Author Topic: Dungeon Crawl: Stone Soup (now at v0.21 "Gnoll Country for Old Jian")  (Read 19716 times)

getter77

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http://crawl.develz.org/wordpress/

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Dungeon Crawl Stone Soup 0.11: “Arachnophobia” has been released! We proudly present the new Spider Nest branch. It is five levels deep, contains the gossamer rune of Zot, joins the Lair branch roulette, and is filled to the brim with spiders. And they are scary indeed: large groups of fast hard-hitting enemies in a fairly open layout that is riddled with webs. The melee spiders are backed up by slow but powerful orb spiders that try to keep their distance while weaving orbs of destruction. Almost all spiders were rebalanced to fit into a Lair branch, so they are generally much more powerful than before.

You can get 0.11 at our Downloads page, or see the How to play Online page for a list of available servers. There will be an official tournament to celebrate this release, but we’re waiting for the new CAO server before setting a date. As soon as more information is available a new announcement will be made.

One change that may cause problems for upgrading users, especially online players, is a slight change in the way the options file works: the default options file now consists only of commented out lines. If you modified your config and are reusing it for 0.11, which is done by default on the servers, you should comment out or delete all lines that you did not change from the default. This will ensure that you are not using any default values from older versions. You may also need to update your config to use the new syntax for various list options (such as message colours or travel stoppers), by ensuring you use “option += value” to append to the list instead of “option = value” (as in the future this will replace the list entirely instead of appending to it). Using the old syntax will cause an ingame message to be displayed, to remind players that the options format has changed. See the List Options section of the options guide for full details.

Some of 0.11′s major changes include:

    Places: With the addition of the Spider Nest, the Lair will now contain one of Swamp/Shoals and one of Snake/Spider. The Swamp has an improved layout with more compact levels. The Elven Halls are shortened to three floors. As always, there are many new vaults, including new branch endings and full-level vaults. The frequency of vaults has also been slightly increased. Upon escaping from the Abyss, you now land back where you came from, but with a few turns’ banishment immunity. A new Sprint map has been added: Ziggurat Sprint by st squeezes an entire Ziggurat into one floor, and contains appropriately ridiculous amounts of loot and monsters.
    Monsters: Fannar, an elven ice mage, and Arachne, a poisonous half-spider, join the ranks of Crawl’s unique monsters. The omniresistant Hell Sentinels replace Pit Fiends. Boulder beetles can now curl up and roll at you for heavy damage. Mimics can now constrict their foes, although early mimics are much weaker: their constriction does no damage, and they don’t resist elemental attacks. Monster constriction formulae have been changed to make it much easier to escape, but blink counts as two escape attempts now instead of always letting you get out. Equipment-using monsters can now wear rings and amulets and benefit from most of their effects.
    Items: Ammo enchantment has been removed, which greatly simplifies inventory management for those who use ranged weaponry. Weapon skill now fills the role of ammo enchantment, instead. You can now abort changing your armour instead of slowly getting nibbled to death by a rat while putting on your shiny new crystal plate armour. Most fixed artefacts now start out identified. Weapons are identified by having a certain amount of the corresponding skill instead of by whacking plants with them. Rods of smiting are replaced with lightning rods that let you shoot cones of lightning. You can adjust the width of the cone to either do heavy damage to single targets or quickly clear out hordes of popcorn.
    Gods: Okawaru now gives almost no piety for killing and sacrificing weak enemies, but gives much more for winning difficult fights. Nemelex worshippers can now earn the ability to use the top four cards in a deck at once, replacing the old “Mark Four” ability. Nemelex also gifts fewer decks of summoning, and various cards have been adjusted. Kikubaaqudgha gifts randomised necromancy spellbooks instead of the fixed ones. Xom now usually times his pranks to coincide with interesting situations.
    Interface: Several new options were added, including automatically dropping old chunks when burdened, and sacrificing corpses before autoexploring. The spell targeting interface has been greatly improved, showing the affected area for AoE spells and beam paths for bouncing lightning bolts. The ‘\’ known items menu lets you adjust your autopickup options while you play. The HUD now displays current gold and game time, so you can see in brackets how long your last action took. Local versions now include a scrollable highscore list that lets you easily open the morgue files of your most successful dead or victorious characters.
    Tiles: As always there are many beautiful new tiles for the dungeon, its inhabitants, and many items. These include special tall tiles for the unique lords of Pandemonium and the Hells, and a huge amount of new weapon tiles, including tiles for the different racial weapon variations.

There are a lot more changes, and as always the changelog lists all major ones. Many thanks to galefury for writing most of this post, and to all the contributors to Stone Soup. Have fun playing DCSS 0.11! Beware of the spiders!
« Last Edit: January 06, 2018, 01:25:36 PM by getter77 »
Brian Emre Jeffears
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Re: Dungeon Crawl: Stone Soup (now at v0.12 "High Vaultage")
« Reply #1 on: May 03, 2013, 04:21:46 PM »
v0.12
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We are proud to announce the release of Dungeon Crawl Stone Soup 0.12: “High Vaultage”! This latest version contains many new and overhauled features, including revamped Vaults and Abyss branches, a new weapon effect for axes allowing them to cleave through multiple enemies at once, and much more!

Head over to the Downloads page to get 0.12, or see the How to play Online page for a list of available servers.

There will be a tournament from May 11-27 to celebrate the release. All 0.12 games played on one of the online servers (CAO, CDO or CSZO) will count for scoring. See the 0.12 tournament website for the rules and start forming clans!

Some of 0.12′s highlights include:

    Places: The Vaults branch is now 5 levels deep, with a revamped layout and new guardians. The Abyss consists of 5 (still infinite) levels of increasing danger, with the rune found only on the deeper levels, and contains many new monsters. There are many new layouts and vaults in other branches. Secret doors have been removed. Three Sprint maps have been added: “Thunderdome” by evilmike, and “The Pits” and “Arena of Blood” both by st.
    Monsters: In the Vaults, vault sentinels alert monsters to your location, ironbrand convokers recall monsters from elsewhere directly to you, vault wardens seal nearby doors, and ironheart preservers reduce the damage that their allies take. The Abyss is inhabited by a variety of new eldritch horrors: ancient zymes, tentacled starspawn, lurking horrors, starcursed masses, wretched stars, apocalypse crabs, thrashing horrors and spatial maelstroms. Two uniques have been added: Jorgrun, a deep dwarf earth elementalist, and Lamia, queen of the nagas. Other new monsters include moths of suppression (with an aura that suppresses the effects of magical equipment) and deep troll shamans and earth mages. Ant larvae, bumblebees, rock trolls and wood golems are no more.
    Spells: Many non-elemental conjurations have been added: Force Lance (causes low-range knockback), Dazzling Spray (blinds multiple enemies), Iskenderun’s Battlesphere (creates an autonomous globe that attacks alongside your other conjurations) and Fulminant Prism (creates a smite-targeted time bomb). Another new spell, Disjunction (blinks away all nearby enemies for a duration), can be found in high-level translocation books. Fulsome Distillation, Evaporate, Cigotuvi’s Degeneration, See Invisible and Insulation have been removed. Venom Bolt, Bolt of Magma, Teleport Other and Dispersal have been made more effective.
    Characters: Conjurers now start with a spellbook containing the new non-elemental conjurations. Summoned allies now only attack while both the summon and the target are in line-of-sight. Levitation and controlled flight no longer exist – all sources of flight are controlled instead. Stalkers have evaporated.
    Items: Axes cleave through multiple targets when attacking, but have slightly reduced damage. One-handed maces and flails have been improved. The wand of polymorph other is now the wand of polymorph, and causes random transformations instead of mutations in players (with a number of new bad forms: tree, wisp, porcupine and fungus).
    Gods: Vehumet now gifts destructive spells one at a time, starting with low-level spells at low piety and ending with multiple high-level spells. Vehumet no longer supports summoners. Worshippers of Yredelemnul and Beogh can recall their allies from different floors, and Beogh allies gain experience when the player gets kills. Xom has a number of new available actions, and some negative effects are toned down or removed.
Brian Emre Jeffears
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getter77

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v0.13

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We are proud to announce that Dungeon Crawl Stone Soup 0.13: “Pan-Galactic Gargoyle Blasters” is released! 0.13 adds a new species: Gargoyles, made from living stone. It also features many new and reworked spells, monsters and items, including a reworked Skald spellbook and a brand new monster set for the Crypt.

Download DCSS 0.13 here, or play it online on one of many servers across the world!

The release tournament will begin at 20:00 UTC on Friday 11 October, with all online 0.13 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

0.13′s highlights include:

    Characters: A new species, Gargoyle, has been added. Made from living stone, they have low HP but are very tough and have a number of innate resistances. Sludge Elves have been removed, as has the Priest background. Stabbing skill and Traps skill have both been removed, with stabbing effectiveness now based on the average of weapon and stealth skills, and trap detection based on experience level.
    Monsters: The Crypt contains many new monsters. Revenants cast spells of ghostly fire, jiangshi are fast and possess strong vampiric attacks, plague shamblers erupt in a cloud of miasma on death, and lost souls sacrifice themselves to heal nearby undead. Many existing monsters from both inside and outside the Crypt also have new spells or abilities, including improvements to lesser demons, elementals, deep elves, and many others.
    Places: A large number of layout generators have been improved and added, including new unique layouts for some branches. All timed portal vaults now give an announcement upon entering the level. Mechanical traps no longer generate randomly. A new Sprint map has been added: “|||||||||||||||||||||||||||||” by st (also known as linesprint).
    Gods: Hill Orcs are given the chance to convert to Beogh on the spot upon meeting an orc priest in the dungeon. Zin’s Recite ability can now be used while moving and fighting, instead of forcing the player to stay in place doing nothing else for its duration.
    Spells: Skalds now start with the new book of Battle, containing a number of new spells. Infusion spends MP each hit to increase melee damage, Song of Slaying grants increasing slaying bonuses when killing monsters, Spectral Weapon creates a clone of your weapon that attacks with you, and Song of Shielding causes damage to reduce MP instead of HP. Other new spells include Searing Ray, a conjuration which deals damage over multiple turns, and Discord, a high-level hex that causes monsters to enter a frenzy, attacking one another indiscriminately. Summoning spells have also been adjusted, with each spell having an independent cap on the number of monsters that can be summoned at a time.
    Items: Many evokable items have been reworked. The elemental evokers each have themed effects in addition to summoning multiple elementals, but require the player to gain experience to recharge. The box of beasts now creates 3-headed chimeras, with abilities and melee attacks from multiple randomly-selected beasts. The sack of spiders is a new evokable item which creates webs and spiders nearby.

For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.13!
Brian Emre Jeffears
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getter77

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v0.14

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We are proud to announce the release of Dungeon Crawl Stone Soup 0.14: “The Shadowy Depths of Madness” is released! 0.14 features two new races, a new god, a new branch, many new spells, enemies and items, and a wealth of other changes.

Download DCSS 0.14 here, or play it online on one of many servers across the world!

The release tournament will begin at 20:00 UTC on Friday 11 April, with all online 0.14 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

0.14′s highlights include:

    Characters: Two new races: Formicids, an insectoid species with permanent stasis and an affinity for digging, and Vine Stalkers, a parasitic plant on a human host – very fragile, but possessing great regenerative ability, permanent guardian spirit, and a powerful magic-draining bite. Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don’t necessarily recommend that background and vice versa (e.g. Chaos Knight -> Troll may be recommended whereas Troll -> Chaos Knight is not). Fighters and Gladiators start with better weapons. Poison damage is now deterministic.
    Places: The lower half of the dungeon has been transformed into a new branch, the Depths; five levels long and containing the entrance to the Realm of Zot. The Vaults require a rune to enter. Ziggurats now require three runes to enter in lieu of an entry fee.
    Monsters: A great deal of new enemies appear, primarily in the Lair sub-branches – from new specialist nagas to plants with vicious volleys of thorns to demonspawn with a variety of sets of mutations and jobs. Three new uniques make their debut: Natasha, the lost felid familiar of a powerful wizard; Asterion, a powerful minotaur king; and Vashnia, leader of an elite squad of naga sharpshooters. Adjustments have been made to many other enemies.
    Gods: Dithmenos the Shadowed makes a debut, granting followers an aura of shadows and many abilities related thereto. Divine wrath is now contingent on gaining experience; it can no longer be “waited out”. Zin and Okawaru no longer care about the deaths of allies.
    Spells: A great deal of spells have been added to the Summoning school, allowing the creation of minions from lightning spires to harpies and sphinxes to your very own spell-casting construct. Glaciate, a level 9 Conjurations/Ice spell, makes its debut as a replacement for Ice Storm; it creates a powerful cone-shaped icy blast that can freeze enemies solid.
    Items: Several new rods have been introduced, from the rod of clouds with its ability to call forth strange and powerful cloud effects at high power to the rod of ignition with great explosive power. Many new pre-defined artefacts are available, and several have received tweaks and modernisation. All scrolls now identify on read.

