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changelog.txt
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Stone Soup 0.33 (through 0.33-a0-570-f9d81107089)
-------------------------------------------------
Highlights
----------
* New skill and background: Forgewrights, building many explosive constructs.
* Yet more monsters and decorations distributed throughout the Dungeon.
Branches, Environment
---------------------
* 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.
* Frail pillars of rime can be found in Cocytus.
* Walking over fountains now has a chance to produce flavour messages partially
related to one's god, depending on the fountain's contents and the absence
of nearby hostile enemies.
* Ziggurats have even more exponential scaling for those doing multiple
ziggurats.
* Sprint VII ("The Pits") has been rescaled and renewed heavily, with many more
monster options and mildly-less-aggressive earlier chamber difficulty scaling.
Character
---------
* New skill: Forgecraft, used for Forgecraft spells.
- Most species have Forgecraft apts similar to their Summoning apts,
with the exceptions of Mountain Dwarves, Coglins, Yellow Draconians (all
+2), Barachi (+1), Demonspawn, Felids (all -1), Ghouls, 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.
* 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, which makes spells cost 1 less (to a minimum of 1 MP).
* ephemeral shield, which gives +7 SH briefly after spells and invocations.
* time-warped blood, which hastes some of your allies when you fall below 50%
health, and can only be used 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.
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.
* Cheibriados's wrath has 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 monsters shows if they can open doors.
* 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).
* 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.
* Darts of dispersal are now darts of disjunction, which now repeatedly blink
a target each turn for several turns and deal damage with each blink.
* +Invis, Harm, and Rampage artifact properties can now be found on talisman
randarts.
Monsters
--------
* New monsters:
* Alderkings, fae trees and necromantic masters of Depths.
* Fravashi, mid-tier warrior-summoning angels.
* Nekomata, self-cloning ranged cat demons for Pan.
* Oni incarcerators, Manifold Assault users for Gehenna.
* Wyrmholes, terrifying relocations drakes for Depths and rarely Zot.
* Returning monster: ironbound beastmasters, now with a passive animal and slime
hasting aura plus the ability to throw bolas to bind foes in place.
* Apises now have a passive aura that doubles the health of other monsters.
* Arcanists now have more health and EV.
* Ball pythons deal less damage.
* Bennu deal more holy damage.
* Blood saint and Mnoleg Call of Chaos now can temporarily double monster hp.
* Creeping infernos now have a fairly large amount of health, move normally
towards the player, and deal more damage when they explode.
* Crystal echidnas deal more damage and are now speed 13.
* Crystal guardians deal more damage.
* Elementals in general now have animal intelligence instead of being mindless.
* Endoplasms no longer have rPois.
* Iron golems now have less health and EV.
* Mutant beasts count as chaotic.
* Occultists now have more health and EV.
* Quicksilver oozes have been renamed, rethemed, and retiled to void oozes.
* Searing wretches can now swim across lava.
* Sin beasts now come in duos in Pan.
* Sky beasts lose electric damage and random invisibility to instead deal damage
depending on the number of open spaces next to what they hit in melee.
* Thermic dynamos and undying armouries reward more experience.
* Water elementals and elemental wellsprings are now amorphous, gaining the
same immunity to nets, constriction, and webs jellies have.
* Mindless non-living monster allies consistently don't get angry at the player
for being hit, and do not disappear if they were summoned or constructed.
Species
-------
* Mountain Dwarf Summoning apt is lowered from 0 to -2.
* Enhancer staves are now one-handed instead of two-handed for spriggans and
kobolds.
Spells
------
* New spell school of Forgecraft: thematically a school of constructing bombs,
cannons, and limited automata, mechanically a mostly-ally school more focused
on direct damage and blasting than Summoning, and design-wise a new means of
providing more cross-school spells and pivoting options.
* New Forgecraft spells:
- Kinetic Grapnel (L1 FC): A weak physical projectile connected to one's
weapon that guarantees the next melee attack hits and deals extra damage.
- Construct Spike Launcher (L2 FC): Builds a spike launcher in a random
adjacent wall, which launches spikes at random adjacent targets.
- Launch Clockwork Bee (L3 FC): Targets a monster to wind up and ready a
clockwork bee over several turns, which can be rewound up when it collapses.
- Rending Blade (L4 FC / Conj): Temporarily transforms all of the caster's mp
into a blade that pierces through enemies whenever the caster attacks.
