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changelog.txt
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Stone Soup 0.31-a0 (through 0.31-a0-478-g4fd37da4f0)
----------------------------------------------------
Artefacts
---------
* 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 can now enhance other schools of magic, even those which
don't have corresponding base enhancer staff types.
Branches, Environment
---------------------
* The Slime Pits now have many new endings, instead of one fixed ending.
* The Ecumenical Temple is now fully mapped on entry.
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.
* Djinn now use all magic skills, instead of only Spellcasting. Djinn can
only choose to train all magic skills or none.
* Unarmed combat is now more accurate for players.
* Players no longer get an accuracy bonus from being in certain forms.
* Formicids can no longer be involuntarily shafted.
* Hunters and Chaos Knights now start with scrolls of butterflies instead
of immolation and xom's chesspieces, respectively.
Gods
----
* Nemelex's Deal Four ability now costs more piety.
* Trog now disables pain brand instead of becoming angry at it.
* The good gods now hate distortion-branded weapons.
Interface and Options
---------------------
* Monsters with unusual items (e.g. distortion) are now highlit in purple
by default.
* For many list options, commas can now be escaped with backslash.
* Polar Vortex and Noxious Bog damage is now displayed.
* Meteorans can now choose to be warned before exploring or resting.
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.
- Serpent talisman: transforms the player into a constricting anaconda.
- 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.
* Ranged weapons' damage, delay and accuracy have been adjusted.
* Boomerangs of dispersal have been replaced with darts.
* Quick blades now hit twice for every swing, with a higher attack delay.
* Condenser vanes are now more effective at low power.
* Reaching weapons will no longer fail to reach over spectral weapons.
* Troll leather armour now has slightly less base AC.
* Removed books: Sky, Rime and Transfigurations.
* Removed: silver boomerangs and xom's chesspieces.
Monsters
--------
* New unique: Norris, a death cultist who surfs into battle with a gang
of skysharks.
* New monster: formless jellyfish, which constricts and stings to inflict
single-turn paralysis.
* Monsters no longer use up charges when zapping wands.
* Monsters can no longer use scrolls or potions.
* Deep Elf Elementalists now cast LRD instead of Awaken Earth.
* Allied undead no longer become angry when damaged.
Spells
------
* Iron Shot replaced with Leda's Unmaking, which liquifies slain foes.
* Plasma Beam no longer has limited range, but does 10% less damage.
* Arcjolt now initially arcs to foes within two tiles of the caster.
* Borgnjor's Vile Clutch (and Fastroot) now work on invisible enemies.
* Borgnjor's Vile Clutch does less damage.
* Removed: Beastly Appendage, Spider Form, Ice Form, Blade Hands, Statue
Form, Dragon Form, Storm Form, Necromutation.
Tiles and Other Art
-------------------
* Player body variants are randomized at the start of each game.
* New art for Eos, Sniper, Starlight, Dragonskin, Ratskin and the Thief.
* New art for all bardings.
* New art for Volatile Blastmotes (spell icon and clouds).
* New art for short sword and eveningstar artefacts.
* New art for the Orb of Zot.
* New art for blink frogs, ancient lichen and shrike simulacrae.
* New art for Dithmenos's altar.
* New Dragon Form art.
* Icons added for many mutations.
* New Eustachio splash screen.
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:
- Displays much more information about items, moving niche statuses downward.
- No longer shows .s for low Stealth values.
* Damage ratings are now shown via @, including those for unarmed combat.
* An indicator is now displayed when movement would cause a Rampage.
* Bumping a foe while holding a ranged weapon shoots instead of bashing.
* The piety cost of divine invocations is now shown more clearly.
* Spells' maximum damage is now displayed in their descriptions.
* Unrands (pre-defined artefacts) have a distinct colour by default.
* Almost all unrands with special behavior now have a corresponding inscription.
* Many weapon brands now provide more quantitative damage information.
* Up to 100 waypoints can now be placed (up from 10).
* New show_blood option allows disabling blood spatters and bloody corpses.
* Webtiles muting commands are reworked into a block mechanism; see `/help` in
webtiles chat for more details.
Items
-----
* New brand: Heavy.
- Heavy weapons have +80% base damage and +50% attack delay.
- Both melee and ranged weapons can be Heavy.
* Elemental evokers:
* Lightning rods now do 50% more damage.
* Elemental evokers now recharge faster in the early game and slower later.
* Each elemental evoker can now generate at most once in a given game.
* Jiyva jellies can no longer eat elemental evokers.
* Condensation Vanes and Tremorstones can no longer both generate in one game.
* Phials of floods have their range and effect duration reduced.
* Evocable invisibility and blink no longer have an MP cost.
* Spells have been reshuffled between books, and a new Maxwell's Memoranda book
has been added.
* Shield penalties are now reduced by Str rather than by players' size.
* Orb, scarf, and magical staff artefacts can now appear.
* Orbs of energy now give -Wiz in exchange for a chance to refund MP when
spells are cast, with no chance of backlash.
* Scrolls of butterflies now blow back nearby creatures and create many more
butterflies. They now alternate with scrolls of summoning instead of fog.
* Rings of evasion are now +5 (were +4).
* All ranged weapons can now generate with electrocution, antimagic, and
draining brands. Venom ranged weapons no longer appear.
* Ranged weapons are now quieter.
* Longbows, arbalests and hand crossbows have had their stats slightly tweaked.
* Throwing weapons now deal extra damage when they break.
