What's new in Dungeon Crawl Stone Soup 0.23.1

Mar 1, 2019
  • Vampiric attacks by the player against allies created from Sticks to Snakes and the Ratskin Cloak no longer restore HP or give vampires satiation.
  • Damage from Ozocubu's Refrigeration has been increased to the correct amount.
  • Placement for the uniques Aizul, Bai Suzhen, Donald, Jorgrun, and Mara has been fixed so they can place throughout their intended level ranges.
  • The chance of Boris to respawn has been lowered to match previous rates.
  • Yellow draconians now correctly receive their rCorr mutation at XL 7.
  • 45 bugfixes, adjustments, and cleanups in total.

New in Dungeon Crawl Stone Soup 0.23.0 (Feb 8, 2019)

  • Highlights:
  • Trap system overhaul
  • New Gauntlet portal to replace Labyrinths
  • Nemelex Xobeh rework
  • Nine unrandarts reworked and the new "Rift" unrandart added
  • Support for seeded dungeon play
  • Branches, Environment:
  • Trap system overhaul:
  • Traps that generate on the ground are always revealed.
  • Exploration has a chance to trigger a "trap effect" independent from
  • terrain traps. The possible effects are alarm, shaft, and teleport near
  • monsters.
  • Monsters only trigger traps in sight of the player.
  • Alarm traps now always Mark the player whenever they are triggered in LOS.
  • Net traps now try to net the player whenever they are triggered in LOS.
  • New trap: dispersal trap. When triggered, every actor in sight of the trap
  • is blinked.
  • Trap placement in Ossuaries, Zot:5, and Tomb has been overhauled. In Zot:5
  • and Tomb, all mechanical traps save for net traps have been removed.
  • Grate traps (triggered by pressure plates) have been removed.
  • New Gauntlet portal to replace Labyrinths:
  • Gauntlets have the player choose a path through several combat arenas,
  • each of which contains (sometimes exotic) monsters and loot.
  • Access to each arena is one way using transporters. Teleports and Passage
  • of Golubria are disabled.
  • All paths lead to a minotaur who guards a pile of treasure and the exit.
  • Gauntlets are found where Labyrinths previously generated.
  • Support for seeded play:
  • A new option for pregenerating the entire connected dungeon based on a fixed
  • seed has been added. This takes a bit of time, but ensures that any
  • playthroughs of a particular seed will use the same dungeon.
  • This option is not yet available for online play, but can be used offline.
  • See the manual section "Seeded play" for details.
  • The dungeon RNG has been separated from the gameplay RNG to allow this
  • feature to work.
  • Each game seed generates a unique dungeon (including layout and
  • monster and item placement) that is always the same for the same version
  • of crawl, as long as levels are generated in the same order.
  • If you see that two games with the same seed generate a different dungeon,
  • please report this as a bug!
  • New vaults: early thematic item shops and monsters guarding manuals, as well
  • as new ghost vaults for many branches.
  • Translucent doors that can be seen through when closed have been added.
  • These are used in most runed door vaults and in some Elf layouts.
  • Two new dungeon layouts enabled, one for Dungeon and one for Lair.
  • Character:
  • The player can no longer be put to sleep when paralyzed or petrified.
  • Tengu Permanent Flight becomes immediately available at XL 5.
  • Tengu EV bonuses are no longer applied to +EV from equipment.
  • Wanderer starting spell libraries are announced along with equipment.
  • Wanderers that start with exactly one level 1 spell start with it memorized.
  • Gods:
  • Nemelex Xobeh rework:
  • Decks are are accessed through abilities and no longer exist as items.
  • Nemelex offers three abilities: "Draw Escape", "Draw Destruction", and
  • "Draw Summoning", which provide card effects.
  • The deck abilities do not have rarities; card power levels are determined
  • by invocations and piety alone.
  • Nemelex periodically adds cards to the three abstract decks.
  • Triple Draw works on the three decks as before, offering a choice of three
  • cards. The piety cost is increased.
  • Deal Four deals four cards from a deck and has a reduced piety cost.
  • Stack Five constructs a player ordered stack of five cards drawn from any
  • of the three decks to be drawn later. Creating a new stack discards the
  • old. The piety cost is the same as old stack five.
  • The Velocity card no longer hastes enemies, instead always slowing them
  • with a chance proportional to power.
  • The Storm card has been revised. It now performs a wind blast followed by
  • one to nine electrical explosions.
