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Releases: crawl/crawl

0.34.1: Bugfix release

15 Mar 03:40

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Stone Soup 0.34.1 (20260314)

Bugfix release

  • Fix the Lua error handler causing slowdowns seen in vaults like Pan's Disco
    Hall.
  • Properly mark unidentified talismans evil/chaotic as appropriate.
  • Allow deconstructing forgecraft allies while wielding a ranged weapon.
  • Fix Freezing Cloud not having a self-damage warning prompt.
  • Fix the force_more prompts for dancing weapons of distortion.
  • Fix banished Orb Guardians not activating the Boundless Tesseracts.
  • Fix Duel/Banishment on top of a portal entrance expiring that entrance.
  • Prompt for wearing any talisman that would lower max HP by more than 10%.
  • Fix randart Bane scarves having hidden AC (Back-form)
  • Fix Revenant spells being free and boosted by Enkindle if cast via Sif
    Muna's Divine Exegesis.
  • Fix removing Fragile equipment not triggering unequip effects before being
    destroyed.
  • Don't have Dithmenos' Marionette treat monsters it charms as hostile for
    subsequent actions.
  • Fix Dominate Undead not working properly for friendly casters.
  • Fix the force_scroll_targeter option interfering with ability targeters.
  • Fix anacondas taking no damage from cactus giant spines.
  • A new clua function you.zot_orb_monster() to see the type of orb monster the
    player will face in Zot, if known.
  • New clua functions for checking visibility between cells:
    view.cell_see_cell_no_trans(), view.cell_see_cell_solid(), and
    view.cell_see_cell_solid_see().
  • 36 other bug fixes, interface improvements, and documentation updates.

0.34.0: "Doomed Geometries"

06 Feb 01:50

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Stone Soup 0.34.0 (20260205)

Highlights

  • Players can now carry an unlimited number of consumables.
  • Big overhauls to strategic damage, adding new types and reducing mutation.
  • Dozens more new monsters have been spread throughout the Dungeon.
  • Many new egos have been added for weapons, armour, amulets, and orbs.
  • Troves, the Slime Pits, and the Halls of Zot have received major updates.

Artefacts

  • The faerie dragon scales now has a higher average enchantment, can sometimes
    come with evokable invisibility, and is a Hexes enhancer.
  • The Mask of the Dragon loses its Will+ and Slay+3 modifiers to gain +2
    enchantment and the ability to rarely summon dragons when using invocations,
    with dragon choices scaling to one's XL.
  • The Orb of Wucad Mu is no longer twice as likely to trigger as other orbs of
    energy, but now has a chance to apply antimagic to monsters after channelling
    mp for successful spells casts.
  • The Scales of the Dragon King no longer has Will+, and instead has the new
    Command ego.
  • The Sword of the Doom Knight has been renamed to the Sword of the Dread
    Knight.
  • Randarts can now come with a Bane property, which inflicts a Bane on the
    player when equipped. Randarts with this property have higher enchantment.
  • Armour egos that are not otherwise in the regular randart property pool can
    now occasionally appear once per randart as the randart's base ego.
  • Removed unrands: the Sword of Power.

