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changelog.txt
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Stone Soup 0.28-a0 (through 0.28-a0-1340-g77f64c2)
--------------------------------------------------
Branches, Environment
---------------------
* Ziggurats no longer require a rune of zot to enter.
* Hell effects are reorganized into timed effects and per-branch persistent
effects.
* The timed effects are the same for all hells, and consist of temporary
mutation, stat drain, hp drain, and noise.
- The branch-wide persistent effects are:
- In Dis there is a baseline -8 Corrosion.
- In Cocytus potions cannot be used.
- In Gehenna scrolls cannot be used.
- In Tartarus willpower is halved.
* 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.
* 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.
* 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.
* Exploration-based shaft traps can now happen a maximum of once per branch.
* Artefacts can now generate on D:2-3.
Character
---------
* New background: Cinder Acolyte, an Ignis zealot. Starts worshipping Ignis,
along with Scorch and a -1 flame branded weapon of choice.
* 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.
* Fire Elementalist's starting spells are revised, and are now: Foxfire,
Scorch, Conjure Flame, Inner Flame, and Flame Wave
* The Abyssal Knight background now gives stats of 5/2/5 (was: 4/4/4)
* The evolution mutation is revised. Once per XL's worth of experience it
activates, providing a good mutation. Every two activations it reduces its
level by one.
* New bad mutation: devolution. Mechanically similar to evolution but dispenses
bad mutations and activates once every 1/4th of an XL.
* 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.
* Kills by all allies except Beogh and Yredelemnul gifts now give full
experience.
* Clarity from any source no longer blocks berserk from random rage.
* Late game XP gains are reduced.
* The experience cost of high-level skills is reduced.
* New Demonspawn Mutations:
- Weakening stinger, gives a tail aux attack, at level 3 blocks the cloak
slot and applies the weak status.
- Demonic touch, adds irresistible damage to the off hand punch, at level 3
blocks gloves and applies the vulnerable status.
* Player-chosen attribute increases now happen every 6 XLs, starting at XL 3,
and increase a stat by 2. Demigods are unchanged.
* Wanderer creation rules have been overhauled again, to give more useful
starting skills in combination with the items generated. Many new item
possibilities are added.
* Formicids now dig at normal movement speed, and each cell dug causes
draining.
Gods
----
* Okawaru becomes the god of single combat.
- A 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*
- All allies are forbidden.
* New (non-temple) God: Ignis, the Dying Flame
- Ignis worshippers start at 5* piety (6* if a monk joining from an
faded altar).
- Ignis altars do not generate normally, Ignis can only be worshipped from a
faded altar or from the new Cinder Acolyte zealot start.
- Ignis has no piety gain and no piety decay.
- Once abandoned and mollified, Ignis dies.
- Ignis grants the following abilities:
- 0*: Passive rF+
- 1*: Active 'Fiery Armour' ability. When used it gives +7AC and deals fire
damage to melee attackers.
- 1*: Active 'Foxfire Swarm' ability. Conjures foxfire on every open square
in radus 2 around the player.
- One time use: Active 'Rising Flame' ability. Gives the player the "Rise"
status, after 2-4 turns the player rockets through the ceiling and up one
floor.
* 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*.
* Elyvilon abilities are streamlined
- 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.
- Lesser Healing is removed.
- Purification is moved to 1* and reduced in cost.
- Greater Healing is renamed ot Heal Self and moved to 3*.
* Jiyva is morphed.
- Stat shuffling is removed.
- Healing from jelly item eating is removed.
- The cure mutation active is removed.
- Piety is now exploration based, not item eating based, and is gained very
quickly.
- Jiyva grants passive regenration of HP and MP.
- Mutation gifts arrive in bursts that first remove a mutation (weighted
to bad mutations) then attempt to max out the levels of existing mutations
before adding new ones.
- Passive rCorr is now granted at 2*, and jelly spawning on hit at 5*.
- New active 'Oozemancy' 3* ability. Temporarily turns nearby walls within
radius 4 into slime-covered walls that do acid damage to adjacent monsters.
* Yredelemnul is overhauled to use temporary zombies as piety
- The animate remains, animate dead, and injury mirror active abilities are
removed.
- Starting at 0* piety Yredelemnul grants passive reaping of all
corpses, raising zombies and spectral things from dead living, demonic, and
holy beings. Zombies cannot leave the level and expire when the player
leaves the level (by any route).
- Yredelemnul piety scales with the number and strength of the zombies in
sight of the player.
- Yredelemnul grants the following active abilities:
- 0*: Recall Undead. Can recall a bound soul across floors.
- 2*: Dark Bargain. Trade 2 zombies for a long-duration undead summon
that scales with invocations.
