Difference between revisions of "Dungeon Sprint"
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==Differences from Crawl== | ==Differences from Crawl== | ||
Dungeon Sprint features only one one level, densely filled with monsters and hazards. As a result, it has many mechanical differences from vanilla Crawl. | Dungeon Sprint features only one one level, 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 | + | *Since the game is much shorter, you gain experience at 9* the rate.<ref>{{source ref|0.28.0|player.cc|2482}}</ref> Monsters drop more gold so you can purchase items from shops.<ref>{{source ref|0.28.0|mon-death.cc|407}}</ref> |
+ | *You gain 9* the piety from killing, and 27* the piety from exploration.<ref>{{source ref|0.28.0|religion.cc|2809}}</ref><ref>{{source ref|0.28.0|sprint.cc|17}}</ref> | ||
+ | **Okawaru and Uskayaw do not get a piety boost. | ||
**Ashenzari and Ru make their offers at an accelerated rate. | **Ashenzari and Ru make their offers at an accelerated rate. | ||
**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> | **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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*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> | *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> | ||
*To win, you must return with the [[Orb of Zot]]. [[Rune]]s are not always required; maps can feature zero to all 17 (all 4 [[Lair]] branches) runes. | *To win, you must return with the [[Orb of Zot]]. [[Rune]]s are not always required; maps can feature zero to all 17 (all 4 [[Lair]] branches) runes. | ||
− | *Depending on the map, there may be unique items and | + | *Depending on the map, there may be unique items, monsters, and method of [[score|scoring]]. |
*Some mechanics from the vanilla game are reverted: | *Some mechanics from the vanilla game are reverted: | ||
**There are no [[Trap#Exploration Traps (Sourceless Malevolence)|exploration traps]]. | **There are no [[Trap#Exploration Traps (Sourceless Malevolence)|exploration traps]]. |
Revision as of 06:23, 18 April 2022
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. In order to compensate, there are many mechanic changes compared to a regular game of Crawl.
Contents
Maps
There are currently nine Sprint maps:
- Red Sonja
- The Violet Keep of Menkaure
- The Ten Rune Challenge
- Fedhas' Mad Dash
- Ziggurat Sprint
- Thunderdome
- The Pits
- Arena of Blood
- Linesprint (|||||||||||||||)
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[1] available.
Differences from Crawl
Dungeon Sprint features only one one level, 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 at 9* the rate.[2] Monsters drop more gold so you can purchase items from shops.[3]
- You gain 9* the piety from killing, and 27* the piety from exploration.[4][5]
- Okawaru and Uskayaw do not get a piety boost.
- Ashenzari and Ru make their offers at an accelerated rate.
- Brothers in Arms and Greater Servant of Makhleb are 2.5X more costly to invoke.[6]
- There is only one floor:
- Shafts, Formicid shafting, and Ignis' Rising Flame are all disabled. You also can not start as a Delver.
- The Abyss does not exist, so there is no banishment. 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 (all 4 Lair branches) runes.
- Depending on the map, there may be unique items, monsters, and method of scoring.
- Some mechanics from the vanilla game are reverted:
- There are no exploration traps.
- There is no Zot clock.
- The Abyssal rune does not give you experience.
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
- Zot Defence - Another Crawl variant coded by Chapayev.
- Sprint guide - Tips and tricks for beating Sprint.
References
- ↑ https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/syntax.txt
- ↑ player.cc:2482 (0.28.0)
- ↑ mon-death.cc:407 (0.28.0)
- ↑ religion.cc:2809 (0.28.0)
- ↑ sprint.cc:17 (0.28.0)
- ↑ ability.cc:3433 (0.28.0)
- ↑ makeitem.cc:1381 (0.28.0)