- Nazja’s Percussive Tempering (L5 FC): A healing and buffing spell for
Forgecraft summons that also produces an ally-avoiding physical explosion.
- Alistair's Walking Alembic (L5 FC / Alch): A summon that vents poisonous
fumes as it attacks to brew various beneficial potion effects.
- Fortress Blast (L6 FC): A highly-damaging blast that takes several turns to
charge up and pins the caster in place, but which solely scales off of AC.
- Forge Phalanx Beetle (L6 FC): A summon that always tries to stay by the
caster's side and protects them with an AC boost if adjacent.
- Forge Monarch Bomb (L6 FC / Fire): Creates a bomb factory that launches
bomblets on top of enemies, both of which only detonate on recast.
- Diamond Sawblades (L7 FC): Places up to four sawblades on diagonals around
the caster that shred everything around them each turn.
- Splinterfrost Shell (L7 FC / Ice): Raises up several sturdy walls around
the player that fire off as heavily damaging icicle salvos if broken.
- Platinum Paragon (L9 FC): A metallic apotheosis of a single ally that
replicates a given artefact weapon, blocks attacks for the caster, does
extra attacks with player attacks, and can hit large areas by recasting the
spell when charged-up.
* The following spells have moved to Forgecraft:
- Summon Lightning Spire: now "Forge Lightning Spire", Summ/Air -> FC/Air.
- Summon Blazeheart Golem: now "Forge Blazeheart Golem", Summ/Fire -> FC/Fire.
- Animate Armour: now "Awaken Armour", Summ/Earth -> FC/Earth.
- Iskenderun's Battlesphere: L5 Conj -> L4 FC/Conj.
- Hoarfrost Cannonade: Alch/Ice -> FC/Ice.
- Spellforged Servitor: now "Spellspark Servitor", Summ/Conj -> FC/Conj.
- Hellfire Mortar: Fire/Earth -> FC/Fire/Earth.
* New other spells:
- Eringya's Surprising Crocodile (L4 Summ): Creates temporary shallow water
and a lunging crocodile all at once to drag an enemy and the caster back.
- Summon Seismosaurus Egg (L4 Summ / Earth): Creates an egg that will hatch
into a mighty dinosaur if the caster stays next to it with visible enemies.
* Spell changes:
* Awakened Armours now equip a replica of the body armour they're echoing.
* Battlespheres now target the most proportionally damaged foe, if possible.
* Hellfire Mortar now scales heavily with spellpower, deals more damage,
has longer mortar range, and pushes back singular flying foes.
* Lightning Spires now target the furtherest-away foe, if possible.
* Maxwell's Portable Piledriver can now be aimed and can push a connected
line of lined-up enemies all at once.
* Mercury Vapours is now Poisonous Vapours, moved to level 1, no longer
inflicts Weak, inflicts less poison status, and deals a small amount of flat
AC-ignoring damage against targets without rPois.
* Rimeblight now chains to two other targets on cast and now reliably spreads
on death instead of also spreading through its explosions.
* Sting is now Mercury Arrow, moved to level 2, no longer inflicts the poison
status (but still partially checks rPois), and gains Mercury Vapours'
previous HD-check area-of-effect Weak status.
* Teleport Other is now smite targetted.
Tiles and Other Art
-------------------
* New tiles for existing game elements:
* Abilities: Accepting Makhleb's infernal marks.
* Features: altars to Fedhas, altars to Xom, caches of meat, granite statues
in Depths and Zot.
* Items: leather armour.
* Monsters: apises, boggarts, brain worms, creeping infernos, culicivora,
great orbs of eyes, living spells, ophanim, rakshasa, scrub nettles,
shapeshifters and glowing shapeshifters, all tengu types.
* Mutation icons: big wings, mertail, subdued magic, wild magic.
* Plants, both regular and withered.
* Player dolls: Coglins.
* The prune curse from the glaive of Prune.
* Unrands: the robe of Augmentation, Brilliance and its brand, Firestarter,
Punk's acid brand, the robe of Folly, the sword of the Doom Knight, and
the toga "Victory".
* Spell components: Hoarfrost Cannonade, Hellfire Mortar.
* Spell icons: Blazeheart Golem, Fulsome Fusillade, Hellfire Mortar
Hoarfrost Cannonade, Lightning Spire, Magnavolt, Permafrost Eruption,
Spellspark Servitor, all remaining monster-only spells.