- 4*: Drain Life. Same as previous drain life, but also costs 3 zombies.
- 5*: Bind Soul. Re-named from previous Enslave Soul, also costs 4
zombies. A bound soul is permanent and can follow the player
between floors.
Interface
---------
* The mutation panel is now a menu, selecting individual mutations provides a
description of the mutation.
* Most abilities now have targeters like the spell targeters.
* WebTiles now has a clickable action panel, similar to the local tiles
inventory panel.
* WebTiles mouse support is expanded.
Items
-----
* All shields now only use Dex for stat scaling.
* 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 less often.
* One 'pip' of regen is reduced to 0.8 HP/turn.
* MPRegen amulets are buffed to 0.4 MP/turn.
* New glove ego: infusion. Gloves of infusion add damage per hit in exchange
for 1 MP per hit.
* The archery ego is renamed hurling and now only applies to throwing.
* 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.
* guile: reduce target willpower by 3 pips, and the wearer's will by 2
pips.
* energy: gives a source of passive channeling. Each source of channeling
gives a chance to refund the MP of a cast spell and a chance to backfire.
If all sources backfire the caster is confused or drained of
intelligence.
* 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, weighted heavily up to D:6 and much less after:
- 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.
* The following existing unrandarts are given "early-game" weight: Morg,
Devastator, the ratskin cloak, Kryia's mail coat, the trident of the Octopus
King, the robe of Augmentation, and Lear's Hauberk.
* Unrandart tweaks:
- The staff of Battle now triggers the battlesphere on melee hit (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.
- The trident of the Octopus King loses +Will.
- Wucad Mu now counts as two sources of channeling. This means it is twice as
likely to refund MP and the probability of backfiring is squared.
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. Appearing in Tukima's Studio and Depths.
* 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.
* 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 mosnter 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.
* Ironbound Beastmasters are removed.
Spells
------
* Summon-capped monsters now have a uniform time out.
* Lesser Beckoning's power cap is reduced to 100 and range reduced to 5.
* 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 large, spiny,
normal move speed but very slow attacking giant.
* New spell: Scorch (L2 Fire). Hits a random enemy within 3 tiles, dealing fire
damage and if damage is delt applying short term rF- to the foe.
* New spell: Flame Wave (L4 Conjuration/Fire). Flame Wave is a channeled spell
like Searing ray that hits all surrounding tiles in ever wider waves of
flame.
* New spell: Enfeeble (L7 Hexes). Enfeeble irresistibly applies weakness and
magic to a single foe. Additionally the target is also dazed and blinded if
they fail a willpower check.
* Searing Ray and Storm Form have reduced power scaling.
* Storm Form's blinkbolt ability is now always LOS range.
* Corpse rot now scales with spell power, placing more clouds per corpse and
reaching up to range 2 with sufficient clouds.
* Passage of Golubria now has a range that scales with spell power.
* Blink now has a cooldown that scales with spell power.
* 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.
* Inner Flame is now smite targeted.
* Slow is now level 1 with a lower power cap.
* Metabolic Englaciation has a minimum slow duration when successful.
* Death Channel now works on demonic and holy creatures as well as corpseless
living creatures
* Yara's Violent Unravelling can now unravel summons, killing them immediately
and turning them into explosions, and is smite targeted.
* 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
large amounts of dexterity and dodging skill more effective. As a result,
Spriggans' dodging apt is reduced to +3 and base dexterity reduced by one.
* New good mutation: noise dampening, which halves noise in the players LOS.
* Bone plates, thin skeletal structure, and sturdy frame no longer conflict.
* The blurry vision mutation is removed; Ru's -Scroll mutation can occur as a
random mutation in its place.
* Shoutitis and No Potion Heal are reduced to 2 levels from 3.
* Wisp form no longer blinks randomly.
* Guaranteed damage reduction is now a property derived from AC, with
higher AC values from any source guaranteeing a certain base amount of
protection from melee damage and mundane projectiles.
* Most sources of flight (including species, transformations, and equipment)
are permanent and neither expire nor can be cancelled; reasons to land have
also been removed.
* Berserk ending no longer causes paralysis.
* The blink mutation is removed.
* Other species changes:
- Demigods' stat gains on level-up are doubled. Their base stats are reduced.
- Gnoll base stats are reduced to 7/7/7.
- Palentonga HP apt is reduced to +0.
* Mage and Warrior-Mage starting spell changes:
- Air elementalists no longer start with Lightning Bolt.
- Arcane Marksmen no longer start with Leda's Liquefaction.
- Earth Elementalists no longer start with Lee's Rapid Deconstruction.
- Summoners and Ice Elementalists no longer start with Summon Ice beast.
