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changelog.txt
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Stone Soup 0.18 (initial 0.18-a0)
---------------------------------
Stone Soup 0.17 (20151106)
--------------------------
Highlights
----------
* Square line of sight.
* Shorter Lair rune branches.
* New rune vaults for many branches.
Branches, Environment
---------------------
* Snake, Shoals, Swamp and Spider are now all 4 levels long, down from 5.
* Levels no longer have -cTele.
* Shadow Traps have been removed.
* Slime wall damage no longer varies by depth.
* AC now applies before resists for cloud damage.
* Ghostly flame clouds have been renamed to spectral mist clouds.
* Troves no longer ask for items that the player character's species cannot
use.
* Pandemonium now spawns primarily tier 3 and above demons.
* New altar type: 'ecumenical altars', which allow the player to worship a
random god.
* New WizLab: Lehudib's Moon Base, where the player can fight the legendary
Moon Troll.
* Tukima's Studio and Eringya's Formal Garden WizLabs have been removed.
Character
---------
* All races have had their evocations aptitudes reduced by one point.
* MP scaling has been reworked & simplified; MP aptitudes have been adjusted.
* Heavy armour no longer penalizes unarmed combat & throwing speeds.
* Rot is now healed first, instead of last; effectively, rotting reduces the
effectiveness of healing until cured. The Rot status is also gone, with rot
taking place immediately.
* Stat loss is no longer regenerated over time; instead, it's restored by XP.
* The deterioration mutation is now only 2 levels, and has a chance of causing
stat loss whenever the player takes damage, rather than over time.
* Being at 0 in a stat no longer causes direct damage to the player.
* Undead stat gain: Mummies get one of Str, Int, or Dex every 5 levels, and
Vampires get either Int or Dex every 5 levels.
* Vampires can now drink from anything that has blood, regardless of their
chunk type.
* Headbutt aux attacks no longer apply a small stun and the hooves aux kicks no
longer bypass AC.
* Unarmed attacks no longer have a speed penalty when attacking with a shield.
* Cleaving attacks now function even under confusion.
* Control-attacking & manipulating doors are no longer permitted under
confusion.
* Confusion will never cause characters to stumble into deep water/lava.
* Corrosion can affect characters not using weapons or armour, and applies -4
to both armour and slaying (instead of -5/-3).
* Multi-turn actions, other than climbing/descending stairs, no longer reduce
EV by 5 for their duration.
* Poison-immune characters (e.g. gargoyles, mummies) no longer take poison
damage.
* Draconian Fighters no longer start with extra equipment.
* Teleportitis only triggers when it would land the player in LOS of
enemies. It triggers slightly more frequently as a result, but no longer
triggers in Labyrinths or the Abyss.
* The 'spiny' mutation is now dramatically stronger.
* Powered by Death is now triggered by kills, instead of corpses.
* Black Mark no longer gives vampirism; its other effects are now stronger.
* Clawed attacks no longer have bleeding-over-time damage effects.
* There's now a distinct hunger state of Fainting and appropriate warning
messages for when the player is so low on nutrition that they might become
paralyzed.
* The Breathe Flames and Spit Poison mutations are now mutually exclusive.
* Demonspawn can shoot through their own demonic guardians.
* Ability scores now cap at 125, up from 72.
* Some species now have lower Throwing aptitudes:
- Centaur, Halfling, and Kobold go from +3 to +1;
- Ogre, Spriggan, Tengu, High Elf, and Deep Elf go from +1 to 0;
- Hill Orc and Gargoyle go from 0 to -1.
Geometry
--------
* All range-based mechanics now treat diagonals identically to orthogonal
directions. Line of sight, spell range, and other effects are now visually
'square'. Many of those, including line of sight, are now slightly shorter.
Gods
----
* Gozag:
- The fee for entry has been reduced, especially early on.
- Gold distraction is now an effect centered on the player that's refreshed
whenever they find (make) new corpse-gold, rather than being centered on
the gold piles themselves.
- The cost of Potion Petition is more variable and higher initially, but no
longer increases with use.
- Friendly bribed allies are now permanently allied, but restricted to the
branch from which they came.
- Corpseless monsters now drop gold.
- Gold that lands in deep water/lava teleports into the player's pockets.
- Amulets of faith no longer have any effect.
- Bribes now work on any intelligent monster in the branch, with bribe
susceptibility based on HD and a scaling factor by branch. Unique Hell or
Pan lords can't be bribed.
- Bribes now trigger on monsters coming into view, rather than on level
entry.
- Call Merchant now always places shops at the player's location.
* Ru:
- New sacrifice: Sacrifice Eye, similar to the effect of amulets of
inaccuracy (and stacking with the amulet).
- New sacrifice: Sacrifice Resistance, providing rC- rF-.
* Beogh's smite damage now scales better with invocations.
* Okawaru's Finesse no longer gives contamination.
* Lugonu and Trog no longer accept corpse sacrifices.
* The Shining One no longer blesses allies' weapons and armour; the Summon
Divine Warrior ability is now slightly cheaper.
* Cheibriados' slouch damage is now based on monster movement speed.
* Ashenzari now gives the Scrying ability at 1* piety, boosts skills at 2*, and
grants SInv at 3*.
* Zin's Vitalization no longer provides nutrition, and now has a small MP cost.
* Jiyva's Slime Prayer now lasts longer and has a small MP cost.
* Sif no longer requires worshippers to know spells.
* The player now no longer needs an altar to use the following abilities, which
are accessible from the ability menu: Zin's Donate Gold, Kiku's Bless Weapon
and Gift Necronomicon, Lugonu's Bless Weapon, and The Shining One's Bless
Weapon.
* Gods no longer protect worshippers from Beogh smiting or TSO cleansing
flame.
