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@PleasingFungus @sgrunt @gammafunk @kilobyte @ebering @neilmoore @rawlins @robx @dpeg @wheals @michael-gagno @cbuchananhowland
Stone Soup 0.28-a0 (through 0.28-a0-524-g197395d7)
--------------------------------------------------
Branches, Environment
---------------------
* Ziggurats no longer require a rune of zot to enter.
* Hell effects are reorganized into timed effects and per-branch persistent
effects.
* The timed effects are the same for all hells, and consist of temporary
mutation, stat drain, hp drain, and noise.
- The branch-wide persistent effects are:
- In Dis there is a baseline -8 Corrosion.
- In Cocytus potions cannot be used.
- In Gehenna scrolls cannot be used.
- In Tartarus willpower is halved.
* Floors 1-6 of each hell sub-branch are considerably smaller, and place only
one pair of stairs.
* Each hell subbranch's spawn tables are adjusted to produce more depth
appropriate monsters and less chaff.
* Six new Wizard's Laboratories are added: Eringya's Formal Garden, Tukima's
Studio, Yara's Duelist Academy, Borgnjor's Mausoleum, Maxwell's Workshop, and
Alistair's Party Mansion.
Character
---------
* New background: Cinder Acolyte, an Ignis zealot. Starts worshipping Ignis,
along with Scorch and a -1 flame branded weapon of choice.
* The Enchanter background no longer starts with the Corona spell, and instead
starts with a potion of invisibility.
* The Fighter background now starts with a buckler instead of a kite shield.
* Fire Elementalist's starting spells are revised, and are now: Foxfire,
Scorch, Conjure Flame, Inner Flame, and Flame Wave
* The Abyssal Knight background now gives stats of 5/2/5 (was: 4/4/4)
* The evolution mutation is revised. Once per XL's worth of experience it
activates, providing a good mutation. Every two activations it reduces its
level by one.
* New bad mutation: devolution. Mechanically similar to evolution but dispenses
bad mutations and activates once every 1/4th of an XL.
* Strength 0's regeneration reduction is replaced with -Regen in monster LOS.
* Intelligence 0's 4/5 chance to fail scroll reading is replaced with -Scroll.
* Kills by all allies except Beogh and Yredelemnul gifts now give full
experience.
* Clarity from any source no longer blocks berserk from random rage.
* Late game XP gains are reduced.
* The experience cost of high-level skills is reduced.
Gods
----
* Okawaru becomes the god of single combat.
- A new ability: Duel, granted at 5*. The Duel ability smite-targets a single
non-summoned enemy in LOS (which must be threat level "tough" or higher),
and transports them and the player to an Arena portal vault. Winning the
duel opens a gate to return from the portal vault, and the player will be
forcibly teleported back after a short duration.
- Finesse is moved to 4*
- All allies are forbidden.
* New (non-temple) God: Ignis, the Dying Flame
- Ignis worshippers start at 5* piety (6* if a monk joining from an
faded altar).
- Ignis altars do not generate normally, Ignis can only be worshipped from a
faded altar or from the new Cinder Acolyte zealot start.
- Ignis has no piety gain and no piety decay.
- Once abandoned and mollified, Ignis dies.
- Ignis grants the following abilities:
- 0*: Passive rF+
- 1*: Active 'Sea of Flames' ability. Creates smoldering embers (like
conjure flame) on every empty square in LOS. They ignite after the
next player turn unless snuffed out by the player.
- 1*: Active 'Foxfire Swarm' ability. Conjures foxfire on every open square
in radus 2 around the player.
- 2*: Active 'Rising Flame' ability. Gives the player the "Rise" status,
after 2-4 turns the player rockets through the ceiling and up one
floor.
* Cheibriados permits berserk while suppressing the extra speed.
Items
-----
* All shields now only use Dex for stat scaling.
* Riposte is removed from long blades and base damage is increased.
* The skill requirements for minimum delay for executioner's axes and bardiches
are reduced to 24; for triple swords the requirement is reduced to 22.
* *Rage now causes berserk on 20% of hits. This chance stacks linearly among
items and with the berserkitis mutation. Certain unrands grant a higher
chance.
* Evokable berserk is removed as an artefact property.
* The generation of throwing ammunition is reduced.
* Unrandart tweaks:
- The staff of Battle now triggers the battlesphere on melee hit (in addition
to the usual spell trigger).
- The robe of Clouds' thunder cloud ability is now passive, placing storm
clouds on enemies within range 2 each turn.
- Leech no longer has *Rage, and now has Harm and Drain.
- The necklace of bloodlust now gives a 50% chance to go berserk on hit.
- The Zealot's sword now gives a 20% chance to go berserk on hit (up from
5%).
Monsters
--------
* New unique: Mlioglotl. A unique horror with the power to corrupt the level,
changing terrain and summoning other abyssal horrors, as well as cause fear.
Appears in the S-branches and rarely in the abyssal lair end.
* New Hell monsters (with subbranch):
- Wendigo, collapses simulacra into painful iceblasts (Coc)
- Nargun, hits hard and petrify (Coc)
- Quicksilver elemental, with antimagic and quicksilver bolts (Dis)
- Crystal echidna, throws barbs and crystal bolts (Dis)
- Creeping inferno, which explodes into a Fire Storm (Geh)
- Stoker, keeps at range and calls creeping infernos (Geh)
- Searing wretch, a hard hitting fighter that strips fire resistance (Geh)
- Tainted leviathan, a giant with a ring of miasma and mesmerise (Tar)
- Putrid mouth, a ghost with poisonous melee and miasma breath (Tar)
* New monsters: walking tomes, which summon living spells that cast themselves
at the player. Appearing in Tukima's Studio and Depths.
* Demonspawn warmongers' Sap Magic effect now causes a short term -Cast after
casting a spell.
* All derived undead retain their reach, constriction, and trample attacks.
* Red Devils now apply barbs on hit, instead of hopping back.
* Ironbound Beastmasters are removed.
Spells
------
* Summon-capped monsters now have a uniform time out.
* Lesser Beckoning's power cap is reduced to 100 and range reduced to 5.
* Spell summon caps are reduced:
- Summon Small Mammal, Summon Hydra, and Monstrous Menagerie are capped at 2.
- Haunt is capped at 8.
- All other summon spells except Summon Horrible Things and Dragon's Call are
capped at 1.
* New spell: Summon Cactus Giant (L6 Summonings). Summons a large, spiny,
normal move speed but very slow attacking giant.
* New spell: Scorch (L2 Fire). Hits a random enemy within 3 tiles, dealing fire
damage and if damage is delt applying short term rF- to the foe.
* New spell: Flame Wave (L4 Conjuration/Fire). Flame Wave is a channeled spell
like Searing ray that hits all surrounding tiles in ever wider waves of
flame.
* Searing Ray and Storm Form have reduced power scaling.
* Storm Form's blinkbolt ability is now always LOS range.
* Bolt of Magma, Corona, Shadow Creatures are now monster only.
Stone Soup 0.27.1 (20210820)
----------------------------
Bugfix and balance release
--------------------------
* The frequency of D:1 jackals is reduced.
* Sigmund and Robin are nerfed gently.
* Maxwell's Capacitative Coupling now has LOS range.
* 80 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.27.0 (20210730)
----------------------------
Highlights
----------
* New species: Djinni.
* Many new spells and spellbooks.
* New monster sets and end maps for many branches.
* Ashenzari completely redesigned and reworked.
* Cursed items removed.
Branches, Environment
---------------------
* Altar changes:
- A faded altar places with a very high chance on D:1-3.
- A single random altar to a Temple god places with low chance on D:2.
- Other guaranteed Temple god altars have been shifted to D:3-10, from D:2-9.
* Shops can now place on D:1-3.
* Dungeon, Depths, Vaults, and the Vestibule of Hell spawn tables are adjusted
to produce more depth appropriate monsters and less chaff.
* Branch ending maps:
- New "Abyssal Woods" Lair ending featuring demonic trees and abyss-themed
monsters.
- The "Jungle Book" Lair ending has been redesigned to have an undead theme
featuring necromancers and undead animals.
- New "Lost City" Shoals ending featuring a ruined temple theme with
minotaurs and sphinxes.
- New "Storm Temple" Shoals ending featuring electricity-themed monsters and
many possible layouts.
- New "Quicksilver Temple" Snake ending featuring quicksilver dragons.
* All Ice Cave maps have been rebalanced to have more varied layouts,
monsters, and loot.
* Many new vaults featuring unrand items, shops, and ecumenical altars, as
well new monster and decorative vaults for many branches.
* New terrain: demonic trees. Demonic trees appear in the Abyss and Pan and
can be placed by vaults. They behave like trees, but when burned produce a
single cloud of chaos instead of a spreading forest fire.
* Net traps trigger less often.
* Storm clouds no longer make noise.
* After completing one Ziggurat, the player is immune to the malevolence of Zot.
* Swamp is now loud, so noise travels less far.
* Guaranteed demonic rune vaults announce the presence of the demonic rune.
* Gadget shops are removed.
* Ossuaries no longer have dart and spear traps.
Character
---------
* New species: Djinni, floating spirits formed from smokeless fire.
- Djinni have no MP; their spells cost HP instead.
- Djinni cannot learn spells from books; they learn spells as they level up.
- Diinni cannot train spell schools; they use the Spellcasting skill alone.
* Demonspawn mutation changes:
- New facet: malevolent magic. This facet gives a chance to paralyse enemies
in a radius around the player equal to the mutation rank whenever a spell
is cast. At the highest rank, this also applies to wands.
- New facet: corrupting presence. The first two ranks of this facet give a
chance to corrode, and then malmutate when the player damages a monster.
The third rank gives an active ability Word of Chaos that blinks away
every monster in los and may also disable them.
- The Black Mark facet is revised to a disabling facet, offering a hex
enhancer at rank 1, followed by black mark at rank 2, then a permanent
radius 1 silence annulus around the player at rank 3.
- The Hurl Damnation facet now gives "Demonic Will" at rank 1, providing
Will+ and dealing damnation damage to monsters that try but fail to hex
the player, and torment resistance at rank 2.
- Mana link is re-ordered, providing MP Regen in the first rank, and spirit
shield in the second. The third rank, mana link itself, is unchanged.
- Foul stench provides stench at every rank as well as miasma immunity.
- Later ranks of the spiny facet are now much more impactful.
- Ignite blood ignites blood at every rank, with power scaling with rank.
- Demonic Guardian now summons a guardian when the player takes damage. The
tier of the guardian scales partially with experience level.
- Icemail provides a condensation shield worth 4SH at the first rank, and
ice mail AC spread over the next two.
- Most types of scales mutations are now Demonspawn only.
- Iridescent scales and passive freeze are removed from the Demonspawn pool
and are available as random mutations for both demonspawn and other species.
* Poison damage applies much more quickly.
* Strength now gives a simple, linear bonus to damage.
* Hidden stepdowns on dexterity and evasion are removed, making characters with
large amounts of dexterity and dodging skill more effective. As a result,
Spriggans' dodging apt is reduced to +3 and base dexterity reduced by one.
* New good mutation: noise dampening, which halves noise in the players LOS.
* Bone plates, thin skeletal structure, and sturdy frame no longer conflict.
* The blurry vision mutation is removed; Ru's -Scroll mutation can occur as a
random mutation in its place.
* Shoutitis and No Potion Heal are reduced to 2 levels from 3.
* Wisp form no longer blinks randomly.
* Guaranteed damage reduction is now a property derived from AC, with
higher AC values from any source guaranteeing a certain base amount of
protection from melee damage and mundane projectiles.
* Most sources of flight (including species, transformations, and equipment)
are permanent and neither expire nor can be cancelled; reasons to land have
also been removed.
* Berserk ending no longer causes paralysis.
* The blink mutation is removed.
* Other species changes:
- Demigods' stat gains on level-up are doubled. Their base stats are reduced.
- Gnoll base stats are reduced to 7/7/7.
- Palentonga HP apt is reduced to +0.
* Mage and Warrior-Mage starting spell changes:
- Air elementalists no longer start with Lightning Bolt.
- Arcane Marksmen no longer start with Leda's Liquefaction.
- Earth Elementalists no longer start with Lee's Rapid Deconstruction.
- Summoners and Ice Elementalists no longer start with Summon Ice beast.
- Venom Mages no longer start with Ignite Poison.
* Halflings are removed.
