0.6.0

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This article is about a previous release of Crawl. For information about other versions of Crawl, including the newest, see List of Stone Soup versions.

0.6.0 is an old version of Dungeon Crawl Stone Stoup, released on March 27, 2010.

Release notes

Stone Soup 0.6 (20100326)

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

Breaks save compatibility with the 0.5 release.

IMPORTANT: The bugtracker has moved to http://crawl.develz.org/mantis/. Please report all bugs and feedback there. Thank you!

The official website has moved to http://crawl.develz.org/wordpress/. Announcements and development changes will be posted there.

The source code is still hosted on SourceForge, but we now use git for version control. See docs/develop/git/quickstart.txt for more information.


0.6 Highlights

  • Removed Divinations spell school.
  • Three new gods: Jiyva, Fedhas, Cheibriados.
  • Altars for dungeon gods may now appear on levels 2 to 9 instead of the Temple.
  • New water based branch: the Shoals, sometimes replacing Swamp or Snake Pit.
  • Overhauled AC/EV system. In particular, effect of Dexterity on EV is uncapped. (see AC nerf)
  • Strength has a much greater effect on carrying capacity.
  • Slime creatures and ugly things are more interesting and dangerous.
  • Many cool new monsters, portal vaults and ammunition brands.

Gods

  • New god: Jiyva, god of slime.
  • New god: Fedhas, god of plants and fungi.
  • New god: Cheibriados, god of slowness.
  • Ecumenical Temple may randomly contain 6 to 14 altars.
  • Dungeon gods not included in Ecumenical Temple get guaranteed altar on D:2-9.
  • Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc').
  • Elyvilon doesn't mind butchery during prayer anymore.
  • Lugonu's Corruption is usable only once per level.
  • Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand.
  • Lugonu's Corruption only produces neutral monsters.
  • Sif Muna doesn't accept worshippers who don't know any spells.
  • TSO's wrath does much less damage.
  • TSO's halo no longer makes the player easier to hit.
  • Vehumet reduces mana cost and increases ranges of destructive spells.
  • Xom is nicer about banishment and hostile monsters for low-xp followers.
  • Xom has a small chance of reviving the player after death.
  • Yredelemnul's gifts follow through stairways even if behind zombies.
  • Zin protects the player against disease, rotting and miasma.
  • Zin's Recite has no food cost and no longer causes monsters to go berserk.

Levels

  • New branch: the Shoals. Greek-inspired, featuring merfolk, tides, and turtles. Games now select two branches from Shoals, Snake Pit, and Swamp to enable.
  • Shorten Lair to eight levels.
  • More interesting level layout for Lair and Swamp.
  • New portal vaults: Bailey, Trove, Volcano, Wizard's Laboratory.
  • Some escape hatches are replaced by (single-use) shafts.
  • New wall type "tree"; two trees in a row block vision.
  • Seal hell portals rather than Vestibule when the player picks up the orb.
  • Loosen restrictions about which branches may contain uniques.
  • Disallow mechanical traps in the Slime Pits.
  • Limit alarm traps to 1-3 charges.
  • Trap disarming prompts if you have less hp than the trap's maximum damage.
  • New alternative branch endings for Hells, Hive, Swamp, Vaults.
  • The pandemonium lords' levels get special announcements.
  • Added milestones for all portal vaults and the pandemonium lords' levels.
  • Many new vaults.

Ranged combat

  • Removed hand crossbows and the Darts skill; moved blowguns to Throwing skill.
  • New background: Arcane Marksman, combining Crusader, Warper and Hunter.
  • New missile materials: silver, steel.
  • New missile brands: dispersal, electricity, exploding, penetration, reaping.
  • New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness.
  • Branded and enchanted ammunition is described as "runed".
  • Branding spells will also affect launchers.
  • On launchers, the protection brand is replaced with evasion, providing +5 EV.
  • Except for Nessos, launchers of flame can't be combined with poisoned ammo.
  • Removed Poison Ammunition in favour of Poison Weapon and temporary brands.
  • More generous stacking of ammunition.
  • Lowered mulch rate for branded ammunition.
  • Poisoned ammunition is more effective.
  • Rings of slaying also apply to missile launchers.
  • Hunter starting ammunition starts out at +1; sling-based Hunters get bucklers.
  • Slings are one-handed and no longer delayed by shields.
  • Stones are three times heavier.