  • Elyvilon's Heal Other's is adjusted:
  • The formula depends only on monster type, not specific monster maxhp.
  • Player Ghosts and Pandemonium Lords are now immune.
  • The targeter displays the pacification chance.
  • Ashenzari protects followers from exploration based trap effects.
  • Qazlal's cloud immunity is extended to elementals created with Elemental
  • Force.
  • Fedhas' protection of plants from player spells is extended to LOS wide
  • attack spells.
  • The acid damage from Makhleb's Minor Destruction has been reduced.
  • Exploration based piety is no longer granted for the Temple, deep water, or
  • lava.
  • Monster conversion for Beogh, Gozag's Bribe, and Jiyva is attempted upon
  • sight instead of on the turn after the monster enters LOS.
  • Interface:
  • Spell damage message punctuation has been adjusted to reflect damage done
  • using the same scale as melee damage.
  • Damage brand message punctuation has been similarly adjusted.
  • Monster descriptions in 'xv' display spell ranges.
  • The Religion screen '^' gains a fourth pane for gods that need Extra
  • information:
  • Ashenzari displays information about bondage status.
  • Beogh displays a list of named followers, with gifts.
  • Gozag displays bribe information.
  • Hepliaklqana displays ancestor upgrades.
  • Nemelex Xobeh displays deck information.
  • Wu Jian displays information about martial attacks.
  • The Hepliakqana ancestor reaching full health interrupts resting. The exact
  • behavior of this interrupt can be configured by rest_wait_ancestor.
  • The new display_chars cloud_weak, cloud_fading, and cloud_terminal indicate
  • remaining cloud duration in console.
  • WebTiles users can use a "Forgot Password" link to reset their password
  • via a link sent to their registration email address. This feature is not yet
  • enabled on most official servers.
  • Items:
  • Unrandart changes:
  • New Unrand: the +8 demon trident "Rift" {distort, reach+}. A distortion
  • demon trident with a reaching range of 3 and smite targeted attack.
  • The Singing Sword's sonic damage effect is stronger, can trigger at low
  • tension, and triggers only on hit. It also gains the vorpal brand.
  • The Spriggan's Knife converts all stabs to sleep tier stabs and loses
  • Dex+4 and MR+.
  • The Robe of Misfortune is +5 { Contam Corrode Drain Harm Slow EV+5} and
  • is now always identified.
  • The Sceptre of Torment is now a +7 eveningstar of pain, and its torment
  • does not affect the wielder.
  • The Arc Blade's effect now casts static discharge only once at very high
  • spellpower. The weapon's enchantment is now +8.
  • Finisher gains a chance to instant explode the target and loses Str+3.
  • The Robe of Clouds is now +3 {+Thunder rCloud rElec}, providing evocable
  • storm clouds in place of its old mist.
  • The Skin of Zhor gains a passive Metabolic Englaciation effect and SInv.
  • The Storm Bow no longer occasionally creates rain clouds.
  • Unrandarts with melee effects that could anger nearby allies give a proper
  • warning.
  • Wand charges for wands of digging, enslavement, flame, paralysis, polymorph,
  • and random effects have been reduced.
  • Butchering a corpse always leaves a skeleton.
  • The blowgun targeter now displays the chance to affect the target.
  • Stash search can now search by handedness.
  • Lua
  • The custom `require` used in clua and dlua has been renamed `crawl_require`.
  • A new function `spells.path` has been added to the `spells` module to provide
  • access to the targeter from clua.
  • Monsters:
  • Monster weapons, armour, and wands are identified and revealed to the player
  • when the monster is first seen.
  • The shambling mangrove Grasping Roots ability now performs smite targeted
  • constriction instead of applying a 'Roots' status.
  • Jorgrun gains the Grasping Roots spell and can now spawn in Swamp.
  • Killer Klowns now have a pie throwing ability that damages the player and
  • effects them with one of Vertigo, Silence, Potions, Stat drain, rF , or
  • polymorph to bat, pig, or wisp form.
  • Killer Klowns have highly enchanted, branded clubs instead of the Klown
  • melee flavor, and no longer have fast regen.
  • Orb run spawns are more frequently near the player and more dangerous.
  • Pandemonium lords' spell sets and attack brands are revealed.
  • Monster summons disappear whenever the summoner changes alignment from being
  • charmed/uncharmed, pacified, or slimified.
  • Confused monsters now get a 1 in 3 chance to move normally, like players do.
  • Giant monsters no longer tear through webs.
  • Spells:
  • Confusing touch works with a weapon wielded

