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changelog.txt
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changelog.txt
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Crawl Light 0.2 (20120825)
--------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
In particular, not all of the imported changes from Stone Soup are listed.
Breaks save compatibility with the Crawl Light 0.1 release.
Items marked with an asterisk are new to Crawl Light. Items marked with a +
have been imported, at least in part, from Stone Soup.
Crawl Light 0.2 Highlights
--------------------------
* The ID game is no more.
* Difficulty levels have been added to the game; the player can make the game
harder by opening "Pandooras".
* Line of sight for players and monsters is now square.
* Brogue-style monster interlevel pursuit.
* New spell: Illude.
* Sidestepping.
* Hunger clock removed, hunger costs replaced by glow costs.
* Drastically shortened dungeon.
Gods
----
* Ashenzari removed from the game.
* Cheibriados given Ashenzari's passive monster detection.
* Followers of Beogh with sufficient piety share potion effects with allies.
* Lugonu followers may now unwield distortion weapons without penalty.
+ Cheibriados gives full stat boost for fully ponderous, regardless of species.
* Jiyva now allows followers to take the Slime:4 loot immediately.
* Invoking Berserk Rage from Trog now costs 0-1 piety.
Character
---------
+ New mutation: Camouflage, granting a stealth bonus.
+ +3 base HP for all characters.
+ Berserkitis mutation triggers less often.
* Restored the Reaver class.
* DoomRL-style sidestepping is now possible: 50% chance of success against
mundane projectiles; 20% against magical bolts; 0% against insubstantial
enchantments, smites, and the like.
* Removed the hunger clock.
* Most things that previously cost hunger now cost glow.
* Glow behaviour is now more deterministic.
* Removed Ghouls and Vampires as player races.
* Forget Spell given as an intrinsic ability to all characters.
* Drained stats no longer recover over time.
* Some sources of stat drain nerfed.
* Crusaders now start with a potion of restore ability.
* All players now start with one Scroll of Teleportation, Potion of Agility.
+ All characters carry a bootknife to dissect corpses.
Difficulty
----------
* Guaranteed portal vault on D:5, containing a difficulty-increasing Pandoora.
* If the first Pandoora is opened, Hive contains a second. Cannot be opened
if the player advances beyond D:9 first.
* When playing in the easiest difficulty, OoD generation is curtailed.
* When playing in the easiest difficulty, 20% more items are generated.
* When playing in the hardest difficulty, monster generation is much nastier.
* When playing in the hardest difficulty, 30% fewer items are generated.
* In the hardest difficulty, the following items have lower generation weight:
Wand of Healing
Wand of Hasting
Wand of Teleportation
Potion of Healing
Potion of Heal Wounds
Potion of Cure Mutation
Scroll of Enchant Armour
Scroll of Recharging
Scroll of Blinking
Scroll of Acquirement
* In the hardest difficulty, there is a minimum number of monsters per floor.
* Some vaults, particularly unique-generation vaults, tied to difficulty level.
* Cannot enter Pandemonium when difficulty is at its easiest.
Interface
---------
+ Search: allows searching for portals, and for waypoints (Ctrl-F 1, Ctrl-F *).
+ Search: "branded" synonymous with "ego". Better help (Ctrl-F ?).
+ Auto-explore tries to look at unreachable places.
+ 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.
* Ability failure rates are now listed as percentages, rather than adjectives.
* Glow meter, beneath the HP and MP meters.
* Prompt the player before entering dangerous levels of glow.
* "You feel relatively safe now" message when floor is empty of monsters.
* Added wizmode command to alter difficulty level.
* Prayer while worshipping a blood god sacrifices all valid corpses in LOS.
+ Display -cTele on the status line where controlled teleports are blocked.
Spells
------
+ Statue and Dragon Form balance: give both some GDR, reduce unarmed damage.
+ Statue Form: boost all melee damage.
* Rain clouds no longer influence fire or ice magic.
+ New spell: Inner Flame.
* Reduced the Haste bonus from 100% to 75%.
* Spell failure rates of 2% or below are now rounded down to 0%.
* Removed the Selective Amnesia spell.
* Casting Berserker Rage now randomly drains strength or dexterity.
* New spell: Illude. Sorcery spell that spawns fragile, distracting illusions.
Monsters
--------
* Monsters now yield 50% more experience.
* Gnolls may no longer appear in packs on D:1.
* Jackals may no longer appear in packs on D:1.
+ Pikel: fixed bugs with freed monsters
* Merfolk and krakens nerfed somewhat but given an attack bonus against
floundering players.
* Merfolk impalers and javelineers nerfed, but made eligible for Shoals:1
* Monsters no longer flee upon being seriously wounded.
* Monsters no longer respawn on most floors.
* Monster depths and depth ranges adjusted to compensate for shorter dungeon.
* Monsters no longer have randomized energy.
* Monsters now pursue the player across levels at a distance, Brogue-style.
Levels
------
+ Vestibule of Hell has its own monster set.
* Shoals tides now only alternate between shallow water and land.
* Shoals tides sped up by a factor of 30.
* Most branches severely reduced in length:
Dungeon reduced from 27 floors to 18.
Lair and Vaults reduced from 8 floors to 5.
Orcish Mines reduced from 4 floors to 3.
Swamp, Snake Pit, Shoals, Elven Halls, Crypt, and Realm of Zot reduced from
5 floors to 3.
Slime Pits reduced from 6 floors to 4.
Hive reduced from 2 floors to 1.
Gehennom, Tartarus, Cocytus, and Dis reduced from 7 floors to 5.
* Hive is now a source of potions, rather than a source of food.
* Stronger restrictions on overflow altar depth.
* Gehenna interferes with item use: potions and scrolls unusable, wands consume
double charges.
* Tartarus constantly drains experience; Tar:1-4 are nonpersistent levels.
Items
-----
+ Destruction cards buffed.
+ Randart heavy armours tend to come with better enchantment.
+ Large rocks can (rarely) be generated on the dungeon floor.
+ Price reform: scrolls, potions, rings.
* The ID game is no more.