For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.14!
Brian Emre Jeffears
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getter77

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v0.14.1
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    Several crash fixes.
    Fire dragons correctly grant bonus Dithmenos piety.
    Ranged attacks from invisibile monsters correctly turn off autopickup.
    Good gods punish the player properly for negative energy clouds.
    Natasha no longer revives after being pacified, and does not get a new item when reviving.
    When playing a race with permanent flight ability, it is now possible to remove an item granting flight over dangerous terrain.
    Wanderers do not occasionally get more MP than other backgrounds.
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Re: Dungeon Crawl: Stone Soup (now at v0.15 "Storm Over Zot")
« Reply #5 on: August 28, 2014, 02:31:42 PM »
v0.15

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We are proud to announce the release of Dungeon Crawl Stone Soup 0.15: “Storm Over Zot”! 0.15 features a new deity and many, many tweaks to and streamlining of the general flow of gameplay.

0.15′s highlights include:

    Characters: Characters are now unencumbered by carrying-weight limits.
    Combat: The system of ranged combat has been fundamentally redesigned: it now behaves more like melee combat in terms of accuracy and damage, and is generally more consistent.
    Gods: Qazlal Stormbringer makes a thunderous debut, bringing elemental destruction to those unfortunate enough to cross paths with worshippers. Nemelex Xobeh’s decks have been shuffled considerably and are granted on exploration rather than through sacrifice of items.
    Items: Items are no longer subject to destruction through fire or cold, and equipment corrosion is more severe but temporary.


* New god: Qazlal Stormbringer.
* Nemelex Xobeh and decks in general have had many changes.
* Ranged combat has been rewritten from the ground up.
* Inventory weight limits have been removed.
* Item destruction is no more, and corrosion has a more severe but
temporary effect.
Branches, environment
---------------------
* The Hall of Blades has been cut.
* Crypt is now three levels (was five).
* Some areas of the Tomb layout can now vary.
* Mechanical traps no longer drop ammo.
* Most randomly-placed teleport traps now disappear after one use.
* Troves asking for items require that item to be unequipped.
* The Abyss no longer sometimes blocks blinking.
* Mutagenic fog now causes large amounts of glow instead of mutating directly.
Character
---------
* Inventory item weight and player burden states are no more.
* Cross-training now gives a direct bonus to cross-trained skills, rather than
decreasing the XP cost of learning them.
* Anti-training (for opposite elemental schools) has been removed.
* Formicids can no longer throw large rocks.
* Tengu now gain permaflight at XL14 (was 15).
* All non-undead forms can eat and drink normally.
* All forms can butcher.
* Wisp form can read scrolls and cannot blink on demand.
* Teleportitis cannot be controlled.
* Wanderers have tweaked starting kits with generally better items.
* Player clinging (seen only in Spider Form and with the boots of the Spider)
is no more.
* Kobolds, hill orcs, and ogres are no longer saprovorous.
* Kobolds no longer have disease resistance.
* Halflings have rebalanced stats and aptitudes, shifting them towards defense.
* Ogres and centaurs no longer have a fast metabolism; halflings no longer
have a slow metabolism.
* Centaurs are no longer herbivorous.
* Vampires:
- always get the full effect of all potions;
- can always mutate; and
- always get the full effect of all mutations.
* Some Demonspawn mutations have been modified:
- The Foul Stench facet gives rot immunity earlier and separately instead of
saprovore.
- Facets which gave potion/scroll item conservation now give freezing/fire
cloud immunity earlier and separately.
* The hoof mutation no longer gives extra damage or a stealth penalty for
players wearing boots.
* Player rPois now gives a consistent 2/3rds resistance to poison effects; this
is lower than the previous resistance to poisoning, but higher than the old
resistance to direct poison damage. "Strong poison" effects no longer punch
through rPois, and paralytic stings (wasps) can now slow through rPois.
Monsters
--------
* Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
* Monsters will no longer pick up items that the player has seen. Allies won't
pick up items at all.
* Corrosion affects all of your equipment, but only temporarily, and the chance
to corrode equipment does not consider item enchantment.
* Draining effects no longer permanently reduce monsters' stats ('hit dice');
instead, they apply a temporary status which reduces hit dice for the
duration.
* Monsters no longer fall asleep after long periods of time.
* New monster: ghost crabs, found in Crypt. They breathe ghostly flames that
call dangerous specters into existence.
* New monster: torpor snails, found in Lair and Spider. Their enemies are
slowed on sight, somewhat like ancient zymes.
* Enemies are more intelligent about using area-of-attack spells such as
Symbol of Torment and Chain Lightning even when you are not in sight.
* Komodo dragons now bite harder but don't sicken the player.
* Purple ugly things deal extra damage in lieu of a sickness attack.
* Deep dwarf death knights are now just death knights.
* Manticores now move as fast as the player, and have an unlimited number of
spike volleys.
* Base draconians can become nonbase draconians with experience.
* Undead and nonliving enemies regenerate as fast as other enemies.
* Silver statues and orange crystal statues are immune to disintegration,
but have less health and AC and have their abilities converted to spells
such that they spam less; this implies OCS confusion can be resisted.
* Bog bodies no longer randomly rot.
* Undead monsters will now fall to pieces in deep water, instead of hiding
invisibly.
* Curse skulls are now immobile, again.
* Lost souls now make enemies into ghosts instead of specters.
* Spriggan riders now ride wasps.
* Ugly & very ugly things are now dramatically nastier.
* Cherub's hymns can buff any allies, not just those with higher HDs.
* Killing holy monsters no longer invokes cleansing flame on the perpetrator.
* Ghouls and necrophages can no longer equip weapons or armour.
* Mimics no longer mimic doors, statues, fountains or hatches.
* Each unique now has a special title, shown when you first see them or in the
description screen.
* Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars,
flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu,
plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes,
pulsating lumps, big fish, sharks, lava worms.
Spells
------
* Dazzling Spray replaces Invisibility in the book of Maledictions (the
Enchanter starting spellbook). Invisibility in turn replaces Apportation
in the book of Burglary.
* Casting Ozocubu's Refrigeration now prevents the player from using potions
for several turns instead of destroying potions.
* Spider Form now moves at normal speed, and no longer gives clinging.
* Tukima's Dance now animates weapons held by monsters. The weapons will fight
against their former owners. It is also now level 3.
* Confusing Touch now has a short, non-stacking duration which discharges
entirely when it successfully confuses an enemy. While it's in effect, your
attacks do no damage. It's been moved to level 2.
* Sublimation of Blood no longer uses chunks; it now only draws from the
caster's HP. Fedhas now permits its use.
* Simulacrum now works on a single corpse at the caster's feet, creating
several simulacra from it.
* Monsters casting Simulacrum now affect all corpses in LOS, producing half as
many simulacra as the player version of the spell.
* Many spells, which used player skill, now use spellpower instead: Death's
Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield,
Stoneskin, Statue Form, and Ice Form.
* Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
* Statue Form no longer gives -10 EV.
* Death Channel lasts twice as long.
* The Book of War Chants is no more.
* Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon,
Summon Elemental.
Items
-----
* Item destruction is no more.
* Ranged combat has been rewritten based on melee attacks - AC and EV
has more of an impact, attack delay is more predictable, and Throwing
should be more viable as a ranged option as compared to bows and crossbows,
among other changes.
- Slings have been split into two weapon types; the basic type has been
renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
- Crossbows have been split into three types. The hand crossbow returns as
a starting weapon; the basic crossbow has been renamed to an 'arbalest';
and a new, rare 'triple crossbow' type has been added.
- (Plain) bows have been renamed to shortbows.
* Weapon enchantment & slaying bonsues have been merged into a single number,
giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III
have all been merged into a new "enchant weapon" scroll. The scrolls are
rarer, but always succeed.
* Shields have been rebalanced. All non-shield-enchantment sources of SH have
been halved, and the effectiveness of SH at blocking attacks has been
doubled, to make the utility of a point of SH roughly equivalent to a point
of EV. In effect, this is a small buff. Non-bucklers can now be enchanted
past +3.
* Multiple changes to unrandarts:
- The blowgun of the Assassin returns; it has a chance to affect the target
more than normal blowguns.
- New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar
SustAb}.
- New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff
that takes HP every time you cast a spell.
- The dagger of Chilly Death now sometimes flash-freezes enemies, slowing
their movement, and the scimitar of Flaming Death now sometimes applies
sticky flame to its victims.
- Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC
and EV.
- Skullcrusher is now +3 with +7 strength.
- The Trident of the Octopus King now starts at +8 and gets an additional +
for each Ring of the Octopus King worn. If anyone reads this & gets it to
+10 or higher in an actual game, send screenshots!
- Punk is now a +7 greatsling {Freeze, rC+}.
- Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
- The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
- Many other weapon artefacts have had their enchantments tweaked.
- Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
- The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance
have had their enchantment levels adjusted.
- Removed unrands: the boots of the Spider.
* Branding changes:
- Scrolls of brand weapon will no longer make temporary brands permanent,
but can now randomly apply any brand to an unbranded weapon.
- Blessed weapons can be rebranded.
- Rebranding a distortion weapon no longer causes a distortion effect.
- Branded non-artefact weapons can now be given a temporary re-brand.
- Damage from the electrocution brand has been reduced slightly.
- Draining now triggers somewhat less often, but will cause monsters to be
temporarily drained whenever it does fire.
- The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
* Food changes:
- Honeycombs have been renamed to royal jellies; they don't restore
abilities.
- Potions of blood cure a point of ghoul rotting.
- All types of fruit have been merged together into one gooey, messy item
type.
- Brown (contaminated) chunks are gone, replaced with normal ones.
- Cheese, sausages, and ambrosia are no more.
* New item: potion of cancellation, which removes enchantments & contamination
on the player.
* Scrolls of vulnerability have been simplified; they now just halve MR for all
creatures in LOS.
* Cancellation-type effects (from the potion, quicksilver dragons, etc) now
reduce transformation durations to one turn, rather than cancelling them
immediately.
* Identify scrolls now always identify a single item.
* Jewellery automatically identifies once equipped.
* Amulets of inaccuracy are always cursed.
* New rings of stealth and loudness, which positively/negatively adjust
a player's stealth.
* Amulets of rage no longer have a tiny chance of extending berserk duration.
* Sacks of spiders now place webs directly onto enemies, rather than spreading
them randomly around the area.
* Cleaving hits the full eight squares around a player, when not blocked by
walls.
* Putting on or taking off armour now always takes five turns.
* Gloves of archery no longer penalise melee.
* Sustain abilities effects no longer stack.
* Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
* Potions of resistance now grant corrosion resistance.
* Staves of air now activate extra melee damage as often as other elemental staves.
* Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
* Weapons and armour which aren't visibly enchanted no longer have enchantments
higher than +0.
* Corpses and skeletons are stationary, and can't be picked up nor apported.
* Other removed items: darts, rings of hunger and sustenance, amulet of
conservation, cloak of preservation, potions of strong poison and paralysis.
Cards
-----
* New cards.
- Fortitude, which gives Damage Shaving and a bonus to strength.
- Storm, which can make shallow water, a tornado, or cause swiftness.
- Cloud, which spawns dangerous clouds around the user and on hostiles.
- Degeneration, which polymorphs nearby monsters into weaker ones.
- Shaft, which creates a shaft under the player. This is an old effect of the
Flight card.
- Illusion, which summons an illusion of the player.
* Revamped cards.
- Velocity card now hastes the slow and slows hasty rather than simply
speeding up the player.
- Potion card has a new list of effects.
* The Mercenary card can generate base demonspawn instead of spriggan riders.
* Decks of war now contain the Dowsing and Potion cards.
* Decks of dungeon are no more.
* Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield,
Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.
Gods
----
* New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in
Temple or on D:2-9.
- Piety on kills.
- All followers are immune from their own clouds.
- 1*: Storm Shield: you passively generate elemental clouds around you and
gain bonus SH, and gain RMsl at 3*; you also generate a lot of
noise.
- 2*: Upheaval: blast a small nearby area with elemental forces.
- 3*: Elemental Force: turn nearby clouds into elementals.
- 4*: Elemental Adaptation: taking elemental or physical damage sometimes
temporarily grants you resistance against that element.
- 5*: Disaster Area: blast the entire area around you with elemental
forces.
* Nemelex has been revamped.
- Nemelex only gives piety for exploration rather than item sacrifices or
deck usage.
- Peek at Two now reveals the top cards of a deck but cannot be used with
other Nemelex abilities.
- Nemelex now only gifts decks of war and escape.
- Various cards have been changed, added, or removed. See the Cards section
for details.
* Beoghites can now gift items directly to their followers at high piety.
* Beogh will now improve allies' equipment, and outright gift weapons, armour,
and ammo to orcs who lack them.
* Followers of good gods no longer get a chance to turn holy enemies neutral.
* Zin's Recite no longer prompts for a book, instead affecting all monsters
in sight with the strongest effects that would impact them.
* Ashenzari now counts Felids as fully bound when all of their jewellery slots
are cursed.
* Sif Muna wrath can no longer cause amnesia.
* Gods that give missile gifts can do so sooner.
Interface
---------
* Monsters with special melee attacks (e.g. poison, fire) have this noted in
their descriptions.
* Unique enemies are now announced by their proper titles when first appearing.
* Ctrl-T now displays the weapons that enemies are carrying, in console.
* New tile_show_player_species option; when enabled, uses the monster tile
instead of the player race one.
* Ability and spell icons have been reworked.
* There are status lights for Might, Agility, and Brilliance.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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v0.16

Quote
We are proud to announce the release of Dungeon Crawl Stone Soup 0.16: “The Great Annihilating Truth”! 0.16 features two new deities and many, many additions to and improvements on the game.