* Qazlal's wrath now causes noise 50% of the time before other possible
actions, and can no longer inflict Deformed Body.
* Notes are now generated whenever you reach a piety rank for a god for the
first time, instead of on abilities being gained.
Items
-----
* New items:
- Maxwell's Etheric Cage, a helmet giving rElec, +4 MP and a large boost to
MP regen, at the cost of causing intermittent light contamination.
- the Robe of Vines, a +5 robe with massive regeneration but which renders
the wearer unable to heal by external means.
- Kryia's mail coat, +7 scale mail which amplifies the effect of healing
items (and grants rC+ to boot).
* Poisonous chunks and rot chunks have been merged into 'inedible' chunks,
which are only edible by ghouls. Some monsters have had their meat cleaned.
* Unrandart changes:
- The Cloak of Starlight is now +2 and gives Stlth--.
- The fencer's gloves now give a bonus to Short and Long Blades skills.
- The Sceptre of Torment is now a staff.
* The box of beasts now produces a new type of variable creature, 'mutant
beasts', instead of chimeras.
* The Orb of Zot now turns all controlled blinks into uncontrolled blinks while
carried.
* Warding now applies to ranged attacks.
* Troll leather armour now provides regeneration to trolls.
* Staves of summoning no longer have a chance of abjuring on hit.
* Staves of power now give a flat +15 mp, rather than scaling with your MP; they
no longer store MP when swapping.
* For the player and for monsters, curare needles no longer have an effect that
prevents the use of abilities relying on breath.
* Scrolls of Holy Word now apply the Daze status effect instead of stunning
enemies.
* "Sustain abilities" has been renamed to "sustain attributes".
* The Storm card no longer summons twisters.
* The Placid Magic card is no more.
* The Sack of Spiders makes more appropriate types of spiders at lower and
higher levels of Evocations and fewer orb spiders overall.
* The Rod of Clouds makes acid clouds more often and storm clouds less often.
* Removed items:
- The Cloak of Flash.
- Potions of decay.
- Potions of restore abilities.
- Rings of teleport control.
- The Book of Control.
- Hammers.
Monsters
--------
* New monsters:
- Salamander stormcallers, appearing in the late Dungeon and the Vaults. They
chant for a few turns before calling down a Fire Storm on their victims.
- Entropy weavers, appearing in Spider, Vaults, and Depths. They chant for a
few turns before corroding their victims' equipment terribly.
- Juggernauts, terrifying giants that lurk in Depths. They move quickly and
deliver fantastically punishing blows, but must rest after each attack.
* Death cobs have been greatly strengthened and their attacks increase your
hunger, even when guarded by AC.
* Hungry ghosts' hungering effect now apply even when their attack damage is
reduced by AC.
* XP and placement for many uniques has been adjusted; in general, uniques have
been removed from depths at which they're no longer threatening, and their XP
has increased considerably.
* Jellies no longer eat items the player has seen.
* Monsters will now pick up all scrolls & potions, not just ones they use.
* Poison now has a 1/3 chance of affecting rPois+ monsters (up from 0/3).
* All nonliving monsters now have rPois+++.
* rElec++ has been removed; monsters that previously had it now either have
rElec+ or full immunity.
* Non-magic-immune monsters are now always confuseable.
* Unrelated monsters can now swap with each other.
* Ghouls no longer cause rot with their attacks.
* Monsters no longer eat corpses.
* Revenants no longer ignore silence.
* Phantasmal warriors' attacks no longer pierce shields & armour.
* Death knights now have agony & haunt in addition to pain mirror.
* Worms are less vulnerable to some forms of kiting, having more regen in
exchange for less max hp.
* Air elementals can no longer 'submerge' in air.
* Fire elementals no longer fly (though they can still cross lava). They can
now enter shallow water.
* Queen ants are now faster.
* Liches and Ancient Liches can no longer cast Shadow Creatures.
* Many monsters have lost the 'teleport self' spell: (ancient) liches, wizards,
giant orange brains, hellwings, smoke demons, ogre magi, Mara, and Boris.
* Various 'high-intelligence' monsters no longer have immunity to drowning
while confused.
* Basic mummies no longer have death curses.
* Alligators now come in pairs.
* Jorgrun is no longer a deep dwarf, and now regenerates normally.
* Deep dwarf ghosts now regenerate normally.
* Hell beasts no longer have randomized speeds.
* Salamander mystics, firebrands, and stormcallers now all have normal land
move speed and fast swimming speed.
* Polyphemus can throw his yaks at the player.
* Blocks of ice are now susceptible to LRD and Shatter.
* Demonspawn warmongers now have Haste Other instead of Grand Avatar, and can
spawn with a shield.
* Demonspawn blood saints no longer have ephemeral infusion, and no longer
damage themselves when casting Legendary Destruction.
* Orange crystal statues now have Shadow Creatures and both they and obsidian
statues are faster at casting their spells.
* Monsters can no longer have the Inner Flame spell.
* Hellwings no longer have the Teleport Other spell.
* Monsters can no longer have Animate Dead nor Simulacrum spells.
* Monsters that worship Dith or Yred (including allies of the player) are
immune to the umbra accuracy reduction.
* Monsters can no longer have a flee ability (polar bears, black bears, and
krakens).
* Derived undead (skeletons, zombies, spectres, and simulacra) now do 80% of the
damage of the base monster and inherit the energy use pattern of the base
monster.
* Removed monsters:
- Unborn.
- Ravens.
- Giant mites.
- Baby alligators.
- Boring beetles.
- Goliath beetles.
- Wandering mushrooms only generate through Fedhas or the monster Summon
Mushrooms spell.
