
This is a buff of sorts, but one that doesn't matter for any practical Remove linearity breakpoint for raw fail rate +Speeds the actions of a targeted creature. Speeds the actions of a targeted creature. +++ -642,8 +642,7 Speeds the actions of a nearby ally. a/crawl-ref/source/dat/descript/spells.txt Player anyway, but this should reduce confusion just in case).Ĭrawl-ref/source/dat/descript/spells.txt | 3 +-ġ file changed, 1 insertion(+), 2 deletions(-)ĭiff -git a/crawl-ref/source/dat/descript/spells.txt b/crawl-ref/source/dat/descript/spells.txt Removes the reference to contaminating the player from the Haste spellĭescription (it should be impossible for a monster to cast Haste on the Range rather than trying to find a spot that affects multiple monsters If set to true, disables smart targeting for explosion and bouncingīolt spells, making them automatically target the closest monster in To the letter 'y', which can result in accidentally answering List the default for simple_targeting in the options guide (crate)ġ file changed, 1 insertion(+), 1 deletion(-)ĭiff -git a/crawl-ref/docs/options_guide.txt b/crawl-ref/docs/options_guide.txt A typical character following a standard rune order will still be in danger in the rune branches and (in a three rune game) face significant danger in Zot.Via 7b9e4fe4d4c1d14762c0ad8d155eabf0aead7c65 (commit)įrom a70dcae18a5404d8713961ec0b7df075c9c3b77b (commit)Ĭommit 7b9e4fe4d4c1d14762c0ad8d155eabf0aead7c65 On the other hand, it's not a "god mode" fork.

Hunger is a non-issue and mutations are less of an issue than they are in vanilla. The orb run is shorter without any extra danger to compensate. There's less to slog through and less time to get bored and sloppy. This is to give squishy characters a reasonable start. Real amulets of faith stack with that effect.ĭ:1 is no longer any more dangerous than in vanilla. Piety is accelerated by treating all characters as if they're wearing a "super amulet of faith", essentially. This prevents the XP gains from going completely out of control near the end of the game. Monsters are treated as if their HD are larger than they really are, but still maxing out at 30 HD (like an OOF). The XP and piety acceleration is reworked a little. Non-intrinsic mutations are always temporary (not so much to shorten the game, but because I think it's a tedious mechanic that boils down to "save your !mutations, check for a really bad mutation after fighting each OOF, quaff !mutation until it goes away.".There is no hunger, no ID game, and no cursed items (as in Hellcrawl).

While I was at it, I made a few other changes to shorten the game even more than it was shortened already: I came back to DCSS after a hiatus of a few years to try out 0.25 for the tournament, and I figured it would be good to rebase the Quick Crawl fork to the latest release.

Quick Crawl is my fork of DCSS that drastically shortens the game (previous threads here and here).
DUNGEON CRAWL WIZARD MODE REMOVE MUTATION ARCHIVE

Video reviews/plays of "roguelikelikes" will be removed.