* Visual effects: draining gaze, doom howl, entropic weave, fire storm, ice
blasts, magma, manifold assault, mystic blast, sap magic, sentinel's mark,
wand of warping.
* Walls: Vaults and Trove rock.
* Pandemonium now has unique stone tiles for regular floors and unique wall
tiles for each of the unrand Pan lord vaults.
* Gehenna now has unique stone tiles.
* Webtiles now has the banishment animation offline tiles uses.
* New oni splash screen by benadryl.
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.
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 and 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
be forced to fight their way out of the Crucible of Flesh as a cost!
* Xom has received significant adjustments and many new effects.
- Summoned monsters (both friendly and hostile) now scale with the player's
XL, resulting in fewer unfair encounters at low XL and fewer harmless ones
at high XL. A much greater variety of creatures can now be summoned.
- Xom can now transport sufficiently-wealthy players to a curious bazaar where
an assortment of spells and consumables Xom finds amusing may be purchased
(as well as occasionally a chaos-branded unrand weapon).
- Many other new Xom effects have been added, such as planting a garden,
creating a safe adventurer enclosure, teaching rats how to chant Word of
Recall, and summoning a fleet of living Force Lance spells.
- Xom wrath now causes hostile effects of much greater intensity than those
experienced while worshipping.
* Both Beogh and Yred's recall abilities are now instant.
* Jiyva now prevents all harm players could do to all jellies and slimes,
instead of punishing them whenever they did so. Fedhas now also prevents
players from doing harm to friendly plants.
* Nemelex is now a chaotic (but not evil) god.
* Okawaru's Duel now heals the player for half their missing health when used,
but resets their HP and MP back to whatever they were before entering, once
the duel is complete. It costs half as much piety and is now usable in Sprint.
* Qazlal's Upheaval and Disaster Area no longer hit the player nor any of
their elemental allies.
* Cheibriados' Step From Time ability is now significantly more likely to result
in monsters wandering away from the player's location, and monsters can no
longer act before the player takes a subsequent action.
* Kikubaaqudgha's Torment ability has been replaced with Sign of Ruin, which
applies a temporary status effect to a group of enemies that causes them to
suffer Draining and also one of Weak, Blind, or Slow whenever they take melee
damage.
* Vehumet's range extension now applies to Hailstorm, Frozen Ramparts, Eringya's
Toxic Bog, and any eligible spells cast by the player's Spellforged Servitor.
* Vehumet's second spell gift is now level 2-3 instead of 1-2.
* The Shining One's Divine Shield ability has been reworked. It now provides a
100% block chance for the next several attacks after using it. Ranged
projectiles will be reflected and melee attackers have a high chance to become
blinded.
* Makhleb, Vehumet, and the Shining One are now much more likely to restore
HP or MP on eligible kills made while at low piety.
* Trog's Brothers in Arms ability no longer costs extra piety in Sprint.
* Most gods now comment upon or otherwise influence the player's death.
Interface and Options
---------------------
* Examining a monster with 'xv' now displays more accurate and detailed
information about a monster's damage (especially with weapons) and your chance
to hit them.
Items
-----
* New evoker: Gell's Gravitambourine, which pulls all monsters in a large
radius close together and then binds them in place for several turns.
* Dispersal darts are now much more likely to blink their targets away
from the thrower.
* Condenser vanes now reroll misery clouds if the good gods would block
their creation, rather than placing nothing as a result.
* Randart launchers can now generate with Chaos or Holy brands.
Lua
---
* A new crawl.stack() function that returns a backtrace string for either the
current lua execution stack or that of a coroutine given as an argument.
Monsters
--------
* Uniques:
- Revamped: Arachne has been exiled out of the Spider Nest, now appearing
a bit later in games without Spider's Nest, with a Greater Ensnare spell
and an orb spider band.
- Revamped: Blork the orc is now Blorkula the Orcula, both vampire and orc.
He now casts a wider spread of conjurations and can delay death by
becoming a rainbow swarm of vampire bats.
- Revamped: Wiglaf has returned, gaining a randart hat, and dropping Okawaru
invocations of Haste for Hellfire Mortar.