* The spectral brand now matches the player's accuracy and damage, the latter
reduced by 30% (ala cleaving).
* Short sword attack delay reduced.
* Removed the 'vorpal' brand.
Monsters
--------
* New monsters:
- Sleepcap: native to the early Dungeon, sleepcaps may inflict sleep on hit,
making the player take massive damage from whoever attacks next.
- Skyshark: appearing in late Lair and early Shoals, skysharks become
enraged on drawing blood - first becoming Mighty, then Berserk!
* Demonic Crawlers lose the Warning Cry ability and elemental resistances in
exchange for higher damage and very fast regeneration.
* Doom Hounds' Howl is now resistible by Will.
* Many monsters do somewhat less damage.
* Walking Tomes are now unable to cast while silenced.
* Ironbound Frosthearts' Creeping Frost spell is now fully resistible by rC.
* Fleeing monsters will no longer avoid harmful clouds.
* Monsters, notably Asterion, can now use spectral weapons.
Spells
------
* New spells:
- Kiss of Death (L1 Conj/Necro): does high draining damage to an adjacent
enemy, at the cost of significant max HP drain to the caster.
- Momentum Strike (L2 Conj/Tloc). Redirects the caster's momentum for a
damaging attack that doesn't require line of fire, but locks the caster in
place for some turns after a hit (and cannot be recast until this expires).
- Cigotuvi's Dreadful Rot (L2 Necro/Air/Pois). Rots away the caster's flesh
to create a cloud of deadly miasma on their tile.
- Volatile Blastmotes (L3 Fire/Tloc). Creates an explosive cloud on the
caster's tile, usable as a land mine or tricky tool.
- Vhi's Electric Charge (L3 Tloc/Air). Launches the caster at a nearby foe
and launches a crackling melee attack, phasing through creatures en route.
- Arcjolt (L5 Air/Conj). Electrocutes everything adjacent to the caster,
everything adjacent to those creatures, etc, etc, in a chain.
- Plasma Beam (L6 Fire/Air): Fires a bolt of lightning and another bolt of
fire, both at the most distant foe.
* Hailstorm moved to L3 (from L4) and can now miss.
* Call Imp now always and only calls a spear-wielding cerulean imp.
* Manifold Assault moved to L4 (from L5) and does half as many attacks with
UC as with a weapon.
* Lesser Beckoning moved to L2 (from L3) and is now better at low power.
* Battlespheres now fire when any destructive spell is cast, not just Conj.
* Ozocubu's Refrigeration's damage has been increased.
* Slow no longer has bonus hex power.
* Irradiate now only has a 50% chance of malmutating affected creatures.
* The Scorch, Simulacrum and Static Discharge spells have been weakened.
* Removed: Conjure Flame, Corpse Rot and Lightning Bolt.
Tiles and Other Art
-------------------
* New tiles for player draconians.
* More icons for mutations.
* Several new splash screens.
* A new icon for Monstrous Menagerie.
* New art for many monsters, including Prince Ribbit and X-shaped simulacra.
* New art for many unrands, including the Elemental Staff and Wrath of Trog.
* New holiday-exclusive tiles for Sigmund, ogres and hats.
Unrands
-------
* New unrands:
- The Hermit's Pendant, an amulet of faith that sets the wearer's Invocations
skill to 14 and their Evocations skill to 0.
- The Consecrated Labrys, a holy axe with sInv, Flight, and an enchantment
that grows larger while more dangerous enemies are in view.
- The Slick Slippers, which make all damaging melee attacks trample their
wearer backward. They provide immunity to constriction, engulfing, etc.
- The Force Lance, a Heavy +5 lance (ala Wyrmbane) which has a 1/3 chance of
knocking back foes when landing a damaging blow.
- The Storm Queen's Shield, a +5 kite shield of rElec and flight which
fires electrical retaliation at those it blocks.
- The toga "Victory", a robe which gains AC, Int and Slay as the wearer
slays dangerous foes, but loses everything if they drink or read near foes.
* Orbs:
- The Staff of Dispater is now an orb with +AC and *Corrode.
- The Staff of Battle is now an orb. It now enhances all destructive spells
(matching Vehumet's categorization), but de-enhances other spells.
- The Staff of Wucad Mu is now an orb, with double the MP refund chance of a
normal orb of energy.
* Devorpalization:
- Sniper is now +27 and Heavy (was +9 and Vorpal).
- The Dark Maul is now Heavy (was Vorpal), and has its base stats adjusted.
- Other formerly Vorpal unrands have been adjusted individually.
- The Mad Mage's Maulers lose Int-3 and RegenMP, gain -Cast and MPVamp (gain
MP from damage dealt), and deal twice as much damage when spending MP.
- The Ring of the Hare is now +10 (was +8).
- Majin-Bo is now one-handed and deals much more damage in melee.
- The sceptre of Asmodeus is now an eveningstar that summons demons on-hit.
- The Elemental Staff now provides weaker resistances.
- The Lochaber Axe now causes HP Drain on unequip.
- Removed Morg.
Stone Soup 0.29.1 (20220911)
---------------------------------------------------
Bugfix release
--------------
* 20+ bug and documentation fixes
* Improvements to linux packaging support infrastructure
Stone Soup 0.29.0 (20220825)
----------------------------
Highlights
----------
* New Meteoran species - powerful, but with heavy time pressure.
* Ranged weapons have been extensively redesigned and streamlined.
* Necromancy and Kikubaaqudgha have been overhauled and powered up.
* Many backgrounds have extra consumables to handle early tricky situations.
