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changelog.txt
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changelog.txt
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Stone Soup 0.12.4 (20200322)
--------------------------------
Bugfix Release
--------------
* A remote code execution vulnerability has been patched.
Stone Soup 0.12.3 (20130923)
----------------------------
* Silver stars deal full damage to unclean monsters, not un-unclean ones.
* Unidentified cold resistance is no longer leaked on the draconian 'A' screen.
* Arena mode works better with restart_after_game.
* Local tiles ability icons check for berserk like the 'a' menu always has.
* The down arrow key works correctly in the webtiles help browser.
* Player ghosts no longer incorrectly get acid resistance when saved and
restored.
* Exiting unique Pan lord levels without the rune gives a warning.
* Certain vaults don't trap people who teleported in.
* Merfolk unmeld boots correctly again.
* Vehumet's extension of Dazzling Spray's range has been corrected.
* Autotravel won't try to go through monsters trapped in nets.
* A couple of clinging into water fixes.
* Some off-screen messages are properly suppressed.
* The last place high score is shown correctly.
* A load of crash fixes: LRD at the map edge, G ctrl-P (parent branch) in
the Dungeon, 0-hp starcursed masses, chaos bounces, loading levels with
scrying active, deporkalating transiting monsters, etc.
* Mac universal builds work again.
Stone Soup 0.12.2 (20130601)
----------------------------
* Fixed multiple issues on big-endian systems.
* Lowered optimization level on OS X, to work around toolchain bugs.
* If you have two unknown rings, auto-id on just one will work.
* The Abyss shouldn't spawn lava/deep water under your feet anymore.
* Allowed wielding vamp weapons while in a non-eating form.
* Fixed blind monsters being able to use scrolls.
* Randomly generated items don't spawn under plants.
* No more unconnected small closets in the Lair.
* Jellies won't munch on Ziggurat loot.
* Sage effect ends once it's no longer relevant.
* Updated default explore stops.
* Make autoexplore silently ignore sacrificables again.
* Webtiles speed-ups.
* Documentation fixes.
* Misc crash fixes.
Stone Soup 0.12.1 (20130505)
----------------------------
* Fix a Dazzling Spray + Battlesphere crash on Windows.
* Add a missing cloak of the Thief ability tile.
* Add a mention of cursed blunt butchery in 0.12 to this changelog.
Stone Soup 0.12 (20130501)
--------------------------
0.12 highlights
---------------
* Axes have a cleaving attack, hitting up to 7 enemies around you.
* The Vaults branch is five levels deep, with a distinct layout and several new
types of guards.
* Abyss has multiple levels of increasing difficulty, more varied terrain, and
many new thematic monsters.
* Conjurers get a new starting book of offensive non-elemental spells.
* Beogh and Yredelemnul let you recall allies across dungeon levels.
* Major changes to Vehumet.
* Friendly summons no longer attack out of sight.
* Secret doors are no more.
Branches, environment
---------------------
* The Hall of Blades layout has been adjusted, and now contains two weapons
with "interesting brands" instead of just one.
* The Abyss is revamped yet again. It now contains five (still infinite)
levels of increasing difficulty. Each level is composed of regions with
different layouts, most of which are more static than before. The rune
appears only at the third level and below, more frequently at deeper levels.
* The Abyssal rune always appears in a vault, never lying around on the floor.
* Having the Abyssal rune greatly increases the generation of Abyss exits.
* Many Ziggurat floors have more fine-tuned monster-sets, and a few monster
sets have been replaced entirely.
* Three new Sprint maps: "Thunderdome" by evilmike, "The Pits" and "Arena of
Blood" both by st.
* The Abyss no longer exists in Sprint.
* New layouts for Cocytus, Gehenna, Snake, and the main Dungeon.
* More layouts allowed in Zot.
* New Lair branch ending vaults, and many other new vaults.
* More decorative vaults are now placed.
* "Special rooms" (kobold/orc rooms, beehives, morgues, jelly pits) have been
adjusted, now appear at more appropriate depths and layouts, and no longer
place doors.
* A new "special room" - the mythical zoo, with standard high fantasy beasts.
* New "runed door" feature: won't be opened by auto-explore or by monsters.
Becomes a regular door when opened.
* Alarm traps only trigger once, but make monsters swarm towards you for some
time.
Character
---------
* Stalker is removed.
* Berserkers may choose their starting weapon.
* Gladiator no longer starts with a buckler, gets more Dodging to compensate.
* Traps are spotted (or not) deterministically based on skill level and a
few other factors: spending more time does not help.
* Levitation and controlled flight are no more - all flight is controlled.
* Flying no longer increases carrying capacity.
* Tengu receive their movement speed bonus when flying, regardless of burden.
* Black draconians gain permanent flight (like Tengu but without the speed
boost) at XL 14.
* Removed the hidden special cost of Spellcasting, Stealth, Evocations and
Invocations. Aptitudes adjusted.
* Experience aptitude uses the same scale as skill aptitudes. This scale is
coarser than the old one, so most races now require slightly more or less
experience to gain levels than before.
* Deep Elves are better at Earth magic than Air.
* Hill Orcs are better at Axes, worse at gaining levels.
* Tengu are better at gaining levels.
* Levels 1 and 2 of the teleportitis mutation teleport you only a limited
distance.
* The augmentation and powered by pain Demonspawn mutations have been improved.
* You can butcher while wielding a cursed or otherwise unswappable blunt
weapon.
Monsters
--------
* Removed: ant larvae, bumblebees, blessed toes, rock trolls, wood golems.
