0.14

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Version 0.14: This article may not be up to date for the latest stable release of Crawl.


0.14 is an upcoming version of Dungeon Crawl Stone Soup. There is currently no estimate of its release date.

Stone Soup 0.14 (up to 0.14-a0-2527-g57e2a1b)


  • The lower half of D is now a new branch, the Depths.
  • Four new races: Lava Orcs, Djinn, Formicids, and Vine Stalkers.
  • A new deity: Dithmengos the Shadowed.
  • Greatly revised monster sets in the Lair branches.

Branches, environment


  • The main Dungeon is now sixteen levels.
  • A new branch: the Depths; entered from the end of Dungeon, it is six levels long and contains the entrance to the Realm of Zot.
  • A new branch: the Enchanted Forest, alternating with Crypt; five levels long, and contains the entrance to Tomb where it exists.
  • The Vaults are now entered from D:14-15 and need a rune to enter.
  • The Abyss randomly draws monsters from elsewhere in the Dungeon.
  • Abyssal stairs appear more frequently, and are fixed with depth.
  • Ziggurats require three runes to enter; an entrance is guaranteed only in Depths, but still spawn as normal in Pan.
  • Portals are no longer closed when carrying the Orb of Zot.
  • The Horn of Geryon is no longer necessary for entering Hell branches.
  • Labyrinths contain more enemies, and the minotaur is normally awake.
  • More Ziggurat enemy sets.
  • Crypt endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.

Character


  • New races:
    • Lava Orcs heat up and cool down in response to their surroundings, with their abilities changing as a result;
    • Djinn draw both health and magic from a shared Essence pool, and have complete immunity to all forms of fire;
    • Formicids possess four strong arms to use large weapons together with shields, in addition to strong natural digging abilities and a permanent stasis effect.
    • Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.
  • Felids have an innate jump attack ability, allowing them to jump over other monsters to attack their target.
    • There must be a safe, unoccupied landing spot next to the target. One of these spots is selected at random for landing.
    • It is not possible to jump over giant or flying creatures.
    • Jumping causes exhaustion like berserk (but no slowing).
  • The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.
  • Venom Mages and Assassins no longer start with knowledge of potions of poison.
  • Fast/slow movement mutations no longer occur randomly.

Monsters


  • Guardian serpents no longer have Teleport Other; instead they get Word of Recall and Blink Allies Encircle.
  • Lom Lobon can now cast Tornado.
  • The plain "dragon" is now known as "fire dragon".
  • Dragons, drakes, crabs, and acid blobs no longer flee at low health.
  • Jellies once again split.
  • Monsters are subject to summon caps.
  • Summoned creatures are dismissed upon the death of their summoner.
  • Word of Recall is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).
  • Minotaurs appearing naturally outside of labyrinths now come with equipment.
  • Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.
  • New enemies:
    • Fauns, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.
    • Wind drakes, who can breathe powerful blasts of wind and airstrike the player.
    • Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.
    • Thorn hunters, who fire volleys of thorns and create briar patches to impede their foes' movements.
    • Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.
    • Shambling mangroves, slow-moving, tough plants home to a nest of ravens or wasps.
    • Raiju, which can attack by transforming themselves into a bolt of lightning.
    • Worldbinders, abyssal enemies which summon low tier enemies from other branches.
    • Shock serpents, who build up electrical energy for a static discharge;
    • Mana vipers, snakes with an antimagic bite;
    • Naga sharpshooters, who snipe at the player with Portal Projectile;
    • Naga ritualists, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;
    • Salamander mystics, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;
    • Salamander firebrands, whose attacks cause a ring of flames to appear around the target.
  • A new set of enemies based on demonspawn, appearing in Pan.
    • Base types:
    • monstrous (auxiliary attacks and more HP);
    • gelid (rC++ and icemail - bonus AC which dissipates on fire damage);
    • infernal (rF++ and fire attacks);
    • putrid (rPois, gains HP on nearby kills);
    • torturous (augmentation, powered by pain, and spines).
    • Classes:
    • blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);
    • chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Rearrange the Pieces, which shuffles the placement of nearby creatures);
    • warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);
    • corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);
    • black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, Dispel Undead, and Death's Door).
  • Adjustments to lair enemies:
    • Siren songs' pulling effects are now irresistible if the player is already mesmerised.
    • Siren songs call drowned souls, weak temporary enemies with a drowning attack.
    • Manticores' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.
    • Harpies no longer steal food.
  • Adjustments to other enemies:
    • Deep elf demonologists summon more greater demons instead of minor demons.
    • Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.
    • Metal gargoyles are now war gargoyles - fast and with the ability to fire metal fragments at targets.
  • New uniques:
    • Asterion, a minotaur of Makhleb who flings Major Destruction and can employ Spectral Weapon with his demon weapon;
    • Natasha, a felid ex-familiar with minor spellcasting abilities;
    • Vashnia, leader of a squad of naga sharpshooters with translocational ability to match.
  • Moths of suppression, rock worms, and lava fish are no more.
  • Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.
  • Salamanders can now slither across land (like nagas) in addition to swimming in lava.
  • Geryon can fly once again.
  • Killer Klowns have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.
  • Flying enemies are no longer immune to throwing nets.
  • Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.
  • Lamia has been de-throned.

Spells


  • Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.
  • Sticks to Snakes only works on missiles (arrows and javelins) now.
  • Conjure Ball Lightning has been reduced from level 7 to 6.
  • Bolt of Draining has been reduced from level 6 to 5.
  • Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.
  • Song of Slaying has an increased duration and grants more slaying, but is subject to a lower power cap.
  • Swiftness now induces a period of sluggishness after it expires, and can't be stacked.
  • Several special cases for LRD damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.
  • Orb of Destruction now only appears in the Book of Power (was also in Annihilations).
  • Call Canine Familiar now only summons one canine, and does not summon jackals.
  • Repel and Deflect Missiles now expire on a per-deflection basis rather than being a duration.
  • Portal Projectile is now a duration, rather than firing individual projectiles.
  • Removed spells: Song of Shielding, Polymorph.

Items


  • The Orb of Zot no longer takes up an inventory slot.
  • Weapons are identified immediately on wield.
  • Wands are identified immediately on zapping.
  • Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.
  • Items on the ground are no longer subject to item destruction.
  • Mottled dragon armour now has an encumbrance rating of 5 (was 4).
  • The jumping ego (available only on boots) gives a jump attack ability like that of felids.
  • The reaching brand for whips is no more.
  • Large rocks now crash through monsters / the player, i.e. implicitly have the penetration brand.
  • Enchantment-like effects of chaos projectiles are now irresistible.
  • Spears, daggers, clubs, and hand axes are no longer good for throwing.
    • The artefact "Lehudib's crystal spear" has been removed.
  • New "tomahawk" item: a throwing missile, usable by all non-felids, between darts and javelins in damage.
    • Small race hunters and arcane marksmen may select tomahawks.
    • Small race gladiators receive tomahawks instead of nets.
  • New "potion of lignification" - induces tree form.
  • Piercer gets the penetration brand (was vorpal).
  • Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).
  • Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.
  • The Elemental Staff is reworked considerably - it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.
  • The skin of Zhor now grants rC+++.
  • Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).
  • Sniper is now a +15 vorpal crossbow with a slower rate of fire.
  • Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.
  • The Singing Sword is now a bastard sword.
  • The shield of the gong is now +27 with -5 EV.
  • New unrand: "macabre finger necklace" - gives warding and an extra ring slot.
  • New unrand: "boots of the spider" - gives clinging, trample immunity, and jump attack.
  • New unrand: "dark maul" - a very large, very slow two-handed weapon using the Maces and Flails skill.
  • New unrand: "hat of the High Council" - spellpower at the expense of spell success rates.
  • The blowgun of the Assassin and Bullseye have been removed.
  • Potions of slowing are no more.
  • Potions with known type that would have no effect can no longer be quaffed at all.
  • Potions other than potions of porridge no longer give nutrition.
  • All gauntlets and bracers are now gloves.
  • All caps and wizard hats are now plain "hats".
  • Great maces deal slightly less damage and are much less available than before.
  • Potions of restore abilities partially cure skill draining.
  • The last item-targeting scroll and healing potion are automatically identified, assuming knowledge that they are item-targeting scrolls and healing potions.
  • Magical penetrating projectiles now pierce shields.
  • Electrocution weapons no longer cause discharges on targets in water.
  • Wearing body armour / rings no longer requires removing cloakes / gloves first.
  • Renamed items:
    • Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);
    • Double swords are now bastard swords;
    • Triple swords are now claymores.

Cards


  • The Elixir card now heals over time instead of instantly.

Gods


  • A new deity: Dithmengos the Shadowed.
    • A temple god; guaranteed an altar in Temple or somewhere on D:2-9.
    • Accepts kills of most dungeon enemies, particularly those associated with fire or light.
    • Dislikes use of fire and light.
    • 1* piety grants an umbra which expands with piety.
    • 2*: Shadow Step - step adjacent to an immobile target creature no further away than your umbra.
    • 3* piety causes the player to occasionally bleed smoke on taking sufficient damage.
    • 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).
    • 5*: Shadow Form - invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.
  • Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.
  • Trolls of Cheibriados hunger considerably more slowly.
  • Cheibriados' Bend Time is available to all followers (was 1* ability).
  • Zin and Okawaru no longer care about the deaths of allies.
  • Okawaru no longer suppresses the demonic guardian Ds mutation.
  • Xom effects respect clarity and sustain abilities (as long as Xom is not feeling nasty).
  • Xom's confusion now caps at 20 turns.
  • Zin's Recite shows what will be affected by all of the relevant recitations.
  • Lugonu followers no longer suffer distortion unwield effects.
  • Yredelemnul gifts vampires instead of freezing wraiths.
  • Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.
  • Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.
  • Nemelex no longer gifts decks of dungeons.
  • Divine wrath is now contingent on XP gain.

Interface


  • "Automagic" functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.
  • Different types of magical trap are coloured differently.
  • Unnaturally hard rock walls have a new default glyph.
  • The % screen has a new layout.
  • You are prompted to continue wearing/unwearing armour when a monster comes into view.
  • "pickup_mode = multi|single" is now "pickup_menu = true|false", with true being the default; "pickup_mode = auto:X" is no more.
  • The WebTiles spectator box sorts names and links online player profiles.