Difference between revisions of "Dungeon Sprint"

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'''Dungeon Sprint''' is a fast-paced Crawl variant in which you must explore a single brutally hard floor in pursuit of the [[orb of Zot]]. It begins by asking you to select your [[species]], [[background]], and which Dungeon Sprint map you'd like to attempt. Each map is a unique single floor for you to complete, but be aware that these are designed to be incredibly hard. The floorplan, monsters, and locations of items and shops are usually fixed (some maps feature sub-areas with multiple variations), while the exact items and shops you find are usually random.
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'''Dungeon Sprint''' is a fast-paced Crawl variant in which you must explore a single, often brutally hard, floor in pursuit of the [[Orb of Zot]]. Each map is a unique, mostly fixed floor for you to complete. The floorplan, monsters, and locations of items and shops usually remain the same (some maps feature sub-areas with multiple variations), while the exact items and shops you find are usually random.  
  
Over the course of a single floor you will find yourself jumping from fighting goblins and rats to high level [[unique]]s, including some bosses only found in Dungeon Sprint. In order to give you half a chance at being ready for them, Sprint features accelerated character growth; you gain skills and piety at 9× normal speed.
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Over the course of a single floor, you will find yourself jumping from fighting goblins and rats to high level [[unique]]s, including some bosses only found in them.
 
 
You can play Dungeon Sprint on any of the online servers, and the source code is also available online in case you want to look at it or change it yourself. Players can easily make a new level for Sprint to take place on by editing the file source/dat/des/variable/entry.des in the Sprint source code, the "dungeon-sprint" branch on git://git.develz.org/crawl-ref.git. Making new levels this way is actually pretty straightforward: Crawl's .des files aren't hard to read and change even for a non-programmer, and there's a how-to guide here.
 
  
 
==Maps==
 
==Maps==
There are currently nine Sprint maps.
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There are currently nine Sprint maps:
 
 
 
*[[Red Sonja]]
 
*[[Red Sonja]]
 
*[[The Violet Keep of Menkaure]]
 
*[[The Violet Keep of Menkaure]]
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*[[The Pits]]
 
*[[The Pits]]
 
*[[Arena of Blood]]
 
*[[Arena of Blood]]
*[[Linesprint]]
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*[[Linesprint]] (|||||||||||||||)
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Players can easily modify existing levels or even make a new level for Sprint by editing files in the ''source/dat/des/sprint/'' folder. Making new maps is pretty straightforward: Crawl's .des files aren't hard to read and change even for a non-programmer, and there's a how-to guide<ref>https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/syntax.txt</ref> available.
  
==Differences Between Crawl and Sprint==
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==Differences from Crawl==
The major differences between crawl and sprint are caused by sprint existing of one level densely filled with monsters and hazards.
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Dungeon Sprint features only one level, though densely filled with monsters and hazards. As a result, it has many mechanical differences from vanilla Crawl.
Even with that density, the game needs to make some changes to cope with the dangers beyond the next door.
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*Since the game is much shorter, you gain experience 9x faster.<ref>{{source ref|0.28.0|player.cc|2482}}</ref>
*Since the game is much shorter, you gain experience and piety at 9X the rate<ref>{{source ref|0.28.0|player.cc|2482}}</ref><ref>{{source ref|0.28.0|religion.cc|2809}}</ref>. Monsters drop more gold so you can purchase items from shops<ref>{{source ref|0.28.0|mon-death.cc|407}}</ref>.
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*You gain 9x more [[piety]] from killing, and 27x more piety from exploration.<ref>{{source ref|0.28.0|religion.cc|2809}}</ref><ref>{{source ref|0.28.0|sprint.cc|17}}</ref>
**Ashenzari and Ru make their offers at an accelerated rate.  
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**Followers of [[Gozag]] get more gold from corpses.<ref>{{source ref|0.28.0|mon-death.cc|407}}</ref>
**Brothers in Arms and Greater Servant of Makhleb are 2.5X more costly to invoke.<ref>{{source ref|0.28.0|ability.cc|3433}}</ref>
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**[[Okawaru]] and [[Uskayaw]] do not get a piety boost.
*To keep you from ending up anywhere in the level maze, there is no [[teleportation]]; whenever it be from traps, the scroll, spells, etc. Players can still [[blink]].
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**[[Ashenzari]] and [[Ru]] make their offers at an accelerated rate.  
*There is only a single floor. Shafts, Formicid's ability to shaft, and Ignis' Rising Flame are all disabled. You also can not start as a [[Delver]].
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**[[Trog]]'s Brothers in Arms and Greater Servant of [[Makhleb]] are 2.5x more costly to invoke.<ref>{{source ref|0.28.0|ability.cc|3433}}</ref>
**The [[Abyss]] does not exist, so there is no banishment. Abyssal Knights start in the Dungeon.
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*There is only one floor:
*To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed <ref>{{source ref|0.28.0|makeitem.cc|1381}}</ref>.
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**[[Shaft]]s, [[Formicid]] shafting, the [[Delver]] background, and [[Ignis]]' Rising Flame are all disabled.
*To win, you must return with the [[Orb of Zot]]. However, maps can feature zero to all 17 runes.  
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**The [[Abyss]] does not exist, so players can not be banished, while banishing monsters effectively kills them. Abyssal Knights start in the Dungeon.
*Depending on the map, there may be unique items and monsters.
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**[[Okawaru]]'s Arena also doesn't exist, so Duel doesn't, either.
*Some changes made to the vanilla game are reverted:
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**As it would mess up sprint progression, floor-wide [[teleportation]] (of you and monsters) is disabled. [[Blink]] is still allowed.
**There is no Zot clock.
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*To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed.<ref>{{source ref|0.28.0|makeitem.cc|1381}}</ref>
**The abyssal rune does not give you extra experience.
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*To win, you must return with the [[Orb of Zot]]. [[Rune]]s are not always required; maps can feature zero to all 17 runes (all 4 [[Lair]] branches), or even custom runes.
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*Depending on the map, there may be unique items, monsters, and method of [[score|scoring]].
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*Some mechanics from the vanilla game are reverted:
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**There is no [[sourceless malevolence]] (all 3 of its effects would be invalid, anyways).
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**There is no [[Zot clock]]. The [[meteoran]] species is disabled as a result.
  