Branches, Environment

  • The Lair of Beasts now contains more decorative vaults as well as increased
    chances to see decorative vaults each game.
  • The staircases to and from Vaults:5 now have unique tiles and descriptions.
  • The Crypt end vault's old thematic item rewards have been moved into a unique,
    guaranteed shop containing a larger quantity of the prior options at high
    prices.
  • The Slime Pits has received layout changes:
    • All staircases in the branch are now slimy and can no longer be climbed back
      up until The Royal Jelly is dead (or the player worships Jiyva).
    • Going down on a slimy staircase confers a status that greatly increases HP
      and MP regen for a short while.
    • All floors are now fully connected and up and down stairs are placed further
      apart.
    • Altars to Jiyva are guaranteed on Slime:2-4 with a 50% chance for one on
      Slime:1.
  • The Depths now more consistently contains threatening minivaults.
  • The Halls of Zot will now contain one of three types of orb monster each game,
    each wielding a different element and form of strategic damage.
    • The orb type one will encounter that game is indicated via statues placed
      by the Temple entrance in the Dungeon and the Zot entrance in the Depths.
      This can also be viewed from the Dungeon overview screen (ctrl+O) once seen.
  • The last floor of Zot contains now contains two Boundless Tesseracts, immobile
    enemy spawners with fast regeneration.
    • Tesseracts wake up the first time one kills an Orb Guardian. Once a
      tesseract wakes up, both are automatically detected, and 4 to 7 new monsters
      will appear outside of the Orb vault. Further monsters will spawn at random
      locations across the entire floor on average of once every 50 turns. These
      will always be outside of the player's sight until at least 50 monsters have
      been created this way. These spawns reward no XP, are marked as originating
      from the tesseracts, are capped to 60 on the floor at a time, and will
      continue to spawn in a limited capacity when on other floors.
    • Destroying one tesseract will destroy both, dismiss all tesseract-created
      monsters, and daze all other monsters in sight of the tesseract for ~9 8000
      turns.
  • The Orb status from being in Zot or having picked up the Orb of Zot now also
    fuzzes the destination of scrolls of blinking by up to two spaces.
  • The depth at which the player enters the Abyss is now based upon their XL,
    regardless of whether they arrive by banishment or entering a gateway
    themselves.
    • Abyss shifts can no longer pull the player deeper than they otherwise would
      have entered it (unless they spend a while there at max XL), and the Abyss
      will no longer 'remember' the deepest depth a player previously reached.
    • Finding the rune on Abyss:4-5 takes longer on average than before.
  • Hell effects can now inflict a small amount of Doom instead of inflicting
    transient mutations.
  • Troves' prices and contents have been heavily revised:
    • Troves will no longer ask for any consumables besides scrolls of acquirement
      and will no longer ask for specific named items from shops.
    • Equipment costs are less common. Demon weapons are all interchangeable and
      heavier dragon scales are rarer.
    • The Slimy / Abyssal rune troves and Horn of Geryon troves are more common.
    • Piety troves now use a new debuff that temporarily caps one's piety at 0
      until XP is gained instead of permanently draining it, allowing them to
      function with more gods than before.
    • New trove costs include accepting pre-announced Banes and being extremely
      drained.
    • Trove contents are no longer grouped by item category, and contain a
      slightly lower amount of higher-quality items themed after spell namesakes
      or unrand items. These items are also far less likely to be useless
      according to god restrictions or species limits.
    • Potential troves to discover include The Dread Knight's Derelict Chapel,
      Eringya's Secret Bog, The First Justicar's Armoury, Leda's Sunken Stockpile,
      The Lost Hoard of Erebora, The Name-Rending Infernalists' Reservoir, The
      Octopus King's Forgotten Garden, Ozocubu's Refrigerator, Rutra's Hidden
      Sanctum, The Storm Queen's Palace Crash Site, a devouring Rift, and an
      orange crystal hatchery.
  • Dispersal traps now have a short cooldown after triggering before they can
    trigger again.
  • Harlequin's traps' chaos lace buff now stacks on top of any other attack
    brands a monster previously had.

Character

  • Players can now accumulate Doom from enemies and other hostile effects, a
    new form of medium-term damage displayed as a percentage. Doom has no effect
    on its own and disappears with gaining experience, but at 100% causes one to
    gain a random Bane, which itself only disappears with gaining significantly
    more experience differing between Bane types. Banes include:
    • Bane of Claustrophobia, which lowers melee damage and accuracy for each
      wall the player is adjacent to.
    • Bane of the Dilettante, which reduces the player's highest weapon skill
      as well as their two highest magic / invocation / evocation skills.
    • Bane of Electrospasm, which makes suffering electric damage sometimes
      inflict the -Move status.
    • Bane of Heatstroke, which makes suffering fire damage sometimes Slow you.
    • Bane of the Hunted, which makes any creatures summoned by enemy appear
      next to the player, last longer, and be better at tracking you.
    • Bane of Lethargy, which slows the player's movement speed.
    • Bane of Mortality, which gives a chance for reapers to appear near wounded
      players when no other enemies are around.
    • Bane of Multiplicity, which gives a chance for any monster you fight to
      create fragile clones of itself.
    • Bane of Paradox, which gives a small chance for each new monster you
      encounter to learn Manifold Assault with a chance to blink after casting it.
    • Bane of Snow-blindness, which makes suffering cold damage something inflict
      Blind and Weak.
    • Bane of Stumbling, which inflicts -25 EV when moving or standing still.
    • Bane of Succour, which makes killing enemies heal other nearby enemies
      based on the slain foe's max HP.
    • Bane of Warding, which gives a small chance to give groups of monster the
      Warding buff when first seen, which grants damage immunity from non-adjacent
      sources of damage.
  • Undead species and forms lose Doom and Banes half as quickly as other species.
  • Player contamination has been heavily adjusted.
    • The exact amount one is contaminated is now indicated as a percentage in the
      sidebar. Harmful effects begin at 100% and cap at 300%.
    • Crossing the 100% threshold is more likely to result in a bad mutation than
      before (but very high amounts are less dangerous). Mutations gained this
      way no longer ignore rMut.
    • Explosions from contamination are now possible at a lower threshold, ignore
      AC, and are more damaging. Their potential damage can be seen on the %
      screen.
    • Many existing effects have been rescaled to be similarly dangerous as before
      this change.
  • New mutations:
    • Booming Voice, which makes reading scrolls in sight of enemies incredibly
      loud.
    • Efficient Metabolism, which doubles the duration of potion status effects.
    • Feed Off Suffering, which restores HP and MP after killing poisoned or
      drained foes.
    • Initially attractive, which sometimes pulls monsters close to the player
      when first seen (and then sometimes wakes them up).
    • Lucky, which gives a small chance for floor items the player encounters to
      be randarts.
    • Meek, which provides negative Slaying.
    • Potion Fungus, which sometimes spreads the beneficial effects of potions the
      player drinks to random enemies and allies in sight.
    • Protean Grace, which gives +Slay and +EV based on how mutated you are.
    • Reckless, which cuts your SH in half but gives +15% damage with two-handed
      weapons.
    • Spatial Entanglement, which gives a chance of dragging along another hostile
      monster whenever the player translocates.
    • Spiteful Blood, which may spawn hostile XL-scaling erythrospites when the
      player is injured below 50% of their max HP.
  • Other individual mutation changes:
    ...
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0.33.1 Bugfix Release