- New: Xak'krixis, a formicid Royal Expeditionary Alchemist, found solely in
the Spider Nest. They have Ignite Poison and a version of Fulminant Prism
that doesn't hurt allies.
- Reflavoured: Nergalle is now an archivist, and Ijyb is now an ex-Coglin
artificer.
* New monsters:
- Marrowcudas, early-D skeleton fish that summon swarms of themselves
whenever they hit foes.
- Obsidian bats, Orcish Mines stone bats which summon demonic animals
whenever they hit foes.
- Polterguardians, Vaults geists that give their allies Repel Missiles.
- Scrub nettles, which fire partially-irresistible poison stings.
- Thermic dynamos, Elven Halls vortex-engines that wield both hits and
rebounding bolts of fire and ice.
- Undying armouries, late Vaults terrors that hurl dancing weapons and
grant temporary copies of the same weapon to their allies.
* Other monster changes:
- Arcanists now cast Searing Ray instead of Force Lance.
- Crystal guardians and crystal echidnas no longer fire rebounding bolts of
fire or ice, and instead have crystallizing shots that inflict Vitrify.
- Deep elf elementalists cast Hoarfrost Cannonade instead of Freezing Cloud.
- Deep elf high priests give a long duration brilliance buff to every ally
in their sight, rather than using an aura of brilliance.
- Demonspawn Black Suns have been renamed to Soul Scholars and their Black
Mark spell has been replaced with Sign of Ruin (which functions like the new
Kikubaaqudgha invocation).
- Demonspawn corrupters now summon thunderhulks instead of vault sentinels.
- Draconian monster adjustments: yellow draconians have acidic bites,
white draconians have more damaging breath, and stormcallers no longer are
hurt by their own Upheavals.
- Glowing orange brains are now reluctant to move closer to their foes and
having an innate aura of brilliance affecting their allies.
- Guardian serpents and draconian shifters' Blink Allies Encircling now
blinks over 3 to 6 allies as is possible, instead of always 8.
- Hell beasts have become sin beasts, gaining HD and antimagic attacks.
Geryon's (hell -> sin) beast summoning has been weakened in exchange.
- Monster shadows are now called shadowghasts.
- Necrophages are weaker and now only appear from Yred's summonings.
- Norris now casts Draining Gaze instead of Brain Bite.
- Ophanim now passively irresistibly inflict Mark on all those they see.
- Worldbinders now summon ironbound frosthearts instead of thunderhulks and
their summons have a longer duration.
- The Serpent of Hell has been adjusted to have more appropriate breath
attacks in Dis, Gehenna, and Tartarus.
* Monster constriction is now more difficult to escape via moving, but blinks
now always work as an escape.
* Monster repel missiles now acts as a flat +15 effective EV against
projectiles, rather than scaling heavily to the monster's own EV.
* Player ghosts now can cast many additional low-level and mid-level spells.
* Monsters put to sleep through effects like Ensorcelled Hibernation cannot be
woken by any means until after the player's next action.
* Removed monsters: burning bushes, lorocyprocas.
Species
-------
* New species: Coglins, goblins in mechanical exoskeletons. Features:
- Their exoskeletons allow them to dual wield, but innately take a few
swings to rev up to normal damage.
- They can't wear jewellery, but at XL 14 they can choose to invent one of
three gizmos that passively provide resists and unique benefits.
* Returning species: Since all species can become orcs, Hill Orcs swap out with
Mountain Dwarves, with similar but less skewed apts and stats. New features:
- They ignore half of the spellcasting penalty heavy armour would inflict.
- They can enchant randart equipment up to the base equipment's default
enchantment maximum.
* Draconian breaths have been revamped: most effects have been replaced for
much stronger and flashier effects, but now use a limited number of charges
refilled by gaining experience instead of coming back on a breath timer.
- Red draconians breathe penetrating bolts that explode on each hit.
- White draconians breathe high-damage penetrating bolts that turn defeated
foes into blocks of ice.
- Black draconians breathe projectiles that chain in a connected group.
- Grey draconians now have mud immunity and breathe large mud blasts.
- Green breathe now get additional noxious clouds alongside the main path.
- Yellow draconians breathe a penetrating bolt that leaves acidic clouds.
- Purple draconians breathe an explosion of both dispelling and antimagic.
- Pale draconians now deal fairly more impact damage with their steam breath.
* Deep Elves now regenerate MP more rapidly and their Air Magic apt has been
raised from 0 to +1.