* The Abyss is deeper and more rewarding.
Branches, Environment
---------------------
* The Abyss has been reworked.
- Piety and experience are once again awarded in the Abyss.
- When the abyssal rune generates, it's announced and appears on the map.
- New decorative 'runelight' features now indicate the rune is close by.
- The Abyss is now 7 levels deep, with the depths beyond A:5 continuously
swarming the player with dangerous foes.
- When entering the abyss by any means, the player is sent at least as deep
as their previous deepest abyss depth.
* Dungeon shafts try not to send the player directly into monsters' sight.
* All descents of new stairs and hatches are now fast, not just one per floor.
* The Lair is now 5 levels long (was 6).
* Zombies and skeletons are removed from normal Dungeon spawns.
* Temple sizes now range from 6 to 21 altars, with a small chance of rare
temples with 0, 1, or 22 temple-god altars.
* The Zot clock now only instantly kills the player if they're extremely badly
drained. Otherwise, it applies very heavy draining and refreshes the clock.
* 'Hell effect' events fire on entering floors, instead of on a timer.
Character
---------
* New species: Meteoran, stars fallen to earth in human form. Features:
- Strong attributes and very strong skill aptitudes.
- Exploration healing, regaining HP and MP when viewing new territory.
- Passive mapping of the dungeon around them.
- Hunted by darkness: only 600 turns per floor until Zot catches them
(instead of the usual 6,000).
* Many backgrounds start with new consumable items:
- All 'mage' backgrounds now start with a potion of magic.
- Gladiators add a single throwing weapon (javelin, large rock, or boomerang)
to their starting kit.
- Monks start with a potion of ambrosia.
- Hunters gain a scroll of immolation.
- Brigands get an additional poisoned & curare dart.
- Chaos Knights start with a piece from Xom's chessboard.
- Artificers trade their chesspiece for five iceblast charges.
- Wanderers get an additional random potion or scroll.
- Abyssal Knights start with more piety and standing on the abyss exit.
- Transmuters start with a potion of lignification.
- Warpers start with two more dispersal boomerangs (a total of 7).
- Enchanters start with a second potion of invisibility.
* Ranged weapon skills and starts are streamlined (see also "Items" below):
- The Bows, Crossbows, and Slings skills are combined into a single Ranged
Combat skill. Most species have aptitudes equal to their best previous
ranged aptitude.
- Hunters always start with a shortbow, and no longer have a short sword.
They have higher dexterity and lower strength and intelligence.
- Arcane Marksmen always start with a +1 sling.
* Necromancers start with the new spell Necrotize instead of Animate Skeleton
and Pain.
* Some species were tweaked:
- Merfolk polearms aptitude is decreased to +3, and long blades aptitude
increased to +2.
- Mummy necromancy enhancers now arrive at XL 3 and 13.
- Demonspawn demonic touch damage is doubled.
- Formicids' base dexterity is increased by 3.
- Formicids can again wield giant (spiked) clubs.
- Palentongas' base strength is increased by 2, and their roll attack noise
is reduced by two-thirds.
- Spriggans can no longer wield triple crossbows.
- Some mutations were tweaked:
- Positive stat mutations now give +4 to the primary stat and -1 to the
other two, instead of only giving +2 to the primary.
- The -Scroll and -Potion mutations are now regular 2-tier mutations in
the bad mutation pool. The Ru sacrifice corresponds to the 2nd tier.
- Teleportitis and Berserkitis are reduced to 2-tier mutations
- Deep Dwarves are removed.
Gods
----
* Kikubaaqudgha is overhauled:
- Corpse Delivery is removed and replaced with Unearth Wretches, which
summons paralysed, 1 HP, 0 Will monsters that die in a few turns.
Necromantic fodder...
- Torment no longer requires a corpse sacrifice.
- The pain brand can be applied to ranged weapons.
* Lugonu's Bend Space is adjusted. It no longer does damage, and makes a better
effort to blink monsters away from the destination.
* Uskayaw grants piety for damaging enemy summons.
* Ru's Sacrifice Experience now only takes one XL (was two).
* Various Ru sacrifices (including Experience) have their piety values tweaked.
Interface and Options
---------------------
* Common menu navigation commands are mapped via `CMD_MENU_...` commands, and
can be rebound by `bindkey` options (local tiles/console only)
* Keycodes for rebinding keys are now the same across all builds.
* Keybinds, macros, and keymaps now accept human-readable key names for many
special keys (e.g. "F1", "NP." for numpad `.`, etc.)
* Numpad keys can now be bound separately in all builds.
* Improvements to specific menus:
- The `F`ire menu now allows selecting any item with a targeter. This includes
items that don't show the targeter by default but do have a useful targeter,
such as scrolls of fear.
- In menus for equipping and using items, a toggle allows switching between
item type.
- In most menus that list items, or allow describing a menu entry, entries can
be described without changing the menu mode by using the `'` key, or by
right clicking (tiles only).
- Item type hotkeys in the inventory now scroll, instead of select.
- The `*` menu for Firing is now used to select items to toss away.
* The branch overview menu now shows zot clock values when they are low.
* `tile_sidebar_pixels` option: allows resizing local tiles sidebar icons.
Items
-----
* Ranged weapons are streamlined (see also "Character" above):
- Launchers no longer use ammunition.
- Launcher attack delay is increased by armour penalties.
- Fustibali are removed. Hunting slings are renamed to slings.
- Launchers have had their stats adjusted across the board. In particular,
hand crossbows are made much rarer and more powerful.