06 Jun 22:18

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Stone Soup 0.33.1 (20250606)

Bugfix release

  • Fix vampire form not having torment resistance.
  • Fix bat swarm form having torment immunity instead of torment resistance.
  • Fix breaking cursed items without a prompt when leaving slot-granting forms.
  • Fix sphinx and serpent forms having slot items fall off when changing
    temporarily to another form via lignification or polymorph.
  • Fix Dithmenos' player shadow not having the same reach as the player when in
    aqua form.
  • Fix inconsistencies in handling of beam types:
    • The spells Chain Lightning and Stunning Bolt are now properly 33%
      resistable with rElec instead of only 25% resistable.
    • Mercury Arrow is now properly 25% resistable with rPois.
    • Stunning Bolt now checks half of AC like other elecriticy-themed spells.
    • Qazlal's adaptive rElec is now properly triggered by Stunning Bolt.
    • Qazlal's adaptive AC is now properly triggered by all 'physical' spell
      projectiles.
  • The Slick Slippers now prevent being bound by an ironbound beastmaster's
    bolas.
  • Fix not being able to use Yredelemnul's Light the Black Torch on a
    portal level like Necropolis if it had been used in a previous instance of
    that portal.
  • Don't allow orbrun spawns in Okawaru's Arena.
  • Remove erroneous extra placements of alderkings in Sprint IV.
  • 37 other bug fixes, interface improvements, and documentation updates.

0.33.0: "Reforge Yourself"

02 May 16:15

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Stone Soup 0.33.0 (20250502)

Highlights

  • New magic school + background: Forgewrights, building explosive constructs.
  • Two new species: Poltergeists and Revenants.
  • Twelve new talismans have been added, and Shapeshifters have been reworked.
  • Ghost vaults are moved into a game-long repeating portal, the Necropolis.
  • Yet more new monsters, decorations, and traps spread throughout the Dungeon.

Artefacts

  • New unrands:
    • The Crown of Vainglory, a +3 hat that grants two extra ring slots, but also
      makes entering floors wake up nearby enemies and temporarily prohibits
      stair use.
    • The fungal fisticloak, a +3 cloak that also takes up the hat slot, provides
      another gloves slot, and grants a confusion-branded auxiliary fungus attack.
    • The Justicar's Regalia, a +5 scale mail that grants an extra amulet slot and
      gives allies summoned or created by the player the regeneration status.
    • The Skull of Zonguldrok, a talkative off-hand item that grants Reaping brand
      to one's attacks and another hat slot (on the skull).
  • The macabre finger necklace now also grants +7 HP.
  • Randart weapons can now be Reaping branded, which now creates spectres.
  • -Cast on the Sword of the Doom Knight, Maxwell's Patent Armour, and general
    randarts is replaced with *Silence, which inflicts a short-term silence on
    1% of hits on the wielder.
  • +Invis, Harm, and Rampage artefact properties can now be found on talisman
    randarts.
  • Removed unrands: the Sword of Zonguldrok.

Branches, Environment

  • Ghost vaults have been moved into their own portal, the Necropolis.
    • Portals to the Necropolis can be found up to three times each game: once in
      D:5-15, Lair, or Orc; once in Swamp, Snake, Shoals, Spider, or Vaults; and
      once in Elf, Crypt, or Depths.
    • Each Necropolis contains three separate ghost vaults, which are still
      flavoured and tailored towards the branch a portal entrance is found in.
    • Another 10 ghost vaults have been added.
    • Pre-Lair ghost vaults have been somewhat nerfed, while rewards for many
      ghost vaults have been increased.
  • New traps, all of which activate when monsters or players step on them:
    • Archmage's traps, which drain player mp and grant monsters empowered spells.
    • Devourer's traps, which corrode players.
    • Harlequin's traps, which grant monsters chaotic attacks.
    • Tyrant's traps, which weaken players and grant monsters might.
  • New decorations:
    • Walkable: caches of baked goods, floral vases (sometimes broken), flower and
      garden patches, fountains of eyes, fur piles, infernal standards, mops and
      buckets (sometimes bloodied), mourning vases, and orcish standards.
    • Solid: enigmatic dynamos and nascence circuits.
    • Destructible: petrified flowers.
  • Walking over fountains now has a chance to produce flavour messages, varying
    based on the fountain, one's god, and the absence of hostile enemies in sight.
  • Zot traps now can inflict blindness.
  • Entering Gauntlets now reveals their layout, items, and monsters to the
    player, outside of the shape or contents of the minotaur's maze.
  • The last floor of Crypt now has a 30% chance to contain a sanguine talisman.
  • The clouds of degeneration in Alistair's Party Mansion are now alcoholic mist,
    inflicting Vertigo.
  • The orb chamber on Zot:5 no longer has a chance to be completely blocked off
    by traps, and instead will deploy several of the above newer traps.
  • Frail pillars of rime can be found in Cocytus.
  • Ziggurats have even more exponential scaling for those doing multiple
    ziggurats.
  • Sprint VII ("The Pits") has gotten major updates to balance and monster
    options, while Sprint V ("Ziggurat Sprint") has had minor updates to the same.

