Difference between revisions of "Dungeon Sprint"

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(Added section on differences in Sprint with many references. It still needs to be reworded to blend with the introduction.)
(massively trim on references; no other article has them. many of them are easy to surmise in-game (ex. Delvers are struck from the selection), others are more logical (Ash/Ru piety))
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==Differences Between Crawl and Sprint==
 
==Differences Between Crawl and Sprint==
The major differences between crawl and sprint are caused by sprint existing of one level densly filled with monsters and hazards.
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The major differences between crawl and sprint are caused by sprint existing of one level densely filled with monsters and hazards.
Even with that density, the game needs to accelerate your experience<ref>{{source ref|0.28.0|player.cc|2482}}</ref> and piety<ref>{{source ref|0.28.0|religion.cc|2809}}</ref> gains to cope with the dangers beyond the next door.
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Even with that density, the game needs to make some changes to cope with the dangers beyond the next door.
* To keep you from ending up anywhere in the level maze there is no [[teleportation]]<ref>{{source ref|0.28.0|player.cc|1075}}</ref> in sprint. There are no teleportation traps<ref>{{source ref|0.28.0|traps.cc|1200}}</ref>, scrolls<ref>{{source ref|0.28.0|makeitem.cc|1381}}</ref>, spells<ref>{{source ref|0.28.0|spl-transloc.cc|820}}</ref>, mutations<ref>{{source ref|0.28.0|mutation.cc|1828}}</ref>, or abilities for characters or monsters or gods.
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*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>.
*Because there are no other levels, shafts<ref>{{source ref|0.28.0|traps.cc|1034}}</ref> and the ability to shaft onceself<ref>{{source ref|0.28.0|ability.cc|3669}}</ref> do not exist. The abyss does not exist and there is no banishment. Chaos Knights start where every other character start.<ref>{{source ref|0.28.0|ng-setup.cc|308}}</ref> The delver background does not exist.<ref>{{source ref|0.28.0|newgame.cc|139}}</ref>
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**Ashenzari and Ru make their offers at an accelerated rate.
*You begin with bonus items.<ref>{{source ref|0.28.0|ng-setup.cc|576}}</ref> Monsters drop more gold<ref>{{source ref|0.28.0|mon-death.cc|407}}</ref> so you can purchase items from shops.
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**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>
*Since there are fewer monsters (but at greater density) you gain experience and piety at 9X the rate. The gods Ru<ref>{{source ref|0.28.0|god-abil.cc|4752}}</ref> and Ash<ref>{{source ref|0.28.0|religion.cc|3803}}</ref> make their offers at an accelerated rate. There is no zot clock.<ref>{{source ref|0.28.0|main.cc|1666}}</ref><ref>{{source ref|0.28.0|timed-effects.cc|1198}}</ref>
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*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]].
*To avoid waking up all monsters, the noise made by shouting is halved and there are no scrolls of noise<ref>{{source ref|0.28.0|makeitem.cc|1381}}</ref>.
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*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]].
*The overpowered abilities of 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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**The [[Abyss]] does not exist, so there is no banishment. Abyssal Knights start in the Dungeon.
*To win you must return with the orb of zot. However maps can feature zero to 17 runes with some new runes as well.<ref>{{source ref|0.28.0|item-name.cc|2133}}</ref> If the abyssal rune exists, it does not give you extra experience.<ref>{{source ref|0.28.0|items.cc|1892}}</ref> There are also new monsters and items<ref>{{source ref|0.28.0|known-items.cc|420}}</ref> in some maps. See individual maps for details.
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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 win, you must return with the [[Orb of Zot]]. However, maps can feature zero to all 17 runes.  
 +
*Depending on the map, there may be unique items and monsters.
 +
*Some changes made to the vanilla game are reverted:
 +
**There is no Zot clock.
 +
**The abyssal rune does not give you extra experience.
  
 
==Trivia==
 
==Trivia==

Revision as of 17:47, 25 March 2022

Version 0.28: 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 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.

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 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.

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

There are currently nine Sprint maps.

Differences Between Crawl and Sprint

The major differences between crawl and sprint are caused by sprint existing of one level densely filled with monsters and hazards. Even with that density, the game needs to make some changes to cope with the dangers beyond the next door.

  • Since the game is much shorter, you gain experience and piety at 9X the rate[1][2]. Monsters drop more gold so you can purchase items from shops[3].
    • 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.[4]
  • 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.
  • 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.
    • The Abyss does not exist, so there is no banishment. Abyssal Knights start in the Dungeon.
  • To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed [5].
  • To win, you must return with the Orb of Zot. However, maps can feature zero to all 17 runes.
  • Depending on the map, there may be unique items and monsters.
  • Some changes made to the vanilla game are reverted:
    • There is no Zot clock.
    • The abyssal rune does not give you extra 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

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