- Venom Mages no longer start with Ignite Poison.
* Halflings are removed.
Gods
----
* Ashenzari is completely overhauled.
- At regular intervals, Ashenzari provides the player with a choice of curses
to apply to their equipment. These grant a skill boost based on the type of
curse accepted, increase the player's piety, and prevent the player from
un-equipping the cursed item.
- At any time, the player can choose to shatter a cursed item, destroying it
and losing associated piety and skill boosts.
- Ashenzari grants the following benefits:
- Scaling with piety: skill boosts from curses, item and monster detection,
passive mapping.
- 0* Item identification, portal detection, and exploration trap protection.
- 2* See Invisible
- 3* Clarity
- 4* Seeing through walls within a size-2 radius, scaling to radius 4 at 6*.
* Ru sacrifice changes:
- Several piety values are rebalanced.
- Sacrifice Experience, in addition to removing one XL, now causes future XLs
to be more expensive as if the player was still at their old XL.
- Sacrifice words & drink now give bonus piety when taken together.
* The player and Hepliaklqana ancestors can fire through one-another.
* Hepliaklqana only grants an ancestor once the player reaches 1* piety. The HP
penalty for worship is also delayed until 1*.
* A new Jiyva mutation allows players to engulf foes in ooze in melee.
* Makhleb's Major Destruction now fires all bolt-type spells and is stronger.
* Makhleb's passive heal on kill is reduced in strength.
* The Elixir card no longer heals allies and always regenerates both health and
magic, with duration scaling with power.
* The Foxfire card is renamed to the Swarm and now summons bees.
* Okawaru no longer punishes betraying allies.
* Trog's Berserk ability has a piety-scaled chance to fail.
* Heavenly Storm grants bonus EV and is a bit quieter.
* Yredelemnul accepts nonliving worshippers again, and permits the use of
statue form.
* Cheibriados no longer hates quick blades.
* Zin's Sanctuary no longer applies holy word.
Monsters
--------
* New Slime monsters:
- rockslime, a high-AC, flame-resistant slime that tramples and hits hard.
- quicksilver ooze, a magic-immune ooze with engulfing and antimagic attacks.
* New Vaults monsters:
- ironbound frostheart, which freeze enemies that are adjacent to walls.
- ironbound thunderhulk, which blast distant enemies with lightning from
above. (They can't hit nearby enemies, however.)
- ironbound beastmaster, which speed up their lindwurm and dire elephant
companions.
* Snake monster changes:
- New monster: salamander tyrant, a volcano-stoking spellcaster with a
weakening gaze.
- Naga mages cast 'concentrate venom' (allowing venomous allies to inflict
asphyxiating curare) instead of Force Lance.
- Naga and naga warriors have increased base damage.
- Naga warriors cast battlecry.
- Nagaraja cast Dimension Anchor instead of Teleport Other.
* Oozes are renamed endoplasms, and cast freeze (but are weaker).
* Phantoms now blink their attack victims with them on hit, and have less HP.
They no longer blink randomly.
* Ancient Liches have been split: they now focus on conjurations, while new
Dread Liches specialize in demon summoning and paralysis.
* Deep elf mages have likewise been split into pyromancers and zephyrmancers.
* Every other spellcasting monster now uses just a single set of spells.
* Psyche has a new spellbook with Polymorph, Chain of Chaos, Invisibility, and
Cantrip.
* Air elementals no longer have a tornado, instead gaining Stunning Blast. This
inflicts 1 turn of paralysis on hit, though rElec makes this less likely.
* Big kobolds are re-named kobold brigands. Kobold brigands always spawn with
darts, either poison or curare.
* Monsters' melee attack speed is no longer slowed by the weapons they wield.
Many early-game monsters have had their base damage lowered to compensate.
* Monsters with ranged attacks now have unlimited ammunition. (Except nets.)
* Dancing ranged weapons can now appear (in specific circumstances).
* When Boris spawns on the orb run, he comes hasted and with a brilliance aura.
* Draconian knights and Fannar no longer cast Ozocubu's Armour and have
higher base AC.
* Worker ants, soldier ants, queen ants, leopard geckos, eyes of draining,
and death oozes are removed.
Interface and options
---------------------
* Ranged targeters now display accuracy.
* Monster to-hit chance is now shown in xv.
* The in-game macro creation and editing interfaces have been greatly improved:
- The old interface has now been fully menuized, so editing all happens within
the menu, and is designed for a smoother process.
- A new quick-entry menu for macros is available, bound to ctrl-e.
* An in-game menu is available on the F1 key for access to saving, help, and
macros.
* Form information is shown in the `A` view.
* The shopping list can now be opened by a range of currency symbols.