0.16′s highlights include:

    Spells: Five new spells have been added, including Singularity, a level 9 Translocations spell that sucks in and destroys enemies with an intense gravitational field.
    Monsters: A huge number of monsters have been reworked or added; in particular the Tomb of the Ancients now has a far more diverse population.
    Gods: Ru the Awakened offers strength through sacrifice; Gozag Ym Sagoz the Greedy provides power through wealth. Nemelex Xobeh’s decks have been reworked and strengthened considerably, and Elyvilon’s abilities have been completely reworked.
    Branches: The tides in Shoals now shift only between shallow water & land, preventing players from getting stranded; they also move much faster than before. Each ziggurat successfully ‘cleared’ (by exiting from the 27th floor) makes all subsequent ziggurats even harder.
    Items: Many new rare and valuable items are now available, including shadow & quicksilver dragon armour, potions of ambrosia (replacing potions of confusion), and the dual-linked artefact quickblades, “Gyre & Gimble”. All chunks of flesh of a given type now merge together into a single, meaty slurry, and rotting chunks are gone. Double and triple swords are back.

* New gods: Gozag Ym Sagoz the Greedy and Ru the Awakened.
* Zot Defense has been removed.
Branches, environment
---------------------
* The tides in Shoals now only shift between shallow water & land; deep water
is neither created nor destroyed. The tides move 15 times faster than before.
* Ziggurats now only require two runes to enter, down from three.
* Every time a player clears a ziggurat (exits from the top floor, Zig:27), all
subsequent ziggurats become significantly harder.
* A Hall of Blades area (not branch) is now guaranteed on Elf:2.
* Abyssal stairs can now appear in the Abyssal Knight starting abyss.
* Clouds of draining now require rN+++ for immunity, up from rN+.
* Clouds of miasma now apply the 'Rot' status, rather than causing rotting
directly.
* New trap: "Shadow Trap", which summons a small group of hostile creatures
from the local area when any non-summoned creature steps on it.
* Traps no longer care about whether the player is flying.
* The 'disarm trap' command has been removed.
Character
---------
* Demigods now gain two stats of their choice on on every third level, in
exchange for no longer getting one random stat on every second level.
* Demigods now have innate Sustain Abilities.
* All species can now choose 'unarmed' when playing backgrounds that allow a
weapon choice.
* Ghouls now gain as much healing from normal chunks as they previously got
from rotting flesh, and always cure a point of rot when eating a chunk.
* Vampires now bottle blood with 'c', and can do so from the first level.
* Butchering/bottling now only takes a single turn.
* Wanderers now receive a randart spellbook instead of starting with a Level 1
spell memorized.
* Wanderers can start with one elemental evoker or a box of beasts instead of
a wand.
* Wanderer starting equipment is noted in the game log.
* Felids no longer have a jump-attack ability, which has been removed.
* Worshippers of Kikubaaqudgha and Nemelex Xobeh will now have titles unique
to those gods displayed when their highest skill is Necromancy or Evocations
(respectively).
* Gargoyles can no longer cast Statue Form.
* Removed Death Knight and Healer backgrounds.
Monsters
--------
* The Great Lords of Pandemonium (Cerebov, et al) will reappear on later floors
of Pandemonium if their rune is stolen, unless and until they are slain.
* The Serpent of Hell is considerably tougher; it now has three heads which
can attack and/or breathe separately, and can also summon backup.
* Mnoleg now has more and more exciting attack types.
* Mimics now cackle and vanish (forever) when discovered.
* Curse skulls now move - fast!
* Iron devils have been upgraded to rust devils, which do less damage but
corrode with their touch.
* Insubstantial wisps are now more fragile & less numerous, but have Static
Discharge.
* Seraphim are now considerably stronger, and have a new spellset. They can
now (very occasionally) appear on the orb run.
* New monsters:
- Robin of the Strong Arm, appearing in the early Dungeon. An unusually
strong hobgoblin, with a personal army of hobgoblins and goblins. She
happily hurls the latter at her enemies.
- Caustic shrikes, appearing in Depths. Metallic birds that travel in flocks,
attacking with acid-dripping claws that sear through armour & flesh alike.
- Shard shrikes, appearing in Cocytus. Batty monsters that come in flocks and
spit deadly ice shards at their foes.
- Elemental wellsprings, appearing in Cocytus. They fire powerful waves of
water which produce hostile water elementals - but deplete their own
'health' in the process.
- Bennu, the divine phoenix, appearing in Tomb. Attacks with draining and
holy; when killed, explodes into ghostly flame and instantly returns to
life (once).
- Ushabti, funerary statues, appearing in Tomb. They exhale long lines of
draining clouds, and rumble deeply to alert far-away foes.
- Anubis guards, living fanatics appearing in Tomb. They're conditioned to
be immune to torment, and breathe draining, dispel undead, and howl to
alert other guards.
- Death scarabs, swarming insects appearing in Tomb. They trail miasma and
have a vampiric bite that also drains speed.
* Renamed monsters:
- Silver statues -> obsidian statues.
- Green rats -> river rats.
- Orange rats -> hell rats.
- Yellow wasps -> wasps.
- Red wasps -> hornets.
- Mermaids -> sirens.
- Sirens -> merfolk avatars.
- Meatsprint lost souls -> wretched souls.
* The Royal Jelly now leaks a large number of jellies when polymorphed.
* Ghost crabs have been moved from Crypt to Swamp.
* The "misshapen and mutated" status (from Malmutate and the new Irradiate
spell) is now temporary, but more significant.
* Player ghosts & spellforged servitors can now have more than six spells.
* Player ghosts now have their weapon brands displayed.
* Hellwings can now cast Cigotuvi's Embrace, and start with it active.
* Xtahua's breath now creates a cloud of flames, like red draconians'.
* Tiamat can now be any colour of draconian, except grey.
* Fannar can now cast Condensation Shield.
* Frederick is now a demigod; his armour has been upgraded & his spellset has
been tweaked.
* Sense invisibility has been simplified; monsters that had it now have see
invisible + blindness immunity instead.
* Magic immunity no longer confers confusion immunity to monsters.
* Many monsters are no longer magic immune: notably, most plant enemies, eyes,
mummies, and angels.
* Polymorphed monsters now return to their original shapes in death.
* Liches (and ancient liches) now choose their spells randomly from a large
set of possible spells, instead of having fixed spellbooks.
* All non-permanent summoned monsters are now unable to use stairs.
Spells
------
* New spells:
- Singularity (L9 Translocation), which summons a singularity & sucks in all
nearby enemies, severely damaging them in the process.
- Gell's Gravitas (L5 Hexes/Translocation), which pulls nearby creatures
toward the target, causing damage if they collide & occasionally confusing
them.
- Hydra Form (L6 Transmutation), a short-duration form that attacks all
adjacent foes & devours slain foes for nutrition and healing.
- Irradiate (L5 Transmutation/Conjuration), which deals heavy damage &
malmutates nearby enemies, but also contaminates the caster.
- Cigotuvi's Embrace (L5 Necromancy), which turns all corpses in LOS into
armour for the player.
* Dispersal now affects a wider radius & has a chance of confusing its victims.
* Force Lance is now L4 Translocation/Conjuration, and is more accurate and
better at knocking enemies back.
* Ice, Dragon, Tree and Fungus forms no longer meld octopode rings.
* Spell miscast effects have been hugely revamped.
* Monstrous Menagerie has had its summon cap reduced by one.
* Twisted Resurrection and Forceful Dismissal have been removed.
Items
-----
* Chunks are now only separated by edibility (normal, poisonous, mutagenic...),
rather than source monster type.
* Rotting chunks are gone; corpses rot directly into skeletons.
* Cleaving attacks (from axes and Hydra Form) try to hit all adjacent enemies,
rather than being blocked by walls.
* Enemy-held weapons now have their brands ID'd on sight.
* Wand changes:
- Zapping wands that don't have their charge count identified wastes several
charges.
- Wand type is auto-identified on pickup.
- Many weak wands have had their max charge count increased.
* New items:
- Gyre & Gimble, a pair of quickblades linked by a chain; they take two hands
to use, but each attack made with them strikes twice.
- Shadow Dragon Armour: as heavy as Storm Dragon Armour, but has Stlth++++
in place of rElec.
- Quicksilver Dragon Armour: slightly heavier than Mottled Dragon Armour,
with much better AC & MR+, but unenchantable. (Always +0.)
- Phantom mirrors: one-use evocables that create a temporary friendly clone
of targeted monsters.
- The Iron Rod, which fires a spray of shrapnel in a wide arc. Extremely
effective against agile, low-AC enemies, but ineffective against armoured
enemies or at a distance.
- The Akashic Record, a new high-level Translocations book.
- Potions of ambrosia, which give substantial health & magic regeneration for
a short period, but also confuse the user; if the confusion ends, so does
regeneration.
* Regeneration has been moved from rings to amulets.
* Corrosion resistance can now occur on artefact armour.
* Artefact generation has been generally reworked.
* Scale mail now only has 10 ER, down from 11.
* Unrand changes:
- The Ring of Vitality is now the Amulet of Vitality.
- The captain's cutlass is now +5 (was +10) and can disarm enemies.
- The Hat of the Alchemist is now -2 (rElec rPois rF rC rN MR rMut rCorr).
- Maxwell's Patent Armour now gives rCorr rElec instead of rF+ rC+.
- The arbalest Hellfire has had its explosion damage roughly doubled.
- The dark maul has had both its base damage & enchantment increased.
* All food other than rations, chunks, and royal jellies now takes one turn
to eat.
* Potions of blood no longer give nutrition for non-vampires.
* All short blades now do piercing damage.
* Weapons other than short blades & felid claws are all now equally good at
stabbing.
* Light armour now has a small spellcast success penalty.
* Elemental evocables now charge & discharge on a type-by-type basis, rather
than individually for each item.
* The Box of Beasts and Rod of Shadows are now considerably stronger.
* The lantern of shadows now drains MP while in use, and ceases to function
once its wielder runs dry.
* Steel ammo no longer has a decreased mulch rate.
* Large rocks no longer have randomized range.
* Renamed items:
- Cutlasses are now rapiers.
- Bastard swords are now double swords.
- Claymores are now triple swords.
- Cloaks of darkness are now cloaks of invisibility.
* Removed items:
- Boots of jumping.
- Potions of confusion, porridge and coagulated blood.
- Blessed Blades.
- Rods of Striking.
- Tomes of Destruction.
- The book of Wizardry.
- The Spear of the Botono.
- The blowgun of the Assassin.
Cards
-----
* All characters can now evoke decks from the inventory.
* If one's god would disapprove of a card's effects, they will block the
blasphemous effects in question as it is drawn.
* New cards.
- Elements, which summons three beasts of the four elements.
- Rangers, which summons two or three ranged-missile users.
- Placid Magic, which removes all status effects and applies heavy antimagic
to all creatures in sight, including the user.
- Water, which creates temporary pools of shallow water & summoned elemental
allies.
* Revamped destruction cards:
- Storm has replaced rain and swiftness with summoning air elementals, or
thunder clouds alongside a wind blast.
- Pain has lost Torment and can now summon a flayed ghost to instantly apply
its flaying effect to living targets.
- Venom has lost Sting for earlier Venom Bolts and Poison Arrows, but at low
power will briefly make the user vulnerable to poison.
- Degeneration now applies a temporary malmutated effect to targets, along
with polymorphing them to creatures with lower HD. Undead are dazed.
- Vitriol now can provide Corrosive Bolts at higher power.
- Orb bursts will now attempt to home on monsters they might reasonably hit.
* Revamped battle cards:
- Potion has strictly-negative effects taken out, and will also apply its
effects to allies if possible.
- Blade now solely gives a cleaving status (which does not stack with the
reaching of polearms or the original cleaving of axes, but will otherwise
apply to all forms of weapon / unarmed attack.)
- Helm can apply Stoneskin or Shroud of Golubria effects to allies at high
power.
- Elixir gives a small amount of temporary vitality to your allies, alongside
its restorative effects to the user.
- Shadow gives the darkness status (reduced LOS) instead of invisibility.
- Dowsing is now significantly stronger in duration and range.
* Revamped summoning cards:
- Pentagram now summons a more constrained set of demons (stronger at
lower power and weaker at high power), and an additional accompanying
hell hound, rakshasa, or pandemonium lord.
- Dance has replaced its short swords with quarterstaves and its dire flails
with executioner's axes. It also has a chance of summoning a randart.
- Foxfire has lost butterflies and gained ravens.
- Repulsiveness can now summon both an ugly thing and a very ugly thing, and
always summons at least one friendly ugly thing if any hostiles are made.
* Revamped emergency cards:
- Cloud surrounds all hostile monsters with varying types of clouds,
instead of randomly scattering clouds in all valid places in sight.
- Shaft now randomly places shafts under other monsters as well.
- Tomb can now raise rock walls on stone stairs and deep water.
- Velocity will always apply an overall-positive effect (with allies present).
- Banshee now drains victims, in addition to causing fear.
- Solitude can now cause Disjunction at high power.
* Wild Magic now affects enemies instead of the player, and restores magic for
each enemy so affected. It has moved from the Deck of Punishment to the Deck
of Wonders.
* Dowsing is no longer in the deck of battle.
* Decks of war have lost their set of destruction cards.
* The Cloud card has moved from decks of destruction to decks of emergency.
* Removed cards: Metamorphosis, Herd, Bones.
Gods
----
* New god: Gozag the Greedy. Gozag is a temple god, with an altar either in
Temple or on D:2-9.
- Charges a service fee for joining, dependent on the amount of gold that
has been generated in the game.
- Does not have piety.
- Defeated enemies turn to gold; these gold piles distract nearby
creatures, causing them to sometimes not act.
- Potion Petition: purchase one set of potion effects. The first use is free.
- Call Merchant: fund a merchant to set up shop somewhere near to areas
of the dungeon you have explored.
- Bribe Branch: send money to the inhabitants of a branch to turn them
temporarily neutral or incite them to join you.
* New god: Ru the Awakened. Ru is a temple god, with an altar either in
Temple or on D:2-9.
- Periodically offers the player a choice of three permanent sacrifices in
exchange for piety; all abilities scale with piety; piety never decreases.
- Leaving Ru leaves all your sacrifices in place, but incurs no wrath.
- 1*: Enemies may fail to attack you or even attack each other instead.
- 2*: Enemies that hurt you may be punished with status effects.
- 3*: Draw Out Power: restore health and mana to yourself, break free of webs
and constriction, and cure confusion and petrification. Inflicts minor
self-drain and short exhaustion.
- 4*: Power Leap: Blinks you three tiles and deals high AOE damage at your
destination. Inflicts medium exhaustion.
- 5*: Apocalypse: Deals very high damage to all monsters in LOS and inflicts
statuses. Inflicts heavy drain and exhaustion.
* All gods now treat followers' kills the same as the player's, for purposes of
piety gain.
* Makhleb and Okawaru no longer support corpse sacrifice.
* Dithmenos now specifically hates fire; Corona and related effects are now
permitted to Dithmenos's worshippers.
* Nemelex Xobeh:
- Draw One and Peek at Two are no more.
- Cards have been changed thoroughly over once more.
- Nemelex now grants destruction decks again.
* While following TSO, enemies will no longer be distracted by your allies.
* TSO's Divine Shield no longer benefits from Shields skill.
* Zin:
- Hell effect protection halved; now capping out at 50%, down from 100%.
- Recite now more effective at very low Invocations.
* Elyvilon:
- Followers can no longer pacify monsters by zapping wands of Heal Wounds.
- Piety gain is now solely from exploration.
- Abilities have been reworked:
- 1*: Lesser Self-Healing (now called 'Lesser Healing')
- 2*: Greater Heal Other (now called 'Heal Other')
- 3*: Purification
- 4*: Greater Self-Healing (now called 'Greater Healing')
- 5*: Divine Vigour
* Gods that hated eating various types of creature (Beogh and the good gods)
now hate butchering those types of creatures. Penalties for violating these
conducts have been raised significantly.
Interface
---------
* Some effects (Shatter, banishment, etc.) now display animations.
* Monster AC, EV, and MR are now displayed as bars in their descriptions.
* Monster spell descriptions can now be examined through their descriptions, in
the same way as books & rods.
* Odds of hex success is now displayed when targeting monsters, or when
examining their spells.
* The screen now flashes on attempting to autoexplore with monsters in view,
indicating where the relevant monsters are.
* Stealth is now displayed as a bar in the % screen. (The old 'stealth words')
are still visible with @.)
* A third page has been added to the god description (^) screen, listing causes
and effects of divine wrath.
* Xom now has a 'mood' meter, in the same place other gods have piety meters.
* Control-direction no longer tries to open or close doors.
* Derived undead (zombies, skeletons, &c) now have their full names displayed.
* Corrosion now visibly (temporarily) reduces weapons' enhancement bonuses.
* Monsters no longer appear on the minimap.
* The weapon, species, and background options allow these aspects to be
specified in the init file, causing one to be randomly selected; a new combo
option allows entire sets of the above to be specified, again with one being
randomly selected.
* Added explore mode, which is a limited version of wizard mode, where the
only benefit gained is the inability to die. No extra information is
displayed (like in wizard mode), and no extra commands are available. As
with wizard mode, explore mode games are not scored. Enter explore mode
using '+'.
* ?/ has been generally improved, and a new ?/c(L)oud lookup has been added.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Dungeon Crawl: Stone Soup (now at v0.17 "Squaring The Circle")
« Reply #7 on: November 06, 2015, 06:07:07 PM »
v0.17

