Monsters are almost always "fair" although sometimes out of depth. (IMO this is one of the hardest hurdle to DCSS) Dungeon levels are smaller but can still be tedious especially in branch endpoints. There's a lot of depth here, but it can be overwhelming at the beginning. Character development is a combination of gear, xp levels, and user chosen proficiencies. Autoexplore exists (along with tab fighting), but if you watch the really good players they don't use it, because they want to control the explored area and manage escapes. It's very easy for newer players to die repeatedly because they get themselves in bad places. Survival depends on planning escapes and running long before stuff gets bad. Expectation is to "clear" every floor before proceeding to the next, except for maybe some tough monsters left for later. ![]() Races (and god choices) make the main gameplay differences Procedure through dungeon is forced (mainly by XP). Monsters may be "unfair" and you are expected to detect and avoid those.ĭCSS: Classes are distinguished only at the beginning. Lots of isolating monsters and teleporting them away. Character development is mainly through levels in the early game and by gear/consumables (stat potions) in the mid/end game Dungeon levels are large, vaults are huge with tons of monsters and can be time consuming. Autoexplore would be often likely to end in character death. Levels can be regenerated infinitely so grinding is optional (this is a key gameplay difference) Survival depends on knowing what dangers are around you and managing escapes (especially instant escapes which are reasonably plentiful) Because knowledge is so important, autoexplore does not and probably will never exist. The style of the games are very different, and depending on your friends preferences they might prefer one over the other.Īngband: Classes play very differently, races not so important Proceed through dungeon at own speed. Being heavily into obscure computer games isn't common among people I know, so it's nice to have a big online community to draw on for advice and sympathy. One final thing: DCSS has a lot of players, so the subreddit here and on the Tavern are full of activity. It's hard to tell which one a person will end up acquiring a taste for. Roguelikes are hard, inscrutable, acquired-taste games. I also had short dalliances with TOME4 and DoomRL and Brogue, but they never hooked me like DCSS. In the process of trying out other roguelikes, something about DCSS called me back in and I got addicted to the well-considered complexity of it. The first time I played Dungeon Crawl I was like "all you do is fight monsters in a dungeon? This is sooooo boring" (also I died several times during the tutorial). Your friend can just download and try them out. If you want less polish and more options, there are tons of forks now. I've played most other roguelikes and haven't found anything that comes close to the level of depth and polish Dungeon Crawl has. This allows easier sharing of changes between variants.I've played DCSS on and off for ten years so I don't have an objective opinion. It is considered good practice to retain this statement for derivatives, rather than (e.g.) redistributing Adam Bolt’s tiles under the GPL, or choosing to make a variant which is only under one of the Angband or GPL licences. ![]() The font files are all by Leon Marrick and/or Sheldon Simms III and/or Nick McConnell, all of whom have agreed to their Angband work being released under the GPL. The sounds are licenced under the Creative Commons Attribution-NonCommercial-Sharealike licence. To use them in commercial games, a non-exclusive licence must be acquired from the author.Ĭurrently some of the tiles in the 64圆4.png tilesheet were resized from tiles made by David Gervais for the 32x32 set. Non-commercial games or projects may be granted permission to use them, and if so, use will be allowed as long as the game or project remains non-commercial. If you want to use and distribute the tileset with other games or projects, you must obtain explicit permission from the author. Use or distribute the tileset with other games or projects. Incorporate tiles designed for ToME that do not appear in the Angband tileset. Modify the tileset without the author’s permission. Incorporate tiles designed by the author for variants of Angband and use and distribute them with Angband under the terms above Use the tileset with in-development and released versions of Angbandĭistribute and make copies of the tileset with in-development and released versions of Angband, as long as no fee is charged for it It can be found in the file lib/tiles/shockbolt/64圆4.png. The Shockbolt Angband 64圆4/128圆4 tileset is copyright (C) Raymond Gaustadnes 2012.
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