* Wait-to-cast spells (Searing Ray, and the new Maxwell's Capacitive Coupling)
now fully work with autofire when quivered; autofire will trigger the wait
command as appropriate.
* Spells and potions can be quivered and have informative targeters where
relevant.
* Other miscellaneous quiver UI improvements:
- Two new options for controlling the quiver: `fire_order_ability` and
`fire_order_spell`. These give you full control over non-items when cycling
the quiver.
- Berserk is now excluded from the fire order by default, and won't autoquiver
on Berserker starts.
- Changing a quivered item's letter will not remove it from the quiver.
- Improvements to inscriptions: @Qn inscriptions on items are supported at
the Q menu. Behaviour of !Q, =f, and =F has been improved.
* Portal and zot alerts are now included by default in `runrest_stop`, and zot
clock alerts force-interrupt all delays.
* The "allow_extended_colours" console option now defaults to true, since
modern terminals uniformly support more than 8 terminal colors.
* New local tiles option, `tile_window_ratio`. This lets the initial window
size be constrained by an x:y ratio, providing better defaults for ultra-wide
monitors.
Items
-----
* Spellbook changes:
- Spellbooks generate more frequently and are always identified.
- 30 new types of fixed book are added.
- Fixed books now only have 2-4 spells each (down from 4-6 each.)
- Randomly generated spellbooks also have fewer spells.
- Mage and Warrior-Mage classes no longer start with a specific spellbook.
Their starting spell sets are based on the book they previously started
with, but with changes as described above in the "Characters" section.
* Cursed items no longer generate. Ashenzari is the only source of curses.
- The *Curse property on unrands is removed. the Scythe of Curses and obsidian
axe now have *Drain. The property is removed from the Necklace of Bloodlust.
- The obsidian axe can no longer be unwielded while mesmerised.
- Mundane negative-enchant items no longer generate. (Negative enchants are
still possible on randarts, or in certain vaults.)
* Wand changes:
- Wands of random effects are replaced with pieces from Xom's chessboard,
which apply a random effect to a random visible enemy when evoked. They
recharge with XP.
- Wands of disintegrate are renamed to wands of mindburst. They no longer
affect mindless creatures.
- Wands of enslavement are now called wands of charming.
* Equipment is identified once the player is in reach, without needing to be
worn.
* All sources of regeneration now heal 1 HP per normal turn (formerly 0.4).
- Trolls now have slightly more inherent regen and slightly less AC.
- Vine Stalkers gain their full innate regeneration earlier.
* The spectral brand has been redesigned. It now triggers on every attack,
creating a spectral copy of the weapon which makes an additional attack (if
there's open space next to the wielder and in reach of their target). The
copy vanishes once the player does anything other than attack. This effect no
longer depends on Evocations skill.
* Shields slow melee attacks much more at low Shields skill levels.
* Other unrand changes:
- Vampire's Tooth's enchantment is reduced to +8 (from +11).
- The amulet of the Air loses EV+5 and gains an Air magic enhancer.
- Bolts fired by Damnation only explode and mulch on hit.
- The staff of Wucad-Mu refunds MP more often, and refunds MP even when it
backfires.
- The Wrath of Trog now extends berserk and gains Rampage.
- The Robe of Folly now provides permanent brilliance, but sets Will to 0.
It also gets +8 Int (from +4) and +4 enchant (from +3).
* Manuals, like spellbooks and runes, no longer take up an inventory slot.
* Broad axe's base delay is returned to 1.6, from 1.7.
* Rare scrolls, books, manuals, and enhancer staves can now spawn early.
* Hats and gloves can now get the stealth ego.
* Archmagi can now appear as an artefact property on randart robes.
* The *Slow artefact property now stacks.
* Scarves of shadows are no longer spell de-enhancers.
* Rings of attention, rings of stealth, rings of teleportation, amulets of
inaccuracy, scrolls of remove curse, scrolls of random uselessness, and
boots of running are removed.
Spells
------
* New Spell: Storm Form, a level 7 Transmutations/Air spell that transforms
the player into a raging, lightning-filled tempest:
- Melee attacks are electrified and strike all adjacent foes. Damage
increases with spellpower and unarmed combat skill.
- Grants the ability to Blinkbolt: launch yourself towards a foe to inflict
heavy damage, also damaging any monsters along the way.
- Grants increased evasion, rElec, and poison immunity. The evasion
increases with spellpower.
- Melds all equipment except jewellery.
* New spell: Animate Armour, a level 4 Summon/Earth spell which draws out the
spirit of the caster's armour to fight alongside them. The heavier the
armour, the more powerful the spirit.