Quote
We’re proud to announce the release of Dungeon Crawl Stone Soup 0.17: “Squaring the Circle”! 0.17 features a square line of sight, shorter Lair rune branches, new rune vaults for many branches, and many, many additions and improvements to the game.

The release tournament begins today, Nov 6 2015, at 20:00 UTC, with all online 0.17 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

Highlights
----------
* Square line of sight.
* Shorter Lair rune branches.
* New rune vaults for many branches.

Branches, Environment
---------------------
* Snake, Shoals, Swamp and Spider are now all 4 levels long, down from 5.
* Levels no longer have -cTele.
* Shadow Traps have been removed.
* Slime wall damage no longer varies by depth.
* AC now applies before resists for cloud damage.
* Ghostly flame clouds have been renamed to spectral mist clouds.
* Troves no longer ask for items that the player character's species cannot
  use.
* Pandemonium now spawns primarily tier 3 and above demons.
* New altar type: 'ecumenical altars', which allow the player to worship a
  random god.
* New WizLab: Lehudib's Moon Base, where the player can fight the legendary
  Moon Troll.
* Tukima's Studio and Eringya's Formal Garden WizLabs have been removed.

Character
---------
* All races have had their evocations aptitudes reduced by one point.
* MP scaling has been reworked & simplified; MP aptitudes have been adjusted.
* Heavy armour no longer penalizes unarmed combat & throwing speeds.
* Rot is now healed first, instead of last; effectively, rotting reduces the
  effectiveness of healing until cured. The Rot status is also gone, with rot
  taking place immediately.
* Stat loss is no longer regenerated over time; instead, it's restored by XP.
* The deterioration mutation is now only 2 levels, and has a chance of causing
  stat loss whenever the player takes damage, rather than over time.
* Being at 0 in a stat no longer causes direct damage to the player.
* Undead stat gain: Mummies get one of Str, Int, or Dex every 5 levels, and
  Vampires get either Int or Dex every 5 levels.
* Vampires can now drink from anything that has blood, regardless of their
  chunk type.
* Headbutt aux attacks no longer apply a small stun and the hooves aux kicks no
  longer bypass AC.
* Unarmed attacks no longer have a speed penalty when attacking with a shield.
* Cleaving attacks now function even under confusion.
* Control-attacking & manipulating doors are no longer permitted under
  confusion.
* Confusion will never cause characters to stumble into deep water/lava.
* Corrosion can affect characters not using weapons or armour, and applies -4
  to both armour and slaying (instead of -5/-3).
* Multi-turn actions, other than climbing/descending stairs, no longer reduce
  EV by 5 for their duration.
* Poison-immune characters (e.g. gargoyles, mummies) no longer take poison
  damage.
* Draconian Fighters no longer start with extra equipment.
* Teleportitis only triggers when it would land the player in LOS of
  enemies. It triggers slightly more frequently as a result, but no longer
  triggers in Labyrinths or the Abyss.
* The 'spiny' mutation is now dramatically stronger.
* Powered by Death is now triggered by kills, instead of corpses.
* Black Mark no longer gives vampirism; its other effects are now stronger.
* Clawed attacks no longer have bleeding-over-time damage effects.
* There's now a distinct hunger state of Fainting and appropriate warning
  messages for when the player is so low on nutrition that they might become
  paralyzed.
* The Breathe Flames and Spit Poison mutations are now mutually exclusive.
* Demonspawn can shoot through their own demonic guardians.
* Ability scores now cap at 125, up from 72.
* Some species now have lower Throwing aptitudes:
  - Centaur, Halfling, and Kobold go from +3 to +1;
  - Ogre, Spriggan, Tengu, High Elf, and Deep Elf go from +1 to 0;
  - Hill Orc and Gargoyle go from 0 to -1.

Geometry
--------
* All range-based mechanics now treat diagonals identically to orthogonal
  directions. Line of sight, spell range, and other effects are now visually
  'square'. Many of those, including line of sight, are now slightly shorter.

Gods
----
* Gozag:
  - The fee for entry has been reduced, especially early on.
  - Gold distraction is now an effect centered on the player that's refreshed
    whenever they find (make) new corpse-gold, rather than being centered on
    the gold piles themselves.
  - The cost of Potion Petition is more variable and higher initially, but no
    longer increases with use.
  - Friendly bribed allies are now permanently allied, but restricted to the
    branch from which they came.
  - Corpseless monsters now drop gold.
  - Gold that lands in deep water/lava teleports into the player's pockets.
  - Amulets of faith no longer have any effect.
  - Bribes now work on any intelligent monster in the branch, with bribe
    susceptibility based on HD and a scaling factor by branch. Unique Hell or
    Pan lords can't be bribed.
  - Bribes now trigger on monsters coming into view, rather than on level
    entry.
  - Call Merchant now always places shops at the player's location.
* Ru:
  - New sacrifice: Sacrifice Eye, similar to the effect of amulets of
    inaccuracy (and stacking with the amulet).
  - New sacrifice: Sacrifice Resistance, providing rC- rF-.
* Beogh's smite damage now scales better with invocations.
* Okawaru's Finesse no longer gives contamination.
* Lugonu and Trog no longer accept corpse sacrifices.
* The Shining One no longer blesses allies' weapons and armour; the Summon
  Divine Warrior ability is now slightly cheaper.
* Cheibriados' slouch damage is now based on monster movement speed.
* Ashenzari now gives the Scrying ability at 1* piety, boosts skills at 2*, and
  grants SInv at 3*.
* Zin's Vitalization no longer provides nutrition, and now has a small MP cost.
* Jiyva's Slime Prayer now lasts longer and has a small MP cost.
* Sif no longer requires worshippers to know spells.
* The player now no longer needs an altar to use the following abilities, which
  are accessible from the ability menu: Zin's Donate Gold, Kiku's Bless Weapon
  and Gift Necronomicon, Lugonu's Bless Weapon, and The Shining One's Bless
  Weapon.
* Gods no longer protect worshippers from Beogh smiting or TSO cleansing
  flame.
* Qazlal's wrath now causes noise 50% of the time before other possible
  actions, and can no longer inflict Deformed Body.
* Notes are now generated whenever you reach a piety rank for a god for the
  first time, instead of on abilities being gained.

