because of their high Fighting and Dodging ability. And where exactly do sludge elves appear in fiction? Hmm. I suspect sludge elves were an invention of the programmers, but I'm not sure.

The other change concerns what amounts to the reclassification of the gnome race. Yes, gnomes are no more, but never fear, my gnome friends. Unlike grey elves, gnomes have been reincarnated in another race, albeit with significant alterations. A new family of dwarves has been introduced, the deep dwarf, which as you might expect is better at magic, much as deep elves are best among the elves at magic. Like the old gnome race, deep dwarves can sense their surroundings and have an affinity for Earth magic. They are also pretty good at dodging, exceptional at stealth, and enjoy the old dwarven knack for evocations. That's right, mountain dwarves have ceded their superior aptitude for evocations to their kin, the deep dwarves. I always had a hunch that mountain dwarves were overpowered. Now their power has been reduced.

If you play gnomes, you may like this change, because it means you can benefit from racial items you find throughout the dungeon. I always thought gnomes had a rough life because there aren't any gnome blades or gnome armour. There are plenty of dwarven armaments, however.

But hold on, don't celebrate yet! A wrinkle has been added that may furrow the brow of a grumpy gnome. Deep dwarves don't heal. Not even a little bit. They cannot recover from either wounds or the loss of strength, intelligence, or dexterity. Yes, I'm quite serious. If a kobold slaps you on level one, you will carry that wound to level twenty-seven unless you quaff a potion of healing in the interim or zap a wand of healing. Those potions of restore abilities and healing appreciate in value if you play a deep dwarf.

To balance this huge disadvantage, deep dwarves enjoy several new abilities. They can instantly recover from small wounds. They can recharge wands or rods at the cost of 1 permanent MP, which may not be much of a cost when playing a warrior. Also, they enter the dungeon with several potions of healing. They can also sense their surroundings. Is this sufficient to balance the lack of natural healing? I will leave that up to the former gnomes to decide.

Personally, I find deep dwarves to be a challenge race for advanced players. All of my characters have moments when they require rest to recover hit points. With a deep dwarf, recovery is impossible. Before you ask, no, even rings of regeneration won't work. That's quite a handicap, and a deep dwarf had better pray to Xom that he finds a wand of healing and about a dozen scrolls of recharging, pronto. Perhaps the best profession for a deep dwarf might be a Healer worshiping Elyvilon.

If you can escape with the Orb of Zot with a deep dwarf, in my opinion that's one for the history books. But on the other hand, mummies are no walk in the park, either. And don't even get me started on Draconians. Brother! For my part, I think I'll remain with my cheerful demon whip-wielding Demonspawn necromancer.

Monday, March 16, 2009

Igor's Dungeon Crawl Stone Soup FAQ

First, a little warning. Like all of the DCSS information here, the following isn't official. It's just the ruminations of a guy named Igor.

If you do not know what Dungeon Crawl Stone Soup is, read this and get yourself educated.

This a cool game for old school gamers. If you want to be cool, you have to play Dungeon Crawl Stone Soup. There aren't any exceptions to the rule.

Lately, I have been monitoring the search terms that lead folks to the wonderful world of Glorious Igor. Some people pose actual questions concerning Dungeon Crawl. I'm afraid they did not get their question answered by my blog in some cases. The following FAQ represents an attempt to remedy that deficiency. I may modify this entry in the future if I detect any broad axes, I mean broad areas, that have not been addressed. You can see I've been playing Crawl a lot.

Spoiler Alert! Intimate Details of the Game Revealed Here.

Q. What is the best weapon for the strong?
A. When you pick up a weapon, examine it. Press I for Inventory, then the letter next to the weapon. The description tells you if the weapon is better for the strong or the dexterous (or neither). The short answer is that there is no best weapon class, although we all have our preferences. In the beginning, I preferred weapons that inflicted a high amount of damage. Now, I prefer weapons that are fast and accurate. But that doesn't mean I'm right or that my strategy will work for every race/class combination. You will have to experiment to find out what works best for you.

Q. How do I acquire magic resistance?
A. I'm not really sure how this happens, but I notice that as my characters rise in level their magic resistance improves. You can boost MR by acquiring magical items that confer resistance to magic, such as rings and pieces of "armour" as it is spelled in Crawl.