New in Dungeon Crawl Stone Soup 0.22.1 (Feb 6, 2019)

  • Support for distributing player ghosts files with releases. Now local games will have a starting set of ghosts available for ghost vaults.
  • New tiles for Azrael, shock serpents, dream sheep, mana vipers, and the Robe of Vines.
  • An additional set of Gnoll player dolls tiles.
  • Fix WebTiles menus for older versions of Firefox.
  • 81 bugfixes, adjustments, and cleanups in total.

New in Dungeon Crawl Stone Soup 0.22.0 (Aug 13, 2018)

  • Branches, Environment:
  • Player ghost vaults:
  • Ghosts now only appear in vaults sealed by runed doors or transporters.
  • The ghost is always visible from outside the vault through clear walls.
  • Dozens of new ghost vaults with a variety of themes. All contain loot, and
  • many place other monsters with extra loot.
  • Each level from Dungeon:3 onwards has a fixed chance of placing a ghost
  • vault in most connected branches.
  • Players on Abyss:1-4 will sometimes be drawn a level deeper, with the chance
  • increasing based on XL and decreasing based on current depth.
  • The Hall of the Hellbinder WizLab has fewer higher-tier demons.
  • Two-headed ogres are less common in earlier dungeon levels.
  • Character:
  • The player can use wands in all forms.
  • The player can't order allies while confused.
  • The MP-powered wand mutation allows use of wands at 0 MP and is now
  • considered a good mutation.
  • Gods:
  • Dithmenos revamp:
  • Dithmenos's Shadow Step ability no longer requires the target monster to
  • be 'still' and has an HP cost of 8% max HP.
  • Dithmenos no longer has an anti-fire conduct and allows use of fire-themed
  • spells, items, and abilities.
  • Dithmenos is now an evil god, hence is hated by the good gods and holy
  • monsters.
  • Fedhas' Sunlight is now the 1* ability and Evolution is now the 2* ability.
  • Makhleb's Major Destruction has its range increased to 7 and Minor
  • Destruction has its range reduced to 5.
  • Yredelemnul's Enslave Soul ability is now smite-targeted.
  • Trog no longer has a Burn Spellbook ability.
  • Interface:
  • In the Tiles minimap, the exploration horizon has a distinct colour.
  • WebTiles chat improvements (server support may vary):
  • The player can use `/mute' and `/unmute' commands on chatters.
  • The `/mutelist' command shows the current mute list.
  • The chat window has a minimize button that removes message notification.
  • The `/hide' and `/hide forever` commands minimize/remove the chat window.
  • Wands of digging now have a targeter showing the dig range.
  • Updated visual theme for Tiles and WebTiles.
  • Tiles and WebTiles informational screens now show tiles where appropriate.
  • Items:
  • New Amulet: the Amulet of the Acrobat, which boosts the wearer's EV by 15
  • for non-attacking movement and rest actions.
  • The Mace of Variability is reworked to sometimes create arcs of chaos that
  • harm nearby monsters, but not the wielder. The enchantment is now a fixed +7.
  • The Vampire's Tooth is now a +12 quick blade instead of a +4 dagger.
  • Maxwell's Thermic Engine no longer has rC- and rF-.
  • All fog types from Scrolls of Fog now spread like grey and black fog.
  • Monsters:
  • Player ghosts can now follow the player through stairs.
  • Minotaur monsters have increased health, defenses, and HD. They also spawn
  • with armour and either tomahawks or javelins.
  • Swamp worms and Iron Giants now have Harpoon Shot: a range 6 ability
  • that fires a shot which pulls the player adjacent.
  • Harold has better melee damage and armour, and he places earlier. His Bolt
  • of Fire and Blink spells are replaced with Harpoon Shot and Sentinel's Mark.
  • Jorgrun has Iron Shot instead of Shatter and places earlier.
  • Ilsuiw spawns on Shoals:2-4 instead of nearly always spawning on Shoals:4.
  • Engulf status from Water Elementals now blocks god abilities but no longer
  • slows movement.
  • The Barb status from manticore barbs now counts any non-movement actions
  • towards removing the status.
  • Swamp worms no longer spawn submerged in water.
  • Sojobo, air elementals, ball lightnings, and twisters have resistance to
  • Tornado instead of resistance to all wind attacks.
  • Shock serpent retaliation now properly checks rElec.
  • Spells:
  • Spell Library:
  • Spells from books are automatically added to a global library upon pickup.
  • Library spells can be memorized from anywhere through the 'M' screen.
  • Spellbooks are destroyed after their spells are added to the library.
  • Vehumet won't offer you a spell you already have in your library.
  • Borgnjor's Vile Clutch constriction damage is reduced by 25% and the spell
  • is no longer in the Necromancer starting book (the Book of Necromancy).
  • Lee's Rapid Deconstruction can no longer destroy walls.
  • Ozocubu's Armour now expires immediately upon movement.
  • Spellcasting success rates no longer use a step-down, making L9 spells
  • slightly easier to cast.
  • Passwall now has better range scaling, a lower max spellpower and a targeter
  • to show its range.

New in Dungeon Crawl Stone Soup 0.21.0 (Jan 8, 2018)

