What's new in Dungeon Crawl Stone Soup 0.30.0

May 7, 2023
  • DCSS 0.30 features the return of the legendary Reaver background. These warrior-mages start with two new powerful yet situational spells: Kiss of Death and Momentum Strike. They also start with the Hailstorm spell, which has been moved down to level 3 yet can sometimes miss.
  • The new Armataur species replaces Palentongas, who have rolled peacefully off into the sunset. Armataurs are large, scaly mammals that wear bardings, but instead of rolling and curling, they have innate rampage and a long tongue mutation that doubles potion effects and slows down scroll reading.
  • A grand total of 7 new spells have been added! Two we’ve already mentioned for Reaver, with two more being likewise new designs and three replacing existing spells.
  • Kiss of Death (L1 Conj/Necro): does high draining damage to an adjacent enemy, at the cost of significant max HP drain to the caster.
  • Momentum Strike (L2 Conj/Tloc). Redirects the caster’s momentum for a damaging attack that doesn’t require line of fire, but locks the caster in place for some turns after a hit (and cannot be recast until this expires).
  • Cigotuvi’s Dreadful Rot (L2 Necro/Air/Pois). Rots away the caster’s flesh to create a cloud of deadly miasma on their tile. Replaces Corpse Rot.
  • Volatile Blastmotes (L3 Fire/Tloc). Creates an explosive cloud on the caster’s tile, usable as a land mine or tricky tool. Replaces Conjure Flame.
  • Vhi’s Electric Charge (L3 Tloc/Air). Launches the caster at a nearby foe and launches a crackling melee attack, phasing through creatures en route.
  • Arcjolt (L5 Air/Conj). Electrocutes everything adjacent to the caster, everything adjacent to those creatures, etc, etc, in a chain. Replaces Lightning Bolt.
  • Plasma Beam (L6 Fire/Air): Fires a bolt of lightning and another bolt of fire, both at the most distant foe.
  • We’ve added 6 new unrands and made changes to 11 existing ones. Additionally you can now find randart orbs, scarves, and magical staves!
  • Finally, Lugonu has been mutated into a new form. Banishment is available at 2* piety (instead of 3*) and mutates foes that resist getting banished. To encourage adventurers to abandon their current god, Lugonu helpfully banishes some hostile monsters whenever other gods act with their wrath. There are also now more Lugonu altars in the Abyss, and more piety is awarded for conversions in the Abyss.

New in Dungeon Crawl Stone Soup 0.27.1 (Aug 23, 2021)

  • The frequency of D:1 jackals is reduced.
  • Sigmund and Robin are nerfed gently.
  • Maxwell’s Capacitative Coupling now has LOS range.
  • 80 other fixes, tweaks, copy-edits, and interface improvements.

New in Dungeon Crawl Stone Soup 0.27.0 (Aug 2, 2021)

  • DCSS 0.27 features a new Djinni species that cast spells using HP, can only learn new spells at random as they level up, and only use the spellcasting skill to train magic. We’ve redesigned Ashenzari, who now offers curses for your gear to gain piety and skill levels, at the cost of destroying the item when the curse is removed.
  • A batch of new spells have been added, including Manifold Assault, which attacks multiple foes at once with your melee, Storm Form, which transforms you into a tempest with electrified, cleaving melee and the ability to hurl yourself as lightning at foes, and Animate Armour, which draws out the spirit of your armor to fight by your side. Polar Vortex is a more damaging, ice-themed replacement for Tornado. Maxwell’s Capacitive Coupling is a level 8 air-themed replacement for Absolute Zero that vaporizes a nearby monster after a delay. Chain Lightning has been reworked into a more powerful level 9 spell.
  • Spell books have many new types and generate more often, but contain fewer spells. We’ve re-balanced branch monster sets and end maps, as well as made new end maps for Lair, Shoals, and Snake. As always, there are dozens of new deadly vaults, and many more changes small and large alike!

New in Dungeon Crawl Stone Soup 0.25.0 (Jul 20, 2020)

  • We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.25 “Magic Surges Out from Thin Air”!
  • DCSS 0.25 features an overhaul of many spells to make spell schools more distinct and positioning more relevant for spell users, a simplification of the miscast system for when those new spells go wrong, a new style of acquirement scroll, and numerous user interface improvements including new options designed to make crawl more accessible for visually impaired crawlers.

New in Dungeon Crawl Stone Soup 0.24.0 (Oct 25, 2019)