Gods
----
* Ashenzari is completely overhauled.
- At regular intervals, Ashenzari provides the player with a choice of curses
to apply to their equipment. These grant a skill boost based on the type of
curse accepted, increase the player's piety, and prevent the player from
un-equipping the cursed item.
- At any time, the player can choose to shatter a cursed item, destroying it
and losing associated piety and skill boosts.
- Ashenzari grants the following benefits:
- Scaling with piety: skill boosts from curses, item and monster detection,
passive mapping.
- 0* Item identification, portal detection, and exploration trap protection.
- 2* See Invisible
- 3* Clarity
- 4* Seeing through walls within a size-2 radius, scaling to radius 4 at 6*.
* Ru sacrifice changes:
- Several piety values are rebalanced.
- Sacrifice Experience, in addition to removing one XL, now causes future XLs
to be more expensive as if the player was still at their old XL.
- Sacrifice words & drink now give bonus piety when taken together.
* The player and Hepliaklqana ancestors can fire through one-another.
* Hepliaklqana only grants an ancestor once the player reaches 1* piety. The HP
penalty for worship is also delayed until 1*.
* A new Jiyva mutation allows players to engulf foes in ooze in melee.
* Makhleb's Major Destruction now fires all bolt-type spells and is stronger.
* Makhleb's passive heal on kill is reduced in strength.
* The Elixir card no longer heals allies and always regenerates both health and
magic, with duration scaling with power.
* The Foxfire card is renamed to the Swarm and now summons bees.
* Okawaru no longer punishes betraying allies.
* Trog's Berserk ability has a piety-scaled chance to fail.
* Heavenly Storm grants bonus EV and is a bit quieter.
* Yredelemnul accepts nonliving worshippers again, and permits the use of
statue form.
* Cheibriados no longer hates quick blades.
* Zin's Sanctuary no longer applies holy word.
Monsters
--------
* New Slime monsters:
- rockslime, a high-AC, flame-resistant slime that tramples and hits hard.
- quicksilver ooze, a magic-immune ooze with engulfing and antimagic attacks.
* New Vaults monsters:
- ironbound frostheart, which freeze enemies that are adjacent to walls.
- ironbound thunderhulk, which blast distant enemies with lightning from
above. (They can't hit nearby enemies, however.)
- ironbound beastmaster, which speed up their lindwurm and dire elephant
companions.
* Snake monster changes:
- New monster: salamander tyrant, a volcano-stoking spellcaster with a
weakening gaze.
- Naga mages cast 'concentrate venom' (allowing venomous allies to inflict
asphyxiating curare) instead of Force Lance.
- Naga and naga warriors have increased base damage.
- Naga warriors cast battlecry.
- Nagaraja cast Dimension Anchor instead of Teleport Other.
* Oozes are renamed endoplasms, and cast freeze (but are weaker).
* Phantoms now blink their attack victims with them on hit, and have less HP.
They no longer blink randomly.
* Ancient Liches have been split: they now focus on conjurations, while new
Dread Liches specialize in demon summoning and paralysis.
* Deep elf mages have likewise been split into pyromancers and zephyrmancers.
* Every other spellcasting monster now uses just a single set of spells.
* Psyche has a new spellbook with Polymorph, Chain of Chaos, Invisibility, and
Cantrip.
* Air elementals no longer have a tornado, instead gaining Stunning Blast. This
inflicts 1 turn of paralysis on hit, though rElec makes this less likely.
* Big kobolds are re-named kobold brigands. Kobold brigands always spawn with
darts, either poison or curare.
* Monsters' melee attack speed is no longer slowed by the weapons they wield.
Many early-game monsters have had their base damage lowered to compensate.
* Monsters with ranged attacks now have unlimited ammunition. (Except nets.)
* Dancing ranged weapons can now appear (in specific circumstances).
* When Boris spawns on the orb run, he comes hasted and with a brilliance aura.
* Draconian knights and Fannar no longer cast Ozocubu's Armour and have
higher base AC.
* Worker ants, soldier ants, queen ants, leopard geckos, eyes of draining,
and death oozes are removed.
Interface and options
---------------------
* Ranged targeters now display accuracy.
* Monster to-hit chance is now shown in xv.
* The in-game macro creation and editing interfaces have been greatly improved:
- The old interface has now been fully menuized, so editing all happens within
the menu, and is designed for a smoother process.
- A new quick-entry menu for macros is available, bound to ctrl-e.
* An in-game menu is available on the F1 key for access to saving, help, and
macros.
* Form information is shown in the `A` view.
* The shopping list can now be opened by a range of currency symbols.
* Wait-to-cast spells (Searing Ray, and the new Maxwell's Capacitive Coupling)
now fully work with autofire when quivered; autofire will trigger the wait
command as appropriate.
* Spells and potions can be quivered and have informative targeters where
relevant.
* Other miscellaneous quiver UI improvements:
- Two new options for controlling the quiver: `fire_order_ability` and
`fire_order_spell`. These give you full control over non-items when cycling
the quiver.
- Berserk is now excluded from the fire order by default, and won't autoquiver
on Berserker starts.
- Changing a quivered item's letter will not remove it from the quiver.
- Improvements to inscriptions: @Qn inscriptions on items are supported at
the Q menu. Behaviour of !Q, =f, and =F has been improved.
* Portal and zot alerts are now included by default in `runrest_stop`, and zot
clock alerts force-interrupt all delays.
* The "allow_extended_colours" console option now defaults to true, since
modern terminals uniformly support more than 8 terminal colors.
* New local tiles option, `tile_window_ratio`. This lets the initial window
size be constrained by an x:y ratio, providing better defaults for ultra-wide
monitors.
Items
-----
* Spellbook changes:
- Spellbooks generate more frequently and are always identified.
- 30 new types of fixed book are added.
- Fixed books now only have 2-4 spells each (down from 4-6 each.)
- Randomly generated spellbooks also have fewer spells.
- Mage and Warrior-Mage classes no longer start with a specific spellbook.
Their starting spell sets are based on the book they previously started
with, but with changes as described above in the "Characters" section.
* Cursed items no longer generate. Ashenzari is the only source of curses.
- The *Curse property on unrands is removed. the Scythe of Curses and obsidian
axe now have *Drain. The property is removed from the Necklace of Bloodlust.
- The obsidian axe can no longer be unwielded while mesmerised.
- Mundane negative-enchant items no longer generate. (Negative enchants are
still possible on randarts, or in certain vaults.)
* Wand changes:
- Wands of random effects are replaced with pieces from Xom's chessboard,
which apply a random effect to a random visible enemy when evoked. They
recharge with XP.
- Wands of disintegrate are renamed to wands of mindburst. They no longer
affect mindless creatures.
- Wands of enslavement are now called wands of charming.
* Equipment is identified once the player is in reach, without needing to be
worn.
* All sources of regeneration now heal 1 HP per normal turn (formerly 0.4).
- Trolls now have slightly more inherent regen and slightly less AC.
- Vine Stalkers gain their full innate regeneration earlier.
* The spectral brand has been redesigned. It now triggers on every attack,
creating a spectral copy of the weapon which makes an additional attack (if
there's open space next to the wielder and in reach of their target). The
copy vanishes once the player does anything other than attack. This effect no
longer depends on Evocations skill.
* Shields slow melee attacks much more at low Shields skill levels.
* Other unrand changes:
- Vampire's Tooth's enchantment is reduced to +8 (from +11).
- The amulet of the Air loses EV+5 and gains an Air magic enhancer.
- Bolts fired by Damnation only explode and mulch on hit.
- The staff of Wucad-Mu refunds MP more often, and refunds MP even when it
backfires.
- The Wrath of Trog now extends berserk and gains Rampage.
- The Robe of Folly now provides permanent brilliance, but sets Will to 0.
It also gets +8 Int (from +4) and +4 enchant (from +3).
* Manuals, like spellbooks and runes, no longer take up an inventory slot.
* Broad axe's base delay is returned to 1.6, from 1.7.
* Rare scrolls, books, manuals, and enhancer staves can now spawn early.
* Hats and gloves can now get the stealth ego.
* Archmagi can now appear as an artefact property on randart robes.
* The *Slow artefact property now stacks.
* Scarves of shadows are no longer spell de-enhancers.
* Rings of attention, rings of stealth, rings of teleportation, amulets of
inaccuracy, scrolls of remove curse, scrolls of random uselessness, and
boots of running are removed.
Spells
------
* New Spell: Storm Form, a level 7 Transmutations/Air spell that transforms
the player into a raging, lightning-filled tempest:
- Melee attacks are electrified and strike all adjacent foes. Damage
increases with spellpower and unarmed combat skill.
- Grants the ability to Blinkbolt: launch yourself towards a foe to inflict
heavy damage, also damaging any monsters along the way.
- Grants increased evasion, rElec, and poison immunity. The evasion
increases with spellpower.
- Melds all equipment except jewellery.
* New spell: Animate Armour, a level 4 Summon/Earth spell which draws out the
spirit of the caster's armour to fight alongside them. The heavier the
armour, the more powerful the spirit.
* New spell: Manifold Assault, a level 5 translocations spell which attacks
random foes in sight with the attacker's wielded weapon. Spellpower increases
the number of foes that can be struck with one cast.
* Absolute Zero has been redesigned. It's now called Maxwell's Capacitive
Coupling, a level 8 Air spell. When cast, the player must wait in place for
a random number of turns (reduced by spellpower) until the capacitor
finishes charging, which instantly vaporizes the nearest monster.
* Chain Lighting has been redesigned. It is now level 9 and is dramatically
more powerful, arcing between visible foes for massive damage that partially
ignores AC and rElec.
* Tornado has been renamed to Polar Vortex. It is now a Level 9 Ice spell, and
its damage has been increased by 33% but is partially resistable by rC.
* Other spell level adjustments:
- Ozocubu's Refrigeration is now level 7 (from 6).
- Freezing Cloud is now level 5 (from 6).
- Static Discharge is now level 2 (from 3).
- Swiftness is now level 3 (from 2).
* Airstrike no longer gets bonus damage against flying creatures (including
the player). Instead, it deals bonus damage based on the number of empty
spaces next to the target.
* Stone arrow damage is increased.
* Wereblood now heals 1d3 when an adjacent monster is killed.
* Tukima's Dance can now be used on monsters wielding ranged weapons.
* Poisonous Vapours now directly poisons the target, rather than making a cloud.
* Hailstorm now affects icy creatures.
* Monstrous Menagerie no longer summons harpies.
* Ozocubu's Armour and Frozen Ramparts now end under any location change.
* Blade Hands' stealth penalty for Felids is removed.
* Hydra Form, Summon Demon, and Summon Greater Demon are removed.
Stone Soup 0.26.1 (20210203)
----------------------------
Bugfix Release
--------------
* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.26.0 (20210108)
----------------------------
Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
extension of the ranged quiver/autofight interface.
Monsters
--------
* New Swamp monsters:
- Will-o-the-wisps, unearthly gases that launches powerful Foxfires.
- Goliath frogs, licking foes from afar with their acidic tongues.
- Eleionomae, swamp nymphs that travel through and heal from trees.
- Bloated husks, filled to explosively bursting with putrescent gas.
- Bunyips, fast-moving, hard-hitting, screaming mysteries.
- Fenstrider witches, terrifying hex-hurling toxic sorceresses.
* Bog bodies cast much more powerfully and have a stronger cold attack.
* New (?) monster: boulder beetle, rolling quickly to deliver huge hits.
* Insect glyphs have been reorganized.
* Pikel's slaves have been rethemed to lemures. They now disappear upon
Pikel's death.
* Spiny Frogs are renamed Cane Toads, for a more authentic Australian
experience.
* Pandemonium lords' possible spells and melee flavours have been expanded.
They can now sometimes generate a ring of dangerous clouds.
* Monsters' blood scent and web sense have been removed.
* Crocodiles, porcupines, hippogriffs, and hungry ghosts are removed.
* Monsters don't forget about the player while the player is off level.
* Most plants, fungi, and other plant like things that don't attack now wither
in 3-5 turns after they're hit. The exceptions are bushes and briars.
* Monsters that formerly had rot-inducing melee attacks now have drain attacks.
Character
---------
* Hunger (and eating) are removed.
* Drain now temporarily reduces max HP instead of skills. Rot no longer exists
as a mechanic.
* New species: Palentonga, six-limbed scaled mammals with a rolling charge.
* Deep Elves' Bows aptitude is increased to +3.