* Items may no longer be cursed.
* Removed the following items:
Scroll of Identify
Scroll of Detect Curse
Scroll of Random Uselessness
Scroll of Curse Weapon
Scroll of Curse Armour
Scroll of Curse Jewellery
Scroll of Remove Curse
Scroll of Amnesia
Scroll of Noise
Amulet of Inaccuracy
Ring of Hunger
* Negatively enchanted rings are no longer generated.
* Loot frequency altered to fit reduced dungeon length.
* Artefacts may no longer have the autocursing or metabolism properties.
* Removed non-fruit non-chunk food (fruit remains for the sake of Fedhas).
* Staff of Energy renamed Staff of Discharge, now reduces glow cost for spells.
* Potions of Agility now grant Swiftness when consumed.
+ Enchantment no longer has any effect on ammo.
* Mundane ammo for launchers is now implicitly carried in infinite quantity.
Crawl Light 0.1 (20110812)
--------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Breaks save compatibility with the Stone Soup 0.7 release.
Crawl Light 0.1 Highlights
--------------------------
* Charms, Hexes, and Poison Magic reshuffled to make the new Enchantments and Sorcery schools.
* Restored spell: Selective Amnesia.
* Restored background: Arcane Marksman. Now uses a different list of spells.
* Removed species: Felids and Demigods.
* Acquirement now lets players choose between specific items rather than classes of items.
* Haste and Slow nerf reverted.
* Tweaked backgrounds: Fighter, Gladiator, Monk, Assassin, Hunter, Stalker, Wizard, Crusader.
* Automatic training of skills is now possible.
Character
---------
* Removed the Felid and Demigod races.
* Restored the Arcane Marksman background. Now uses the new book of Distance, detailed below.
* High Elves' -2 Poison Magic aptitude improved to +1 Sorcery.
* Halflings' 0 Charms aptitude lowered to -1 Enchantments, -1 Poison Magic improved to 0 Sorcery.
* Centaurs' -2 Poison Magic aptitude improved to -1 Sorcery.
* Spriggans' 0 Poison Magic aptitude improved to +2 Sorcery.
* Vampires' +1 Enchantments aptitude lowered to 0 Charms, -1 Poison Magic improved to +1 Sorcery.
* Assassins now get a wider variety of needles to use.
* Fighters now get better weaponry.
* Hunters may no longer start with nets and javelins.
* Gladiators now get javelins instead of a buckler, or exploding darts for small races.
* Monks now begin the game with a +3,+0 ring of slaying.
* Hunters now begin the game with more ammunition.
* Okawaru followers now gain access to Might and Haste, rather than Heroism and Finesse.
* Removed "monstrous" Demonspawn.
Interface
---------
* Ability success rates are now displayed as percentages, rather than adjectives.
* Automatic training is now available in the skills menu.
* Monster HP indicator tiles have been replaced with less misleading icons.
* Autoexplore now fails if Str, Int, or Dex is at lethally low levels.
* The halo surrounding holy beings and TSO followers is now visible in the tiles version.
* Fire Storm, Ice Storm, and Major Destruction now warn players if they're likely to catch themselves in an explosion.
Spells
------
* The Charms, Hexes, and Poison Magic schools have been replaced with Enchantments and Sorcery.
* Except where otherwise noted, new Sorcery aptitudes are equal to old Poison Magic aptitudes.
* Except where otherwise noted, new Enchantments aptitudes are equal to old Charms aptitudes.
* Slow is now level 2 Ench/Sorc (was level 2 Hex).
* Leda's Liquefaction is now level 5 Sorc/Earth (was level 5 Tmut/Earth).
* Passwall is now level 3 Tloc/Earth (was level 3 Tmut/Earth).
* Replaced Recall with Passwall in the book of Spatial Translocations.
* Replaced Repel Missiles with Throw Frost in the book of Minor Magic.
* Replaced Silence with Haste in the book of War Chants.
* Restored Summon Butterflies to the book of Cantrips.
* New book of Stalking: Corona, Fulsome Distillation, Evaporate, Blink, Ensorcelled Hibernation, Passwall.
* Added book of Distance for Arcane Marksmen: Corona, Slow, Poison Weapon, Leda's Liquefaction, Cause Fear.
* The Stone Soup 0.8 nerf of the Haste and Slow effects has been reverted.
* Skills sufficient to grant 98% success or greater now confer 100% success for spellcasting.
* Restored the Selective Amnesia spell. Now found in the books of Wizardry, Enchantments, and Dreams.
* Sticky Flame nerf reverted.
Monsters
--------
* Monsters may no longer invoke Zot traps against the player.
* Silent spectres have been completely overhauled to be fast but weak Silence-casters.
* Skeletal warrior packs now have a chance of containing one, or rarely more, silent spectres.
* Mennas' evasion lowered from 28 to 20, large shield reduced to medium shield.
* Removed Silence from Mennas' spell list; instead, he has a band of holy-flavoured silent spectres.
* Updated the megabat description.
* Added a special case message when attacking door mimics.
Levels
------
* Shoals has been temporarily disabled, pending an overhaul.
* Toned down the deadliness of a Swamp entrance vault with vampire mosquitos.
* Removed the disco hall Pandemonium vault; it is extremely buggy in the tiles version.
* Removed the ability for players to place shaft traps using Flight and Minefield cards.
* Ghost moths removed from possible Spider's Nests.
Items
-----
* Scrolls of acquirement now let the player choose between specific items rather than broad classes of item.
* Misc. acquirement replaced with potion acquirement.
* Manuals now increase the appropriate skill by 3 levels when read, disintegrate immediately.
* Every non-randart spellbook now has a unique description.
* Crystal ball of energy nerf reverted.
Technical
---------
* All god invocation code is now in god-abil.cc
* mkrelease.sh script is now responsible for making build.h and tarballs
Stone Soup 0.8 (20110426)
-------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Breaks save compatibility with the 0.7 release.
0.8 Highlights
--------------
* New god: Ashenzari, god of divinations.
* New species: Felids, sentient cats.