  • Highlights:
  • Vampire species simplified
  • Thrown weapons streamlined
  • Fedhas reimagined
  • Sif Muna reworked
  • Branches, Environment:
  • A Trove map requiring many uses of digging has been removed.
  • Identification scrolls are no longer used as a potential Trove cost.
  • Transporters in vaults now correctly place in the Abyss.
  • Fog generation in the Desolation of Salt portal now happens far less often per turn, greatly reducing slowdown from high CPU usage.
  • Random traps no longer place under items placed by vaults.
  • Incremental pregeneration:
  • This mode generates the dungeon in a stable order for all games regardless of the path taken by the player, meaning that the behavior of seeds for online and offline games should now be the same.
  • Games using the same seed will see the same dungeon if they are incrementally pregenerated without requiring the long initial generation time of full pregeneration as introduced in 0.23.
  • Incremental pregeneration is the default mode for new games.
  • Servers can now enable seed selection without heavy CPU cost.
  • Character:
  • Formicids can now use their dig ability on diggable statues.
  • Manticore barbs now can only be picked out if the player can move, isn't confused, and isn't asleep.
  • Net traps now always trigger when the player steps on them.
  • Vampiric weapons no longer have a hunger cost upon wield.
  • Vampire simplification: Player vampires no longer eat or drink blood, and have exactly two blood states.
  • Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no batform, can transform and berserk normally.
  • Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus, undead resistances, batform, no other transformations or berserk.
  • Blood states are transitioned by an ability which costs delay; becoming bloodless incurs no penalty, becoming alive causes a temporary frail mutation.
  • Bat form causes stat drain.
  • Gods:
  • Trog and Okawaru now can gift unbranded boomerangs and javelins.
  • Jiyva's Slimify ability now works properly on skeletons, zombies and simulacra.
  • Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.
  • Fedhas reimagined:
  • Piety is gained exclusively from kills instead of through corpse decay.
  • Fedhas abilities now create plant allies directly as temporary summons instead of creating permanent allies using plants. All abilities cost piety instead of food.
  • New abilities:
  • Active 'Wall of Briars' ability to surround the player with briar patches. Hostile monsters will attack briars to reach you, taking damage.
  • Active 'Grow Ballistomycete' ability to place a ballistomycete at any location within radius 2. The ballistomycete will fire spores that seek out foes and make a 1-radius damaging explosion that additionally confuses living creatures.
  • Active 'Overgrow' ability to destroy any non-permarock walls in a 3x3 area, replacing them with plant allies, mostly wandering mushrooms or burning bushes and sometimes ballistomycetes or oklob plants.
  • Active 'Grow Oklob' ability to place an oklob plant at any location within radius 2.
  • Fedhas no longer hates any necromancy spells, and allows worship by undead species.
  • Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
  • Sif Muna reworked:
  • Piety gain is exclusively from kills.
  • 'Channel Energy' is available at 1* piety instead of 3*.
  • 'Forget Spell' is available at 3* piety instead of 4*.
  • New 4* 'Divine Exegesis' ability to cast any spell in your library regardless of skill training. Receives a spell-power bonus based on Invocations skill of 1.5 times the spell-power received from equivalent levels of training in the spell's schools.
  • The Divine Energy ability and Sif's miscast protection are removed.
  • Interface:
  • The 'X' key map mode has zoom support, defaulting to 60% zoom.
  • Sealed off clinging and sensed monsters no longer stop autoexplore.
  • Equipment melding no longer stops autoexplore and autotravel.
  • Armour, jewellery, and weapons can be worn/wielded from the floor.
  • Summoner monsters are now highlighted when the cursor is over one of its summons.
  • Traps are now shown in the ctrl-x listing and are indexed in the stash tracker.
  • Scarves are now properly shown on player tiles.
  • Species and background selection menus now have tiles.
  • Updated visual theme for main menu, high scores, and related screens.
  • Items:
  • Weapons with the holy wrath ego can now be cursed.
  • Randart rings no longer generate with both rCorr and *Corrode.
  • New unrand: Staff of Battle, a staff of conjuration that spawns a battlesphere when a hostile monster is in view.
  • Unrandart changes:
  • The Storm Bow now has a penetration effect.
  • Gyre and Gimble now has the protection brand, enchantment of +7, and no longer has Dex-3.
  • Piercer has been removed, its effect having been merged into Storm Bow.
  • Throwing weapons have been streamlined:
  • Blowguns are removed, needles are replaced with throwing darts.
  • Dart effects scale with Throwing and Stealth skill.
  • Darts of sleep, paralysis, confusion are removed.
  • Darts of frenzy are renamed datura-tipped darts.
  • A new dart brand, atropa is added. Atropa-tipped darts cause brief confusion and longer-lasting blindness in the target.
  • Tomahawks are renamed to boomerangs and always return.
  • Javelins always penetrate.
  • Steel and silver are merged into a single brand, called silver. Silver ammunition applies the maximum of vorpal bonus damage and the old silver damage bonus.
  • Poison, returning, penetration, and exploding are no longer available brands for tomahawks and javelins.
  • Lua:
  • Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua monster.info class.
  • A new function 'defeat_mr()' to determine the chance that a given spell defeats a monster's magic resistance.
  • There is a basic seed explorer available in scripts/seed_explorer.lua.
  • Monsters:
  • Monsters can now use wands of clouds, iceblast, and scattershot.
  • Monsters clones created by Mara and rakshasa have the intended reduced HP of the original monster instead of several times that value.
  • A monster having the Dig spell no longer allows it to cast spells out of LOS.
  • Azrael and draconian scorchers can use Call Down Damnation when not at low HP.
  • Player ghosts can be shafted.
  • Golden Eyes no longer have randomized spellpower for their gaze.
  • Monster airstrike uses the same formula as the player, reducing damage variance.
  • Pikel's slaves no longer drop corpses nor items.
  • Spells:
  • The HP from Death's Door is fixed at time of casting rather than being updated continuously, hence being subject to changes in spellpower.
  • Olgreb's Toxic Radiance now properly triggers ally conducts when cast.
  • Olgreb's Toxic Radiance now applies direct damage and poison status in a way that considers the time of each turn.
  • Shroud of Golubria's spellpower is now capped at 50.

New in Dungeon Crawl Stone Soup 0.23.2 (Apr 1, 2019)

  • AK starts will no longer crash when exiting the abyss in pregen games.
  • Gozag bribe branch in pregen games now works correctly when entering a
  • previously unvisited level.
  • Meatsprint is now difficult again.
  • Various seed-related bugfixes and improvements:
  • Seed input now supports pasting, and is autofilled from the last game.
  • The seed input box now has an extra digit.
  • The game seed is saved correctly and will no longer show as 0 for games
  • started after this fix.
  • Seed stability for floating point calculations: for most configuration the
  • main dungeon should remain unchanged, but 32 bit systems (and 32-bit builds)
  • should now be much more stable, among others. Slime will likely differ.
  • Seed stability for rc options: certain rc options affected the generation
  • of some layouts, leading to divergent seeds.

New in Dungeon Crawl Stone Soup 0.21.1 (Feb 5, 2018)

  • Major bug fixes and updates:
  • Dith shadow mimic of launcher attacks no longer copies the enchant and ego of the launcher.
  • Monsters lose constriction by Borgnjor’s Vile Clutch when they are moved by any means.
  • Formicids can now manually cancel Dig status, allowing them to use Wu Jian’s Wall Jump ability after digging.
  • Wu Jian’s Wall Jump ability now works under silence.
  • New splash screen art by froggy.
  • Numlock on Windows systems no longer causes unpredictable repeating movement.
  • Alt-F4 no longer causes freezing in Tiles on Windows systems.
  • Resizing the local Tiles window during prompts no longer causes crashes.
  • SDL 2 contrib updated to 2.0.7, which fixes compilation under Msys2.

New in Dungeon Crawl Stone Soup 0.20.1 (Jul 3, 2017)

  • Major bug fixes:
  • Restore 5 base damage to kick aux attacks, which had been missing since 0.16.0.
  • Don’t let equipped weapon accuracy affect throwing accuracy.
  • Ignore negative relative window sizes in full-screen mode. Not ignoring these settings caused full-screen issues on Windows platforms in particular.
  • 41 other bug fixes and cleanups.
  • As mentioned in the changelog entry, kick aux attacks have had nerfed damage for some time. Hopefully now your poor Tengus won’t get their bird brains bashed in quite so easily in early Dungeon! Getting a boost to throwing accuracy based on the weapon you have equipped is probably too subtle for most players to notice, but at least you can sleep at night knowing that you aren’t cheating with your ranged to-hit. Lots of crash fixes and cleanups, as well as a few vault balance tweaks, so please update.