* New spell: Manifold Assault, a level 5 translocations spell which attacks
random foes in sight with the attacker's wielded weapon. Spellpower increases
the number of foes that can be struck with one cast.
* Absolute Zero has been redesigned. It's now called Maxwell's Capacitive
Coupling, a level 8 Air spell. When cast, the player must wait in place for
a random number of turns (reduced by spellpower) until the capacitor
finishes charging, which instantly vaporizes the nearest monster.
* Chain Lighting has been redesigned. It is now level 9 and is dramatically
more powerful, arcing between visible foes for massive damage that partially
ignores AC and rElec.
* Tornado has been renamed to Polar Vortex. It is now a Level 9 Ice spell, and
its damage has been increased by 33% but is partially resistable by rC.
* Other spell level adjustments:
- Ozocubu's Refrigeration is now level 7 (from 6).
- Freezing Cloud is now level 5 (from 6).
- Static Discharge is now level 2 (from 3).
- Swiftness is now level 3 (from 2).
* Airstrike no longer gets bonus damage against flying creatures (including
the player). Instead, it deals bonus damage based on the number of empty
spaces next to the target.
* Stone arrow damage is increased.
* Wereblood now heals 1d3 when an adjacent monster is killed.
* Tukima's Dance can now be used on monsters wielding ranged weapons.
* Poisonous Vapours now directly poisons the target, rather than making a cloud.
* Hailstorm now affects icy creatures.
* Monstrous Menagerie no longer summons harpies.
* Ozocubu's Armour and Frozen Ramparts now end under any location change.
* Blade Hands' stealth penalty for Felids is removed.
* Hydra Form, Summon Demon, and Summon Greater Demon are removed.
Stone Soup 0.26.1 (20210203)
----------------------------
Bugfix Release
--------------
* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.26.0 (20210108)
----------------------------
Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
extension of the ranged quiver/autofight interface.
Monsters
--------
* New Swamp monsters:
- Will-o-the-wisps, unearthly gases that launches powerful Foxfires.
- Goliath frogs, licking foes from afar with their acidic tongues.
- Eleionomae, swamp nymphs that travel through and heal from trees.
- Bloated husks, filled to explosively bursting with putrescent gas.
- Bunyips, fast-moving, hard-hitting, screaming mysteries.
- Fenstrider witches, terrifying hex-hurling toxic sorceresses.
* Bog bodies cast much more powerfully and have a stronger cold attack.
* New (?) monster: boulder beetle, rolling quickly to deliver huge hits.
* Insect glyphs have been reorganized.
* Pikel's slaves have been rethemed to lemures. They now disappear upon
Pikel's death.
* Spiny Frogs are renamed Cane Toads, for a more authentic Australian
experience.
* Pandemonium lords' possible spells and melee flavours have been expanded.
They can now sometimes generate a ring of dangerous clouds.
* Monsters' blood scent and web sense have been removed.
* Crocodiles, porcupines, hippogriffs, and hungry ghosts are removed.
* Monsters don't forget about the player while the player is off level.
* Most plants, fungi, and other plant like things that don't attack now wither
in 3-5 turns after they're hit. The exceptions are bushes and briars.
* Monsters that formerly had rot-inducing melee attacks now have drain attacks.
Character
---------
* Hunger (and eating) are removed.
* Drain now temporarily reduces max HP instead of skills. Rot no longer exists
as a mechanic.
* New species: Palentonga, six-limbed scaled mammals with a rolling charge.
* Deep Elves' Bows aptitude is increased to +3.
* Kobolds now have the Nightstalker 3 mutation, reducing LOS and providing
bonus stealth. (Demonspawn can no longer gain Nightstalker.)
* Ghouls heal on kill instead of by eating chunks. They also no longer rot
over time.
* Centaurs are removed.
* The Charms skill (and the Skald background) are removed.
* New demonspawn mutations: sharp scales & big brain.
* Transmuters no longer start with arrows, and Wereblood replaces Sticks to
Snakes in the starting book.
* The Wizard background is renamed "Hedge Wizard", gaining a dagger and a
less int-focused set of starting attributes. The Conjurer background takes
Wizards' old attributes.
* The Assassin background is renamed "Brigand".
* New background: Delver, starting on D:5 with a variety of escape tools.
* Artificers now start with better defensive skills, no weapon skill, and a
club in place of the short sword and short blade skill.
* Banishing monsters grants full XP.
* Contamination decays three times faster.
* Wanderers have a chance to start with any of the misc evokers.
* Evocations skill no longer grants MaxMP.
Items
-----
* New scarf ego: Shadows. Scarves of shadows reduce line of sight by 1; this
stacks with other LOS altering effects; as well as act as a negative spell
enhancer.