- Launchers all use the Ranged Combat skill.
* Launcher, long blade, and short blade damage scale with Dex instead of Str.
* New concept: "alternate items". Some item types are grouped into 'sets',
and only one type from each 'set' can generate in a game. Background
starting items ignore this.
- New item: scroll of butterflies, which summons a large cloud of
butterflies. Alternates with scrolls of fog.
- New wand: Light. Fires a damaging bolt of blinding light, blinding on hit.
Alternates with acid and quicksilver.
- New wand: Quicksilver: Fires a quicksilver bolt, dispelling magical effects
from targets it hits. Alternates with acid and light.
- New wand: Roots: Fires a 3x3 ball of roots, constricting enemies in the
radius. Alternates with iceblast.
- Wands of paralysis now alternate with wands of charming.
* New item: scroll of poison. When read the scroll of poison fills every
unoccupied space on the screen with poison clouds for 10-20 turns.
* New unrands:
- The +8 trishula "Condemnation" {holy, Anguish Fly rN+}. Inflicts 4-8 turns
of Anguish on those hit, making them take damage when dealing it.
- The +3 mountain boots {steadfast, rC+}. Prevents the player from being
involuntarily moved by physical means (trampling, shafts, harpoons, etc.).
- New unrand: the +5 lochaber axe, which cleaves through all foes in reaching
range. Uses the higher of the player's Polearms and Axes skill.
* Items can have vault-redefined skins. Yuif now has hammers again (renamed
maces). Sigmund and Reapers' scythes are now renamed halberds.
* +MP items remove MP when they are taken off.
* Stones always mulch when thrown.
* Unrandart tweaks:
- the Glaive of the Guard is reduced to +5.
- the arbalest "Damnation"'s explosions now do 2d14 damage (was 3d14).
- Gyre & Gimble are increased to +12.
- The Woodcutter's axe is now a battleaxe.
- the amulet of Vitality now gives two pips each of Regen and RegenMP, and is
now evil.
* Scrolls of holy word are removed.
Monsters
--------
* New uniques:
- Amaemon the Diabolical Poisoner, a poison-themed demonspawn unique
appearing with a band of orange demons in mid-D, early Lair, and Orc:1.
- Lodul the Thundrous, an ironbound thunderhulk sent to patrol outside the
Vaults. Appears in late D with a band of fellow ogres.
- Zenata, Seeker of Sheza. Summons dancing weapons and casts Resonance
Strike, doing extra damage when constructs are adjacent to the target.
Wields a valuable weapon. Appears searching Vaults:1-4, Elf, and Crypt.
- Parghit the Mighty, an "alt-timeline" version of Pargi with extremely high
regeneration and enchanted golden dragon scales. Appears in late Depths and
Zot.
- Josephina the Ice-Lich, an "alt-timeline" version of Josephine with
Seracfall and a band of simulacra along side Ghostly Fireball. Appears in
Depths, Zot, and Crypt.
- Grunn the Punished, an "alt-timeline" undead version of Grum, with a pack
of doom hounds. Appears in Depths, Crypt, and Zot.
- Vv the Exile, an fire/ice spellcaster with Creeping Frost, Eruption, and
Pyroclastic Surge. Appears in Depths, Crypt, and Zot.
* Monster move energy is no longer randomized.
* Monsters gain a 1/3 chance to gain a free attack on a player moving away from
them. Wu Jian martial attacks & rampaging give immunity, and monsters that
don't move fast enough to follow you can't attack.
* New monster: starflower, a stationary plant with harpoon shot and reaching
distortion melee. Found guarding valuable places in the abyss.
* Gnoll shamans are renamed gnoll bouda, and have a new spell set.
* Animated Armour now flies.
* Monster wand power is reduced.
Spells
------
* Necromancy reworked:
- New Spell: Necrotize (L1 Necromancy). Necrotize deals damage identically to
the old Pain spell, but additionally gives the monster a short-lived status
that causes it to animate as a skeleton on death (if it has a skeleton).
- Animate Dead reworked: for a duration after being cast, the dead have a
power-dependent chance of rising as allied zombies. The zombies are
permanent until the player leaves the level or re-casts Animate Dead.
- Simulacrum is now a smite-targeted spell that gives an irresistible status.
Monsters that die with this status spawn a power-dependent number of
simulacra.
- Corpse Rot is now Level 4 Necromancy/Poison/Air. For a duration after being
cast, dead monsters have a chance of producing deadly miasma.
- Death Channel cannot be re-cast while active.
* Sandblast no longer uses stones as ammo. Instead, it takes half again as long
to cast as a normal spell. Its range and accuracy are increased.
* Airstrike's damage bonus from empty space around the target is doubled.
* Irradiate now causes dangerous contamination in 3-4 casts (was 4-5).
* Flame Wave and Sticky Flame now do roughly 25% more damage.
* Ozocubu's Refrigeration and Freezing Ramparts now check AC, but do more
damage. Refrigeration also now does reduced damage to creatures adjacent to
others, but no longer applies -Potion to the caster.
* Hex miscasts now only slow the player, instead of also cancelling effects.
* Removed: Animate Skeleton, Pain, Excruciating Wounds.
Tiles
-----
* Some mutations now have associated art.
* Many more status effects (e.g. Dazed, rF-) now have associated icons.
* Monsters with Reflect (e.g. from a shield) now display an icon.
* All species now have new statue form tiles.
* Many new alternate tiles for Djinni and Nagas.
* The Lernaean Hydra now has unique tiles when skeletonized.