New in Dungeon Crawl Stone Soup 0.20.0 (May 26, 2017)

  • Highlights:
  • Characters: Barachim have been added, a new species that moves slowly but has good aptitudes, a powerful Hop ability, and can see one tile more than other species. Ogres have had their aptitudes and stats reworked, allowing them to be more proficient spell-casters and not just melee brutes, and mummies have a much higher spell-casting aptitude.
  • Spells: Two new spells have been added: Ignition, a high level Fire Magic spell that drops a weakened Fireball on every monster in view, leaving the player and their allies unaffected, and Poisonous Vapours, a Poison/Air spell in the Venom Mage starting book the creates a very short-lived poisonous cloud on a single monster.
  • Items: Scarves have been added, which are auxiliary armour for the cloak slot that has 0 AC and can’t be enchanted, but have special powerful egos like Repel Missiles, Cloud Immunity, Resistance (rF+ & rC+), and Spirit Shield. Mutation potions are now the only mutation-changing potion, and each quaff cures multiple existing mutations and grants several new ones. Additionally, spells formerly found on rods have been moved to wands of clouds and scattershot and the new rod of lightning XP evocable, and other wands have had their ranges and effects adjusted.
  • Dungeon: Many new dangerous vaults have been added, including an epic level-wide Depths vault as well as tricky loot vaults using the new one-way transporter dungeon feature. The Tomb of Ancients now features more dangerous one-way stairs that don’t allow easy, immediate return, and the treasure walls of the Slime Pits now always breach when the Royal Jelly dies.
  • Interface: A new noise meter now shows the relative loudness of each action, and in console mode this can be replaced by a bar showing the glyph of each equipped item. Stash searches now exclude distant duplicate matches of vanilla weapons, armour and ammo by default. Finally, the mouse can now be used in WebTiles by default and the species selection menu is reworked to have groupings in “simple”, “intermediate”, and “advanced” categories.

New in Dungeon Crawl Stone Soup 0.19.5 (Mar 2, 2017)

  • Major bug fixes:
  • Fix save compatibility when loading games from version 0.18.
  • Macros now work in map mode in Tiles.
  • Autopickup is now smarter about whether items are permanently or temporarily useless.
  • 22 other bug-fixes and cleanups.

New in Dungeon Crawl Stone Soup 0.19.4 (Jan 31, 2017)

  • Major bug fixes:
  • Fix mouse lag experienced by trackpad users on Mac OS X systems.
  • Fix to allow the Temple entrance to place as part of a vault instead of always by itself.

New in Dungeon Crawl Stone Soup 0.19.3 (Jan 24, 2017)

  • Four major bug fixes, along with 25 other bug fixes and cleanups:
  • Fix a long-standing Tiles mouse lag bug. Now there is no lag when updating cursor information upon mouse movement to a new tile.
  • Work around an AMD driver bug where the game crashes when loading 512×512 images.
  • Demon tridents are two-handed for small races, as intended.
  • Fix to allow helmets as armour acquirement gifts.
  • Fix to prevent Infestation death scarabs becoming hostile when killing their host in an explosion.

New in Dungeon Crawl Stone Soup 0.19.1 (Nov 24, 2016)

  • There are two major bug fixes, along with numerous smaller bug fixes and cleanups:
  • Demon tridents are two-handed for small races, as intended.
  • Allow Dith shadow to attack diagonally and to reach.

New in Dungeon Crawl Stone Soup 0.19.0 (Nov 18, 2016)

  • Highlights:
  • Branches: Lair and its sub-branches have been made shorter but deadlier, Zot offers new perils to the unwary adventurer, and the Desolation of Salt, a new timed portal vault, offers hoards of ancient artefacts to those strong enough to face down the unique threats hidden in its blinding saltstorms.
  • Spells: Two new spells have been added: Lesser Beckoning, which pulls enemies straight to your feet, and Infestation, a high-level Necromancy spell that spawns death scarabs from the remains of slain foes.
  • Items: All Long Blades now offer a ‘riposte’ effect, giving a chance for an automatic counterattack whenever an enemy misses the player. The Fencer’s Gloves let you riposte with any weapon.
  • Characters: Halflings and Kobolds have had their aptitudes and stats reworked, pushing the former to be powerful heavy-armour fighters, and the latter toward stabbing and spellcasting.
  • Gods: Uskayaw the Reveler offers remarkable combat powers to acolytes, peaking at the ability to instantly kill any targeted foe, but the piety that powers those abilities drops back to nothing after every battle. Hepliaklqana the Forgotten gives followers a single, permanent ally, which grows in strength alongside the player. Plus, Nemelex Xobeh’s decks have been streamlined and reworked, and Sif Muna’s abilities have been overhauled to be much more fun to use.

New in Dungeon Crawl Stone Soup 0.18 (May 11, 2016)

  • Spells: Charms have been rethought and reworked, and a new spell, Yara’s Violent Unravelling, allows you to punish any enemies with charms of their own.
  • Branches: The Elven Halls have a new set of enemies, there’s a new way to make your way through (or out of) the Abyss, and the Orcish Mines are half as long, but twice as packed with gold.
  • Items: Magical jewellery and wands have both been massively reworked, with many new types appearing and old types gone. Try out the new Amulet of Harm, which increases all damage dealt by – and to – the wearer!
  • Monsters: Many monsters have been reworked or added, with a special focus on the early and very late game.
  • Gods: Pakellas the Inventive gifts and empowers magical evocables, such as wands and rods. Yredremnulites can now enslave the souls of angels and demons, and Beoghites can bring their followers back from the dead.

New in Dungeon Crawl Stone Soup 0.17.1 (Feb 18, 2016)

  • Fix insect monsters never berserking. This bug prevented queen bees from berserking their hive bees and moths of wrath berserking insects in Spider.
  • Prevent the Gell’s Gravitas spell from moving monsters into deep water or lava.
  • Fix resting to stop properly when MP don’t regenerate.
  • Properly warn when a beam might poison a monster while worshiping the Shining One.
  • Put hunter’s swords in slot ‘a’ or ‘b’ at game start to allow easier switching between ranged and melee weapons.
  • Put Earth Elementalists’ starting stones on the ‘b’ slot.
  • Update the manual for 0.17.
  • Many other bug fixes for game crashes, to vaults, and to in-game text.

