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'''0.13''' is a version of ''Dungeon Crawl Stone Soup''. It was released on Oct. 11th, 2013. | '''0.13''' is a version of ''Dungeon Crawl Stone Soup''. It was released on Oct. 11th, 2013. |
Latest revision as of 12:22, 3 March 2019
This article is about a previous release of Crawl. For information about other versions of Crawl, including the newest, see List of Stone Soup versions.
0.13 is a version of Dungeon Crawl Stone Soup. It was released on Oct. 11th, 2013.
Stone Soup 0.13 (20131011)
0.13 highlights
- A new race: Gargoyles.
- A reimagined Skald background.
- A thorough rework of the monster set in Crypt.
- Improvements to many evokable items.
- A new item: sack of spiders.
- Massively overhauled layout generators.
- Summonings school: per-spell limits and no stair following or pulling.
- New Sprint map: linesprint.
Branches, environment
- A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).
- Branches now have exactly one exit stair (except the Dungeon, which can, but is not guaranteed, to have more).
- Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.
- Vaults can now be placed at the centre of some layouts prepared to accept them there.
- All portal vaults entrances that time out are now announced.
- Temple overflow altars can now contain multiple altars.
- New shop type: gadget shops, which sell evokable items.
- Mechanical traps do not spawn outside of vaults.
- Zot trap effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of wand charges and Word of Recall (as per ironbrand convokers).
Character
- A new race: Gargoyles, with low natural HP but an impressive host of resistances and the ability to fly at XL14.
- Sludge elves are no more.
- The Skald background gets a reworked spell book with four new spells:
- Infusion grants additional melee damage costing MP with each strike;
- Song of Slaying grants an incremental slaying bonus with every monster killed (of sufficient threat level);
- Spectral Weapon creates an allied spectral clone of your weapon which strikes enemies in melee when you do.
- Song of Shielding has a similar effect to spirit shield, trading HP loss for MP loss.
- Priests are no more.
- The nausea status effect from eating contaminated chunks has been removed; contaminated chunks now give less nutrition for characters that can't handle them.
- Stabbing skill is no more; stabs now depend upon the average of the character's stealth and weapon skill.
- The Traps skill is no more; all characters detect traps as though they had (XL/3) Traps skill.
- Chaos knights start with a +0 chaos weapon instead of a +2 normal weapon.
- New tier 2 demonspawn mutation - "magic shield", giving spirit shield at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.
- Deaths to acid, self-targetting, and sticky flame now credit the appropriate monster/spell.
- Draining a stat to zero can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.
- Ogre hunters and artificers now start with a club instead of a short sword.
Monsters
- New/reworked Crypt monsters:
- Wraiths, shadow wraiths, and eidolons drain speed instead of XP.
- Eidolons deal more melee damage and can cast Bolt of Draining.
- Phantasmal warriors can temporarily reduce their target's magic resistance and can blink closer to their foes.
- Flayed ghosts gain a smite-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.
- Ancient champions, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of skeletal warriors 50% of the time.
- Vampire mages cast Vampiric Draining more often, and have slightly higher HD and HP; they also come with a band of vampires.
- Rotting hulks are now plague shamblers, capable of inflicting a "retching" status effect that prevents food consumption; they generate a cloud of miasma on death.
- Spectral things move at their full base monster speed.
- Deep dwarf death knights gain slightly better attack power and starting equipment, and now come with a band of undead.
- Flying skulls get a slight HP boost and a larger attack power boost.
- Ghouls inflict rot half as often.
- Curse skulls are capable of out-of-LOS movement, similar to wandering mushrooms, but preferring to place themselves where a player needs to move the most to actually reach them.
- New monster: revenants, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.
- New monster: lost souls, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by deep elf death mages.
- Necromancers don't come with necrophages, but do come with simulacra.
- Unborn deep dwarves are now just unborn.
- New monster: jiangshi, who move in short burts (like sixfirhies) and possess a vampiric melee attack.
- New forest-themed monsters:
- Spriggan assassins and spriggan enchanters, who attempt to disable the player with blowguns and hexes respectively before moving in for the kill.
- Wind drakes, who can breathe powerful blasts of wind and airstrike the player.
- Other new monsters:
- Tengu reavers, skilled with both steel and spells; appearing in the late dungeon and in Vaults.
- Deathcaps, summonable by curse toes - tougher wandering mushrooms with Drain Life.
- New unique: Sojobo, king of the tengu.
- Jory now spawns normally in the late dungeon, instead of being limited to vaults.
- Adjustments to some tier 4 demons:
- Orange demons' sting has a 50% chance of inflicting a Weakness status, which reduces the player's attack damage.
- Blue devils have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.
- Red devils can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.
- Adjustments to the elementals:
- Water elementals have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.
- Fire elementals (and fire vortices) deal pure fire damage.
- Updated spell set for several monsters:
- Draconian shifters:
- Banishment is dropped.
- A new monster spell: Dimension Anchor, which temporarily prevents teleportation, blinking, and Phase Shift.
- A new monster spell: Blink Allies Encircling, which blinks nearby allies around the target.
- Controlled Blink is replaced with Blink Away as an emergency spell.
- Spriggan air mages:
- Drop Swiftness.
- New spell: Control Winds, which manipulates clouds (including putting out fores fires immediately), and improves allied ranged weapon accuracy.
- Spriggan druids:
- Drop Summon Caniforms.
- New spells: Haste Plants, which hastes nearby plant-like enemies, and Druid's Call, which calls wildlife from elsewhere on the level to aid the druid.
- The Enchantress:
- Banishment is banished.
- Gains Dimension Anchor (see draconian shifter entry above), Strip Resistance (lowers the magic resistance of the target), and Mass Confusion.