* Borgnjor's Mausoleum and Tukima's Studio have new environmental art.
* Runed door tiles have been reworked for greater visibility.
Stone Soup 0.28.0 (20220203)
----------------------------
Highlights
----------
* New Cinder Acolyte background, followers of the dying god Ignis.
* The Hells burn with new fury, filled with new monsters and effects.
* Yredelemnul completely redesigned; Okawaru and Jiyva significantly changed.
* The Spider's Nest respun - many new monsters and maps lurk within.
* Magical orbs added as a new category of off-hand equipment.
Branches, Environment
---------------------
* You will learn to fear the Hells!
- Branch-wide persistent effects:
+ Dis: ongoing -8 Corrosion.
+ Cocytus: potions cannot be used.
+ Gehenna: scrolls cannot be used.
+ Tartarus: willpower halved.
- Timed effects are now the same for all Hells: temporary mutation, hp
drain, attribute drain, and noise.
- Floors 1-6 of each hell sub-branch are considerably smaller, and place
only one pair of stairs.
- Each hell subbranch's spawn tables are adjusted to produce more depth
appropriate monsters and less chaff. (See also 'Monsters'.)
* Six new Wizard's Laboratories are added: Eringya's Formal Garden, Tukima's
Studio, Yara's Duelist Academy, Borgnjor's Mausoleum, Maxwell's Workshop, and
Alistair's Party Mansion.
* Abyss:
- The Abyss no longer generates random items, and kills in the abyss grant no
experience or conventional piety. (Uskayaw and Yredelemnul continue to
grant their special kinds of piety).
- Collecting the abyssal rune of zot grants two XP potions worth of
experience.
- The chance of an Abyss teleport sending the player deeper is increased, as
are the rune, stair, and exit generation rates.
* Sewer maps have been re-balanced and randomized, and two new sewers added.
* Bailey maps have been re-balanced and randomized, and three new baileys added.
* Spider has two new end maps, an "Endless Swarm" map featuring broodmothers
and a "Bug Friends" map featuring all non-spider insects.
* Spider is a normal noise level again.
* Artefacts can now generate on D:2-3.
* Ziggurats no longer require runes of zot to enter.
* Exploration-based shaft traps can now happen a maximum of once per branch.
Character
---------
* Backgrounds:
- New background: Cinder Acolyte, an Ignis zealot. Starts worshipping Ignis,
along with Scorch and a -1 flame branded weapon of choice.
- Fire Elementalist's starting spells are revised, and are now: Foxfire,
Scorch, Conjure Flame, Inner Flame, and Flame Wave. (See 'Spells'.)
- The Enchanter background no longer starts with the Corona spell, and instead
starts with a potion of invisibility.
- The Fighter background now starts with a buckler instead of a kite shield.
- The Abyssal Knight background now starts with 5/2/5 Str/Int/Dex (was 4/4/4).
* Player-chosen attribute increases now happen every 6 XLs, starting at XL 3,
and increase a stat by 2. Demigods are unchanged.
* The experience cost of high-level skills is reduced.
* Late game XP gains are reduced.
* Formicids now dig at normal movement speed. Each cell dug causes HP drain.
* Each level of the evolution mutation now provides exactly two 'good' random
mutation, activating once per XL.
* New bad mutation: devolution. Mechanically similar to evolution but dispenses
bad mutations and activates once every 1/4th of an XL.
* New Demonspawn Mutations:
- Weakening Stinger: gives a tail aux attack. Level 3 blocks the cloak slot
and applies Weak on hit.
- Demonic Touch: adds AC-ignoring damage to off-hand punch attacks. Level 3
blocks the glove slot and applies Vuln (halved Will) on hit.
* Aux attacks now trigger with a chance based on XL.
* The chance to offhand punch now starts at 5% and increases to 50% with
Unarmed Combat skill.
* Strength 0's regeneration reduction is replaced with -Regen in monster LOS.
* Intelligence 0's 4/5 chance to fail scroll reading is replaced with -Scroll.
* Wanderers have more useful starting skills and new item possibilities.
Gods
----
* New (non-temple) God: Ignis, the Dying Flame.
- Ignis altars do not generate normally, Ignis can only be worshipped from a
faded altar or from the new Cinder Acolyte zealot start.
- Ignis worshippers normally start at 5* piety.
- Ignis has no piety gain and no piety decay.
- Ignis grants the following:
- Passive rF+ (fire resistance).
- 'Fiery Armour': +7AC and fire damage to melee attackers for its duration.
- 'Foxfire Swarm': Conjures foxfires on every open space in radius 2, which
launch one-shot fire attacks ala the 'Foxfire' spell.
- 'Rising Flame': After 2-4 turns, sends the player through the ceiling (up
one floor). Can only be used once.
* Yredelemnul:
- Piety now solely based on the number and strength of allied zombies in
sight.
- Passive reaping: slain living, demonic, and holy monsters have a chance to
automatically rise from the dead as undead allies.
- Zombies cannot leave the level and expire when the player leaves the level.
- Yredelemnul grants the following active abilities:
- 0*: Recall Undead Harvest: recalls undead allies to you.
- 2*: Dark Bargain. Trade 2 zombies for a long-duration undead summon.
Scales with invocations.
- 4*: Drain Life. Same as previous drain life, but also costs 3 zombies.
- 5*: Bind Soul. Formerly known as 'Enslave Soul', but also costs 4
zombies. A bound soul is permanent and can follow the player
between floors.