* New monster: moth of suppression. Generates an aura that prevents evocation
and suppresses the magical effects of wielded/worn equipment.
* New abyssal monsters:
- Wretched star: bestows temporary mutations.
- Tentacled starspawn: has constricting tentacles and a nasty attack.
- Ancient zyme: causes sickness when near the player.
- Lurking horror: stalks like a wandering mushroom, then explodes for
torment.
- Starcursed mass: proliferates when ignored, re-merges when damaged.
Has a smite-targeted psychic scream that becomes more powerful as
more masses become visible.
- Apocalypse crab: breathes clouds of chaos.
- Thrashing horror: moves like a bat, tramples, and frenzies.
- Spatial maelstrom: incorporeal vortex that turns walls into spatial
vortices.
* New deep troll specialist monsters, appearing in late-D deep troll packs:
- Deep troll shamans: cast Might Other and Haste Other on their
accompanying deep troll packs.
- Deep troll earth mages: cast Dig and LRD to allow the rest of the deep
troll pack to pursue their opponent.
* New vaults monsters:
- Vault sentinels, with a signal horn that generates a lot of noise and
the Sentinel's Mark spell which alerts all creatures on the level to
the player's location.
- Vault wardens, with the ability to close and seal doors near the player
for a time or until they are killed.
- Ironbrand convokers, with the ability to recall other monsters on the
level to their location. Also cast Might Other.
- Ironheart preservers, with the ability to take some damage in place of
an enemy the player is currently attacking.
* New uniques:
- Jorgrun, a deep dwarven earth elementalist.
- Lamia, queen of the nagas.
* Friendly summoned monsters do not attack things unless the player has line
of sight to both the summon and the victim. Glass does not count as line of
sight for this purpose.
* Summoned monsters do not cast spells that create permanent allies.
* Only a select few monsters flee at low HP.
* Ereshkigal has more HP, and can now cast Silence and Major Healing.
* Changed monsters: Frances, Joseph, Polyphemus, bone dragons, soul eaters,
vampires, vampire knights.
* Rotting corpses no longer spawn toadstools for non-Fedhasites.
* Monsters can now use wands of digging, and cast Dig in more circumstances.
* Allies summoned with the Mercenary card can pick up and use equipment.
Spells
------
* Removed: Fulsome Distillation, Evaporate, Cigotuvi's Degeneration, See
Invisible and Insulation.
* New spells:
- Force Lance (level 2 Conjuration). Fires a short-range single-target
projectile that can knock monsters backwards.
- Dazzling Spray (level 3 Conjuration/Hexes). Fires a spread of energy
bolts that can blind creatures.
- Iskenderun's Battlesphere (level 4 Conjuration/Charms). Creates an
autonomous globe that shoots at enemies in sync with your conjurations.
- Fulminant Prism (level 5 Conjuration/Hexes). Creates a time bomb at a
smite-targetted location.
- Disjunction (level 8 Translocation). Has a duration, during which it
blinks away nearby monsters. Causes contamination.
* Conjurers have a new book with non-elemental spells (including the new
conjurations).
* Spell memorisation failure is no more. As long as the failure chance is
not 100%, the spell can be memorized. There is a warning prompt if the
chance of a miscast is high.
* Some spellbooks have been reorganized.
* Condensation Shield's SH bonus no longer cares about Shields skill or
intelligence.
* The blinking component of the Dispersal spell is irresistible.
* Venom Bolt and Bolt of Magma do more damage; Teleport Other works more often.
* Recall is now gradual instead of instant: one ally is recalled every 3-6
aut.
Items
-----
* Axes have a cleaving attack: they hit up to seven targets with a single
swing (all directions except directly opposite the direction of attack,
but not if a wall is in the way). These secondary attacks do only 75%
damage and do not hit allies. Base damage for the larger axes is reduced
to compensate.
* One-handed maces and flails have been improved: flails and eveningstars get
a one point damage increase, and morningstars get a +3/-1 damage/accuracy
boost to replace spiked flails.
* The wand of polymorph other is now the wand of polymorph; use of it against
the player will turn them into a random form (including several new forms -
tree form, wisp form, porcupine form and fungus form).
* Scroll of unholy creation is replaced with scroll of summoning, which
summons a few level-appropriate monsters.
* Removed items: spiked flail, potion of water, staff of enchantment, plain
(non-magic, non-quarter-) staves
* Potion of decay rots HP immediately rather than giving the "Rot" status.
* Potions and rings of levitation are now "of flight"; boots of levitation
are now "of flying"; and the +Lev artefact property is now +Fly.
* Amulet of controlled flight is removed; Amulet of the Air now grants
passive Repel Missiles and inaccuracy instead.
* Amulet of inaccuracy correctly affects ranged weapons.
* Amulet of clarity prevents mesmerisation.
* Some rods were changed to have a more focused spell set.
* The "Contam" artefact property no longer causes contamination over time,
but only when the item is unequipped.
* The "*Rage" artefact property triggers much less often (except for Wrath of
Trog).
* Improved fixedarts: Spear of the Botono, Robe of Night, Cloak of the Thief,
Robe of Folly, plutonium sword.
* The hand-and-a-half weapon category is gone; such weapons are now
one-handed for normal-size races.
Gods
----
* Followers of worshippers of Beogh and Yredelemnul can now be recalled across
levels.
* Followers of Beoghites now share experience when the player scores kills.
* Yredelemnul gives a small amount of piety for desecrating holy remains.
* Vehumet is overhauled: Now grants damaging spells one-at-a-time (available
from the (M)emorization screen), partially based on your elemental skills.
