Current projects/0.11 update project

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Project goals

The goal of this project is to go through the updates and cross out lines once they have been incorporated into the appropriate wiki page, or if they don't require any changes.

If you think a page is up to date, make sure to add Template:version011 (i.e. {{version011}}) to the page.

Contributors

  • Add name here

Changelog for Dungeon Crawl Stone Soup 0.11

Stone Soup 0.11 (20121001)


0.11 Highlights


  • A new branch: the Spider Nest.
  • The Swamp branch is less annoying now.
  • Missile enchantments are no more.
  • Monster constriction vs the player has been overhauled.
  • New monsters: Arachne, Fannar, orb spider, bog body, Hell Sentinel.
  • Removed monsters: Jozef, bog mummy, midge, Pit Fiend, hairy devil.
  • Lots of new vaults and tiles.
  • Config file overhaul: lists require += when appending, you don't need to upgrade your config by hand anymore (after this last(?) time).

Branches, environment


  • New wizlab: Roulette of Golubria.
  • A metric buttload of new vaults, including several new branch endings and a full-level vault for deeper parts of the main dungeon.
  • A new Sprint map by st, based on the Ziggurat.
  • Vaults are more common.
  • There are three new level layouts for the dungeon and various branches.
  • You don't lose portal vaults after being banished from one.
  • Escaping the Abyss places you where you came from, but grants short-term immunity to most forms of banishment.
  • Pandemonium: slightly fewer exits to the dungeon are placed, but there are many more exits through the abyss (which will return you to the Dungeon).
  • The Elven Halls are only three levels deep.
  • Branch difficulty doesn't depend on where their entrance was anymore.
  • Traps of a given type deal the same damage no matter where they are.
  • Axe traps got axed.
  • Wax walls are no more.
  • There are no more randomly generated secret doors, but they can still be found in vaults.
  • The Swamp has an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.
  • Swamp trees are now mangroves, and are opaque.
  • Spider Nest: replaces the old spider portal vault, contains the gossamer rune of Zot.
  • Games will have one of the Spider Nest or Snake Pit, and one of the Swamp or Shoals, guaranteeing one poison themed branch and one water themed one.

Character


  • Humans get slightly more stat increases.
  • Nagas get constriction at XL13 now.
  • Tengu can fly when transformed.
  • Grey Draconians are better at Earth and worse at Air, get more AC, and no longer fumble in water.
  • Felids are better at combat and Evocations, worse at Summonings.
  • Felid pounces (sneak attacks) do more damage.
  • The Evocations skill increases max MP.
  • Forms without some sort of hands can't use wands/etc.

Monsters


  • Player ghost Sticky Flame autohits but is range 1.
  • Berserk monsters are immune to fear.
  • Plants don't feel torment. Oklob farms ahoy!
  • Monsters attached to the ground are -TELE.
  • Jellies, porcupines, flaming corpses won't get constricted.
  • Magical staves work for monsters as something more than a mere cudgel.
  • Monsters can use rings and amulets.
  • Mindless monsters don't have any skills (zombies with pain weapons, etc.).
  • New uniques:
    • Arachne, half-human, half-spider.
    • Fannar, an elven ice elementalist.
  • Margery gets dragon armour.
  • Monsters with arcane spells won't wear heavy armour.
  • Donald can spawn in Labyrinths, and complains about them.
  • Urug is drastically stronger.
  • Mimics can be "inept", (no adjective), "ravenous" or "monstrous", with a progression of strength and abilities.
  • New monster: orb spider. Shoots weak orbs of destruction at you.
  • Removed: Jozef, midges, killer bee larvae, hairy devils.
  • Porcupines get spines.
  • Hell Sentinels replace Pit Fiends.
  • Boulder beetles can roll as a boulder.
  • Jumping spiders can ensnare you with webs in melee.
  • Poison attacks from sea snakes and redbacks can only be partially resisted.
  • Hit dice and damage have been increased for all spider enemies.
  • Emperor scorpions are much stronger.
  • Ghost moths have been nerfed.
  • Vampire mosquitoes lose their sickness attack, gain a stronger vampiric attack.
  • Swamp worms have better melee accuracy.
  • Giant leeches are more dangerous.
  • Bog mummies have been replaced with bog bodies: no death curse, stronger spells, can be decomposed via Fedhas prayer.
  • Monsters who submerge stop fleeing.
  • Umbras don't give bonuses to demons anymore.
  • Monsters (and player ghosts) can cast Ozocubu's Refrigeration.
  • Monsters cast emergency spells more often.
  • Monster constriction has been overhauled. Escape is easier, blinking counts as two escape attempts (rather than always succeeding), and damage values are saner.
  • A "damageless constriction" effect has been implemented for certain monsters, particularly mimics.
  • The Royal Jelly is able to regenerate.