Items
-----
* New items:
  - Maxwell's Etheric Cage, a helmet giving rElec, +4 MP and a large boost to
    MP regen, at the cost of causing intermittent light contamination.
  - the Robe of Vines, a +5 robe with massive regeneration but which renders
    the wearer unable to heal by external means.
  - Kryia's mail coat, +7 scale mail which amplifies the effect of healing
    items (and grants rC+ to boot).
* Poisonous chunks and rot chunks have been merged into 'inedible' chunks,
  which are only edible by ghouls. Some monsters have had their meat cleaned.
* Unrandart changes:
  - The Cloak of Starlight is now +2 and gives Stlth--.
  - The fencer's gloves now give a bonus to Short and Long Blades skills.
  - The Sceptre of Torment is now a staff.
* The box of beasts now produces a new type of variable creature, 'mutant
  beasts', instead of chimeras.
* The Orb of Zot now turns all controlled blinks into uncontrolled blinks while
  carried.
* Warding now applies to ranged attacks.
* Troll leather armour now provides regeneration to trolls.
* Staves of summoning no longer have a chance of abjuring on hit.
* Staves of power now give a flat +15 mp, rather than scaling with your MP; they
  no longer store MP when swapping.
* For the player and for monsters, curare needles no longer have an effect that
  prevents the use of abilities relying on breath.
* Scrolls of Holy Word now apply the Daze status effect instead of stunning
  enemies.
* "Sustain abilities" has been renamed to "sustain attributes".
* The Storm card no longer summons twisters.
* The Placid Magic card is no more.
* The Sack of Spiders makes more appropriate types of spiders at lower and
  higher levels of Evocations and fewer orb spiders overall.
* The Rod of Clouds makes acid clouds more often and storm clouds less often.
* Removed items:
  - The Cloak of Flash.
  - Potions of decay.
  - Potions of restore abilities.
  - Rings of teleport control.
  - The Book of Control.
  - Hammers.

Monsters
--------
* New monsters:
  - Salamander stormcallers, appearing in the late Dungeon and the Vaults. They
    chant for a few turns before calling down a Fire Storm on their victims.
  - Entropy weavers, appearing in Spider, Vaults, and Depths. They chant for a
    few turns before corroding their victims' equipment terribly.
  - Juggernauts, terrifying giants that lurk in Depths. They move quickly and
    deliver fantastically punishing blows, but must rest after each attack.
* Death cobs have been greatly strengthened and their attacks increase your
  hunger, even when guarded by AC.
* Hungry ghosts' hungering effect now apply even when their attack damage is
  reduced by AC.
* XP and placement for many uniques has been adjusted; in general, uniques have
  been removed from depths at which they're no longer threatening, and their XP
  has increased considerably.
* Jellies no longer eat items the player has seen.
* Monsters will now pick up all scrolls & potions, not just ones they use.
* Poison now has a 1/3 chance of affecting rPois+ monsters (up from 0/3).
* All nonliving monsters now have rPois+++.
* rElec++ has been removed; monsters that previously had it now either have
  rElec+ or full immunity.
* Non-magic-immune monsters are now always confuseable.
* Unrelated monsters can now swap with each other.
* Ghouls no longer cause rot with their attacks.
* Monsters no longer eat corpses.
* Revenants no longer ignore silence.
* Phantasmal warriors' attacks no longer pierce shields & armour.
* Death knights now have agony & haunt in addition to pain mirror.
* Worms are less vulnerable to some forms of kiting, having more regen in
  exchange for less max hp.
* Air elementals can no longer 'submerge' in air.
* Fire elementals no longer fly (though they can still cross lava). They can
  now enter shallow water.
* Queen ants are now faster.
* Liches and Ancient Liches can no longer cast Shadow Creatures.
* Many monsters have lost the 'teleport self' spell: (ancient) liches, wizards,
  giant orange brains, hellwings, smoke demons, ogre magi, Mara, and Boris.
* Various 'high-intelligence' monsters no longer have immunity to drowning
  while confused.
* Basic mummies no longer have death curses.
* Alligators now come in pairs.
* Jorgrun is no longer a deep dwarf, and now regenerates normally.
* Deep dwarf ghosts now regenerate normally.
* Hell beasts no longer have randomized speeds.
* Salamander mystics, firebrands, and stormcallers now all have normal land
  move speed and fast swimming speed.
* Polyphemus can throw his yaks at the player.
* Blocks of ice are now susceptible to LRD and Shatter.
* Demonspawn warmongers now have Haste Other instead of Grand Avatar, and can
  spawn with a shield.
* Demonspawn blood saints no longer have ephemeral infusion, and no longer
   damage themselves when casting Legendary Destruction.
* Orange crystal statues now have Shadow Creatures and both they and obsidian
  statues are faster at casting their spells.
* Monsters can no longer have the Inner Flame spell.
* Hellwings no longer have the Teleport Other spell.
* Monsters can no longer have Animate Dead nor Simulacrum spells.
* Monsters that worship Dith or Yred (including allies of the player) are
  immune to the umbra accuracy reduction.
* Monsters can no longer have a flee ability (polar bears, black bears, and
  krakens).
* Derived undead (skeletons, zombies, spectres, and simulacra) now do 80% of the
  damage of the base monster and inherit the energy use pattern of the base
  monster.
* Removed monsters:
  - Unborn.
  - Ravens.
  - Giant mites.
  - Baby alligators.
  - Boring beetles.
  - Goliath beetles.
  - Wandering mushrooms only generate through Fedhas or the monster Summon
    Mushrooms spell.

Spells
------
* Enslavement is replaced by Tukima's Dance in the Enchanter starting book, and
  by Gell's Gravitas in the Arcane Marksman starting book. Tukima's Dance no
  longer appears in the Book of Enchantments.
* Ignite Poison is now level 3 Fire/Poison/Transmutations; it no longer ignites
  items or poisonous creatures, only poisoned creatures and clouds, but does
  dramatically more damage to the former, especially at low power.
* Gell's Gravitas is now level 3 and smite-targeted; it can now target empty
  space, but no longer confuses monsters.
* Summon Guardian Golem is now level 3.
* Aura of Abjuration is now level 5, and has been moved from the Grand Grimoire
  to the book of Summonings.
* Monstrous Menagerie has been moved from the books of Summonings and Beasts to
  the Grand Grimoire.
* Summon Mana Viper has been moved from the book of Hinderance to the book of
  Summonings.
* Sticks to Snakes no longer requires wielding arrows.
* Apporting the Orb of Zot now causes the orb run to begin.
* Cigotuvi's Embrace is now stronger with small numbers of corpses, and
  considerably weaker with huge numbers.
* Freeze no longer has a stun effect.
* Death's Door sets player exhaustion when canceled with Borgnjor's
  Revivification.
* Ozocubu's Armour and Stoneskin no longer give additional bonuses to Ice Form
  and Statue Form, respectively.
* Casting Malign Gateway no longer drains player Int.
* Casting Haunt no longer cause sickness.
* High level spellbooks no longer restrict learning from them based on skill
  levels.
* Corpse Rot now affects all corpses in LOS.
* Darkness is now level 6.
* Controlled Blink is now level 8.
* Removed spells:
  - Abjuration.
  - Control Teleport.
  - Enslavement.
  - Flight.
  - Sure Blade.
  - Singularity.

Interface
---------
* The level map viewer (X) now allows you to examine monsters, items & features
  (with 'v'), just as the normal examine mode does.
* The inventory descriptions for weapons & shields now shows the skill required
  to reach minimum attack delay / remove attack delay penalty, respectively.
* The rune menu now shows you all runes and their locations before they are
  found, including the Orb of Zot.
* New ability_slot option, which allows you to specify default letters for
  abilities.
* The 'a'bility command shows the menu by default; to get the old behaviour,
  use the option "ability_menu = false".
* The auto_eat_chunks option is now true by default, so hungry characters eat
  chunks while resting, travelling, and exploring.
* Allow searching for jewellery, dragon armour/hides and magical staves using
  abbreviations for their granted properties.

Technical
---------
* Compilation under Cygwin is now supported.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Dungeon Crawl: Stone Soup (now at v0.18 "Pakellas's Packrats")
« Reply #8 on: May 05, 2016, 12:10:41 PM »
v0.18

Quote
0.18′s highlights include:

    Spells: Charms have been rethought and reworked, and a new spell, Yara’s Violent Unravelling, allows you to punish any enemies with charms of their own.
    Branches: The Elven Halls have a new set of enemies, there’s a new way to make your way through (or out of) the Abyss, and the Orcish Mines are half as long, but twice as packed with gold.
    Items: Magical jewellery and wands have both been massively reworked, with many new types appearing and old types gone. Try out the new Amulet of Harm, which increases all damage dealt by – and to – the wearer!
    Monsters: Many monsters have been reworked or added, with a special focus on the early and very late game.
    Gods: Pakellas the Inventive gifts and empowers magical evocables, such as wands and rods. Yredremnulites can now enslave the souls of angels and demons, and Beoghites can bring their followers back from the dead.

Highlights
----------
* New god: Pakellas the Inventive.

Branches, Environment
---------------------
* Killing monsters in the Abyss eventually spawns exits and down-stairs.
* Ziggurat portals no longer appear in Pan.
* After clearing multiple ziggurats, enemies found in later ziggurats will be
  considerably more dangerous.
* The Orcish Mines are now two levels, and generate fewer plain orcs. Gold
  generation is doubled to account for the shorter branch.
* The Elven Halls now contains elementals and dancing weapons (in addition to
  the ones normally found in the Hall of Blades).

Character
---------
* A new mutation: Sturdy Frame, reducing base ER by 2/4/6 and thus making
  heavy armour easier to wear. Can be a demonspawn mutation.
* Formicids now have 0 Throwing aptitude (was -2).
* Taking a known shaft now has a 2/3 chance of shafting one floor and 1/3 of
  two floors.
* Breath abilities are no longer mutations and are now unique to draconians
  and nagas.
* Throwing speed now works like weapons do, making it somewhat slower.
* Weapon types no longer have distinct strength weights. Strength now only
  gives a bonus to damage, and dexterity only gives a bonus to accuracy.
* Formicids can no longer dig while in most non-Formicid forms.
* Statue Form now gives somewhat more AC.
* Early-game attribute loss is recovered significantly more quickly.
* rElec now reduces damage by two-thirds, rather than three-quarters.

Gods
----
* New temple god: Pakellas the Inventive.
  - Grants MP on kills and passive wand charge identification. MP gained while
    full will eventually be turned into potions of magic.
  - Blocks MP regeneration and hates channeling.
  - Gifts wands, rods and miscellaneous evokables.
  - 1*: Quick Charge: uses a portion of current MP to recharge a wand or rod.
  - 3*: Device Surge: spends variable MP to apply power enhancers to your next
    use of an evocable item.
  - 6* capstone: Supercharge: sets a rod to +10 (18/18), or sets a wand's
    capacity to 50% above normal for that wand type.
* Ashenzari now allows followers to curse items with an ability that consumes
  a scroll of remove curse, instead of using prayer to create curse scrolls.
* Beogh no longer allows corpse sacrifice.
* New Beogh 6* ability: Resurrection, reviving & converting dead orcs.
* Followers of Elyvilon can pacify insects (again).
* Monsters buffed by Gozag's wrath now remain buffed as long as they live.
* Jiyva altars in Dungeon no longer appear as early.
* Okawaru's abilities now cost less piety, but don't last as long at low
  Invocations skill.
* Finesse is no longer blocked by stasis.
* Piety given for a Ru sacrifice is more explicitly stated.
* Sif Muna now grants miscast protection at 2* and amnesia at 4*, rather than
  the other way around.
* Xom now chaos brands more weapon gifts, and can chaos brand ranged weapons
  again.
* Yredremnul's Enslave Soul can now affect demons & holy beings.
* Abandoning Yredelemnul now destroys your zombie minions.
* Zin's Recite is now only interrupted if the player is silenced or
  incapacitated (or goes berserk).