No longer supports summoning, accepts ally kills, or reduces spell MP cost.
* Zin's Imprisonment placement is much more forgiving, pushing adjacent
monsters out of the way if possible.
* Lugonu's Enter the Abyss no longer reduces maximum HP or MP.
* Lugonu no longer gives piety for anything in the Abyss.
* Mobile Fedhas-granted allies follow you across levels en masse.
* New Xom effects: loud noises, blink monsters, enchant monster (petrify,
slow, paralysis, enslavement; haste, might, invisibility), summon shadow
creatures.
* Xom does not reduce stats as drastically, unless bored.
* Xom will not animate or swap weapons in the Abyss, and will not hostilely
animate your weapon at all anymore.
Interface
---------
* Many updated tiles.
* A new Android port with touch-screen support.
* New options: auto_sacrifice, dump_on_save, item_glyph, monster_list_colour,
tile_cell_pixels, tile_filter_scaling.
* Removed options: sacrifice_before_explore (now part of auto_sacrifice),
annotate_item_class, annotate_item_dropped, autoinscribe_artefacts,
show_no_ctele, menu_colour_prefix_class, menu_colour_shops, list_rotten.
* Player action counts and generated vaults are now included in dumps by
default.
* List options can be prepended to with ^=.
* The "evil_eating" and "evil_item" menu-colouring prefixes are renamed to
"forbidden".
* Explosion and cloud spells will try to target a spot adjacent to an
out-of-range monster before falling back to the player's position,
but will ignore plants.
* It is possible to restrict a ctrl-f stash search to the current level by
prefixing it with "@".
* Swap the cycle ammunition commands. '(' = backward, ')' = forward.
* Webtiles supports real-time animations, toggleable via F10.
* Webtiles displays miniature health and MP bars on the player.
* Allies can now be ordered to retreat in a specific direction.
Technical
---------
* Numerous crash fixes.
* Crashes during level transition no longer result in broken saves.
Stone Soup 0.11.3 (20130505)
----------------------------
* Don't show "constrict 1" for nagas who don't have it yet.
* Properly show racial AC bonuses.
* Fix all monsters ceasing to act after you were banished.
* Fix massive piety/hp gains with Jiyva for partial ammo stacks.
* Don't crash with Xom if a stat is drained to 0.
* Other minor fixes.
* Fix build failures with gcc-4.8 and LTO crashes.
Stone Soup 0.11.2 (20130125)
----------------------------
* Crash fixes.
* Jellies no longer take damage from acid.
* The Royal Jelly spawns behave correctly on the arena, and after pacification.
* Handle forcibly closing the game a bit better (save corruption, crashes,
possible cheating).
* No more false annotations in the Abyss.
* Octopodes can't grow claws on their non-existant hands anymore.
* Tile games did not always draw overlays properly.
* Invocation based titles were wrong on the high scores list.
* A number of other misc fixes.
Stone Soup 0.11.1 (20121116)
----------------------------
* A number of crash fixes.
* Option fixes: spell_slot=, runrest_ignore_monster-=
* Xom won't Inner Flame magic-immune monsters. Some were quite inappropriate.
* TSO won't get mad at you when a monster uses a staff of death.
* Boulder beetles stop rolling upon teleporting.
* Zombies get same eligibility for constriction as their base monsters.
* Slimify fixes: kraken tentacles (no longer slimeable) and monsters in/over
water (will turn into water-capable jellies).
* You can't stop some of Xom's spells anymore.
* Gaining/losing mutations from Jiyva is less spammy.
* Non-good gods can punish their worshippers during penance, like in 0.10-.
Stone Soup 0.11 (20121001)
--------------------------
0.11 Highlights
----------
* A new branch: the Spider Nest.
* The Swamp branch is less annoying now.
* Missile enchantments are no more.
* Monster constriction vs the player has been overhauled.
* New monsters: Arachne, Fannar, orb spider, bog body, Hell Sentinel.
* Removed monsters: Jozef, bog mummy, midge, Pit Fiend, hairy devil.
* Lots of new vaults and tiles.
* Config file overhaul: lists require += when appending, you don't need to
upgrade your config by hand anymore (after this last(?) time).
Branches, environment
---------------------
* New wizlab: Roulette of Golubria.
* A metric buttload of new vaults, including several new branch endings and
a full-level vault for deeper parts of the main dungeon.
* A new Sprint map by st, based on the Ziggurat.
* Vaults are more common.
* There are three new level layouts for the dungeon and various branches.
* You don't lose portal vaults after being banished from one.
* Escaping the Abyss places you where you came from, but grants short-term
immunity to most forms of banishment.
* Pandemonium: slightly fewer exits to the dungeon are placed, but there are
many more exits through the abyss (which will return you to the Dungeon).
* The Elven Halls are only three levels deep.
* Branch difficulty doesn't depend on where their entrance was anymore.
* Traps of a given type deal the same damage no matter where they are.
* Axe traps got axed.
* Wax walls are no more.
* There are no more randomly generated secret doors, but they can still be
found in vaults.
* The Swamp has an improved layout, with smaller and more compact levels, and
more trees. It is also less misty than before.
* Swamp trees are now mangroves, and are opaque.
* Spider Nest: replaces the old spider portal vault, contains the gossamer
rune of Zot.
* Games will have one of the Spider Nest or Snake Pit, and one of the Swamp or
Shoals, guaranteeing one poison themed branch and one water themed one.
Character
---------
* Humans get slightly more stat increases.
* Nagas get constriction at XL13 now.
* Tengu can fly when transformed.
