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Stone Soup 0.34.1 (20260314)
----------------------------
Bugfix release
--------------
* Fix the Lua error handler causing slowdowns seen in vaults like Pan's Disco
Hall.
* Properly mark unidentified talismans evil/chaotic as appropriate.
* Allow deconstructing forgecraft allies while wielding a ranged weapon.
* Fix Freezing Cloud not having a self-damage warning prompt.
* Fix the force_more prompts for dancing weapons of distortion.
* Fix banished Orb Guardians not activating the Boundless Tesseracts.
* Fix Duel/Banishment on top of a portal entrance expiring that entrance.
* Prompt for wearing any talisman that would lower max HP by more than 10%.
* Fix randart Bane scarves having hidden AC (Back-form)
* Fix Revenant spells being free and boosted by Enkindle if cast via Sif
Muna's Divine Exegesis.
* Fix removing Fragile equipment not triggering unequip effects before being
destroyed.
* Don't have Dithmenos' Marionette treat monsters it charms as hostile for
subsequent actions.
* Fix Dominate Undead not working properly for friendly casters.
* Fix the force_scroll_targeter option interfering with ability targeters.
* Fix anacondas taking no damage from cactus giant spines.
* A new clua function you.zot_orb_monster() to see the type of orb monster the
player will face in Zot, if known.
* New clua functions for checking visibility between cells:
view.cell_see_cell_no_trans(), view.cell_see_cell_solid(), and
view.cell_see_cell_solid_see().
* 36 other bug fixes, interface improvements, and documentation updates.
Stone Soup 0.34.0 (20260205)
----------------------------
Highlights
----------
* Players can now carry an unlimited number of consumables.
* Big overhauls to strategic damage, adding new types and reducing mutation.
* Dozens more new monsters have been spread throughout the Dungeon.
* Many new egos have been added for weapons, armour, amulets, and orbs.
* Troves, the Slime Pits, and the Halls of Zot have received major updates.
Artefacts
---------
* The faerie dragon scales now has a higher average enchantment, can sometimes
come with evokable invisibility, and is a Hexes enhancer.
* The Mask of the Dragon loses its Will+ and Slay+3 modifiers to gain +2
enchantment and the ability to rarely summon dragons when using invocations,
with dragon choices scaling to one's XL.
* The Orb of Wucad Mu is no longer twice as likely to trigger as other orbs of
energy, but now has a chance to apply antimagic to monsters after channelling
mp for successful spells casts.
* The Scales of the Dragon King no longer has Will+, and instead has the new
Command ego.
* The Sword of the Doom Knight has been renamed to the Sword of the Dread
Knight.
* Randarts can now come with a Bane property, which inflicts a Bane on the
player when equipped. Randarts with this property have higher enchantment.
* Armour egos that are not otherwise in the regular randart property pool can
now occasionally appear once per randart as the randart's base ego.
* Removed unrands: the Sword of Power.
Branches, Environment
---------------------
* The Lair of Beasts now contains more decorative vaults as well as increased
chances to see decorative vaults each game.
* The staircases to and from Vaults:5 now have unique tiles and descriptions.
* The Crypt end vault's old thematic item rewards have been moved into a unique,
guaranteed shop containing a larger quantity of the prior options at high
prices.
* The Slime Pits has received layout changes:
- All staircases in the branch are now slimy and can no longer be climbed back
up until The Royal Jelly is dead (or the player worships Jiyva).
- Going down on a slimy staircase confers a status that greatly increases HP
and MP regen for a short while.
- All floors are now fully connected and up and down stairs are placed further
apart.
- Altars to Jiyva are guaranteed on Slime:2-4 with a 50% chance for one on
Slime:1.
* The Depths now more consistently contains threatening minivaults.
* The Halls of Zot will now contain one of three types of orb monster each game,
each wielding a different element and form of strategic damage.
- The orb type one will encounter that game is indicated via statues placed
by the Temple entrance in the Dungeon and the Zot entrance in the Depths.
This can also be viewed from the Dungeon overview screen (ctrl+O) once seen.
* The last floor of Zot now contains two Boundless Tesseracts, immobile enemy
spawners with fast regeneration.
- Tesseracts wake up the first time one kills an Orb Guardian. Once a
tesseract wakes up, both are automatically detected, and 4 to 7 new monsters
will appear outside of the Orb vault. Further monsters will spawn at random
locations across the entire floor on average of once every 50 turns. These
will always be outside of the player's sight until at least 50 monsters have
been created this way. These spawns reward no XP, are marked as originating
from the tesseracts, are capped to 60 on the floor at a time, and will
continue to spawn in a limited capacity when on other floors.
- Destroying one tesseract will destroy both, dismiss all tesseract-created
monsters, and daze all other monsters in sight of the tesseract for ~9
turns.
* The Orb status from being in Zot or having picked up the Orb of Zot now also
fuzzes the destination of scrolls of blinking by up to two spaces.
* The depth at which the player enters the Abyss is now based upon their XL,
regardless of whether they arrive by banishment or entering a gateway
themselves.
- Abyss shifts can no longer pull the player deeper than they otherwise would
have entered it (unless they spend a while there at max XL), and the Abyss
will no longer 'remember' the deepest depth a player previously reached.
- Finding the rune on Abyss:4-5 takes longer on average than before.
* Hell effects can now inflict a small amount of Doom instead of inflicting
transient mutations.
* Troves' prices and contents have been heavily revised:
- Troves will no longer ask for any consumables besides scrolls of acquirement
and will no longer ask for specific named items from shops.
- Equipment costs are less common. Demon weapons are all interchangeable and
heavier dragon scales are rarer.
- The Slimy / Abyssal rune troves and Horn of Geryon troves are more common.
- Piety troves now use a new debuff that temporarily caps one's piety at 0
until XP is gained instead of permanently draining it, allowing them to
function with more gods than before.
- New trove costs include accepting pre-announced Banes and being extremely
drained.
- Trove contents are no longer grouped by item category, and contain a
slightly lower amount of higher-quality items themed after spell namesakes
or unrand items. These items are also far less likely to be useless
according to god restrictions or species limits.
- Potential troves to discover include The Dread Knight's Derelict Chapel,
Eringya's Secret Bog, The First Justicar's Armoury, Leda's Sunken Stockpile,
The Lost Hoard of Erebora, The Name-Rending Infernalists' Reservoir, The
Octopus King's Forgotten Garden, Ozocubu's Refrigerator, Rutra's Hidden
Sanctum, The Storm Queen's Palace Crash Site, a devouring Rift, and an
orange crystal hatchery.