- Removed animate remains/dead and injury mirror abilities.
- Kills by Yredremnul allies now grant full experience.
* Okawaru becomes the god of single combat.
- New ability: Duel, granted at 5*. The Duel ability smite-targets a single
non-summoned enemy in LOS (which must be threat level "tough" or higher),
and transports them and the player to an Arena portal vault. Winning the
duel opens a gate to return from the portal vault, and the player will be
forcibly teleported back after a short duration.
- Finesse is moved to 4* (from 5*).
- Worshippers may no longer have allies of any kind.
* Jiyva:
- New active 'Oozemancy' 3* ability. Temporarily turns nearby walls within
radius 4 into slime-covered walls that do acid damage to adjacent monsters.
- Mutations now changed in bursts: existing mutations decay, then new ones
are added several levels at once.
- Piety now granted solely for exploring, and only outside the Slime Pits.
- Now grants passive regeneration of HP and MP at a high rate.
- Passive rCorr is now granted at 2*, and jelly spawning on hit at 5*.
- Removed: attribute shuffling, the 'cure mutation' ability, and healing/mp
restoration from jelly item eating.
* Elyvilon:
- Pacification grants full XP and works on intelligent plants.
- Lifesaving is now completely passive, with an extra piety gated chance on
top of the basic good god lifesaving chance and a cooldown.
- Purification is moved to 1* and reduced in cost.
- Greater Healing is renamed to Heal Self and moved to 3*.
- Lesser Healing is removed.
* Cheibriados permits berserk while suppressing the extra speed.
* Cheibriados now slows poison on worship and grants bend time at 1*.
* Ashenzari's passive trap protection and item identification is moved to 1*.
* The Shining One now gives Divine Shield at 1* and Cleansing Flame at 3*.
Interface and Options
---------------------
* WebTiles now has a clickable action panel, similar to the local tiles
inventory panel. This UI element by default shows tactically-relevant
consumables, and comes with a number of configuration options (see the
various `action_panel...` options, or right-click on the X).
* Mutation descriptions can now be inspected in the mut(A)tion menu.
* Most abilities now have targeters (similar to spell targeters). These are
configurable via the `force_ability_targeter` option, and spell targeter
configuration is moved to `force_spell_targeter`.
* Many improvements to menus and popups:
- Arrow key navigation and selection is available in many more menus. This
can be disabled with the new option `menu_arrow_control` for the classic
roguelike experience. Shift-arrows replace arrows as the binding to scroll
by a single line. (Console users: not all terminals support these keycodes
on default settings.)
- The quiver menu has a mode that uses hotkeys from the items/spells/abilities
it is showing.
- The stash search menu more clearly differentiates items that can be
traveled to, and has a number of interface improvements. The closest
(travelable) search result is always available via the enter key.
- Description popups have been improved and actions in these popups are
now activatable using the mouse on webtiles.
- Improvements and bugfixes to many other menus.
* WebTiles mouse support is expanded.
* WebTiles supports virtual keyboards on touch devices, configurable via the
`tile_web_mobile_input_helper` option. There have also been a number of
improvements to rendering on touch devices. (Caveat: these changes are aimed
at tablets, not phones.)
* Console:
- A new console option `bold_brightens_foreground=force` lets bold be applied
to bright foreground colors even in 16-color mode.
- A popup accessible via ! in the help screen shows current terminal and
console settings, and attempts to indicate misconfiguration. (PuTTY users
may find this particularly helpful.)
* A small number of options are automatically saved across games based on their
value in the relevant in-game user interface. These include
`default_manual_training`, `quiver_menu_focus` (for the new quiver menu
modes), and several of the action panel settings, which can be edited by
right-clicking on the panel close button.
* On MacOS local games, a game menu option will reveal the rc file in the
Finder.
* The inventory-full autopickup prompt now has an "(A)lways ignore" choice.
* Webtiles chat can be closed, as well as opened, via F12.
Items
-----
* New item type: orbs, occupying the shield slot.
- Orbs give no SH and impose no shield penalty, but always come with an ego.
- Orb egos are all new:
* Light: a radius 3 halo.
* Wrath: *Rage (20% chance to berserk on melee hit).
* Mayhem: chance to frenzy a monster in sight after a kill, causing them
to wildly attack friends and foes alike ala the Discord spell.
* Guile: reduces Will by ++ for both the wearer and those they try to hex.
* energy: gives a source of passive channeling, which gives a chance to
refund the MP of a cast spell and a chance to backfire. Backfires cause
confusion or Int drain. Scales with Evocations.
* New glove ego: infusion, spending 1 MP per melee hit to add extra damage.
* New unrand: the +3 Mad Mage's Maulers {Infuse+∞ RegenMP Int-3}. These use all
available MP to give proportional bonus damage to a melee hit.
* New unrand: the dreamshard necklace {*Dream}. On receiving a lethal or
near-lethal hit, the dreamshard necklace shatters, averting the blow, healing
the player, releasing dream allies, and fog. Otherwise does nothing.
* New "early-game" unrandarts, unlikely to appear after the early game:
- Delatra's gloves. These gloves heal the wearer for drinking unknown potions
and give the wearer MP for reading unknown scrolls.
- The woodcutter's axe is a vorpal +8 war axe that always swings at 10 aut
regardless of skill and speed modifiers.
- The staff of the Meek is a +7 quarterstaff of protection that gives extra
AC when below 55 HP.
- Throatcutter is a +7 long sword of draining with a 1/3 chance to instantly
kill foes that are below 21 HP.