Q. I'm tired of dying all the time! How do I cheat in Crawl?
A. You bastard! That's called save-scumming! How dare you? Here's how to do it. In case anyone didn't get my humor, I cheat all the time. I'm a cheating advocate. If the programmers ever devise safeguards to prevent cheating, then Igor will employ his advanced hacking methods and bust the game a new one. But for now, it is unnecessary, and Igor keeps his spellbook closed.

Q. There is a monster I encounter (hydra?) that always seems to kill me! What do I do?
A. Duh, avoid that monster, for one, until you can devise an effective strategy for assaulting it. Run away! Or if you're too slow to run away, then pop out that teleport scroll. I like to conserve magical items such as potions and scrolls, employing them only when facing a tough monster. If you are popping a potion of speed to slay a kobold, then you are not conserving at all. Save magical items for when you need them.

Q. Which is better, light armour or heavy armour?
A. Depends on whether your character's race/class combo favors Dodging or Armour. You really should examine the Table of Attributes (press ? followed by %). Until you do, you're shooting in the dark. In general, spellcasters do best with light armour. However, this is not always the case.

Q. Why do you spell "armor" using the Commonwealth spelling?
A. Because that's how it is in the game. I assume that Linley, the original creator, originated from a Commonwealth nation. You may find that I alternate the spelling of armor from one paragraph to the next. Sorry. There's a conflict between the way I spell "armor" and the way the game spells it. Can't we all just get along?

Q. I have too much inventory! What do I do?
A. Beginners tend to drag a bunch of junk around that they don't need. Carry no more than two weapons. One should have an edge so that you can skin dead monsters and eat them. This way, you can avoid running out of food. The best edged weapon for this purpose is a lightweight knife. Specialize in one weapon class. Dump stuff like enchanted staves that you don't intend to use. Be honest with yourself. Are you really going to use that brazier to summon a fire elemental? If so, when? And what if your skill isn't good enough to summon a friendly one?

Q. I keep getting killed on the first level.
A. Not all race/class combinations are created equal. Some are awfully tough to play, a challenge for the advanced player. An easy combo would be Demonspawn Beserker or Minotaur Beserker. Try one of those. In general, warriors are much easier than spellcasters. Many crawlers will disagree with me, but in my opinion, magic is not all it's cracked up to be. The most powerful of my wizards all still pale in comparison to my twenty-sixth level Minotaur Beserker, which could blast through just about anything in the dungeon.

Q. What are the benefits of the three attributes, Strength, Dexterity, and Intelligence?
A. Good question. Part of the charm of the game is figuring out all of these details on your own. But you have elected to read a spoiler, haven't you? You are determined to avoid that charm! Bad!

Intelligence is only important for spellcasters. If you don't cast spells, forget about it. But for spellcasters, it is the single most important attribute.

If you are a warrior, the attribute to emphasize depends upon your weapon class and armour configuration. Do your weapons and armour emphasize Dexterity and Dodging? If so, increase your Dexterity whenever possible.

Here's another general rule for Dexterity, which enhances the evasion ability. I think it is a very good thing to maximize your EV score, whatever you may be. That will help you to survive. To maximize your evasion gain from dodging, your Dex should be: 19: batform, spiderform. 18: spriggan. 17: halfling, gnome, kobold. 16: all other races. 14: naga, centaur, troll, ogre[mage], ice form. 8: dragon form.

Strength helps you carry more and do more damage in combat. I have heard criticism that these abilities increase at a low rate per point of Strength. But any increase is, well, an increase. Remember those times when you quaffed a potion of Might? Blasted through the monsters, didn't you? That tells me that Strength does make a difference.

Q. Why does Trog hate spellcasting?
A. A wizard turned his sister into a toad. From that day forward, Trog vowed to be an enemy of all spellcasters and of spell magic in general. One day I hope to post an interview with Trog on my blog.

Q. What race should I choose?
A. Well, don't be a racist. Try them all. The one that suits your game-playing style the best will be the one for you. My preferences are defended here and there.

Q. My game crashed! Or I encountered a bug of some kind. What do I do?
A. Be a good Crawl citizen and report the problem at the web site suggested here, where you can also obtain the latest beta version. Before reporting, search the database to see whether the problem has already been reported. They are well-aware of most problems. If the problem already has been tagged, reply to it with any additional information you may have. You may want to install the newest version to see whether it fixes the problem.