* Dispersal traps now have a short cooldown after triggering before they can
trigger again.
* Harlequin's traps' chaos lace buff now stacks on top of any other attack
brands a monster previously had.
Character
---------
* Players can now accumulate Doom from enemies and other hostile effects, a
new form of medium-term damage displayed as a percentage. Doom has no effect
on its own and disappears with gaining experience, but at 100% causes one to
gain a random Bane, which itself only disappears with gaining significantly
more experience differing between Bane types. Banes include:
- Bane of Claustrophobia, which lowers melee damage and accuracy for each
wall the player is adjacent to.
- Bane of the Dilettante, which reduces the player's highest weapon skill
as well as their two highest magic / invocation / evocation skills.
- Bane of Electrospasm, which makes suffering electric damage sometimes
inflict the -Move status.
- Bane of Heatstroke, which makes suffering fire damage sometimes Slow you.
- Bane of the Hunted, which makes any creatures summoned by enemy appear
next to the player, last longer, and be better at tracking you.
- Bane of Lethargy, which slows the player's movement speed.
- Bane of Mortality, which gives a chance for reapers to appear near wounded
players when no other enemies are around.
- Bane of Multiplicity, which gives a chance for any monster you fight to
create fragile clones of itself.
- Bane of Paradox, which gives a small chance for each new monster you
encounter to learn Manifold Assault with a chance to blink after casting it.
- Bane of Snow-blindness, which makes suffering cold damage sometimes inflict
Blind and Weak.
- Bane of Stumbling, which inflicts -25 EV when moving or standing still.
- Bane of Succour, which makes killing enemies heal other nearby enemies
based on the slain foe's max HP.
- Bane of Warding, which gives a small chance to give groups of monster the
Warding buff when first seen, which grants damage immunity from non-adjacent
sources of damage.
* Undead species and forms lose Doom and Banes half as quickly as other species.
* Player contamination has been heavily adjusted.
- The exact amount one is contaminated is now indicated as a percentage in the
sidebar. Harmful effects begin at 100% and cap at 300%.
- Crossing the 100% threshold is more likely to result in a bad mutation than
before (but very high amounts are less dangerous). Mutations gained this
way no longer ignore rMut.
- Explosions from contamination are now possible at a lower threshold, ignore
AC, and are more damaging. Their potential damage can be seen on the %
screen.
- Many existing effects have been rescaled to be similarly dangerous as before
this change.
* New mutations:
- Booming Voice, which makes reading scrolls in sight of enemies incredibly
loud.
- Efficient Metabolism, which doubles the duration of potion status effects.
- Feed Off Suffering, which restores HP and MP after killing poisoned or
drained foes.
- Initially Attractive, which sometimes pulls monsters close to the player
when first seen (and then sometimes wakes them up).
- Lucky, which gives a small chance for floor items the player encounters to
be randarts.
- Meek, which provides negative Slaying.
- Potion Fungus, which sometimes spreads the beneficial effects of potions the
player drinks to random enemies and allies in sight.
- Protean Grace, which gives +Slay and +EV based on how mutated you are.
- Reckless, which cuts your SH in half but gives +15% damage with two-handed
weapons.
- Spatial Entanglement, which gives a chance of dragging along another hostile
monster whenever the player translocates.
- Spiteful Blood, which may spawn hostile XL-scaling erythrospites when the
player is injured below 50% of their max HP.
* Other individual mutation changes:
- Electricity Vulnerability is now in the normal mutation pool.
- Screaming now gives a small chance to shout loudly whenever the player is
damaged, rather than when first seeing monsters.
- Sense Surroundings is now stronger and only has two levels.
- Teleportitis now gives the player a few turns of a cancellable !Tele!
status before they will be teleported towards monsters.
- Thick Fur can now only be mutated by Trolls and Felids.
- Weak, Dopey, and Clumsy mutations lower their respective stats by
one more (from -2 to -3.)
- The unsafe potion and scroll mutations are no longer in the regular
bad mutation pool.
* Removed mutations: Berserkitis.
* Transient mutations are now only removed by slaying a sufficient number of
non-trivial monsters, and can no longer roll the three stat loss mutations.
* Players can no longer instantly become Petrified after being affected with
another source of petrification while mid-petrifying. (Petrification and
calcifying clouds have become more difficult to resist in kind.)
* Players have a longer stun immunity after being Vexed, and attack as quickly
as their default attack speed would be.
* Players can now negate intrinsic rPois- with two sources of rPois.
* Players can stack up to 3 sources of rampage.
* Performing an attack while rampaging no longer affects the time that movement
took. Instead, rampage attacks inflict a half-turn ministun on the target and
inflict reduced damage if the player's attack speed is slower than their
movement speed.
* Players succeeding at certain optional challenges can now obtain unique titles
proclaiming their triumph (or madness).
Gods
----
* Dithmenos's shadow mimic no longer fully heals every time it acts while
Shadowslip is active. Shadowslip costs more piety, but gives the shadow
slightly more max HP.
* Gozag's Gold Lust passive now properly displays when monsters are affected
by it (instead of regularly losing its visual indication before its effects
ended).
* Jiyva's jellies can no longer eat spellbooks.
* Nemelex's Orb card now consistently provides more orbs with spellpower,
always aims one orb to the aimed target, and home into targets with fairly
higher precision than previously.
* Ru's Draw Out Power now also cures mesmerism and fear.
* Ru's Sacrifice Drink and Sacrifice Words passives have been revised: they now
both prevent using potions or scrolls with monsters in sight while your HP is
high (and have no effect when badly injured).
* Vehumet's first level 1 spell gift is now given immediately upon worship.
* Vehumet's spell gift choices now account for Conjurations and Alchemy skill,
and skew more to average spell skill levels instead of their sums.
* Wu Jian martial attacks can no longer fail if the player's attack speed is
slower than their movement speed, but will perform a lower damage attack
instead.
* Xom has a new action: slightly Dooming the player.
* All gods besides the good gods no longer allow rejoining them if one is
undergoing their wrath.
* Several wrath adjustments:
- Fedhas and Jiyva wraths have been simplified.
- Ignis's Fire Champion effect now gives a monster rF+, 7 AC, adds fire damage
to their attacks (rather than overwriting their normal effect). It can be
applied to a wider range of monsters and sometimes multiple at once.
- Kiku wrath applies the Sign of Ruin instead of tormenting, has a hard cap
on draining for lower amounts that can no longer be resisted by rN+, and
also now applies Doom.
- Okawaru wrath summons are more varied and scale more smoothly to player XL.