* New spells: Malign Gateway, Tornado, Leda's Liquefaction, Summon Dragon, Summon Hydra, Darkness.
* Removed spells: Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
* Split Enchantments into Hexes (harm foes) and Charms (self-buffs).
* Replaced Selective Amnesia spell with scroll and book destruction.
* Improved heavy armour.
* Makhleb and the Shining One are no longer available as starting gods.
* Shortened the Elven Halls.
Gods
----
* New god: Ashenzari, god of divinations.
* Fixed gods sometimes missing from the game due to some temple vaults.
* Except for Jiyva, prayer is now only used for (piety-gaining) sacrifices. Other effects are abilities.
* Killing monsters from god wrath doesn't give experience or items anymore.
* Gods ignore kills of dancing weapons, ball lightning and vortices.
* No instant divine retribution.
* Beefed up Cheibriados' wrath; no stat boosts during Chei penance.
* Eating with Chei doesn't give piety.
* Cheibriados warns you when putting on boots of running or amulet of rage.
* Armour keeps its ponderousness when melded.
* Invoking Elyvilon's protection is now an ability.
* Destroying weapons in Elyvilon's name is now a prayer.
* Elyvilon allows destruction of staves.
* Clarified Ely's healing/pacification messaging.
* Fedhas cares about trees burnt down in forest fires.
* Fedhas's corpse decomposition is now activated by prayer.
* Followers of Jiyva gain food, hp and mp on jellies slurping items.
* Jiyva no longer provides duplicate conservation and resist corrosion effects.
* Allowed the player more control over what items to sacrifice to Nemelex (on the '^!' screen).
* Kikubaaqudgha's invocations use Necromancy skill.
* Toned down Kiku's mummy death curse protection.
* Made corpses received from Kiku actually fit for reanimation; reduce number of corpses.
* Kikubaaqudgha protects followers from ordinary mummy curses.
* Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27.
* Okawaru: Haste -> Finesse, doubled combat speed (melee and ranged).
* Okawaru now accepts kills of holy beings.
* Sif Muna punishes destruction of spellbooks.
* Sif Muna's miscasts don't decrease penance.
* Trog extending your rage doesn't cause glow.
* The Shining One no longer accepts item sacrifices.
* TSO non-holy summon extension at most doubles the current duration.
* Prevented starvation by Xom swapping you to a vampiric weapon.
* Yredelemnul's prayer (Injury Mirror) is now an ability.
* Injury Mirror can now reflect torment damage.
* Yredelemnul accepts kills of artificial beings (golems, gargoyles).
* Overhauled Zin's Recite invocation: much more powerful and interesting.
* Zin protects from Hell effects, chance depending on piety.
* Zin forbids shapeshifting spells and protects against Kirke's pig spell.
* Zin hates monsters with mutagenic/rot corpses.
* Spell failure while already in yellow glow angers Zin.
* Butchering forbidden corpses asks for confirmation.
* Some god welcome messages differ while under penance.
Character
---------
* New species: Felids, sentient cats.
* Increased GDR from body armour. New GDR formula: 14 * (baseAC-2)^(1/2).
* XP from monster kills is proportional to the damage dealt by player/allies out of total damage.
* No chain paralysis: When coming out of paralysis, you're immune for 1d3 turns.
* Removed Paladins, Reavers and Arcane Marksmen.
* Removed Chaos Knight of Makhleb.
* Split out CK/Lugonu -> Abyssal Knight, Pr/Yredelemnul -> Death Knight.
* Overhauled Draconians, now more interesting.
* Fixed dangerous clouds sometimes being considered safe for travelling.
* Fixed normal mutations possibly preventing getting them as a perma-mutation.
* Stop quick actions from letting you search faster.
* All sources of berserk are blocked at 'Very Hungry'. Berserk automatically stops when you hit 'Starving'.
* Remove experience pool limit; abbreviate the XP pool above 100K.
* Stalker background changed to Transmutation-based Stabber.
* Allow starting with a falchion for Fi and Gl, also restrict trident to these backgrounds.
* Differentiate Ha/Ko aptitudes: Kobolds are good at Summ/Necro/Hex, Halflings at Charm/Tloc.
* Halflings gain innate mutation resistance 1.
* Only cancel levitation once the last equipped +Lev item is removed.
* Nearing stat death causes paralysis, with increasing chances.
* Allow Merfolk transformations even in water.
* Retain talons, fangs and tail in appropriate transformations.
* Don't allow any headgear with Horns 3 or Antennae 3.
* Fix mutators and glowing occasionally giving good mutations.
* Balanced some Demonspawn mutations (Demonic guardian, Nightstalker).
* Remove Demonspawn breath mutations.
* Adapt exclusion radius to the Nightstalker mutation.
* New DS mutation Powered by Pain: restores MP when sufficient damage is taken.
* Demonspawn Fire and Ice facets are now mutually exclusive.
* Ghouls may now use food-cost abilities when starving.
* Ghouls and Vampires may evoke invisibility when starving/bloodless.
* Make hellfire ignore monster AC.
* Remove map-forgetting and spell-forgetting Divination miscast effects.
* Don't prevent blink from putting you in dangerous clouds.
* Don't train Stealth for pacified monsters.
* Allowed Merfolk/Kenku to blink over deep water.
* Allowed Kenku to stop flying.
* Apply terrain change to player when banished.
* Brought Merfolk HP down to Human HP levels.
* Boosted Mummy base MR 3 -> 5.
* Make LOS reducers multiplicative rather than additive.
* Potions/cards of experience give you a full level; similarly drain costs a full level.
* Make stat gain mutations work for satiated Vampires.
* Replace scroll reading penalty while brainless with 80% failure chance.
* A wielded ranged weapon will only 'clumsily bash' monsters, no matter its enchantment.
* Remove the satiation requirements from evokable invis.
* Disable ghost creation/loading in wizard non-debug mode.
* Better warning messages for form and levitation expiration.
* Consistently abort teleportation attempts when wearing stasis or -TELE.
