0.15
Revision as of 12:06, 28 June 2014 by CommanderC (talk | contribs)
Version 0.15: This article may not be up to date for the latest stable release of Crawl.
0.15 is a version of Dungeon Crawl Stone Soup. It has no release date as of yet.
Stone Soup 0.15 (up to 0.15-a0-1526-g60de0e4)
- Two new gods: Gozag Ym Sagoz the Greedy and Qazlal Stormbringer.
- Nemelex Xobeh and decks in general have had many changes.
- Ranged combat has been rewritten from the ground up.
- Inventory weight limits have been removed.
- Item destruction is no more, and corrosion has a more severe but temporary effect.
Branches, environment
- The Hall of Blades has been cut.
- Crypt is now three levels (was five).
- Some areas of the Tomb layout can now vary.
- Mechanical traps no longer drop ammo.
- Most randomly-placed teleport traps now disappear after one use.
- Troves asking for items require that item to be unequipped.
- The Abyss no longer sometimes blocks blinking.
- Mutagenic fog now causes large amounts of glow instead of mutating directly.
Character
- Inventory item weight and player burden states are no more.
- Cross-training now gives a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.
- Anti-training (for opposite elemental schools) has been removed.
- Formicids can no longer throw large rocks.
- Tengu now gain permaflight at XL14 (was 15).
- All non-undead forms can eat and drink normally.
- All forms can butcher.
- Wisp form can read scrolls and cannot blink on demand.
- Teleportitis cannot be controlled.
- Wanderers have tweaked starting kits with generally better items.
- Player clinging (seen only in Spider Form and with the boots of the Spider) is no more.
- Kobolds, hill orcs, and ogres are no longer saprovorous.
- Kobolds no longer have disease resistance.
- Halflings have rebalanced stats and aptitudes, shifting them towards defense.
- Ogres and centaurs no longer have a fast metabolism; halflings no longer have a slow metabolism.
- Centaurs are no longer herbivorous.
- Vampires:
- always get the full effect of all potions;
- can always mutate; and
- always get the full effect of all mutations.
- Some Demonspawn mutations have been modified:
- The Foul Stench facet gives rot immunity earlier and separately instead of saprovore.
- Facets which gave potion/scroll item conservation now give freezing/fire cloud immunity earlier and separately.
Monsters
- Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
- Monsters will no longer pick up items that the player has seen. Allies won't pick up items at all.
- Monsters no longer fall asleep after long periods of time.
- Corrosion affects all of your equipment, but only temporarily, and the chance to corrode equipment does not consider item enchantment.
- New monster: ghost crabs, found in Crypt. They breathe ghostly flames that call dangerous specters into existence.
- New monster: torpor snails, found in Lair and Spider. Their enemies are slowed on sight, somewhat like ancient zymes.
- Enemies are more intelligent about using area-of-attack spells such as Symbol of Torment and Chain Lightning even when you are not in sight.
- Komodo dragons now bite harder but don't sicken the player.
- Purple ugly things deal extra damage in lieu of a sickness attack.
- Deep dwarf death knights are now just death knights.
- Manticores now move as fast as the player, and have an unlimited number of spike volleys.
- Base draconians can become nonbase draconians with experience.
- Undead and nonliving enemies regenerate as fast as other enemies.
- Silver statues and orange crystal statues are immune to disintegration, but have less health and AC and have their abilities converted to spells such that they spam less; this implies OCS confusion can be resisted.
- Bog bodies no longer randomly rot.
- Curse skulls are now immobile, again.
- Lost souls now make enemies into ghosts instead of specters.
- Spriggan riders now ride wasps.
- Cherub's hymns can buff any allies, not just those with higher HDs.
- Killing holy monsters no longer invokes cleansing flame on the perpetrator.
- Ghouls and necrophages can no longer equip weapons or armour.
- Each unique now has a special title, shown when you first see them or in the description screen.
- Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars, flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu, plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes, pulsating lumps.
Spells
- Dazzling Spray replaces Invisibility in the book of Maledictions (the Enchanter starting spellbook). Invisibility in turn replaces Apportation in the book of Burglary.
- Casting Ozocubu's Refrigeration now prevents the player from using potions for several turns instead of destroying potions.
- Spider Form now moves at normal speed, and no longer gives clinging.
- Tukima's Dance now animates weapons held by monsters. The weapons will fight against their former owners. It is also now level 3.
- Confusing Touch now has a short, non-stacking duration which discharges entirely when it successfully confuses an enemy. While it's in effect, your attacks do no damage. It's been moved to level 2.
- Sublimation of Blood no longer uses chunks; it now only draws from the caster's HP.
- Simulacrum now works on a single corpse at the caster's feet, creating several simulacrula from it.
- Monsters casting Simulacrum now affect all monsters in LOS, producing half as many simulacrula as the player version of the spell.
- Death Channel lasts twice as long.
- The Book of War Chants is no more.
- Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon, Summon Elemental.
Items
- Item destruction is no more.
- Ranged combat has been rewritten based on melee attacks - AC and EV has more of an impact, attack delay is more predictable, and Throwing should be more viable as a ranged option as compared to bows and crossbows, among other changes.
- Weapon enchantment & slaying bonsues have been merged into a single number, giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III have all been merged into a new "enchant weapon" scroll. The scrolls are rarer, but always succeed.
