0.13
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
0.13 is an upcoming version of Dungeon Crawl Stone Soup. There is currently no estimate of its release date.
Changelog for Dungeon Crawl Stone Soup 0.13 (up to 0.13-a0-1380-g03ef21a)
0.13 highlights
- Three new races: Lava Orcs, Djinni, and Gargoyles.
- A new branch: the Enchanted Forest.
- A thorough rework of the monster set in Crypt.
- Improvements to many evokable items.
Branches, environment
- A new branch: the Enchanted Forest, alternating with Crypt; five levels long, and contains the entrance to Tomb where it exists.
- Branches now have exactly one exit stair (except the Dungeon, which can, but is not guaranteed, to have more).
- Several new 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.
Character
- New races:
- Lava Orcs heat up and cool down in response to their surroundings, with their abilities changing as a result;
- Djinni draw both health and magic from a shared Essence pool, and have complete immunity to all forms of fire;
- Gargoyles are immune to involuntary petrification, but can petrify themselves to significantly reduce damage before becoming completely immobile.
- Sludge elves are no more.
- Priests are no more.
- The nausea status 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.
- 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, draining, and sticky flame now credit the appropriate monster/spell.
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-targetted 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.
- 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 some with simulacra.
- New monster: jiangshi, who move in short burts (like sixfirhies) and possess a vampiric melee attack.
- New Forest monsters:
- Dryads, who kite the player with Awaken Forest (but move at delay 12, so are not unreasonably difficult to catch).
- Forest drakes, who move through trees and can breathe powerful blasts of wind.
- Fauns and satyrs, who hex the player before attacking with longbows.
- Tengu conjurers, warriors, and reavers, who use conjurations, powerful weapons, or both respectively against the player.
- Spriggan assassins and enchanters, who attempt to disable the player with blowguns and hexes respectively before moving in for the kill.
- New uniques:
- Pan, lord of the satyrs.
- Sojobo, king of the tengu.
- 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.
- Draconian shifters have an updated spell set:
- 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.
- Shadows can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.
- The lantern of shadows' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.
- 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.
- A large number of vault-specific monsters have been removed.
- Imps and other weak monsters no longer appear in Pan.
- Nergalle appears earlier in the dungeon.
Spells
- 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.
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; when used on a wall, it creates a shockwave along the wall, damaging adjacent walls and creatures (sometimes shafting the latter).
- 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.
- Lear's chain mail is now Lear's hauberk - a +27 chain mail that covers all armour slots other than shields and cloaks.
- The staves of channeling and energy are now one staff - the staff of power, which eliminates spell hunger and channels scaling with your maximum magic power.
- Splint mail has been removed; chain mail is now 8 AC to compensate.
- Needles of sickness have been removed.
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.
Interface
- For online play, explore_delay and travel_delay are instananeous by default.
Technical
- A port to OpenSolaris (Dyson/Illumos).