Spells
------
* Enslavement is replaced by Tukima's Dance in the Enchanter starting book, and
by Gell's Gravitas in the Arcane Marksman starting book. Tukima's Dance no
longer appears in the Book of Enchantments.
* Ignite Poison is now level 3 Fire/Poison/Transmutations; it no longer ignites
items or poisonous creatures, only poisoned creatures and clouds, but does
dramatically more damage to the former, especially at low power.
* Gell's Gravitas is now level 3 and smite-targeted; it can now target empty
space, but no longer confuses monsters.
* Summon Guardian Golem is now level 3.
* Aura of Abjuration is now level 5, and has been moved from the Grand Grimoire
to the book of Summonings.
* Monstrous Menagerie has been moved from the books of Summonings and Beasts to
the Grand Grimoire.
* Summon Mana Viper has been moved from the book of Hinderance to the book of
Summonings.
* Sticks to Snakes no longer requires wielding arrows.
* Apporting the Orb of Zot now causes the orb run to begin.
* Cigotuvi's Embrace is now stronger with small numbers of corpses, and
considerably weaker with huge numbers.
* Freeze no longer has a stun effect.
* Death's Door sets player exhaustion when canceled with Borgnjor's
Revivification.
* Ozocubu's Armour and Stoneskin no longer give additional bonuses to Ice Form
and Statue Form, respectively.
* Casting Malign Gateway no longer drains player Int.
* Casting Haunt no longer cause sickness.
* High level spellbooks no longer restrict learning from them based on skill
levels.
* Corpse Rot now affects all corpses in LOS.
* Darkness is now level 6.
* Controlled Blink is now level 8.
* Removed spells:
- Abjuration.
- Control Teleport.
- Enslavement.
- Flight.
- Sure Blade.
- Singularity.
Interface
---------
* The level map viewer (X) now allows you to examine monsters, items & features
(with 'v'), just as the normal examine mode does.
* The inventory descriptions for weapons & shields now shows the skill required
to reach minimum attack delay / remove attack delay penalty, respectively.
* The rune menu now shows you all runes and their locations before they are
found, including the Orb of Zot.
* New ability_slot option, which allows you to specify default letters for
abilities.
* The 'a'bility command shows the menu by default; to get the old behaviour,
use the option "ability_menu = false".
* The auto_eat_chunks option is now true by default, so hungry characters eat
chunks while resting, travelling, and exploring.
* Allow searching for jewellery, dragon armour/hides and magical staves using
abbreviations for their granted properties.
Technical
---------
* Compilation under Cygwin is now supported.
Stone Soup 0.16.2 (20150811)
--------------------------------------------
* Give FeEE players stones at game start.
* Display base attributes in the '@' display.
* No longer revoke Zin's sanctuary when a confused ally attacks you, and allow
confused allies in your sanctuary to get away with attacking hostiles.
* Ranged and confused player attacks as well as the Tornado, Static Discharge,
and Singularity spells now all break sanctuary.
* Fix a bug where players who lose the big wings mutation while flying with no
other source of flight would continue to fly. They now stop flying and get an
emergency flight evocation if wearing a ring of flight.
* Fix a bug where a player with the confused status could cancel accidental
attacks when wielding a weapon inscribed with "!a".
* Fix a bug where monsters with phase shift got 8 more EV than intended.
* Fix a bug where players could take a shaft and land in inescapable areas.
* Have Dithmenos' spell-shadowing attack use the same targeting as the player
attack that triggered it to avoid it doing things like hitting allies.
* Fix a mouse bug in the Tiles version where Ctrl and Alt modifiers would be
set when clicking despite those keys not being pressed.
* Fix the Tiles version failing to run on OS X.
* In the Objstat debug mode for counting items and monsters, the output format
has been streamlined to generate one file per table with data from all levels
in each table.
* Fix a bug in Objstat where items in shops weren't counted.
* Other minor bugfixes, and cleanups to in-game descriptions and help text.
Stone Soup 0.16.1 (20150322)
--------------------------------------------
* Major bugfix release. Because of the first two bugfixes listed below, it's
strongly recommended that all 0.16.0 users upgrade to this version.
* Fix a bug where all player melee damage was effectively doubled. This only
affected player melee damage, not player ranged or spells, or monster damage
at all.
* Fix a bug in sprint where controlled blink was blocked as if from the stasis
effect.
* Artefacts with the Contam property are no longer marked as chaotic and hence
hated by Zin, since Zin wouldn't give penance for using e.g. weapons with
this property anyhow. There's now a warning under Zin when Contam items are
removed, since this does incur penance.
* Monsters no longer avoid walking on shadow traps.
* Fix the build for the Android port of DCSS.
* Other minor bugfixes.
Stone Soup 0.16 (20150311)
--------------------------------------------
* New gods: Gozag Ym Sagoz the Greedy and Ru the Awakened.
* Zot Defense has been removed.
Branches, environment
---------------------
* The tides in Shoals now only shift between shallow water & land; deep water
is neither created nor destroyed. The tides move 15 times faster than before.
* Ziggurats now only require two runes to enter, down from three.
* Every time a player clears a ziggurat (exits from the top floor, Zig:27), all
subsequent ziggurats become significantly harder.
* A Hall of Blades area (not branch) is now guaranteed on Elf:2.
* Abyssal stairs can now appear in the Abyssal Knight starting abyss.
* Clouds of draining now require rN+++ for immunity, up from rN+.
* Clouds of miasma now apply the 'Rot' status, rather than causing rotting
directly.
* New trap: "Shadow Trap", which summons a small group of hostile creatures
from the local area when any non-summoned creature steps on it.
* Traps no longer care about whether the player is flying.
* The 'disarm trap' command has been removed.
Character
---------
* Demigods now gain two stats of their choice on on every third level, in
exchange for no longer getting one random stat on every second level.