Items

  • Removed amulet of resist slowing.
  • Removed distinction between light and heavy armour.
  • Added scroll of silence.
  • Added potions of brilliance and agility.
  • Added shields of reflection.
  • New amulets: guardian spirit, faith, stasis.
  • Amulet of clarity prevents involuntary berserk.
  • Lowered gold dragon armour's AC value.
  • All randart weapons are now guaranteed a brand.
  • The speed brand is only created randomly for artefacts, short blades and staves.
  • Halved damage bonus of the vorpal brand to 12.5%.
  • Armour acquirement is more likely to fill secondary slots.
  • Non-divine acquirement tries to avoid handing out armour/weapons already seen.
  • Book acquirement doesn't give manuals to spellcasting specialists anymore.
  • Added wands as an acquirement option.
  • Potions of resistance last longer.
  • Weapons of holy wrath cannot be cursed.
  • Improvements to whips and demon whips; the latter can be blessed by TSO.
  • Reduce the chances for artefacts with only one stat property.
  • Weapons of electrocution discharge in water.
  • Removed some evokable properties (mapping/teleportation) from artefacts.
  • Removing +Lev items cancels levitation and is disallowed over water.
  • Clubs and spears get moderate stabbing bonus.
  • Clubs may stun target upon successful stabbing.
  • Vampiric weapons can only be wielded at full and cause hunger when wielded.
  • Mummies and ghouls get no healing effect from vampiric weapons.
  • Shields can be enchanted up to +3.
  • Rods identify on wielding and use the Maces & Flails skill.
  • Rod recharging no longer depends on player MP or being in inventory.
  • Enchanting rods increases their recharge rate.
  • Let same-type chunks stack, if their age is similar.
  • Deep water doesn't destroy items, lava only flammable ones.
  • Weapons with temporary distortion brand don't damage or banish on unwielding.
  • Disallow sacrifice of runes, the orb of Zot, and the unused horn of Geryon.
  • Autoinscribe items found cursed with {was cursed}.

Monsters

  • New Shoals monsters: merfolk/mermaid, siren, harpy, kraken, turtle, shark.
  • New monster: ballistomycete, spawned by and spawning giant spores.
  • A few other new monsters: toadstool, sixfirhy, golden eye, giant leech.
  • New plant: bush, can be fired through, two or more block vision.
  • (Very) ugly things get resistances and attack flavours depending on colour.
  • Slime creatures can merge in corridors to become larger and more powerful.
  • All spectral things can use stairs again.
  • Display magic (or "hostile enchantments") resistance in monster descriptions.
  • Monsters get more sensible experience values matching their difficulty.
  • OOD (out-of-depth) monsters no longer appear in bands until many turns spent on the level.
  • OOD monster generation increases sharply with time spent on a level.
  • Monster respawns on any level in the main dungeon branches outside Hell and Zot decline with time spent on the level until eventually no further monsters will be generated on the level.
  • Demons spawned during the orb run will actively seek out the player.
  • Hydras pick new target for remaining attacks if their current foe dies.
  • Make monsters forget player position if the player teleports away.
  • Monsters go to sleep more readily when the player is off-level for a while.
  • Implement and use monster spells "blink away" and "blink closer".
  • Detected, unopened secret doors remain unknown to stupid monsters.
  • Monsters may quaff potions of might and berserk rage.
  • Bears go berserk, but mindless monsters can't.
  • Confused monsters zap wands in random directions.
  • Giant lizards are now called crocodiles and are amphibious.
  • Greatly reduce number of monsters capable of submerging.
  • Submerged monsters cannot be targeted or affected by beams anymore.
  • Submerged monsters always unsubmerge if they can attack.
  • Amphibious creatures don't get an attack bonus in water anymore.
  • Monsters' sense invisible is more effective on invisible monsters, and less effective on invisible players.
  • Hungry ghosts eat corpses.
  • Confused monsters zap wands in random directions.
  • Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1.
  • Several cool new uniques.
  • Unique speech much more varied and interesting.
  • Glyph changes for several monsters. See 052_monster_glyphs.txt.

Characters

  • Overhauled AC/EV system.
  • Armour/Dodging/Stealth training depends on item mass.
  • Strength effect on carrying capacity greatly increased.
  • Base carrying capacity depends on weight of the player species.
  • Wanderers have been overhauled and are much stronger.
  • Increased Mummies' starting stats.
  • Starting stats and equipment are no longer assigned randomly.
  • Gain of Health and Magic Points on level up is no longer random.
  • Many status effects and durations use delay rather than turn count.
  • Round all aptitudes to multiples of 10.
  • Nerf damage reduction of the player's elemental resistances.
  • Distracted stabbing is more likely, but resulting damage bonus is lowered.
  • Fighting is noisy depending on damage dealt, weapon type and brand.
  • Decouple miasma resistance from negative energy resistance; rotting resistance implies both disease and miasma resistance.
  • Regeneration only increases hunger while regenerating.
  • Shield value SH transparently reflects blocking chance.
  • Hellfire ignores AC, damage is toned down.
  • Changed Magic mapping mutation to work passively.
  • Sticky flame negates invisibility.
  • Vampires can bottle blood via an (a)bility rather than by (c)hopping.
  • When berserk, hit points are scaled to 150%, as was the case before 0.5.
  • Add a time limit of ~200M turns, to safeguard against time wraps.

Interface: Dungeon exploration

  • In the Abyss, allow travel via 'x' or mouseclick to cells within LOS.
  • Autotravel doesn't cut corners and tries to avoid ambushes.
  • Switched to line-of-sight exclusions.
  • Exclusions within LOS can be set and removed with 'xe'.
  • Exclusions are displayed on the overview screen ('Ctrl-O' command).
  • Ctrl-O lists ranges of branches not yet found.
  • Show explored depth for all branches in the overview screen ('Ctrl-O').
  • Autoexclusions get removed again once the trigger monster is no longer there.
  • Dangerous clouds that are generated by the dungeon itself ("fog machines") generate autoexclusions when seen by player.
  • Treat non-adjacent mimics as safe for resting/travel.
  • Allow viewing off-level maps from the 'X' overmap with '[' and ']'.
  • Level features (e.g. stairs, gates, altars) are listed in the 'X' map.
  • Disallow autoexplore and resting when starving.
  • Disable autoexplore in labyrinths.

Interface: Other

  • Fix wands not prompting when fired at allies.
  • Add a shopping list ('$') to notify you when you can afford a listed item.
  • New memorisation interface lists all spells contained in carried books.
  • Autopickup turns itself back on when killing invisible backlit monsters.
  • Greatly decreased message spam, especially when targeting.
  • Add !a inscription to prompt when attacking with this wielded item.
  • New Lua file autofight.lua which allows auto-attacking of the nearest enemy.
  • Abort some teleportation attempts with -TELE without losing the turn.
  • Food is never autoassigned to slot 'e' and potions are never auto-assigned to slots 'q' or 'y'.
  • If you know Evaporate, list possible clouds in potions' descriptions.
  • Unidentified artefacts can now be found with "Ctrl-F artefact".
  • Prefer swapping to a butchery tool to unequipping gloves.
  • Allow more than 8 colours in Mac builds if the terminal supports it.
  • Provide Dvorak vi key bindings, see dvorak_command_keys.txt.
  • Allow overriding vi keys with "Unknown command", see no_vi_command_keys.txt.
  • Colour experience pool according to fullness.
  • Added an html version of the FAQ in the docs/ directory.

Spells

  • Removed Divinations spell school.
  • New spell: Orb of Destruction, homes in on target and explodes.
  • Silence radius decreases with duration.
  • Always prompt when attempting to cast non-helpful spells at yourself.
  • Limit Summon Small Mammals to a maximum of two mammals per casting.
  • Summon Small Mammals doesn't summon green or orange rats anymore.
  • Reduced Poison Arrow's irresistible damage component from 60% to 30%.
  • Semi-controlled blink causes glowing.
  • Fulsome Distillation depends only on corpse type - RNG and rotting influence has been removed. Also doesn't prompt when only one corpse present.
  • Tukima's Dance weapon strength depends on spell power and weapon weight.
  • Summon Wraiths is replaced by Haunt, a smite-targetted summoning spell.
  • Directed non-enchantment spells make noise when they hit something.
  • Casting spells is noisy.
  • Spell miscasts and hell effects are noisy.
  • Call Canine Familiar only calls friendly canines.
  • Condensation Shield is more effective.
  • Improved Passwall interface.
  • Allow Mummies to cast Summon Horrible Things.
  • Ice Form can swim in deep water; be careful you don't drown!
  • Disintegration is really messy.
  • Display current power, range and food cost in spell descriptions.
  • Useless and forbidden spells are coloured in spell menus.