New in Dungeon Crawl Stone Soup 0.16.1 (Mar 31, 2015)

  • Contains an important fix for a bug affecting version 0.16.0 where all melee damage done by the player is approximately doubled. This bug only affects player melee, not ranged or spells, and doesn’t affect monster damage at all. It has a dramatic effect on game balance, so it’s strongly recommended that all 0.16.0 users upgrade. All operating systems have 0.16.1 binaries available on the download page above.
  • When this bug was discovered, the development team decided (after some deliberation) that it’d be better to fix it immediately, since otherwise many would choose to stop playing online until it was fixed. Nearly all online games played during the 0.16 tournament were affected up until the fix, namely any game played from version 0.16.0 to version 0.16.0-17-g811c1d7. The fix in version 0.16.0-18-g484a79e was made on Sun, 22 Mar 14:24 UTC, however server updates took some time, and not every server was able to be updated at the same time.
  • For any completed game, the morgue file shows the exact crawl version played at the top of the file (these morgues are linked to on the player tournament pages). Note that this is only the version when the game ended, and some games were played in-part with the affected versions but transferred to a fixed later version. This bug likewise affected online trunk games played from versions 0.17-a0-22-ge0bdd66 to 0.17-a0-123-gf2c12c4. There’s no plan to change anything relative to the tournament (including scoring) now that the bug is fixed.
  • In addition to this bug fix, here are the other changes:
  • Fix a bug in sprint where controlled blink was blocked as if from the stasis effect.
  • Artefacts with the Contam property are no longer marked as chaotic and hence hated by Zin, since Zin wouldn’t give penance for using e.g. weapons with this property anyhow. There’s now a warning under Zin when Contam items are removed, since this does incur penance.
  • Monsters no longer avoid walking on shadow traps.
  • Fix the build for the Android port of DCSS.
  • For the debian version, build against less recent dependencies to support a wider range of OS.
  • Other minor bugfixes.

New in Dungeon Crawl Stone Soup 0.15.2 (Oct 20, 2014)

  • Assorted crash fixes, bug fixes, and display cleanups.
  • Always weight formicid weapon acquirement towards two-handed weapons.
  • Allow in-game updates to the mon_glyph option to change the glyph.
  • Allow the option syntax of mon_glyph = : in order to set the color/glyph of one monster using the base values of another monster.
  • In tiles, the tile_player_tile option allows you to specify an arbitrary monster tile to display for your character. The options tile_weapon_offsets and tile_shield_offsets can be used to adjust the player weapon and shield location when using these custom tiles.
  • For use with tile_player_tile: the old orb guardian tile, a new monster vampire tile, and weapon/shield offsets for various monster tiles.

New in Dungeon Crawl Stone Soup 0.15.1 (Sep 16, 2014)

  • Assorted crash fixes.
  • Monsters don’t benefit from player throwing skill.
  • Monsters no longer flee at random on re-entering a level after a short time.
  • Several messages correctly no longer appear for out-of-sight monster actions.
  • Dithmenos’ stealth bonus works properly again.
  • Several spell icons that missed the initial 0.15 release.

New in Dungeon Crawl Stone Soup 0.15.0 (Aug 28, 2014)

  • New god: 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.
  • The hoof mutation no longer gives extra damage or a stealth penalty for players wearing boots.
  • Player rPois now gives a consistent 2/3rds resistance to poison effects; this is lower than the previous resistance to poisoning, but higher than the old resistance to direct poison damage. "Strong poison" effects no longer punch through rPois, and paralytic stings (wasps) can now slow through rPois.
  • 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.
  • Corrosion affects all of your equipment, but only temporarily, and the chance to corrode equipment does not consider item enchantment.
  • Draining effects no longer permanently reduce monsters' stats ('hit dice'); instead, they apply a temporary status which reduces hit dice for the duration.
  • Monsters no longer fall asleep after long periods of time.
  • 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.
  • Undead monsters will now fall to pieces in deep water, instead of hiding invisibly.
  • Curse skulls are now immobile, again.
  • Lost souls now make enemies into ghosts instead of specters.
  • Spriggan riders now ride wasps.
  • Ugly & very ugly things are now dramatically nastier.
  • 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.
  • Mimics no longer mimic doors, statues, fountains or hatches.
  • 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, big fish, sharks, lava worms.
  • 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. Fedhas now permits its use.
  • Simulacrum now works on a single corpse at the caster's feet, creating several simulacra from it.
  • Monsters casting Simulacrum now affect all corpses in LOS, producing half as many simulacra as the player version of the spell.
  • Many spells, which used player skill, now use spellpower instead: Death's Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield, Stoneskin, Statue Form, and Ice Form.
  • Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
  • Statue Form no longer gives -10 EV.
  • 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.
  • Slings have been split into two weapon types; the basic type has been renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
  • Crossbows have been split into three types. The hand crossbow returns as a starting weapon; the basic crossbow has been renamed to an 'arbalest'; and a new, rare 'triple crossbow' type has been added.
  • (Plain) bows have been renamed to shortbows.
  • 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!
  • Punk is now a +7 greatsling {Freeze, rC+}.
  • Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
  • The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
  • 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.
  • Draining now triggers somewhat less often, but will cause monsters to be temporarily drained whenever it does fire.
  • 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.
  • Brown (contaminated) chunks are gone, replaced with normal ones.
  • Cheese, sausages, and ambrosia are no more.
  • New item: potion of cancellation, which removes enchantments & contamination on the player.
  • Scrolls of vulnerability have been simplified; they now just halve MR for all creatures in LOS.
  • Cancellation-type effects (from the potion, quicksilver dragons, etc) now reduce transformation durations to one turn, rather than cancelling them immediately.
  • 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.
  • Putting on or taking off armour now always takes five turns.
  • Gloves of archery no longer penalise melee.
  • Sustain abilities effects no longer stack.
  • Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
  • Potions of resistance now grant corrosion resistance.
  • Staves of air now activate extra melee damage as often as other elemental staves.
  • Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
  • 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, potions of strong poison and paralysis.
  • 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 Dowsing 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:
  • New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in Temple or on D:2-9.
  • 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.
  • 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.
  • Ashenzari now counts Felids as fully bound when all of their jewellery slots are cursed.
  • 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.
  • Unique enemies are now announced by their proper titles when first appearing.
  • Ctrl-T now displays the weapons that enemies are carrying, in console.
  • New tile_show_player_species option; when enabled, uses the monster tile instead of the player race one.
  • Ability and spell icons have been reworked.
  • There are status lights for Might, Agility, and Brilliance.