* Grey Draconians are better at Earth and worse at Air, get more AC, and
no longer fumble in water.
* Felids are better at combat and Evocations, worse at Summonings.
* Felid pounces (sneak attacks) do more damage.
* The Evocations skill increases max MP.
* Forms without some sort of hands can't use wands/etc.
Monsters
--------
* Player ghost Sticky Flame autohits but is range 1.
* Berserk monsters are immune to fear.
* Plants don't feel torment. Oklob farms ahoy!
* Monsters attached to the ground are -TELE.
* Jellies, porcupines, flaming corpses won't get constricted.
* Magical staves work for monsters as something more than a mere cudgel.
* Monsters can use rings and amulets.
* Mindless monsters don't have any skills (zombies with pain weapons, etc.).
* New uniques:
- Arachne, half-human, half-spider.
- Fannar, an elven ice elementalist.
* Margery gets dragon armour.
* Monsters with arcane spells won't wear heavy armour.
* Donald can spawn in Labyrinths, and complains about them.
* Urug is drastically stronger.
* Mimics can be "inept", (no adjective), "ravenous" or "monstrous", with
a progression of strength and abilities.
* New monster: orb spider. Shoots weak orbs of destruction at you.
* Removed: Jozef, midges, killer bee larvae, hairy devils.
* Porcupines get spines.
* Hell Sentinels replace Pit Fiends.
* Boulder beetles can roll as a boulder.
* Jumping spiders can ensnare you with webs in melee.
* Poison attacks from sea snakes and redbacks can only be partially resisted.
* Hit dice and damage have been increased for all spider enemies.
* Emperor scorpions are much stronger.
* Ghost moths have been nerfed.
* Vampire mosquitoes lose their sickness attack, gain a stronger vampiric
attack.
* Swamp worms have better melee accuracy.
* Giant leeches are more dangerous.
* Bog mummies have been replaced with bog bodies: no death curse, stronger
spells, can be decomposed via Fedhas prayer.
* Monsters who submerge stop fleeing.
* Umbras don't give bonuses to demons anymore.
* Monsters (and player ghosts) can cast Ozocubu's Refrigeration.
* Monsters cast emergency spells more often.
* Monster constriction has been overhauled. Escape is easier, blinking counts
as two escape attempts (rather than always succeeding), and damage values are
saner.
* A "damageless constriction" effect has been implemented for certain
monsters, particularly mimics.
* The Royal Jelly is able to regenerate.
Spells
------
* Lee's Rapid Deconstruction works in Slime now.
* Iskenderun's Mystic Blast often explodes, but can still safely be used at
point blank range.
* Death Channel is level 6.
* Simulacrum works on beef jerkies, sausages and meat rations.
* Removed: Projected Noise.
Items
-----
* Artefacts can get distortion.
* Blowguns can get evasion.
* Wearing/removing armour can be aborted.
* Fixed artefacts with fixed appearance start identified.
* Weapons may corrode upon stabbing a jelly.
* Ambrosia gives more mp, but only as you digest it.
* Raw troll hides grant regeneration.
* Jewelry auto-ids when it shows an obvious effect.
* Ankuses, scrolls of detect curse, amulets of controlled flight, and rods of
smiting are no more.
* Rods of striking are better.
* Staves of energy reduce spell hunger to 1/3 instead of eliminating it.
* Missile enchantments are no more, greatly simplifying inventory management.
- Formulas have been changed to compensate, with skill filling the role of
missile enchantments.
* All missile brands start visible.
* Visored helmets don't prevent bite attacks.
* Identifying weapons by use works instantly but requires a random (per
item) level of skill.
* Unbranded items can't be glowing/runed unless they're cursed.
* New item: Lightning rod. Has a continuous effect across multiple zaps, and
allows you to spray wide cones of electricity at your enemies.
* Randart weapons have a wider selection of names.
* Acquirement will not provide you with items your god hates.
Cards
-----
* Trowel works everywhere.
* Sage won't time out or be overwritten on a new draw.
* Removed: Spade.
* Map and Dowsing have been combined into one.
* Walls from the Tomb expire after a while.
* New: the Mercenary. Allows you to purchase allies.
* Warpwright teleport traps expire shortly.
Gods
----
* Trog accepts kills of holies.
* Abandoning Kikubaaqudgha rots all currently existing corpses.
* Kikubaaqudgha no longer guarantees getting all necromancy spells: instead,
he gifts books with a random selection of spells.
* Banishing monsters grants some XP and Lugonu piety.
* New Xom effect: mass inner flame.
* Nemelex gives far fewer decks of summoning.
* Nemelex loses the Mark Four ability, gains Deal Four.
* Nemelex doesn't try to enforce "genuine" use of cards -- was too
inaccurate.
* Xom can't gift permanent allies anymore.
* Xom grants far fewer item gifts.
* Xom acts drastically more often when you're in a tough fight.
* Elyvilon doesn't take piety when life-saving allies.
* Non-newbie Elyvilonites can't destroy non-unholy weapons.
* Fedhas' Sunlight stays in place.
* Okawaru gives almost no heed to kills and sacrifices of easy monsters,
rewards toughest fights more.
* Concurrent god wraths don't dilute each other anymore.
Interface
---------
* Stash tracking, annotations, etc, work for portal levels.
* Mutation notes mention how it was gained or lost.
* Removed options: pizza, ood_interesting, rare_interesting, note_all_spells.
* New options: auto_drop_chunks, autofight_throw, dump_kill_breakdowns,
show_travel_trail, sacrifice_before_explore.
