I for one appreciate the underlying philosophy of the game and the overarching intent for any change: to remove tedium, grinding, trivial optimal play, remove the requirement of spoiling yourself to beat the game - the latter point making it basically the opposite of a game like Nethack.
https://github.com/crawl/crawl/blob/master/crawl-ref/docs/cr...
Typically players get upset because they like the majority of the quality of life changes, and new content, but don't like that something was removed that they can't enjoy in that new version. Community knowledge also deteriorates over time; you can ask questions about recent versions, but antiquated versions require meticulous code diving / commit log scanning to figure things out.
I find ToME has much more unique classes too, doing a lot of interesting things, even if luring monsters into a 1-tile wide corridor is still the safest way most of the time...
If there's one thing where I believe that "if you don't like it, just fork it" is warranted it's this type of game. It's not like it's production-critical for anyone, so there's no deadline and you can take your time. It's a rather minimalist 2D game, no complex game engine knowledge is required. When I looked into the code a few years ago I found it very readable so it's a nice target for customization.
If you feel like modern DCSS doesn't go in the right direction just fork whatever version you preferred and go from there.
My chief lingering complaint with crawl is that the game is too long. Early game is tedious and last I played seriously the midgame tended to drag on. I'd like to see the standard game contracted to twenty-seven levels. Squeeze down Orc, Lair, the Lair branches and so on.
For anyone unfamiliar, 27 is a number ingrained deeply into the game, with some traces very well hidden.
https://www.reddit.com/r/dcss/comments/mvrc1w/did_anyone_of_...
I disagree about the early game though, this is the most exciting part of DCSS, and the hardest.
What aspects do you feel have changed the nature of the game?
I've only played DCSS for a few years and it seems the game now is a bit kinder with newbies but not substancially different.
As I mentioned in the sibling comment, there's a vocal minority in this game loudly complaining about any change. My suggestion is to decide for yourself, play an older version if you prefer, or any of the dozen forks, all available on most public servers.
Off the top of my head, they have recently:
* removed the whole hunger/food system: no need to eat, no need to butcher corpses or collect food, magic doesn't make you hungry.
* removed cursed items: an issue only in the early game, trivially managed by careful identification of unknown scrolls
* removed unremarkable species or monsters
* removed trivial spells such as Deflect Missiles or Regeneration
That doesn't sound fun to me, and don't miss it for one second.
I think I liked it but I'm not sure it helped me master the gameplay (I sometimes felt rushed even when hunger management wasn't obviously an issue).
That being said I want to play Djinn eventually so I'll upgrade when that time comes.
- Eating questionable meat for random powers
- Losing your great items permanently
- Not getting poison resistance and putting off the hive for ages
- Not being able to carry as much as a weak character
- Putting a stash on Hive:2 so monsters can't get your items
- Being a mummy summoner and having a full screen of summons (no hunger requirement)
- Hill orc priests would wander the map gaining converts
A lot of these things became part of the game muscle memory to avoid. They were hilarious and emotional as a new player. They are now obsolete. I have mixed feelings - I always felt enough mitigation existed in the game and I enjoyed learning about it
Weight management - yes, hard to have too much nostalgia for that one
My last win was an Spriggan Venom Mage that could backstab poison resistant enemies with a +11 artefact dagger.