* Give Ogres an extra +1 hp per level, and +3 apts in Fighting and M&F.
* Mention dietary and drinkary habits of mummies on the 'A' screen.
* Also meld wielded weapons.
* Disallow wearing hats in spider or ice form; allow wearing shields in statue form.
* Prevent ice form from picking items at the bottom of deep water.
* Overhaul combo recommendations.
Interface
---------
* New tutorial, split into different maps/lessons.
* Fix a crash when reloading a game after restart_after_game.
* Allow item interaction from the inventory.
* Messages for things coming into view even when not exploring.
* Bind Tab to autofight, shift-Tab to autofight_nomove.
* Autofight: fire at nearest enemy if wielding a ranged weapon.
* More status lights: transformations, post-berserk fatigue, temporary resistances.
* Timeout information for temporary resistances and see invisible.
* New background choice layout, grouped by category.
* Display piety on the main screen.
* Use inventory colours for stats area and % screen.
* New, more informative and mouse-operable skill menu ('m' screen).
* Don't consider places next to slime walls as "safe".
* Allow traveling across radius 1 excluded stairs.
* Don't generate cloud autoexclusions when immune.
* Don't prompt for cloud-excluded staircases.
* Make i_feel_safe() smarter about critters behind lava/statues/etc.
* Explicitly name inventory items that are getting destroyed.
* Display ghosts' xl rank, species and background when they come into view.
* In the console version, don't override monster colour when berserk.
* Fix exclusion LOS not being updated properly.
* Make shift-running respect exclusions.
* Allow ' to auto-switch from unarmed to slot b.
* Clear stack autopickup flag when dropping an item on top of it.
* List prompt choices explicitly, i.e. "(y)es or (n)o" rather than "y/n".
* Starting sub-menus: Escape brings back to main menu instead of exiting the game.
* Don't waste turns attempting known prevented scroll teleports/blinks.
* Inscribe item modification scrolls with "tried on foo".
* Disallow autoexploring while berserking.
* Don't mark level 1 upstairs and branch exits as unvisited.
* Colours for output of Ctrl-F.
* Re-enable highlighting of notes.
* Colour annotations in Overview.
* Colouring labyrinth messages.
* Add force_more_messages for bazaar and labyrinth announcements.
* Don't prompt for which ring to swap if one of them is cursed.
* When enchanting an unknown piece of armour, mark it as uncursed.
* Make the . drop/pickup selector respect quantity input.
* '*' inverts selection instead of selecting drop_filter, and ',' selects all instead of inverting.
* More information when missing.
* More information when MR is effective.
* Display on the HUD if you're both hasted and slowed.
* Add a toggle to the discoveries screen to display _un_known items.
* Check terrain before clouds for moveto check.
* Don't warn about entering excluded portals.
* Force a -more- on death.
* Autoinscribe randarts after death.
* Taskbar overlap is now automatically detected, and the window is placed just above it.
* Allow setting of the window size relative to the screen size.
* Fix Tab not working correctly in startup menus.
* Reinitialize message window and notes for restart_after_game.
* Don't waste a turn and/or magic when aborting various actions.
* For local builds, mention morgue location after hiscore or when doing a chardump.
* Extend and rearrange tutorial/hints mode command help.
* Better feedback when canceling various prompts.
* Split monster/feature quotes into another screen toggleable via '!'.
* Add several missing descriptions, improve some existing ones.
Spells
------
* Split Enchantments skill and spell school into Charms and Hexes.
* Removed Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
* New spell: Passage of Golubria (Tloc 5).
* New spell: Malign Gateway (Summ/Tloc 7).
* New spell: Tornado (Air 9).
* New spell: Leda's Liquefaction (Tmut/Earth 4), area slowing effect.
* New spell: Summon Dragon (Summ 9).
* New spell: Summon Hydra (Summ 7), summons short-lived 4-12 headed hydra.
* New spell: Darkness (Hex 7), decreases LOS radius by 2.
* Prevent passwalling into deep water/lava if it would kill you.
* Fix Lee's Rapid Deconstruction not obeying some checks when destroying walls.
* Fix casting cloud spells out of range, or on (and through) walls.
* Teleportation interrupts Passwall.
* Fix weapon grinding via Shadow Creatures in the Hall of Blades.
* Animate Dead no longer animates through walls.
* Don't prompt for casting auto-hit spells "in direction" of allies.
* Nerf Haste: multiplies speed by 1.5 instead of 2. Same factors apply to Slow.
* Replace Selective Amnesia with scroll of amnesia.
* Allow forgetting spells from books, destroying the book in question.
* Nerf sticky flame range to 1.
* Removed slower training for magic schools; doubled xp cost for opposing schools.
* Stop the player from vampiric draining known demons and undead.
* Disallow Fulsome Destillation while levitating.
* Implement a crude spell quiver. Store last spell cast.
* Add a toggle to the memorisation screen for the spell descriptions.
* Auto-id items of wizardry if you have spellcasting skills.
* Enable autotargeting for Vampiric Draining and Freeze.
* Make Borgnor's Revivification cost 2-11 *percent* of maxhp.
* Restore casting noise for target spells.
* Add noise level to spell description.
* Increased claw damage for Dragon Form, also allows trampling.
* For Draconians, Dragon Form changes into dragon of the appropriate colour.
* Animate Skeleton works on unskeletalized corpses and leaves chunks behind.
* Shadow Creatures summons only mobile monsters.
* Slightly bump Orb of Destruction (IOOD) damage.
* Allow Sticks to Snakes on staves and javelins, disallow on steel/silver stuff.
* Allow Tukimizing staves.
* New level 3 Air miscasts; buff Air miscasts.
* Buff Static Discharge: Higher damage and increased chance of arcing.
* Make Summon Butterflies require spell power for effectiveness.
* Heavily nerf orb apportation. Chance and distance depend on spell power and total distance.
* Make Death Channel spectrals temporary, let ally kills work too. Reduce to level 7.
* Make semi-controlled blink random if it fails to find a location.
* Evaporate no longer uses Throwing skill.
* Summon Swarm monsters are always friendly; lower it to level 5.