* Shields and armour:
- Shield penalties scale linearly with skill, completely disappearing at skill
27. The size of the penalty depends on the shield's encumbrance rating and
species size factors.
- Shields are no longer affected by Str, only Dex.
- Armour and shields no longer impose to-hit penalties.
* Riposte is removed from long blades and base damage is increased.
* The skill requirements for minimum delay for executioner's axes and bardiches
are reduced to 24; for triple swords the requirement is reduced to 22.
* *Rage now causes berserk on 20% of hits. This chance stacks linearly among
items and with the berserkitis mutation. Certain unrands grant a higher
chance.
* Evokable berserk is removed as an artefact property.
* The generation of throwing ammunition is reduced.
* Wand generation is reduced.
* The electrocution brand triggers 25% less often.
* One '+' of regen is reduced to 0.8 HP/turn (was 1.0 HP/turn).
* MPRegen amulets are buffed to 0.4 MP/turn (was 0.25 MP/turn).
* The archery ego is renamed to 'hurling' and now only applies to throwing.
* Unrandart tweaks:
- The staff of Battle now triggers the battlesphere on melee hits (in addition
to the usual spell trigger).
- The robe of Clouds' thunder cloud ability is now passive, placing storm
clouds on enemies within range 2 each turn.
- Leech no longer has *Rage, and now has Harm and Drain.
- The necklace of bloodlust now gives a 50% chance to go berserk on hit.
- The Zealot's sword now gives a 20% chance to go berserk on hit (up from
5%).
- The hat of the bear spirit gives a 20% chance to go berserk on hit,
increases the bonus HP from going berserk, and reduces the slow duration
after. It no longer has rN+.
- The ring of the Mage is now a ring of Wizardry and Archmagi.
- The autumn katana loses Clarity and gains a chance to manifold assault on
hit.
- The glaive of Prune turns the wielder into a prune when paralysed,
petrified, or asleep, halving the damage received for the duration.
- Lear's Hauberk is reduced to +18 (was +27).
- The trident of the Octopus King loses +Will.
- Wucad Mu now counts as 1.5 sources of channeling. This means it is 1.5x as
likely to refund MP, and the probability of backfiring is reduced.
- The robe of Misfortune loses Contam and Drain.
Monsters
--------
* New unique: Mlioglotl. A unique horror with the power to corrupt the level,
changing terrain and summoning other abyssal horrors, as well as cause fear.
Appears in the S-branches and rarely in the abyssal lair end.
* New Hell monsters (with subbranch):
- Wendigo, collapses simulacra into painful iceblasts (Coc)
- Nargun, hits hard and petrify (Coc)
- Quicksilver elemental, with antimagic and quicksilver bolts (Dis)
- Crystal echidna, throws barbs and crystal bolts (Dis)
- Creeping inferno, which explodes into a Fire Storm (Geh)
- Stoker, keeps at range and calls creeping infernos (Geh)
- Searing wretch, a hard hitting fighter that strips fire resistance (Geh)
- Tainted leviathan, a giant with a ring of miasma and mesmerise (Tar)
- Putrid mouth, a ghost with poisonous melee and miasma breath (Tar)
* New Spider monsters:
- Pharaoh ants are undead that drain and bind souls on death.
- Steelbarb worms are fast, regenerate, resist fire and apply barbs in melee.
- Jorogumo are tough, ensnare, cast bolt of draining and have hornet poison
melee.
- Broodmothers summon spiders and bite to summon spiders.
- Culicivora join spider packs with a vampiric bite and heal other.
- Sun moths are holy with a single tile halo, sticky flame, and energy bolt.
- Radroaches are armoured roaches that cast irradiate, greatly contaminating
the player.
* New monsters: walking tomes, which summon living spells that cast themselves
at the player. Appear in Depths and the Tukima's Studio wizlab.
* Demonspawn warmongers' Sap Magic effect now causes a short term -Cast after
casting a spell.
* All derived undead retain their reach, constriction, and trample attacks.
* Red Devils now apply barbs on hit, instead of hopping back.
* Wretched Stars only apply one temporary mutation per use of corrupting pulse,
and use the spell less often.
* Demonic and holy monsters are now susceptible to fear, berserk, alistairs
intoxication, and ballistomycete spores.
* Monsters have a chance to break a door permanently when opening it. This
chance is higher if the monster is berserk.
* Classed draconians have a fixed colour per job.
* When Dowan dies Duvessa goes berserk permanently; when Duvessa dies Dowan
gains haste permanently.
* If Jiyva dies Dissolution's summon eyeballs is replaced with a cantrip.
* Kills by and of player-frenzied monsters now grant XP.
* Ironbound Beastmasters are removed.
Spells
------
* Kills by summoned allies now grant full experience.
* Spell summon caps are reduced:
- Summon Small Mammal, Summon Hydra, and Monstrous Menagerie are capped at 2.
- Haunt is capped at 8.
- All other summon spells except Summon Horrible Things and Dragon's Call are
capped at 1.
* New spell: Summon Cactus Giant (L6 Summonings). Summons a giant which attacks
very slowly but has enormous spines, impaling melee attackers.
* New spell: Scorch (L2 Fire). Hits a random enemy within 3 tiles, dealing fire
damage and (if damage is dealt) applying short term rF- to the foe.
* New spell: Flame Wave (L4 Conjuration/Fire). Burns adjacent creatures, then
when channeled by hitting '.' (like Searing Ray), repeatedly hits enemies in
an increasing radius.