Character

  • Stat drain has been removed.
    • Reaching 0 in any stat (through e.g. items or mutations) now solely makes
      the player permanently slow until their stats are raised again.
    • Undead players being malmutated now have their HP drained instead.
  • New skill: Forgecraft, used for Forgecraft spells.
    • Most species have Forgecraft apts that are the same as their Summoning
      apts, with the exceptions of Mountain Dwarves, Coglins, Yellow Draconians
      (all +2), Barachi (+1), Demonspawn, Felids, Poltergeists (all -1),
      Revenants, Minotaurs, and Tengu (all -2).
  • New background: Forgewright, which starts with a +0 hammer (a reskinned mace),
    a potion of magic, and a variety of Forgecraft spells.
  • Fighters now start with a second potion of might.
  • Shapeshifters now start with a quill talisman, three flux baubles, and a
    protean talisman, which can be used with 6 or more Shapeshifting skill to
    randomly transform it into a scarab, rimehorn, medusa, or maw talisman.
    They keep their potion of lignification and start with 1 more Fighting skill.
  • Wanderers can now start with quill talismans, inkwell talismans, flux baubles,
    protean talismans, or any protean-tier talisman.
  • Reavers now start with knowledge of Rending Blade.
  • Summoners start with knowledge of Eringya's Surprising Crocodile and Summon
    Seismosaurus Egg instead of Summon Blazeheart Golem or Lightning Spire.
  • New mutations:
    • efficient magic, making spells cost 1 less (to a minimum of 1 MP).
    • ephemeral shield, granting +7 SH briefly after spells and invocations.
    • poor constitution, inflicting Weak and then Slow on taking damage.
    • slime shroud, sometimes deflecting melee attacks and then cooling down until
      it can do so again (Jiyva only).
    • time-warped blood, hasting some of your allies when you fall below 50%
      health, and can only activate again after returning to full health.
  • Berserk players are now immune to fear.
  • Constructs the player makes with their own Forgecraft spells can be
    nonviolently deconstructed by pressing ctrl+[direction] while adjacent.
  • Fungus Form and Tree Form are both immune to sleep.
  • Paralysis, sleep, petrification, and vex status inflicted on the player all
    now share the same temporary immunity cool-down.
  • Removed mutations: deterioration.
  • Penalties to body armour AC from talismans and the Deformed Body mutation
    are now also applied to the AC bonus from training Armour skill. To
    compensate, the AC penalties of Deformed Body and blade talismans have been
    reduced, and Naga and Armataurs have their Armour aptitudes increase by 1.

Gods

  • Ashenzari's curse of Companions now supports Forgecraft as well as its prior
    skills of Summoning and Necromancy.
  • Cheibriados worshippers are never hasted by potions of haste, and can't
    enter penance by deliberately drinking potions of haste.
  • The wraths of Cheibriados and Trog have been simplified.
  • Dithmenos's shadow mimic also works for Forgecraft spells, creating a shadow
    turret that can fire through allies.
  • Xom has received more adjustments:
    • Xom's bazaars have more variety and are less common.
    • Polymorph and draining effects are less dangerous early on.
    • New actions: hyperbuff weak ally, burn webs.
  • All three good gods that care about injuring allies now consistently don't
    care about injuring mindless non-living allies (like Forgecraft's).

Interface and Options

  • Examining equipment and talismans now can show the changes to the player's
    spell success chances for each spell if they switched to using that item.
  • Examining spellbooks in webtiles now colours spells according to their
    usability and whether or not one has the spell in their library.
  • Examining talismans now displays their upsides, downsides, changes to one's
    defences, and skill scaling in a more compressed format with additional
    details.
  • Spell range is now indicated with numbers instead of diagrams.
  • Default target-picking behaviour for spells, abilities, and items has been
    improved: it is now more consistent at avoiding the player or their allies
    when aiming harmful area effects and choose more sensible default aims for
    some utility effects.
  • Ranged autofight should no longer sometimes cast spells at invalid targets
    (such as Dispel Undead against living monsters in melee).
  • Casting ally-creating spells when there is no nearby room is now automatically
    cancelled, rather than wasting a turn and one's MP.
  • Equipping an item that would require unequipping multiple other items (such
    as with going from a 1-handed weapon + shield to a 2-hander) no longer needs
    manual unequipping to work.
  • Players can no longer wield non-weapon items.
  • Equipment slots a player species doesn't have access to no longer show up on
    the '%' screen.
  • The autopickup menu no longer groups together rings and amulets.
  • The screen is now tinted blue during paralysis and grey during petrification.
  • Examining monsters shows if they can open doors.
  • Confusion on monsters no longer shares an icon with monsters being distracted.
  • Non-monster UI now darkens quote text and can rarely contain flavour text
    instead of just quotes.