New in Dungeon Crawl Stone Soup 0.14.1 (Apr 29, 2014)

  • Several crash fixes.
  • Fire dragons correctly grant bonus Dithmenos piety.
  • Ranged attacks from invisibile monsters correctly turn off autopickup.
  • Good gods punish the player properly for negative energy clouds.
  • Natasha no longer revives after being pacified, and does not get a new item when reviving.
  • When playing a race with permanent flight ability, it is now possible to remove an item granting flight over dangerous terrain.
  • Wanderers do not occasionally get more MP than other backgrounds.

New in Dungeon Crawl Stone Soup 0.14.0 (Apr 11, 2014)

  • Branches, environment:
  • The main Dungeon is now fifteen levels.
  • A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the Realm of Zot.
  • The Vaults are now entered from D:13-14 and need a rune to enter.
  • Abyssal stairs appear more frequently, and are fixed with depth.
  • Ziggurats require only three runes to enter; an entrance is guaranteed 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.
  • Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.
  • Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.
  • The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.
  • Gadget shops and wand shops have been merged; the resulting gadget shops now also sell rods.
  • The price of items in shops has been recalibrated.
  • Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.
  • Character:
  • New species:
  • 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 and attack their target in a single turn.
  • Felids can use wands.
  • Demonspawns' negative energy facet has the second level of rN replaced by "black mark," which gives melee attacks a chance to heal the player and apply a bad status to the victim.
  • 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.
  • Fast/slow movement mutations no longer occur randomly.
  • Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK is not).
  • Poison damage is now deterministic.
  • The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.
  • Merfolk can now be mesmerised by mermaids and sirens.
  • Artificers, Wanderers, Assassins, and Venom Mages no longer start with knowledge of potions and scrolls they don't possess.
  • Fighters and Gladiators start with higher-tier weapons.
  • Fighers start with a potion of might.
  • Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.
  • Monsters:
  • Guardian serpents no longer have Teleport Other; instead they get 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.
  • Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.
  • 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.
  • Octopode crushers, who can throw both the victims they constrict as well as icicles.
  • 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 Random Bolt as per the rod of destruction);
  • 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, and Dispel Undead).
  • Adjustments to lair branch enemies:
  • Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.
  • 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 or eat food off of the ground.
  • Plain salamanders have been weakened, and all salamanders can slither around on land.
  • Adjustments to other enemies:
  • Quokkas are speed 12 (making them effectively identical to grey rats).
  • Boggarts are more durable.
  • Rakshasas gain a monster spell "Phantom Mirror", which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities. They can now also cast Iskenderun's Mystic Blast and will summon two clones of themselves at 50% HP as a one-time effect.
  • Giant orange brains get Mass Confusion instead of Confusion.
  • Spriggans in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.
  • Spriggan air mages have Haste (replacing Shock).
  • Deep elf demonologists summon more greater demons instead of minor demons.
  • Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.
  • Gargoyles and molten gargoyles now have Stone Arrow and Bolt of Magma respectively, and generate with mace-type weapons.
  • Metal gargoyles are now war gargoyles
  • fast and with the ability to fire metal fragments at targets.
  • Crystal golems are now crystal guardians
  • less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.
  • Ravens and eldritch tentacles no longer eat corpses.
  • 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, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.
  • Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.
  • 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.
  • Geryon can fly once again.
  • Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.
  • Player ghosts can retain and cast dazzling spray, which has a chance to cause a confusion effect against the player.
  • All pandemonium lords now see invisible.
  • The Enchantress now appears as a normal unique in the Depths.
  • Josephine has a new spell set
  • Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead
  • and rN+++.
  • 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.
  • New spells:
  • Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.
  • Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.
  • Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.
  • Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of Beasts.
  • Monstrous Menagerie (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).
  • Forceful Dismissal (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the Grand Grimoire.
  • Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.
  • Spellforged Servitor (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces Fireball in the book of Wizardry.
  • Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.
  • Dragon's Call (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the Book of the Dragon.
  • Sticks to Snakes only works on missiles (arrows and javelins) now.
  • Conjure Ball Lightning has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.
  • Metabolic Englaciation has been reduced from level 6 to 5, and the slow duration is cumulative across casts.
  • Bolt of Draining has been reduced from level 6 to 5.
  • Fulminant Prism has been reduced from level 5 to 4.
  • Iskenderun's Battlesphere has been increased from level 4 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.
  • All clouds caused by the player will dissipate much faster outside of your line of sight.
  • Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.
  • Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.
  • 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.
  • Enchantment-like effects of chaos projectiles are now irresistible.
  • Spears, daggers, clubs, and hand axes are no longer good for throwing.
  • 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.
  • New "potion of lignification"
  • induces tree form.
  • Small species can use throwing nets.
  • Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.
  • Multiple changes to unrandarts:
  • 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.
  • The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.
  • New unrand: "macabre finger necklace"
  • gives warding and an extra ring slot.
  • New unrand: "boots of the Spider"
  • gives clinging 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.
  • New unrand: "arc blade"
  • a cutlass which inflicts discharges of static electricity on targets it hits.
  • New unrand: "Spellbinder"
  • an antimagic demon whip which inflicts miscasts on magic-using targets.
  • New unrand: "lajatang of Order"
  • does silver damage (like the ammunition brand) and grants resistance to mutation.
  • New unrand: "Firestarter"
  • a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.
  • The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.
  • Potions with known type that would have no effect can no longer be quaffed at all.
  • Potions other than potions of porridge and blood 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.
  • All scrolls now identify on read.
  • The last healing potion is automatically identified assuming knowledge that it is a healing potion.
  • Magical penetrating projectiles now pierce shields.
  • Ponderous items reduce movement delay by -1 (was -2), to match running items.
  • Electrocution weapons no longer cause discharges on targets in water.
  • Wearing body armour / rings no longer requires removing cloaks / gloves first.
  • Scrolls are destroyed less frequently by sticky flame.
  • Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).
  • The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).
  • Racial equipment is no more.
  • Many changes to rods:
  • The rod of destruction now fires random bolts instead of having a pre-set selection.
  • New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.
  • New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 15.
  • New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.
  • The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.
  • The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.
  • 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;
  • Potions of speed are now potions of haste.
  • Scrolls of vulnerability are now more common.
  • Curse scrolls and potions of blood no longer randomly generate.
  • All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).
  • Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).
  • Removed potions of slowing.
  • Cards:
  • The Elixir card now heals over time instead of instantly.
  • The Alchemist card is in decks of escape, but not wonders.
  • The Bargain card has been removed.
  • The Trowel card is in decks of wonder and only creates portals.
  • The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.
  • Gods:
  • A new deity: Dithmenos 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.
  • piety grants an umbra which expands with piety.
  • 2*: Shadow Step
  • step adjacent to an immobile target creature no further away than your umbra.
  • 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.
  • 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, and deck gift types are now independent of sacrificed item types.
  • Jiyva's abilities no longer use Invocations.
  • Divine wrath is now contingent on XP gain and cannot be waited out.
  • Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.
  • Vehmuet wrath now employs actual conjurations instead of miscasts.
  • Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.
  • All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).
  • Ashenzari now generates 1-3 curse scrolls per remove curse scroll.
  • Innate abilities hated by your god are now marked as such.
  • 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 traps 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_menu_limit" has been introduced to handle the old "auto:X" settings.
  • The "auto_list" option has been removed.
  • The WebTiles spectator box sorts names and links online player profiles.
  • URLs occurring in WebTiles chat messages are hyperlinked.
  • New default minimap colours.
  • Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.
  • arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.
  • Monsters get invisible monster indicators for one turn after they become invisible to the player.
  • The shop screen layout has been revised.