* While Ring of Flame is active, flame clouds are removed when you step on them.
* Make LOS-affecting spells work through transparent walls.
* Boost LRD damage.
* Apportation targetting: allow cycling with +/-.
* When apporting part of a stack, don't destroy the rest of it.
* Don't rot while under Death's Door.
* Death channel spectral monsters are not abjurable.
* Merge low spell success adjectives (Cruddy, Bad, Very Poor) into Very Poor (now 5-30%).
* Move spells around among various spellbooks.
* Reduce the chance of any book to be replaced by Power/Wizardry from 10% to 4%.
* Don't prompt for targeting self with clouds if you've got the matching resistance.
* Ensure Death's Door leaves you at least 1 hp.
* Make only heavy armour remove Ozocubu's Armour on wearing.
* Make large rocks do extra damage with Sandblast.
* Allow swapping to large rocks when Sandblast is memorised.
* Offer wielding coagulated blood for Sublimation of Blood.
* Make transformations affect stealth.
* Don't cancel Condensation Shield when blinking/teleporting.
* Don't hurt rC- players with condensation shield.
* Don't prompt for unwielding weapons branded with Warp Weapon.
* Don't let Mummies/Lichform cast Sublimation on themselves, do let them cast Passwall.
* Reduce Haunt duration
* Increase Sandblast to range 2 without stones, range 3 with.
* Boost Stone Arrow damage from 2d12 at 50 power to 3d11.
* Change several spell levels to be more appropriate.
* Mention glow in Haste/Invis spell descriptions.
* Consolidate the books of Minor Magic into a single book.
* Include spell hunger in the chardump.
Monsters
--------
* New monster set: feature mimics.
* New monster set: holy monsters.
* New monster set: spriggans.
* New monster set: deep dwarves (in Abyss, Ziggurats).
* Several new monsters, including silent spectre, sky beast, porcupine, fire crab, bog mummy, and a few new spiders.
* New unique: Jory, mesmerising vampire.
* New monster spells: Cause Fear, Drain Life, Agony, Summon Elemental, Noxious Cloud.
* Fix a crash when looking up ghosts in the db search.
* Fix silence working on demons, orbs of fire, etc.
* Fix messages about monsters coming into view ignoring mislead.
* Fix monsters being capable of spellcasting while berserk, reading scrolls while silenced.
* Disallow various attacks on submerged monsters.
* Fix Aizul and Mara casting through allies.
* Fix rock worms aimlessly moving around in walls instead of attacking.
* Get rid of mummy death curses turning potions into decay.
* Don't give experience or items for killing monsters from god wrath or miscasts.
* Don't make a monster coming into view leave a trail on the edge of LOS.
* Give Asmodeus a permanent ring of flames, replace greater demon with fire summon, remove bolt of draining.
* Give Dispater Lehudib's Crystal Spear instead of Lightning Bolt.
* Give Geryon a reaching attack, make beasts trample.
* Give Lom Lobon antimagic attacks.
* Give Mnoleg blink and mutate attacks, summon eyeballs instead of greater demons, more hp.
* Give the non-spellcasting random pan lords (10% chance) a guaranteed melee brand, and a chance of greater speed.
* Compensate for the Haste nerf by slowing some monsters most players fight hasted.
* Huge monsters (dragons, elephants) can trample smaller ones, shoving them around.
* Krakens have multi-segment tentacles.
* Spiders and a few other monsters can cling to walls which allows them to effectively bypass water and other obstacles.
* Non-stupid monsters try to avoid slime walls.
* Allies animating dead is okay for hungry level 3 herbivores.
* Make monsters consider resistances along with AC for armour pickup.
* Only allow allies to pick up weapons, armour and ammunition.
* Boost ettins to hit as hard as dual-wielding stone giants. Move them deeper.
* Sheep can catch fire and spread it to other sheep.
* Polymorphed uniques may only cast spells if they can speak.
* Better movement AI for ranged attackers, now try to regain line of fire.
* Make yaks, death yaks, ugly things and slime creatures stick together when wandering.
* Try to make wandering band members stick around the leader.
* Make wandering band members path back to the leader.
* Let band leaders displace their followers.
* Allow friendly monsters to path to you across the level.
* Friendlies start following you again after killing target instead of wandering.
* Smart monsters use pathfinding to go around shallow water.
* Monsters floundering in shallow water move slowly and fumble attacks.
* Large monsters don't flounder in shallow water.
* Giant monsters can walk through deep water as if it were shallow.
* Make the royal jelly stay on Slime:6.
* Limit number of summons from lamp of fire and fan of air.
* Make skeletal warriors obey silence.
* Greatly improve cacodemons.
* Hungry ghost attack takes 25% of your nutrition.
* Prevent confused giant eyeballs from paralyzing.
* Make aquatic monsters chase instead of submerging if they can.
* Friendly monsters told to 'wait here' don't follow through stairs.
* Merged slimes split on polymorph.
* Porkelated monsters can't cast spells either.
* Implement snail/turtle shells; withdrawing into such a shell adds extra protection.
* Print 'zot!' sound when a friendly monster triggers a zot trap outside LOS.
* Make zombified monsters retain their stats (at least, HD and HP).
* Boring beetles may now burrow along diagonals.
* No elephants in D and Vaults, slightly reduce their frequency in Lair.
* Remove bears, replace with grizzly or black bears where appropriate.
* Boost monster ghouls' health and damage.
* Monsters respect glowing when deciding whether to cast Invisibility.
* Ugly things may mutate if adjacent to a monster glowing with radiation.
* Make good and strict neutral monsters not choose nearby foes.
* Disallow armour mimics from taking the forms of hides.
* Fix monsters not getting the same bonuses from dragon hides as players.
* Naga/serpent glyph changes. (See 'settings/071_monster_glyphs.txt'.)
* Refactor monster vamp draining.
* Tweak Grinder's spells, weapon, and reduce depth (6-10 -> 3-6).
* Don't give Grinder a high-tier wand, nor Ijyb in Sprint.