Wednesday, March 11, 2009

Demonspawn, Trust in Yredelemnul

When I recommended playing Demonspawn Beserkers in an earlier blog about the rogue-like game Dungeon Crawl, I neglected an important trait unique to Demonspawns. No race is better at Invocations. None! It behooves a Demonspawn, therefore, to enlist as a Priest of Yredelemnul. To see what I mean, press ? to access the Help menu, then % to visit the Table of Attributes, an important table that all players should study if they wish to gain an advantage.

By using the powers of a god, one can cede all spell-magic, which conserves experience points for other skills, like fighting, armor, and dodging. Contrast the Demonspawn Priest's ease with Invocations to the lot of the spellcaster, who must draw upon up to four different skills with every casting of a spell.

Yredelemnul's invocations grant powers over the dead, which comes in useful in all parts of the dungeon. Yredelemnul asks nothing of a player save that he raise the dead and kill monsters. One of the awesome powers Yredelemnul grants is the ability to drain the life force from all visible monsters. This is among the most powerful abilities in the game.

Yredelemnul priests begin with a staff and experience in staves. I have mixed feelings about this, because later in the game a Demonspawn might come across a demon blade, demon whip, or demon trident, all of which confer racial bonuses. Also, a staff is reduced in effectiveness by the use of a shield. However, sometimes an excellent staff compensates for not using a shield. Take for instance a staff of poison that grants resistance to poison, poisons those struck by it, and increases the effectiveness of poison magic. As a priest, you probably won't care about the last benefit, since you won't be casting many spells. But resistance to poison is nothing to sneeze at. The downside is, however, that an enchanted staff cannot be improved by Enchant Weapon scrolls. That's a huge downside, considering many weapons in the hands of experienced players are improved close to +8, +8. Besides this, many monsters, notably the undead, have resistance to poison, negative energy or cold. I recommend that all Demonspawn of whatever class train in Maces and Flails, because they are weapons commonly found throughout the dungeon and the weapon class of the most commonly discovered hell-forged weapon, the Demon Whip, the choice of all Balrogs. Another neat little bonus is that Maces and Flails are more effective than any edged weapon against Hydras.

Demonspawn Priests with mediocre intelligence should eschew magic and concentrate upon fighting skills. Demonspawns just are not that gifted in magical abilities with the exception of Summoning and Necromancy, and you could spend much of your experience trying to build mediocre talent in magic. That experience is better invested in fighting skills and in Invocations. Yredelemnul's gifts offer more than enough in the way of necromancy, to the point where learning Necromantic magic is redundant. The chief advantage to exercising Spellcasting would be to acquire additional Magical Points, which are used with each Invocation.

Turn off training (to do so, press m to visit the Abilities menu) in the specific weapon you wield until such time as you discover a superior weapon in the dungeon, preferably one that permits the use of a shield, but be flexible. There isn't a hard and fast rule on what constitutes a superior weapon. This is a judgment call on the part of the player. If you fall in love with a weapon, turn on training in it and stick with it until the end of the game.

Saturday, February 21, 2009

How to Cheat in Dungeon Crawl

The only annoying element of the rogue-like game "Dungeon Crawl" is that your character can get killed suddenly and that's that.. You have to start over. From scratch. After I have invested 50,000 turns in a character, I'm not in the mood for the reality of death. There are two ways to cheat death in Crawl: Wiz Mode and the use of a Windows batch file or Linux script to run the game. I prefer the latter. Due to the additional features offered by this batch file, even if one doesn't cheat, it is a convenient way to run Crawl.

The idea behind the batch file is that whenever you reach a point where you would like to preserve your existing character, you can save, exit the game, and the batch file will backup the Save directory to a new directory that the game will not modify. If you later get killed, then the batch file can copy this backup directory over to the Save directory, and you can resume from that point.

Hardcore crawlers refer to this practice as "save scumming," and prudes disapprove, which is weird, considering it's just a game. I find the angry reactions aroused by the idea of so-called "cheating" to be peculiar and amusing. All around the Internet and even in comments on my own blog, one can find Dungeon Crawlers scolding other players about this. It is like some kind of religious injunction. I pay it as much mind as I do other religious injunctions.

Here's my handy-dandy script (batch) file for cheating at Dungeon Crawl. At a minimum, it is compatible with either Linux or Windows, both of which I use.