Items
-----
* New items:
  - The amulet of dismissal, which may teleport away enemies that damage the
    player, but causes a brief combat penalty when equipped.
  - The amulet of reflection, which grants a few points of shielding that
    act as a shield of reflection.
  - The amulet of harm, which increases damage dealt to and by the wearer by
    25%.
  - The amulet of magic regeneration, which increases MP regeneration after a
    warmup period.
  - The ring of resist corrosion, replacing the amulet.
  - Wands of acid, which cause significant damage and corrosion.
  - Wands of iceblast, which cause a partially irresistible explosion of cold.
  - A figurine of a ziggurat, which can be evoked to create a ziggurat portal.
    Appears on Zig:27 of all ziggurats and in the Tomb:3 loot.
  - Unrand: The +8 frozen axe "Frostbite" {freezing cloud, *Noise +Fly rC+}, an
    executioner's axe that may create freezing clouds on those it strikes.
  - Unrand: The +3 Warlock's Mirror {reflection}, a buckler that allows
    reflection of piercing effects and enchantments, among other things.
* The Etheric Cage now multiplies gained contam, instead of generating it.
* Sniper can no longer miss, and is now +9 (formerly +15).
* The robe of vines now grants slightly less regeneration.
* The Majin-Bo now speaks occasionally.
* The captain's cutlass now causes bonus damage when disarming.
* The amulet of Cekugob is now an amulet of dismissal.
* The brooch of Shielding is now a +8 amulet of reflection with no AC or EV
  bonus.
* Wearing an amulet of regeneration has no effect until the next time you are
  at full health.
* A new property can now generate on random artefacts: Fragile, which destroys
  the item when it is removed.
* Amulets of faith now grant a 25% bonus to piety, not a 33% bonus.
* Scrolls of enchant armour & enchant weapon no longer remove curses.
* Potions of ambrosia now bypass clarity.
* The evocable teleport property +Tele is removed. Rings of teleportation now
  only have the *Tele teleportitis effect.
* Potions of cure mutation are slightly more common.
* Potions of degeneration now cause 1-3 damage to every stat.
* The Damnation card has been renamed to Exile.
* Poison needles' effects scale with Throwing skill and weapon enchantment.
* Arrows, bolts and sling bullets no longer have brands.
* Removed items:
  - Amulets of resist mutation, stasis, warding, and corrosion.
  - Wands of cold, fire, frost, magic darts, invisibility, draining, and
    fireball.
  - Rods of destruction and of the swarm.
  - Ring of invisibility.
  - Potions of poison.
  - Needles of slowing.
  - Lanterns of shadows.

Monsters
--------
* New monsters:
  - Spark wasps, electric swarming insects appearing in Spider and Depths.
  - Iron giants, with the ability to throw you towards their pack of allies.
  - Doom hounds, who can howl to create a pack of dangerous creatures.
  - Deep elf archers, with skill in archery and hexes.
  - Deep elf elementalists, with mastery of elemental magic and the ability to
    turn rock into earth elementals to dig out entrenched foes.
  - Dart slugs, slow-moving, squishy gastropods with a ranged dart attack.
  - Howler monkeys, fast and extremely loud creatures, often found in packs.
  - Rime drakes, small flying lizards which breathe Flash Freeze.
* Shadow Fiends are now Tzitzimimeh, made somewhat stronger and given attacks
  that surround their targets in a ring of miasma clouds.
* Hellfire has been renamed to Damnation, and no longer melts ice.
* Chaos champions lose Chaotic Mirror and instead gain Call of Chaos, an
  ability which applies (usually) positive status effects to nearby allies.
* Mnoleg gains Call of Chaos (as above), Random Bolt, and Dig.
* Gloorx Vloq gains Summon Executioners and Black Mark.
* Liches and Ancient Liches no longer have a long list of random spells,
  and return to a new set of fixed spellbooks.
* Salamander stormcallers' chant does not need to be continuous; they now
  only need to try to cast Fire Storm at their target three times for it to
  trigger.
* Entropy weavers' corrosion is now instant and smite-targeted, but only
  applies one level of corrosion.
* Ice devils are now tier 4 demons, and are weakened slightly.
* Hellwings now have the swoop attack formerly possessed by blue devils.
* Shock serpents' discharge now only strikes whatever hit it.
* Salamander mystics lose Localised Ignite Poison.
* Deep elf high priests & sorcerers can no longer cast Summon Demon.
* Natasha, deep elf knights, and salamander stormcallers can no longer cast
  Conjure Flame.
* Banishment from powerful monsters can now send you deeper into the Abyss
  than Abyss:1.
* Deep elf mages are now stronger and have new spell sets, including spells
  previously cast by deep elf conjurers and summoners.
* The Sap Magic effect from demonspawn warmongers now has three fixed levels of
  success rate penalty, rather than scaling continuously. Each spell cast while
  under the Sap effect has a fixed chance to increase the penalty level.
* Demonspawn corruptors' Corrupt Body spell is now a single-target version of
  the same spell used by wretched stars. These spells both now try to apply
  multiple levels of a single random temporary mutation instead of giving many
  different kinds.
* Ancient champions and death knights no longer have the Haunt spell.
* Swamp worms are now amphibious and generate submerged, emerging to attack the
  player and never resubmerging.
* Deep elf high priests now have an Aura of Brilliance spell that affects all
  allies in their view, making them cast spells more frequently and with more
  spell power.
* Hell hogs now have Fireball, replacing Sticky Flame.
* Giant eyeballs are now normal speed, but must stare thrice to paralyze.
* Maurice can now steal from the floor as well as your inventory.
* Natasha no longer becomes weaker upon revival.
* Death cobs now drain speed, rather than causing hunger.
* Monsters that drain speed can now do so even to creatures with rN.
* Corroding monsters now reduces their AC by 8, rather than halving it.
* Needles no longer strike unaware monsters more powerfully.
* Removed monsters:
  - Octopode crushers.
  - (Plain) spiders.
  - Salamander firebrands.
  - Blue devils.
  - Brain worms.
  - Deep elf fighters, conjurers, priests, and summoners.
  - Trapdoor spiders.
  - Fire drakes.

Spells
------
* New spell: Yara's Violent Unravelling (L5 Hexes/Transumations). Dispels
  all cancellable effects on the target and, if any were dispelled, causes
  a damaging explosion of mutagenic energy around the victim.
* Hydra Form now has a fixed number of heads.
* The Infusion spell has a lower power cap, scaling more quickly to the same
  damage bonus as before.
* Song of Slaying now increases its slaying bonus with every kill, but caps at
  +9 total.
* Tukima's Dance's power multiplier has been reduced.
* Spectral Weapon now bases the strength of the summoned weapon on spell power
  instead of weapon skill.
* Alistair's Intoxication is now level 5 and gives Vertigo status instead of
  confusing the player or draining Int, and can sometimes affect rPois
  monsters.
* Monstrous Menagerie is now level 7 (was 6).
* Shadow creatures is now level 6 (was 5).
* Passwall is now level 2 (was 3).
* Ozocubu's Armour now slows movement slightly while active.
* Removed spells: Stoneskin, Condensation Shield, Mass Confusion, and
  Phase Shift.

Interface
---------
* Earth elementalists now have their stones start on b.
* Characters starting with a primary ranged weapon now have their melee weapon
  on b by default.
* New autofight_warning option, to combat accidentally holding down tab.
* An option is added to the butchering prompt to allow butchering only
  (e)dible corpses.
* Auto-eat now triggers for ghouls if they are rotted.
* The religion screen now shows all god powers, with currently accessible
  powers (per level of piety) being highlighted.
* Many previously hardcoded forced mores are now optional and present in the
  default init.txt.
* New character dump option: skill_gains, which shows when skills were gained.
* A s(T)atus effect lookup has been added to ?/.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Dungeon Crawl: Stone Soup (now at v0.19 "Dancing Through Memory")
« Reply #9 on: November 01, 2016, 01:43:52 PM »
v0.19

Quote
We’re proud to announce the release of Dungeon Crawl Stone Soup 0.19: “Dancing Through Memory”! 0.19 features two new gods, a new portal vault, and many other additions, streamlinings, and general improvements to the game.

0.19′s highlights include:

    Branches: Lair and its sub-branches have been made shorter but deadlier, Zot offers new perils to the unwary adventurer, and the Desolation of Salt, a new timed portal vault, offers hoards of ancient artefacts to those strong enough to face down the unique threats hidden in its blinding saltstorms.
    Spells: Two new spells have been added: Lesser Beckoning, which pulls enemies straight to your feet, and Infestation, a high-level Necromancy spell that spawns death scarabs from the remains of slain foes.
    Items: All Long Blades now offer a ‘riposte’ effect, giving a chance for an automatic counterattack whenever an enemy misses the player. The Fencer’s Gloves let you riposte with any weapon.
    Characters: Halflings and Kobolds have had their aptitudes and stats reworked, pushing the former to be powerful heavy-armour fighters, and the latter toward stabbing and spellcasting.
    Gods: Uskayaw the Reveler offers remarkable combat powers to acolytes, peaking at the ability to instantly kill any targeted foe, but the piety that powers those abilities drops back to nothing after every battle. Hepliaklqana the Forgotten gives followers a single, permanent ally, which grows in strength alongside the player. Plus, Nemelex Xobeh’s decks have been streamlined and reworked, and Sif Muna’s abilities have been overhauled to be much more fun to use.

Highlights
----------
* New gods: Uskayaw the Reveler and Hepliaklqana the Forgotten.
* New portal: the Desolation of Salt.
* Sif Muna and Nemelex Xobeh have been dramatically reworked.
* Long blades have a new passive effect, 'riposte'.

Branches, Environment
---------------------
* New timed portal vault: the Desolation of Salt, appearing in Elf and Vaults.
  - Six new enemies, including swarms of fragile golems with supporting allies.
  - Open terrain layout with large, opaque clouds to use as cover.
  - Many powerful artefacts resting within ancient ruins.
* Volcanoes are now much more dangerous, but offer better rewards.
* Lair is now six floors (formerly eight).
* Slime is now five floors (formerly six).
* The Slime treasure vault's walls disappear entirely on their master's death.
* Webs are no longer destroyed after creatures escape from them.
* Beogh will no longer smite creatures that destroy orcish idols.
* Ambient noise is more significant in Shoals, the Desolation, Crypt, and Tomb.
  Lair and Orc no longer have ambient noise.
* Storm cloud damage is more common and much less severe.
* Non-opaque clouds created by the player vanish instantly when out of LOS.
* The Orb's translocation restrictions now apply throughout the Zot branch.

Character
---------
* Flight or transformations expiring over deep water or lava no longer causes
  instant death. Instead, they cause heavy drain over time until reaching land.
* Potions, scrolls and books can be used while still on the floor.
* Resistances granted by rN (to e.g. Pain effects) now scale with rN, only
  reaching full immunity at rN+++ (instead of at rN+).
* Monks can now choose a weapon to start with.
* Corrosion slaying penalties now affect unarmed & auxiliary attacks.
* Spriggans can wield any weapons that kobolds and halflings can.
* Kobolds and halflings rebalanced toward & away from casting, respectively.
* Hidden "stealth factors" for species and forms are gone.
* Vampire blood level effects have been simplified and reworked.
* Bat form can quaff potions and open doors.
* The undead always take stat damage if mutated, instead of sometimes rotting.
* Temporary mutations only have a 50% chance of affecting the undead.
* Mummy self-restoration has been removed.
* The 'sustain abilities' effect has been removed.
* Sickness no longer has a chance of damaging stats.
* Issuing orders to allies no longer makes noise.
* Climbing stairs takes slightly longer, but doesn't penalize EV.
* Clarity provides immunity to sleep and fear.