* Don't hand out pain weapons to Grinder (pain attack flavour) and Pikel (whip of electrocution).
* Add paralysis and draining to the list of high tier wands.
* Don't consider plants/fungi 'interesting', no matter their rarity.
* Give every monster a globally unique id for proper attribution of clouds, poisoning etc.
Levels
------
* New game mode: 'Zot Defence'.
* Shorten Elven Halls from 7 -> 5 floors.
* Use a random Temple map if the original temple map is no longer available.
* Fix portal vaults not being deleted after leaving.
* Place escape hatches in all isolated Orcish Mines bubbles.
* Make entering portal vaults from Hell work correctly.
* Travelling to/from the Vestibule of Hell works now.
* Include "Ten Rune Challenge" Dungeon Sprint map, slightly tweaked.
* New sprint map by 78291.
* Prevent randomly teleporting into the Slime:6 loot chambers.
* Introduce serial vaults consisting of several themed mini vaults.
* Every random Pan vault now has a 1/9 chance of having a demonic rune in it.
* No banishment from hell effects.
* No more darkgrey walls/floors in Geh:7 or Gloorx.
* Ambient noise levels for dungeon branches (affecting stealth).
* Describe level 1 upstairs as "staircase leading out of the dungeon."
* Don't enable cTele by quaffing Elf fountains.
* Plain water fountains give no nutrition.
* Fix no-cTele announcements being affected by Translocations skill.
* Generate at most one labyrinth per game (~70% chance), at depth 10-20, never in Slime or Orc.
* Troves aren't timed anymore, and always require an item.
* Nerf troves: increased entry fees, reduced loot.
* Make troves handle manuals correctly.
* Don't generate outright useless troves for your species.
* Timed markers get a second timer, activated on sight.
* Extend unannounced portal timers to around 3000 turns.
* Don't open transparent secret doors with warnings.
* New noise propagation system, taking into account walls and doors.
* Fix good_item gold giving ludicrous amounts.
* Fix no traps being generated on Zot:5.
* Reveal teletraps triggered by a monster in sight.
* Replace hell exit stairs with portals.
* Boost alarm trap noise to 25.
* Two custom traps: basket of spiders, falling grate.
* Change temple_entry_steam to mist, which doesn't block autotravel.
* Allow vaults to specify shops, monster gods, wand charges.
* New temple maps, many with < 12 altars.
* Many great new vaults (entry vaults, serial, Lair/Snake branch ends, etc.)
Items
-----
* New items: scroll of curse jewellery, scroll of amnesia.
* Remove scrolls of paper, rods of discovery, crystal balls of fixation.
* Nerf the speed brand. Damage reduced to 90%.
* Increase the guaranteed damage reduction from armour.
* Body armour can be enchanted up to a bonus equivalent to its base AC.
* Enchant armour scrolls don't fail because of high bonus anymore.
* Antimagic weapon brand.
* Disable equipment corrosion from slime walls.
* Remove the robe of the Archmagi's experience penalty.
* Remove wizardry effect from Archmagi, allow it to enhance Tmut/Tloc spells.
* Autopickup weapons subjected to Tukima's Dance.
* Disallow blowing Geryon's horn when silenced.
* Fix breakage of blood potion stacks when partially eaten by jellies.
* Fix randarts with unknown base type sometimes not being eligible for ?identify.
* Fix rod pluses not being considered for ?identify.
* Fix misleading spell descriptions on rods; display average power.
* Disallow creation of randart demonic weapons with the holy wrath brand.
* Fix equipping sInv artefact not reactivating autopickup.
* Fix throwing nets becoming 'stuck' in certain situations.
* Fix permafood being coloured brown like contaminated chunks.
* Inscribe "was cursed" for items uncursed using ?enchant foo.
* Fix an information leak about magic resistance from unidentified items.
* Remove random staff ID over time: identify staff types on wield, just like weapons and rods do.
* Give staves and rods a chance to be generated cursed.
* Allow staves of poison to affect monsters with rPois; Olgreb is 1/4 irresistible.
* Give the staff of death rN+.
* Give the staff of summoning warding, sometimes abjure summons on hit.
* Asphyxiation resistance blocks curare damage, but not slowing.
* Poison resistance protects against curare entirely.
* Add new chunk type that is both poisonous and contaminated.
* Remove +AC/+EV from randarts. Fixedarts still keep them.
* Auto-id gourmand for non-Mu non-full-herbivores (level 3).
* Allow cancelling some scrolls without consuming them.
* Allow (M)emorising from books on the floor.
* Reintroduce item stat loss prompts.
* Prompt before wearing or wielding a known-cursed item.
* Remove misleading messages about weapon str/dex weighting.
* Don't corrode ammo by clumsily bashing jellies with it.
* Don't acquire manuals or sage to utterly useless skills.
* Improve rods of striking: 1d5 -> 1d8.
* Do proper foe checking for rod spells that are direct effects.
* ?EWII may uncurse blowguns.
* Remove nutrition on hit for vampiric weapons.
* Make Evocations skill help with ball of seeing radius.
* Disallow use of staff of channeling when starving.
* Give missiles of flame/frost some bonus damage.
* Add noise to missiles.
* Make wield mass check apply to all items.
* Tweak some cards' probabilities and effects.
* More detailed corrosion resistance reporting.
* Mention butchery requirement for food in corpse description.
* Tweak blood potion descriptions to mention nutrition for non-herbivores.
* Disable generation of missiles and bows of reaping.
* Remove scrolls of recharging's effect on weapons of electrocution.
* Stop the generation of racial missiles.
* Make ball of energy stat loss now drains between 1 and 2/3 max Int.
* Improve some unrandart weapons: add brands, more damage.
* Improve Maxwell's Patent Armour: AC+15, +preservation ego, +MR.
* Improve Staff of Wucad Mu: remove miscast effects except for when channeling.
* Make potions of experience give some xp for skills as well.
* Fix acquirement hardly ever generating "plain" crystal plates and dragon armour.
* Make acquirement's "redundant armour" check consider things seen rather than worn.