- Qazlal wrath now applies the Banes of Heatstroke, Snow-blindness, and
Electrospasm instead of transient mutations of rF-, rC-, or rElec-.
Interface and Options
---------------------
* Inventory revamp related changes:
- The (d)rop menu is now split into 4 different pages for each inventory
category: gear, potions, scrolls, and evocable items. The current page can
be changed using either left and right arrow keys or Tab and Shift-Tab.
- New show_paged_inventory option: disables this page behaviour for the
(i)nventory screen.
- Talismans are now considered gear and are (p)ut on instead of e(v)oked.
- Jewellery autopickup no longer picks up extra copies of non-artifact
jewellery past the max amount one can wear at a time.
- Dropping consumables now disables them from autopickup by default.
- The item_slot option has been replaced with gear_slot and
consumable_shortcut options.
* Scrolls of fear, silence, vulnerability, immolation, torment, and all sources
of invisibility now have targetting prompts that highlight which monsters will
be affected (as well as the chance of affecting them).
- New force_scroll_targeter option: allows disabling these prompts from
scrolls (or adding them for several others).
- New show_invis_targeter option: disables the prompt for sources of
invisibility.
* Resting now waits by default for all negative effects and transformations, all
time-based cooldowns, and all magical contamination to wear off.
- explore_auto_rest_status option: allows adding or changing this list.
* The character overview screen (%) now displays how much damage is prevented
by each pip of resistance the player has.
- show_resist_percent option: can be used to hide these numbers.
* Temporary maluses to player AC / EV / SH now always consistently colour those
values in the status bar as red.
* Sighting monsters is now described as "You encounter an X" rather than
"An X comes into view."
- All uniques now cause a --More-- when first encountered.
- New monster_alert option: allows setting specific monsters or monster threat
tiers to make a --More-- appear when encountered.
* When monsters move out of the player's sight to a known location, the
direction they left will be indicated.
* Monsters with any status effects now list the mechanics of those status
effects on a new tab when examined (xv).
* Sleeping and wandering monsters now display their chance of noticing the
player each turn when examined (xv).
* The "Trivial" monster threat level threshold is now a little higher.
* Monsters with holy wrath weapons are highlighted by default as having unusual
items if one is vulnerable to them by being undead or demonic.
* The unusual_monster_items option now has new "vulnerable" syntax that allows
marking a brand as unusual as long as one has no matching resistance to that
brand, and can also stop displaying this at a selected XL.
* Vault randarts with specified armour egos rolling randarts will no longer show
redundant inscriptions (e.g. plate armour of {rF+, rF+}).
* Examining throwable missiles now displays their mulch chance in-game.
* New warn_contam_cost option: warns the player before casting Irradiate if it
could potentially result in going over 100% contamination.
Items
-----
* Players now have four separate inventories: 52 pieces of gear (including
throwing weapons), and unlimited potions, scrolls, and evokable items.
- Each inventory uses a separate 52 letters (ie: both a scroll and a potion
may be mapped to the same letter at the same time), and most consumables
now have default letter assignments when identified.
* Parchments now replace the majority of spellbooks found in game, each
granting knowledge of a single spell.
- Parchments are much more common than spellbooks used to be, making the
total number of spells found in the game roughly equal to previous
versions.
- Floors with shops past the Dungeon and Lair have increasing likelihood to
contain an additional parchment shop.
- Randbooks now only appear in select vaults or via acquirement and
Sif Muna gifts.
- Higher-level spells are now somewhat rarer early in the game and more
common later.
* New talismans:
- Spore talismans, tier 2 talismans providing Spore Form. This melds one's
offhand and feet into sporulating fungi, allowing attacks to weaken enemies
and creating rows of burstshrooms behind them. These burstshrooms explode
after a short delay and sometimes daze those hit.
- Eel talismans, tier 3 talismans providing Eel Hands Form. This melds one's
gloves, weapon, and offhand slots into twin eels, which provide rElec, and
also make one's melee attacks sometimes produce short-range electric jolts.
When one falls below 50%, a stronger jolt will trigger immediately.
* New amulets:
- Amulets of Chemistry, which give an Alchemy enhancer and also grant
players a small amount of mp whenever they drink non-useless potions.
- Amulets of Dissipation, which cause time-based negative status effects to
expire twice as quickly.
- Amulets of Wildshape, which give +5 Shapeshifting skill.
* New orbs:
- Orbs of attunement, which double the enhancers provided by wielded
magical staves and also make melee attacks performed with them restore a
small amount of MP.
- Orbs of glass, which may inflict Fragility on nearby enemies whenever
they're injured, scaling with Evocations skill.
- Orbs of mesmerism, which inflict Daze on nearby enemies when one is injured
by melee attacks, are recharged by not moving, and scaled heavily with
Evocations skill.
- Orbs of pyromania, which give a Fire enhancer and also produce explosions
around the wielder whenever they directly kill a monster without using
attacks, scaling with Evocations skill.
- Orbs of stardust, which conjure fast-moving shooting star projectiles
whenever the player first spends MP each combat, scaling with Evocations,
MP spent, and the number of visible monsters.
* New weapon egos, each exclusive to a given weapon class:
- Axes of Sundering, which make every sixth consecutive attack strike for
triple damage and cleave with +1 range.
- Long blades of Valour, which fire short-ranged penetrating beams of energy
while their wielders is above 80% of their max hp.
- Maces of Concussion, which allow their wielders to trample forward whenever
they hit, briefly stunning pushed foes and dealing +25% damage if the foe's
back is to a wall.
- Polearms of Entangling, which may constrict foes they strike.
- Short blades of Deviousness, which provide temporary Slay and EV after
stabbing an enemy and make it easier to do so.
- Staves of Rebuke, which give +10 SH while attacking and redirect blocked
melee attacks to other adjacent foes.
* New heavy armour egos:
- Armour of archery, which have halved armour encumbrance penalties for ranged
weapons.
- Armour of command, which gives Summoning spells a success chance and
spellpower bonuses based on one's Armour skill.
- Armour of death, which gives Necromancy spells a success chance and
spellpower bonus, but makes all non-Necromancy spells cost as much HP as they
cost MP.
- Armour of resonance, which gives Forgecraft spells a success rate bonus and
also increases the damage of the wearer's melee attacks based on their
Forgecraft skill.
* New other armour egos:
- Hats of sniping, which increase ranged weapon and thrown item damage
against incapacitated foes.
- Hats and helmets of ice, which give Ice Magic enhancers.
- Cloaks of air, which give an Air Magic enhancer.
- Gloves of fire, which give a Fire Magic enhancer.