 
==Trivia==
 
==Trivia==
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==History==
 
==History==
Dungeon Sprint was initially invented by [[Chapayev]]. It was included as an official part of the downloadable version of ''Crawl'' in [[0.7]], and has had multiple maps added since then.
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*Sprints themselves don't update too much, but changes of new versions of Crawl will often seep and change the balance of various sprints.
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*Dungeon Sprint was initially invented by [[Chapayev]]. It was included as an official part of the downloadable version of ''Crawl'' in [[0.7]], and has had multiple maps added since then.
  
 
==See Also==
 
==See Also==

Latest revision as of 00:38, 8 July 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Dungeon Sprint is a fast-paced Crawl variant in which you must explore a single, often brutally hard, floor in pursuit of the Orb of Zot. Each map is a unique, mostly fixed floor for you to complete. The floorplan, monsters, and locations of items and shops usually remain the same (some maps feature sub-areas with multiple variations), while the exact items and shops you find are usually random.

Over the course of a single floor, you will find yourself jumping from fighting goblins and rats to high level uniques, including some bosses only found in them.

Maps

There are currently nine Sprint maps:

Players can easily modify existing levels or even make a new level for Sprint by editing files in the source/dat/des/sprint/ folder. Making new maps is pretty straightforward: Crawl's .des files aren't hard to read and change even for a non-programmer, and there's a how-to guide[1] available.

Differences from Crawl

Dungeon Sprint features only one level, though densely filled with monsters and hazards. As a result, it has many mechanical differences from vanilla Crawl.

  • Since the game is much shorter, you gain experience 9x faster.[2]
  • You gain 9x more piety from killing, and 27x more piety from exploration.[3][4]
    • Followers of Gozag get more gold from corpses.[5]
    • Okawaru and Uskayaw do not get a piety boost.
    • Ashenzari and Ru make their offers at an accelerated rate.
    • Trog's Brothers in Arms and Greater Servant of Makhleb are 2.5x more costly to invoke.[6]
  • There is only one floor:
    • Shafts, Formicid shafting, the Delver background, and Ignis' Rising Flame are all disabled.
    • The Abyss does not exist, so players can not be banished, while banishing monsters effectively kills them. Abyssal Knights start in the Dungeon.
    • Okawaru's Arena also doesn't exist, so Duel doesn't, either.
    • As it would mess up sprint progression, floor-wide teleportation (of you and monsters) is disabled. Blink is still allowed.
  • To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed.[7]
  • To win, you must return with the Orb of Zot. Runes are not always required; maps can feature zero to all 17 runes (all 4 Lair branches), or even custom runes.
  • Depending on the map, there may be unique items, monsters, and method of scoring.
  • Some mechanics from the vanilla game are reverted:

Trivia

Dungeon Sprint was inspired by the Tomb of Horrors, a Dungeons & Dragons module from the 1970's notorious for being unfairly deadly.

History

  • Sprints themselves don't update too much, but changes of new versions of Crawl will often seep and change the balance of various sprints.
  • Dungeon Sprint was initially invented by Chapayev. It was included as an official part of the downloadable version of Crawl in 0.7, and has had multiple maps added since then.

See Also

References

External Links