Difference between revisions of "Dungeon Sprint"

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==History==
 
==History==
*Sprints themselves don't update too much, but new versions of Crawl bring new changes.
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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.
 
*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.
 
*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.
  

Revision as of 18:32, 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, 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.

Maps

There are currently nine Sprint maps:

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 available.

Differences Between Crawl and Sprint

Dungeon Sprit 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 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 one 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. Rune are not required; 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 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

References

External Links