- Shields have been rebalanced. All non-shield-enchantment sources of SH have been halved, and the effectiveness of SH at blocking attacks has been doubled, to make the utility of a point of SH roughly equivalent to a point of EV. In effect, this is a small buff. Non-bucklers can now be enchanted past +3.
- Multiple changes to unrandarts:
- The blowgun of the Assassin returns; it has a chance to affect the target more than normal blowguns.
- New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar SustAb}.
- New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff that takes HP every time you cast a spell.
- The dagger of Chilly Death now sometimes flash-freezes enemies, slowing their movement, and the scimitar of Flaming Death now sometimes applies sticky flame to its victims.
- Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC and EV.
- Skullcrusher is now +3 with +7 strength.
- The Trident of the Octopus King now starts at +8 and gets an additional + for each Ring of the Octopus King worn. If anyone reads this & gets it to +10 or higher in an actual game, send screenshots!
- Many other weapon artefacts have had their enchantments tweaked.
- Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
- The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance have had their enchantment levels adjusted.
- Removed unrands: the boots of the Spider.
- Branding changes:
- Scrolls of brand weapon will no longer make temporary brands permanent, but can now randomly apply any brand to an unbranded weapon.
- Blessed weapons can be rebranded.
- Rebranding a distortion weapon no longer causes a distortion effect.
- Branded non-artefact weapons can now be given a temporary re-brand.
- Damage from the electrocution brand has been reduced slightly.
- The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
- Food changes:
- Honeycombs have been renamed to royal jellies; they don't restore abilities.
- Potions of blood cure a point of ghoul rotting.
- All types of fruit have been merged together into one gooey, messy item type.
- Cheese, sausages, and ambrosia are no more.
- Identify scrolls now always identify a single item.
- Jewellery automatically identifies once equipped.
- Amulets of inaccuracy are always cursed.
- New rings of stealth and loudness, which positively/negatively adjust a player's stealth.
- Amulets of rage no longer have a tiny chance of extending berserk duration.
- Sacks of spiders now place webs directly onto enemies, rather than spreading them randomly around the area.
- Cleaving hits the full eight squares around a player, when not blocked by walls.
- Gloves of archery no longer penalise melee.
- (Plain) bows have been renamed to shortbows.
- Sustain abilities effects no longer stack.
- Staves of air now activate extra melee damage as often as other elemental staves.
- Weapons and armour which aren't visibly enchanted no longer have enchantments higher than +0.
- Corpses and skeletons are stationary, and can't be picked up nor apported.
- Other removed items: darts, rings of hunger and sustenance, amulet of conservation, cloak of preservation.
Cards
- New cards.
- Fortitude, which gives Damage Shaving and a bonus to strength.
- Storm, which can make shallow water, a tornado, or cause swiftness.
- Cloud, which spawns dangerous clouds around the user and on hostiles.
- Degeneration, which polymorphs nearby monsters into weaker ones.
- Shaft, which creates a shaft under the player. This is an old effect of the Flight card.
- Illusion, which summons an illusion of the player.
- Revamped cards.
- Velocity card now hastes the slow and slows hasty rather than simply speeding up the player.
- Potion card has a new list of effects.
- The Mercenary card can generate base demonspawn instead of spriggan riders.
- Decks of war now contain the Drowsing and Potion cards.
- Decks of dungeon are no more.
- Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield, Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.
Gods
- Two new gods: Gozag Ym Sagoz the Greedy and Qazlal Stormbringer. Both are temple gods with an altar either in Temple or on D:2-9.
- Gozag
- 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.
- 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.
- Duplication: one non-artefact item can be duplicated at an altar.
- Qazlal
- Piety on kills.
- All followers are immune from their own clouds.
- 1*: Storm Shield: you passively generate elemental clouds around you and gain bonus SH, and gain RMsl at 3*; you also generate a lot of noise.
- 2*: Upheaval: blast a small nearby area with elemental forces.
- 3*: Elemental Force: turn nearby clouds into elementals.
- 4*: Elemental Adaptation: taking elemental or physical damage sometimes temporarily grants you resistance against that element.
- 5*: Disaster Area: blast the entire area around you with elemental forces.
- 6*: at an altar, gain a permanent elemental resistance of your choice for as long as you worship Qazlal.
- Gozag
- Nemelex has been revamped.
- Nemelex only gives piety for exploration rather than item sacrifices or deck usage.
- Peek at Two now reveals the top cards of a deck but cannot be used with other Nemelex abilities.
- Nemelex now only gifts decks of war and escape.
- Various cards have been changed, added, or removed. See the Cards section for details.
- Beoghites can now gift items directly to their followers at high piety.
- Beogh will now improve allies' equipment, and outright gift weapons, armour, and ammo to orcs who lack them.
- Followers of good gods no longer get a chance to turn holy enemies neutral.
- Zin's Recite no longer prompts for a book, instead affecting all monsters in sight with the strongest effects that would impact them.
- Sif Muna wrath can no longer cause amnesia.
- Gods that give missile gifts can do so sooner.
Interface
- Monsters with special melee attacks (e.g. poison, fire) have this noted in their descriptions.
- Ctrl-T now displays the weapons that enemies are carrying, in console.
- Unique enemies are now announced by their proper titles when first appearing.
- Ability icons have been reworked.
- There are status lights for Might, Agility, and Brilliance.