- Gloves of parrying, which give SH when using melee attacks, doubled if
wielding a two-handed weapon.
- Boots of earth, which give an Earth Magic enhancer.
* Hats are now more likely to get egos.
* Helmets can now get the Light ego, which was previously exclusive to orbs.
* Shields can now get the corrosion resistance ego, and Tower Shields may be
Ponderous.
* Cloaks of preservation are now renamed to be of corrosion resistance.
* Fire dragon scales encumbrance rating has decreased, from 11 to 9.
* Further talisman changes:
- Blade Form has been reworked. It is now tier 4, melds nothing, and provides
two melee auxiliary attacks instead of an unarmed combat bonus. In addition,
it provides SH while attacking based on your Slaying.
- Fortress Crab Form now doubles most egos and artifact properties on the body
armour equipped. It also provides a slightly higher multiplier to body
armour AC (from +135% at max skill to +150%) and Breathe Rust costs slightly
less HP.
- Maw Form is now tier 3. Its bite attack triggers less often with fast
weapons, but gets additional bonus damage from strength. Kills now heal more
in total (especially at high skill), but over several turns. It can now
briefly mesmerise the player when an edible monster is first encountered.
- Protean talismans can no longer become maw talismans, but can become spore
talismans instead.
- Sphinx Form and Vampire Form now see invisible.
- Vampire Form has a high chance to briefly daze living / demonic / holy
monsters when they first notice the player, preventing them from shouting.
The Bat Swarm ability can now be manually cancelled, and its cooldown is now
shortened by Shapeshifting skill.
- Werewolf Form now can wear helmets and cloaks.
* Further general orb changes:
- Orbs of energy and orbs of guile now scale their effects with the wielder's
Evocations skill.
- Orbs of light no longer spawn naturally, but are still given to Monks on
starting the game.
- Orbs are now more common, and more expensive in shops.
* Talismans are cheaper in shops.
* Stones are now much less common.
* Removed items: rings of fire, rings of ice, orbs of wrath.
Monsters
--------
* Monster staircase behaviour has been heavily adjusted:
- All monsters now instantly return to the floor they spawned on if they are
lured more than three floors away from their floor of origin.
- Monsters left behind on other floors are now more consistent about
approaching and encircling the last staircase they saw the player use.
- After travelling through any stairs, known or not, monsters the player
hasn't seen before will always skip their first turn.
* Wandering monsters no longer automatically notice the player whenever you
perform attacks, cast spells, or zap wands. In exchange, they are somewhat
more likely to notice the player each turn (especially strong monsters).
* The Slime Pits have many new and returning monsters:
- Colossal amoebae, which create copies of themselves when they hit foes.
- Creeping plasmodia, which launch explosive acid spores that can spread
weaker plasmodia to other walls.
- Eyes of draining, rare sights that rapidly drain the player's maximum HP.
- Morphogenic oozes, whose melee attacks can temporarily turn players into
jellies.
- Slymdras, lethally acidic combinations of hydras and slime creatures.
- Star jellies, which launch shooting stars when seriously injured.
* Two new orb types rotate with orbs of fire in Zot each game:
- Orbs of Winter, which cast Flash Freeze, Ozocubu's Refrigeration,
and inflict a new Ostracism debuff that temporarily reduces one's piety.
- Orbs of Entropy, which cast Bolt of Draining and Acid Ball, and can
inflict Doom upon their foes.
* New unique: Cassandra, an oracle of Ashenzari who foresees great Doom in
your future.
* Other new and returning monsters:
- Bes kemwar, magic-weakening maggot spirits for D.
- Chonchon, chaotic flying heads for Depths.
- Clockroaches, time-bending warded insects for D.
- Cognitogaunts, antimagic starghouls for Crypt and Abyss.
- Crawling flesh cages, augmented ugly things for Vaults.
- Drudes, new weak Doom-inflicting tier-5 demons for D and the Abyss.
- Kobold fleshcrafters, abomination makers for Depths.
- Kobold geomancers, deconstructing earth mages for D.
- Mountainshells, warded earthshaking tortoises for Lair.
- Ravens, Doom-inflicting birds for Lair.
- Rock fish, wall-swimming fish for D.
- Screaming refractions, crystal injury-mirroring undead for the Abyss.
- Undertakers, wall-swimming constructs for Tartarus.
- Zykzyls, the new malmutating tier-2 demon, now focused on hexes.
* Antaeus trades Flash Freeze for Sleetstrike, a variant of Airstrike that
inflicts the Frozen status and deals more damage partially resistible with rC.
* Blizzard demons trade out Airstrike and Bolt of Cold for Sleetstrike and
Deflect Missiles.
* Bone dragons now breathe clouds of excruciating misery, and now have less
health. They no longer appear in Tartarus, and are now more common in Crypt.
* Cacodemons no longer know Malmutate or Bolt of Devastation, but can cut
willpower in half with their melee and cast Doom Bolt: a penetrating bolt
that inflicts Doom on hit.
* Dancing weapons are now explicitly referred to as dancing weapons in-game.
* Death knights trade Injury Mirror for higher stats, an umbra, and Hurl
Torchlight (like the Yred ability), and now place in the Vaults with draugr
instead of in late D.
* Doom hounds have been renamed to oblivion hounds.
* Draugr replace skeletons as derived undead monsters, losing health for more
AC, no speed penalty, an ability to wield weapons regardless of their original
form, and Doom-inflicting melee. They are rarer than the previous skeletons.
* Earth elementals can now move through walls and statues (which grants no
innate additional protection beyond cloud immunity), are somewhat faster, and
hit slightly less hard.
* Eyes of devastation are stronger and can come with a single golden eye.
* Fire bats can no longer rarely spawn over Depths lava and can now rarely
spawn over late D lava instead.
* Glowing orange brains no longer have Brain Bite.
* Mara now dual-wields demon weapons and has somewhat better body armour.
* The moon troll now is warded from damage from non-adjacent foes, and loses
Dazzling Flash in exchange for Lee's Rapid Deconstruction.
* Nekomata no longer have Repel Missiles.
* Neqoxecs no longer can inflict permanent mutations, but have a new Warp Body
spell that deals minor damage and inflicts transient mutations (or Vitrify,
if the player has already been repeatedly Warped).
* Orb Guardians no longer follow stair-using players off of Zot:5 until the Orb
of Zot is picked up.
* Oni incarcerators deal less damage and cast Manifold Assault less often.
* Purple very / ugly things now have extra Will and antimagic attacks.
* Reapers have a new non-skeletal flavour and now fly.