* Formicid Translocations apt raised from -1 to +2.
* New Demonspawn mutation: Foul Shadow, which wreathes the player in umbra to
reduce monster accuracy and increases stealth, and also burns attackers in
melee range with foul flame.
Spells
------
* New spells:
- Soul Splinter (L1 Necro): Force a tiny fragment of an enemy's soul from
their body, weakening them and creating a short-lived soul wisp ally.
- Grave Claw (L2 Necro): Skewers an enemy on shards of bone, dealing
unavoidable damage and briefly preventing them from moving. It uses the
malice of the recently dead as ammunition and can only be recharged by
slaying living beings.
- Maxwell's Portable Piledriver (L3 Tloc): Grabs an adjacent foe and hurls
both you and it forward, inflicting damage if they collide with something
solid in the process.
- Cigotuvi's Putrefaction (L4 Necro / Air): Causes a heavily wounded living
monster to spew a large amount of miasma clouds over several turns, but
drains the caster.
- Hoarfrost Cannonade (L5 Ice / Alch): Summons two transient icy cannons
that deal damage, slow down movement, and eventually (safely) explode.
- Gell's Gavotte (L6 Tloc): Pulls the player and everybody else in sight
four tiles in a chosen direction, damaging those flung into solid objects.
- Permafrost Eruption (L6 Ice / Earth): Creates an explosion of rock and ice
on top of the densest cluster of enemies in sight.
- Hellfire Mortar (L7 Fire / Earth): Temporarily digs out a river of lava,
then deploys an auto-firing magma cannon to float down that river.
- Magnavolt (L7 Air / Earth): Magnetises enemies, making them lose all EV and
drop magnetised vortices on death, then zaps every magnetised foe in sight.
- Rimeblight (L7 Ice / Necro): Inflicts a plague on enemies that spreads
through icy explosions, which can instantly kill foes at low health.
- Fulsome Fusillade (L8 Conj / Alch): Rains reagent explosions of random
elements on top of random foes, inflicting random debuffs if they overlap.
* Teleport Other now tries to teleport affected monsters out of the caster's
sight.
* Players with Spellforged Servitor memorised now get an Imbue Servitor ability
that allows you to choose which compatible spell the servitor will cast.
* Manifold Assault has moved from L4 to L7, no longer misses its strikes, and
hits 4 to 12 foes at once instead of 2 to 4.
* Blazeheart Golem now scales properly with spellpower.
* Polar Vortex no longer damages enemies outside the player's line-of-sight.
* Animated Armours now gain the resists from their armour base type.
* The Dryad created by Summon Forest now avoids moving towards hostile
monsters.
* Removed spells: Necrotise, Cigotuvi's Dreadful Rot, Gell's Gravitas.
Tiles and Other Art
-------------------
* New tiles for existing game elements:
* Dozens of monster-only spells.
* Dozens of mutation icons.
* Several monster-specific metal spell effects.
* The Alchemist starting screen icon.
* Boulders from Brom's Barrelling Boulder.
* Box of beasts & the tin of tremorstones (now with inert and usable splits).
* Calcifying dust clouds.
* Call Canine Familiar's spell icon.
* Crystal walls in Zot.
* Formless jellyfish.
* Jiyva's altar.
* Yred's Recall tile.
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 nearby.
- Polymorphing monsters no longer heals them.
- Monsters no longer use up charges when zapping wands.
- Monsters can no longer use scrolls or potions.
* Some monsters now have special dialogue after killing the player.
* Flying skulls have been removed.
Species
-------
* Ogres have been renamed to Oni.
- They heal twice as much from potions, and launch a 'drunken brawling'
melee attack against all adjacent foes when drinking healing potions.
- Some apts have been improved or tweaked.
- They now have Horns 1.
* Armataurs:
- At XL7 and higher, armataurs now regenerate HP and MP when rampaging.
- Their 'double potion' effect has been removed.
- Their max HP is reduced.
* Felids now get an extra life at XL 1, and don't lose XLs on dying.
They also have higher base health, but no longer have fast movement.
* Tengu now have inherent Acrobat (+15 EV after moving/waiting) at XL 1.
They now gain +4 EV at XL7 instead of a 20% EV bonus and fast movement.
* Humans now heal while exploring, but their XP apt is now average.
* Mummies now get their first necromancy enhancer at XL 1, not 3.