* Demigods now have innate Sustain Abilities.
* All species can now choose 'unarmed' when playing backgrounds that allow a
weapon choice.
* Ghouls now gain as much healing from normal chunks as they previously got
from rotting flesh, and always cure a point of rot when eating a chunk.
* Vampires now bottle blood with 'c', and can do so from the first level.
* Butchering/bottling now only takes a single turn.
* Wanderers now receive a randart spellbook instead of starting with a Level 1
spell memorized.
* Wanderers can start with one elemental evoker or a box of beasts instead of
a wand.
* Wanderer starting equipment is noted in the game log.
* Felids no longer have a jump-attack ability, which has been removed.
* Worshippers of Kikubaaqudgha and Nemelex Xobeh will now have titles unique
to those gods displayed when their highest skill is Necromancy or Evocations
(respectively).
* Gargoyles can no longer cast Statue Form.
* Removed Death Knight and Healer backgrounds.
Monsters
--------
* The Great Lords of Pandemonium (Cerebov, et al) will reappear on later floors
of Pandemonium if their rune is stolen, unless and until they are slain.
* The Serpent of Hell is considerably tougher; it now has three heads which
can attack and/or breathe separately, and can also summon backup.
* Mnoleg now has more and more exciting attack types.
* Mimics now cackle and vanish (forever) when discovered.
* Curse skulls now move - fast!
* Iron devils have been upgraded to rust devils, which do less damage but
corrode with their touch.
* Insubstantial wisps are now more fragile & less numerous, but have Static
Discharge.
* Seraphim are now considerably stronger, and have a new spellset. They can
now (very occasionally) appear on the orb run.
* New monsters:
- Robin of the Strong Arm, appearing in the early Dungeon. An unusually
strong hobgoblin, with a personal army of hobgoblins and goblins. She
happily hurls the latter at her enemies.
- Caustic shrikes, appearing in Depths. Metallic birds that travel in flocks,
attacking with acid-dripping claws that sear through armour & flesh alike.
- Shard shrikes, appearing in Cocytus. Batty monsters that come in flocks and
spit deadly ice shards at their foes.
- Elemental wellsprings, appearing in Cocytus. They fire powerful waves of
water which produce hostile water elementals - but deplete their own
'health' in the process.
- Bennu, the divine phoenix, appearing in Tomb. Attacks with draining and
holy; when killed, explodes into ghostly flame and instantly returns to
life (once).
- Ushabti, funerary statues, appearing in Tomb. They exhale long lines of
draining clouds, and rumble deeply to alert far-away foes.
- Anubis guards, living fanatics appearing in Tomb. They're conditioned to
be immune to torment, and breathe draining, dispel undead, and howl to
alert other guards.
- Death scarabs, swarming insects appearing in Tomb. They trail miasma and
have a vampiric bite that also drains speed.
* Renamed monsters:
- Silver statues -> obsidian statues.
- Green rats -> river rats.
- Orange rats -> hell rats.
- Yellow wasps -> wasps.
- Red wasps -> hornets.
- Mermaids -> sirens.
- Sirens -> merfolk avatars.
- Meatsprint lost souls -> wretched souls.
* The Royal Jelly now leaks a large number of jellies when polymorphed.
* Ghost crabs have been moved from Crypt to Swamp.
* The "misshapen and mutated" status (from Malmutate and the new Irradiate
spell) is now temporary, but more significant.
* Player ghosts & spellforged servitors can now have more than six spells.
* Player ghosts now have their weapon brands displayed.
* Hellwings can now cast Cigotuvi's Embrace, and start with it active.
* Xtahua's breath now creates a cloud of flames, like red draconians'.
* Tiamat can now be any colour of draconian, except grey.
* Fannar can now cast Condensation Shield.
* Frederick is now a demigod; his armour has been upgraded & his spellset has
been tweaked.
* Sense invisibility has been simplified; monsters that had it now have see
invisible + blindness immunity instead.
* Item-eating monsters such as jellies no longer eat items you have seen,
except for followers of Jiyva.
* Magic immunity no longer confers confusion immunity to monsters.
* Many monsters are no longer magic immune: notably, most plant enemies, eyes,
mummies, and angels.
* Polymorphed monsters now return to their original shapes in death.
* Liches (and ancient liches) now choose their spells randomly from a large
set of possible spells, instead of having fixed spellbooks.
* All non-permanent summoned monsters are now unable to use stairs.
Spells
------
* New spells:
- Singularity (L9 Translocation), which summons a singularity & sucks in all
nearby enemies, severely damaging them in the process.
- Gell's Gravitas (L5 Hexes/Translocation), which pulls nearby creatures
toward the target, causing damage if they collide & occasionally confusing
them.
- Hydra Form (L6 Transmutation), a short-duration form that attacks all
adjacent foes & devours slain foes for nutrition and healing.
- Irradiate (L5 Transmutation/Conjuration), which deals heavy damage &
malmutates nearby enemies, but also contaminates the caster.
- Cigotuvi's Embrace (L5 Necromancy), which turns all corpses in LOS into
armour for the player.
* Dispersal now affects a wider radius & has a chance of confusing its victims.
* Force Lance is now L4 Translocation/Conjuration, and is more accurate and
better at knocking enemies back.
* Ice, Dragon, Tree and Fungus forms no longer meld octopode rings.
* Spell miscast effects have been hugely revamped.
* Monstrous Menagerie has had its summon cap reduced by one.
* Twisted Resurrection and Forceful Dismissal have been removed.
Items
-----
* Chunks are now only separated by edibility (normal, poisonous, mutagenic...),
rather than source monster type.
* Rotting chunks are gone; corpses rot directly into skeletons.