* Kobolds now have the Nightstalker 3 mutation, reducing LOS and providing
bonus stealth. (Demonspawn can no longer gain Nightstalker.)
* Ghouls heal on kill instead of by eating chunks. They also no longer rot
over time.
* Centaurs are removed.
* The Charms skill (and the Skald background) are removed.
* New demonspawn mutations: sharp scales & big brain.
* Transmuters no longer start with arrows, and Wereblood replaces Sticks to
Snakes in the starting book.
* The Wizard background is renamed "Hedge Wizard", gaining a dagger and a
less int-focused set of starting attributes. The Conjurer background takes
Wizards' old attributes.
* The Assassin background is renamed "Brigand".
* New background: Delver, starting on D:5 with a variety of escape tools.
* Artificers now start with better defensive skills, no weapon skill, and a
club in place of the short sword and short blade skill.
* Banishing monsters grants full XP.
* Contamination decays three times faster.
* Wanderers have a chance to start with any of the misc evokers.
* Evocations skill no longer grants MaxMP.
Items
-----
* New scarf ego: Shadows. Scarves of shadows reduce line of sight by 1; this
stacks with other LOS altering effects; as well as act as a negative spell
enhancer.
* New weapon ego: Spectral. The spectral ego appears on [giant [spiked]] clubs,
quarterstaffs, lajatangs, and two-handed randarts of any base type. On hit
the ego spawns a spectral weapon to fight along side the user whose strength
scales with Evocations skill.
* New boots ego: Rampaging. Boots of rampaging cause the wearer to take an
extra step for no cost---only when moving in the direction of a foe. The
rampaging ego can also appear on any kind of artefact armour.
* New misc evocable: Condenser Vane. A condenser vane is an XP-charged evoker
that creates clouds around hostile monsters (skipping allies). The cloud
quality scales with evocations.
* New item: potion of attraction, which pulls nearby enemies closer.
* Unrandart Changes:
- The Salamander Hide Armour no longer gives *Rage, it now is a fire spell
enhancer with rF++, rC--, flame cloud immunity, and a ring of flame clouds
effect.
- The ratskin cloak is changed from +Rats to *Rats, spawning rats when the
player is hit.
- Wucad Mu no longer provides evocable channeling. Instead, with a chance
depending on evocations, it refunds the MP cost of the spell. There is a
chance of confusion or intelligence drain (which scales on spell cost and
evocations skill) when a spell is refunded.
- The cloak of the Thief is changed from +Fog to *Fog, creating fog when the
player is hit.
- The Majin-Bo loses Archmagi, and instead gives a chance for any cast spell
to be vampiric, healing the caster for damage done to living creatures.
- The shield of Resistance is now a +2 kite shield {rF++ rC++ MR++}.
- Glaive of the Guard now has both the spectral weapon and electricity egos.
It no longer has sInv nor +Rage.
- Cloak of Starlight gains *Dazzle, which sometimes dazzles foes like the
Dazzling Flash spell on successful dodge. It no longer has rElec and rC+.
- The Sword of Power is now +5, vorpal, and sometimes fires a powerful but
low-accuracy damage beam with a chance based on the player's current HP.
* Phantom mirrors and boxes of beasts now recharge with XP.
* Wands of polymorph now show what monsters might become when targeted.
* Amulets are now slow to equip (like armour), and many amulets no longer have
attunement logic. Faith, Regen, and MPRegen retain their swap drawbacks.
* Bardings are merged into a single item type.
* Staves of earth deal higher damage, but with the shrapnel effect of being
affected 3 times by AC.
* Staves of conjuration deal bonus irresistable damage that checks AC.
* The full contents of item piles are revealed on sight.
* Potions of stabbing, wands of clouds, and staves of energy, summoning, and
wizardry are removed.
Branches, Environment
---------------------
* Swamp's levels are now smaller, and many weak monsters no longer appear.
* Crimson and shadow imps are now much less common in the Dungeon. White imps
and ufetubi take their place.
* Shadows and wights no longer appear in the Crypt spawn list, replaced with
flying skulls, necromancers, and wraiths.
* Spider is now quiet.
* The malevolent force of Zot will find players that tarry far too long in one
place.
* Gauntlet monsters now generate awake, and those other than the minotaur
don't pick up loot.
* Net traps are now permanent and the nets always mulch.
Spells
------
* The Charms skill and school have been removed.
- Ozocubu's Armour is now Ice only, Swiftness is now Air only, Death's Door
is now Necromancy only and Level 9.
- Excruciating Wounds is now Necromancy only, prevents unwielding your weapon
for the duration, and applies a Wizardry penalty as well as noise.
- Battlesphere is now Conjurations only, and its targeting has been adjusted
to work with all Conjurations school spells other than Servitor.
- Song of Slaying is now Transmutations and renamed Wereblood; the noise is
reduced somewhat.
* Animate Skeleton and Animate Dead creations now have strength scaling with
spellpower; Animate Skeleton has a power cap. Both creations have a shorter
lifespan. Additionally, these spells can't be cast if corpses are not nearby.
* Animate Skeleton now animates the nearest skeleton, and does not require you
to stand on the corpse.
* Frozen Ramparts has its effect end upon player movement.
* Death Channel spectral things have a shorter duration and fade if Death
Channel expires.
* Infestation scarabs have a shorter duration.
* Vampiric Draining's damage is no longer limited by how much it heals.
* Eringya's Toxic Bog now places bogs in all squares within a range of 4 where
there is no adjacent solid feature.
* Beastly Appendage now melds helmets and boots, and gives two levels of both
Horns and Talons (octopodes keep their tentacle spike) instead of randomly
choosing.
* Irradiate now checks monster AC but does slightly more damage.
* Alistair's Intoxication prompts when nothing in view can be affected, always
applies Vertigo when successful, and has a higher power cap.
* Conjure Ball Lightning's scaling with spellpower has been simplified.
* Beam spells and wands no longer have their range reduced by hitting things.
* All temporary allies dismiss when you leave the level.
* Translocations miscasts now inflict -Move which prevents walking in addition
to translocating.
* Aura of Abjuration, Darkness, Infusion, Recall, Ring of Flames, Shroud of
Golubria, Spectral Weapon, Sticks to Snakes, and Summon Butterflies are
removed.
Gods
----
* Gozag no longer gives a free potion petition on worship.
* Nemelex's deck gifting begins at higher piety.
* Nemelex' Shaft card is removed, and the Exile card no longer has a chance
to self banish.
Interface
---------
* The "quiver" feature is generalized and can now hold spells, evokables, and
abilities. The `f`ire interface can be used to target any quiverable
action, and quiverable actions can be autofired via shift+tab/`p`. Existing
autofight ranged settings such as autofight_throw are generalized to handle
new quiverables. The `]` key swaps between the two most recent quivered
actions. See the options guide for more information on new and updated
options: autofight_throw, autofight_stop, automagic_stop,
fail_severity_to_quiver, launcher_autoquiver, fire_order. See the manual
section 4, subsection "Attacking and firing" for a summary of the relevant
key bindings.
* Launchers can now be fired independently of the quiver; use `v` to target
(like reaching weapons) or regular autofight commands to autotarget.
* Static targeters are added for spells and abilities that indicate which cells
will be affected, along with a new option to configure which of these are
shown while casting, force_targeter.
* Player wand damage, spell damage, and spell accuracy is now displayed in the
UI.
* Viewing a monster with `xv` now shows to-hit chance with your current weapon.
* Monsters' spell damage is shown in `xv`.
* Examining cells with multiple interesting things now gives a selection menu.
* The "view stack/pickup key" `;` can be pressed twice to force autopickup even
in unsafe situations.
* The `^x` view description is now available from all targeting prompts, and
when used while targeting lists valid targets in range.
* Any floor can be annotated from anywhere in the `!` interface.
* Spellpower is now displayed as a percentage of max spellpower.
* Macro updates: Macros/keybinds can be viewed via the `~` menu in-game. RC file
keybind settings support escape codes.
* Updated uption: travel_open_doors now has a setting that tries to avoid
opening doors during autotravel.
* New option: travel_one_unsafe_move. Setting this option to true causes
auto-travel to make one move towards its goal before conducting the usual
safety checks.
* New option: monster_item_view_features. This is a regex list option, features
that match patterns on this list will be displayed in the `^x` view
description.
* New option: always_show_zot. When enabled, the remaining time until Zot finds
the player is always shown, rather than when there are only 1000 turns left.
* New options: tile_overlay_col and tile_overlay_alpha_percent control the
appearance of the message window in local tiles.
Lua
---
* Three new hooks, chk_ability_choice, chk_spell_choice, and c_message can be
used to answer the ability and spell menu prompts and to react to messages.
* A new api is introduced for targeted fire of spells, items, and abilities as
a less brittle alternative to sending keys. See lua functions:
crawl.do_targeted_command, spells.cast, item.fire, you.activate_ability,
you.quiver_valid, and you.quiver_enabled.
* Other new functions: you.memorise (memorise a spell by name),
spells.power_perc (get spellpower for a spell as a percentage)
Stone Soup 0.25.1 (20200717)
----------------------------
Bugfix Release
--------------
* Artefacts from acquirement now leave a note in morgues.
* Scarf of harm is fixed.
* Foxfire will no longer attack out of LoS.
* Stacking from empty Nemelex decks is no longer possible.
* Wizlab entry now generates a milestone / note again.
* Fix a bug where cloud generators triggered on load when no time had passed,
leading to a different cloud arrangement from saving + reloading.
* Seeded play fixes for seed instability in a few cases, as well as crashes
related to seed stability and pregeneration code.
* Several speedups for dungeon rendering, especially in zigs.
* Sprint 3 cloud generators have been retuned.
* Improvements to the behavior of restart_after_save (on by default in 0.25.0).
* Using [] in map view from stairs to view other levels now correctly finds the
matching stairs.
* Crashes to do with annotation, off-level map view, and custom flashes have
been fixed.
* It is no longer possible for a bug to cause the player to drown or fall into
lava, emergency flight will be activated instead.
Stone Soup 0.25.0 (20200612)
----------------------------
Highlights
----------
* Spells in many schools have been redesigned to make the schools more
distinct.
* Acquirement scrolls have been despoilered, offering the player a choice of
generated items.
* Effects from spell miscasts, god wrath, death curses, and Zot traps have
been overhauled for consistency and simplicity.
Branches, Environment
---------------------
* Potions of cancellation now appear as loot in Ziggurats.
* Boris can now spawn after the player picks up the Orb of Zot.
* Forest fires and the Tornado spell can no longer destroy temporary trees
made by Summon Forest.
* D:1 Level spawns can no longer generate within LOS distance of the player's
starting position.
* Many arrival vaults have been reworked to allow better player tactics.
* A new Swamp ending themed as a conflict between Yred and Fedhas that
includes an undead version of the Lernaean Hydra.
* Ziggurats now have level set featuring many player ghosts.
* Zot traps have had their effect flowchart simplified and focused.
* Abyss exits that spawn from earning xp can spawn after the initial spawn,
instead of every subsequent spawn being a downstair.
* Troves can now ask for scrolls of fog or scrolls of fear.
Character
---------
* Monsters summoned by the player now dismiss when they become hostile.
* Players can now renounce their religion while silenced.
* All Evocable items can no longer be used by the player while confused.
* Formicids can no longer cast Swiftness.
Gods
----
* Trog no longer gifts ranged weapons nor ammunition, gifting only melee
weapons. These weapons can only have egos of plain, vorpal, flaming, and
anti-magic.
* Trog now hates use of all magical staves and pain weapons.
* Elyvilon's Divine Protection now always protects exactly at 5* piety instead
of protecting at a value between 5* and 6*.
* Fedhas now protects plant allies from collisions and from ranged attacks by
other allies.
* God conducts for harming allies now apply to spells and items that place
harmful clouds.
* Nemelex abilities can no longer be used while silenced.
* Nemelex card revisions:
- The pain card no longer summons a flayed ghost, instead it torments at high
power (the card user is spared).
- The cloud card now produces black smoke around enemies in sight, to better
fir with the deck of escape.
* Wu Jian has been tweaked:
- Wall jumps are now only activated via the 'a'bility menu.
- Whirlwind attacks no longer pin
- Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and
increases by 1 for each martial attack.
* Xom no longer inflicts miscast effects.
* Xom demon summoning is increased in power.