* Vine Stalkers now get regeneration at XL 1, not 4.
* Djinn now use all magic skills, instead of only Spellcasting. Djinn can
only choose to train all magic skills or none.
* Ghouls start with an additional +4 Int and +1 MP.
* Formicids can no longer be involuntarily shafted.
* Meteorans have been removed.
Spells
------
* Poison Magic and Transmutations have merged into a new Alchemy school.
- Poisonous Vapours has been replaced by Mercury Vapours, which can now
inflict Weak on the target and other creatures nearby, but has short range.
- Sticky Flame is now L4 Fire/Alch (was L4 Fire/Conj), does much more
damage, but can be shaken off by non-forced movement.
- Ignite Poison is now L4 Fire/Alch (was L3 Fire/Poison/Tmut).
- Leda's Liquefaction is now L4 Earth / Alch (was L4 Earth / Hexes)
- Sting is now Conj/Alch (was Pois/Tmut), and has more range and damage.
- Fulminant Prism is now Conj/Alch (was Conj/Hex).
* New spells:
- Jinxbite (L2 Hex): deals additional Will-checking damage to foes attacked
while its duration lasts, but also halves the caster's will.
- Sigil of Binding (L3 Hex): creates two magical traps nearby, which
temporarily bind hapless victims in place.
- Brom's Barrelling Boulder (L4 Earth/Conj): creates a boulder, which crushes
and knocks back foes and explodes when hitting walls.
- Martyr's Knell: L4 Summ/Necro. Summons a shade that absorbs damage taken
by other allies. Becomes a flayed ghost on death.
* Replaced spells:
- Fugue of the Fallen (replacing Wereblood): Now L3 Necro (was L2 Tmut),
triggers on ally kills as well as the player's, inflicts pain on nearby
foes at max power, caps at +7 (was +9), and no longer gives minor healing.
- Blazeheart Golem (replacing Guardian Golem): Now L4 Summ/Fire (was L3
Summ/Hex). Now has slow, powerful, self-damaging melee, and blows up one
turn after dying. Only functions when the player is adjacent.
- Dimensional Bullseye (replacing Portal Projectile): targets a foe and
teleports all shots fired at other foes to also hit the chosen unfortunate.
- Curse of Agony (replacing Agony). Hexed foes have their health halved after
each of the next two melee attacks the caster lands against them.
- Bombard (replacing Iron Shot). Sometimes knocks back the caster.
- Sculpt Simulacrum (replacing Simulacrum). L6 Ice/Alch (was L6 Ice/Necro).
Creates simulacra of an adjacent foe after a few turns.
* Call Canine Familiar now summons inugami, dog spirits which scale with power.
Recasting the spell heals the dogs and gives them a free cleaving attack, but
if the inugami is defeated, it can't be resummoned for some time.
* Passwall is now L3 Earth (was L2 Earth/Tmut). It now has fixed range and gives
temporary AC.
* Petrify can now chain its effect on up to two other adjacent foes, but has
its range reduced to 6.
* Summon Ice Beast is now L3 (was L4).
* Plasma Beam no longer has limited range, but does 10% less damage.
* Arcjolt now initially arcs to foes within two tiles of the caster.
* Static Discharge now does more damage, but checks half AC instead of none.
* Hailstorm does more damage at low power and less at high power.
* Swiftness now works in water.
* Cigotuvi's Dreadful Rot now drains the user much less.
* Borgnjor's Vile Clutch (and Fastroot) now work on invisible enemies.
* Borgnjor's Vile Clutch does less damage.
* Blastmotes now explode when waited in.
* Spellforged Servitor requires conjurations to be <=20% fail (was 50%).
* Many summons now have a shorter duration.
* Removed: Beastly Appendage, Spider Form, Ice Form, Blade Hands, Statue
Form, Dragon Form, Storm Form, Necromutation.
Tiles and Other Art
-------------------
* New art for existing game elements:
- Monsters:
* Ancient liches.
* Blink frogs.
* Deep elf death mages.
* Dragons.
* Rakshasas.
* Shrike simulacrula.
* Barachi and Oni (decorative).
- Unrands: Eos, Sniper, Starlight, Dragonskin, Ratskin and the Thief.
- Short sword and eveningstar artefacts.
- All bardings.
- Volatile Blastmotes (spell icon and clouds).