- Curse toes:
- No more Summon Undead.
- Deep elf summoners:
- Summon Demon replaced with Summon Vermin, which summons orange rats, spiders, and some other things.
- Deep elf priests/Deep elf high priests:
- A new spell "Malign Offering", which steals HP from the target to give to their allies.
- Deep elf mages:
- Entirely new spellsets:
- Freeze, Throw Icicle, Summon Ice Beast;
- Bolt of Magma, Stone Arrow, Petrify;
- Iskenderun's Mystic Blast, Slow, Venom Bolt, Blink;
- Flame Tongue, Throw Flame, Sticky Flame, Fireball;
- Magic Dart, Force Lance, Iskenderun's Mystic Blast, Iskenderun's Battlesphere.
- Deep elf conjurers:
- Only one spellset (Bolt of Fire, Bolt of Cold, Lightning Bolt, Bolt of Draining); the spell set with sticky flame has been removed.
- Gloorx Vloq:
- No longer has Invisibility as an emergency spell.
- Speed adjustments to several monsters:
- Speed 8: spiny worms, snapping turtles, guardian mummies (all previously speed 9).
- Speed 10: jellies (previously 9).
- Shadows can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.
- The retribution effect for killing an apis now inflicts Weakness on the player, instead of healing nearby hostiles.
- Giant fireflies can now signal nearby awake monsters in a manner similar to shouting.
- Vault wardens can seal stairways in addition to doors.
- Zombies no longer appear excessively out of depth in the early dungeon.
- Orb run monster spawns no longer include weak monsters, and now include Orb Guardians.
- Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.
- Removed monsters:
- Laboratory rats.
- War dogs (replaced by wolves with essentially matching stats).
- Deep dwarf scions, deep dwarf necromancers, and deep dwarf artificers.
- Deep elf soldiers.
- A large number of vault-specific monsters.
- Imps and other weak monsters no longer appear in Pandemonium.
- Nergalle appears earlier in the dungeon.
- Lamia no longer comes with a band of minions.
- Creatures other than natural creatures can now be frenzied; this causes them to attack anything in sight. The berserking effect of frenzy (might and haste effects) is limited to natural creatures.
Spells
- New spells:
- Searing Ray, a level 2 conjuration replacing Force Lance in the Book of Conjurations that deals damage over several consecutive turns.
- Discord, a level 8 Hexes spell that attempts to frenzy all monsters in sight.
- Summon Small Mammals now only ever summons one mammal, and is renamed to Summon Small Mammal as a consequence.
- 100% of teleports on the orb run are delays (up from 50%).
- Haunt adjustments:
- Summons now fixate on their target.
- Flayed ghosts are no longer summoned.
- Friendlies are no longer targettable.
- Olgreb's Toxic Radiance now poisons continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).
- Dragon Form is pure Transmutations (was Tmut/Fire for all but Draconians).
- Force Lance is now level 5 (was level 2), with boosted range and damage to match.
- Fulminant Prism now caps at 200 spellpower.
- Swiftness can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).
- Summonings caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.
- Temporary summons will no longer follow the player down stairs.
- Temporary summons expire when the player moves to a different level.
Items
- The elemental evocation items have been reworked:
- All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.
- The lamp of fire fires up to three trails of flame in a given direction.
- The fan of air elementals is now the fan of gales, and blows back nearby enemies.
- The stone of earth elementals is now the stone of tremors; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to shaft creatures;
- A new elemental evoker item - the phial of floods; it generates a wave of water which temporarily leaves a pool of water behind, and summons water elementals.
- The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.
- Potions of gain <ability> have been replaced by potions of beneficial mutation, which grant the player a single beneficial mutation.
- the Scroll of vorpalise weapon is now called Scroll of brand weapon, and can rebrand weapons that already have a permanent brand affixed.
- the Scroll of immolation has been reworked to Inner Flame everything in LOS.
- Lear's chain mail is now Lear's hauberk - a +27 chain mail that covers all armour slots other than shields and cloaks.
- The staff of energy eliminates 100% of spell hunger again, and includes the now-gone staff of channeling as well.
- The staff of power scales with your maximum magic power.
- Box of beasts has been reworked:
- Has a fixed, random number of charges between 5 and 15 inclusive.
- 1/3 chance to fail on usage with no bad effects.
- When successful, generates a chimera; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher Evocations skill. The heads determine the attacks and abilities available to the monster.
- New "sack of spiders" item:
- Splint mail has been removed; chain mail is now 8 AC to compensate.
- Needles of sickness have been removed.
- Manuals do not need to be read to be activated; they're always on while in inventory.
- The rod of striking now functions as a melee weapon - it expends charges to deal additional damage in melee.
- Boots of running have a -1 movement delay (was -2).
- The lantern of shadows' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.
- New unrand: the +4 moon troll leather armour {Spirit MP+5 Regen}.
- Adjustments to unrands:
- Arga is now a broad axe.
- The shield of the Gong no longer has guardian spirit; it is otherwise unchanged.
- The knife of Accuracy and boots of the Assassin are no more.
- The lightning scales are now +6 (was +3).
- Hammers do not generate outside of vaults.
Gods
- Yredelemnul no longer gifts rotting hulks / plague shamblers.
- Hill orcs encountering an orc priest for the first time are offered the chance to convert to Beogh on the spot.
- Zin's Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.
Interface
- For online play, explore_delay and travel_delay are instananeous by default.
- Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).
- Examining a monster will display the spells monsters of its type are capable of using.
Technical
- A port to OpenSolaris (Dyson/Illumos).
- MSVC compilation once again possible (Visual Studio [Express] 2012)