  • Branches, Environment:
  • The rate at which unique Pan lord levels appear in Pandemonium is increased.
  • Transporters now have a 'landing site' that indicates their destination.
  • The Hellbinder and Cloud Mage Wizlabs have been revamped to give greater and
  • more varied challenges as well as improved loot.
  • Character:
  • New species: Gnolls, with extremely high aptitudes for all skills, but
  • an inability to focus: Gnolls always train all skills equally, regardless
  • of whether they have the requisite items or spells.
  • Ogres now have better aptitudes in shortblades, longblades, and axes.
  • Gods:
  • New (temple) god: Wu Jian Council
  • Grants free 'martial' attacks from certain movement actions:
  • 0*: Moving toward an enemy triggers 'Lunge', which attacks the enemy and
  • does extra damage.
  • 1*: Moving between tiles adjacent to a monster triggers 'Whirlwind',
  • which attacks all adjacent foes and 'pins' them, preventing one turn of
  • movement.
  • 2*: Moving against solid obstacles triggers a two-turn Wall Jump, moving
  • two tiles in the opposite direction and attacking any adjacent enemies.
  • This ability can also be triggered via an (a)bility, and the movement-
  • based mode can be disabled using `wall_jump_move = false` in your rc
  • file for more careful play.
  • 3*: Active 'Serpent's Lash' ability, granting two free movement actions,
  • of which any martial actions will never miss.
  • 5*: Active 'Heavenly Storm' ability, creating opaque clouds and increasing
  • your martial prowess while you continue to use 'martial' attacks.
  • Piety is gained through defeating foes.
  • Gozag Potion Petition no longer offers haste/berserk potions for species
  • that can't haste/berserk.
  • Zin blocks 100% of mutations at 6* piety. At that piety level, potions of
  • mutation now only remove mutations and don't cause piety loss.
  • Zin no longer has a mutation removal one-time ability at 6* piety.
  • Makhleb's Minor Destruction has slightly lowered range, and Makhleb's Major
  • Destruction has slightly increased range.
  • Interface:
  • Players can now set training targets for skills.
  • Press = on the skill screen, select a skill, and enter a skill level.
  • Training of that skill is disabled when it reaches the specified level.
  • Water species except for merfolk autoexplore/travel through shallow water.
  • Diagonal shift-running now stops properly at doors.
  • Draconian players now show their hat tiles in Tiles/WebTiles.
  • New 'tc_forbidden' RC option to set color of squares forbidden by travel.
  • New xp_by_level morgue table to track XP sources on a per-level basis.
  • New -force-map objstat/mapstat option to always place a given map on each
  • level.
  • New objstat fields for tracking monster numbers/XP from vaults.
  • Many new tiles for artefact weapons and monsters.
  • Items:
  • Wands of the same type merge charges upon pickup and wands have no cap on
  • charges.
  • Wands identify charges upon pickup and are destroyed when their last charge
  • is used.
  • Items in a doorways no longer prevent closing doors in most instances.
  • Items get pushed out of the doorway when the player closes the door.
  • Doors refuse to close only if the items would fall into deep water or lava.
  • Potions of mutations remove fewer mutations on average and are a bit rarer.
  • Fan of Gales now disperses clouds at the user's location.
  • Un-equipping an item currently giving you invisibility now gives extra
  • contamination.
  • Rods of lightning XP-recharge even when only partially used and only grant a
  • power bonus for shots over consecutive turns.
  • Scarves are never made as artefacts.
  • Wands of random effects include malmutate in the set of possible effects.
  • Permanent food has been simplified.
  • Rations are now the only type of permanent food, replacing bread and meat
  • rations, fruit, and royal jelly.
  • Ration item generation and well as the herbivore and carnivore mutations
  • have been balanced to keep available nutrition the same as before.
  • Fedhas abilities that formerly required a piece of fruit instead require
  • two rations.
  • Removed:
  • Wands of confusion and lightning.
  • Scrolls of recharging.
  • Mutagenic chunks.
  • Monsters:
  • Monsters no longer spawn after level-generation in most places.
  • This also eliminates the "super OOD" timer that could generate
  • exceptionally hard monsters after a long time on the level.
  • The number of monsters created during level generation is increased
  • slightly to compensate.
  • Pandemonium and Abyss are unaffected by this change.
  • A fraction of the monsters generated with a level are created awake,
  • but never near stairs.
  • Air elementals now have a Vortex ability, which creates a short-range,
  • short-duration tornado effect.
  • Player ghosts have normal speed regardless of species, never have a chaos
  • ego on their melee attack, and no longer generate in portal branches.
  • Pandemonium lords can no longer have the Shatter spell.
  • Spells:
  • New spell: Borgnjor's Vile Clutch (L5 Necromancy/Earth); calls forth undead
  • hands from the earth over a smite-targeted area to constrict hostile monsters.
  • Appears in the Necromancer starting book, the book of Unlife, and the book of
  • Dreams.
  • Shatter's damage has been simplified to use one of three dice values for
  • susceptibility, and can now slightly damage insubstantial monsters. Intrinsic
  • player/monster susceptibility takes precedence for damage over flight status.
  • Lee's Rapid Deconstruction now gives each material type a fixed explosion
  • damage and size that doesn't increase when a wall is destroyed.
  • Removed:
  • Control Undead.
  • Cigotuvi's Embrace.

New in Dungeon Crawl Stone Soup 0.19.4 (Jan 31, 2017)

  • Fix mouse lag experienced by trackpad users on Mac systems.
  • Fix to allow the Temple entrance to place as part of a vault instead of always by itself.

New in Dungeon Crawl Stone Soup 0.19.1 (Nov 24, 2016)

  • Demon tridents are two-handed for small races, as intended.
  • Allow Dith shadow to attack diagonally and to reach.
  • Many other bug-fixes and cleanups.