* Wrath changes
- Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no
longer uses rot as retribution.
- Lugonu's "translocation wrath" no longer uses translocations miscast.
Instead, the player is either teleported to monsters, banished, or set upon
by Abyss summons.
- Cheibriados' wrath no longer uses miscasts. At very high tension, in
addition to sleeping and slowing the player, Chei makes a lot of noise. At
low tension, miscasts are replaced by stat damage.
- Fedhas' wrath no longer uses elemental miscasts. These are replaced by a
choice of corrosive bolt, primal wave, or thorn volley.
- Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred
fires a bolt of draining.
- Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts.
* Vehumet is less likely to give duplicate gifts.
* Xom is stimulated upon worship at a faded altar.
Items
-----
* Scroll of Acquirement rework:
- Offers players a choice of five fully generated items.
- Three of the item categories are randomly chosen and the other two are
always gold and food (for species that eat).
- Generated items are always useable and not hated by the player's current
god.
- The Miscellaneous category for evocable items is no longer available.
* New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g.
distracted monsters) to strong ones (e.g. sleeping monsters).
* Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges
which recover over time with XP. When used, it creates a number of radius 2
explosions (the number scales with evocations skill) near the center
of present monster that are triple-affected by AC (like LRD). The explosions
are randomly skewed and may hit the user. Most useful for players with good
armour.
* The chaos brand now has might and agility effects, no longer causes miscast
effects, and its cloning effect can create friendly and neutral monsters.
* Potions of Brilliance now provide a stronger universal spell enhancer and
remove spell hunger. They no longer provide an Int bonus nor wizardry.
* Potions of Might no longer provide a bonus to strength.
* Scrolls of Magic Mapping now reveal any floor traps on the level.
* The -Tele property no longer appears on artefact weapons and jewellery.
* Ordinary shields have been renamed to kite shields and large shields have
been renamed to tower shields. This helps make equipment descriptions less
ambiguous.
* The vorpal weapon ego no longer has distinct adjectives for each weapon
class. Now all such weapons are described as 'vorpal'.
* Unrandart changes:
- New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and
*Drain that automatically gathers corpses to increase AC. The AC decays
slowly over time but decays more quickly as more corpses are added.
- Boots of the Assassin are now called the hood of the Assassin and use the
headgear slot.
- The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3
properties.
- The Elemental Staff now acts as an enhancer for all elemental schools,
with enhancement applying independently for each school.
- Warlock's Mirror can now reflect piercing ranged weapons.
- The Staff of Olgreb now has a chance to deal poison-arrow flavored damage
on hit, based on evocations skill. It no longer has an additional chance to
cast Venom Bolt on top of casting OTR when evoked. It now grants poison
immunity to monsters wielding it.
- The Dragonskin Cloak now provides rCorr instead of sticky flame
resistance.
- The scythe of Curses no longer curses items in inventory, and now applies
death curses instead of necromancy miscasts.
- The plutonium sword still applies transmutations miscasts, but gains a
chance to polymorph the target on hit (since this is no longer a miscast
effect for monsters).
- The brooch of Shielding is now a guardian spirit amulet with SH+8.
- Bloodbane has been removed, having been merged into Leech.
- Maxwell's Etheric Cage has been removed.
* Phial of floods now applies a silencing "waterlogged" debuff to all monsters
in the flooded area and no longer summons water elementals.
* Staves of poison now do resistable poison damage on hit like other staves
instead of just having a chance to poison.
* Distortion branded weapons no longer teleport foes.
* Distortion unwield effects no longer cause a translocations miscast. Instead,
they either teleport the player to monsters, banish the player, or cause
severe contamination.
* Regeneration items only activate after attuning to the player at full HP,
identical to the amulet.
* Scarf egos are revised: cloud immunity and spirit shield are removed, harm
and invisibility are added. Harm scarves do not drain the player when
removed.
* Amulets of reflection now always give +5 SH and must attune to the player at
full HP. Reflected missiles, poison, and banishments now correctly award
piety.
* Cloak egos are revised: invisibility is removed, preservation (providing
corrosion resistance) and stealth are added.
* The Harm property can now appear on randart armour, and does not incur a
drain penalty on removal.
* Stat rings are now always either +6 or -4. AC, EV, and Slay rings are now
always either +4 or -4.
* Removed: potion of agility, staff of power, crystal ball of energy, sack of
spiders, lamp of fire, fan of gales, wand of scattershot, amulets of the
gourmand, amulets of harm, amulets of rage.
Interface
---------
* The seed selection dialogue has been ported to webtiles and is enabled on
select servers.
* auto_butcher has been changed to default to `always` (from the previous value
of `very hungry`).
* A new option, auto_butcher_max_chunks, prevents automatic butchering with more
than that many chunks in inventory. Its default value is 10 for non-ghoul
characters.
* explore_auto_rest now defaults to true.
* New morgue section: screenshots. When notes are taken with : an ascii
screenshot is additionally saved and can be added to morgues.
* The console monster list now displays monster status information and whether
or not the monster is wielding a launcher or polearm, or has a wand
* The ^x summary display now shows monster status information
* A new option, monster_item_view_coordinates, can be set to true to display
player-relative coordinates in the ^x display.
* The auto-travel trail displayed with show_travel_trail can now be customised
in console (both for glyph and colour).
* The "visited status" of stairs and transporters can now be indicated both by
glyph and by colour in console.
* Allies now show sleep and confusion status tiles.
* A new option, game_scale, allows for global pixel scaling to make dcss more
usable on large and/or high-resolution monitors. (Values in the range of 2-4
will be helpful for upscaling for 2k-4k monitors.)
* The behavior of `tile_filter_scaling=false` has been improved to work on all
tiles in the game, for better pixelated effects.
* Webtiles now supports showing save info in the lobby; see CAO for this feature
in action.
Monsters
--------
* New unique: Maggie, a younger version of the unique Margery, who appears
just before and in Lair. She has a steam, acid, or swamp dragon scales, Bolt
of Fire, and Mesmerize. Only one of Maggie or Margery will place in a game.
* Margery now always gets Fire, Shadow, or Storm dragon scales as a
counterpart to Maggie's armour.
* Both Maggie and Margery have a small extra chance of spawning with a
pre-enchanted Wyrmbane (1 or 2 points of enchantment, respectively).
* Monsters such as spiders no longer have a clinging ability.
* Mummy death curses are no longer necromancy miscasts, and instead have their
own effect table.
* New monster: nameless horror. Nameless horrors are produced by summoning
miscasts. They are giant, tanky, have an antimagic attack and abjuration as a
natural ability.
* Hepliaklqana ancestors and demonic guardians can no longer be enslaved or
frenzied.
* Summoned monsters can now get the inner flame status, both from the spell and
the scroll.
* Monsters now try to avoid blocking the line of fire of monsters behind them.
Spells
------
* Spell in many schools have been redesigned to make the schools have better
differentiation, more positional considerations, and better UI. The
descriptions below describe the schools' individual focus and any new,
changed, and removed spells in each school:
- Fire spells have directed explosions or set things on fire:
+ New L1 Conjurations/Fire spell Foxfire that conjures two foxfire
projectiles that quickly hone in on their target, each doing a bit more
than half the damage of Flame Tongue.
+ Conjure Flame now creates embers on the player's position that turn into
a flame cloud a turn later. The embers smother if a monster steps on them.
+ Inner Flame now creates a flame cloud under the affected monster
whenever it takes damage in addition to the usual explosion it makes
when the monster dies.
+ New L6 Conjurations/Fire spell Starburst that fires 8 range 5 bolts in
the principle directions.
+ Removed spells: Flame Tongue, Throw Flame, Bolt of Fire.
- Air school spells bounce, are pointy, or are hard to direct:
+ Airstrike damage now scales so it's greater the more unoccupied squares
there are surrounding the target.
+ Summon Lightning Spire now places the spire randomly.
- Earth spells are directed:
+ Borgnjor's Vile Clutch now is a range 6 always-penetrating beam instead
of a smite-targeted 3x3 explosion.
- Ice spells are diffuse and subtle:
+ New L3 Ice spell Frozen Ramparts that makes all walls within radius 2
become covered in ice, damaging monsters that walk by. Damage bypasses AC
and slows cold-blooded animals.
+ New L4 Conjurations/Ice spell Hailstorm that fires a ring of ice beams
from radius 2 to radius 3, not affecting radius 1 squares. Monsters with
rC+++ such as ice beasts are immune to this effect.
+ Ozocubu's Refrigeration does 33% more damage on-average and no longer
harms the caster.
+ New L9 Ice spell Absolute Zero that instantly freezes to death the
closest monster in range, leaving an ice block. A random closest monster
is chosen as the target when there are ties. The spell is range 5 and
very loud, with noise attenuated by power.
+ Removed spells: Throw Frost, Throw Icicle, Bolt of Cold, Glaciate.
+ As a result of these changes, Ice Elementalists no longer put starting
skill in Conjurations.
- Conjurations are pure magic with good accuracy in some way:
+ Iskenderun's mystic blast now makes a range 5 explosion around the
player that damages and pushes back monsters, potentially colliding them
with features and other monsters.
+ Dazzling Flash replaces Dazzling Spray. Makes a flash centered on the
player of up to radius 3 that can blind monsters in the affected area.
+ Searing Ray now fires all its rays at the chosen target, adjusting
the rays as the target moves. If no target is chosen, the spell
repeatedly fires in the chosen direction. The rays all penetrate and
each has the same damage and to-hit. The ray damage is adjusted to have
the same overall damage distribution as before this change.
+ Spellforged Servitor now gives only one spell to the servitor. This is
the highest level servitor-compatible spell the player has from the
following sets, in order of preference: L4 and higher ranged damage
spells, cloud spells, and low-level or short-range spells.
+ Force Lance is removed.
- Poison spells poison things or perform some kind of alchemy
+ Sting is now a range 3 Poison/Transmutations spell using the same
partly-resistable beam type previously used by Poison Arrow.
+ New L6 Poison/Transmutations spell Eringya's Noxious Bog that creates a
temporary toxic bog trail as the player moves. The bog terrain applies
the same partly-resistable damage flavor as Sting as well as the
movement and combat penalties of shallow water.
+ Removed spells: Venom Bolt, Poison Arrow
+ As a result of these changes, Venom Mages now put starting skill in
Transmutations instead of Conjurations.
- Necromancy has balance adjustments to make the school not so strong and
to begin to move it closer to a melee support school:
+ Corpse Rot now creates miasma clouds in a ring around the player, making
one cloud for each corpse in LOS, but with lower duration.
+ Agony and Dispel Undead are now range 1, and Dispel Undead is now L4.
+ Regeneration and Bolt of Draining are removed.
* The Young Poisoner's Handbook now contains Ignite Poison.
* Confusing Touch is now level 3 and checks MR instead of monster hit dice.
* The player is now immune to the melee-fumbling effects of liquefied ground
made by casting Leda's Liquefaction. The slow movement applies regardless of
flight status and the spell can be used while flying.
* Firestorm and Ignition now can burn trees, and Fireball burns trees in all
squares of its explosion.
* Call Imp no longer bases the type of imp summoned on spellpower.
* The Confuse spell has been removed.
* Spell miscast effects have been simplified to give contamination and a single
per-school effect, scaling with spell risk and level. The new effects by
school are:
- Charms and Hexes: debuff and slow.
- Summoning: durably summon a nameless horror (new monster).
- Translocation: dimension anchor.
- Transmutation: extra contamination for the player, malmutate a monster.
- Conjuration: irresistable AC-ignoring damage.
- Elemental schools: school flavored damage (Earth uses fragmentation
damage).
* The Deflect Missiles spell has been removed.
* Tukima's Dance can no longer be used if the player sacrificed Love.
* Lesser Beckoning and Teleport Other now turn allies hostile.
* Eldritch Tentacles from malign gateway can no longer attack out of LOS of the
player, and arrive sooner after the gateway is opened.
Development
-----------
* The WebTiles server has seen a major overhaul and now supports python 3 as
well as Tornado 5+, as well as numerous other backend/technical improvements.
* The catch2 testing framework is now integrated into the project and is
enabled in our CI testing.
* GitHub actions have been configured to replace Travis CI testing.
Stone Soup 0.24.1 (20200322)
--------------------------------
Bugfix Release
--------------
* A remote code execution vulnerability has been patched.
* The UI has received some bug fixes and improvements.
* Pinned monsters can no longer trample.