Although I developed the Windows batch for Windows XP, it now supports Windows 10, which is what I use. I can no longer certify Windows XP or 7 support, since I no longer use XP or 7, and you should not use these outdated systems, either. Time to move on, chilluns. If you do not like Windows 10, that is certainly O.K., move over to the wonderful world of Linux, but do not stay with an antiquated security hole of an operating system. However, I suspect that the few remaining stubborn holdouts still risking their sanity with Windows XP or 7 could get the batch working without too much difficulty. I used to play Crawl on Windows XP, back when I had an XP system. I know for sure that the batch file then ran perfectly on XP back then. But you know, I have made changes since.

I've tried to distill as much intelligence as I can into the batch. I do not use the Installer, but the batch will adjust its pathnames automatically upon successful detection of an Installer-created Dungeon Crawl Stone Soup installation. If you encounter any problems, it will more than likely have to do with the pathnames used by your version of Windows or else unsupported batch commands. There is help widely available on the Internet for programming in batch, but I will attempt to help anyone that has a problem that is likely to be shared among many users. I enjoy programming in batch language, because it does not require a cumbersome and slow compiler, but concede that the language is quite limited both in capability and debugging options. I have my own ways of debugging that work for me although they are quite challenging, but the challenge is part of the fun for me. Even with good technique, often it takes guesswork and plenty of knowledge to deduce what is going on. So if you get into batch programming, first of all don't get into batch programming--but if you do, then prepare to search Google on a regular basis for tips, tricks and syntax, because Microsoft Help is not always quite as helpful as it could be. I have been banned by Google from searching in the past due to the frequency of my requests. Google interpreted my behavior as being similar to that of a bot. But that is how I learned how to program in Linux script and Windows batch.

I have been using some variation of this batch file for years to play Dungeon Crawl. Happy Crawling!

LINUX Installation: With your mouse, click somewhere in the box below. My javascript should highlight the entire contents of the textbox for your convenience. If it does not, then press Ctrl-A to highlight all of the text, then copy (i.e., press Ctrl-C) to your clipboard. Load a plain text editor and paste the clipboard contents (i.e., Ctrl-V) in that window. Inspect the batch, checking for any instances of Blogger's word wrapping breaking up long lines. Save the text file as "regen.sh". I place my script in /home/games/regen_as regen.sh, but you can store it wherever you like. Open a terminal and modify the security of the script using the syntax, "chmod +x regen.sh". Next, set up a launcher to run the included script file from your desktop. When creating the shortcut, click the "Application" tab, click the "Advanced Options" button, and check the box for "Run in terminal." Run the game at least once by itself before using regen.sh, so that the game can create all its data directories. Additional instructions will be found in the script itself. You can get creative for a launcher icon.

WINDOWS Installation: With your mouse, click somewhere in the box below. My javascript should highlight the entire contents of the textbox for your convenience. If it does not, then press Ctrl-A to highlight all of the text, then copy (i.e., press Ctrl-C) to your clipboard. Load Notepad++ or a similar plain text editor (Notepad, if you must) and paste the clipboard contents (i.e., Ctrl-V) in that window. Inspect the batch, checking for any instances of Blogger's word wrapping breaking up long lines. Save the text file as "regen.bat". The file must have a .bat extension, because Windows will not execute it if it does not. Create a shortcut to "regen.bat" on your Windows desktop and use that shortcut to play the game.
General Notes:

