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'''Speed running''' is a type of informal conduct designed to test a player's skill, creativity, resourcefulness, or, perhaps most importantly, luck. There are two types of speedruns: real time (clock time) and turn count. Either way, you try and ascending with the fastest/lowest time possible.
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{{version029}}
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'''Speed running''' is a type of informal conduct designed to test a player's skill, creativity, resourcefulness, or, perhaps most importantly, luck. There are two types of speedruns: real time (clock time) and turn count. Either way, you try and [[Ascension|ascend]] with the fastest/lowest time possible.
  
 
==How Fast is Fast?==
 
==How Fast is Fast?==
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==Real Time==
 
==Real Time==
*[[Deep Dwarf]] [[Fighter]] of [[Makhleb]] is a popular choice, and one that currently holds the [http://crawl.xtahua.com/crawl/morgue/EnegeticOcto/morgue-EnegeticOcto-20201105-111727.txt world record], by EnegeticOcto. Deep Dwarves' heal wounds ability lets you win otherwise [[out of depth]] fights, Fighter gives immediately strong gear and a one time out in a [[potion of might]], and Makhleb makes up for your lack of passive regeneration.
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*Melee is heavily prefered - Spells are just way too thoughtful, and MP runs out too quickly, to really consider. Meanwhile, melee has access to [[Axes]], whose 8-tile [[cleave]] mows down monsters even in the most crowded situations. Traditionally "overpowered" species like [[Minotaur]] and [[Gargoyle]] reign supreme.
**Other melee warriors, such as [[Minotaur]] and [[Gargoyle]], can still be very fast! Melee is always preferred over magic; autofighting is much more reliable if you have the armor and HP to back it up. For these characters, Makhleb is less necessary, but still helpful. You also (almost always) want [[Axes]], as they make crowded situations that much simpler.
 
 
*[[o|Autoexplore]] and [[tab|autofight]] are your friends!
 
*[[o|Autoexplore]] and [[tab|autofight]] are your friends!
 
*You don't have to explore every level; even when autoexploring, it wastes valuable time.
 
*You don't have to explore every level; even when autoexploring, it wastes valuable time.
 
**''Exactly'' how much have to explore is fairly arbitrary - it depends on lots of luck!
 
**''Exactly'' how much have to explore is fairly arbitrary - it depends on lots of luck!
 
**In a similar vein, the [[Orcish Mines]] and even [[Vaults]] are completely optional to clear. You might visit them to get a specific item, or if you are ill-prepared for the challenges ahead.
 
**In a similar vein, the [[Orcish Mines]] and even [[Vaults]] are completely optional to clear. You might visit them to get a specific item, or if you are ill-prepared for the challenges ahead.
*Use [http://crawl.akrasiac.org/docs/macros_guide.txt macros] and [http://crawl.akrasiac.org/docs/options_guide.txt rc file options] in order to automate less useful tasks. For example, you can set emergency items like [[scrolls of blinking]] and [[potions of haste]] to specific keys with either <code>autoinscribe += <item>:@<command><key></code> or <code>item_slot ^= <item>:<letter></code>.
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*Use [http://crawl.akrasiac.org/docs/macros_guide.txt macros] and [http://crawl.akrasiac.org/docs/options_guide.txt rc file options] in order to automate less useful tasks. For example, you can set emergency items like [[scrolls of blinking]] and [[potions of haste]] to specific keys with either <code>item_slot ^= <item>:<letter></code> or <code>autoinscribe += <item>:@<command><key></code>.
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*Don't be afraid of dying (unless this is for a tournament). The best runs were done over and over again, hoping for a good enough RNG to pass through.
 +
 
