Difference between revisions of "Dungeon Sprint"

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(Updated to v17. Noted layout variations. Corrected XP gain (tested manually and checked code, you.experience is increased before sprint_modify_exp(), see: https://github.com/crawl/crawl/blob/0.17.1/crawl-ref/source/player.cc#L2666))
(Added section on differences in Sprint with many references. It still needs to be reworded to blend with the introduction.)
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{{version017}}
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{{version028}}
  
 
'''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.
 
'''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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*[[Arena of Blood]]
 
*[[Arena of Blood]]
 
*[[Linesprint]]
 
*[[Linesprint]]
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==Differences Between Crawl and Sprint==
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The major differences between crawl and sprint are caused by sprint existing of one level densly 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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* 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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*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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*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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*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 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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*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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*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.
  
 
==Trivia==
 
==Trivia==
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*[[Zot Defence]] - Another Crawl variant coded by Chapayev.
 
*[[Zot Defence]] - Another Crawl variant coded by Chapayev.
 
*[[Sprint guide]] - Tips and tricks for beating Sprint.
 
*[[Sprint guide]] - Tips and tricks for beating Sprint.
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==References==
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<references/>
  
 
==External Links==
 
==External Links==

Revision as of 08:30, 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 densly filled with monsters and hazards. Even with that density, the game needs to accelerate your experience[1] and piety[2] gains to cope with the dangers beyond the next door.

  • To keep you from ending up anywhere in the level maze there is no teleportation[3] in sprint. There are no teleportation traps[4], scrolls[5], spells[6], mutations[7], or abilities for characters or monsters or gods.
  • Because there are no other levels, shafts[8] and the ability to shaft onceself[9] do not exist. The abyss does not exist and there is no banishment. Chaos Knights start where every other character start.[10] The delver background does not exist.[11]
  • You begin with bonus items.[12] Monsters drop more gold[13] so you can purchase items from shops.
  • Since there are fewer monsters (but at greater density) you gain experience and piety at 9X the rate. The gods Ru[14] and Ash[15] make their offers at an accelerated rate. There is no zot clock.[16][17]
  • To avoid waking up all monsters, the noise made by shouting is halved and there are no scrolls of noise[18].
  • The overpowered abilities of brothers in arms and greater servant of makhleb are 2.5X more costly to invoke.[19]
  • To win you must return with the orb of zot. However maps can feature zero to 17 runes with some new runes as well.[20] If the abyssal rune exists, it does not give you extra experience.[21] There are also new monsters and items[22] in some maps. See individual maps for details.

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