  • This batch file, and any page on Igor's blog, is not static but is subject to change--improvement--at any time. You may link to this page on other web sites and be assured of referencing the very latest version of regen.bat for Windows and regen.sh for Linux at all times now and in the future.
  • To use this strategy effectively, you should save your game and quit at a point where you may wish to recover your character later upon any unexpected demise.
  • I play the latest version of Crawl, either the trunk (beta) or the last stable release. You have a better chance of the script/batch file working correctly if this is also your scenario. Through the years, the Stone Soup developers have altered the path and file names of the saves directory. However, the script/batch is designed in such a way that modifications are elementary, consisting of one or two edits of constants at the most.
  • On my Linux computer, I have created a new directory in Home called games and placed the linux shell script (regen.sh) and its icon in there. I believe it is important for the name of the directory to have no spaces. One must either chmod the two relevant crawl directories in order to permit file copies and deletions or else grant root permissions for this script, because otherwise Linux denies permission to the many file copies. I'm not well-versed on this sort of thing. I used to give my launcher root permissions via "sudo ~/regen.sh", but my current method is to chmod the two crawl directories, because that eliminates the need to enter the root password every time one plays.
  • On a Windows computer, regen.bat attempts to self-adjust its assumptions regarding paths--it has some primitive intelligence, not much--but if that doesn't work, regen.bat will tell you so, and at that point you will have to edit the variables relating to pathnames. By design, few pathnames are hardcoded, meaning the batch should be relatively easy to modify.
  • Linux has a built-in capability of accepting a single keypress for input and overall a far more robust scripting language than Windows. Batch programming in Windows, however, remains in the Stone Age. It is a wonder I ever programmed the Windows batch at all. For Windows users, as of 05/19/2019, I have finally found the syntax to accept single keypress and no longer use a third-party utility to achieve the same effect. Thus, this cheat is transparent with plain text source code, and no one should feel as though there is anything deceptive about it, although there is no doubt as to its being elaborate. Perhaps more than five minutes would be required to understand how the batch works, but not more than thirty minutes, for an experienced batch programmer.

Release Notes:

  • 05/19/2019 Update:
    Change to regen.bat only: modification to work with my Windows 10 system and allow single-keypress responses, i.e. not having to press the Enter key. Users are expected to modify one line in the batch specifying where the game is installed.
  • 06/15/2014 Update:
    Change to regen.sh: fix for multi-desktop users like myself. No longer will crawl span both desktops.
  • 11/28/2013 Update:
    Change to regen.sh: sleep a second after wmctrl, because the computer takes a random number of milliseconds to adjust the display. Clarify a display message.
  • 11/27/2013 Update:
    Change to regen.sh: fix a few bugs. Maximize window if wmctrl is available.
  • 10/18/2013 Update:
    Change to regen.sh: corrections to the menu display and new optional mods to automate setting tiles to full screen and other preferences of mine. The script now reflects a change in version 13 of the location of the macro file.
  • 9/16/2013 Update:
    Change to regen.sh: Recognize the existence of Sprint and Zotdef saves and tidy up the code a little bit.
  • 1/31/2013 Update:
    Change to regen.sh: Handle the case where Crawl has not yet been installed or executed.
  • 1/29/2013 Update:
    Just a few minor refinements to text messages in regen.sh and the addition of a loop to handle permission-granting, in case the user types an incorrect password.
  • 1/21/2013 Update:
    Once again, Linux refinements only. regen.sh was not handling chmod quite right; chmod -R is more to the point as it liberalizes permissions for all the files and folders within the two relevant Crawl directories. I made a few other changes of no special importance. It is my intention that regen.sh should handle DCSS upgrades seamlessly, asking for permission to chmod when necessary.
  • 1/19/2013 Update:
    Further refinements to the Linux script, which is now coming into its own, looking better and acting smarter. Rather than have sudo ask me for my password everytime I play (ach!), I prefer to chmod 777 the permissions of two crawl directories, which is Linuxese for "allowing read/write access to everyone".
  • 1/16/2013 Update:
    Added a few minor refinements to the Linux script that occurred to me this evening, including a suggestion for avoiding the annoyance of sudo.
  • 1/16/2013 Update:
    Many improvements made and features added to the Linux script. It is somewhat more intelligent now and will attempt to detect and report certain problems before they occur.
  • 1/14/2013 Update:
    I have successfully ported regen.bat to Linux! Many improvements made between Jan. 13 & Jan.14th to the Linux script, which does however require root permission in order to shift files around. Through trial and error, I have found that sudo is the thing, not kdesudo, which is for graphical programs. Kdesudo will cause errors. There is no way I know of getting around the permission requirement other than disabling the security altogether on one's system. I'm not quite confident enough to second-guess the Linux developers on that score. I'd rather just play along according to their rules.
  • 11/13/2012 Update:
    Minor edits for compatibility with Crawl 12 beta.
  • 10/17/2012 Update:
    Colorized the text, added for the first time a free public domain icon, reorganized the main menu, and fixed several bugs throughout the mods menu.

    Fixed a little bug that had broken the 'edit batch file' option. Oopsy-daisy. Added a little colorizing trick that had occurred to me.

    Improved the efficiency of the Install-New-Crawl option. Fixed the broken macro mod. Added polychromatic effect to mod menu.