* New weapon ego: Spectral. The spectral ego appears on [giant [spiked]] clubs,
quarterstaffs, lajatangs, and two-handed randarts of any base type. On hit
the ego spawns a spectral weapon to fight along side the user whose strength
scales with Evocations skill.
* New boots ego: Rampaging. Boots of rampaging cause the wearer to take an
extra step for no cost---only when moving in the direction of a foe. The
rampaging ego can also appear on any kind of artefact armour.
* New misc evocable: Condenser Vane. A condenser vane is an XP-charged evoker
that creates clouds around hostile monsters (skipping allies). The cloud
quality scales with evocations.
* New item: potion of attraction, which pulls nearby enemies closer.
* Unrandart Changes:
- The Salamander Hide Armour no longer gives *Rage, it now is a fire spell
enhancer with rF++, rC--, flame cloud immunity, and a ring of flame clouds
effect.
- The ratskin cloak is changed from +Rats to *Rats, spawning rats when the
player is hit.
- Wucad Mu no longer provides evocable channeling. Instead, with a chance
depending on evocations, it refunds the MP cost of the spell. There is a
chance of confusion or intelligence drain (which scales on spell cost and
evocations skill) when a spell is refunded.
- The cloak of the Thief is changed from +Fog to *Fog, creating fog when the
player is hit.
- The Majin-Bo loses Archmagi, and instead gives a chance for any cast spell
to be vampiric, healing the caster for damage done to living creatures.
- The shield of Resistance is now a +2 kite shield {rF++ rC++ MR++}.
- Glaive of the Guard now has both the spectral weapon and electricity egos.
It no longer has sInv nor +Rage.
- Cloak of Starlight gains *Dazzle, which sometimes dazzles foes like the
Dazzling Flash spell on successful dodge. It no longer has rElec and rC+.
- The Sword of Power is now +5, vorpal, and sometimes fires a powerful but
low-accuracy damage beam with a chance based on the player's current HP.
* Phantom mirrors and boxes of beasts now recharge with XP.
* Wands of polymorph now show what monsters might become when targeted.
* Amulets are now slow to equip (like armour), and many amulets no longer have
attunement logic. Faith, Regen, and MPRegen retain their swap drawbacks.
* Bardings are merged into a single item type.
* Staves of earth deal higher damage, but with the shrapnel effect of being
affected 3 times by AC.
* Staves of conjuration deal bonus irresistable damage that checks AC.
* The full contents of item piles are revealed on sight.
* Potions of stabbing, wands of clouds, and staves of energy, summoning, and
wizardry are removed.
Branches, Environment
---------------------
* Swamp's levels are now smaller, and many weak monsters no longer appear.
* Crimson and shadow imps are now much less common in the Dungeon. White imps
and ufetubi take their place.
* Shadows and wights no longer appear in the Crypt spawn list, replaced with
flying skulls, necromancers, and wraiths.
* Spider is now quiet.
* The malevolent force of Zot will find players that tarry far too long in one
place.
* Gauntlet monsters now generate awake, and those other than the minotaur
don't pick up loot.
* Net traps are now permanent and the nets always mulch.
Spells
------
* The Charms skill and school have been removed.
- Ozocubu's Armour is now Ice only, Swiftness is now Air only, Death's Door
is now Necromancy only and Level 9.
- Excruciating Wounds is now Necromancy only, prevents unwielding your weapon
for the duration, and applies a Wizardry penalty as well as noise.
- Battlesphere is now Conjurations only, and its targeting has been adjusted
to work with all Conjurations school spells other than Servitor.
- Song of Slaying is now Transmutations and renamed Wereblood; the noise is
reduced somewhat.
* Animate Skeleton and Animate Dead creations now have strength scaling with
spellpower; Animate Skeleton has a power cap. Both creations have a shorter
lifespan. Additionally, these spells can't be cast if corpses are not nearby.
* Animate Skeleton now animates the nearest skeleton, and does not require you
to stand on the corpse.
* Frozen Ramparts has its effect end upon player movement.
* Death Channel spectral things have a shorter duration and fade if Death
Channel expires.
* Infestation scarabs have a shorter duration.
* Vampiric Draining's damage is no longer limited by how much it heals.
* Eringya's Toxic Bog now places bogs in all squares within a range of 4 where
there is no adjacent solid feature.
* Beastly Appendage now melds helmets and boots, and gives two levels of both
Horns and Talons (octopodes keep their tentacle spike) instead of randomly
choosing.
* Irradiate now checks monster AC but does slightly more damage.
* Alistair's Intoxication prompts when nothing in view can be affected, always
applies Vertigo when successful, and has a higher power cap.
* Conjure Ball Lightning's scaling with spellpower has been simplified.
