You need the 32-bit version of liblua5.2, I don't remember what Debian calls it.
I'm planning on eliminating this dependency, partially for this specific reason.
On non-linux unices you may need a 32-bit gettext as well, Linux distros tend to bundle gettext with libc, but BSDs don't.
If you want to run with tiles* you'll also need 32-bit SDL, sdl_ttf, sdl_img, and SDL sound.
The repo for dda is huge because it's a huge program with a very long development history. In file size it's dominated by tilesets like any game with graphical elements, but the ~250,000 lines of c++ and 500,000+ lines of json defining game entities adds up. The reason the clone takes so long is we're currently sitting at commit number 49,769, and a clone can reproduce any one of those commits.
If you want to build the source but not develop, there are several options better than a git clone.
On the GitHub page there's a link to download a tarball or zip of the source code.
You can do a git "shallow clone" that only retrieves the latest version of the code without retrieving all of the history.
If you keep your clone around and do "git pull" before a build it's much less to download than a full clone.
I haven't done it, but I've heard there's a way to avoid checking out certain files or directories, so you might be able to clone without pulling the tilesets, which would greatly reduce data volume.
*Sounds like you don't want tiles, but I'm answering for someone else who might read this thread.