    Fixed a little issue with install-new-crawl. So many variables now, and of course batch language won't help me in keeping track of them.
  • 10/08/2012 Update:
    Add option to install new version of Crawl using 7-Zip or WinRar. This will install the game into a directory that is the default for regen.bat and thus ensure 100% compatibility. Several bug fixes to the Mods menu. Added 'command enhancement' mod.
  • 09/30/2012 Update:
    Just a few minor tweaks to improve efficiency. Improved start-up performance by skipping an unnecessary FIND. Eliminated a few redundancies through the use of subroutines. Reworded some comment statements. Everything working well on Windows XP with the latest beta version .11.

Wednesday, February 18, 2009

Races and Classes in Stone Soup Dungeon Crawl

New players to Dungeon Crawl are faced with an immediate decision as to which race and class they will play. All variations have their own special advantages, and some players develop a strong preference for a particular race/class combination. My position is that they are always right. Whatever works for them is best. The race/class they prefer is what best matches their particular style of play.

However, if you are curious and want to learn the specific aptitudes of each race, grounded in mathematics, then you should view the Tables of Attributes, which can be found by pressing ? for help, followed by %.

The Table of Attributes enlightened me about the deficiencies of the Mummy race. Early on, I preferred playing Mummies, because they alone among all the races need not eat. Also, they enjoy resistance to negative energy, mutation, cold, and poison. Only when one studies the Table of Attributes do their severe disadvantages become clear. Mummies learn all skills poorly, save for Fighting and Necromancy. In fact, in order to get anywhere with a Mummy, one has to remain at the lower levels for an extraordinary length of time, skulking about looking for magic items and easy monsters to slay in order to gradually build up power. Woe betide a Mummy that has not obtained an artificial means of resisting Fire! However, theoretically it seems possible to build an invulnerable character with a Mummy, if you are willing to invest enough time, because Mummies are immune to negative energy and mutation, and resistant to poison and cold. In addition, their immunity to hunger means they can cast spells with impunity, where other classes grow hungry from spell-casting. They need not carry abundant supplies of food in their inventory, but can devote all their inventory to weapons and magic. The best class for a Mummy is probably a Death Knight that dabbles in Necromancy but has strong fighting skills. Unfortunately, many of the powerful low-level spells of Necromancy, such as Regen and Vampiric Draining, cannot be used by Mummies. They are quite limited as spellcasters, but with patience throughout a long game, can master many low level spells.

An excellent choice for any player would be a Demonspawn Beserker, which may be the easiest combination to play. They are extremely powerful and in their beserk state, can blast through all but the most mighty monsters such as named Demons and Devils. The main drawback for the Beserker is being restricted from casting spells, but Demonspawns sometimes develop mutations that allow them to cast ranged attacks using poison, fire or negative energy. Also, the Beserker can rely upon Trog's munificence to employ certain useful magical powers. What I like about Demonspawn is how they develop random, but permanent, beneficial mutations, which are different in every game but always helpful. Especially for a Beserker, these are useful, because the Beserker cannot use magic and the mutations often grant magic-like abilities. The main drawback to the Demonspawn race is the increased need for food--they are a hungry lot, I have found. Also, Demonspawn are not particularly apt at any particular skill except Fighting and Necromancy, although much quicker at learning than Mummies. Demonspawn are excellent at Invocations, surpassing all other classes. It should be noted, however, that Beserkers do not exercise Invocations when they call upon Trog's abilities. Trog's gifts are given free of charge. Only the abilities of other gods, such as Sif Muna, tax the Invocation ability. This is a fine point I was unaware of for a long time, until I noticed that my Invocation skill never progressed.

Many players swear by the Mountain Dwarf race, and I would be remiss not to mention it, although I never play dwarves, possibly out of a prejudice developed from watching "The Lord of the Rings" trilogy of movies, in which dwarves were depicted in a comical and unattractive light. A glance at the Table of Attributes is enough to confirm that dwarves are excellent fighters, although rather less gifted spellcasters, with the possible exception of Fire Magic. Any dwarven Fire Elementalist would be hampered by the low aptitude at spellcasting and mediocre aptitude at Conjurations. For this reason, I strongly suggest that dwarves that wish to learn Fire Magic, instead begin their career as a Conjurer, because that will grant them several levels of Conjuration skill from the start. Most Fire spells rely in part upon the Conjuration skill.