* Webtiles chat is now logged (can be disabled via note_chat_messages).
* The show_gold_turns and show_game_turns options are now enabled by default:
you will see how much gold you have, and how much time your actions take.
* Fake translations: dwarven, jägerkin, kraut, wide.
* Loads of new tiles.
* The unique Pan/Hell lords get special tall tiles.
* An in-game high scores browser.
* Picking up stackable items shows how many you picked up.
* Every item, monster, feature has a description.
* Many descriptions were improved.
* Autoexplore stops on items sacrificeable to your god.
* Rods appear as a separate item class.
* Autopickup settings can now be configured in-game, via the '\' key.
* Several improvements have been made to the tutorial.
* Lantern of shadows no longer makes the whole screen dark grey in console mode.
* Targetting prompts have been massively improved. Almost all area of effect
spells are now supported, and bounce paths (e.g. from lightning bolt) are
displayed.
* Some added or improved status indicators.
* Message filters are case-insensitive.
* Webtiles has experimental support for watching console games on servers
running both webtiles and dgamelaunch.
* Local tiles now has an abilities tab.
Wizmode
-------
* &^P to polymorph into a form.
* &P to rebuild a level based on a vault.
* &^M to memorise a spell.
* &# to (partially) load a character dump file.
Technical
---------
* Local tiles can display non-ASCII characters, in default builds only
Latin, Greek and Cyrillic.
Stone Soup 0.10.3 (20120614)
----------------------------
* Crash fixes.
* rPois- doesn't grant rPois+ for potions of poison.
* Clean chunks are no longer better than permafood when nauseated.
* The Flight spell is no longer cancellable (could cause a death when
swapping a +Lev item above water due to incorrect assumptions).
* A warning when transforming would meld your last +Lev item.
* Backlash works for finding portals on the map screen.
* Remembered traps no longer lose their identity when out of sight.
* Certain rare monsters don't clutter tile displays with name tags anymore.
* show_game_turns labels its display as "Time:" not "Turn:".
* Greatly improved webtiles performance.
* Fixed miscompiles or compilation failures with GCC 4.7.
* A bunch of assorted minor fixes.
* Some new interface functionality:
* can annotate remote levels (X[ then !)
* picking a stack of items you already had some of shows how many did you
just gain
* shops show item slot letters assigned to your new purchases
* enchantable missiles are listed in the wield menu if you have scrolls
of Enchant Weapon
Stone Soup 0.10.2 (20120411)
----------------------------
* A bunch of crash fixes.
* A number of description updates, to match 0.10 changes.
* Allies cannot smite enemies through glass anymore.
* Reaching cannot be used while caught in a net/web.
* Fix a number of oddities with the shopping list.
* Fix multiple compiles often repeating work -- especially jarring for
"make; make install".
* Unknown items in shop use a neutral tile colour, fixing an information
leak (you can't learn the appearances this way anymore).
* Fix allies not using IOOD at all.
* A lot of other minor fixes.
Stone Soup 0.10.1 (20120315)
----------------------------
* Fix "non tried" question mark in tiles being sometimes missing.
* Fix grey draconians sometimes drowning.
* Fix Lua junk appearing in some monster speech.
* Fix the Slime:6 vault opening soon after banishing the Royal Jelly.
* Fix pressing <<<<<< getting you scot free from constriction.
* Fix slaying not working when using magical staves.
* A bunch of crash fixes.
* ... including the "hunter" hints mode being totally inoperative.
* Assorted Webtiles fixes.
* And a bunch of other minor ones here and there.
Stone Soup 0.10 (20120216)
--------------------------
0.10 Highlights
---------------
* New species: Octopodes, sentient land-capable octopuses.
* Skill training system reworked. Dancing is really gone this time!
* All polearms have reaching.
* Constriction (nagas, octopodes, some snakes, tentacled monstrosities).
* New version of the Abyss.
Branches, portal vaults, levels
-------------------------------
* Remove Hive. Guarantee some limited food supply in the dungeon.
* Completely reworked Abyss: it now morphs continuously over time, is mappable,
and extends infinitely in all directions.
* Most abyssal runes are in special vaults.
* Escaping the Abyss returns to place of banishment.
* Ziggurats have much more colourful holy levels.
* Ziggurats: spriggan levels.
* Pan monster set tweaked.
* More Volcano portal vaults.
* Web "traps", can briefly entangle those caught.
* A "twisting cavern" map layout.
* Many vaults, including large altar vaults, Abyss vaults, Pan Lord maps,
and several branch endings.
* A number of branches have a completely new set of tiles: Snake Pit,
Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, Pandemonium.
* The chance of getting a unique Pandemonium level increases for each level of
Pan you visit.
Gods
----
* Ammo gifts can include large rocks and javelins.
* Lugonu accepts kills of demons.
* Cheibriados loses the "Make Ponderous" invocation, slows you down all the
time depending on piety.
* Cheibriados can slow down Abyss morphing and Orb run monster spawns.
* New Cheibriados ability: Temporal Distortion, moves nearby monsters forwards
in time a few turns.
* Cheibriados doesn't grant resistances anymore.
* Makhleb's powers use Health instead of Magic.
* Makhleb gives more Health for killing but no Magic anymore.
* Makhleb's Greater Destruction costs less piety.
* Zin followers pay mandatory tithe for piety. No more piety for waiting.
* Zin takes some gold upon conversion; this gives more piety than donation.
* Zin's Vitalisation is proactive, protecting from all bad statuses.
* Prayer to Zin doesn't provide feeding, Vitalisation gives satiation instead.