 +
===Top Runs & Version===
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*[[Deep Dwarf]] [[Fighter]] of [[Makhleb]] of [[0.26]] and earlier is a popular choice, and one that currently holds the [http://crawl.xtahua.com/crawl/morgue/EnegeticOcto/morgue-EnegeticOcto-20201105-111727.txt world record], by EnegeticOcto. It lasted 17:37 and was done on Nov. 5, 2020.
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**Deep Dwarves' stats and heal wounds ability lets you win fights otherwise much too [[out of depth]], Fighter gives immediately strong gear and a one time out in a [[potion of might]], and Makhleb makes up for your lack of passive regeneration. Deep Dwarf was removed in [[0.29]].
 +
**" Turns out d4 [[arga]] into d7 [[Gauntlets of War|gauntlets of war]] is good... who knew :) "
 +
'''Version:'''
 +
*0.27 buffed monster weapon speed & damage (most impactful early), but more importantly, ''halved'' Makhleb's healing rate.
 +
*0.26 was the latest [[trunk]] version at the time, but also removed the marginally annoying [[food]] system.
  
 
==Low Turn Count==
 
==Low Turn Count==
*Like Real Time runs, [[Deep Dwarf | Deep Dwarves]] reign supreme. Instead of wasting hundreds of turns regenerating, your heal wounds ability can solve that instantly. The fast-regenerating [[Vine Stalker]] works, but most melee races will still do fine. [[Jiyva]], if you are lucky enough to find it early, also provides regeneration (even to DD).
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* Health is an incredibly valuable resource; [[wait|resting]] takes up hundreds of turns normally. Try to avoid that as much as possible by exploring, potentially at floors you've skipped, at low health. [[Meteorae]] regenerate rapidly by exploring, and dominate as a result. The fast-regenerating [[Vine Stalker]] is helpful, but most other melee races can still do fine. [[Jiyva]], if you are lucky enough to find it early, greatly boosts regeneration.
**For other species, [[bread swinging]] - or swinging a non-weapon over and over - will cause you to waste more time (regenerating more) for the same amount of turns. Better yet, avoid resting as much as possible by exploring, potentially at floors you've skipped, at low health.
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**For normally regenerating species, [[bread swinging]] - or swinging a non-weapon over and over - will cause you to waste more time (regenerating more) for the same amount of turns.
 
**[[Cheibriados]] lets you explore to the same effect, with a noticeable stat boost and [[LOS]]-wide attack in Slouch. However, its impact matters less for a 3 rune game.  
 
**[[Cheibriados]] lets you explore to the same effect, with a noticeable stat boost and [[LOS]]-wide attack in Slouch. However, its impact matters less for a 3 rune game.  
 
*Careful movement is a must; autoexplore is very inefficient.
 
*Careful movement is a must; autoexplore is very inefficient.
 
**Even when scrounging for resources, it isn't good to travel over half the floor for a few segments of unexplored dungeon.
 
**Even when scrounging for resources, it isn't good to travel over half the floor for a few segments of unexplored dungeon.
 