* New spell: Enfeeble (L7 Hexes). Enfeeble irresistibly applies weakness and
antimagic to a single foe. Targets that fail a Willpower check are also dazed
and blinded.
* New spell: Anguish (L4 Hexes/Necromancy). All enemies in sight must pass a
Will check or gain the new Anguished status effect. Whenever Anguished
monsters deal damage, they take the same amount of damage right back.
* Yara's Violent Unravelling can now unravel summons, killing them immediately
and turning them into explosions. It is now smite targeted.
* Inner Flame is now smite targeted.
* Corpse Rot now scales with spell power, placing more clouds per corpse and
reaching up to range 2 with sufficient clouds.
* Death Channel now works on demonic and holy creatures. It also now works on
corpseless living creatures.
* Metabolic Englaciation has a minimum slow duration when successful.
* Eringya's Noxious Bog now places a bog under the caster, as well as on cells
with only one adjacent wall. The caster is now immune to their own bog.
* Slow is now level 1 with a lower power cap.
* Searing Ray and Storm Form have reduced power scaling.
* Storm Form's blinkbolt ability is now always LOS range.
* Passage of Golubria now has a range that scales with spell power.
* Blink now has a cooldown that scales with spell power.
* Lesser Beckoning's power cap is reduced to 100 and range reduced to 5.
* Bolt of Magma, Corona, Shadow Creatures, and Invisibility are now monster
only.
Stone Soup 0.27.1 (20210820)
----------------------------
Bugfix and balance release
--------------------------
* The frequency of D:1 jackals is reduced.
* Sigmund and Robin are nerfed gently.
* Maxwell's Capacitative Coupling now has LOS range.
* 80 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.27.0 (20210730)
----------------------------
Highlights
----------
* New species: Djinni.
* Many new spells and spellbooks.
* New monster sets and end maps for many branches.
* Ashenzari completely redesigned and reworked.
* Cursed items removed.
Branches, Environment
---------------------
* Altar changes:
- A faded altar places with a very high chance on D:1-3.
- A single random altar to a Temple god places with low chance on D:2.
- Other guaranteed Temple god altars have been shifted to D:3-10, from D:2-9.
* Shops can now place on D:1-3.
* Dungeon, Depths, Vaults, and the Vestibule of Hell spawn tables are adjusted
to produce more depth appropriate monsters and less chaff.
* Branch ending maps:
- New "Abyssal Woods" Lair ending featuring demonic trees and abyss-themed
monsters.
- The "Jungle Book" Lair ending has been redesigned to have an undead theme
featuring necromancers and undead animals.
- New "Lost City" Shoals ending featuring a ruined temple theme with
minotaurs and sphinxes.
- New "Storm Temple" Shoals ending featuring electricity-themed monsters and
many possible layouts.
- New "Quicksilver Temple" Snake ending featuring quicksilver dragons.
* All Ice Cave maps have been rebalanced to have more varied layouts,
monsters, and loot.
* Many new vaults featuring unrand items, shops, and ecumenical altars, as
well new monster and decorative vaults for many branches.
* New terrain: demonic trees. Demonic trees appear in the Abyss and Pan and
can be placed by vaults. They behave like trees, but when burned produce a
single cloud of chaos instead of a spreading forest fire.
* Net traps trigger less often.
* Storm clouds no longer make noise.
* After completing one Ziggurat, the player is immune to the malevolence of Zot.
* Swamp is now loud, so noise travels less far.
* Guaranteed demonic rune vaults announce the presence of the demonic rune.
* Gadget shops are removed.
* Ossuaries no longer have dart and spear traps.
Character
---------
* New species: Djinni, floating spirits formed from smokeless fire.
- Djinni have no MP; their spells cost HP instead.
- Djinni cannot learn spells from books; they learn spells as they level up.
- Diinni cannot train spell schools; they use the Spellcasting skill alone.
* Demonspawn mutation changes:
- New facet: malevolent magic. This facet gives a chance to paralyse enemies
in a radius around the player equal to the mutation rank whenever a spell
is cast. At the highest rank, this also applies to wands.
- New facet: corrupting presence. The first two ranks of this facet give a
chance to corrode, and then malmutate when the player damages a monster.
The third rank gives an active ability Word of Chaos that blinks away
every monster in los and may also disable them.
- The Black Mark facet is revised to a disabling facet, offering a hex
enhancer at rank 1, followed by black mark at rank 2, then a permanent
radius 1 silence annulus around the player at rank 3.
- The Hurl Damnation facet now gives "Demonic Will" at rank 1, providing
Will+ and dealing damnation damage to monsters that try but fail to hex
the player, and torment resistance at rank 2.
- Mana link is re-ordered, providing MP Regen in the first rank, and spirit
shield in the second. The third rank, mana link itself, is unchanged.
- Foul stench provides stench at every rank as well as miasma immunity.
- Later ranks of the spiny facet are now much more impactful.
- Ignite blood ignites blood at every rank, with power scaling with rank.
- Demonic Guardian now summons a guardian when the player takes damage. The
tier of the guardian scales partially with experience level.
- Icemail provides a condensation shield worth 4SH at the first rank, and
ice mail AC spread over the next two.
- Most types of scales mutations are now Demonspawn only.
- Iridescent scales and passive freeze are removed from the Demonspawn pool
and are available as random mutations for both demonspawn and other species.
* Poison damage applies much more quickly.
* Strength now gives a simple, linear bonus to damage.
* Hidden stepdowns on dexterity and evasion are removed, making characters with