* Zin's Imprison duration increased.
* TSO: piety decays; gain piety for spotting non-evil monsters.
* Elyvilon: piety decays; piety for pacifications doubled.
* Elyvilon has piety loss for ally deaths instead of penance.
* Elyvilon doesn't grant piety for non-evil weapons past *** (even if you
drop lower later!). Evil weapons get identified on sight.
* Deaths of plants and non-living beings no longer count as friend deaths for
god conduct purposes.
Species
-------
* Octopodes: sentient octopuses that can wear eight rings.
* Draconians cannot wear body armour anymore, can wear gloves and boots.
* Centaurs can survive longer on vegetarian food.
* Felids gain lives every three levels.
* Minotaurs instinctively retaliate in melee.
* New Demonspawn mutations: Foul Stench, Ignite Blood, and Augmentation.
* Kenku are now called Tengu, and get more MP.
* Mountain Dwarves are no more.
* Minotaur and Hill Orc aptitudes are a lot better.
Character
---------
* Wild Magic mutation: reduced spell success, increased power.
* Evolution mutation: extra mutations as time passes.
* Always gain partial nutrition from brown chunks.
* Bad food causes nausea instead of sickness.
* Non-full carnivores cannot eat up to "engorged" without gourmand.
* A little score increase from runes for non-winners.
* Poison resistance is only 90% effective.
Spells
------
* New spell: Beastly Appendage (Transmutation 1).
* Flame Tongue has slightly longer range.
* Removed: Maxwell's Silver Hammer, Levitate.
* Abjuration becomes single-target. The old version (Mass Abj.) is
available as a new level 6 spell.
* Swiftness and Flight no longer give an extra boost when cast together.
* Swiftness halves stealth and makes it harder to detect traps.
* Flight lowered to level 3, Dragon Form lowered to level 7.
* Dispel Undead raised to level 5.
* Summoned Ugly Things are now always friendly.
* Shadow Creatures don't last as long anymore.
* Tornado's damage has been slightly improved.
* Conjure Ball Lightning improved, ball lightnings explode when their duration
expires.
* Mephitic Cloud and Evaporate don't guarantee a 3x3 cloud anymore.
* Recasting a transformation is no worse than the original cast.
* Animate Dead animates stacks.
* Lee's Rapid Deconstruction: prevent abuse, improve targeting.
* Summon Greater Demon only has tier 1 demons turn hostile over time.
* Spider form is susceptible to poison.
* Shatter doesn't work through walls, unless it manages to destroy them.
* No spells work through glass or trees anymore.
* Metabolic Englaciation slows down enemies.
* Twisted Resurrection is improved: corpses merge into abominations on their
own without needing to be stacked.
* Alistair's Intoxication is less reliable, depends on spell power.
* Boost the effective power of some hexes: Corona, Slow, Mass Confusion,
Cause Fear, Control Undead.
* Olgreb's Toxic Radiance is more effective at high spell power.
* Confusing Touch is less reliable.
* Inner Flame leaves clouds of fire when an affected monster explodes.
* Passage of Golubria creates two portals when cast, and allows more than two
portals to exist simultaneously.
Backgrounds
-----------
* Arcane Marksmen are back, with a Hex-based spellbook.
* Artificers get a weaker staff and skills, but an extra wand.
* Transmuters lose Fulsome Destillation and Evaporate, gain Beastly Appendage.
* Necromancers lose Dispel Undead, gain Control Undead.
* Monks get ** piety upon taking on their first god.
Skills
------
* Non-integer values of a skill matter.
* Add skill training restrictions instead of requiring victory dance-style
usage of unknown skills.
* Stealth skill is no longer heavily discounted.
Interface
---------
* Experience points are no longer shown directly, just a percentage to the
next level.
* Throwable starting weapons are autoinscribed with "=f".
* Leaving an unique Pan level without the rune asks for confirmation.
* Uniques and player ghosts annotate the level on the overview screen.
* New character dump options: spell_usage, which counts spells you have cast,
and action_counts, which also counts non-spell actions.
* Ctrl-W toggles weight display in inventory and dropping menu.
* Better ?/G and ?/B menus.
* Spell success adjectives are replaced with failure rate percentages. Failure
rates are coloured based on potential miscast severity.
* Many new monster descriptions and quotes.
Monsters
--------
* Ignacio no longer uses Torment, and he'll appear repeatedly until killed.
* New monster: profane servitor - an angel corrupted by Yredelemnul (undead).
* New monster: blizzard demon - a cold/air rank 2 demon.
* New holy monsters: silver star, cherub, phoenix, paladin, seraph.
* Removed: giant toads, vipers, blue deaths.
* Renamed: Fiend -> Brimstone Fiend, Imp -> Crimson Imp.
* Reorganized demon ranks, moving easier 1s to 2s.
* Feature mimics may now masquerade as most features.
* Item mimics can move once revealed.
* Monsters will retreat when hit from behind an obstacle they can't walk
around.
* Unique Pandemonium lords can hunt you on the Orb run if you've stolen
their runes. Violate the 5th Commandment, not the 7th!
* Monsters cast emergency spells more often.
* Breath timeout for dragons, draconians, drakes.
* Most monster summoning spells toned down slightly.
* Monsters flee at lower health thresholds, and less predictably.
* Queen bees can send nearby killer bees berserk.
* Killer bee larvae turn into killer bees if they eat honeycombs or royal
jellies.
* All abominations are now both demonic and undead.
Items
-----
* Slaying works like weapon enchantments.
* Acquirement allows choosing missiles.