Items

  • New weapon: partisans, uncommon one-handed polearms with higher base damage
    than demon tridents and the longest swing delay of any one-handed weapon.
  • Talisman skill thresholds have been reworked, with older talismans adjusted
    upwards in baseline stats for higher thresholds. The new tier summary is now:
  • Tier 1 talismans (old beast talisman): 0 skill minimum, 7 skill maximum
  • Tier 2 talismans (old flux talisman): 8 skill minimum, 14 skill maximum
  • Tier 3 talismans (blade talisman): 12 skill minimum, 20 skill maximum
  • Tier 4 talismans (granite talisman): 17 skill minimum, 25 skill maximum
  • Tier 5 talismans (storm talisman): 23 skill minimum, 27 skill maximum
  • New talismans:
  • Tier 1:
  • quill talismans, providing Quill Form. This melds all auxiliary equipment,
    ...
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0.32.1 Bugfix Release

26 Sep 01:46

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Stone Soup 0.32.1 (20240925)

Bugfix release

  • Fix blockable beam attacks from monster spells being blocked 100% of the
    time.
  • 40 other bug fixes, interface improvements, and documentation updates.

0.32 "Gods and Makers"

29 Aug 21:16

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Stone Soup 0.32.0 (20240829)

Highlights

  • Beogh, Dithmenos, Yredelemnul, and Makhleb have been substantially revamped.
  • Since everybody can become orcs, reworked Mountain Dwarves replace Hill Orcs.
  • New species: Coglins, dual-wielding gizmo-inventing goblins in exosuits.
  • More new spells, aimed at new school combinations and higher levels.
  • Many more new and revamped monsters an 8000 d decorations throughout the Dungeon.

Artefacts

  • New and returning unrands:
    • Returning: Brilliance, an eveningstar of foul flame, which inflicts
      reduced damage to unholy foes and extra damage to holy foes.
    • Returning: Sword of the Doom Knight, which loses pain brand to instead
      make its targets lose 10% of their maximum health on hit.
    • New: Charlatan's Orb, an orb which boosts your other skills by 20% of your
      base Evocations but has the translocations and stealth downside of the real
      Orb of Zot.
    • New: Gloves of the Gadgeteer, fragile gloves that boost evoker recharge
      rate, wand damage, and give a chance to save wand charges on use.
  • The Cloak of the Thief is now +0, but gives noise suppression instead of
    random bursts of fog and no longer gives negative slaying.
  • Randart MP bonuses and maluses now range from 4 to 12, instead of always
    being fixed at 9.

Branches, Environment

  • Crypt now contains more item rewards throughout its levels.
  • Troves no longer ask Draconians to offer dragon scales.
  • Ziggurats now scale up their enemy choices and counts up much faster
    if one dares to dive through multiple ziggurats on the same character.
  • All bazaar portals are timed now.
  • Quite a few new decorative features have been added to many a vault:
    • Several new types of decorative statue: silver statues,
      scintillating statues, mystic cages, and magic conduits.
    • A new decorative wall type: bedevilled crystal.
    • Completely-decorative caches of fruits and meat, which may occasionally
      be snacked upon when walked over.
    • Piles of debris, stony wreckage that crumbles away on a delay after
      being hit.
    • Sacred lotuses, extremely resilient but entirely harmless plants.
  • Miasma clouds deal more damage to monsters and slow them for longer.
  • Rain no longer can create deep water.
  • Skeletons no longer decay.

Character

  • Only players without weapons can punch with their offhand.
  • Player constriction no longer deals ramping-up damage.
  • Removed mutations: noise dampening.
  • Undead and demonic players can wield weapons of holy wrath, but the brand is
    disabled for them. The same applies to good god-worshipping players who wield
    weapons of foul flame.
  • The player can now be Blinded, which gives them a flat chance to miss with
    any dodgeable effect that increases with their distance from the target they
    are aiming at.
    • Wands of Light now Blind the player instead of inflicting Confusion.
  • The Frozen status now lasts a bit longer, inflicts a heavier movement penalty,
    and no longer prevents the player from being hit with Flash Freeze.
  • Background changes:
    • Necromancers now start with Soul Splinter instead of Necrotise, as well as
      a dagger and knowledge of Grave Claw.
    • Hedge Wizards now know Grave Claw instead of Cigotuvi's Dreadful Rot and
      start with additional Conjurations and Necromancy skill.
    • Wanderers can now start with talismans and Shapeshifting skill, and those
      that start with throwing items will usually start with more of them. Logic
      for giving suitable skill levels and items has been improved in multiple
      cases.