New in Dungeon Crawl Stone Soup 0.13.0 (Oct 11, 2013)

  • 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.
  • Summoning 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 spellbook 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 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:
  • New/reworked Crypt monsters:
  • Wraiths, shadow wraiths, and eidolons drain speed instead of XP.
  • Eidolons deal more melee damage and can cast bolt of draining.
  • Phantasmal warriors can temporarily reduce their target's magic
  • resistance and can blink closer to their foes.
  • Flayed ghosts gain a smite-targetted flaying attack, dealing
  • temporary damage that scales with XP and goes away when the flayed
  • ghost is killed and/or enough time passes.
  • Ancient champions, formerly a vault-specific monster, are now
  • full randomly-generated monsters, coming with a band of skeletal
  • warriors 50% of the time.
  • Vampire mages cast vampiric draining more often, and have slightly
  • higher HD and HP; they also come with a band of vampires.
  • Rotting hulks are now plague shamblers, capable of inflicting a
  • "retching" status effect that prevents food consumption; they
  • generate a cloud of miasma on death.
  • Spectral things move at their full base monster speed.
  • Deep dwarf death knights gain slightly better attack power and
  • starting equipment, and now come with a band of undead.
  • Flying skulls get a slight HP boost and a larger attack power boost.
  • Ghouls inflict rot half as often.
  • Curse skulls are capable of out-of-LOS movement, similar to wandering
  • mushrooms, but preferring to place themselves where a player needs to
  • move the most to actually reach them.
  • New monster: revenants, possessing a ghostly fireball attack and
  • capable of creating clouds of ghostly flame, which do not harm
  • undead and occasionally summon spectral things.
  • New monster: lost souls, who sacrifice themselves to heal nearby
  • undead creatures or assume the shape of a nearby killed living
  • creature; they can be summoned by deep elf death mages.
  • Necromancers don't come with necrophages, but do some with simulacra.
  • Unborn deep dwarves are now just unborn.
  • New monster: jiangshi, who move in short bursts (like sixfirhies) and
  • possess a vampiric melee attack.
  • New forest-themed monsters:
  • Spriggan assassins and enchanters, who attempt to disable the player
  • with blowguns and hexes respectively before moving in for the kill.
  • Wind drakes, who can breathe powerful blasts of wind and airstrike the
  • player.
  • Other new monsters:
  • Tengu reavers, skilled with both steel and spells; appearing in the
  • late dungeon and in Vaults.
  • Deathcaps, summonable by curse toes tougher wandering mushrooms
  • with Drain Life.
  • New unique: Sojobo, king of the tengu.
  • Jory now spawns normally in the late dungeon, instead of being limited to
  • vaults.
  • Adjustments to some tier 4 demons:
  • Orange demons' sting has a 50% chance of inflicting a Weakness status,
  • which reduces the player's attack damage.
  • Blue devils have a swooping attack, where they can immediately move
  • adjacent to the player and attack from up to four tiles away.
  • Red devils can now hop backwards from adjacent foes to make use of their
  • now-guaranteed polearms' reaching attacks.
  • Adjustments to the elementals:
  • Water elementals have an asphyxiation attack which lasts as long as
  • their target is next to them, and have slightly increased AC and HP.
  • Fire elementals (and fire vortices) deal pure fire damage.
  • Updated spell set for several monsters:
  • Draconian shifters:
  • Banishment is dropped.
  • A new monster spell: Dimension Anchor, which temporarily prevents
  • teleportation, blinking, and Phase Shift.
  • A new monster spell: Blink Allies Encircling, which blinks nearby
  • allies around the target.
  • Controlled Blink is replaced with Blink Away as an emergency spell.
  • Spriggan air mages:
  • Drop Swiftness.
  • New spell: Control Winds, which manipulates clouds (including
  • putting out fores fires immediately), and improves allied
  • ranged weapon accuracy.
  • Spriggan druids:
  • Drop Summon Caniforms.
  • New spells: Haste Plants, which hastes nearby plant-like enemies,
  • and Druid's Call, which calls wildlife from elsewhere on the level
  • to aid the druid.
  • The Enchantress:
  • Banishment is banished.
  • Gains Dimension Anchor (see draconian shifter entry above), Strip
  • Resistance (lowers the magic resistance of the target), and Mass
  • Confusion.
  • Curse toes:
  • No more Summon Undead.
  • Deep elf summoners:
  • Summon Demon replaced with Summon Vermin, which summons orange
  • rats, spiders, and some other things.
  • Deep elf priests/high priests:
  • A new spell "Malign Offering", which steals HP from the target
  • to give to their allies.
  • Deep elf mages:
  • Entirely new spellsets:
  • Freeze, Throw Icicle, Summon Ice Beast;
  • Bolt of Magma, Stone Arrow, Petrify;
  • Iskenderun's Mystic Blast, Slow, Venom Bolt, Blink;
  • Flame Tongue, Throw Flame, Sticky Flame, Fireball;