- Dragon form.
- Many mutation icons.
- Stone walls and floors in the Depths.
- Dithmenos's altar.
- The Orb of Zot.
* New Eustachio splash screen.
* Player body variants are randomized at the start of each game.
Stone Soup 0.30.1 (20230630)
----------------------------
Bugfix release
--------------
* Fix zooming on local tiles
* Many other bug and documentation fixes
Stone Soup 0.30 (20230505)
--------------------------
Highlights
----------
* New background: Reavers, spellswords with powerful but situational
Conjurations.
* Palentongas reworked into Armataurs, with innate rampage and an affinity
for potions.
* A variety of exciting new spells for warriors and wizards alike.
* Many new and reworked artefacts, both random and fixed.
* Lugonu made more available and tempting to unfortunates cast into the Abyss.
Branches, Environment
---------------------
* It is now possible to enter the Vaults without holding a rune. However,
a rune is still required to leave.
* Slime walls now apply corrosion to the player, rather than dealing damage.
Jiyva's Oozemancy ability still deals damage as before.
* Thunderstorms now deal much more damage.
Character
---------
* New background: Reaver.
- Reavers are warrior-mages, primarily focused on melee combat but with
situational Conjurations for tough situations.
- Reavers begin with two new spells, Kiss of Death and Momentum Strike,
as well as a revised version of the Hailstorm spell.
* Species rework: Palentonga -> Armataur.
- Like Palentongas, Armataurs are large, scaled mammals, wearing bardings
instead of boots.
- Armataurs lose the Rolling Charge and Curl abilities. They gain Rollpage
(innate Rampage) and long tongues, which double the effects of potions but
slow down scroll reading.
- Armataurs' aptitudes have been adjusted.
* Background changes:
- Monks now start with an orb of light.
- Warpers replace Gell's Gravitas with Vhi's Electric Charge.
- Hedge Wizards have Conjure Flame replaced by Cigotuvi's Dreadful Rot.
- Fire Elementalists have Conjure Flame replaced by Volatile Blastmotes.
- Ice Elementalists have Hailstorm replaced by Summon Ice Beast.
- The 'Arcane Marksman' background has been renamed to 'Hexslinger'.
- Removed the Abyssal Knight background.
* Miscellaneous species changes:
- Mummies gain innate Faith, giving them extra piety gain.
- Large species move at normal speed through shallow water.
- Formicids can now shaft themselves in the Tomb of the Ancients.
- Species size no longer affects SH.
- Pale draconians' breath is no longer usable twice as often as others'.
* rF- and rC- are added to the 'bad mutations' pool.
* All players regenerate an extra 0.2 HP/turn.
* Will is now capped at `+++++`.
* It is now possible to stack two levels of Harm.
* Reaching the end of the Zot clock now causes a smaller amount of permanent
max HP loss (similar to Borgnjor's Revivication), rather than temp HP drain.
Gods
----
* Lugonu:
- Banishment is now available at ** piety (from ***), has a lower failure
chance, and causes malmutation when resisted.
- When the player suffers the wrath of another god, Lugonu now responds by
banishing some number of hostile monsters nearby.
- Lugonu's altars are more common in the Abyss, and the piety bonus for
converting to Lugonu in the Abyss has been increased.
- The Bend Space ability has been removed.
* Ashenzari:
- Skill boost reduced.
- Trap detection moved to 4* (was at 0*).
- Removed Astral Vision (automatically seeing through walls).
* When worshipping at a faded altar, the player is given a preview of three
gods the altar might belong to.
* Xom's mutation gifts are no longer limited to a small pool of options.
* Gozag's corpse-to-gold effect now blocks enemies from creating simulacra,
and the duration of the distraction effect is no longer based on corpse size.
* Fedhas protects trees from being set on fire by the player.
* Okawaru's Heroism and Finesse abilities cost more piety.
* Hepliaklqana's Knight now attacks 50% more slowly.
* Good gods will now suppress evil clouds from Condenser Vanes.
Interface and Options
---------------------
* Two new menus that unify all equip and unequip actions:
- The Equip menu (`e`) combines wield, wear, and put on commands for equipping
weapons, armour, and jewellery, respectively.
- The Unequip menu (`c`) allows to unwield, take off, or remove any equipped
item.
- Tab toggles between equip and unequip.
* Character overview ('%') screen: