Difference between revisions of "0.13"

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(Looking at the diff, there were no new changes so I'll just keep the wiki-linked version.)
(Last changes)
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* New [[forest]]-themed monsters:
 
* New [[forest]]-themed monsters:
 
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.
 
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.
 
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.
 
 
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.
 
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.
 
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.
 
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.
 
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.
 
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.
 
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.
 
 
* Other new monsters:
 
* Other new monsters:
 
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.
 
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.
 
 
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].
 
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].
 
* New unique: [[Sojobo]], king of the tengu.
 
* New unique: [[Sojobo]], king of the tengu.
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* Adjustments to unrands:
 
* Adjustments to unrands:
 
** [[Arga]] is now a [[broad axe]].
 
** [[Arga]] is now a [[broad axe]].
** [[Bullseye]] is now a [[large shield]].
 
 
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.
 
** 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 [[knife of Accuracy]] and [[boots of the Assassin]] are no more.

Revision as of 21:37, 11 October 2013

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. It is expected to be 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


Spells


  • New 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.
  • 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


Gods


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)