* Cleaving attacks (from axes and Hydra Form) try to hit all adjacent enemies,
rather than being blocked by walls.
* Enemy-held weapons now have their brands ID'd on sight.
* Wand changes:
- Zapping wands that don't have their charge count identified wastes several
charges.
- Wand type is auto-identified on pickup.
- Many weak wands have had their max charge count increased.
* New items:
- Gyre & Gimble, a pair of quickblades linked by a chain; they take two hands
to use, but each attack made with them strikes twice.
- Shadow Dragon Armour: as heavy as Storm Dragon Armour, but has Stlth++++
in place of rElec.
- Quicksilver Dragon Armour: slightly heavier than Mottled Dragon Armour,
with much better AC & MR+, but unenchantable. (Always +0.)
- Phantom mirrors: one-use evocables that create a temporary friendly clone
of targeted monsters.
- The Iron Rod, which fires a spray of shrapnel in a wide arc. Extremely
effective against agile, low-AC enemies, but ineffective against armoured
enemies or at a distance.
- The Akashic Record, a new high-level Translocations book.
- Potions of ambrosia, which give substantial health & magic regeneration for
a short period, but also confuse the user; if the confusion ends, so does
regeneration.
* Regeneration has been moved from rings to amulets.
* Corrosion resistance can now occur on artefact armour.
* Artefact generation has been generally reworked.
* Scale mail now only has 10 ER, down from 11.
* Unrand changes:
- The Ring of Vitality is now the Amulet of Vitality.
- The captain's cutlass is now +5 (was +10) and can disarm enemies.
- The Hat of the Alchemist is now -2 (rElec rPois rF rC rN MR rMut rCorr).
- Maxwell's Patent Armour now gives rCorr rElec instead of rF+ rC+.
- The arbalest Hellfire has had its explosion damage roughly doubled.
- The dark maul has had both its base damage & enchantment increased.
* All food other than rations, chunks, and royal jellies now takes one turn
to eat.
* Potions of blood no longer give nutrition for non-vampires.
* All short blades now do piercing damage.
* Weapons other than short blades & felid claws are all now equally good at
stabbing.
* Light armour now has a small spellcast success penalty.
* Elemental evocables now charge & discharge on a type-by-type basis, rather
than individually for each item.
* The Box of Beasts and Rod of Shadows are now considerably stronger.
* The lantern of shadows now drains MP while in use, and ceases to function
once its wielder runs dry.
* Steel ammo no longer has a decreased mulch rate.
* Large rocks no longer have randomized range.
* Renamed items:
- Cutlasses are now rapiers.
- Bastard swords are now double swords.
- Claymores are now triple swords.
- Cloaks of darkness are now cloaks of invisibility.
* Removed items:
- Boots of jumping.
- Potions of confusion, porridge and coagulated blood.
- Blessed Blades.
- Rods of Striking.
- Tomes of Destruction.
- The book of Wizardry.
- The Spear of the Botono.
- The blowgun of the Assassin.
Cards
-----
* All characters can now evoke decks from the inventory.
* If one's god would disapprove of a card's effects, they will block the
blasphemous effects in question as it is drawn.
* New cards.
- Elements, which summons three beasts of the four elements.
- Rangers, which summons two or three ranged-missile users.
- Placid Magic, which removes all status effects and applies heavy antimagic
to all creatures in sight, including the user.
- Water, which creates temporary pools of shallow water & summoned elemental
allies.
* Revamped destruction cards:
- Storm has replaced rain and swiftness with summoning air elementals, or
thunder clouds alongside a wind blast.
- Pain has lost Torment and can now summon a flayed ghost to instantly apply
its flaying effect to living targets.
- Venom has lost Sting for earlier Venom Bolts and Poison Arrows, but at low
power will briefly make the user vulnerable to poison.
- Degeneration now applies a temporary malmutated effect to targets, along
with polymorphing them to creatures with lower HD. Undead are dazed.
- Vitriol now can provide Corrosive Bolts at higher power.
- Orb bursts will now attempt to home on monsters they might reasonably hit.
* Revamped battle cards:
- Potion has strictly-negative effects taken out, and will also apply its
effects to allies if possible.
- Blade now solely gives a cleaving status (which does not stack with the
reaching of polearms or the original cleaving of axes, but will otherwise
apply to all forms of weapon / unarmed attack.)
- Helm can apply Stoneskin or Shroud of Golubria effects to allies at high
power.
- Elixir gives a small amount of temporary vitality to your allies, alongside
its restorative effects to the user.
- Shadow gives the darkness status (reduced LOS) instead of invisibility.
- Dowsing is now significantly stronger in duration and range.
* Revamped summoning cards:
- Pentagram now summons a more constrained set of demons (stronger at
lower power and weaker at high power), and an additional accompanying
hell hound, rakshasa, or pandemonium lord.
- Dance has replaced its short swords with quarterstaves and its dire flails
with executioner's axes. It also has a chance of summoning a randart.
- Foxfire has lost butterflies and gained ravens.
- Repulsiveness can now summon both an ugly thing and a very ugly thing, and
always summons at least one friendly ugly thing if any hostiles are made.
* Revamped emergency cards:
- Cloud surrounds all hostile monsters with varying types of clouds,
instead of randomly scattering clouds in all valid places in sight.
- Shaft now randomly places shafts under other monsters as well.
- Tomb can now raise rock walls on stone stairs and deep water.
- Velocity will always apply an overall-positive effect (with allies present).
- Banshee now drains victims, in addition to causing fear.
- Solitude can now cause Disjunction at high power.
* Wild Magic now affects enemies instead of the player, and restores magic for
each enemy so affected. It has moved from the Deck of Punishment to the Deck
of Wonders.