* The Royal Jelly can no longer be banished and can produce star jellies when
injured (in addition to the other types of monsters it could already create).
* Shining eyes trade Malmutate for Mutagenic Gaze, which inflicts contamination
over time (but is usable anywhere in line of sight).
* Sphinx marauders do less damage on average with their airstrike attacks.
* Sojobo and spriggan air mages now have less EV.
* Vampire bloodprinces now fly.
* Void oozes lose their antimagic attack brand for a new Diminish Spells brand,
which ignores AC.
* Void ooze and water elemental Engulfing has been revised entirely. They now
inflict a few turns of Flooded status on hit, which deals a low amount of
asphyxiation damage each turn and Silences anything that needs to breathe air.
* Monster purple draconians have slightly less Willpower, and classed draconians
have more Willpower.
* Monster allies should no longer be able to injure the player with explosion
spells.
* Mummy death curses now inflict more Draining, less Torment and Slow, and
have a chance to inflict Doom.
* Monster miniparalysis now consistently lasts 15 aut and is no longer affected
by how fast or slow one's pre-paralysis action was.
* Monsters with necromancy spells deal more damage with pain brand weapons.
* Monsters that know Blink and its variations will more consistently cast it to
escape nets.
* Monster Corrosive Bolt now has a higher chance to corrode for higher amounts
and does slightly more damage.
* Monster Bolts of Draining are more accurate.
* Monster Flash Freeze accuracy is greatly reduced and damage somewhat reduced.
* Monster Injury Bond's damage redistribution now removes some damage entirely -
those protected still take 50% of the original damage, but the caster now only
takes 25%.
* Monster Lee's Rapid Deconstruction now more consistently targets brittle
players directly (i.e. gargoyles, revenants, and all species in statue-form)
and is smarter about using more damaging wall types, when available.
* Monster mesmerisation effects (including merfolk siren and merfolk avatar
songs) now also daze all opposing monsters.
* Monster Repel Missiles has been replaced with Deflect Missiles, which
increases their effective EV against missiles by 24 (previously 15).
* Monsters' blindness resistance has been refactored: all sources of Blind
outside of light effects, Enfeeble, and divine powers are limited to
natural / demonic / holy monsters, while light can also work on undead and
Enfeeble / most divine Blind effects ignore Blind resistance entirely.
* All jelly and eye-type monsters are now immune to acid.
* Daze now makes monsters skip their actions until they take any damage,
instead of giving them a 1-in-4 chance to skip each action (but last less time).
* Removed monsters: giant cockroaches, Psyche.
Spells
------
* Curse of Agony's range has been increased by 1.
* Dazzling Flash has been renamed Gloom and moved from Hexes / Fire to
Hexes / Necromancy. It is now silent.
* Enfeeble now inflicts a new Diminished Spells debuff that lowers the target's
spellpower rather than inflicting antimagic.
* Fortress Blast's explosion radius has been increased from 5x5 to 7x7.
* Hellfire Mortar can no longer be recast until the lava from a previous cast
has expired, but this lava now disappears more quickly.
* Martyr's Knell's shade now has lower max HP and regeneration (to account for
the improvement to Injury Bond), but higher AC and EV.
* Both players and monsters failing to resist Petrification while already
petrifying no longer instantly completes the Petrification, but Petrification
is slightly more difficult to resist in exchange.
* Silence no longer has an innate Stealth penalty.
* Sphinx Sisters' summons are now slightly weaker and have a shorter duration.
* Summon Horrible Things now increases the caster's Doom rather than sometimes
inflicting temporary Will- mutations.
Tiles
-----
* New tiles for existing game elements:
* Monsters: juggernaut simulacra, Maggie, Mara, Polyphemus, sky beast zombies.
* Sprint specialties: flame-cult kobolds, witches, orb golems.
* Spells: Confusion Gaze, Mass Regeneration, Vitrifying Gaze, Weakening Gaze.
* Icons: light egos, frenzied, magnetized, sentinel's mark.
* Traps: Archmage's trap, devourer's trap, tyrant's trap.
* Features: exits out of Sewers + Bailies + the Desolation of Salt +
the Crucible of Flesh, stairs to and from Zot:5.
* Walls: Lair + Gloorx Vloq's rock walls, Lair + Orc + Elf + Depths entry +
Zot:5 + Ossuary + Zonguldrok's Shrine stone walls, Vaults +
Maxwell's Workshop metal walls, Vaults + Depths crystal walls.
* Floors: Lair, Elf's Hall of Blades, Vaults hard vaults, Vaults:5, Zot
entry vaults, Cerebov's fortress, grassy vaults, crystal vaults.
* GUI: exclusions.
* New wall and floor tiles for vaults: stone magic shelves, magic crackling
stone, vine-coated stone and tile floor, mystic pit floors.
* New Formicid and caustic shrikes splash screen by YLam.
* New Gozag and Vaults splash screen by LemurRobot.
Stone Soup 0.33.1 (20250606)
----------------------------
Bugfix release
--------------
* Fix vampire form not having torment resistance.
* Fix bat swarm form having torment immunity instead of torment resistance.
* Fix breaking cursed items without a prompt when leaving slot-granting forms.
* Fix sphinx and serpent forms having slot items fall off when changing
temporarily to another form via lignification or polymorph.
* Fix Dithmenos' player shadow not having the same reach as the player when in
aqua form.
* Fix inconsistencies in handling of beam types:
- The spells Chain Lightning and Stunning Bolt are now properly 33%
resistable with rElec instead of only 25% resistable.
- Mercury Arrow is now properly 25% resistable with rPois.
- Stunning Bolt now checks half of AC like other electricity-themed spells.
- Qazlal's adaptive rElec is now properly triggered by Stunning Bolt.
- Qazlal's adaptive AC is now properly triggered by all 'physical' spell
projectiles.
* The Slick Slippers now prevent being bound by an ironbound beastmaster's
bolas.
* Fix not being able to use Yredelemnul's Light the Black Torch on a
portal level like Necropolis if it had been used in a previous instance of
that portal.
* Don't allow orbrun spawns in Okawaru's Arena.
* Remove erroneous extra placements of alderkings in Sprint IV.
* 37 other bug fixes, interface improvements, and documentation updates.
Stone Soup 0.33.0 (20250502)
----------------------------
Highlights
----------
* New magic school + background: Forgewrights, building explosive constructs.
* Two new species: Poltergeists and Revenants.
* Twelve new talismans have been added, and Shapeshifters have been reworked.
* Ghost vaults are moved into a game-long repeating portal, the Necropolis.
* Yet more new monsters, decorations, and traps spread throughout the Dungeon.