* Allow acquirement of non-regular shields, weighted by skills.
* When using an unidentified potion or scroll, display its name in the message.
* New Demon axe unrandart: obsidian axe, adds a siren-like pull to nearby monsters.
* All weapons have min 7 delay, or better.
Tiles
-----
* Fix crash when searching the database for zombies.
* Fix mouseclick travel internally using the vi keys.
* Fix manuals being readable while berserk or "brainless".
* Fix tooltip leaking mimic information.
* For the message overlay, treat mouseclicks as relevant to the map (travel etc.) rather than the message history.
* Run pngcrush in non-debug builds if installed, shaving 700KB per download.
* Fix randomized animation of unidentified wand/missile.
* New tile tabs for common commands and for skill management.
* Space allowing, detach monster, spell and command tabs.
* Automatically zoom the minimap to fill available space.
* Generate a Windows Alert dialog on assertions.
* Allow mouseclick movement through exclusions and stationary monsters.
* Clicking on an enemy while wielding a ranged weapon fires at it.
* Fix the need to click on an enemy twice to fire or cast at it.
* Casting with ctrl+click casts the last spell if appropriate.
* Suppress tree descriptions on mouseover.
* Make sure mouseover descriptions are only triggered by mouse movement.
* Ctrl-mouseclick asks for quantity for drop/pickup.
* Add disturbance tiles for invisible monsters in clouds.
* More helpful and less obnoxious exclusion tiles.
* Reinstate the red haze during berserk.
* Add species-dependent lich/statue form tiles, capable of weapon display.
* Use poison icon for player doll, if poisoned.
* New title screens (Denzi, Omndra).
* Add tiles to the startup menu.
* Remove shield tiles from various shieldless monsters.
* New runed armour/weapon tiles.
* Fix randart item tiles never actually being used.
* Many great new monster tiles.
* Improved Swamp and Lair floor.
* New dungeon statue, blood, and Xom altar tiles.
* Reinitialise dungeon tiles if TILE_WALL_MAX changed between versions.
* Store vault-defined tile names in the save.
* Overhaul tiles_help.txt.
Technical
---------
* No setgid installs, due to many security issues; this means no shared
scores or ghosts.
* Saves are stored in single files, with transactional protection against
crashes.
* Don't include lua chunks in save files.
* Autosave at game start and in Sprint, to keep crashes from losing the game.
* Internal changes to handling monsters/LOS/map/UI, merged from NetTiles.
* Reduce idle clock threshold, fix several bugs in measuring play time.
* Except for public servers, ensure robustness against filesystem crashes.
* Special and non-special unrandarts use the same generation code.
* Reorder spell code by school and functionality.
* Simplify ghost I/O.
* Clean up the level generation code.
Options
-------
* Change the explore_stop option to use greedy_pickup_smart by default.
* New travel_key_stop option for whether keypresses should interrupt travel/resting.
* Default easy_exit_menu to false; make all keyhelp menus respect this option.
* Make autopickup_no_burden default to true.
* New console option: 'show_player_species' (default false), uses appropriate monster glyph.
* New option: 'show_real_turns' (default off).
* Tiles: New option: 'tile_layout_priority', for fully customizable tile tabs.
* Tiles: Replace 'tile_title_screen' (default true) with 'tile_skip_title' (false).
Stone Soup 0.7.2 (20110207)
---------------------------
* Fix crashes on entering new levels with restart_after_game = true.
* Fix crash with off-level map viewing.
* Fix a crash when Jiyva worshippers spawn jellies for non-monster-damage.
* Fix crash when trying to throw a quivered dancing weapon.
* Fix problems with Unicode locales other than en_US.UTF-8.
* Fix near-uselessness on ARM.
* Fix save corruption for too long player names.
* Don't trap teleporting merfolk in a couple of temples.
* Disallow targeting passwall at self.
* Fix stat boosting armour not losing bonus when melding.
* Fix weapon acquirement not considering some rare weapons.
* Disable Trowel card in portal vaults, labyrinths, Pan and the Abyss.
* A variety of other bug fixes.
Stone Soup 0.7.1 (20100724)
---------------------------
* Fix travel excludes not being saved.
* Fix map markers not being activated on game reload.
Stone Soup 0.7 (20100724)
-------------------------
0.7 Highlights
--------------
* Fix over-enthusiastic Armour nerf.
* New tutorial and mini-game (Dungeon Sprint).
* Removed instant stat death.
* Overhauled Demonspawn mutations.
* Aptitudes now on a scale +5 to -5.
* New starting menus, mouse-operable in tiles builds.
* Removed Thief and Death Knight character backgrounds.
Balance fixes
-------------
* Monster double actions due to energy randomisation always include a move.
* Greatly accelerate armour training when armour is heavy relative to skill.
* Make heavy armour guaranteed damage reduction percentage independent of
armour skill.
* Heavy armour doesn't affect weapon speed anymore.
* Shields reduce attack speed.
* Nagas and worshippers of Cheibriados don't suffer from as much hunger.
Unsorted
--------
* New mini-game, Dungeon Sprint.
* New tutorial, old tutorial is now a hints mode.
* Aptitudes now on a scale +5 to -5.
* Track the source of poison for death messages.
* Magic mapping and Lugonu's self-banishment now work in Pandemonium.
* Ghouls can no longer starve; they just rot faster.
Interface
---------
* New starting menus, mouse-operable in tiles builds.
* New tiles monster list tab.
* Swap water and disturbance glyphs ('~' and '{').
* Show effective weapon speed in '@' character info.
* Player body size is now described on the "A" screen.
Game
----
* Walls in the Slime Pits are acidic.
* Changed shop distribution between branches.
* Removed instant stat death.
* Monster silence.
* Monster halos.
* New demonspawn mutations.
* Make Shoals monsters generate on land.
* Reduced missile enchantment effect on mulching.
* New maps.
* Fix old player ghost speech, and add player ghost speech fitting the
ghost.
* Monster equipment can be corroded by acid.
* Lost stats are now recovered one point at a time.