However, dwarves excel at Evocations, more so than any other race save Gnomes, their equal. Therefore, a dwarf character need only stock up on wands and other devices in order to cast spells indirectly using a device. Another key advantage for dwarves is the abundance of racial items throughout the dungeon. Dwarves, like orcs and elves, gain a bonus for using items crafted by their own race.

My newest infatuation would be for the race of elves, in particular sludge elves, which are good spellcasters, yet better than any other elf species at the Fighting ability, which helps to increase hit points. Sludge elves excel at unarmed combat, which is advisable until your character discovers a particularly good weapon. If staves were good at all, then sludge elves would be the best race to use them with. But I don't like staves, because they don't seem to work well with shields. The best enchanted shields convey resistance to both heat and cold, and help to avoid attacks and minimize the damage inflicted by a successful attack, including dragon breath and electrical discharge. In order for a staff to be a competitive weapon, it must inflict high damage, and to date the best candidate would be the lajatang, which is worth considering. But lajatangs are seldom encountered in the lower levels of the dungeon, when skills are being acquired, and I would be loath to switch weapon classes in mid-career. For that reason, my sludge elves usually practice with an elven short or long blade, and switch to a quick blade whenever one is found. It should be noted that proficiency with long blades lends itself to short blades as well.

Among short blades, which is better for an elf: a quick blade or an elven short sword of speed? After long consideration, I think I will go with the elven short sword of speed, because it should be both faster than the quick blade, and enjoy a racial bonus (if the character is an elf). The biggest drawback is that a short sword of speed, being already enchanted, cannot be vorpalized. Vorpalization is effected by a Scroll of Vorpalize Weapon, which causes an unenchanted weapon to yield additional damage on a permanent basis.

What is the advantage of a small but fast melee weapon? Every time that your character attacks, there is an opportunity for an additional, unarmed combat attack to occur. This is random, but by having more attacks per turn you increase the chances of your unarmed combat coming into play. Also, if you're fast, you can attack, then retreat, and the monster may not have an opportunity to do more than simply follow. Also, with each attack there is a chance you may kill the monster, and a fast rate of attack reduces the possibility that the monster might get off one last killing stroke before it dies. Although some players scoff at the low damage rating of short blades, a heavily enchanted short blade can inflict a great deal of damage, not so much less than larger weapons.

A career in Ice Magic should be considered by every sludge elf. No other race is better at Ice Magic save the white draconian. I begin my sludge elf as a Conjurer, so that he has several levels in that department, because Conjurations are important for many spells in Ice Magic. The best spells are Bolt of Ice and Ice Bolt, whose titles are similar and therefore confusing. To the best of my knowledge, Ice Bolt is a lower level spell that can only strike one monster, whereas Bolt of Ice can strike multiple monsters in a row, and seems more powerful. The main drawback to Ice Magic is that the undead, particularly mummies, have a low level of resistance to it. However, there are not many living creatures in the dungeon that can resist cold, and the many fire-breathing dragons, demons and efreeti suffer particularly from it. However, the defensive spells, such as Condensation Shield and Icozubu's Armour, cannot be used if the character is already heavily armored and wearing a shield. I tend to learn ice magic to a certain level and then begin to practice other schools of magic, such as transmutation, at which sludge elves excel, and earth magic. Note that the Ice and Earth schools of magic have an affinity for one another. Learning one assists in learning the other. This is also true of Fire and Air. Poison and Necromancy stand alone without relation to other schools.

Another class I find worthy of mention is the minotaur, which should be considered by anyone who despises spellcasting. Minotaurs make excellent Beserkers. They are very strong and robust and learn all forms of combat quickly. Unarmed combat is not a bad strategy for the minotaur due to its large set of horns. Go unarmed until you find the perfect weapon. What is the perfect weapon? You will know it when you find it. Maybe it will convey protection, or resistance to harm, or maybe it will freeze or drain your opponents. Minotaurs should always wear a shield and heavy armor, because they excel at those skills, as well as dodging. The minotaur may indeed be the easiest race to play.

Other races I regard as experimental. Although they may be quite powerful in their own way, I have not found cause to try them at length other than once or twice. The human race I regard as boring. I prefer a race that has specialties. Deep elves are certainly worth considering if spellcasting is to be the cornerstone of your strategy, but they are weak, though not as weak as Spriggans. Spriggans, however, are fast and dexterous and learn dodging at a rapid rate. I think that most players will find that warriors and hybrid classes of warrior/spellcasters will be the easiest choices, and for these, elves, dwarves, minotaurs, and demonspawn represent some of the best races.