New in Dungeon Crawl Stone Soup 0.19.0 (Nov 2, 2016)

  • New gods: Uskayaw the Reveler and Hepliaklqana the Forgotten.
  • New portal: the Desolation of Salt.
  • Sif Muna and Nemelex Xobeh have been dramatically reworked.
  • Long blades have a new passive effect, 'riposte'.

New in Dungeon Crawl Stone Soup 0.18.0 (May 5, 2016)

  • Branches, Environment:
  • Killing monsters in the Abyss eventually spawns exits and down-stairs.
  • Ziggurat portals no longer appear in Pan.
  • After clearing multiple ziggurats, enemies found in later ziggurats will be
  • considerably more dangerous.
  • The Orcish Mines are now two levels, and generate fewer plain orcs. Gold
  • generation is doubled to account for the shorter branch.
  • The Elven Halls now contains elementals and dancing weapons (in addition to
  • the ones normally found in the Hall of Blades).
  • Character:
  • A new mutation: Sturdy Frame, reducing base ER by 2/4/6 and thus making
  • heavy armour easier to wear. Can be a demonspawn mutation.
  • Formicids now have 0 Throwing aptitude (was -2).
  • Taking a known shaft now has a 2/3 chance of shafting one floor and 1/3 of
  • two floors.
  • Breath abilities are no longer mutations and are now unique to draconians
  • and nagas.
  • Throwing speed now works like weapons do, making it somewhat slower.
  • Weapon types no longer have distinct strength weights. Strength now only
  • gives a bonus to damage, and dexterity only gives a bonus to accuracy.
  • Formicids can no longer dig while in most non-Formicid forms.
  • Statue Form now gives somewhat more AC.
  • Early-game attribute loss is recovered significantly more quickly.
  • rElec now reduces damage by two-thirds, rather than three-quarters.
  • Gods:
  • New temple god: Pakellas the Inventive.
  • Grants MP on kills and passive wand charge identification. MP gained while
  • full will eventually be turned into potions of magic.
  • Blocks MP regeneration and hates channeling.
  • Gifts wands, rods and miscellaneous evokables.
  • 1*: Quick Charge: uses a portion of current MP to recharge a wand or rod.
  • 3*: Device Surge: spends variable MP to apply power enhancers to your next
  • use of an evocable item.
  • 6* capstone: Supercharge: sets a rod to +10 (18/18), or sets a wand's
  • capacity to 50% above normal for that wand type.
  • Ashenzari now allows followers to curse items with an ability that consumes
  • a scroll of remove curse, instead of using prayer to create curse scrolls.
  • Beogh no longer allows corpse sacrifice.
  • New Beogh 6* ability: Resurrection, reviving & converting dead orcs.
  • Followers of Elyvilon can pacify insects (again).
  • Monsters buffed by Gozag's wrath now remain buffed as long as they live.
  • Jiyva altars in Dungeon no longer appear as early.
  • Okawaru's abilities now cost less piety, but don't last as long at low
  • Invocations skill.
  • Finesse is no longer blocked by stasis.
  • Piety given for a Ru sacrifice is more explicitly stated.
  • Sif Muna now grants miscast protection at 2* and amnesia at 4*, rather than
  • the other way around.
  • Xom now chaos brands more weapon gifts, and can chaos brand ranged weapons
  • again.
  • Yredremnul's Enslave Soul can now affect demons & holy beings.
  • Abandoning Yredelemnul now destroys your zombie minions.
  • Zin's Recite is now only interrupted if the player is silenced or
  • incapacitated (or goes berserk).
  • Items:
  • New items:
  • The amulet of dismissal, which may teleport away enemies that damage the
  • player, but causes a brief combat penalty when equipped.
  • The amulet of reflection, which grants a few points of shielding that
  • act as a shield of reflection.
  • The amulet of harm, which increases damage dealt to and by the wearer by
  • 25%.
  • The amulet of magic regeneration, which increases MP regeneration after a
  • warmup period.
  • The ring of resist corrosion, replacing the amulet.
  • Wands of acid, which cause significant damage and corrosion.
  • Wands of iceblast, which cause a partially irresistible explosion of cold.
  • A figurine of a ziggurat, which can be evoked to create a ziggurat portal.
  • Appears on Zig:27 of all ziggurats and in the Tomb:3 loot.
  • Unrand: The +8 frozen axe "Frostbite" {freezing cloud, *Noise +Fly rC+}, an
  • executioner's axe that may create freezing clouds on those it strikes.
  • Unrand: The +3 Warlock's Mirror {reflection}, a buckler that allows
  • reflection of piercing effects and enchantments, among other things.
  • The Etheric Cage now multiplies gained contam, instead of generating it.
  • Sniper can no longer miss, and is now +9 (formerly +15).
  • The robe of vines now grants slightly less regeneration.
  • The Majin-Bo now speaks occasionally.
  • The captain's cutlass now causes bonus damage when disarming.
  • The amulet of Cekugob is now an amulet of dismissal.
  • The brooch of Shielding is now a +8 amulet of reflection with no AC or EV
  • bonus.
  • Wearing an amulet of regeneration has no effect until the next time you are
  • at full health.
  • A new property can now generate on random artefacts: Fragile, which destroys
  • the item when it is removed.
  • Amulets of faith now grant a 25% bonus to piety, not a 33% bonus.
  • Scrolls of enchant armour & enchant weapon no longer remove curses.
  • Potions of ambrosia now bypass clarity.
  • The evocable teleport property +Tele is removed. Rings of teleportation now
  • only have the *Tele teleportitis effect.
  • Potions of cure mutation are slightly more common.
  • Potions of degeneration now cause 1-3 damage to every stat.
  • The Damnation card has been renamed to Exile.
  • Poison needles' effects scale with Throwing skill and weapon enchantment.
  • * Arrows, bolts and sling bullets no longer have brands.
  • Removed items:
  • Amulets of resist mutation, stasis, warding, and corrosion.
  • Wands of cold, fire, frost, magic darts, invisibility, draining, and
  • fireball.
  • Rods of destruction and of the swarm.
  • Ring of invisibility.
  • Potions of poison.
  • Needles of slowing.
  • Lanterns of shadows.