* Beam spells and wands no longer have their range reduced by hitting things.
* All temporary allies dismiss when you leave the level.
* Translocations miscasts now inflict -Move which prevents walking in addition
to translocating.
* Aura of Abjuration, Darkness, Infusion, Recall, Ring of Flames, Shroud of
Golubria, Spectral Weapon, Sticks to Snakes, and Summon Butterflies are
removed.
Gods
----
* Gozag no longer gives a free potion petition on worship.
* Nemelex's deck gifting begins at higher piety.
* Nemelex' Shaft card is removed, and the Exile card no longer has a chance
to self banish.
Interface
---------
* The "quiver" feature is generalized and can now hold spells, evokables, and
abilities. The `f`ire interface can be used to target any quiverable
action, and quiverable actions can be autofired via shift+tab/`p`. Existing
autofight ranged settings such as autofight_throw are generalized to handle
new quiverables. The `]` key swaps between the two most recent quivered
actions. See the options guide for more information on new and updated
options: autofight_throw, autofight_stop, automagic_stop,
fail_severity_to_quiver, launcher_autoquiver, fire_order. See the manual
section 4, subsection "Attacking and firing" for a summary of the relevant
key bindings.
* Launchers can now be fired independently of the quiver; use `v` to target
(like reaching weapons) or regular autofight commands to autotarget.
* Static targeters are added for spells and abilities that indicate which cells
will be affected, along with a new option to configure which of these are
shown while casting, force_targeter.
* Player wand damage, spell damage, and spell accuracy is now displayed in the
UI.
* Viewing a monster with `xv` now shows to-hit chance with your current weapon.
* Monsters' spell damage is shown in `xv`.
* Examining cells with multiple interesting things now gives a selection menu.
* The "view stack/pickup key" `;` can be pressed twice to force autopickup even
in unsafe situations.
* The `^x` view description is now available from all targeting prompts, and
when used while targeting lists valid targets in range.
* Any floor can be annotated from anywhere in the `!` interface.
* Spellpower is now displayed as a percentage of max spellpower.
* Macro updates: Macros/keybinds can be viewed via the `~` menu in-game. RC file
keybind settings support escape codes.
* Updated uption: travel_open_doors now has a setting that tries to avoid
opening doors during autotravel.
* New option: travel_one_unsafe_move. Setting this option to true causes
auto-travel to make one move towards its goal before conducting the usual
safety checks.
* New option: monster_item_view_features. This is a regex list option, features
that match patterns on this list will be displayed in the `^x` view
description.
* New option: always_show_zot. When enabled, the remaining time until Zot finds
the player is always shown, rather than when there are only 1000 turns left.
* New options: tile_overlay_col and tile_overlay_alpha_percent control the
appearance of the message window in local tiles.
Lua
---
* Three new hooks, chk_ability_choice, chk_spell_choice, and c_message can be
used to answer the ability and spell menu prompts and to react to messages.
* A new api is introduced for targeted fire of spells, items, and abilities as
a less brittle alternative to sending keys. See lua functions:
crawl.do_targeted_command, spells.cast, item.fire, you.activate_ability,
you.quiver_valid, and you.quiver_enabled.
* Other new functions: you.memorise (memorise a spell by name),
spells.power_perc (get spellpower for a spell as a percentage)
Stone Soup 0.25.1 (20200717)
----------------------------
Bugfix Release
--------------
* Artefacts from acquirement now leave a note in morgues.
* Scarf of harm is fixed.
* Foxfire will no longer attack out of LoS.
* Stacking from empty Nemelex decks is no longer possible.
* Wizlab entry now generates a milestone / note again.
* Fix a bug where cloud generators triggered on load when no time had passed,
leading to a different cloud arrangement from saving + reloading.
* Seeded play fixes for seed instability in a few cases, as well as crashes
related to seed stability and pregeneration code.
* Several speedups for dungeon rendering, especially in zigs.
* Sprint 3 cloud generators have been retuned.
* Improvements to the behavior of restart_after_save (on by default in 0.25.0).
* Using [] in map view from stairs to view other levels now correctly finds the
matching stairs.
* Crashes to do with annotation, off-level map view, and custom flashes have
been fixed.
* It is no longer possible for a bug to cause the player to drown or fall into
lava, emergency flight will be activated instead.
Stone Soup 0.25.0 (20200612)
----------------------------
Highlights
----------
* Spells in many schools have been redesigned to make the schools more
distinct.
* Acquirement scrolls have been despoilered, offering the player a choice of
generated items.
* Effects from spell miscasts, god wrath, death curses, and Zot traps have
been overhauled for consistency and simplicity.
Branches, Environment
---------------------
* Potions of cancellation now appear as loot in Ziggurats.