**Skipping floors is even more important than during real time runs. Floors will always take hundreds of turns to clear.
 
**Skipping floors is even more important than during real time runs. Floors will always take hundreds of turns to clear.
**The [[Delver]] class allows you find an altar quickly, and even skip the first 4 floors entirely (at least, until the [[orb run]]). Deep Dwarf has the combat prowess to do so. Other combos can dive down to D:4, killing enemies along the way.
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* Try to avoid backtracking. The best runs should try and go from the Lair immediately to the rune branches, with all the skill/items that requires.
*The current [https://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20220331-131952.txt world record run], done by Sapher on Mar. 31 2022, was a Deep Dwarf Delver. It lasted 5246 turns.
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**The [[Delver]] class allows you find an altar quickly, and even skip the first 4 floors entirely - at least, until the [[orb run]]. However, it's very unreliable, especially without the power of [[Deep Dwarf]].
**Similar to other two best turn count games, this Dwarf worshipped [[Okawaru]]. Okawaru's Heroism is effective for boosting both offence and defence, and Finesse further helps underlevelled characters beat tough fights. Because your level will be naturally low, Oka will find lots more honor in your kills (and grant piety accordingly).
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**Another reason to pick Okawaru is weapon, armour, and ammunition gifts. Unlike Sapher's previous [https://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20210612-102449.txt world record], this character relied heavily on [[boomerang]]s and [[javelin]]s, especially in the second half of the game.
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===Top Runs & Version===
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*The current [https://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20230311-174230.txt world record run], done in 0.29.1 by Sapher on March 11 2023, was a [[Meteoran]] [[Earth Elementalist]]. Sapher won in 4603 turns, improving the [https://cbro.berotato.org/morgue/FizzleBangTC/morgue-FizzleBangTC-20230215-062950.txt previous world record] by 239 turns.
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**[[Meteoran]] is a species that focuses on turn count, due to its ultra-fast explore regeneration of HP and MP and, also, amazing stats and aptitudes.
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**[[Cheibriados]] was used for boosting the stats and for Slouch/Step from Time abilities.
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**Unlike the previous world record, this run had only 33 casts of [[Simulacrum]]. Sapher didn't use allies much and relied on [[Storm Form]] and [[Manifold Assault]] for dealing damage instead.
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**Extensive use of [[Passwall]] and [[Passage of Golubria]] allowed to shave the number of turns even further.
  
 
==Rune Strategy==
 
==Rune Strategy==
 
*The Slimy rune is often the most reliable 3rd rune. Even low level players can tackle [[The Royal Jelly]] with items like [[throwing net]]s, [[javelin]]s, and/or a [[scroll of immolation]]. See [[TRJ]]'s page for more details.
 
*The Slimy rune is often the most reliable 3rd rune. Even low level players can tackle [[The Royal Jelly]] with items like [[throwing net]]s, [[javelin]]s, and/or a [[scroll of immolation]]. See [[TRJ]]'s page for more details.
*The Abyssal rune is convienent if you happen to get [[banish]]ed. Forceful banishment (including from [[distortion]]) also plunges you deeper into the Abyss. If you've preserved a few [[scrolls of blinking]], grabbing the rune should be possible. Finding the rune itself is a measure of luck, but its potential speed might make it even faster than Slime.
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*The Abyssal rune is convenient if you happen to get [[banish]]ed. Forceful banishment (including from [[distortion]]) also plunges you deeper into the Abyss. If you've preserved a few [[scrolls of blinking]], grabbing the rune should be possible. Finding the rune itself is a measure of luck, but its potential speed might make it even faster than Slime.
*Most of the time, the Silver (Vaults) rune is inefficent. Not only do you have to go through all 5 floors of a fairly large branch, but even if you cleared Vaults:1-4, V:5 isn't easy to skip. [[Vault warden]]s might lock out the stairs above, while fake runes serve to deter ninjas even more.
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*Most of the time, the Silver (Vaults) rune is inefficient. Not only do you have to go through all 5 floors of a fairly large branch, but even if you cleared Vaults:1-4, V:5 isn't easy to skip. [[Vault warden]]s might lock out the stairs above, while fake runes serve to deter ninjas even more.
  
 
==See Also==
 
==See Also==
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*Top Runs:
 
*Top Runs:
 
**[https://www.youtube.com/watch?v=3X0y6V2Iemg Video of current Time WR]
 
**[https://www.youtube.com/watch?v=3X0y6V2Iemg Video of current Time WR]
**[https://www.youtube.com/watch?v=EpNFG42ZSd0 Replay of current Turn Count WR]
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**[https://www.youtube.com/watch?v=EpNFG42ZSd0 Replay of a former Turn Count WR (DDDe)]
 
*Commentary:
 
*Commentary:
**[https://www.youtube.com/watch?v=vcPRtaH7EJ0 Video commentary of former WR run (turn count)]
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**[https://www.youtube.com/watch?v=vcPRtaH7EJ0 Video commentary of another former WR run (DDDe, turn count)]
  
