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Over the course of DCSS, the following species had to resign: HD, GE, El, Gn, OM (Hill Dwarf, Grey Elf, Elf, Gnome, Ogre Mage).
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We didn’t use winning rates, or number of games played in order to make a decision.įourth, history. Hill Orcs got additional magical competence. Armour is 2, also Stabbing, Traps & Doors, Evocations). The summary is this: new Minotaurs approached MD in certain areas (e.g. A table of the old and new aptitudes for Mi, HO and old MD is at the end of this text. It might have impact on nearby species, and it certainly did so here. Removing a species does not happen in empty space. MD on the other hand is the archetypical Tolkien-style dwarf, which in my book is a severe demerit. Mi has an ancient mythos behind it (Minos, Crete, the labyrinth) as well as a portal vault in the game. The reasons are less forcing than with HO, but are reasons nonetheless: Mi has a monster equivalent whereas MD has not (the monster dwarves are deep dwarves, akin to deep elves being the monster elves). Choosing between MD and Mi, the lot hit the former. Even if you don’t like the orc god, there is no way we would get rid of HO as a player species. Hill Orcs are sacrosanct by Beogh’s protection. However, it is also not a big change, so when we got the details ready in a session or two, we commenced with the wipeout.įirst, theme.
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This was not urgent that’s why it isn’t announced on the 0.10 development plan or anywhere else. In other words, developers agreed that cutting a species of the three would be an improvement. Part of the player base revolted, so here are some words to explain the inexplicable.įor quite a while it was realised that MD, HO and Mi are too close to each other than is good for well-differentiated variety. Very recently, something happened in the Crawl world. Further discussion on the matter should go the comments, ideally on John’s blog. The arguments brought forward against his ideas could have been mine, or in some cases actually were mine. It is both a pleasure to thank John for his amazing work, and a shame to acknowledge that so much went unused.
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An area where contributions were, and still are, particularly rich is tiles. This has worked very well, ranging over speech, descriptions, maps/vaults, bug fixes and patches for sometimes elaborate new features. Some private closing remarks by me: When we started the Stone Soup fork, one crucial part was to encourage players to become active with the development. Read his message about the response to the article and see a large version of the new splash art here. Not only was John fine with that, he decided to thank everyone by creating a new opening splash screen for the game that will appear in the upcoming release. Alongside examples of art he made for the game, John talks about his experience working on DCSS and offers his suggestions and hopes for the future of tile development.Īfter finding out about his blog entry (via reddit), I contacted him and asked for permission to link it here. Former Dungeon Crawl Stone Soup tile contributor, Poor Yurik (John Attea), posted an article last week about his time working on tile art for DCSS in 2010.
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