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Archived from groups: rec.games.roguelike.misc (More info?)
Actually, not "yet another," but the first challenge game ever, I think.
Who needs challenge games in Crawl, which is enough of a challenge in
itself already? Heck if I know, but challenge games can be fun in that
they can explore aspects of a roguelike that otherwise are
little-noticed, and can make it "a different game."
"Iron Man" is an old classic from ADOMland, where it takes place in that
game's only Angband-like dungeon. Crawl Ironman will be necessarily a
little different.
Rules:
------
1. Only main-dungeon down staircases can be taken until you reach D:27.
Only up staircases can be taken after you reach D:27.
2. Once the first relevant main-dungeon staircase on a level enters your
main-map view, only moves that decrease the distance to the staircase or
keep it the same are legal. Once you're standing on it, you have to
either rest or go down. If you are involuntarily teleported away from
the stairs, you must take the next staircase to enter your main view
(which may be the original staircase).
3. Until you reach D:27, your Iron Man Rating is the deepest level you
reach. If you reach the bottom, your rating starts increasing for each
level upwards you reach. Thus the highest possible rating is 53 (27 + 26).
4. Deliberately taking actions with a reasonable chance of taking you
off the current dungeon level are not allowed (examples: Portal,
Banishment, fishing for banishment via distortion, Zot, cards, miscasts,
or monsters' banishment attacks).
5. Have fun.
Musings:
--------
- Combos that aren't too dependent on found equipment have an advantage.
This is good for natural monks and characters with nasty equipment
restrictions (spriggans, ogres, etc.).
- Combos that don't need to take a god have an advantage in that you
can't enter the Temple. This is good for demigods, berserkers, priests,
paladins, chaos knights, and Y death knights.
- Combos that have less than usual to gain from slow diving have an
advantage. This is good for all religious characters whose god's piety
decreases with time (most relevantly berserkers, M chaos knights, Y
death knights).
- Magic mapping helps, since only stairs on the main map count (though
if you see it past an obstacle on the main map due to magic mapping, you
still "have to go there"). This is good for gnomes.
Erik
Actually, not "yet another," but the first challenge game ever, I think.
Who needs challenge games in Crawl, which is enough of a challenge in
itself already? Heck if I know, but challenge games can be fun in that
they can explore aspects of a roguelike that otherwise are
little-noticed, and can make it "a different game."
"Iron Man" is an old classic from ADOMland, where it takes place in that
game's only Angband-like dungeon. Crawl Ironman will be necessarily a
little different.
Rules:
------
1. Only main-dungeon down staircases can be taken until you reach D:27.
Only up staircases can be taken after you reach D:27.
2. Once the first relevant main-dungeon staircase on a level enters your
main-map view, only moves that decrease the distance to the staircase or
keep it the same are legal. Once you're standing on it, you have to
either rest or go down. If you are involuntarily teleported away from
the stairs, you must take the next staircase to enter your main view
(which may be the original staircase).
3. Until you reach D:27, your Iron Man Rating is the deepest level you
reach. If you reach the bottom, your rating starts increasing for each
level upwards you reach. Thus the highest possible rating is 53 (27 + 26).
4. Deliberately taking actions with a reasonable chance of taking you
off the current dungeon level are not allowed (examples: Portal,
Banishment, fishing for banishment via distortion, Zot, cards, miscasts,
or monsters' banishment attacks).
5. Have fun.
Musings:
--------
- Combos that aren't too dependent on found equipment have an advantage.
This is good for natural monks and characters with nasty equipment
restrictions (spriggans, ogres, etc.).
- Combos that don't need to take a god have an advantage in that you
can't enter the Temple. This is good for demigods, berserkers, priests,
paladins, chaos knights, and Y death knights.
- Combos that have less than usual to gain from slow diving have an
advantage. This is good for all religious characters whose god's piety
decreases with time (most relevantly berserkers, M chaos knights, Y
death knights).
- Magic mapping helps, since only stairs on the main map count (though
if you see it past an obstacle on the main map due to magic mapping, you
still "have to go there"). This is good for gnomes.
Erik