New in Dungeon Crawl Stone Soup 0.16.1 (Mar 24, 2015)

  • 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.

New in Dungeon Crawl Stone Soup 0.16.0 (Mar 13, 2015)

  • 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.
  • 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.

New in Dungeon Crawl Stone Soup 0.14.0 (Apr 11, 2014)

  • Branches, environment:
  • The main Dungeon is now fifteen levels.
  • A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the Realm of Zot.
  • The Vaults are now entered from D:13-14 and need a rune to enter.
  • Abyssal stairs appear more frequently, and are fixed with depth.
  • Ziggurats require only three runes to enter; an entrance is guaranteed in Depths, but still spawn as normal in Pan.
  • Portals are no longer closed when carrying the Orb of Zot.
  • The Horn of Geryon is no longer necessary for entering Hell branches.
  • Labyrinths contain more enemies, and the minotaur is normally awake.
  • More Ziggurat enemy sets.
  • Crypt endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.
  • Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.
  • Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.
  • The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.
  • Gadget shops and wand shops have been merged; the resulting gadget shops now also sell rods.
  • The price of items in shops has been recalibrated.
  • Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.
  • Character:
  • New species:
  • Formicids possess four strong arms to use large weapons together with shields, in addition to strong natural digging abilities and a permanent stasis effect.
  • Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.
  • Felids have an innate jump attack ability, allowing them to jump over other monsters and attack their target in a single turn.
  • Felids can use wands.
  • Demonspawns' negative energy facet has the second level of rN replaced by "black mark," which gives melee attacks a chance to heal the player and apply a bad status to the victim.
  • The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.
  • Fast/slow movement mutations no longer occur randomly.
  • Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK is not).
  • Poison damage is now deterministic.
  • The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.
  • Merfolk can now be mesmerised by mermaids and sirens.
  • Artificers, Wanderers, Assassins, and Venom Mages no longer start with knowledge of potions and scrolls they don't possess.
  • Fighters and Gladiators start with higher-tier weapons.
  • Fighers start with a potion of might.
  • Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.
  • Monsters:
  • Guardian serpents no longer have Teleport Other; instead they get Blink Allies Encircle.
  • Lom Lobon can now cast Tornado.
  • The plain "dragon" is now known as "fire dragon".
  • Dragons, drakes, crabs, and acid blobs no longer flee at low health.
  • Jellies once again split.
  • Monsters are subject to summon caps.
  • Summoned creatures are dismissed upon the death of their summoner.
  • Word of Recall is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).
  • Minotaurs appearing naturally outside of labyrinths now come with equipment.
  • Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.
  • New enemies:
  • Fauns, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.
  • Wind drakes, who can breathe powerful blasts of wind and airstrike the player.
  • Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.
  • Thorn hunters, who fire volleys of thorns and create briar patches to impede their foes' movements.
  • Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.
  • Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.
  • Shambling mangroves, slow-moving, tough plants home to a nest of ravens or wasps.
  • Raiju, which can attack by transforming themselves into a bolt of lightning.
  • Worldbinders, abyssal enemies which summon low tier enemies from other branches.
  • Shock serpents, who build up electrical energy for a static discharge;
  • Mana vipers, snakes with an antimagic bite;
  • Naga sharpshooters, who snipe at the player with Portal Projectile;
  • Naga ritualists, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;
  • Salamander mystics, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;
  • Salamander firebrands, whose attacks cause a ring of flames to appear around the target.
  • Octopode crushers, who can throw both the victims they constrict as well as icicles.
  • A new set of enemies based on demonspawn, appearing in Pan.
  • Base types:
  • monstrous (auxiliary attacks and more HP);
  • gelid (rC++ and icemail
  • bonus AC which dissipates on fire damage);
  • infernal (rF++ and fire attacks);
  • putrid (rPois, gains HP on nearby kills);
  • torturous (augmentation, powered by pain, and spines).
  • Classes:
  • blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);
  • chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Random Bolt as per the rod of destruction);
  • warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);
  • corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);
  • black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, and Dispel Undead).
  • Adjustments to lair branch enemies:
  • Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.
  • Siren songs' pulling effects are now irresistible if the player is already mesmerised.
  • Siren songs call drowned souls, weak temporary enemies with a drowning attack.
  • Manticores' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.
  • Harpies no longer steal food or eat food off of the ground.
  • Plain salamanders have been weakened, and all salamanders can slither around on land.
  • Adjustments to other enemies:
  • Quokkas are speed 12 (making them effectively identical to grey rats).
  • Boggarts are more durable.