Gods
----
* New temple god: Uskayaw the Reveler.
  - Piety gained by dealing damage to enemies.
  - Piety decays extremely rapidly over time.
  - 1*: Stomp: deals damage to all adjacent enemies.
  - 2*: Line Pass: instantly travel through a line of enemies, confusing some.
  - Solo Time: on reaching 3*, briefly paralyse all visible enemies.
  - Pain Bond: on reaching 4*, all visible enemies begin sharing damage
    taken with each-other.
  - 5*: Grand Finale: blink into and instantly kill target monster.
* New temple god: Hepliaklqana the Forgotten.
  - Grants a permanent customizeable ally, respawning on a delay after death.
    The ally automatically grows in strength as you level up.
  - Piety granted for exploration.
  - 0*: Recall: interlevel recall for your ally.
  - 2*: Remember Life: permanently make your ancestor a Hexer, Knight or
        Battlemage.
  - 3*: Transference: swap your ancestor with any creature in LOS, or yourself.
  - 4*: Idealise: heal your ancestor & temporarily increase their AC, damage
        and spellpower dramatically.
  - 5*: Transference drains enemies adjacent to the target.
* Sif Muna changes:
  - The 1* Channel Energy ability is replaced with Divine Energy, which allows
    the player to cast with insufficient mp, causing temporary -Cast.
  - At 3*, grants "Channel Magic", trading piety for a fast MP regen status.
  - Book gifts now begin at 5*, instead of 6*.
  - Sif grants piety for both learning magic and killing enemies.
* Nemelex Xobeh changes:
  - Now gifts decks of escape, destruction and summoning.
  - Drawing from decks and using Nemelex abilities now uses invocations,
    not evocations.
  - Identify scrolls can no longer be used on decks.
* Beogh's water-walking always lasts until the player is on land.
* Beogh no longer increases the benefits of armour and shields.
* Dithmenos's Shadow Step can no longer be used on allies or while immobile.
* Fedhas appreciates all corpse decay, and rots all corpses when the player
  leaves a level. Toadstool generation is an ability, instead of a 'p' effect.
* Qazlal's cloud immunity applies to all clouds, not just the player's.
* Jiyva's jelly paralyse ability has been removed.
* Many divine abilities have had their hunger costs removed or increased.
* Most gods that like killing are less particular about what you kill.
* Piety decay over time has been streamlined and adjusted for most gods.
* Gods that hate specific monsters no longer prevent you from enslaving them.
* Pakellas has been removed.

Interface
---------
* Most targeters will be more intelligent when trying to maximize enemies hit.
* In tiles, monster attitude is indicated with colored auras instead of icons.
* The (p)rayer command is gone; pray at altars with > or <, as with shops.
* Descriptions of monsters with multiple spellsets show which spells you've
  seen them cast.
* Monster descriptions list their average max HP.
* New auto_butcher option, which butchers edible corpses during autoexplore.

Items
-----
* Fixed artefacts:
  - Firestarter and Frostbite now provide immunity to their cloud types.
  - The Octopus King trident's enchantment bonus for wearing Octopus King rings
    is now +2 (prev. +1).
  - The Staff of Olgreb now has a fixed +9 enchantment.
  - The Sword of Zonguldrok no longer creates hostile dead or curses itself.
  - The arbalest 'Damnation' doesn't provides resistances, and does more damage.
  - The morningstar Eos takes Brilliance's halo, and no longer has -Tele.
  - Fencer's Gloves no longer increase Sbl/Lbl skill or provide +EV/AC, but let
    the player riposte with any weapon (details below).
  - Wyrmbane now has rC+ instead of +Rage.
  - The greatsling Punk has a unique 'acid' brand, instead of freezing.
* Evocations:
  - Wands of random effects can no longer produce digging or disintegration.
  - Boxes of beasts and sacks of spiders have a fixed chance of destruction
    per-use, instead of a hidden charge count. They now stack.
  - Fans of gales & lamps of fire no longer summon elemental allies.
  - Phials of floods impact damage significantly reduced.
* Players using long blades sometimes riposte when dodging attacks, launching
  instant, automatic counterattacks.
* Weapons of protection give a temporary +7 AC on hit, replacing a passive +5.
* Creatures that could be butchered for enchantable hides instead, with the
  same chance, leave behind the corresponding armour when killed.
* Amulets of harm now increase damage dealt more than damage taken, and are no
  longer evil.
* Elemental enhancers no longer penalise spells of the opposite element.
* Jewellery acquirement creates twice as many randarts.
* The *Confuse randart property is now *Slow.
* Books can no longer be destroyed to forget spells.
* Rods are created through misc. acquirement instead of staff acquirement.
* It's no longer possible to acquire ammunition.
* Renamed:
  - dragon armour -> dragon scales.
  - greatsling -> fustibalus.
* Removed:
  - All decks and their cards, except for those gifted by Nemelex Xobeh.
  - Dragon and troll hides.
  - Sword of the Doom Knight, Amulet of Cekugob, and "Brilliance".
  - Amulets of dismissal.
  - Rings of sustain abilities.
  - Stones of tremors.
  - The evasion weapon ego.
  - The Akashic Record.
  - Artefact blowguns.

Monsters
--------
* New monsters
  - Bai Suzhen, a late-game draconian unique that casts Summon Hydra. When
    severely injured, she becomes a dragon ringed by storm clouds.
  - Meliai, bee priestesses that sting and smite in trios.
  - Dream sheep, pack monsters that put their enemies to sleep.
  - ...and the residents of the Desolation of Salt.
* Uniques:
  - Urug and Jory's weapons are now much nastier for their depth.
  - Mennas always spawns with a sacred weapon.
  - Donald can now cast Haste and Might.
  - Asterion's Spectral Weapon has been replaced by Greater Servant of Makhleb.
  - Xtahua can now roar to cast Paralyse.
  - Nergalle can no longer enter Death's Door.
  - Gloorx Vloq can no longer cast Black Mark.
  - Various uniques have had their genders changed.
* Zombies, skeletons, and simulacrula no longer hide damage taken, and display
  the full names of the monster they were created from.
* Battlecry has been simplified, affecting all monsters of the same genus.
* Blood Saints's Legendary Destruction now casts two spells at a time.
* Necromancers gain Bind Soul, reviving slain monsters as simulacrula.
* Ghostly Fireball is now completely resistable by rN and causes draining.
* Obsidian statues can Mesmerise.
* Wizards and Ogre Mages have split up and re-arranged their many spell sets
  to arrive at three sets each, with minimal overlap.
* Spriggan air mages can no longer cast Control Winds.
* Hellions no longer have fire resistance or cold vulnerability.
* Deep elf archers no longer fire their bows in melee.
* Death scarabs no longer trail miasma, but are somewhat tougher.
* Tzitzimitl melee slows and rots victims, instead of creating miasma.
* Ushabti gain Dispel Undead and Warning Cry, and their clouds are now miasma.
* Friendly monsters will no longer open doors.
* Jellies no longer eat unseen items for non-Jiyva worshippers.
* Turtles no longer withdraw into their shells when injured.
* Giant eyeballs charge up their paralysis-stare 50% faster.
* Statues are now stabbable; obsidian & orange crystal statues gain sInv.
* Renamed monsters:
  - Giant newt -> frilled lizard.
  - Giant frog -> bullfrog.
  - Giant gecko -> leopard gecko.
  - Giant leech -> tyrant leech.
  - Giant eyeball -> floating eye.
  - Giant spore -> ballistomycete spore.
  - Giant orange brain -> glowing orange brain.
  - Greater naga -> nagaraja.
* Removed monsters:
  - Anubis guards.
  - Boulder beetles.
  - Chaos champions.
  - Griffons.
  - Putrid demonspawn.
  - Salamander stormcallers.
  - Sheep.
  - Wasps.
  - Norris.
  - Maud.
  - Wiglaf.

Spells
------
* New spell: Infestation (L8 Necromancy), appearing in the Necronomicon.
  Applies 'infested' to monsters in a large, smite-targeted area; a friendly
  death scarab erupts out of the victims when they die.
* New spell: Lesser Beckoning (L3 Translocation), which pulls a single target
  adjacent to the caster.
* All temporary allies are incapable of attacking out of LOS, not just summons.
* Confusing Touch is level 1 (was level 2).
* Cigotuvi's Embrace only degrades over time, not on-hit.
* Irradiate causes significantly less contamination when cast.
* Olgreb's Toxic Radiance causes less damage, but doesn't poison the caster.
* Simulacrum's duration is significantly shorter.
* Spells formerly in the Akashic Record have been redistributed elsewhere.
* Various other spellbooks have had minor adjustments.
* Removed: Cure Poison, Haste, and Warp Weapon.
Brian Emre Jeffears
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v0.20
Quote
We’re toadally pleased to announce the release of Dungeon Crawl Stone Soup 0.20: “Scarf Our Wanderful Fried Frogs”! 0.20 features a new species, some new items and spells, dungeon updates, and many other additions, streamlinings, and general improvements to the game.

0.20′s highlights include:

Characters: Barachim have been added, a new species that moves slowly but has good aptitudes, a powerful Hop ability, and can see one tile more than other species. Ogres have had their aptitudes and stats reworked, allowing them to be more proficient spell-casters and not just melee brutes, and mummies have a much higher spell-casting aptitude.
Spells: Two new spells have been added: Ignition, a high level Fire Magic spell that drops a weakened Fireball on every monster in view, leaving the player and their allies unaffected, and Poisonous Vapours, a Poison/Air spell in the Venom Mage starting book the creates a very short-lived poisonous cloud on a single monster.
Items: Scarves have been added, which are auxiliary armour for the cloak slot that has 0 AC and can’t be enchanted, but have special powerful egos like Repel Missiles, Cloud Immunity, Resistance (rF+ & rC+), and Spirit Shield. Mutation potions are now the only mutation-changing potion, and each quaff cures multiple existing mutations and grants several new ones. Additionally, spells formerly found on rods have been moved to wands of clouds and scattershot and the new rod of lightning XP evocable, and other wands have had their ranges and effects adjusted.
Dungeon: Many new dangerous vaults have been added, including an epic level-wide Depths vault as well as tricky loot vaults using the new one-way transporter dungeon feature. The Tomb of Ancients now features more dangerous one-way stairs that don’t allow easy, immediate return, and the treasure walls of the Slime Pits now always breach when the Royal Jelly dies.
Interface: A new noise meter now shows the relative loudness of each action, and in console mode this can be replaced by a bar showing the glyph of each equipped item. Stash searches now exclude distant duplicate matches of vanilla weapons, armour and ammo by default. Finally, the mouse can now be used in WebTiles by default and the species selection menu is reworked to have groupings in “simple”, “intermediate”, and “advanced” categories.

Highlights
----------
* New species: Barachim
* New spells: Poisonous Vapours and Ignition
* New scarf items: Armour for the cloak slot with new egos
* New evocations: Wands and an evocable based on spells formerly found on rods

Branches, Environment
---------------------
* The Slime Pits treasure vault walls are breached when the Royal Jelly dies.
* Web traps created in play (by e.g. jumping spiders) are destroyed on
  escape.
* The Tomb of Ancients now has one-way escape hatches with return hatches
  nearby instead of stairs.
* New transporter dungeon feature: a one-way portal to elsewhere on the level.
  Currently used in a number of new loot vaults.

Character
---------
* New species: Barachim, with an powerful innate Hop ability and good
  aptitudes balanced by slow movement and an increased base LOS radius.
* Ogre aptitudes have been adjusted, trading M&F skill for spells.
* Mummies' spellcasting aptitude has been increased to +2, from -1.
* Deep dwarves have an innate ability that heals them and has a chance of
  permanently reducing their MP. Their old recharge ability has been removed.
* Loud noises no longer break mesmerization or fear.
* Various 'badform' (e.g. wispform) special cases have been removed.
* Several abilities that triggered exhaustion now have their own cooldown timers.
* Removed:
  - High elves.
  - Mottled draconians.
  - Vestigial Lava Orcs/Djinni. Saves will load, but (after a prompt) will be
    converted to Hill Orcs/Vinestalkers.

Gods
----
* The Shining One:
  - Cleansing Flame is more effective against non-evil enemies.
  - All bonus-damage 'stab' attacks are prevented.
  - Poison is no longer forbidden.
* Minor Elyvilon wrath effects removed; enemy lifesaving strengthened.
* Nemelex's wrath reclaims all decks, rather than sabotaging them.

Interface
---------
* The species selection menu has been reworked to have a more useful
  conceptual organization, with species grouped into "simple", "intermediate",
  and "advanced" categories.
* Noise from the last turn is displayed in the top-right, replacing gold.
  (Gold can still be seen with % and $.)
* Terminal colors now work properly on a wider range of terminals by default.
  However, as a consequence the default background map color is dark blue.
  To get dark grey, depending on your terminal you can set
  `bold_brightens_foreground=true` or `allow_extended_colours=true` in
  your rc file.
* New equip_bar option that replaces the noise display with a display of the
  glyphs of your equipped items (console only).
* Monsters' melee attacks, including estimates of potential damage, are
  now included in their descriptions.
* The player's odds of succeeding with melee confusion attacks is displayed.
* auto_butcher can be configured to trigger on different hunger levels.
* Stash searches now hide distant duplicate matches of more vanilla
  weapons, armour, and ammo by default. Searches results are now first
  ordered by items' descriptive names, rather than by the whole string
  including determiners.
* Red draining is now divided into red and magenta; magenta is the worst.
* The mouse can be used in webtiles (now enabled by default, previously a
  secret option).
* Local versions have much-improved support for custom sounds; see
  https://github.com/crawl/crawl/commit/4270d38ebf63 for details.
* SDL Tiles now no longer disables screen savers.

