God, even 2 handed weapons are actually is like dcss upside down. really if you do one thing in this variant, check those chaos magic visuals). Actual chaos branded magic doing indescribable things to your enemies, until it becomes the ultimate cause of deaths you wont even regret? It is there (with great graphics. Staves being more complicated than the entire rest of the itemisation: all yours to enjoy. This variant is not afraid to go to any corner of this game and hit it with hard revamps. Few people i ever seen can come up with so many wacky things in so little time with a lot of the ideas somehow - against all reasonable expectations - working in practice. I always have this picture in my head that Bhauth is the dev with a rapier carefully rounding up and murdering his targets and Bcadren is the one with the executioner's axe hitting a whole lot of things in spectacular ways. Just go and play this gem.Ģ) Bcadren's Bcrawl ( changelog) and github page shorter dungeon and some branches: again less tedium and a bit more difficulty post-lair as well as being a little tighter on exp forcing you to build sharper, all of which are welcome changes Which were totally uninteractive and unfun and the only thing they made you think about is clever ways of murdering devs. It forces you to think about those spots (unless you enjoy dying). Stairdancing been the most nobrainer tactical tool in every crawlers backpack and it could trivialise a vast range of otherwise interesting tactical spots. stairs very rarely randomly teleporting + removal of exploration traps: Most debated feature of the variant but once you understand its effects you realize how smart this is. the most recent classes: Spelunker (a genuine passwall-ninja with a lamp of fire to boost) and Martial Artist (a zealot of the cleverly reworked WJC with a brand new confusing touch that actually makes you want to use shield-less unarmed, for a while at least.) Both of these are just really refreshing and fun to play. bvc going up to tier 6, sls going up to tier 5 auto-id once you have the first rune (really it makes a lot of sense if you think about it) the hell/pandemonium/abyss changes decreasing the tedium and increasing the sharp tactical gameplay in extended (both of which it was badly lacking). And yes a lot of these changes are very simple on the surface but their actual effect on your runs can be more interesting than you think. It is like a bunch of small beneficial changes over mainline crawl that add up to an overall superior gaming experience. And goes on to add a number of new species and backgrounds that are all great independent additions to the core game. It identifies a number of short comings of vanilla (which - make no mistake - is an amazing game in itself) and addresses them in elegant and practical ways. I could try faking some degree of being objective on this one, but im afraid of old acquaintances calling me out for being an undercover-bcrawl-fanboi, so just gonna keep this honest: I think this is hands down the best traditional roguelike game in existence. You can read more about Bloatcrawl2 here or Gooncrawl here and download it from here. I obviously could not write about forks I do not play but that does not mean does are not deserving of player love. You can also play most forks in existance at. Kelbi and CPO host all of them, CUE and CXC host bcrawl (even allow you to play the adventure mode deal with 3 lives for the heretics amongst us who would want such a thing). Ninja edit: I totally forgot to mention that all these are playable on official servers. These are not meant asĬomprehensive feature overviews (i will try to link those though), or in-depth discussion about particular changes (see my tavern thread for that) just more of overall impressions with some random feature highlights. I figured some of you folk might be missing out on all that so i will try to write some brief summaries about the ones i have played recently. Lately a lot of cool things have been happening in various forks of dcss.
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