Spells


  • Lee's Rapid Deconstruction works in Slime now.
  • Iskenderun's Mystic Blast often explodes, but can still safely be used at point blank range.
  • Death Channel is level 6.
  • Simulacrum works on beef jerkies, sausages and meat rations.
  • Removed: Projected Noise.

Items


  • Artefacts can get distortion.
  • Blowguns can get evasion.
  • Wearing/removing armour can be aborted.
  • Fixed artefacts with fixed appearance start identified.
  • Weapons may corrode upon stabbing a jelly.
  • Ambrosia gives more mp, but only as you digest it.
  • Raw troll hides grant regeneration.
  • Jewelry auto-ids when it shows an obvious effect.
  • Ankuses, scrolls of detect curse, amulets of controlled flight, and rods of smiting are no more.
  • Rods of striking are better.
  • Staves of energy reduce spell hunger to 1/3 instead of eliminating it.
  • Missile enchantments are no more, greatly simplifying inventory management.
    • Formulas have been changed to compensate, with skill filling the role of missile enchantments.
  • All missile brands start visible.
  • Visored helmets don't prevent bite attacks.
  • Identifying weapons by use works instantly but requires a random (per item) level of skill.
  • Unbranded items can't be glowing/runed unless they're cursed.
  • New item: Lightning rod. Has a continuous effect across multiple zaps, and allows you to spray wide cones of electricity at your enemies.
  • Randart weapons have a wider selection of names.
  • Acquirement will not provide you with items your god hates.

Cards


  • Trowel works everywhere.
  • Sage won't time out or be overwritten on a new draw.
  • Removed: Spade.
  • Map and Dowsing have been combined into one.
  • Walls from the Tomb expire after a while.
  • New: the Mercenary. Allows you to purchase allies.
  • Warpwright teleport traps expire shortly.

Gods


  • Trog accepts kills of holies.
  • Abandoning Kikubaaqudgha rots all currently existing corpses.
  • Kikubaaqudgha no longer guarantees getting all necromancy spells: instead, he gifts books with a random selection of spells.
  • Banishing monsters grants some XP and Lugonu piety.
  • New Xom effect: mass Inner Flame.
  • Nemelex gives far fewer decks of summoning.
  • Nemelex loses the Mark Four ability, gains Deal Four.
  • Nemelex doesn't try to enforce "genuine" use of cards -- was too inaccurate.
  • Xom can't gift permanent allies anymore.
  • Xom grants far fewer item gifts.
  • Xom acts drastically more often when you're in a tough fight.
  • Elyvilon doesn't take piety when life-saving allies.
  • Non-newbie Elyvilonites can't destroy non-unholy weapons.
  • Fedhas' Sunlight stays in place.
  • Okawaru gives almost no heed to kills and sacrifices of easy monsters, rewards toughest fights more.
  • Concurrent god wraths don't dilute each other anymore.

Interface


  • Stash tracking, annotations, etc, work for portal levels.
  • Mutation notes mention how it was gained or lost.
  • Removed options: pizza, ood_interesting, rare_interesting, note_all_spells.
  • New options: auto_drop_chunks, autofight_throw, dump_kill_breakdowns, show_travel_trail, sacrifice_before_explore.
  • Webtiles chat is now logged (can be disabled via note_chat_messages).
  • The show_gold_turns and show_game_turns options are now enabled by default: you will see how much gold you have, and how much time your actions take.
  • Fake translations: dwarven, jägerkin, kraut, wide.
  • Loads of new tiles.
  • The unique Pan/Hell lords get special tall tiles.
  • An in-game high scores browser.
  • Picking up stackable items shows how many you picked up.
  • Every item, monster, feature has a description.
  • Many descriptions were improved.
  • Autoexplore stops on items sacrificeable to your god.
  • Rods appear as a separate item class.
  • Autopickup settings can now be configured in-game, via the '\' key.
  • Several improvements have been made to the tutorial.
  • Lantern of shadows no longer makes the whole screen dark grey in console mode.
  • Targetting prompts have been massively improved. Almost all area of effect spells are now supported, and bounce paths (e.g. from lightning bolt) are displayed.
  • Some added or improved status indicators.
  • Message filters are case-insensitive.
  • Webtiles has experimental support for watching console games on servers running both webtiles and dgamelaunch.
  • Local tiles now has an abilities tab.

Wizmode


  • &^P to polymorph into a form.
  • &P to rebuild a level based on a vault.
  • &^M to memorise a spell.
  • &# to (partially) load a character dump file.

Technical


  • Local tiles can display non-ASCII characters, in default builds only Latin, Greek and Cyrillic.