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Dungeon crawl stone soup classes
Dungeon crawl stone soup classes













I hear this isn't the case for some builds in the extended end game, but its tough to get to that point. In Crawl, you never actually reach that point. At some point in Nethack, you get pretty survivable, and nothings going to harm you unless you do something dumb (like dropping Mjolnir on the water plane.). I've only played Nethack extensively otherwise, so I'll compare it to that game. There are two things I enjoy about Stone Soup. Obviously there are other features, as well, but those are a few of the most important ones that really helped hook me into DCSS. And if there is a particularly deadly mob that is threatening you, or an area you want to avoid, you can go to the map and set exclusion zones which you will then avoid while auto-moving, keeping you relatively safe and on the path you desire.

dungeon crawl stone soup classes

You will also stop when you discover interesting things or items and be informed of this, and certain important kinds of items that you almost always will want (potions, gold, rings, etc.) will be automatically picked up. Automated movement also avoids traps and dangerous areas, assuming you know where the trap is, if you don't, you might run into it just as you might have if you were manually exploring. If you discover a mob, automated movement stops and you take control again, that way you don't get screwed. With all this automated movement going on, what happens when you run into mobs? Or there are points of interest, items, or traps? Well, there's a system to work with all of this. Saves a lot of time and keeps things from getting too boring by doing a lot of senseless walking. Viola, no need to manually run around and waste time trying to get back to where you need to go, even if it's numerous dungeon levels back up. This way if you need to get somewhere specific, say you need to backtrack, you can go to your map and select where you want to auto-travel.

dungeon crawl stone soup classes

This solves the problem of "how do I keep track of all this expanded territory?" Now the other really nice feature ties this to the first point: you can set automated paths for travel via the map. There are not as many Dungeon Levels (straight down) as there are in NetHack, but there is a greater variety of dungeon branches and other areas (not all of which you need to go through to finish the game, and some of which you won't see in a given playthrough).

dungeon crawl stone soup classes

The levels can take up quite a large area, are pretty randomized, and although I am not 100% sure, there is a greater variety of level designs/templates. The levels in DCSS are massive in comparison. And sure, NetHack has randomized levels, but the levels are contained within the game window. And with that much more ground to cover, running back and forth gets a bit boring, especially after clearing everything. This also supports the above point with larger levels, there is more ground to cover, and with more ground to cover, you don't need to manually run through all of it. Levels are much larger, and much more random. Though you may think, why is this even necessary? Well that brings me to my next point. This cuts out a lot of the boring time walking around and finding nothing. Hit o, and you start exploring around the levels automatically, searching places you've missed or have yet to be on the level. It does a lot right, improving upon great ideas with more great ideas, and changing a few things along the way.Īuto-explore feature. It is a more classical style, very classy and oldschool, and great humor hidden in there.ĭCSS is a more modern take on the roguelike. NetHack is in a slightly different, and older model of roguelike.

dungeon crawl stone soup classes

DoomRL being one of the other few ones I could get behind. I enjoy NetHack, but haven't had too many other roguelikes under my belt as that I couldn't get into them.















Dungeon crawl stone soup classes