* Some vaults have been tweaked.
* Fedhas protection is now extended to piercing attacks done by all allies.
* Fedhas summons' duration is now correctly capped.
Stone Soup 0.24 (20191024)
--------------------------
Highlights
----------
* Vampire species simplified
* Thrown weapons streamlined
* Fedhas reimagined
* Sif Muna reworked
Branches, Environment
---------------------
* Incremental pregeneration:
- This mode generates the dungeon in a stable order for all games regardless
of the path taken by the player, meaning that the behaviour of seeds for
online and offline games should now be the same.
- Games using the same seed will see the same dungeon if they are
incrementally pregenerated without requiring the long initial generation
time of full pregeneration as introduced in 0.23.
- Incremental pregeneration is the default mode for new games.
- Servers can now enable seed selection without heavy CPU cost.
* A Trove map requiring many uses of digging has been removed.
* Identification scrolls are no longer used as a potential Trove cost.
* Transporters in vaults now correctly place in the Abyss.
* Fog generation in the Desolation of Salt portal now happens far less often
per turn, greatly reducing slowdown from high CPU usage.
* Random traps no longer place under items placed by vaults.
Character
---------
* Formicids can now use their dig ability on diggable statues.
* Manticore barbs now can only be picked out if the player can move, isn't
confused, and isn't asleep.
* Net traps now always trigger when the player steps on them.
* Vampiric weapons no longer have a hunger cost upon wield.
* Vampire simplification: Player vampires no longer eat or drink blood, and
have exactly two blood states.
- Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no
batform, can transform and berserk normally.
- Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus,
undead resistances, batform, no other transformations or berserk.
- Blood states are transitioned by an ability which costs delay; becoming
bloodless incurs no penalty, becoming alive causes a temporary frail
mutation.
- Bat form causes stat drain.
Gods
----
* Fedhas reimagined:
- Piety is gained exclusively from kills instead of through corpse decay.
- Fedhas abilities now create plant allies directly as temporary summons
instead of creating permanent allies using plants. All abilities cost
piety instead of food.
- New abilities:
* 2*: Active 'Wall of Briars' ability to surround the player with briar
patches. Hostile monsters will attack briars to reach you, taking
damage.
* 3*: Active 'Grow Ballistomycete' ability to place a ballistomycete at
any location within radius 2. The ballistomycete will fire spores
that seek out foes and make a 1-radius damaging explosion that
additionally confuses living creatures.
* 4*: Active 'Overgrow' ability to destroy any non-permarock walls in a
3x3 area, replacing them with plant allies, mostly wandering
mushrooms or burning bushes and sometimes ballistomycetes or oklob
plants.
* 5*: Active 'Grow Oklob' ability to place an oklob plant at any location
within radius 2.
- Fedhas no longer hates any necromancy spells, and allows worship by undead
species.
- Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
* Sif Muna reworked:
- Piety gain is exclusively from kills.
- 'Channel Energy' is available at 1* piety instead of 3*.
- 'Forget Spell' is available at 3* piety instead of 4*.
- New 4* 'Divine Exegesis' ability to cast any spell in your library
regardless of skill training. Receives a spell-power bonus based on
Invocations skill of 1.5 times the spell-power received from equivalent
levels of training in the spell's schools.
- The Divine Energy ability and Sif's miscast protection are removed.
* Trog and Okawaru now can gift unbranded boomerangs and javelins.
* Jiyva's Slimify ability now works properly on skeletons, zombies and
simulacra.
* Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.
Interface
---------
* The 'X' key map mode has zoom support, defaulting to 60% zoom.
* Sealed off clinging and sensed monsters no longer stop autoexplore.
* Equipment melding no longer stops autoexplore and autotravel.
* Armour, jewellery, and weapons can be worn/wielded from the floor.
* Summoner monsters are now highlighted when the cursor is over one of its
summons.
* Traps are now shown in the ctrl-x listing and are indexed in the stash
tracker.
* Scarves are now properly shown on player tiles.
* Species and background selection menus now have tiles.
* Updated visual theme for main menu, high scores, and related screens.
Items
-----
* New unrand: Staff of Battle, a staff of conjuration that spawns a
battlesphere when a hostile monster is in view.
* Unrandart changes:
- The Storm Bow now has a penetration effect.
- Gyre and Gimble now has the protection brand, enchantment of +7, and no
longer has Dex-3.
- Piercer has been removed, its effect having been merged into Storm Bow.
* Weapons with the holy wrath ego can now be cursed.
* Randart rings no longer generate with both rCorr and *Corrode.
* Throwing weapons have been streamlined.
- Blowguns are removed, needles are replaced with throwing darts.
- Dart effects scale with Throwing and Stealth skill.
- Darts of sleep, paralysis, confusion are removed.
- Darts of frenzy are renamed datura-tipped darts.
- A new dart brand, atropa is added. Atropa-tipped darts cause brief
confusion and longer-lasting blindness in the target.
- Tomahawks are renamed to boomerangs and always return.
- Javelins always penetrate.
- Steel and silver are merged into a single brand, called silver. Silver
ammunition applies the maximum of vorpal bonus damage and the old silver
damage bonus.
- Poison, returning, penetration, and exploding are no longer available
brands for tomahawks and javelins.
Lua
---
* Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua
monster.info class.
* A new function 'defeat_mr()' to determine the chance that a given spell
defeats a monster's magic resistance.
* There is a basic seed explorer available in scripts/seed_explorer.lua.
Monsters
--------
* Monsters can now use wands of clouds, iceblast, and scattershot.
* Monsters clones created by Mara and rakshasa have the intended reduced HP of
the original monster instead of several times that value.
* A monster having the Dig spell no longer allows it to cast spells out of
LOS.
* Azrael and draconian scorchers can use Call Down Damnation when not at
low HP.
* Player ghosts can be shafted.
* Golden Eyes no longer have randomized spellpower for their gaze.
* Monster airstrike uses the same formula as the player, reducing damage
variance.
* Pikel's slaves no longer drop corpses nor items.
Spells
------
* The HP from Death's Door is fixed at time of casting rather than being
updated continuously, hence being subject to changes in spellpower.
* Olgreb's Toxic Radiance now properly triggers ally conducts when cast.
* Olgreb's Toxic Radiance now applies direct damage and poison status in a way
that considers the time of each turn.
* Shroud of Golubria's spellpower is now capped at 50.
Stone Soup 0.23.2 (20190330)
----------------------------
Bugfix Release
--------------
* Various seed-related bugfixes and improvements:
- Seed input now supports pasting, and is autofilled from the last game.
- The seed input box now has an extra digit.
- The game seed is saved correctly and will no longer show as 0 for games
started after this fix.
- Seed stability for floating point calculations: for most configuration the
main dungeon should remain unchanged, but 32 bit systems (and 32-bit builds)
should now be much more stable, among others. Slime will likely differ.
- Seed stability for rc options: certain rc options affected the generation
of some layouts, leading to divergent seeds.
* AK starts will no longer crash when exiting the abyss in pregen games.
* Gozag bribe branch in pregen games now works correctly when entering a
previously unvisited level.
* Meatsprint is now difficult again.
* 37 other bugfixes and improvements in total.
Stone Soup 0.23.1 (20190228)
----------------------------
Bugfix Release
--------------
* Vampiric attacks by the player against allies created from Sticks to Snakes
and the Ratskin Cloak no longer restore HP or give vampires satiation.
* Damage from Ozocubu's Refrigeration has been increased to the correct
amount.
* Placement for the uniques Aizul, Bai Suzhen, Donald, Jorgrun, and Mara has
been fixed so they can place throughout their intended level ranges.
* The chance of Boris to respawn has been lowered to match previous rates.
* Yellow draconians now correctly receive their rCorr mutation at XL 7.
* 45 bugfixes, adjustments, and cleanups in total.
Stone Soup 0.23 (20190207)
--------------------------
Highlights
----------
* Trap system overhaul
* New Gauntlet portal to replace Labyrinths
* Nemelex Xobeh rework
* Nine unrandarts reworked and the new "Rift" unrandart added
* Support for seeded dungeon play
Branches, Environment
---------------------
* Trap system overhaul:
- Traps that generate on the ground are always revealed.
- Exploration has a chance to trigger a "trap effect" independent from
terrain traps. The possible effects are alarm, shaft, and teleport near
monsters.
- Monsters only trigger traps in sight of the player.
- Alarm traps now always Mark the player whenever they are triggered in LOS.
- Net traps now try to net the player whenever they are triggered in LOS.
- New trap: dispersal trap. When triggered, every actor in sight of the trap
is blinked.
- Trap placement in Ossuaries, Zot:5, and Tomb has been overhauled. In Zot:5
and Tomb, all mechanical traps save for net traps have been removed.
- Grate traps (triggered by pressure plates) have been removed.
* New Gauntlet portal to replace Labyrinths:
- Gauntlets have the player choose a path through several combat arenas,
each of which contains (sometimes exotic) monsters and loot.
- Access to each arena is one-way using transporters. Teleports and Passage
of Golubria are disabled.
- All paths lead to a minotaur who guards a pile of treasure and the exit.
- Gauntlets are found where Labyrinths previously generated.
* Support for seeded play:
- A new option for pregenerating the entire connected dungeon based on a fixed
seed has been added. This takes a bit of time, but ensures that any
playthroughs of a particular seed will use the same dungeon.
- This option is not yet available for online play, but can be used offline.
See the manual section "Seeded play" for details.
- The dungeon RNG has been separated from the gameplay RNG to allow this
feature to work.
- Each game seed generates a unique dungeon (including layout and
monster and item placement) that is always the same for the same version
of crawl, as long as levels are generated in the same order.
- If you see that two games with the same seed generate a different dungeon,
please report this as a bug!
* New vaults: early thematic item shops and monsters guarding manuals, as well
as new ghost vaults for many branches.
* Translucent doors that can be seen through when closed have been added.
These are used in most runed door vaults and in some Elf layouts.
* Two new dungeon layouts enabled, one for Dungeon and one for Lair.
Character
---------
* The player can no longer be put to sleep when paralysed or petrified.
* Tengu Permanent Flight becomes immediately available at XL 5.
* Tengu EV bonuses are no longer applied to +EV from equipment.
* Wanderer starting spell libraries are announced along with equipment.
* Wanderers that start with exactly one level 1 spell start with it memorised.
Gods
----
* Nemelex Xobeh rework:
- Decks are are accessed through abilities and no longer exist as items.
- Nemelex offers three abilities: "Draw Escape", "Draw Destruction", and
"Draw Summoning", which provide card effects.
- The deck abilities do not have rarities; card power levels are determined
by invocations and piety alone.
- Nemelex periodically adds cards to the three abstract decks.
- Triple Draw works on the three decks as before, offering a choice of three
cards. The piety cost is increased.
- Deal Four deals four cards from a deck and has a reduced piety cost.
- Stack Five constructs a player-ordered stack of five cards drawn from any
of the three decks to be drawn later. Creating a new stack discards the
old. The piety cost is the same as old stack five.
- The Velocity card no longer hastes enemies, instead always slowing them
with a chance proportional to power.
- The Storm card has been revised. It now performs a wind blast followed by
one to nine electrical explosions.
* Elyvilon's Heal Other's is adjusted:
- The formula depends only on monster type, not specific monster maxhp.
- Player Ghosts and Pandemonium Lords are now immune.
- The targeter displays the pacification chance.
* Ashenzari protects followers from exploration-based trap effects.
* Qazlal's cloud immunity is extended to elementals created with Elemental
Force.
* Fedhas' protection of plants from player spells is extended to LOS-wide
attack spells.
* The acid damage from Makhleb's Minor Destruction has been reduced.
* Exploration-based piety is no longer granted for the Temple, deep water, or
lava.
* Monster conversion for Beogh, Gozag's Bribe, and Jiyva is attempted upon
sight instead of on the turn after the monster enters LOS.
Interface
---------
* Spell damage message punctuation has been adjusted to reflect damage done
using the same scale as melee damage.
* Damage brand message punctuation has been similarly adjusted.
* Monster descriptions in 'xv' display spell ranges.
* The Religion screen '^' gains a fourth pane for gods that need Extra
information:
- Ashenzari displays information about bondage status.
- Beogh displays a list of named followers, with gifts.
- Gozag displays bribe information.
- Hepliaklqana displays ancestor upgrades.
- Nemelex Xobeh displays deck information.
- Wu Jian displays information about martial attacks.