  • Rakshasas gain a monster spell "Phantom Mirror", which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities. They can now also cast Iskenderun's Mystic Blast and will summon two clones of themselves at 50% HP as a one-time effect.
  • Giant orange brains get Mass Confusion instead of Confusion.
  • Spriggans in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.
  • Spriggan air mages have Haste (replacing Shock).
  • Deep elf demonologists summon more greater demons instead of minor demons.
  • Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.
  • Gargoyles and molten gargoyles now have Stone Arrow and Bolt of Magma respectively, and generate with mace-type weapons.
  • Metal gargoyles are now war gargoyles
  • fast and with the ability to fire metal fragments at targets.
  • Crystal golems are now crystal guardians
  • less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.
  • Ravens and eldritch tentacles no longer eat corpses.
  • New uniques:
  • Asterion, a minotaur of Makhleb who flings Major Destruction and can employ Spectral Weapon with his demon weapon;
  • Natasha, a felid ex-familiar with minor spellcasting abilities;
  • Vashnia, leader of a squad of naga sharpshooters with translocational ability to match.
  • Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.
  • Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.
  • Killer Klowns have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.
  • Flying enemies are no longer immune to throwing nets.
  • Geryon can fly once again.
  • Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.
  • Player ghosts can retain and cast dazzling spray, which has a chance to cause a confusion effect against the player.
  • All pandemonium lords now see invisible.
  • The Enchantress now appears as a normal unique in the Depths.
  • Josephine has a new spell set
  • Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead
  • and rN+++.
  • Lamia has been de-throned.
  • Spells:
  • Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.
  • New spells:
  • Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.
  • Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.
  • Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.
  • Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of Beasts.
  • Monstrous Menagerie (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).
  • Forceful Dismissal (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the Grand Grimoire.
  • Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.
  • Spellforged Servitor (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces Fireball in the book of Wizardry.
  • Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.
  • Dragon's Call (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the Book of the Dragon.
  • Sticks to Snakes only works on missiles (arrows and javelins) now.
  • Conjure Ball Lightning has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.
  • Metabolic Englaciation has been reduced from level 6 to 5, and the slow duration is cumulative across casts.
  • Bolt of Draining has been reduced from level 6 to 5.
  • Fulminant Prism has been reduced from level 5 to 4.
  • Iskenderun's Battlesphere has been increased from level 4 to 5.
  • Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.
  • Song of Slaying has an increased duration and grants more slaying, but is subject to a lower power cap.
  • Swiftness now induces a period of sluggishness after it expires, and can't be stacked.
  • Several special cases for LRD damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.
  • Orb of Destruction now only appears in the Book of Power (was also in Annihilations).
  • Call Canine Familiar now only summons one canine, and does not summon jackals.
  • Repel and Deflect Missiles now expire on a per-deflection basis rather than being a duration.
  • Portal Projectile is now a duration, rather than firing individual projectiles.
  • All clouds caused by the player will dissipate much faster outside of your line of sight.
  • Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.
  • Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.
  • Items:
  • The Orb of Zot no longer takes up an inventory slot.
  • Weapons are identified immediately on wield.
  • Wands are identified immediately on zapping.
  • Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.
  • Items on the ground are no longer subject to item destruction.
  • Mottled dragon armour now has an encumbrance rating of 5 (was 4).
  • The jumping ego (available only on boots) gives a jump attack ability like that of felids.
  • The reaching brand for whips is no more.
  • Enchantment-like effects of chaos projectiles are now irresistible.
  • Spears, daggers, clubs, and hand axes are no longer good for throwing.
  • New "tomahawk" item: a throwing missile, usable by all non-felids, between darts and javelins in damage.
  • Small race hunters and arcane marksmen may select tomahawks.
  • New "potion of lignification"
  • induces tree form.
  • Small species can use throwing nets.
  • Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.
  • Multiple changes to unrandarts:
  • Piercer gets the penetration brand (was vorpal).
  • Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).
  • Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.
  • The Elemental Staff is reworked considerably
  • it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.
  • The skin of Zhor now grants rC+++.
  • Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).
  • Sniper is now a +15 vorpal crossbow with a slower rate of fire.
  • Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.
  • The Singing Sword is now a bastard sword.
  • The shield of the gong is now +27 with -5 EV.
  • The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.
  • New unrand: "macabre finger necklace"
  • gives warding and an extra ring slot.
  • New unrand: "boots of the Spider"