 
==History==
 
==History==
{{version028}}
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*[[0.29]] Removed [[Deep Dwarf]], added turn-count focused [[Meteoran]]. [[Ranged weapon]]s reworked and no longer need [[ammo]]. [[Abyss]]' rune location now sensed instead of being pure RNG. [[Lair]] shortened a floor. Introduction of [[attacks of opportunity]] as well as background/consumable drop buffs and a few new items.
*[[0.29]]-[[trunk]] Removed [[Deep Dwarf]], who didn't have (need) natural regen, in favor of a strong Heal Wounds. Added turn-count focused [[Meteoran]]. Ranged weapons reworked and no longer need ammo.
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*[[0.28]] Reworked [[Jiyva]] gives regeneration, even to DD. Spider reworked. The Depths shortened by a floor. Fixed quiver bug.
*[[0.28]] Reworked [[Jiyva]] gives regeneration (even to DD). Spider becomes harder. Fixed quiver bug.
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*[[0.27]] [[Makhleb]] healing dramatically nerfed, impacting the heavily reliant Deep Dwarf. Equipment now autoidentified, [[curse]]s and negative gear removed. Weapon-wielding monsters don't attack slower anymore. Throwing ammunition reduced in quantity.
*[[0.27]] [[Makhleb]] healing dramatically nerfed, impacting the heavily reliant Deep Dwarf. Equipment now autoidentfied.
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*[[0.26]] Tedious [[food]] system removed. Addition of [[Delver]], which skips the first 5 floors of the Dungeon. New [[quiver]] introduces bug where a quivered god ability can be used even if you switch gods (say, to [[Uskayaw]]). Swamp reworked. Removal of [[Sticks to Snakes]] (and [[scroll of immolation|immolation]] "snakebombing"), [[Summon Butterflies]]. [[Scrolls of blinking]] usable as an escape while in [[Zot]]/[[orb run]].
*[[0.26]] [[Food]] system removed. New [[quiver]] introduces bug where a quivered god ability can be used even if you switch gods (say, to [[Uskayaw]]).
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*[[0.25]] All [[summon]]s can be [[scroll of immolation|immolated]]. Removal of (most) dangerous [[amulet]]s.
*[[0.21]] [[Borgnjor's Vile Clutch]] introduced; in this version only, was stronger and available to [[Necromancer]]s.
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*[[0.24]] [[Throwing]] rework gives [[javelin]]s piercing and [[boomerang]]s returning, further buffed with the [[silver]] brand.
 +
*[[0.21]] [[Borgnjor's Vile Clutch]] introduced; in this version only, was stronger and available to the [[Necromancer]] start.
 +
*[[0.19]] [[Lair]] shortened 2 floors, [[Slime Pits]] shortened by 1.
 
*[[0.12]] introduced [[cleaving]] to all Axes.
 
*[[0.12]] introduced [[cleaving]] to all Axes.
 
*Autoexplore was conceptualized in the roots of ''Stone Soup'', while [[0.6]] introduced autofight.
 
*Autoexplore was conceptualized in the roots of ''Stone Soup'', while [[0.6]] introduced autofight.
  
 
[[Category:Strategy_Guides]]
 
[[Category:Strategy_Guides]]

Latest revision as of 05:38, 1 May 2023

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

Speed running is a type of informal conduct designed to test a player's skill, creativity, resourcefulness, or, perhaps most importantly, luck. There are two types of speedruns: real time (clock time) and turn count. Either way, you try and ascend with the fastest/lowest time possible.

How Fast is Fast?

Ascensions are typically completed in 60,000 to 160,000 turns and can take a few hours to days depending on the play style. A speed run in real time will aim for less than 3 hours of play time. Turn count speed runs are typically below 30,000 turns. This, of course, is where you obtain only 3 runes.