Stone Soup's Dungeon Crawl

Before I even begin a discussion of Dungeon Crawl, I realize most people have no idea what I am talking about, because it is the sort of game one does not find on the shelf at Wal-Mart. That doesn't mean it's not fun and addictive to the point where I can play it all night long, night after night without getting bored. However, it's free, which to some people is a drawback. "Free? Must not be very good, then," is the usual line of thinking. Of course, Mozilla Firefox is free, too, and that is the best web browser around for my money. I am not sure why developers work on free projects, but I'm glad they do. Probably, part of the motivation is learning how to program and getting valuable experience under their belts, which was also my motivation back in the Stone Age when I was first learning about programming. I churned out tons of utilities, games, simulations, and odd, weird programs, some of which other people actually found useful, but none of which would be recognized or remembered today, I think.

First of all, Dungeon Crawl is a roguelike game, meaning it has the same features as the original Rogue which was highly popular back in the 1980s and early 1990s among IBM-PC users and particularly UNIX users on college campuses. Rogue was a game without graphics other than symbolic graphics using text characters, monsters being represented by letters of the alphabet. Lame, you say? Not really; our imagination filled in the gaps, much like what happens when one reads a book. Until recently, Dungeon Crawl was text-only, but now there is a version that employs graphical tiles, which represents a vast improvement in both appearance and functionality. I highly recommend that all new players to the game download the "Tiles" version, unless they are impaired in vision or have some other special requirement.

Linley Henzell created Dungeon Crawl back in 1995, but then stopped development at some point, at which time the Stone Soup team of volunteers commenced development of their own branch of Dungeon Crawl, which continues to the present day. In my opinion, Dungeon Crawl is the best and most popular roguelike available. You can either play in graphic mode (which is known as Tiles) or non-graphic mode depending upon which package you download from the Dungeon Crawl headquarters.

I began playing Crawl back in version 2.x, which was before the advent of Stone Soup, but I kept crawling through the Stone Soup years, which have been very good ones, I must say. I am impressed with the improvements the Stone Soup team has made and even more impressed with the capability, on Sourceforge.net, for users like me to report bugs, suggest improvements, and generally contribute our two cents. The programmers do actually listen to you and consider what you have to say, though there is no guarantee they will accept all or even any of your ideas, which is at it should be. Suffice to say they know what they are doing, all being veteran players themselves.

Here is a screen capture from a game I am playing of the new Tiles version of Stone Soup Dungeon Crawl:



Or click here to view an enlarged version.

You may notice a reference to Sif Muna in the screen capture above. Sif Muna is a god my character worships in return for various abilities. Religion is very materialistic in Crawl. You pick a god based upon what that god can do for you. I happen to prefer a god that does not ask anything of my character or his behavior, but only gives benefits, and Sif Muna fits the bill, at least for a spellcaster. For a pure warrior, Sif Muna has nothing to offer.

In this blog, besides touting the many joys of Stone Soup Dungeon Crawling (and what a mouthful that is--"crawling" is what I prefer to say), I aim to give many tips on game play. First of all, most people with a modern PC system made in the last fifteen years should use the Tiles version, because it looks better. It is true however that people with special needs or a tiny monitor may prefer the alphabetic version. There are no sounds in Dungeon Crawl, so you do not need to leave your speakers turned on. In fact, you can play an .mp3 list in the background, if that does not impact your concentration.

If you are the type that prefers the latest and greatest version, and like to live on the edge and take chances, like me, then try out the alpha version of Crawl here. I am willing to risk the game crashing and losing my character stats in return for the very latest edition of code with the maximum amount of known bugs fixed (although new bugs may have been introduced, ho-ho). I check back at the trunk page regularly to see whether new editions are ready for trial.

There are many debates and discussions about this game to be found on rec.games.roguelike.misc, a Usenet group (see my earlier blog post on the Usenet). This game should probably have its own Usenet newsgroup, because most of the discussion on ".misc" actually concerns none other than Stone Soup Dungeon Crawl.

In my next blog entries, I plan to discuss different aspects of the game which I have come to appreciate through many years of playing.
techlorebyigor is my personal journal for ideas & opinions