Artefacts
---------
* New unrands:
* The Crown of Vainglory, a +3 hat that grants two extra ring slots, but also
makes entering floors wake up nearby enemies and temporarily prohibits
stair use.
* The fungal fisticloak, a +3 cloak that also takes up the hat slot, provides
another gloves slot, and grants a confusion-branded auxiliary fungus attack.
* The Justicar's Regalia, a +5 scale mail that grants an extra amulet slot and
gives allies summoned or created by the player the regeneration status.
* The Skull of Zonguldrok, a talkative off-hand item that grants Reaping brand
to one's attacks and another hat slot (on the skull).
* The macabre finger necklace now also grants +7 HP.
* Randart weapons can now be Reaping branded, which now creates spectres.
* -Cast on the Sword of the Doom Knight, Maxwell's Patent Armour, and general
randarts is replaced with *Silence, which inflicts a short-term silence on
1% of hits on the wielder.
* +Invis, Harm, and Rampage artefact properties can now be found on talisman
randarts.
* Removed unrands: the Sword of Zonguldrok.
Branches, Environment
---------------------
* Ghost vaults have been moved into their own portal, the Necropolis.
- Portals to the Necropolis can be found up to three times each game: once in
D:5-15, Lair, or Orc; once in Swamp, Snake, Shoals, Spider, or Vaults; and
once in Elf, Crypt, or Depths.
- Each Necropolis contains three separate ghost vaults, which are still
flavoured and tailored towards the branch a portal entrance is found in.
- Another 10 ghost vaults have been added.
- Pre-Lair ghost vaults have been somewhat nerfed, while rewards for many
ghost vaults have been increased.
* New traps, all of which activate when monsters or players step on them:
* Archmage's traps, which drain player mp and grant monsters empowered spells.
* Devourer's traps, which corrode players.
* Harlequin's traps, which grant monsters chaotic attacks.
* Tyrant's traps, which weaken players and grant monsters might.
* New decorations:
* Walkable: caches of baked goods, floral vases (sometimes broken), flower and
garden patches, fountains of eyes, fur piles, infernal standards, mops and
buckets (sometimes bloodied), mourning vases, and orcish standards.
* Solid: enigmatic dynamos and nascence circuits.
* Destructible: petrified flowers.
* Walking over fountains now has a chance to produce flavour messages, varying
based on the fountain, one's god, and the absence of hostile enemies in sight.
* Zot traps now can inflict blindness.
* Entering Gauntlets now reveals their layout, items, and monsters to the
player, outside of the shape or contents of the minotaur's maze.
* The last floor of Crypt now has a 30% chance to contain a sanguine talisman.
* The clouds of degeneration in Alistair's Party Mansion are now alcoholic mist,
inflicting Vertigo.
* The orb chamber on Zot:5 no longer has a chance to be completely blocked off
by traps, and instead will deploy several of the above newer traps.
* Frail pillars of rime can be found in Cocytus.
* Ziggurats have even more exponential scaling for those doing multiple
ziggurats.
* Sprint VII ("The Pits") has gotten major updates to balance and monster
options, while Sprint V ("Ziggurat Sprint") has had minor updates to the same.
Character
---------
* Stat drain has been removed.
- Reaching 0 in any stat (through e.g. items or mutations) now solely makes
the player permanently slow until their stats are raised again.
- Undead players being malmutated now have their HP drained instead.
* New skill: Forgecraft, used for Forgecraft spells.
- Most species have Forgecraft apts that are the same as their Summoning
apts, with the exceptions of Mountain Dwarves, Coglins, Yellow Draconians
(all +2), Barachi (+1), Demonspawn, Felids, Poltergeists (all -1),
Revenants, Minotaurs, and Tengu (all -2).
* New background: Forgewright, which starts with a +0 hammer (a reskinned mace),
a potion of magic, and a variety of Forgecraft spells.
* Fighters now start with a second potion of might.
* Shapeshifters now start with a quill talisman, three flux baubles, and a
protean talisman, which can be used with 6 or more Shapeshifting skill to
randomly transform it into a scarab, rimehorn, medusa, or maw talisman.
They keep their potion of lignification and start with 1 more Fighting skill.
* Wanderers can now start with quill talismans, inkwell talismans, flux baubles,
protean talismans, or any protean-tier talisman.
* Reavers now start with knowledge of Rending Blade.
* Summoners start with knowledge of Eringya's Surprising Crocodile and Summon
Seismosaurus Egg instead of Summon Blazeheart Golem or Lightning Spire.
* New mutations:
* efficient magic, making spells cost 1 less (to a minimum of 1 MP).
* ephemeral shield, granting +7 SH briefly after spells and invocations.
* poor constitution, inflicting Weak and then Slow on taking damage.
* slime shroud, sometimes deflecting melee attacks and then cooling down until
it can do so again (Jiyva only).
* time-warped blood, hasting some of your allies when you fall below 50%
health, and can only activate again after returning to full health.
* Berserk players are now immune to fear.
* Constructs the player makes with their own Forgecraft spells can be
nonviolently deconstructed by pressing ctrl+[direction] while adjacent.
* Fungus Form and Tree Form are both immune to sleep.
* Paralysis, sleep, petrification, and vex status inflicted on the player all
now share the same temporary immunity cool-down.
* Removed mutations: deterioration.
* Penalties to body armour AC from talismans and the Deformed Body mutation
are now also applied to the AC bonus from training Armour skill. To
compensate, the AC penalties of Deformed Body and blade talismans have been
reduced, and Naga and Armataurs have their Armour aptitudes increase by 1.
Gods
----
* Ashenzari's curse of Companions now supports Forgecraft as well as its prior
skills of Summoning and Necromancy.
* Cheibriados worshippers are never hasted by potions of haste, and can't
enter penance by deliberately drinking potions of haste.
* The wraths of Cheibriados and Trog have been simplified.
* Dithmenos's shadow mimic also works for Forgecraft spells, creating a shadow
turret that can fire through allies.
* Xom has received more adjustments:
* Xom's bazaars have more variety and are less common.
* Polymorph and draining effects are less dangerous early on.
* New actions: hyperbuff weak ally, burn webs.
* All three good gods that care about injuring allies now consistently don't
care about injuring mindless non-living allies (like Forgecraft's).
Interface and Options
---------------------
* Examining equipment and talismans now can show the changes to the player's
spell success chances for each spell if they switched to using that item.
* Examining spellbooks in webtiles now colours spells according to their
usability and whether or not one has the spell in their library.
* Examining talismans now displays their upsides, downsides, changes to one's
defences, and skill scaling in a more compressed format with additional
details.