Gods

  • Beogh has been completely overhauled, becoming the god of collective
    pariahs and outcasts. All species may elect to worship Beogh and become orcs
    when at low HP in front of orc priests. Most abilities are also changed:
    • Orc apostles, scaling throughout the game, will challenge the player with
      their own followers, unalterable artefact equipment, and potent mystic
      might. Forfeiting their challenge by leaving the floor inflicts penance,
      which only dismisses worshippers' followers and disables their invocations.
    • Shortly after defeating apostles, worshippers can recruit up to three
      apostles to follow them at a time. Beogh now will automatically revive those
      apostles if they die, but only after the player gains sufficient piety.
    • Other encountered orcs are pacified instead of recruited.
    • Beogh gains a new 5* ability, Blood for Blood. This can only be invoked
      on top of an orc apostle's corpse, and summons a large amount of orcs both
      immediately around the player and around the edges of the screen over time.
  • Dithmenos has been completely overhauled, becoming the god of actors,
    thieves, and everyone else who works in the shadows. They no longer count as
    evil, and have replaced nearly all of their active and passive abilities.
    • 1*: Passive noise dampening, halving all noise made around the player.
    • 2*: A passive shadow mimic, which now casts differing spells based on the
      spell schools of spells cast to now cover all spell types, deals more
      damage with weapons scaling to XL, and also lingers around afterwards.
    • 3*: Shadowslip, which instantly swaps worshippers' places with a lingering
      shadow and misleads foes into targeting the shadow for a while instead.
    • 4*: Aphotic Marionette, which forces an enemy with spells to instantly cast
      random conjurations at other enemies or give buffs & summons to the
      player.
    • 5*: Primordial Nightfall, which reduces one's line of sight to zero, with
      line of sight gradually coming back over the duration.
  • Yredelemnul has been significantly overhauled.
    • Yred now uses a somewhat conventional piety system again, though followers
      have to obey the rules of raising the black torch.
    • Followers of Yred get an umbral aura around them that grows as they gain
      piety, and zombies are passively animated only in the umbra aura.
    • Yredelemnul grants the following active abilities:
      • 0*: Raise the Black Torch, which enables piety gain, but which can only
        be used once per floor and only lasts until the player leaves the
        floor. Starting at 1*, this ability also summons scaling undead
        allies.
      • 2*: Hurl Torchlight, which mights undead while damaging most others.
      • 4*: Bind Soul, which now temporarily flays the player until the
        binding is successful and heavily scales the soul's HP with invo.
      • 5*: Fathomless Shackles, which binds a large area centered on the
        player and damages over time while vampirically draining foes.
      • Removed abilities: Dark Bargain, Drain Life.
  • Makhleb has been significantly revamped.
    • Minor and Major Destruction have been merged into a single ability: Unleash
      Destruction. Earned at 2*, it costs more HP than Major Destruction, but no
      piety.
    • At 4* the player will receive one of 4 random upgrades to their Unleash
      Destruction ability. These upgrades, themed after each of the 4 Hells, grant
      additional effects and elements to your Destruction as well as allow it to
      pierce enemies.
    • Lesser and Greater Servant have been merged into a single ability: Infernal
      Servant. Earned at 3*, this costs an amount of piety between Lesser and
      Greater Servant. Many more types of demons can be summoned by this ability
      and the quality of demon increases with Invocations skill. It is no longer
      possible to reduce the chance of a hostile demon, but the player will always
      receive a friendly one at the same time.
    • At 6*, the player is offered a one-time choice between 3 different Infernal
      Marks which they may brand themselves with. These Marks grant powerful
      effects so long as the player continues to worship Makhleb:
      • Mark of Haemoclasm: Gives all slain enemies a chance to explode in a
        shower of gore upon death. This explosion may cause a chain reaction if it
        kills something.
      • Mark of the Legion: Replaces Infernal Servant with Infernal Legion, which
        summons a swarm of lower-level demons over time. You may fire Unleash
        Destruction freely through these allies.
      • Mark of Carnage: Infernal Servants appear next to enemies instead of the
        player and arrive in a large explosion of Destruction.
      • Mark of Annihilation: Replaces Infernal Servant with Globe of
        Annihilation, which fires a slow-moving homing projectile that explodes
        in a massive blast of hellish Destruction.
      • Mark of the Tyrant: Infernal Servants last much longer and killing enemies
        will buff them with Haste, Might, Regeneration, or Brilliance. At high
        Invocations skill, it becomes possible to summon even Hell Sentinels.
      • Mark of the Celebrant: Unleash a flurry of blood arrows at nearby enemies
        whenever the player falls below 50% of their max HP, but does not recharge
        until they are fully healed once more.
      • Mark of Execution: Upon killing an enemy in melee, there is a chance to
        temporarily take on the appearance of an Executioner, gaining a strong
        auxiliary blade attack and rampage. This effect lasts indefinitely, so
        long as the player continues attacking.
      • Mark of Atrocity: Both the damage and HP cost of Unleash Destruction now
        increases with the number of times in a row it is used. Upon the 4th use
        in a row, a huge barrage of empowered Destruction will be fired at many
        enemies in sight.
      • Mark of the Fanatic: Gives the player the Vessel of Slaughter ability,
        temporarily transforming them into a demonic avatar of Makhleb and greatly
        increasing their power and durability. But when the form ends, they will
        ...
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0.31 "The Alchemy of Forms"

19 Jan 04:38

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Stone Soup 0.31 (20240119)

Highlights

  • New skill and background: Shapeshifters, using Talismans to change forms.
  • New skill and background: Alchemists, melding Poison Magic and Transmutation.
  • A variety of exciting new spells for sorcerers and sword-slingers alike.
  • Many dangerous new monsters, from the early Dungeon to the Realm of Zot.
  • Major changes to many species.