* Dowsing is no longer in the deck of battle.
* Decks of war have lost their set of destruction cards.
* The Cloud card has moved from decks of destruction to decks of emergency.
* Removed cards: Metamorphosis, Herd, Bones.
Gods
----
* New god: Gozag the Greedy. Gozag is a temple god, with an altar either in
Temple or on D:2-9.
- Charges a service fee for joining, dependent on the amount of gold that
has been generated in the game.
- Does not have piety.
- Defeated enemies turn to gold; these gold piles distract nearby
creatures, causing them to sometimes not act.
- Potion Petition: purchase one set of potion effects. The first use is free.
- Call Merchant: fund a merchant to set up shop somewhere near to areas
of the dungeon you have explored.
- Bribe Branch: send money to the inhabitants of a branch to turn them
temporarily neutral or incite them to join you.
* New god: Ru the Awakened. Ru is a temple god, with an altar either in
Temple or on D:2-9.
- Periodically offers the player a choice of three permanent sacrifices in
exchange for piety; all abilities scale with piety; piety never decreases.
- Leaving Ru leaves all your sacrifices in place, but incurs no wrath.
- 1*: Enemies may fail to attack you or even attack each other instead.
- 2*: Enemies that hurt you may be punished with status effects.
- 3*: Draw Out Power: restore health and mana to yourself, break free of webs
and constriction, and cure confusion and petrification. Inflicts minor
self-drain and short exhaustion.
- 4*: Power Leap: Blinks you three tiles and deals high AOE damage at your
destination. Inflicts medium exhaustion.
- 5*: Apocalypse: Deals very high damage to all monsters in LOS and inflicts
statuses. Inflicts heavy drain and exhaustion.
* All gods now treat followers' kills the same as the player's, for purposes of
piety gain.
* Makhleb and Okawaru no longer support corpse sacrifice.
* Dithmenos now specifically hates fire; Corona and related effects are now
permitted to Dithmenos's worshippers.
* Nemelex Xobeh:
- Draw One and Peek at Two are no more.
- Cards have been changed thoroughly over once more.
- Nemelex now grants destruction decks again.
* While following TSO, enemies will no longer be distracted by your allies.
* TSO's Divine Shield no longer benefits from Shields skill.
* Zin:
- Hell effect protection halved; now capping out at 50%, down from 100%.
- Recite now more effective at very low Invocations.
* Elyvilon:
- Followers can no longer pacify monsters by zapping wands of Heal Wounds.
- Piety gain is now solely from exploration.
- Abilities have been reworked:
- 1*: Lesser Self-Healing (now called 'Lesser Healing')
- 2*: Greater Heal Other (now called 'Heal Other')
- 3*: Purification
- 4*: Greater Self-Healing (now called 'Greater Healing')
- 5*: Divine Vigour
* Gods that hated eating various types of creature (Beogh and the good gods)
now hate butchering those types of creatures. Penalties for violating these
conducts have been raised significantly.
Interface
---------
* Some effects (Shatter, banishment, etc.) now display animations.
* Monster AC, EV, and MR are now displayed as bars in their descriptions.
* Monster spell descriptions can now be examined through their descriptions, in
the same way as books & rods.
* Odds of hex success is now displayed when targeting monsters, or when
examining their spells.
* The screen now flashes on attempting to autoexplore with monsters in view,
indicating where the relevant monsters are.
* Stealth is now displayed as a bar in the % screen. (The old 'stealth words')
are still visible with @.)
* A third page has been added to the god description (^) screen, listing causes
and effects of divine wrath.
* Xom now has a 'mood' meter, in the same place other gods have piety meters.
* Control-direction no longer tries to open or close doors.
* Derived undead (zombies, skeletons, &c) now have their full names displayed.
* Corrosion now visibly (temporarily) reduces weapons' enhancement bonuses.
* Monsters no longer appear on the minimap.
* The weapon, species, and background options allow these aspects to be
specified in the init file, causing one to be randomly selected; a new combo
option allows entire sets of the above to be specified, again with one being
randomly selected.
* Added explore mode, which is a limited version of wizard mode, where the
only benefit gained is the inability to die. No extra information is
displayed (like in wizard mode), and no extra commands are available. As
with wizard mode, explore mode games are not scored. Enter explore mode
using '+'.
* ?/ has been generally improved, and a new ?/c(L)oud lookup has been added.
Stone Soup 0.15.2 (20141018)
----------------------------
* Assorted crash fixes, bug fixes, and display cleanups.
* Always weight formicid weapon acquirement towards two-handed weapons.
* Allow in-game updates to the mon_glyph option to change the glyph.
* Allow the option syntax of mon_glyph = <mon1>:<mon2> in order to set the
color/glyph of one monster using the base values of another monster.
* In tiles, the tile_player_tile option allows you to specify an arbitrary
monster tile to display for your character. The options tile_weapon_offsets
and tile_shield_offsets can be used to adjust the player weapon and shield
location when using these custom tiles.
* For use with tile_player_tile: the old orb guardian tile, a new monster
vampire tile, and weapon/shield offsets for various monster tiles.
Stone Soup 0.15.1 (20140915)
----------------------------
* Assorted crash fixes.
* Monsters don't benefit from player throwing skill.
* Monsters no longer flee at random on re-entering a level after a short time.
* Several messages correctly no longer appear for out-of-sight monster
actions.
* Dithmenos' stealth bonus works properly again.
* Several spell icons that missed the initial 0.15 release.
Stone Soup 0.15 (20140828)
--------------------------
* New god: Qazlal Stormbringer.
* Nemelex Xobeh and decks in general have had many changes.
* Ranged combat has been rewritten from the ground up.
* Inventory weight limits have been removed.
* Item destruction is no more, and corrosion has a more severe but
temporary effect.