Items
-----
* New item type: scarves, occupying the cloak slot.
  - Scarves give 0 AC and cannot be enchanted, but always have an ego.
  - Scarf egos: Cloud Immunity, Spirit Shield, Resistance, rMsl.
* Evocations:
  - New wand types: Clouds and Scattershot.
  - New misc item: the Lightning Rod, a 4-charge XP evocable.
  - Wands scale better with Evocations.
  - Wands can no longer be zapped while confused.
  - Wands of disintegration no longer destroy terrain.
  - Wands of digging can now destroy statues.
  - Wand and miscellaneous acquirement merged into 'evocations'.
* Unrandarts:
  - New unrand: Maxwell's Thermic Engine, a freezing/flaming double sword that
    increases in power with each swing taken.
  - The Ratskin Cloak's stats have been tweaked, and it can now summon rats.
  - Amulet of Bloodlust: Slay+6 (was +3), MR++ (was MR+).
  - Shield of Ignorance: Now +10 {Int-4, rN+}. *Curse, AC+4 removed.
  - Sword of Jihad: renamed to Zealot's Sword.
  - Sceptre of Torment only torments on-hit, rather than randomly.
  - The Captain's Cutlass no longer chops off hydra heads.
  - The Ring of Shaolin is renamed to the Ring of Phasing, and the bow of Krishna
    "Sharnga" is renamed to the longbow "Zephyr".
* Potions of cure mutation, beneficial mutation, and mutation have been merged.
* All types of food take one turn to eat.
* All types of manuals are pre-identified.
* Weapons:
  - Giant Spiked Clubs have had their base delay lowered slightly.
* Removed:
  - Wands of heal wounds, haste, teleportation, and slowing.
  - Rods.
  - Discs of Storms.
  - The Hat of the High Council, the Scimitar of Flaming Death, and the Dagger
    of Chilly Death.
  - Beef jerky and pizza.

Monsters
--------
* Draconian callers -> stormcallers, which Smite, Summon Drakes, and Upheaval.
* Mottled dragons -> acid dragons.
* Two-headed ogres are significantly stronger.
* The 'draining' effect once again lowers monsters' MR.
* Various unique monsters give better rewards for defeating them.
* Monsters such as alligators get a larger movement speed increase when using
  their Sprint ability.
* Maurice and Ijyb now always have wands, and Ijyb first appears a bit deeper
  in the Dungeon.
* Draconian ghosts will no longer have negative energy breath.
* Removed:
  - Mottled draconians.
  - Draconian zealots.
  - Hill giants.

Spells
------
* New spell: Poisonous Vapours (L2 Poison/Air); creates an extremely short-
  duration poison cloud on a targeted creature. Appears in the VM book.
* New spell: Ignition (L8 Fire). Drops a weakened Fireball on every monster in
  line of sight. The caster and their allies are unaffected.
* Gell's Gravitas is now Translocations only (was Tloc/Hex).
* Portal Projectile is now Tloc/Hex (was Translocations only).
* Swapped Portal Projectile and Gell's Gravitas in the Wr/AM starting books.
* Book of Conjurations: Battlesphere replaced with Force Lance.
* Book of Air: Repel Missiles replaced with Airstrike.
* Confusing Touch is less effective, especially against high-HD enemies.
* Sandblast consumes stones directly from inventory, but no longer functions
  without ammo, and cannot consume large rocks.
* Removed:
    - Delayed Fireball.
    - Poisonous Cloud
    - Repel Missiles.

Modding/contribution support
----------------------------
* A number of guides from contributor Cerol on how to change key components
  of the game (first debuted in r/dcss and r/roguelikes) have been added to
  the documentation. These can be found at:
    - https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/background_creation.txt
    - https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/god_creation.txt
    - https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/mutation_creation.txt
    - https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/species_creation.txt
Brian Emre Jeffears
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getter77

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Re: Dungeon Crawl: Stone Soup (now at v0.21 "Gnoll Country for Old Jian")
« Reply #11 on: January 06, 2018, 01:27:50 PM »
v0.21

Quote
We’re pleased to announce the release of Dungeon Crawl Stone Soup 0.21: “Gnoll Country for Old Jian”! 0.21 features a new species, a new god, a new spell, and many significant updates and general improvements to the game.

0.21′s highlights include:

    Characters: Gnolls have been added, a new species that always trains all skills at once, without any of the usual item/spell restrictions, and can’t select specific skills to train. To help overcome this limitation, Gnolls have very high apts (+6 in magic schools, +9 invocations, and +8 for the other schools) as well as higher stats. They can also sense the location of nearby items. Additionally, Ogres now have better aptitudes in shortblades, longblades, and axes.
    Gods: Wu Jian Council has been added, a new god that grants martial attacks from movement actions, including a powerful lunge attack, a cleave-like whirlwind attack, and a multi-hitting wall-jump attack that lets you leap off walls. Wu also has two powerful active abilities that cost piety. The first is a Serpent’s Lash ability granting two free movement actions that allows any resulting martial attacks to never miss. The second is Heavenly Storm, which creates opaque clouds and increases your prowess as you continue to use martial attacks. Finally, Zin now grants 100% mutation immunity at 6* piety, allowing you to use potions of mutation solely to cure mutations at this piety level.
    Spell: A new spell has been added: Borgnjor’s Vile Clutch, a level five Necromancy/Earth spell that calls forth undead hands from the earth over a smite-targeted area to constrict hostile monsters. It appears in the Necromancer starting book, the book of Unlife, and the book of Dreams.
    Items: Permanent food has been simplified, and now rations are the only type of food, replacing bread and meat rations, fruit, and royal jelly. Food item generation and the herbivore/carnivore mutations have been balanced to keep overall nutrition about the same. Additionally, wands of the same type merge charges upon pickup, and there’s no cap on wand charges. Wands also identify their charges upon pickup and are destroyed when the last charge is used.
    Dungeon: Items in doorways no longer prevent closing doors in most cases and get pushed out of the doorway if the items wouldn’t land in deep water or lava. The rate at which unique Pandemonium lord levels appear in Pandemonium has been increased. Several new dangerous vaults have been added, and the Hellbinder and Cloud Mage WizLabs have been revamped to provide greater and more varied challenge, as well as better loot.
    Monsters: Monsters no longer spawn after level-generation in most places, which includes the nasty out-of-depth monsters that formerly spawned after many turns. Instead a few more monsters generate on each level, and monsters have a small chance to generate awake, although never near stairs. Air elementals have a short-range, short-duration Tornado-like Vortex ability. Player ghosts now are all speed 10 and never spawn with chaos melee. Finally, random Pandemonium Lords no longer can have the Shatter spell.
    Interface: Players can now set training targets for skills. Press ‘=’ on the skill screen, select a skill, and enter a skill level to have training of that skill disabled when the specified level is reached. Many monsters and artefact item tiles have been updated, and Draconian player tiles now show their hats!

Highlights
----------
* New species: Gnolls
* New god: Wu Jian Council
* New spell: Borgnjor's Vile Clutch

Branches, Environment
---------------------
* The rate at which unique Pan lord levels appear in Pandemonium is increased.
* Transporters now have a 'landing site' that indicates their destination.
* The Hellbinder and Cloud Mage Wizlabs have been revamped to give greater and
  more varied challenges as well as improved loot.

Character
---------
* New species: Gnolls, with extremely high aptitudes for all skills, but
  an inability to focus: Gnolls always train all skills equally, regardless
  of whether they have the requisite items or spells.
* Ogres now have better aptitudes in shortblades, longblades, and axes.

Gods
----
* New (temple) god: Wu Jian Council
  - Grants free 'martial' attacks from certain movement actions:
    * 0*: Moving toward an enemy triggers 'Lunge', which attacks the enemy and
      does extra damage.
    * 1*: Moving between tiles adjacent to a monster triggers 'Whirlwind',
      which attacks all adjacent foes and 'pins' them, preventing one turn of
      movement.
    * 2*: Moving against solid obstacles triggers a two-turn Wall Jump, moving
      two tiles in the opposite direction and attacking any adjacent enemies.
      This ability can also be triggered via an (a)bility, and the movement-
      based mode can be disabled using `wall_jump_move = false` in your rc
      file for more careful play.
  - 3*: Active 'Serpent's Lash' ability, granting two free movement actions,
    of which any martial actions will never miss.
  - 5*: Active 'Heavenly Storm' ability, creating opaque clouds and increasing
    your martial prowess while you continue to use 'martial' attacks.
  - Piety is gained through defeating foes.
* Gozag Potion Petition no longer offers haste/berserk potions for species
  that can't haste/berserk.
* Zin blocks 100% of mutations at 6* piety. At that piety level, potions of
  mutation now only remove mutations and don't cause piety loss.
* Zin no longer has a mutation removal one-time ability at 6* piety.
* Makhleb's Minor Destruction has slightly lowered range, and Makhleb's Major
  Destruction has slightly increased range.

Interface
---------
* Players can now set training targets for skills.
  - Press = on the skill screen, select a skill, and enter a skill level.
  - Training of that skill is disabled when it reaches the specified level.
* Water species except for merfolk autoexplore/travel through shallow water.
* Diagonal shift-running now stops properly at doors.
* Draconian players now show their hat tiles in Tiles/WebTiles.
* New 'tc_forbidden' RC option to set color of squares forbidden by travel.
* New xp_by_level morgue table to track XP sources on a per-level basis.
* New -force-map objstat/mapstat option to always place a given map on each
  level.
* New objstat fields for tracking monster numbers/XP from vaults.
* Many new tiles for artefact weapons and monsters.

Items
-----
* Wands of the same type merge charges upon pickup and wands have no cap on
  charges.
* Wands identify charges upon pickup and are destroyed when their last charge
  is used.
* Items in a doorways no longer prevent closing doors in most instances.
  - Items get pushed out of the doorway when the player closes the door.
  - Doors refuse to close only if the items would fall into deep water or lava.
* Potions of mutations remove fewer mutations on average and are a bit rarer.
* Fan of Gales now disperses clouds at the user's location.
* Un-equipping an item currently giving you invisibility now gives extra
  contamination.
* Rods of lightning XP-recharge even when only partially used and only grant a
  power bonus for shots over consecutive turns.
* Scarves are never made as artefacts.
* Wands of random effects include malmutate in the set of possible effects.
* Permanent food has been simplified.
  - Rations are now the only type of permanent food, replacing bread and meat
    rations, fruit, and royal jelly.
  - Ration item generation and well as the herbivore and carnivore mutations
    have been balanced to keep available nutrition the same as before.
  - Fedhas abilities that formerly required a piece of fruit instead require
    two rations.
* Removed:
  - Wands of confusion and lightning.
  - Scrolls of recharging.
  - Mutagenic chunks.

Monsters
--------
* Monsters no longer spawn after level-generation in most places.
  - This also eliminates the "super OOD" timer that could generate
    exceptionally hard monsters after a long time on the level.
  - The number of monsters created during level generation is increased
    slightly to compensate.
  - Pandemonium and Abyss are unaffected by this change.
* A fraction of the monsters generated with a level are created awake,
  but never near stairs.
* Air elementals now have a Vortex ability, which creates a short-range,
  short-duration tornado effect.
* Player ghosts have normal speed regardless of species, never have a chaos
  ego on their melee attack, and no longer generate in portal branches.
* Pandemonium lords can no longer have the Shatter spell.

Spells
------
* New spell: Borgnjor's Vile Clutch (L5 Necromancy/Earth); calls forth undead
  hands from the earth over a smite-targeted area to constrict hostile monsters.
  Appears in the Necromancer starting book, the book of Unlife, and the book of
  Dreams.
* Shatter's damage has been simplified to use one of three dice values for
  susceptibility, and can now slightly damage insubstantial monsters. Intrinsic
  player/monster susceptibility takes precedence for damage over flight status.
* Lee's Rapid Deconstruction now gives each material type a fixed explosion
  damage and size that doesn't increase when a wall is destroyed.
* Removed:
  - Control Undead.
- Cigotuvi's Embrace.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training