* Spell range is now indicated with numbers instead of diagrams.
* Default target-picking behaviour for spells, abilities, and items has been
improved: it is now more consistent at avoiding the player or their allies
when aiming harmful area effects and choose more sensible default aims for
some utility effects.
* Ranged autofight should no longer sometimes cast spells at invalid targets
(such as Dispel Undead against living monsters in melee).
* Casting ally-creating spells when there is no nearby room is now automatically
cancelled, rather than wasting a turn and one's MP.
* Equipping an item that would require unequipping multiple other items (such
as with going from a 1-handed weapon + shield to a 2-hander) no longer needs
manual unequipping to work.
* Players can no longer wield non-weapon items.
* Equipment slots a player species doesn't have access to no longer show up on
the '%' screen.
* The autopickup menu no longer groups together rings and amulets.
* The screen is now tinted blue during paralysis and grey during petrification.
* Examining monsters shows if they can open doors.
* Confusion on monsters no longer shares an icon with monsters being distracted.
* Non-monster UI now darkens quote text and can rarely contain flavour text
instead of just quotes.
Items
-----
* New weapon: partisans, uncommon one-handed polearms with higher base damage
than demon tridents and the longest swing delay of any one-handed weapon.
* Talisman skill thresholds have been reworked, with older talismans adjusted
upwards in baseline stats for higher thresholds. The new tier summary is now:
- Tier 1 talismans (old beast talisman): 0 skill minimum, 7 skill maximum
- Tier 2 talismans (old flux talisman): 8 skill minimum, 14 skill maximum
- Tier 3 talismans (blade talisman): 12 skill minimum, 20 skill maximum
- Tier 4 talismans (granite talisman): 17 skill minimum, 25 skill maximum
- Tier 5 talismans (storm talisman): 23 skill minimum, 27 skill maximum
* New talismans:
- Tier 1:
- quill talismans, providing Quill Form. This melds all auxiliary equipment,
but grants retaliatory quills damaging those who attack the player in melee.
- inkwell talismans, providing Walking Scroll Form. This melds all equipment,
increases all magic school skills scaling to one's Shapeshifting, grants
extra max mp, disables casting spells above level 4, and cuts one's melee
damage in half in exchange for a 50% chance to gain 1 MP on every hit.
- Tier 2:
- scarab talismans, providing Sun Scarab Form. This small form melds weapons
and armour, carts around a solar ember that cleaves with fire attacks when
scarabs attack, and grants Fire-exclusive spellcasting success bonuses.
- rimehorn talismans, providing Rime Yak Form. This large form melds weapons
and armour, makes adjacent walls deal cold damage over a short while on
attacks, and grants Ice-exclusive spellcasting success bonuses.
- medusa talismans, providing Medusa Form. This melds one's head and cloak
slots into a jellyfish, which inflicts poison on random nearby enemies
on attacks and which petrifies poisoned enemies when falling to 60% health.
- Tier 3:
- spider talismans, providing Jumping Spider Form. This tiny form melds all
armour and weapons, but gains Rampage, a small chance for melee to ensnare
enemies, short-blade quality stabs, and a special un-aimed jump ability.
- lupine talismans, providing Werewolf Form. This melds all auxiliary armour,
grants a stacking slaying bonus on kills, gives a chance to howl on kills to
lock enemies in immobile fear, and grants jumping attacks on afraid foes.
- wellspring talismans, providing Aqua Form. This melds body armour, provides
two extra squares of melee range (stacking with polearms and working with
auxes), and granting an ability to waterstrike + waterlog nearby enemies.
- fortress talismans, providing Fortress Crab Form. This melds all auxiliary
armour, multiplies AC from body armour, and can breathe clouds of
minorly-damaging, corroding and weakening rust.
- Tier 4:
- riddle talismans, providing Sphinx Form. These sphinxes can still wear
cloaks and bardings (except for Felids), but meld all other armour and can't
wield weapons. Their unarmed strikes Airstrike their targets, they get
major Hexes-exclusive spellcasting success bonuses, and their Hexes apply
more easily to all susceptible foes.
- hive talismans, providing Living Hive Form. This melds body armour and helm
slots into a hive with high health + magic regeneration that also releases
berserk curare-branded killer bees when the user is sufficiently wounded.
- sanguine talismans, providing the living-undead Vampire Form. These vampires
don't regenerate with enemies visible, get vampiric attacks at 50% health,
can raise a vampiric thrall when killing monsters with stabs, can transform
into a swarm of bats that leave sleep-inducing clouds of bats, and have
partial torment resistance.
* Many other talismans have been adjusted:
- Flux talismans have become stacks of flux baubles, which require less skill
and deal more damage but each transformation lasts for only a finite amount
of attacks instead of indefinitely.
- Maw talismans have been lowered down a tier, with the maw dealing less
damage and healing on kills for less HP, but can now break through body
armour to reduce base AC by 75% instead of melding such entirely.
- Serpent talismans now transform the user into a two-headed snake that can
wear two hats (but no other equipment).
- Granite talismans now apply a percentage EV penalty and provide additional
strength in exchange for less unarmed base damage.
- Dragon-blood talismans (now dragon-coil talismans) now transform
non-draconians into golden dragons instead of fire dragons, changing the
corresponding resists; they also get Draconian-style breath charges for a
new tri-element breath, but deal less melee damage. Draconians also recharge
their breath much faster in dragon form.
- Talismans of death now uniquely require 26 Shapeshifting at minimum.
* Talisman / randarts are notably more common throughout the game, with stones
made less common in exchange.
* Talismans no longer meld Gargoyle AC and resists unless they change substances
entirely, and never meld away Spriggan move speed.
* Beast talismans have been removed.
* Acquirement now gives more out more talismans.
* Acquirement gives less magical staves overall, but makes more randart staves.
* Potions of degeneration are now of moonshine and solely inflict Vertigo.
* Darts of dispersal are now darts of disjunction, which now repeatedly blink
a target each turn for several turns and deal damage with each blink.
* Experience-gated evokers now appear multiple times per game, stack up to a max
of +5, and decrease the experience needed to gain charges with each stack.
* Rings of slaying are no longer rarer than other rings.
Monsters
--------
* New monsters:
- Alderkings, fae trees and necromantic masters of Depths.
- Fravashi, mid-tier warrior-summoning angels.
- Goblin riders, wyvern-taming cavalry for Bailies.
- Ironbound mechanists, dual-wielding forgewright coglins for Vaults.
- Nekomata, self-cloning ranged cat demons for Pan.