Artefacts

  • New unrand: Mule, a +7 flaming hand cannon which sometimes knocks the
    user backwards when fired.
  • The dreamshard necklace now has Acrobat, but only restores the player to 1 HP
    when they'd otherwise die, rather than healing 50-100% of their max HP.
  • Artefact staves and orbs can now enhance other schools of magic, even those
    which don't have corresponding base enhancer staff types.
  • Gyre & Gimble's enchantment is reduced from +12 to +8.
  • The macabre finger necklace is now evil, and the amulet of Vitality
    no longer is.
  • Glaive of the Guard no longer gives +5 AC.

Branches, Environment

  • The Slime Pits now have many new endings, instead of one fixed ending.
  • Fast-moving adventurers can find gems at the bottom of many branches.
    These have no use, but are great for bragging rights.
  • Negative energy clouds have been replaced with clouds of excruciating
    misery, which deal damage based on max HP %.
  • The Ecumenical Temple is now fully mapped on entry.
  • The lairs of the lords of Pandemonium have been reworked.
  • Bazaars now have other (friendly!) patrons.
  • Crypt now has a 1/3 chance of containing a talisman of death.
  • The Hall of Blades in Elf:2 now holds weapon-enhancing scrolls, and sometimes
    has a blade talisman.
  • 'Hard' ice caves are displayed pre-entry as "glacial chasms".

Character

  • New skill: Shapeshifting, used for talismans.
  • New background: Shapeshifter, replacing Transmuter. Shapeshifters enter the
    dungeon with a beast talisman, a potion of lignification, and an animal skin.
  • Merged skills: Poison Magic and Transmutations have been merged into Alchemy.
  • Reworked background: Venom Mage has become Alchemist, which has the reworked
    spells Mercury Vapours and Sticky Flame, along with Sting, Mephitic Cloud,
    and Olgreb's Toxic Radiance.
  • Reworked Hexslinger, which now starts with new spells Jinxbite, Sigil of
    Binding, and Dimensional Bullseye, along with Inner Flame and Cause Fear.
  • Conjurers no longer start with Dazzling Flash.
  • Shields no longer degrade in effectiveness with each hit taken per-turn.
    Instead, they now have a limit on per-turn blocks, based on shield type.
  • New mutation: persistent drain, which makes HP drain take more XP to cure.
  • Hunters and Chaos Knights now start with scrolls of butterflies instead
    of immolation and xom's chesspieces, respectively.

Gods

  • Okawaru now gives exactly one weapon gift and one armour gift as a capstone
    (chosen by the player), rather than giving many random gifts.
  • Ashenzari now gives perfect mapping, but only maps within LOS radius.
  • Trog now disables pain brand instead of becoming angry at it.
  • Nemelex:
    • The Swarm card can now summon higher level bees.
    • The Elements card has had its summon set adjusted.
    • The Cloud card now produces different types of cloud based on power.
    • The Deal Four ability now costs more piety.
  • The Wu Jian Council now allows rampaging.
  • Cheibriados piety gain now only depends on monsters' base speed.
  • The good gods now hate distortion-branded weapons.
  • Gozag no longer detects gold.
  • Kikubaaqudgha's wrath has been overhauled to be much more dangerous.

Interface and Options

  • Monsters with unusual items (e.g. distortion) are now highlit in purple
    by default.
  • Monster descriptions have been compacted and made more informative.
  • Monster resists from equipment is now used for display and targeting.
  • For many list options, commas can now be escaped with backslash.
  • The ctrl-T "toggle travel speed" option has been removed.