Tiles

  • Added tabs to switch between inventory and clickable spells display.
  • Autoexplore can be started by Shift-Left-clicking on the minimap.
  • Re-added doll editing screen ('-' command).
  • Display tiles in many more menus, including the database search (?/).
  • New modifier keys for left-clicking on monsters or the player:
    • Shift-Left-Click: fire quivered ammo at monster.
    • Ctrl-Left-Click: cast spell at target (monster or player).
    • Alt-L-Click/Ctrl-Shift-L-Click: zap wand at target (monster or player).
    • When applicable, L-clicking on a monster within reaching range attacks it.
  • Added a health and mana bar to the player tile.
  • Added an icon designating berserk monsters.
  • Added icons for chunk/corpse eating effects.
  • Added icons for armour egos.
  • Reuse dancing weapon icon for known mimics.
  • Many new and/or improved tiles, for monsters and features.
  • Add some animations when the screen is redrawn.
  • Vaults can specify custom tiles for features or monsters.
  • Tiles can be recoloured dynamically during compilation.
  • Variant tiles of a set can be assigned weights.
  • When waiting for input, suppress mouseover descriptions in the message area.
  • Draw splash screen before loading maps and database, and output loading state.
  • Tile dependencies are handled correctly, and tile sheets recompiled as needed.
  • The Shoals branch is our testing ground for a smoother level layout.

Options

  • Changed: clear_messages = false. (Was: delay_message_clear = false.)
  • New: option explore_delay = -1, to differentiate explore from travel delay.
  • New: autoinscribe_cursed = true, for items found cursed.
  • New: msg_condense_short = true, joins short messages into one line.
  • New: show_more = true. With clear_messages, prints -More- for full messages.
  • New: small_more = false. If true, gives one extra line to the message area.
  • New: msg_min_height = 7, sets minimum size of the message area.
  • New: messages_at_top = false, draws messages above the main map.
  • New: explore_stop_pickup_ignore, pick up regexed items and continue travel.
  • New, ASCII-only: use_fake_player_cursor = false, highlights player glyph.
  • New, Tiles-only: tile_show_minihealthbar = true, draws hp bar on player tile.
  • New, Tiles-only: tile_show_minimagicbar = true, draws mp bar on player tile.
  • New, Tiles-only: tile_show_demon_tier = true, displays demon tier icons.
  • New, Tiles-only: tile_better_transparency = false, better water masks.
  • New, Tiles-only: tile_peaceful_col = lightred, colour for peaceful monsters.
  • New, Tiles-only: tile_force_overlay = false, displays messages in an overlay.
  • New, Tiles-only: tile_runrest_rate = 100, screen update rate while resting.
  • New explore_stop options greedy_pickup_smart, greedy_pickup_thrown.
  • Renamed: unix 'background' option to 'background_colour'.
  • Renamed: character 'job' option to 'background'.
  • Removed: target_los_first, target_oos, target_wrap, target_zero_exp.

Major bug fixes

  • Fix branch ends rarely being generated without a rune.
  • Fixed occasional permanent stat loss/gain with stat-modifying equipment.
  • LOS is now symmetrical, fixing a variety of bugs.
  • Fix teleport control occasionally not being enabled after picking up runes or the orb.

Technical improvements

  • Overhauled and improved the line of sight code, including a new, slightly more permissive LOS model.
  • Overhauled and improved the targeting code.
  • Rewrote the message window/message history code.
  • Added several automated test cases in Lua.
  • New and improved makefiles and updated xcode and msvc projects.
  • Split up the contents of several large .cc and .des files into smaller files.
  • Many new Lua wrappers to make Lua much more powerful in e.g. map creation.
  • A wizard mode Lua REPL.
  • Unique placement code has been moved to Lua and is directed via uniques.des.
  • Add property hash to monsters, and use it generously for various monsters.
  • The documentation file aptitudes.txt is autogenerated from the aptitudes code.
  • Cleanup of included header files, greatly reducing compilation time.
  • Unrandarts and fixedarts share the same, cleaner coding structure.

External links