Real Time

  • Melee is heavily prefered - Spells are just way too thoughtful, and MP runs out too quickly, to really consider. Meanwhile, melee has access to Axes, whose 8-tile cleave mows down monsters even in the most crowded situations. Traditionally "overpowered" species like Minotaur and Gargoyle reign supreme.
  • Autoexplore and autofight are your friends!
  • You don't have to explore every level; even when autoexploring, it wastes valuable time.
    • Exactly how much have to explore is fairly arbitrary - it depends on lots of luck!
    • In a similar vein, the Orcish Mines and even Vaults are completely optional to clear. You might visit them to get a specific item, or if you are ill-prepared for the challenges ahead.
  • Use macros and rc file options in order to automate less useful tasks. For example, you can set emergency items like scrolls of blinking and potions of haste to specific keys with either item_slot ^= <item>:<letter> or autoinscribe += <item>:@<command><key>.
  • Don't be afraid of dying (unless this is for a tournament). The best runs were done over and over again, hoping for a good enough RNG to pass through.

Top Runs & Version

  • Deep Dwarf Fighter of Makhleb of 0.26 and earlier is a popular choice, and one that currently holds the world record, by EnegeticOcto. It lasted 17:37 and was done on Nov. 5, 2020.
    • Deep Dwarves' stats and heal wounds ability lets you win fights otherwise much too out of depth, Fighter gives immediately strong gear and a one time out in a potion of might, and Makhleb makes up for your lack of passive regeneration. Deep Dwarf was removed in 0.29.
    • " Turns out d4 arga into d7 gauntlets of war is good... who knew :) "

Version:

  • 0.27 buffed monster weapon speed & damage (most impactful early), but more importantly, halved Makhleb's healing rate.
  • 0.26 was the latest trunk version at the time, but also removed the marginally annoying food system.

Low Turn Count

  • Health is an incredibly valuable resource; resting takes up hundreds of turns normally. Try to avoid that as much as possible by exploring, potentially at floors you've skipped, at low health. Meteorae regenerate rapidly by exploring, and dominate as a result. The fast-regenerating Vine Stalker is helpful, but most other melee races can still do fine. Jiyva, if you are lucky enough to find it early, greatly boosts regeneration.
    • For normally regenerating species, bread swinging - or swinging a non-weapon over and over - will cause you to waste more time (regenerating more) for the same amount of turns.
    • Cheibriados lets you explore to the same effect, with a noticeable stat boost and LOS-wide attack in Slouch. However, its impact matters less for a 3 rune game.
  • Careful movement is a must; autoexplore is very inefficient.
    • Even when scrounging for resources, it isn't good to travel over half the floor for a few segments of unexplored dungeon.
    • Skipping floors is even more important than during real time runs. Floors will always take hundreds of turns to clear.
  • Try to avoid backtracking. The best runs should try and go from the Lair immediately to the rune branches, with all the skill/items that requires.
    • The Delver class allows you find an altar quickly, and even skip the first 4 floors entirely - at least, until the orb run. However, it's very unreliable, especially without the power of Deep Dwarf.

Top Runs & Version

Rune Strategy

  • The Slimy rune is often the most reliable 3rd rune. Even low level players can tackle The Royal Jelly with items like throwing nets, javelins, and/or a scroll of immolation. See TRJ's page for more details.
  • The Abyssal rune is convenient if you happen to get banished. Forceful banishment (including from distortion) also plunges you deeper into the Abyss. If you've preserved a few scrolls of blinking, grabbing the rune should be possible. Finding the rune itself is a measure of luck, but its potential speed might make it even faster than Slime.
  • Most of the time, the Silver (Vaults) rune is inefficient. Not only do you have to go through all 5 floors of a fairly large branch, but even if you cleared Vaults:1-4, V:5 isn't easy to skip. Vault wardens might lock out the stairs above, while fake runes serve to deter ninjas even more.

See Also

History