* The Hepliakqana ancestor reaching full health interrupts resting. The exact
behaviour of this interrupt can be configured by rest_wait_ancestor.
* The new display_chars cloud_weak, cloud_fading, and cloud_terminal indicate
remaining cloud duration in console.
* WebTiles users can use a "Forgot Password" link to reset their password
via a link sent to their registration email address. This feature is not yet
enabled on most official servers.
Items
-----
* Unrandart changes:
- New Unrand: the +8 demon trident "Rift" {distort, reach+}. A distortion
demon trident with a reaching range of 3 and smite-targeted attack.
- The Singing Sword's sonic damage effect is stronger, can trigger at low
tension, and triggers only on-hit. It also gains the vorpal brand.
- The Spriggan's Knife converts all stabs to sleep-tier stabs and loses
Dex+4 and MR+.
- The Robe of Misfortune is +5 {*Contam *Corrode *Drain Harm *Slow EV+5} and
is now always identified.
- The Sceptre of Torment is now a +7 eveningstar of pain, and its torment
does not affect the wielder.
- The Arc Blade's effect now casts static discharge only once at very high
spellpower. The weapon's enchantment is now +8.
- Finisher gains a chance to instant-explode the target and loses Str+3.
- The Robe of Clouds is now +3 {+Thunder rCloud rElec}, providing evocable
storm clouds in place of its old mist.
- The Skin of Zhor gains a passive Metabolic Englaciation effect and SInv.
- The Storm Bow no longer occasionally creates rain clouds.
- Unrandarts with melee effects that could anger nearby allies give a proper
warning.
* Wand charges for wands of digging, enslavement, flame, paralysis, polymorph,
and random effects have been reduced.
* Butchering a corpse always leaves a skeleton.
* The blowgun targeter now displays the chance to affect the target.
* Stash search can now search by handedness.
Lua
---
* The custom `require` used in clua and dlua has been renamed `crawl_require`.
* A new function `spells.path` has been added to the `spells` module to provide
access to the targeter from clua.
Monsters
--------
* Monster weapons, armour, and wands are identified and revealed to the player
when the monster is first seen.
* The shambling mangrove Grasping Roots ability now performs smite-targeted
constriction instead of applying a 'Roots' status.
* Jorgrun gains the Grasping Roots spell and can now spawn in Swamp.
* Killer Klowns now have a pie throwing ability that damages the player and
effects them with one of Vertigo, Silence, -Potions, Stat drain, rF-, or
polymorph to bat, pig, or wisp form.
* Killer Klowns have highly enchanted, branded clubs instead of the Klown
melee flavor, and no longer have fast regen.
* Orb run spawns are more frequently near the player and more dangerous.
* Pandemonium lords' spell sets and attack brands are revealed.
* Monster summons disappear whenever the summoner changes alignment from being
charmed/uncharmed, pacified, or slimified.
* Confused monsters now get a 1 in 3 chance to move normally, like players do.
* Giant monsters no longer tear through webs.
Spells
------
* Confusing touch works with a weapon wielded
Stone Soup 0.22.2 (20190327)
----------------------------
Bugfix Release
--------------
* Fix a crash on startup when there are seeded games (from 0.23) in a shared
save directory.
* Let Barachim telefrag at their full range.
* Don't let ball lightnings climb stairs.
* 52 other bugfixes and cleanups in total.
Stone Soup 0.22.1 (20180916)
----------------------------
Bugfix Release
--------------
* Support for distributing player ghosts files with releases. Now local games
will have a starting set of ghosts available for ghost vaults.
* New tiles for Azrael, shock serpents, dream sheep, mana vipers, and the Robe
of Vines.
* An additional set of Gnoll player dolls tiles.
* Fix WebTiles menus for older versions of Firefox.
* 81 bugfixes, adjustments, and cleanups in total.
Stone Soup 0.22 (20180810)
--------------------------
Highlights
----------
* Player ghosts now only appear in sealed ghost vaults
* New spell library interface
* User interface revamp for Tiles and WebTiles
Branches, Environment
---------------------
* Player ghost vaults:
- Ghosts now only appear in vaults sealed by runed doors or transporters.
- The ghost is always visible from outside the vault through clear walls.
- Dozens of new ghost vaults with a variety of themes. All contain loot, and
many place other monsters with extra loot.
- Each level from Dungeon:3 onwards has a fixed chance of placing a ghost
vault in most connected branches.
* Players on Abyss:1-4 will sometimes be drawn a level deeper, with the chance
increasing based on XL and decreasing based on current depth.
* The Hall of the Hellbinder WizLab has fewer higher-tier demons.
* Two-headed ogres are less common in earlier dungeon levels.
Character
---------
* The player can use wands in all forms.
* The player can't order allies while confused.
* The MP-powered wand mutation allows use of wands at 0 MP and is now
considered a good mutation.
Gods
----
* Dithmenos revamp:
- Dithmenos's Shadow Step ability no longer requires the target monster to
be 'still' and has an HP cost of 8% max HP.
- Dithmenos no longer has an anti-fire conduct and allows use of fire-themed
spells, items, and abilities.
- Dithmenos is now an evil god, hence is hated by the good gods and holy
monsters.
* Fedhas' Sunlight is now the 1* ability and Evolution is now the 2* ability.
* Makhleb's Major Destruction has its range increased to 7 and Minor
Destruction has its range reduced to 5.
* Yredelemnul's Enslave Soul ability is now smite-targeted.
* Trog no longer has a Burn Spellbook ability.
Interface
---------
* In the Tiles minimap, the exploration horizon has a distinct colour.
* WebTiles chat improvements (server support may vary):
- The player can use `/mute' and `/unmute' commands on chatters.
- The `/mutelist' command shows the current mute list.
- The chat window has a minimize button that removes message notification.
- The `/hide' and `/hide forever` commands minimize/remove the chat window.
* Wands of digging now have a targeter showing the dig range.
* Updated visual theme for Tiles and WebTiles.
* Tiles and WebTiles informational screens now show tiles where appropriate.
Items
-----
* New Amulet: the Amulet of the Acrobat, which boosts the wearer's EV by 15
for non-attacking movement and rest actions.
* The Mace of Variability is reworked to sometimes create arcs of chaos that
harm nearby monsters, but not the wielder. The enchantment is now a fixed +7.
* The Vampire's Tooth is now a +12 quick blade instead of a +4 dagger.
* Maxwell's Thermic Engine no longer has rC- and rF-.
* All fog types from Scrolls of Fog now spread like grey and black fog.
Monsters
--------
* Player ghosts can now follow the player through stairs.
* Minotaur monsters have increased health, defenses, and HD. They also spawn
with armour and either tomahawks or javelins.
* Swamp worms and Iron Giants now have Harpoon Shot: a range 6 ability
that fires a shot which pulls the player adjacent.
* Harold has better melee damage and armour, and he places earlier. His Bolt
of Fire and Blink spells are replaced with Harpoon Shot and Sentinel's Mark.
* Jorgrun has Iron Shot instead of Shatter and places earlier.
* Ilsuiw spawns on Shoals:2-4 instead of nearly always spawning on Shoals:4.
* Engulf status from Water Elementals now blocks god abilities but no longer
slows movement.
* The Barb status from manticore barbs now counts any non-movement actions
towards removing the status.
* Swamp worms no longer spawn submerged in water.
* Sojobo, air elementals, ball lightnings, and twisters have resistance to
Tornado instead of resistance to all wind attacks.
* Shock serpent retaliation now properly checks rElec.
Spells
------
* Spell Library:
- Spells from books are automatically added to a global library upon pickup.
- Library spells can be memorised from anywhere through the 'M' screen.
- Spellbooks are destroyed after their spells are added to the library.
- Vehumet won't offer you a spell you already have in your library.
* Borgnjor's Vile Clutch constriction damage is reduced by 25% and the spell
is no longer in the Necromancer starting book (the Book of Necromancy).
* Lee's Rapid Deconstruction can no longer destroy walls.
* Ozocubu's Armour now expires immediately upon movement.
* Spellcasting success rates no longer use a step-down, making L9 spells
slightly easier to cast.
* Passwall now has better range scaling, a lower max spellpower and a targeter
to show its range.
Stone Soup 0.21.2 (20180805)
----------------------------
Bugfix Release
--------------
* Shock serpent retaliation now properly checks rElec.
* No more errors on autofight commands when using ranged weapons or polearms.
* Fix a bug that led to Ru sacrifices not consistently giving promised piety.
* Fix many cases of "mid cache bogosity" errors involving Beogh followers.
* Training xl estimates in item descriptions are now more accurate.
* Compilation under Msys2 is now *really* fixed.
* Autotravel will no longer try to take shortcuts through hell.
* 70 other bugfixes and cleanups.
Stone Soup 0.21.1 (20180201)
----------------------------
Bugfix Release
--------------
* Dith shadow mimic of launcher attacks no longer copies the enchant and ego
of the launcher.
* Monsters lose constriction by Borgnjor's Vile Clutch when they are moved by
any means.
* Formicids can now manually cancel digging, allowing them to use Wu Jian's
Wall Jump ability after digging.
* Wu Jian's Wall Jump ability now works under silence.
* New splash screen art.
* Numlock on Windows systems no longer causes unpredictable repeating
movement.
* Alt-F4 no longer causes freezing in Tiles on Windows systems.
* Resizing the local Tiles window during prompts no longer causes crashes.
* SDL 2 contrib updated to 2.0.7, which fixes compilation under Msys2.
Stone Soup 0.21 (20180105)
--------------------------
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 colour 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.
Stone Soup 0.20.1 (20170701)
----------------------------
Bugfix Release
--------------
* Restore 5 base damage to kick aux attacks, which had been missing since
0.16.0.
* Don't let equipped weapon accuracy affect throwing accuracy.
* Ignore negative relative window sizes in fullscreen mode. Not ignoring these
settings caused fullscreen issues on Windows platforms in particular.
* 41 other bugfixes and cleanups.
Stone Soup 0.20 (20170525)
--------------------------
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.
* The last levels of Cocytus and Gehenna never require flight to reach the
rune.
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 colours now work properly on a wider range of terminals by default.
However, as a consequence the default background map colour 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
Stone Soup 0.19.5 (20170228)
--------------------------------------------
Bugfix Release
--------------
* Fix save compatibility when loading games from version 0.18.
* Macros now work in map mode in Tiles.
* Autopickup is now smarter about whether items are permanently or temporarily
useless.
* 22 other bug-fixes and cleanups.
Stone Soup 0.19.4 (20170130)
--------------------------------------------
Bugfix Release
--------------
* Fix mouse lag experienced by trackpad users on Mac systems.
* Fix to allow the Temple entrance to place as part of a vault instead of
always by itself.
Stone Soup 0.19.3 (20170121)
--------------------------------------------
Bugfix Release
--------------
* Work around an AMD driver bug where the game crashes when loading 512x512
images.
Stone Soup 0.19.2 (20170120)
--------------------------------------------
Bugfix Release
--------------
* Fix a long-standing Tiles mouse lag bug. Now there is no lag when updating
cursor information upon mouse movement to a new tile.
* Fix to allow helmets as armour acquirement gifts.
* Fix to prevent Infestation death scarabs becoming hostile when killing their
host in an explosion.
* 24 other bug-fixes and cleanups.
Stone Soup 0.19.1 (20161123)
--------------------------------------------
Bugfix Release
--------------
* Demon tridents are two-handed for small races, as intended.
* Allow Dith shadow to attack diagonally and to reach.
* Many other bug-fixes and cleanups.
Stone Soup 0.19 (20161031)
--------------------------------------------
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.
* 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 coloured 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.
Stone Soup 0.18 (20160504)
--------------------------------------------
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 paralyse.
* 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/Transmutations). 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 ?/.
Stone Soup 0.17.1 (20151210)
----------------------------
* Fix insect monsters never berserking. This bug prevented queen bees from
berserking their hive bees and moths of wrath berserking insects in Spider.
* Prevent the Gell's Gravitas spell from moving monsters into deep water or
lava.
* Fix resting to stop properly when MP don't regenerate.
* Properly warn when a beam might poison a monster while worshiping the Shining
One.
* Put hunter's swords in slot 'a' or 'b' at game start to allow easier
switching between ranged and melee weapons.
* Put EE starting stones on the 'b' slot.
* Update the manual for 0.17.
* Many other bug fixes for game crashes, to vaults, and to in-game text.