  • Magic Dart, Force Lance, Iskenderun's Mystic Blast,
  • Iskenderun's Battlesphere.
  • Deep elf conjurers:
  • Only one spellset (bolt of fire, bolt of cold, lightning bolt,
  • bolt of draining); the spell set with sticky flame has been
  • removed.
  • Gloorx Vloq:
  • No longer has Invisibility as an emergency spell.
  • Speed adjustments to several monsters:
  • Speed 8: spiny worms, snapping turtles, guardian mummies (all previously
  • speed 9).
  • Speed 10: jellies (previously 9).
  • Shadows can now turn invisible, allowing them to move faster and
  • land a guaranteed stab attack on enemies.
  • The retribution effect for killing an apis now inflicts Weakness on
  • the player, instead of healing nearby hostiles.
  • Giant fireflies can now signal nearby awake monsters in a manner similar to
  • shouting.
  • Vault wardens can seal stairways in addition to doors.
  • Zombies no longer appear excessively out of depth in the early dungeon.
  • Orb run monster spawns no longer include weak monsters, and now include
  • Orb Guardians.
  • Monster actions are now taken in order of speed, rather than any given
  • monster taking all of its actions at once.
  • Removed monsters:
  • Laboratory rats.
  • War dogs (replaced by wolves with essentially matching stats).
  • Deep dwarf scions, necromancers, and artificers.
  • Deep elf soldiers.
  • A large number of vault-specific monsters.
  • Imps and other weak monsters no longer appear in Pan.
  • Nergalle appears earlier in the dungeon.
  • Lamia no longer comes with a band of minions.
  • Creatures other than natural creatures can now be frenzied; this causes
  • them to attack anything in sight. The berserking effect of frenzy (might
  • and haste effects) is limited to natural creatures.
  • Spells:
  • New spells:
  • Searing Ray, a level 2 conjuration replacing Force Lance in the
  • Book of Conjurations that deals damage over several consecutive turns.
  • Discord, a level 8 hex that attempts to frenzy all monsters in sight.
  • 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).
  • Summons 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:
  • The elemental evocation items have been reworked:
  • All no longer depend on elemental magic skill or nearby terrain, can
  • summon multiple elementals, and have an XP-based recharge timer.
  • The lamp of fire fires up to three trails of flame in a given direction.
  • The fan of air elementals is now the fan of gales, and blows back
  • nearby enemies.
  • The stone of earth elementals is now the stone of tremors; it causes
  • rubble to fall from nearby rock, stone, or permarock walls to damage
  • creatures adjacent to them, and has a chance to shaft creatures;
  • A new elemental evoker item the phial of floods; it generates a wave
  • of water which temporarily leaves a pool of water behind, and summons
  • water elementals.
  • The dependence of armour penalties on strength has been adjusted; there
  • are no longer magic strength numbers for lowest possible penalties.
  • Potions of gain have been replaced by potions of beneficial
  • mutation, which grant the player a single beneficial mutation.
  • Scrolls of vorpalise weapons are now scrolls of brand weapon, and can
  • rebrand weapons that already have a permanent brand affixed.
  • Scrolls of immolation have been reworked to inner flame everything in
  • LOS.
  • Lear's chain mail is now Lear's hauberk a +27 chain mail that covers
  • all armour slots other than shields and cloaks.
  • The staves of energy eliminates 100% of spell hunger again, and includes
  • the now-gone staff of channeling as well.
  • The staff of power scales with your maximum magic power.
  • Box of beasts has been reworked:
  • Has a fixed, random number of charges between 5 and 15 inclusive.
  • 1/3 chance to fail on usage with no bad effects.
  • When successful, generates a chimera; a new monster with three heads.
  • Each head can be a different beast, picked from a list which provides
  • better/stronger beasts at higher Evocations skill. The heads determine
  • the attacks and abilities available to the monster.
  • New "sack of spiders" item:
  • Fixed charges between 5 and 15 inclusive.
  • On evoking, creates webs around you and releases spiders.
  • Number of webs and type/number of spiders scales with evocations.
  • Splint mail has been removed; chain mail is now 8 AC to compensate.
  • Needles of sickness have been removed.
  • Manuals do not need to be read to be activated; they're always on while in
  • inventory.
  • The rod of striking now functions as a melee weapon it expends charges
  • to deal additional damage in melee.
  • Boots of running have a -1 movement delay (was -2).
  • The lantern of shadows' rate of shadow spawning scales with evocations,
  • and the resulting shadows now wander instead of following the player.
  • New unrand: the +4 moon troll leather armour {Spirit MP+5 Regen}.
  • Adjustments to unrands:
  • Arga is now a broad axe.
  • 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 lightning scales are now +6 (was +3).
  • Hammers do not generate outside of vaults.