- Oni incarcerators, Manifold Assault users for Gehenna.
- Sphinx marauders, masters of winds and minds for Shoals and Vaults.
- Vampire bloodprinces, sleep-inducing lords of Crypt.
- Wyrmholes, terrifying relocations drakes for Depths and rarely Zot.
* Returning monsters:
- hippogriffs, now nearly exclusive to bailies, now with both Warning Cry
and a new damaging wind spell that slowly pulls enemies in.
- ironbound beastmasters, now with a passive animal and slime hasting aura
plus the ability to throw bolas to bind foes in place.
* New uniques:
- Nobody, a revenant made from countless forgotten souls, who can burn the
memories of their deaths to both heal and change spellsets.
- Sprozz, an early-game coglin forgewright who casts Clockwork Bee and
Nazja’s Percussive Tempering and sometimes drops a Forgecraft spellbook.
* Apises now have a passive aura that doubles the health of other monsters.
* Arcanists now have more health and EV.
* Ball pythons deal less damage.
* Bennu deal more holy damage.
* Blood saint and Mnoleg Call of Chaos now can temporarily double monster hp.
* Monster deep elves and orc high priests now more consistently wear body
armour, mostly gaining robes.
* Creeping infernos now have a fairly large amount of health, move normally
towards the player, and deal more damage when they explode.
* Crystal echidnas deal more damage and are now speed 13.
* Crystal guardians deal more damage.
* Elementals in general now have animal intelligence instead of being mindless.
* Endoplasms no longer have rPois.
* Glowing orange brains are now unblindable.
* Iron golems now have less health and EV.
* Mummy death curses now more frequently drain hp, and the flat damage effects
no longer check rTorment.
* Mutant beasts count as chaotic.
* Occultists now have more health and EV.
* Player ghosts now respect the movement speed of their original species.
* Quicksilver oozes have been renamed, rethemed, and retiled to void oozes.
* Searing wretches can now swim across lava.
* Simulacra can now always swim, regardless of their base type.
* Sin beasts now come in duos in Pan.
* Plain sphinxes are now "guardian sphinxes", are stronger overall, and no
longer appear in D or in Shoals.
* Sky beasts lose electric damage and random invisibility to instead deal damage
depending on the number of open spaces next to what they hit in melee.
* Thermic dynamos and undying armouries reward more experience.
* Water elementals and elemental wellsprings are now amorphous, gaining the
same immunity to nets, constriction, and webs jellies have.
* Mindless non-living monster allies consistently don't get angry at the player
for being hit, and do not disappear if they were summoned or constructed.
* Removed monsters: quasits.
Species
-------
* New species: Poltergeists, ghostly trickster whirlwinds. Features:
- They have the resists and immunities of being both undead and insubstantial.
- They have six slots that can interchangeably wield auxiliary armour (hats,
helmets, cloaks, scarves, gloves, or boots), but cannot wear body armour.
- Whenever enemies are debuffed, they gain AC scaling to their XL.
- At XL 13, they gain the ability to expand into a whirling cacophony,
noisily animating each piece of armour worn into allies that try to stay
close to the player and which can inflict random debuffs.
* New species: Revenants, memory-burning mystic skeletons. Features:
- Whenever they cast damage-dealing spells, they automatically attack a
nearby monster with the highest health.
- At XL 3, they start gathering memories from slain foes, charges they may
burn away all at once to make that many damage-dealing spells cost 0 mp,
be easier to cast while ignoring encumbrance penalties, and get extra power.
Spell-activated automatic attacks during this also heal the player.
- At XL 3, they also gain knowledge of a random level 1 destructive spell.
* Formicids now may wear an additional pair of gloves.
* Merfolk Long Blades apt is lowered from +2 to +1, and their Polearms apt is
increased from +3 to +4.
* Mountain Dwarf Summonings apt is lowered from 0 to -2.
* Enhancer staves are now one-handed instead of two-handed for spriggans and
kobolds.
* Vampires and ghouls have been removed.
Spells
------
* New spell school of Forgecraft: thematically a school of constructing bombs,
cannons, and limited automata, mechanically a mostly-ally school more focused
on direct damage and blasting than Summoning, and design-wise a new means of
providing more cross-school spells and pivoting options.
* New Forgecraft spells:
- Kinetic Grapnel (L1 FC): A weak physical projectile connected to one's
weapon that guarantees the next melee attack hits and deals extra damage.
- Construct Spike Launcher (L2 FC): Builds a spike launcher in a random
adjacent wall, which launches spikes at random adjacent targets.
- Launch Clockwork Bee (L3 FC): Targets a monster to wind up and ready a
clockwork bee over several turns, which can be rewound up when it collapses.
- Rending Blade (L4 FC / Conj): Temporarily transforms all of the caster's mp
into a blade that pierces through enemies whenever the caster attacks.
- Nazja’s Percussive Tempering (L5 FC): A healing and buffing spell for
Forgecraft summons that also produces an ally-avoiding physical explosion.
- Alistair's Walking Alembic (L5 FC / Alch): A summon that vents poisonous
fumes as it attacks to brew various beneficial potion effects.
- Fortress Blast (L6 FC): A highly-damaging blast that takes several turns to
charge up and pins the caster in place, but which solely scales off of AC.
- Forge Phalanx Beetle (L6 FC): A summon that always tries to stay by the
caster's side and protects them with an AC boost if adjacent.
- Forge Monarch Bomb (L6 FC / Fire): Creates a bomb factory that launches
bomblets on top of enemies, both of which only detonate on recast.
- Diamond Sawblades (L7 FC): Places up to four sawblades on diagonals around
the caster that shred everything around them each turn.
- Splinterfrost Shell (L7 FC / Ice): Raises up several sturdy walls around
the player that fire off as heavily damaging icicle salvos if broken.
- Platinum Paragon (L9 FC): A metallic apotheosis of a single ally that
replicates a given artefact weapon, blocks attacks for the caster, does
extra attacks with player attacks, and can hit large areas by recasting the
spell when charged-up.
* The following spells have moved to Forgecraft:
- Summon Lightning Spire: now "Forge Lightning Spire", Summ/Air -> FC/Air.
- Summon Blazeheart Golem: now "Forge Blazeheart Golem", Summ/Fire -> FC/Fire.
- Animate Armour: now "Awaken Armour", Summ/Earth -> FC/Earth.
- Iskenderun's Battlesphere: L5 Conj -> L4 FC/Conj.
- Hoarfrost Cannonade: Alch/Ice -> FC/Ice.
- Spellforged Servitor: now "Spellspark Servitor", Summ/Conj -> FC/Conj.