* Nagas and Centaurs get far better chances to acquire bardings.
* Staff acquirement is more random.
* Miscellaneous item acquirement gives better decks.
* Weapon acquirement avoids useless weapon types.
* Misc items start identified when there are no doubts about them.
* The Orb of Zot has a slightly mutagenic glow and reduces stealth.
* The Crusade card can no longer give you permanent allies.
* All polearms have the reaching brand built in.
* Quarterstaves are split into two weapons: weak "staff" and good
"quarterstaff". Gladiators and Priests get to start with the latter.
* Common two-handed weapons are easier to use effectively.
* Several new fixed artefacts: lightning scales, Black Knight's horse barding,
ring of Vitality, autumn katana, shillelagh "Devastator", dragonskin cloak,
rings of the Octopus King.
* The Sceptre of Asmodeus can be evoked for temporary charmed unabjurable
demons (instead of random conjurations or hostile demons).
* Scrolls of enchant and vorpalise weapon are always identified upon use.
* Amulet of guardian spirit draws from HP and MP simultaneously.
* Remove crystal balls of seeing.
* Crystal ball of energy restores less MP but has less severe failure effects.
* Scroll of magic mapping detects secret doors.
* Tomb card is rarer.
* Portal card does not give instant teleports.
* Early weapons tend to be better.
* Rename potion of healing to potion of curing.
* Rename wand of healing to wand of heal wounds.
* Known properties of unique enemies' gear are pre-identified.
* Medium armour is better.
* Banded mail is no more, plate mail has been renamed to plate armour.
Webtiles
--------
* Monster list.
* Webtiles games create a ttyrec, allowing them to be watched from SSH.
* Scale cells for small screens.
* "Glyph mode" which shows letters instead of tiles.
* Tiles in menus; Menus are sized according to each spectator's window, and
spectators can scroll independently.
* Improvements to the lobby: show gods, allow sorting on XL/Character/Level,
and show milestones.
Zot Defence
-----------
* You can now choose which map to play on.
* Disable useless gods.
* Disable hunger, except for Vampires.
* Creating altar asks for god, at much higher ability cost.
* Start with some consumables (as in Sprint) to make the early game a little
easier.
Technical
---------
* Tarballs use xz rather than bz2 compression.
* Wizard mode is compiled in by default unless you specify NOWIZARD=y.
* Custom shops can be used in vaults.
* Multithreading, currently only to speed up database loading.
Stone Soup 0.9.2 (20120124)
---------------------------
* A number of crash fixes.
* Fix new games overwriting existing saves in one case.
* Fix Temple overflow gods not being randomized.
Stone Soup 0.9.1 (20110904)
---------------------------
* Fix missing portals to Zot on D:27 with restart_after_game after Sprint.
* Fix most large special maps not being generated.
* Fix mad amounts of divine gifts in certain cases.
* Don't duplicate monsters when exiting the Abyss.
* Fix a lock-up on selecting a random character.
* A number of crash fixes.
* Some documentation amendments.
* Don't stop butchering on unimportant messages.
* Add a command "show runes" ('}') that was documented but not implemented.
Stone Soup 0.9 (20110812)
-------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Save compatibility with the 0.8 release is retained, although once a game is
loaded in 0.9, you can not go back to 0.8.
0.9 Highlights
--------------
* New skill training system. Experience pool and victory dancing are gone.
* Ashenzari: Remove passive XP boost, add a skill boost depending on level
of boundedness and which equipment is bound.
* Rename Crusader to Skald, change starting book and skill levels.
* New spells: Inner Flame, Shroud of Golubria.
* Removed spells: Teleport Self, Berserker Rage, Resist Poison.
* New monsters: Ignacio (unique executioner), catoblepas, basilisk.
* New subgame: Zot Defence. Consider it of experimental quality, though.
Skills
------
* Skill training: skills are trained immediately when XP is gained. The skills
trained are the ones that have been used recently (auto) or the ones which
have been selected (manual).
* Skill costs: the XP to skill point ratio no longer depends on skill level.
* Magic school skills early game discount removed.
Gods
----
* Cheibriados gives full stat boost for fully ponderous, regardless of species.
* Jiyva is a little less likely to remove mutations.
* Improve Jiyva's stat shuffling, take skills and armour into account.
* Makhleb has a new flavour description.
* Nerf TSO's and Makhleb's HP and MP on kills.
* Trog specialises in antimagic weapon gifts, gives fewer artefacts.
* Trog dislikes it when you train magic skills.
* Yred takes statue kills and forbids Statue Form.
* Zin's Vitalisation is cheaper and cures petrification, stat boost stackable.
* Don't allow avoiding good god wrath by swapping via another good god.
* Ashenzari: Remove passive XP boost, add a skill boost depending on level
of boundedness and which equipment is bound.
* Ashenzari: reduce reskilling XP penalty and some ability piety costs.
* Ashenzari wrath: reduce all skills for the duration of wrath.
Character
---------
* +3 base HP for all characters.
* Racial HP/MP gain is now displayed on a -3 to +3 scale (see ?%).
* Fighting gives less HP boost.
* All characters carry a bootknife to dissect corpses.
* Hill Orc Priests always take on Beogh.
* Berserkitis mutation triggers less often.
* Tweak starting skills for a few backgrounds (Fi, Gl, Wr, CK).
* Give Warpers a few more darts of dispersal.
* Let Gladiators start with a cap if they can't wear helmets.
* Start all Hunters with the same melee weapon.
* Start Artificers with quarterstaves, instead of letting Monks choose them.
* Rename Crusader to Skald, change starting book and skill levels.