Stone Soup 0.17 (20151106)
--------------------------
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
paralysed.
* 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 centred on the player that's refreshed
whenever they find (make) new corpse-gold, rather than being centred 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.
* Derived undead created by spells or items are temporary, falling apart after
some time. Yredelemnul still creates permanent undead.
* 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.
* Animate Skeleton and Animate Dead now create temporary undead that expire
after some time.
* 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.
Stone Soup 0.16.2 (20150811)
--------------------------------------------
* Give FeEE players stones at game start.
* Display base attributes in the '@' display.
* No longer revoke Zin's sanctuary when a confused ally attacks you, and allow
confused allies in your sanctuary to get away with attacking hostiles.
* Ranged and confused player attacks as well as the Tornado, Static Discharge,
and Singularity spells now all break sanctuary.
* Fix a bug where players who lose the big wings mutation while flying with no
other source of flight would continue to fly. They now stop flying and get an
emergency flight evocation if wearing a ring of flight.
* Fix a bug where a player with the confused status could cancel accidental
attacks when wielding a weapon inscribed with "!a".
* Fix a bug where monsters with phase shift got 8 more EV than intended.
* Fix a bug where players could take a shaft and land in inescapable areas.
* Have Dithmenos' spell-shadowing attack use the same targeting as the player
attack that triggered it to avoid it doing things like hitting allies.
* Fix a mouse bug in the Tiles version where Ctrl and Alt modifiers would be
set when clicking despite those keys not being pressed.
* Fix the Tiles version failing to run on OS X.
* In the Objstat debug mode for counting items and monsters, the output format
has been streamlined to generate one file per table with data from all levels
in each table.
* Fix a bug in Objstat where items in shops weren't counted.
* Other minor bugfixes, and cleanups to in-game descriptions and help text.
Stone Soup 0.16.1 (20150322)
--------------------------------------------
* Major bugfix release. Because of the first two bugfixes listed below, it's
strongly recommended that all 0.16.0 users upgrade to this version.
* Fix a bug where all player melee damage was effectively doubled. This only
affected player melee damage, not player ranged or spells, or monster damage
at all.
* Fix a bug in sprint where controlled blink was blocked as if from the stasis
effect.
* Artefacts with the Contam property are no longer marked as chaotic and hence
hated by Zin, since Zin wouldn't give penance for using e.g. weapons with
this property anyhow. There's now a warning under Zin when Contam items are
removed, since this does incur penance.
* Monsters no longer avoid walking on shadow traps.
* Fix the build for the Android port of DCSS.
* Other minor bugfixes.
Stone Soup 0.16 (20150311)
--------------------------------------------
* 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 memorised.
* 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.
* Item-eating monsters such as jellies no longer eat items you have seen,
except for followers of Jiyva.
* 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.
Stone Soup 0.15.2 (20141018)
----------------------------
* Assorted crash fixes, bug fixes, and display cleanups.
* Always weight formicid weapon acquirement towards two-handed weapons.
* Allow in-game updates to the mon_glyph option to change the glyph.
* Allow the option syntax of mon_glyph = <mon1>:<mon2> in order to set the
colour/glyph of one monster using the base values of another monster.
* In tiles, the tile_player_tile option allows you to specify an arbitrary
monster tile to display for your character. The options tile_weapon_offsets
and tile_shield_offsets can be used to adjust the player weapon and shield
location when using these custom tiles.
* For use with tile_player_tile: the old orb guardian tile, a new monster
vampire tile, and weapon/shield offsets for various monster tiles.
Stone Soup 0.15.1 (20140915)
----------------------------
* Assorted crash fixes.
* Monsters don't benefit from player throwing skill.
* Monsters no longer flee at random on re-entering a level after a short time.
* Several messages correctly no longer appear for out-of-sight monster
actions.
* Dithmenos' stealth bonus works properly again.
* Several spell icons that missed the initial 0.15 release.
Stone Soup 0.15 (20140828)
--------------------------
* 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 bonuses 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.
* Scrolls of magic mapping now show 100% of the map.
* 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.
Stone Soup 0.14.2 (20140827)
----------------------------
* More crash fixes.
* Some text fixes.
* Transformations no longer allow the character to wield too-large weapons.
* The tutorial skill screen now allows skills to be toggled again.
* Artefact and non-artefact rings are now distinguished properly when swapping
rings.
Stone Soup 0.14.1 (20140428)
----------------------------
* 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.
Stone Soup 0.14 (20140409)
--------------------------
* The lower half of D is now a new branch, the Depths.
* Two new species: Formicids and Vine Stalkers.
* A new deity: Dithmenos the Shadowed.
* Greatly revised monster sets in the Lair branches.
* Greatly revised summoning spell sets.
Branches, environment
---------------------
* The main Dungeon is now fifteen levels.
* A new branch: the Depths; entered from the end of Dungeon, it is five levels
long and contains the entrance to the Realm of Zot.
* The Vaults are now entered from D:13-14 and need a rune to enter.
* Abyssal stairs appear more frequently, and are fixed with depth.
* Ziggurats require only three runes to enter; an entrance is guaranteed
in Depths, but still spawn as normal in Pan.
* Portals are no longer closed when carrying the Orb of Zot.
* The Horn of Geryon is no longer necessary for entering Hell branches.
* Labyrinths contain more enemies, and the minotaur is normally awake.
* More Ziggurat enemy sets.
* Crypt endings now contain some pieces of thematic loot: draining and/or
pain and/or vampiric weapons, rings of positive energy and amulets of
warding, one of several unrands, the Necronomicon, or evokers/staves.
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave
portals appear in Elf and rotating Lair branches.
* Portal timers have been generally shortened and made more consistent with
each other; additionally, the shorter timer started upon first seeing them
has been removed.
* The layout of the last level of the Vaults has been changed, with all four
subsections being open at each corner.
* Gadget shops and wand shops have been merged; the resulting gadget shops
now also sell rods.
* The price of items in shops has been recalibrated.
* Pandemonium exits occur more frequently as the player obtains runes from
Pandemonium.
Character
---------
* New species:
- Formicids possess four strong arms to use large weapons together with
shields, in addition to strong natural digging abilities and a permanent
stasis effect.
- Vine stalkers regenerate quickly, but cannot heal with wands or
potions; they possess innate spirit shield and an anti-magic bite.
* Felids have an innate jump attack ability, allowing them to jump over
other monsters and attack their target in a single turn.
* Felids can use wands.
* Demonspawns' negative energy facet has the second level of rN replaced by
"black mark," which gives melee attacks a chance to heal the player and apply
a bad status to the victim.
* The first two levels of the slow healing mutation only affect rates of
healing when enemies are in sight (half and no healing for those levels
respectively). Stat regeneration and the third level of the mutation
are unchanged.
* Fast/slow movement mutations no longer occur randomly.
* 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. CK -> Tr may be recommended whereas Tr -> CK
is not).
* Poison damage is now deterministic.
* The antennae mutation gives invisible monster indicators for every invisible
enemy in LOS.
* Merfolk can now be mesmerised by mermaids and sirens.
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with
knowledge of potions and scrolls they don't possess.
* Fighters and Gladiators start with higher-tier weapons.
* Fighers start with a potion of might.
* Demonspawn icemail now restores all at once, instead of gradually, and is
not disrupted by casting fire spells.
Monsters
--------
* Guardian serpents no longer have Teleport Other; instead they get
Blink Allies Encircle.
* Lom Lobon can now cast Tornado.
* The plain "dragon" is now known as "fire dragon".
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.
* Jellies once again split.
* Monsters are subject to summon caps.
* Summoned creatures are dismissed upon the death of their summoner.
* Word of Recall is now subject to a breath timer, and can be interrupted
by causing a breath timeout (with e.g. curare).
* Minotaurs appearing naturally outside of labyrinths now come with
equipment.
* Abominations don't heal naturally; those created from spells can heal
by melding further with crawling corpses and macabre masses.
* New enemies:
- Fauns, who hex the player before attacking from afar, and their larger
brethren satyrs, who can empower their nearby allies.
- Wind drakes, who can breathe powerful blasts of wind and airstrike the
player.
- Thorn lotuses, plants adrift on the water that pepper the player with
thorns fired from afar.
- Thorn hunters, who fire volleys of thorns and create briar patches to
impede their foes' movements.
- Dryads, who turn the forest against you by casting Awaken Forest like
spriggan druids and summoning snaplasher vines that pull their enemies
around.
- Water nymphs, who passively form a pool of water around themselves
and strike down the player with said water.
- Shambling mangroves, slow-moving, tough plants home to a nest of ravens
or wasps.
- Raiju, which can attack by transforming themselves into a bolt of
lightning.
- Worldbinders, abyssal enemies which summon low tier enemies from other
branches.
- Shock serpents, who build up electrical energy for a static discharge;
- Mana vipers, snakes with an antimagic bite;
- Naga sharpshooters, who snipe at the player with Portal Projectile;
- Naga ritualists, who can amplify poison in enemies and also cast
Olgreb's Toxic Radiance;
- Salamander mystics, with Bolt of Magma, Haste Other, a single-target
version of Ignite Poison, and Iskenderun's Mystic Blast;
- Salamander firebrands, whose attacks cause a ring of flames to appear
around the target.
- Octopode crushers, who can throw both the victims they constrict as well
as icicles.
* A new set of enemies based on demonspawn, appearing in Pan.
- Base types:
- monstrous (auxiliary attacks and more HP);
- gelid (rC++ and icemail - bonus AC which dissipates on fire damage);
- infernal (rF++ and fire attacks);
- putrid (rPois, gains HP on nearby kills);
- torturous (augmentation, powered by pain, and spines).
- Classes:
- blood saint (Legendary Destruction, which casts random powerful
conjurations, and Ephemeral Infusion, which temporarily heals
nearby allies);
- chaos champions (Chaotic Reflection, which inflicts a random hex-like
effect on itself and the target, and Random Bolt as per the rod
of destruction);
- warmongers (Grand Avatar, essentially a hybrid battlesphere and
spectral weapon which triggers on sufficiently damaging attacks of
nearby allies, and Sap Magic, a hex which hinders spellcasting success
progressively as spells are cast);
- corrupters (Plane Rend, which summons high tier enemies from other
branches, and Corrupt Body, which inflicts a small set of temporary
mutations);
- black suns (Black Mark, which empowers nearby allies with various
draining attacks that heal on hit, and previously existing spells
Bolt of Draining, Malign Offering, and Dispel Undead).
* Adjustments to lair branch enemies:
- Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby
and does not invisibly might creatures; instead, nearby creatures
are healed and frenzied on their death. Stone Arrow also replaces
Sunray in their spell set.
- Siren songs' pulling effects are now irresistible if the player is
already mesmerised.
- Siren songs call drowned souls, weak temporary enemies with a drowning
attack.
- Manticores' spines now embed themselves in targets, causing damage while
moving until a few turns is spent doing nothing to remove them.
- Harpies no longer steal food or eat food off of the ground.
- Plain salamanders have been weakened, and all salamanders can slither
around on land.
* Adjustments to other enemies:
- Quokkas are speed 12 (making them effectively identical to grey rats).
- Boggarts are more durable.
- Rakshasas gain a monster spell "Phantom Mirror", which summons
a clone of a nearby allied monster with half the hit points, with
a 50% chance of swapping the clone for the original; this replaces
their previous self-cloning abilities. They can now also cast
Iskenderun's Mystic Blast and will summon two clones of themselves
at 50% HP as a one-time effect.
- Giant orange brains get Mass Confusion instead of Confusion.
- Spriggans in general now merely have fast movement speed instead of
fast speed in general, more damage and less EV.
- Spriggan air mages have Haste (replacing Shock).
- Deep elf demonologists summon more greater demons instead of minor
demons.
- Draconian knights have fewer but distinct spell sets focusing on
ice and necromancy.
- Gargoyles and molten gargoyles now have Stone Arrow and Bolt of
Magma respectively, and generate with mace-type weapons.
- Metal gargoyles are now war gargoyles - fast and with the ability to
fire metal fragments at targets.
- Crystal golems are now crystal guardians - less health, but with the
ability to fire crystal bolts that bounce off of all walls and deal
either fire or cold damage on a per-bolt basis.
- Ravens and eldritch tentacles no longer eat corpses.