Branches, environment
---------------------
* The Hall of Blades has been cut.
* Crypt is now three levels (was five).
* Some areas of the Tomb layout can now vary.
* Mechanical traps no longer drop ammo.
* Most randomly-placed teleport traps now disappear after one use.
* Troves asking for items require that item to be unequipped.
* The Abyss no longer sometimes blocks blinking.
* Mutagenic fog now causes large amounts of glow instead of mutating directly.
Character
---------
* Inventory item weight and player burden states are no more.
* Cross-training now gives a direct bonus to cross-trained skills, rather than
decreasing the XP cost of learning them.
* Anti-training (for opposite elemental schools) has been removed.
* Formicids can no longer throw large rocks.
* Tengu now gain permaflight at XL14 (was 15).
* All non-undead forms can eat and drink normally.
* All forms can butcher.
* Wisp form can read scrolls and cannot blink on demand.
* Teleportitis cannot be controlled.
* Wanderers have tweaked starting kits with generally better items.
* Player clinging (seen only in Spider Form and with the boots of the Spider)
is no more.
* Kobolds, hill orcs, and ogres are no longer saprovorous.
* Kobolds no longer have disease resistance.
* Halflings have rebalanced stats and aptitudes, shifting them towards defense.
* Ogres and centaurs no longer have a fast metabolism; halflings no longer
have a slow metabolism.
* Centaurs are no longer herbivorous.
* Vampires:
- always get the full effect of all potions;
- can always mutate; and
- always get the full effect of all mutations.
* Some Demonspawn mutations have been modified:
- The Foul Stench facet gives rot immunity earlier and separately instead of
saprovore.
- Facets which gave potion/scroll item conservation now give freezing/fire
cloud immunity earlier and separately.
* The hoof mutation no longer gives extra damage or a stealth penalty for
players wearing boots.
* Player rPois now gives a consistent 2/3rds resistance to poison effects; this
is lower than the previous resistance to poisoning, but higher than the old
resistance to direct poison damage. "Strong poison" effects no longer punch
through rPois, and paralytic stings (wasps) can now slow through rPois.
Monsters
--------
* Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
* Monsters will no longer pick up items that the player has seen. Allies won't
pick up items at all.
* Corrosion affects all of your equipment, but only temporarily, and the chance
to corrode equipment does not consider item enchantment.
* Draining effects no longer permanently reduce monsters' stats ('hit dice');
instead, they apply a temporary status which reduces hit dice for the
duration.
* Monsters no longer fall asleep after long periods of time.
* New monster: ghost crabs, found in Crypt. They breathe ghostly flames that
call dangerous specters into existence.
* New monster: torpor snails, found in Lair and Spider. Their enemies are
slowed on sight, somewhat like ancient zymes.
* Enemies are more intelligent about using area-of-attack spells such as
Symbol of Torment and Chain Lightning even when you are not in sight.
* Komodo dragons now bite harder but don't sicken the player.
* Purple ugly things deal extra damage in lieu of a sickness attack.
* Deep dwarf death knights are now just death knights.
* Manticores now move as fast as the player, and have an unlimited number of
spike volleys.
* Base draconians can become nonbase draconians with experience.
* Undead and nonliving enemies regenerate as fast as other enemies.
* Silver statues and orange crystal statues are immune to disintegration,
but have less health and AC and have their abilities converted to spells
such that they spam less; this implies OCS confusion can be resisted.
* Bog bodies no longer randomly rot.
* Undead monsters will now fall to pieces in deep water, instead of hiding
invisibly.
* Curse skulls are now immobile, again.
* Lost souls now make enemies into ghosts instead of specters.
* Spriggan riders now ride wasps.
* Ugly & very ugly things are now dramatically nastier.
* Cherub's hymns can buff any allies, not just those with higher HDs.
* Killing holy monsters no longer invokes cleansing flame on the perpetrator.
* Ghouls and necrophages can no longer equip weapons or armour.
* Mimics no longer mimic doors, statues, fountains or hatches.
* Each unique now has a special title, shown when you first see them or in the
description screen.
* Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars,
flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu,
plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes,
pulsating lumps, big fish, sharks, lava worms.
Spells
------
* Dazzling Spray replaces Invisibility in the book of Maledictions (the
Enchanter starting spellbook). Invisibility in turn replaces Apportation
in the book of Burglary.
* Casting Ozocubu's Refrigeration now prevents the player from using potions
for several turns instead of destroying potions.
* Spider Form now moves at normal speed, and no longer gives clinging.
* Tukima's Dance now animates weapons held by monsters. The weapons will fight
against their former owners. It is also now level 3.
* Confusing Touch now has a short, non-stacking duration which discharges
entirely when it successfully confuses an enemy. While it's in effect, your
attacks do no damage. It's been moved to level 2.
* Sublimation of Blood no longer uses chunks; it now only draws from the
caster's HP. Fedhas now permits its use.
* Simulacrum now works on a single corpse at the caster's feet, creating
several simulacra from it.
* Monsters casting Simulacrum now affect all corpses in LOS, producing half as
many simulacra as the player version of the spell.
* Many spells, which used player skill, now use spellpower instead: Death's
Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield,
Stoneskin, Statue Form, and Ice Form.
* Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
* Statue Form no longer gives -10 EV.
* Death Channel lasts twice as long.
* The Book of War Chants is no more.
* Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon,
Summon Elemental.
Items
-----
* Item destruction is no more.
* Ranged combat has been rewritten based on melee attacks - AC and EV
has more of an impact, attack delay is more predictable, and Throwing
should be more viable as a ranged option as compared to bows and crossbows,
among other changes.