* Conjurers don't need to choose a book (they always get an Air/Ice book).
* Felids: lose a level on death, gain at most nine lives, improved aptitudes.
* Draconians are more dextrous.
* Berserk speed-up reduced to that of haste (1.5 instead of 2).
* All species take the same amount of time to use stairs.
Interface
---------
* New command: 'D'rop last. Drops the item(s) last picked up.
* Auto-switch: bumping while wielding launcher switches to weapon in slots a/b.
* Auto-switch: firing while wielding melee weapon switches to launcher in a/b.
* Auto-explore tries to look at unreachable places.
* Search: allows searching for portals, and for waypoints (Ctrl-F 1, Ctrl-F *).
* Search: "branded" synonymous with "ego". Better help (Ctrl-F ?).
* Search: only show items in a stash matching the search.
* Search: allow searching for armour by equipment slot.
* New help for skills screen (m??).
* Change inventory colours for some potions.
* Auto-pickup chunks after Animate Skeleton.
* Allow toggling hit prediction with ':' in new targetting modes.
* Cloud glyph in 7-bit ASCII is '0', not '#' anymore.
* Prompt before leaving Ziggurat.
* Better butchering messages, less spam.
* Abort spellcasting in many cases where spells are guaranteed to fail.
* Display -cTele on the status line where controlled teleports are blocked.
* Allow redefining mimic glyphs, once identified.
* Show percentage progress to the next level, instead of number of XP points.
* Show 'chaotic' in monster status only when aiming silver ammo at them.
* Show 'mindless' in monster status only when using Ely's healing abilities.
Spells
------
* New spell: Shroud of Golubria (comes in Skald and Warper starting books).
Prevents some melee damage, but likely to break against more damaging
attacks.
* New spell: Inner Flame (comes in starting book of Fire Elementalists).
Causes targeted enemy to explode in a fireball when killed.
* Removed spells: Teleport Self, Berserker Rage, Resist Poison.
* Tornado: radius starts low, increases over time, add cooldown, adjust damage.
* Tornado moves monsters within its radius around.
* Blinking with Tornado active reduces its duration, teleporting cancels it.
* Make Fire Storm, Ice Storm, Bolt of Magma and Throw Icicle more resistible.
* Increase Bolt of Magma damage.
* Give Summon Dragon a longer duration, summon two dragons at high power.
* Shock and Lightning will hit a creature at most twice; damage increased.
* Make LRD and Sandblast more strongly affected by monster AC again.
* Ranges of Throw Frost/Flame and of Bolt of Cold/Fire swapped.
* Increase Flame Tongue's accuracy and range a little.
* Sublimation of Blood takes spellpower into account.
* Apportation takes spellpower into account for all items.
* Statue and Dragon Form balance: give both some GDR, reduce unarmed damage.
* Statue Form: boost all melee damage, give 50% torment resistance.
* Increase Ozocubu's Refrigeration to level 6.
* Reduce Summon Ice Beast to level 4, Static Discharge to level 3.
* Maxwell's Silver Hammer works also on all weapons with bludgeoning damage.
* Poison Weapon works also on blunt weapons.
* Condensation Shield duration increased.
* Simulacra from the spell are no longer abjurable.
* Renamed books: Chemistry -> Alchemy, Zoology -> Beasts.
Monsters
--------
* Catoblepas: a new hard-hitting yak-genus monster with petrifying breath.
* Replace "gila monster" with "basilisk", complete with petrification.
* Ignacio, a unique executioner of Makhleb, spawns in Pandemonium.
* AI: monsters improve even signature weapons (e.g. Sigmund will use Finisher).
* AI: confused high intelligence monsters don't move if next to a deadly cell.
* Allow polymorphing demons into other similar-tier demons.
* Snapping turtles and Geryon reach diagonally.
* Give Shadow Fiends and Tormentors a pain-branded melee attack.
* Boost ghost moth damage, don't spawn them in Spider's Nests.
* Fix random pan lords not getting Symbol of Torment in their spell sets.
* Vampire bats are undead.
* Monsters with mutagenic chunks leaves corpses less often.
* Reaching over a hostile monster may hit the monster between you and target.
* Kenku monsters come with gear, may spawn in the Abyss.
* Rename "beast" to "hell beast".
* Rename "megabat" to "bat".
* Kobolds can (rarely) get crossbows.
* Pikel: fixed bugs with freed monsters.
* Adjust xp values for some monsters.
* Disable feature mimics.
Levels
------
* New branch endings: multiple Elf:5 maps, Zot entry vaults on D:27.
* Many other new vaults, including serial vaults, traps, Abyss vaults.
* Blink in the Abyss only blinks; does not teleport anymore.
* Baileys are more sane in loot and threat.
* Troves: fix some bugs, and additional quests.
* Vestibule of Hell has its own monster set.
* Don't place kobold/orc/jelly/bee special rooms in the Hells.
Orb run
-------
* Double the orb's weight.
* Disable controlled teleports once the orb is picked up.
* Orb run spawns are more likely to spawn near the player.
* Teleportation may need longer to kick in.
Items
-----
* Price reform: scrolls, potions, rings. Bad items cost more than 1 gold now.
* Cards: the Orb (new card), destruction cards buffed.
* Experience card gives less experience at low power.
* Scroll of identify shows top card when used on deck of cards.
* Picked up runes are no longer part of the inventory. They are listed in \.
* Randarts with the *Rage property trigger berserk less often.
* Modified spellbooks: Conjurations, Unlife, many elemental books.
* Bucklers provide less SH.