Items

  • New item type: talismans.
    • When used, talismans transform the player into a corresponding form.
      This transformation lasts until the player chooses to end it.
      It takes five turns to use a talisman.
    • Shapeshifting skill increases the power of talismans' forms. Insufficient
      Shapeshifting skill reduces the player's maximum HP while in a form.
      Different forms have different min and max Shapeshifting skills.
    • Beast talisman: starting talisman for Shapeshifters. Gives +Slay
      but melds aux armour.
    • Flux talisman: starting talisman for Shapeshifters. Over multiple hits,
      contaminates enemies with magical radiation until they explode.
    • Serpent talisman: transforms the player into a big, constricting python.
    • Maw talisman: melds the body slot, transforming it into a devouring maw.
      Launches auxiliary chomp attacks and heals the player by devouring foes.
    • Blade talisman: gives the player blade hands and also a blade body,
      reducing AC from body armour at lower Shapeshifting skill.
    • Statue talisman: turns the player into a slow-moving, durable statue.
    • Dragon-blood talisman: turns the player into a fire-breathing dragon.
    • Storm talisman: turns the player into living lightning.
    • Talisman of death: turns the player into an undead abomination, blighting
      foes on hit and tormenting them to heal.
  • New item: sack of spiders, an XP-charged evoker which webs foes and
    summons creepy-crawlies. Alternates with boxes of beasts.
  • Potions of flight replaced with enlightenment, which also give Will+.
  • Scrolls of magic mapping replaced with revelation, which also give X-ray
    vision and sInv for one turn.
  • New weapon: orcbow, between a shortbow and an arbalest in strength.
  • Hand crossbows are now hand cannons, alchemically belching smoke and death.
  • Ranged weapons' damage, delay and accuracy have been adjusted.
  • Quick blades now hit twice for every swing, with a higher attack delay.
  • Boomerangs of dispersal have been replaced with darts.
  • Condenser vanes are now more effective at low power.
  • Spectral weapons now share 70% of damage taken (from 50%).
  • Staves of earth now check only 1x AC, but deal 1/3rd damage to fliers.
  • The 'chaos' brand has a new set of possible effects.
  • Wands of light no longer affect undead, plant and nonliving monsters.
  • Wands of quicksilver can no longer be self-targeted.
  • Troll leather armour now has slightly less base AC.
  • Removed books: Sky, Rime and Transfigurations.
  • Removed: silver boomerangs and xom's chesspieces.

Monsters

  • Uniques:
    • New: Jeremiah, a peaceful barachi trapped between sleep and waking.
      Their dreams leak into reality in a stream of beautiful butterflies.
    • Returned and revamped: Norris, a death cultist who surfs into battle with a
      gang of skysharks.
    • Maurice is now a vine stalker, with high regen and antimagic bites.
    • Erica is now an octopode, with constriction and a more focused spell set.
    • Frederick holds an orb, has a new spell set, and is much stronger.
    • Boris now sprays clouds of misery instead of casting Invisibility.
    • Xtahua and Mnoleg are considerably stronger.
  • Other new and returned monsters:
    • Arcanists, fairly dangerous vitrifying wizards.
    • Bombardier beetles, an early monster that shoots sticky flame.
    • Brain worms, which eat magic and minds alike.
    • Burial acolytes, masters of the Ossuary.
    • Crocodiles, which drag victims backward.
    • Formless jellyfish, which constrict and sting for single-turn paralysis.
    • Glass eyes, which vitrify victims to make them fragile as glass.
    • Kobold blastminers, who blast enemies with alchemical cannons and get sent
      flying backwards by the recoil.
    • Laughing skulls, whose painful laughter grows stronger in numbers.
    • Protean progenitors, which split into shapeshifting fragments when slain.
    • Weeping skulls, which spray clouds of misery.
  • Other changes to individual monsters:
    • Alligators and reapers are a bit weaker, but drag victims backward.
    • Ufetubi, tengu warriors, and draconian monks now slip behind their foes
      before meleeing.
    • Tengu reavers now have rMsl.
    • 'Wizard' has been renamed to 'occultist' and has a new spell set.
    • Worms have turned into ribbon worms, doing less damage but ensnaring.
    • Great orbs of eyes have a new spell set, and are slightly stronger.
    • Cacodemons now Vitrify instead of casting Slow/Confuse.
    • Killer Klowns now Vitrify instead of Polymorphing.
    • Monsters which cast Energy Bolt now instead cast Bolt of Devastation,
      which applies Will/2 temporarily.
    • Concentrate Venom (from naga mages and Amaemon) is more effective.
    • Naga ritualists are much more powerful.
    • Nagas' spit is now more powerful.
    • Deep Elf Elementalists now cast LRD instead of Awaken Earth.
    • Deep Elf Death Mages are tougher and summon many more lost souls.
    • Red very ugly things now do direct fire damage instead of sticky flame.
    • Sun moths have a different spellset and melee attack effects.
    • Wargs are now notably stronger and faster.
    • Abominations' speed is no longer randomized.
  • Attacks of opportunity have been reworked.
    • Monsters now have a chance to attack when moving into melee with a player
      who just moved away. Previously, this triggered immediately when the
      player moved away, didn't use any of the monster's time, and couldn't
      trigger for monsters slower than the player.
    • Monsters have a slight chance to fall behind or catch up while following
      the player.
  • Other behavioral changes:
    • Giant monsters can now be ensnared by webs and nets.
    • Jellies can no longer be netted or constricted.
    • Allied undead no longer become angry when damaged.
    • Allies match your speed when no foes are nea...
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0.30.2 bugfix release

18 Jan 21:11

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This release includes some bugfixes for menu-related crashes.

0.30.1 bugfix release

30 Jun 18:53

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  • Fix zooming on local tiles
  • Many other bug and documentation fixes

0.30.0 Debian packages

05 May 16:31

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Debian packages for Dungeon Crawl Stone Soup 0.30.0.

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