* New uniques:
- Asterion, a minotaur of Makhleb who flings Major Destruction and
can employ Spectral Weapon with his demon weapon;
- Natasha, a felid ex-familiar with minor spellcasting abilities;
- Vashnia, leader of a squad of naga sharpshooters with translocational
ability to match.
* Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats,
spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant
centipedes, rotting devils, clay golems, and stone golems are no more.
* Ball lightnings are no longer permanently confused, instead seeking out
targets like giant spores.
* Killer Klowns have a different set of possible damage brands: strong
poison, pain, drain speed, fire, cold, electric, and anti-magic.
* Flying enemies are no longer immune to throwing nets.
* Geryon can fly once again.
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's
movement for three turns.
* Player ghosts can retain and cast dazzling spray, which has a chance to cause
a confusion effect against the player.
* All pandemonium lords now see invisible.
* The Enchantress now appears as a normal unique in the Depths.
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric
Draining, and Animate Dead - and rN+++.
* Lamia has been de-throned.
Spells
------
* Resisting an enchantment now displays a message showing how difficult in
general the target will be to enchant, rather than how well or how poorly
they fared on that particular resistance roll.
* New spells:
- Summon Lightning Spire (L4 Summoning/Air), which places a lightning
spire up to two squares away from the player; it replaces Summon
Scorpions in the book of Callings.
- Summon Guardian Golem (L4 Summoning/Charms), which creates a golem
that protects the player with Injury Bond and occasionally explodes
on death; appears in the book of Callings.
- Summon Forest (L5 Summoning/Translocations), which summons a dryad
and temporarily converts terrain near the player to forest; it
is in the Book of the Warp.
- Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of
Beasts.
- Monstrous Menagerie (L6 Summoning), which summons a manticore, some
harpies, a lindwurm, or a sphinx (at high spellpower); it appears in
the book of Beasts and the book of Summonings (replacing Summon
Ugly Thing).
- Forceful Dismissal (L6 Summoning), which ends all player summons
and damages enemies next to them; it appears in the Grand Grimoire.
- Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass
abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.
- Spellforged Servitor (L7 Conjuration/Summoning), which summons a
servitor with a subset of the player's most destructive conjurations;
it replaces Fireball in the book of Wizardry.
- Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in
a cone, turning slain monsters into blocks of ice and Flash Freezing the
survivors; it replaces Ice Storm in the Book of Annihilations.
- Dragon's Call (L9 Summoning), which for its duration of effect summons
dragons near targets at the end of LOS (at the full spell cost per
summon); replaces Summon Dragon in the Book of the Dragon.
* Sticks to Snakes only works on missiles (arrows and javelins) now.
* Conjure Ball Lightning has been reduced from level 7 to 6, and the
duration of the ball lightning has been lowered.
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow
duration is cumulative across casts.
* Bolt of Draining has been reduced from level 6 to 5.
* Fulminant Prism has been reduced from level 5 to 4.
* Iskenderun's Battlesphere has been increased from level 4 to 5.
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer
usable with mottled dragon armour.
* Song of Slaying has an increased duration and grants more slaying, but
is subject to a lower power cap.
* Swiftness now induces a period of sluggishness after it expires, and
can't be stacked.
* Several special cases for LRD damage types have been removed; ice, bone,
stone and rock (including petrified enemies) all result in the same
explosion.
* Orb of Destruction now only appears in the Book of Power (was also in
Annihilations).
* Call Canine Familiar now only summons one canine, and does not summon
jackals.
* Repel and Deflect Missiles now expire on a per-deflection basis rather than
being a duration.
* Portal Projectile is now a duration, rather than firing individual
projectiles.
* All clouds caused by the player will dissipate much faster outside of your
line of sight.
* Orbs of destruction don't explode if they collide with another orb of
destruction before travelling more than a short distance.
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice
Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.
Items
-----
* The Orb of Zot no longer takes up an inventory slot.
* Weapons are identified immediately on wield.
* Wands are identified immediately on zapping.
* Elemental evokers now recharge one at a time, with the one closest to
full recharging charging first.
* Items on the ground are no longer subject to item destruction.
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).
* The jumping ego (available only on boots) gives a jump attack ability
like that of felids.
* The reaching brand for whips is no more.
* Enchantment-like effects of chaos projectiles are now irresistible.
* Spears, daggers, clubs, and hand axes are no longer good for throwing.
* New "tomahawk" item: a throwing missile, usable by all non-felids, between
darts and javelins in damage.
- Small race hunters and arcane marksmen may select tomahawks.
* New "potion of lignification" - induces tree form.
* Small species can use throwing nets.
* Throwing nets do not degrade: instead, they have a chance to be destroyed
like other projectiles.
* Multiple changes to unrandarts:
- Piercer gets the penetration brand (was vorpal).
- Boots of the Assassin return in a new form: they now detect monsters and
allow short-blade-quality stabbing with any weapon (or unarmed).
- Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and
exploding.
- The Elemental Staff is reworked considerably - it grants rElec, rF++,
rC++, MR++, AC+5, and randomly deals elemental-branded attacks based
on the user's Evocations skill.
- The skin of Zhor now grants rC+++.
- Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).
- Sniper is now a +15 vorpal crossbow with a slower rate of fire.
- Snakebite is now a +5 venom whip that applies a curare effect on two out
of five hits.
- The Singing Sword is now a bastard sword.
- The shield of the gong is now +27 with -5 EV.
- The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.
- New unrand: "macabre finger necklace" - gives warding and an extra ring
slot.
- New unrand: "boots of the Spider" - gives clinging and jump attack.
- New unrand: "dark maul" - a very large, very slow two-handed weapon using
the Maces and Flails skill.
- New unrand: "hat of the High Council" - spellpower at the expense of
spell success rates.
- New unrand: "arc blade" - a cutlass which inflicts discharges of static
electricity on targets it hits.
- New unrand: "Spellbinder" - an antimagic demon whip which inflicts
miscasts on magic-using targets.
- New unrand: "lajatang of Order" - does silver damage (like the ammunition
brand) and grants resistance to mutation.
- New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects
scrolls from fire damage and inner flames targets it hits.
- The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the
unrandart) are gone.
* Potions with known type that would have no effect can no longer be quaffed
at all.
* Potions other than potions of porridge and blood no longer give nutrition.
* All gauntlets and bracers are now gloves.
* All caps and wizard hats are now plain "hats".
* Great maces deal slightly less damage and are much less available than
before.
* All scrolls now identify on read.
* The last healing potion is automatically identified assuming knowledge that
it is a healing potion.
* Magical penetrating projectiles now pierce shields.
* Ponderous items reduce movement delay by -1 (was -2), to match running
items.
* Electrocution weapons no longer cause discharges on targets in water.
* Wearing body armour / rings no longer requires removing cloaks / gloves
first.
* Scrolls are destroyed less frequently by sticky flame.
* Gold dragon armour, crystal plate armour, and plate armour have had their
encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).
* The speed brand now grants 2/3 weapon delay and no damage reduction (was
1/2 delay and 10% damage reduction for melee weapons).
* Racial equipment is no more.
* Many changes to rods:
- The rod of destruction now fires random bolts instead of having a pre-set
selection.
- New rod: rod of ignition, which fires a bolt that explodes a fireball on
every target hit in a line.
- New rod: rod of shadows, which summons Shadow Creatures from a depth in
the dungeon roughly equivalent to the user's skill with Evocations,
drawing out-of-depth spawns after 15.
- New rod: rod of clouds, which creates various clouds based on power,
with high skill giving several new types of clouds.
- The rods of warding, venom, demonology, fiery destruction, and frigid
destruction are gone.
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning
1-4 hell beasts whose friendliness depends on evocations power.
* Renamed items:
- Sabres are now cutlasses (and the captain's cutlass has been adjusted to
match);
- Double swords are now bastard swords;
- Triple swords are now claymores;
- Potions of speed are now potions of haste.
* Scrolls of vulnerability are now more common.
* Curse scrolls and potions of blood no longer randomly generate.
* All curse scrolls now accept targets (as though the player was worshipping
Ashenzari in previous versions).
* Magic resistance-granting items now grant fixed increments of magic
resistance (indicated on the % screen).
* Removed potions of slowing.
Cards
-----
* The Elixir card now heals over time instead of instantly.
* The Alchemist card is in decks of escape, but not wonders.
* The Bargain card has been removed.
* The Trowel card is in decks of wonder and only creates portals.
* The Battlelust card now deals primarily in might and agility at high power,
with the delayed berserk effect now occurring at lower power.
Gods
----
* A new deity: Dithmenos the Shadowed.
- A temple god; guaranteed an altar in Temple or somewhere on D:2-9.
- Accepts kills of most dungeon enemies, particularly those associated
with fire or light.
- Dislikes use of fire and light.
- 1* piety grants an umbra which expands with piety.
- 2*: Shadow Step - step adjacent to an immobile target creature no further
away than your umbra.
- 3* piety causes the player to occasionally bleed smoke on taking
sufficient damage.
- 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged
attacks and targeted spells (so long as they're not self-targeted).
- 5*: Shadow Form - invisibility, resistance to many effects associated
with darkness and 50% damage resistance at the expense of skill drain,
a 50% reduction in melee damage output and significant reduction in
spell power.
* Gods no longer forgive the player for disliked effects of known wands
of random effects and weapons of chaos.
* Trolls of Cheibriados hunger considerably more slowly.
* Cheibriados' Bend Time is available to all followers (was 1* ability).
* Zin and Okawaru no longer care about the deaths of allies.
* Okawaru no longer suppresses the demonic guardian Ds mutation.
* Xom effects respect clarity and sustain abilities.
* Xom's confusion now caps at 20 turns.
* Zin's Recite shows what will be affected by all of the relevant recitations.
* Lugonu followers no longer suffer distortion unwield effects.
* Yredelemnul gifts vampires instead of freezing wraiths.
* Yredelemnul armies have a maximum combined total of three profane servitors
and bone dragons.
* Yredelemnul's servants are no longer angered when read-identifying a scroll
of holy word.
* Nemelex no longer gifts decks of dungeons, and deck gift types are now
independent of sacrificed item types.
* Jiyva's abilities no longer use Invocations.
* Divine wrath is now contingent on XP gain and cannot be waited out.
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales
better with player XL.
* Vehmuet wrath now employs actual conjurations instead of miscasts.
* Makhleb wrath can now hurl destruction at the player instead of being
limited to servant summoning.
* All skills eventually trainable by divine abilities can be trained
immediately on worshipping that god (Invocations for many gods, Evocations
for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.
* Innate abilities hated by your god are now marked as such.
Interface
---------
* "Automagic" functionality similar to autofight has been added through the
options automagic_enable, automagic_stop, and automagic_fight; it can be
used to automatically cast spells in a specified slot in combat.
* Different types of magical traps are coloured differently.
* Unnaturally hard rock walls have a new default glyph.
* The % screen has a new layout.
* You are prompted to continue wearing/unwearing armour when a monster comes
into view.
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true
being the default; "pickup_menu_limit" has been introduced to handle
the old "auto:X" settings.
* The "auto_list" option has been removed.
* The WebTiles spectator box sorts names and links online player profiles.
* URLs occurring in WebTiles chat messages are hyperlinked.
* New default minimap colours.
* Examining a monster now displays the speeds at which it takes actions if
those actions are slower or faster than its normal speed.
* arena_delay, which controls the speed of arena play and animations, is now
available outside of arena mode as view_delay.
* Monsters get invisible monster indicators for one turn after they become
invisible to the player.
* The shop screen layout has been revised.
Stone Soup 0.13.2 (20140404)
----------------------------
* More crash fixes.
* More message improvements.
* Long inscriptions in inventory are trimmed.
* Inscriptions can show unicode.
* Branch entrances can no longer be blocked by traps.
* Autoexplore no longer mysteriously gets stuck.
* Explore horizon no longer hides detected items.
* Wanderers cannot start with both a shield and two-handed weapon equipped.
* Avoid giving double piety for some collateral kills.
* Monsters now use the correct number of charges when zapping rods.
* Fixed various issues with inspecting unknown squares.
Stone Soup 0.13.1 (20131128)
----------------------------
* Several crash fixes.
* Several message improvements.
* Spectral weapon and battlespheres behave better with stairs.
* Wind blasts can no longer push monsters through walls.
* Shadow creatures band members don't count towards the summon cap.
* Awakened trees and flaying ghosts respect sanctuary.
* Unfinished monsters shouldn't spawn anymore, and are identified if they do.