- Slings have been split into two weapon types; the basic type has been
renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
- Crossbows have been split into three types. The hand crossbow returns as
a starting weapon; the basic crossbow has been renamed to an 'arbalest';
and a new, rare 'triple crossbow' type has been added.
- (Plain) bows have been renamed to shortbows.
* Weapon enchantment & slaying bonuses have been merged into a single number,
giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III
have all been merged into a new "enchant weapon" scroll. The scrolls are
rarer, but always succeed.
* Shields have been rebalanced. All non-shield-enchantment sources of SH have
been halved, and the effectiveness of SH at blocking attacks has been
doubled, to make the utility of a point of SH roughly equivalent to a point
of EV. In effect, this is a small buff. Non-bucklers can now be enchanted
past +3.
* Multiple changes to unrandarts:
- The blowgun of the Assassin returns; it has a chance to affect the target
more than normal blowguns.
- New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar
SustAb}.
- New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff
that takes HP every time you cast a spell.
- The dagger of Chilly Death now sometimes flash-freezes enemies, slowing
their movement, and the scimitar of Flaming Death now sometimes applies
sticky flame to its victims.
- Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC
and EV.
- Skullcrusher is now +3 with +7 strength.
- The Trident of the Octopus King now starts at +8 and gets an additional +
for each Ring of the Octopus King worn. If anyone reads this & gets it to
+10 or higher in an actual game, send screenshots!
- Punk is now a +7 greatsling {Freeze, rC+}.
- Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
- The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
- Many other weapon artefacts have had their enchantments tweaked.
- Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
- The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance
have had their enchantment levels adjusted.
- Removed unrands: the boots of the Spider.
* Branding changes:
- Scrolls of brand weapon will no longer make temporary brands permanent,
but can now randomly apply any brand to an unbranded weapon.
- Blessed weapons can be rebranded.
- Rebranding a distortion weapon no longer causes a distortion effect.
- Branded non-artefact weapons can now be given a temporary re-brand.
- Damage from the electrocution brand has been reduced slightly.
- Draining now triggers somewhat less often, but will cause monsters to be
temporarily drained whenever it does fire.
- The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
* Food changes:
- Honeycombs have been renamed to royal jellies; they don't restore
abilities.
- Potions of blood cure a point of ghoul rotting.
- All types of fruit have been merged together into one gooey, messy item
type.
- Brown (contaminated) chunks are gone, replaced with normal ones.
- Cheese, sausages, and ambrosia are no more.
* New item: potion of cancellation, which removes enchantments & contamination
on the player.
* Scrolls of vulnerability have been simplified; they now just halve MR for all
creatures in LOS.
* Cancellation-type effects (from the potion, quicksilver dragons, etc) now
reduce transformation durations to one turn, rather than cancelling them
immediately.
* Identify scrolls now always identify a single item.
* Jewellery automatically identifies once equipped.
* Amulets of inaccuracy are always cursed.
* New rings of stealth and loudness, which positively/negatively adjust
a player's stealth.
* Amulets of rage no longer have a tiny chance of extending berserk duration.
* Sacks of spiders now place webs directly onto enemies, rather than spreading
them randomly around the area.
* Cleaving hits the full eight squares around a player, when not blocked by
walls.
* Putting on or taking off armour now always takes five turns.
* Scrolls of magic mapping now show 100% of the map.
* Gloves of archery no longer penalise melee.
* Sustain abilities effects no longer stack.
* Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
* Potions of resistance now grant corrosion resistance.
* Staves of air now activate extra melee damage as often as other elemental staves.
* Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
* Weapons and armour which aren't visibly enchanted no longer have enchantments
higher than +0.
* Corpses and skeletons are stationary, and can't be picked up nor apported.
* Other removed items: darts, rings of hunger and sustenance, amulet of
conservation, cloak of preservation, potions of strong poison and paralysis.
Cards
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* New cards.
- Fortitude, which gives Damage Shaving and a bonus to strength.
- Storm, which can make shallow water, a tornado, or cause swiftness.
- Cloud, which spawns dangerous clouds around the user and on hostiles.
- Degeneration, which polymorphs nearby monsters into weaker ones.
- Shaft, which creates a shaft under the player. This is an old effect of the
Flight card.
- Illusion, which summons an illusion of the player.
* Revamped cards.
- Velocity card now hastes the slow and slows hasty rather than simply
speeding up the player.
- Potion card has a new list of effects.
* The Mercenary card can generate base demonspawn instead of spriggan riders.
* Decks of war now contain the Dowsing and Potion cards.
* Decks of dungeon are no more.
* Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield,
Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.
Gods
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* New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in
Temple or on D:2-9.
- Piety on kills.
- All followers are immune from their own clouds.
- 1*: Storm Shield: you passively generate elemental clouds around you and
gain bonus SH, and gain RMsl at 3*; you also generate a lot of
noise.
- 2*: Upheaval: blast a small nearby area with elemental forces.
- 3*: Elemental Force: turn nearby clouds into elementals.
- 4*: Elemental Adaptation: taking elemental or physical damage sometimes
temporarily grants you resistance against that element.
- 5*: Disaster Area: blast the entire area around you with elemental
forces.
* Nemelex has been revamped.
- Nemelex only gives piety for exploration rather than item sacrifices or
deck usage.
- Peek at Two now reveals the top cards of a deck but cannot be used with
other Nemelex abilities.
- Nemelex now only gifts decks of war and escape.
- Various cards have been changed, added, or removed. See the Cards section
for details.
* Beoghites can now gift items directly to their followers at high piety.
* Beogh will now improve allies' equipment, and outright gift weapons, armour,
and ammo to orcs who lack them.
* Followers of good gods no longer get a chance to turn holy enemies neutral.
* Zin's Recite no longer prompts for a book, instead affecting all monsters