Source: Dungeon Crawl Stone Soup
We were quite surprised when the unexpected announcement for Dungeon Sprint showed up on our mailing list a few days ago! It got installed on CDO early and it was extremely well-received! It sends you off into the dungeon and the big show starts immediately – no waiting, no resting – immediate death or victory [...]
Source: UnNetHack
Have you ever searched for a fountain you knew you encountered some levels ago?
Have you ever forgotten the location of your stashes?
Have you ever taken notes because you feared to not remember how the dungeon looked like if you take a break from playing?
In short, have you ever been lost in the Dungeons of Doom?
As often is the case with NetHack, there’s a patch for that!
Hojita Discordia made the Dungeon Map Overview patch. There’s also a Slash’Em version of this patch, but only against 0.0.7E7F2.
The original discussion of this patch can be found in this thread on RGRN.
There are two new commands:
- #overview (ctrl-o) – displays dungeon map overview
- #annotate (ctrl-n, if using numpad) – names current level
While playing and descending deeper into the dungeon, the dungeon map overview fills up with a description of fountains, altars, stores, temples, sinks, thrones, trees and dungeon branches that are encountered.
This patch is already installed in the current version of UnNetHack on the public server.

Source: Rogue Wombat
So, I actually already keep a blog at http://www.bywombats.com that functions as more of a personal blog and point of interaction with the Drupal community. I wanted a way to segment my roguelike brainstorming and posts, though, and needed an excuse to try out WordPress. Thus the Rogue Wombat was born, an underground haven for me to continue my odd wombat meme and talk about anything rogueish that comes to mind.
One thing you should know about wombats… they’re lazy bloggers. I don’t expect you’ll hear much from me, but over time I do hope to populate these pages with my roguelike reviews, thoughts, and plans for my own elusive roguelike project that can never seem to get off the ground.
Source: Dwarf Fortress Development Log
Military bugs and usability complaints starting tomorrow. Most recently we fixed demons with disconnected lower bodies... burrow deletion... hunter troubles (poor dwarves clubbing with crossbows are pretty good about safety now... hunters always seem to become broken!)... lots of buckets filled with water being scattered around that aren't ever used again because they aren't empty...
Source: GameSetWatch Column @Play
['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre. Check out previous columns for other entries in this series on breakout Roguelike variant Dungeon Crawl Stone Soup.]
One thing new players to Crawl may find dismaying is the sheer size of the dungeon. Rogue, Nethack and ADOM have dungeon levels that fit on a single screen, but Crawl's maps are much larger, many more screens in size both vertically and horizontally. They aren't as large as Angband's, but Angband has transient levels anyway; once you leave a level, it is completely forgotten and cannot be returned to, so in a sense they are disposable.
Dungeon Crawl Stone Soup's levels are big enough that they pose challenges of information management for the player. And if a player has a good enough memory to handle them, or a pad and paper for writing things down, that works well, for a while at least. The game did little to help the player to keep track of it all for a while. In fact, the addition of the Travel Patch marks the root of the Crawl code fork that would become Stone Soup. (The Travel Patch and its role in Stone Soup's origins are detailed in a post at crawl.develz.org.)Since its introduction, Crawl has acquired an amazing array of automated play aids, far beyond the call of duty and unique in the roguelike world.
Continue reading "COLUMN: @Play: Crawlapalooza, Part 4: Travel Functions & Play Aids" »
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