  • gives clinging and jump attack.
  • New unrand: "dark maul"
  • a very large, very slow two-handed weapon using the Maces and Flails skill.
  • New unrand: "hat of the High Council"
  • spellpower at the expense of spell success rates.
  • New unrand: "arc blade"
  • a cutlass which inflicts discharges of static electricity on targets it hits.
  • New unrand: "Spellbinder"
  • an antimagic demon whip which inflicts miscasts on magic-using targets.
  • New unrand: "lajatang of Order"
  • does silver damage (like the ammunition brand) and grants resistance to mutation.
  • New unrand: "Firestarter"
  • a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.
  • The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.
  • Potions with known type that would have no effect can no longer be quaffed at all.
  • Potions other than potions of porridge and blood no longer give nutrition.
  • All gauntlets and bracers are now gloves.
  • All caps and wizard hats are now plain "hats".
  • Great maces deal slightly less damage and are much less available than before.
  • All scrolls now identify on read.
  • The last healing potion is automatically identified assuming knowledge that it is a healing potion.
  • Magical penetrating projectiles now pierce shields.
  • Ponderous items reduce movement delay by -1 (was -2), to match running items.
  • Electrocution weapons no longer cause discharges on targets in water.
  • Wearing body armour / rings no longer requires removing cloaks / gloves first.
  • Scrolls are destroyed less frequently by sticky flame.
  • Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).
  • The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).
  • Racial equipment is no more.
  • Many changes to rods:
  • The rod of destruction now fires random bolts instead of having a pre-set selection.
  • New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.
  • New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 15.
  • New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.
  • The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.
  • The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.
  • Renamed items:
  • Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);
  • Double swords are now bastard swords;
  • Triple swords are now claymores;
  • Potions of speed are now potions of haste.
  • Scrolls of vulnerability are now more common.
  • Curse scrolls and potions of blood no longer randomly generate.
  • All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).
  • Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).
  • Removed potions of slowing.
  • Cards:
  • The Elixir card now heals over time instead of instantly.
  • The Alchemist card is in decks of escape, but not wonders.
  • The Bargain card has been removed.
  • The Trowel card is in decks of wonder and only creates portals.
  • The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.
  • Gods:
  • A new deity: Dithmenos the Shadowed.
  • A temple god; guaranteed an altar in Temple or somewhere on D:2-9.
  • Accepts kills of most dungeon enemies, particularly those associated with fire or light.
  • Dislikes use of fire and light.
  • piety grants an umbra which expands with piety.
  • 2*: Shadow Step
  • step adjacent to an immobile target creature no further away than your umbra.
  • piety causes the player to occasionally bleed smoke on taking sufficient damage.
  • 4*: Shadow Mimic
  • the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).
  • 5*: Shadow Form
  • invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.
  • Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.
  • Trolls of Cheibriados hunger considerably more slowly.
  • Cheibriados' Bend Time is available to all followers (was 1 ability).
  • Zin and Okawaru no longer care about the deaths of allies.
  • Okawaru no longer suppresses the demonic guardian Ds mutation.
  • Xom effects respect clarity and sustain abilities.
  • Xom's confusion now caps at 20 turns.
  • Zin's Recite shows what will be affected by all of the relevant recitations.
  • Lugonu followers no longer suffer distortion unwield effects.
  • Yredelemnul gifts vampires instead of freezing wraiths.
  • Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.
  • Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.
  • Nemelex no longer gifts decks of dungeons, and deck gift types are now independent of sacrificed item types.
  • Jiyva's abilities no longer use Invocations.
  • Divine wrath is now contingent on XP gain and cannot be waited out.
  • Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.
  • Vehmuet wrath now employs actual conjurations instead of miscasts.
  • Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.
  • All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).
  • Ashenzari now generates 1-3 curse scrolls per remove curse scroll.
  • Innate abilities hated by your god are now marked as such.
  • Interface:
  • "Automagic" functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.
  • Different types of magical traps are coloured differently.
  • Unnaturally hard rock walls have a new default glyph.
  • The % screen has a new layout.
  • You are prompted to continue wearing/unwearing armour when a monster comes into view.
  • "pickup_mode = multi|single" is now "pickup_menu = true|false", with true being the default; "pickup_menu_limit" has been introduced to handle the old "auto:X" settings.
  • The "auto_list" option has been removed.
  • The WebTiles spectator box sorts names and links online player profiles.
  • URLs occurring in WebTiles chat messages are hyperlinked.
  • New default minimap colours.
  • Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.
  • arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.
  • Monsters get invisible monster indicators for one turn after they become invisible to the player.
  • The shop screen layout has been revised.