* Magic contamination effects are more than twice as harsh.
* The Abyss may now include hand-made structures.
Gods
----
* Zin no longer objects to deaths of non-sentient allies, and takes
collateral kills of unclean and chaotic monsters.
* Zin has a new power: Imprison.
* Elyvilon's Divine Vigour scales better in terms of power.
* Yredelemnul no longer gifts vampires.
* Sif Muna's piety is no longer unfair to skilled species.
* Nemelex no longer takes gold sacrifices.
* Fedhas can now evolve ballistomycetes into hyperactive ballistomycetes.
* Jiyva now gives the player conservation and unique slime-related
mutations, and produces temporary friendly slimes instead of permanent
neutral ones via the royal jelly effect.
Items
-----
* Scrolls of holy word do more damage to susceptible monsters.
* Blowguns no longer show damage, as they do none; accordingly, scrolls of
enchant weapon II no longer work on them.
* Flame- and frost-branded darts no longer always mulch, and the steel brand
is properly applied for thrown weapons.
* Demon tridents can be blessed by TSO.
Backgrounds
-----------
* Thieves and Death Knights are no more.
* Warpers receive darts of dispersal.
Monsters
--------
* Anacondas are now amphibious.
* Skeletal dragons are renamed to bone dragons.
* Manes are now iron imps, with stat tweaks.
* Imps lose see invisible while shadow imps gain it, and white imps resist
poison but are vulnerable to fire.
* (Very) ugly things are no longer amphibious.
* Glyph change for demonic crawlers.
* Orange demons' poison can now drain any stat.
* Hell hounds, hell hogs and demonic crawlers now leave corpses.
* Hell knights have more HP and do more damage.
* Blink frogs have phase shift.
* New monsters: elephant, dire elephant, hellephant, spriggan, spriggan
druid, spriggan firefly rider.
* New unique: Grinder the shadow imp.
* Wayne is now capable of laying a major smackdown.
Spells
------
* Call Imp is now level 2, takes spell power into account, and can summon
iron imps.
* Call Canine Familiar replaces Summon Elemental in the book of Callings,
and is removed from the book of Summonings.
* Summon Ugly Thing summons very ugly things less often at high power.
* Invisibility no longer works on glowing monsters.
* Extension only extends spells that you know.
* Death's Door only blocks healing, paralysis only for Revivification.
* Summon Ugly Things is level 6, Haunt is level 7.
Technical
---------
* LOS and areas recalculated on-demand.
* Asserts are enabled by default.
* Abstract tiles code from SDL and OpenGL.
* Cleaned up game selection code.
Stone Soup 0.6.1 (20100609)
---------------------------
* Fix instant starvation bug related to vampiric weapon butchery.
* Fix Cheibriados excommunication permanent stat gain.
* Reenable sound for mingw builds.
* Xcode, Visual C++ and clang build fixes.
* Fix save handling on BSD systems.
* Fix Lua markers not being reactivated after viewing other levels.
* Selected other bug fixes.
Stone Soup 0.6 (20100326)
-------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Breaks save compatibility with the 0.5 release.
IMPORTANT: The bugtracker has moved to http://crawl.develz.org/mantis/.
Please report all bugs and feedback there. Thank you!
The official website has moved to http://crawl.develz.org/wordpress/.
Announcements and development changes will be posted there.
The source code is still hosted on SourceForge, but we now use git
for version control. See docs/develop/git/quickstart.txt for more
information.
0.6 Highlights
--------------
* Removed Divinations spell school.
* Three new gods: Jiyva, Fedhas, Cheibriados.
* Altars for dungeon gods may now appear on levels 2 to 9 instead of the Temple.
* New water based branch: the Shoals, sometimes replacing Swamp or Snake Pit.
* Overhauled AC/EV system. In particular, effect of Dexterity on EV is uncapped.
* Strength has a much greater effect on carrying capacity.
* Slime creatures and ugly things are more interesting and dangerous.
* Many cool new monsters, portal vaults and ammunition brands.
Gods
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* New god: Jiyva, god of slime.
* New god: Fedhas, god of plants and fungi.
* New god: Cheibriados, god of slowness.
* Ecumenical Temple may randomly contain 6 to 14 altars.
* Dungeon gods not included in Ecumenical Temple get guaranteed altar on D:2-9.
* Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc').
* Elyvilon doesn't mind butchery during prayer anymore.
* Lugonu's Corruption is usable only once per level.
* Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand.
* Lugonu's Corruption only produces neutral monsters.
* Sif Muna doesn't accept worshippers who don't know any spells.
* TSO's wrath does much less damage.
* TSO's halo no longer makes the player easier to hit.
* Vehumet reduces mana cost and increases ranges of destructive spells.
* Xom is nicer about banishment and hostile monsters for low-xp followers.
* Xom has a small chance of reviving the player after death.
* Yredelemnul's gifts follow through stairways even if behind zombies.
* Zin protects the player against disease, rotting and miasma.
* Zin's Recite has no food cost and no longer causes monsters to go berserk.
Levels
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* New branch: the Shoals. Greek-inspired, featuring merfolk, tides, and turtles.
Games now select two branches from Shoals, Snake Pit, and Swamp to enable.
* Shorten Lair to eight levels.
* More interesting level layout for Lair and Swamp.
* New portal vaults: Bailey, Trove, Volcano, Wizard's Laboratory.
* Some escape hatches are replaced by (single-use) shafts.
* New wall type "tree"; two trees in a row block vision.
* Seal hell portals rather than Vestibule when the player picks up the orb.
* Loosen restrictions about which branches may contain uniques.
* Disallow mechanical traps in the Slime Pits.
* Limit alarm traps to 1-3 charges.
* Trap disarming prompts if you have less hp than the trap's maximum damage.
* New alternative branch endings for Hells, Hive, Swamp, Vaults.
* The pandemonium lords' levels get special announcements.
* Added milestones for all portal vaults and the pandemonium lords' levels.
* Many new vaults.
Ranged combat
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* Removed hand crossbows and the Darts skill; moved blowguns to Throwing skill.