* Boris can now spawn after the player picks up the Orb of Zot.
* Forest fires and the Tornado spell can no longer destroy temporary trees
made by Summon Forest.
* D:1 Level spawns can no longer generate within LOS distance of the player's
starting position.
* Many arrival vaults have been reworked to allow better player tactics.
* A new Swamp ending themed as a conflict between Yred and Fedhas that
includes an undead version of the Lernaean Hydra.
* Ziggurats now have level set featuring many player ghosts.
* Zot traps have had their effect flowchart simplified and focused.
* Abyss exits that spawn from earning xp can spawn after the initial spawn,
instead of every subsequent spawn being a downstair.
* Troves can now ask for scrolls of fog or scrolls of fear.
Character
---------
* Monsters summoned by the player now dismiss when they become hostile.
* Players can now renounce their religion while silenced.
* All Evocable items can no longer be used by the player while confused.
* Formicids can no longer cast Swiftness.
Gods
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* Trog no longer gifts ranged weapons nor ammunition, gifting only melee
weapons. These weapons can only have egos of plain, vorpal, flaming, and
anti-magic.
* Trog now hates use of all magical staves and pain weapons.
* Elyvilon's Divine Protection now always protects exactly at 5* piety instead
of protecting at a value between 5* and 6*.
* Fedhas now protects plant allies from collisions and from ranged attacks by
other allies.
* God conducts for harming allies now apply to spells and items that place
harmful clouds.
* Nemelex abilities can no longer be used while silenced.
* Nemelex card revisions:
- The pain card no longer summons a flayed ghost, instead it torments at high
power (the card user is spared).
- The cloud card now produces black smoke around enemies in sight, to better
fir with the deck of escape.
* Wu Jian has been tweaked:
- Wall jumps are now only activated via the 'a'bility menu.
- Whirlwind attacks no longer pin
- Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and
increases by 1 for each martial attack.
* Xom no longer inflicts miscast effects.
* Xom demon summoning is increased in power.
* Wrath changes
- Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no
longer uses rot as retribution.
- Lugonu's "translocation wrath" no longer uses translocations miscast.
Instead, the player is either teleported to monsters, banished, or set upon
by Abyss summons.
- Cheibriados' wrath no longer uses miscasts. At very high tension, in
addition to sleeping and slowing the player, Chei makes a lot of noise. At
low tension, miscasts are replaced by stat damage.
- Fedhas' wrath no longer uses elemental miscasts. These are replaced by a
choice of corrosive bolt, primal wave, or thorn volley.
- Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred
fires a bolt of draining.
- Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts.
* Vehumet is less likely to give duplicate gifts.
* Xom is stimulated upon worship at a faded altar.
Items
-----
* Scroll of Acquirement rework:
- Offers players a choice of five fully generated items.
- Three of the item categories are randomly chosen and the other two are
always gold and food (for species that eat).
- Generated items are always useable and not hated by the player's current
god.
- The Miscellaneous category for evocable items is no longer available.
* New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g.
distracted monsters) to strong ones (e.g. sleeping monsters).
* Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges
which recover over time with XP. When used, it creates a number of radius 2
explosions (the number scales with evocations skill) near the center
of present monster that are triple-affected by AC (like LRD). The explosions
are randomly skewed and may hit the user. Most useful for players with good
armour.
* The chaos brand now has might and agility effects, no longer causes miscast
effects, and its cloning effect can create friendly and neutral monsters.
* Potions of Brilliance now provide a stronger universal spell enhancer and
remove spell hunger. They no longer provide an Int bonus nor wizardry.
* Potions of Might no longer provide a bonus to strength.
* Scrolls of Magic Mapping now reveal any floor traps on the level.
* The -Tele property no longer appears on artefact weapons and jewellery.
* Ordinary shields have been renamed to kite shields and large shields have
been renamed to tower shields. This helps make equipment descriptions less
ambiguous.
* The vorpal weapon ego no longer has distinct adjectives for each weapon
class. Now all such weapons are described as 'vorpal'.
* Unrandart changes:
- New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and
*Drain that automatically gathers corpses to increase AC. The AC decays
slowly over time but decays more quickly as more corpses are added.
- Boots of the Assassin are now called the hood of the Assassin and use the
headgear slot.
- The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3
properties.
- The Elemental Staff now acts as an enhancer for all elemental schools,
with enhancement applying independently for each school.
- Warlock's Mirror can now reflect piercing ranged weapons.
- The Staff of Olgreb now has a chance to deal poison-arrow flavored damage
on hit, based on evocations skill. It no longer has an additional chance to
cast Venom Bolt on top of casting OTR when evoked. It now grants poison