I had the most fun when it was called Linley's Dungeon Crawl.I am trying to get to Crawl/DCSS but it seems that the latest changes are not well received.
If I want to experience good old Crawl journey, from the older patches, on which patch should I start? Should I then try to play the old version one by one? Or is there a definitive old edition lists? I understand there is fork but I want to experience the original vision before delving into forks etc
Try the one with item weight, where monsters could pick up weapon, uncurse scrolls were more meaningful etc, I think 0.14 or something.
Thank you for the shout out Irata!https://ptrefall.itch.io/horde-survivors
Personally, I wouldn't consider this a roguelike, but it fits the genre more than nearly everything else that claims to be one nowadays. It's a turn-based Vampire Survivors type game. I think more works needs to be done on balancing the difficulty (it is too easy), but guy the only had seven days to make it for one of itch.io's contests.
I had the most fun when it was called Linley's Dungeon Crawl.I am trying to get to Crawl/DCSS but it seems that the latest changes are not well received.
If I want to experience good old Crawl journey, from the older patches, on which patch should I start? Should I then try to play the old version one by one? Or is there a definitive old edition lists? I understand there is fork but I want to experience the original vision before delving into forks etc
Try the one with item weight, where monsters could pick up weapon, uncurse scrolls were more meaningful etc, I think 0.14 or something.
Curious, can you elaborate?.17 is my favorite.
.17 has some modern conveniences without going too far in stripping out old content. Item weigh doesn't exist but hunger does. it's also late enough in the dev cycle to have some of the more interesting and creative Gods and Unrandom artifacts.Curious, can you elaborate?.17 is my favorite.
it's not that I miss item weight (but hunger was definitely a preferred mechanic to the retarded Zod timer), but the key aspect of the Crawl dev cycle that makes it annoying is the formula which I like to callHonestly, as a long time player, I don't really hate modern crawl as much as most people seem to. Especially since we can easily download and play our preferred branches.
To a new player, I might even recommend starting with the current version. Youl get to focus on learning how skill growth works and strategies for fighting monsters while not having to worry about hunger. If you want a beefier challenge and a more classic rogue like experience, you can always download the older patches from the website.
I don't think anyone who's new to crawl and plays the latest version is going to think to themselves "this game would be a lot better if it had hunger and item weight mechanics!" That stuff only matters to people like us who have some nostalgia for it.
DCSS has been the Ship of Theseus in reverse.They are destroying the game, whether they know or not.
The endgame is having only the tab key and the god activation skill. And One god, Okawaru, dropping ammo and buffing combat.
Everything else is accessory, not optimal, tedious from these psychos perspective.
DCSS development is like a lot of long running, community developed games. The most vocal people are the ones who have been playing forever and know the game inside and out, so the game keeps getting tuned to their POV. Plus the guy who acts as the main dev, DPEG, is kinda... opinionated... on what constitutes "tedium" and "no-brainers".Haste also removed? Jesus.
They are destroying the game, whether they know or not.
The endgame is having only the tab key and the god activation skill. And One god, Okawaru, dropping ammo and buffing combat.
Everything else is accessory, not optimal, tedious from these psychos perspective.
It was my favourite for years. But now I never feel like playing it.DCSS is the worst 'popular' roguelike, it sucks everything fun out of the genre.
I probably have the most hours in nethack + forks, but there's some good newer(relatively speaking) ones like ToME.I´m curious, what are your favourite roguelikes?
Nethack is a whole different kind of thing. Once you know all the crazy secrets it's not as deep as it appears, it's more like OCD simulator with all the stupid gotchas you gotta avoid.I probably have the most hours in nethack + forks, but there's some good newer(relatively speaking) ones like ToME.I´m curious, what are your favourite roguelikes?
ADOM is also very good, but the sequel looks awful.
DCSS feels like the opposite of nethack design, with an explicit emphasis on making a game that's not to be played but to be beaten. It's in the same category as things like games designed for speedrunners.
I didn´t get deep into ADOM but liked a lot what I played. Brutal game though.I probably have the most hours in nethack + forks, but there's some good newer(relatively speaking) ones like ToME.I´m curious, what are your favourite roguelikes?
ADOM is also very good, but the sequel looks awful.
DCSS feels like the opposite of nethack design, with an explicit emphasis on making a game that's not to be played but to be beaten. It's in the same category as things like games designed for speedrunners.
I think ADOM gets way easier after you play it a bit and figure out a meta-strategy for progressing, for instance: I'm going to go here first (e.g. puppy cave, or the small cave but that's a gamble imo), then around level x go there (e.g. the caverns of chaos), try to get crowned by level y, etc. Knowing what equipment you want to have for the character you are playing, when to run away and what monsters/locations to avoid also helps a lot. I love ADOM, but it's no longer really challenging for me tbh.I didn´t get deep into ADOM but liked a lot what I played. Brutal game though.I probably have the most hours in nethack + forks, but there's some good newer(relatively speaking) ones like ToME.I´m curious, what are your favourite roguelikes?
ADOM is also very good, but the sequel looks awful.
DCSS feels like the opposite of nethack design, with an explicit emphasis on making a game that's not to be played but to be beaten. It's in the same category as things like games designed for speedrunners.
I beat Infra Arcana 2 years ago. I would guess is even more brutal now. I don´t think most of the runs are beatable in that game. But it´s a work of art, for sure.I think ADOM gets way easier after you play it a bit and figure out a meta-strategy for progressing, for instance: I'm going to go here first (e.g. puppy cave, or the small cave but that's a gamble imo), then around level x go there (e.g. the caverns of chaos), try to get crowned by level y, etc. Knowing what equipment you want to have for the character you are playing, when to run away and what monsters/locations to avoid also helps a lot. I love ADOM, but it's no longer really challenging for me tbh.I didn´t get deep into ADOM but liked a lot what I played. Brutal game though.I probably have the most hours in nethack + forks, but there's some good newer(relatively speaking) ones like ToME.I´m curious, what are your favourite roguelikes?
ADOM is also very good, but the sequel looks awful.
DCSS feels like the opposite of nethack design, with an explicit emphasis on making a game that's not to be played but to be beaten. It's in the same category as things like games designed for speedrunners.
For brutal roguelikes I prefer Doomrl (especially high-level challenges) or Infra Arcana (especially non-rogue runs).