New in Dungeon Crawl Stone Soup 0.12.3 (Sep 23, 2013)

  • Silver stars deal full damage to unclean monsters, not un-unclean ones.
  • Unidentified cold resistance is no longer leaked on the draconian 'A' screen.
  • Arena mode works better with restart_after_game.
  • Local tiles ability icons check for berserk like the 'a' menu always has.
  • The down arrow key works correctly in the webtiles help browser.
  • Player ghosts no longer incorrectly get acid resistance when saved and restored.
  • Exiting unique Pan lord levels without the rune gives a warning.
  • Certain vaults don't trap people who teleported in.
  • Merfolk unmeld boots correctly again.
  • Vehumet's extension of Dazzling Spray's range has been corrected.
  • Autotravel won't try to go through monsters trapped in nets.
  • A couple of clinging into water fixes.
  • Some off-screen messages are properly suppressed.
  • The last place high score is shown correctly.
  • A load of crash fixes: LRD at the map edge, G ctrl-P (parent branch) in
  • the Dungeon, 0-hp starcursed masses, chaos bounces, loading levels wit scrying active, deporkalating transiting monsters, etc.
  • Mac universal builds work again.

New in Dungeon Crawl Stone Soup 0.12.0 (May 2, 2013)

  • Axes have a cleaving attack, hitting up to 7 enemies around you.
  • The Vaults branch is five levels deep, with a distinct layout and several new
  • types of guards.
  • Abyss has multiple levels of increasing difficulty, more varied terrain, and
  • many new thematic monsters.
  • Conjurers get a new starting book of offensive non-elemental spells.
  • Beogh and Yredelemnul let you recall allies across dungeon levels.
  • Major changes to Vehumet.
  • Friendly summons no longer attack out of sight.
  • Secret doors are no more.
  • Branches, environment:
  • The Hall of Blades layout has been adjusted, and now contains two weapons
  • with "interesting brands" instead of just one.
  • The Abyss is revamped yet again. It now contains five (still infinite)
  • levels of increasing difficulty. Each level is composed of regions with
  • different layouts, most of which are more static than before. The rune
  • appears only at the third level and below, more frequently at deeper levels.
  • The Abyssal rune always appears in a vault, never lying around on the floor.
  • Having the Abyssal rune greatly increases the generation of Abyss exits.
  • Many Ziggurat floors have more fine-tuned monster-sets, and a few monster
  • sets have been replaced entirely.
  • Three new Sprint maps: "Thunderdome" by evilmike, "The Pits" and "Arena of
  • Blood" both by st.
  • The Abyss no longer exists in Sprint.
  • New layouts for Cocytus, Gehenna, Snake, and the main Dungeon.
  • More layouts allowed in Zot.
  • New Lair branch ending vaults, and many other new vaults.
  • More decorative vaults are now placed.
  • "Special rooms" (kobold/orc rooms, beehives, morgues, jelly pits) have been
  • adjusted, now appear at more appropriate depths and layouts, and no longer
  • place doors.
  • A new "special room" the mythical zoo, with standard high fantasy beasts.
  • New "runed door" feature: won't be opened by auto-explore or by monsters.
  • Becomes a regular door when opened.
  • Alarm traps only trigger once, but make monsters swarm towards you for some
  • time.
  • Character:
  • Stalker is removed.
  • Berserkers may choose their starting weapon.
  • Gladiator no longer starts with a buckler, gets more Dodging to compensate.
  • Traps are spotted (or not) deterministically based on skill level and a
  • few other factors: spending more time does not help.
  • Levitation and controlled flight are no more all flight is controlled.
  • Flying no longer increases carrying capacity.
  • Tengu receive their movement speed bonus when flying, regardless of burden.
  • Black draconians gain permanent flight (like Tengu but without the speed
  • boost) at XL 14.
  • Removed the hidden special cost of Spellcasting, Stealth, Evocations and
  • Invocations. Aptitudes adjusted.
  • Experience aptitude uses the same scale as skill aptitudes. This scale is
  • coarser than the old one, so most races now require slightly more or less
  • experience to gain levels than before.
  • Deep Elves are better at Earth magic than Air.
  • Hill Orcs are better at Axes, worse at gaining levels.
  • Tengu are better at gaining levels.
  • Levels 1 and 2 of the teleportitis mutation teleport you only a limited
  • distance.
  • The augmentation and powered by pain Demonspawn mutations have been improved.
  • Monsters:
  • Removed: ant larvae, bumblebees, blessed toes, rock trolls, wood golems.
  • New monster: moth of suppression. Generates an aura that prevents evocation
  • and suppresses the magical effects of wielded/worn equipment.
  • New abyssal monsters:
  • Wretched star: bestows temporary mutations.
  • Tentacled starspawn: has constricting tentacles and a nasty attack.
  • Ancient zyme: causes sickness when near the player.
  • Lurking horror: stalks like a wandering mushroom, then explodes for
  • torment.
  • Starcursed mass: proliferates when ignored, re-merges when damaged.
  • Has a smite-targeted psychic scream that becomes more powerful as
  • more masses become visible.
  • Apocalypse crab: breathes clouds of chaos.
  • Thrashing horror: moves like a bat, tramples, and frenzies.
  • Spatial maelstrom: incorporeal vortex that turns walls into spatial
  • vortices.
  • New deep troll specialist monsters, appearing in late-D deep troll packs:
  • Deep troll shamans: cast Might Other and Haste Other on their
  • accompanying deep troll packs.
  • Deep troll earth mages: cast Dig and LRD to allow the rest of the deep
  • troll pack to pursue their opponent.
  • New vaults monsters:
  • Vault sentinels, with a signal horn that generates a lot of noise and
  • the Sentinel's Mark spell which alerts all creatures on the level to
  • the player's location.
  • Vault wardens, with the ability to close and seal doors near the player
  • for a time or until they are killed.
  • Ironbrand convokers, with the ability to recall other monsters on the
  • level to their location. Also cast Might Other.
  • Ironheart preservers, with the ability to take some damage in place of
  • an enemy the player is currently attacking.
  • New uniques:
  • Jorgrun, a deep dwarven earth elementalist.
  • Lamia, queen of the nagas.
  • Friendly summoned monsters do not attack things unless the player has line
  • of sight to both the summon and the victim. Glass does not count as line of
  • sight for this purpose.
  • Summoned monsters do not cast spells that create permanent allies.
  • Only a select few monsters flee at low HP.
  • Ereshkigal has more HP, and can now cast Silence and Major Healing.
  • Changed monsters: Frances, Joseph, Polyphemus, bone dragons, soul eaters,
  • vampires, vampire knights.
  • Rotting corpses no longer spawn toadstools for non-Fedhasites.
  • Monsters can now use wands of digging, and cast Dig in more circumstances.
  • Allies summoned with the Mercenary card can pick up and use equipment.
  • Spells:
  • Removed: Fulsome Distillation, Evaporate, Cigotuvi's Degeneration, See
  • Invisible and Insulation.
  • New spells:
  • Force Lance (level 2 Conjuration). Fires a short-range single-target
  • projectile that can knock monsters backwards.
  • Dazzling Spray (level 3 Conjuration/Hexes). Fires a spread of energy
  • bolts that can blind creatures.
  • Iskenderun's Battlesphere (level 4 Conjuration/Charms). Creates an
  • autonomous globe that shoots at enemies in sync with your conjurations.
  • Fulminant Prism (level 5 Conjuration/Hexes). Creates a time bomb at a
  • smite-targetted location.
  • Disjunction (level 8 Translocation). Has a duration, during which it
  • blinks away nearby monsters. Causes contamination.
  • Conjurers have a new book with non-elemental spells (including the new
  • conjurations).
  • Spell memorisation failure is no more. As long as the failure chance is
  • not 100%, the spell can be memorized. There is a warning prompt if the
  • chance of a miscast is high.
  • Some spellbooks have been reorganized.
  • Condensation Shield's SH bonus no longer cares about Shields skill or
  • intelligence.
  • The blinking component of the Dispersal spell is irresistible.
  • Venom Bolt and Bolt of Magma do more damage; Teleport Other works more often.
  • Recall is now gradual instead of instant: one ally is recalled every 3-6
  • aut.
  • Items:
  • Axes have a cleaving attack: they hit up to seven targets with a single
  • swing (all directions except directly opposite the direction of attack,
  • but not if a wall is in the way). These secondary attacks do only 75%
  • damage and do not hit allies. Base damage for the larger axes is reduced
  • to compensate.
  • One-handed maces and flails have been improved: flails and eveningstars get
  • a one point damage increase, and morningstars get a +3/-1 damage/accuracy
  • boost to replace spiked flails.
  • The wand of polymorph other is now the wand of polymorph; use of it against
  • the player will turn them into a random form (including several new forms -
  • tree form, wisp form, porcupine form and fungus form).
  • Scroll of unholy creation is replaced with scroll of summoning, which
  • summons a few level-appropriate monsters.
  • Removed items: spiked flail, potion of water, staff of enchantment, plain
  • (non-magic, non-quarter-) staves
  • Potion of decay rots HP immediately rather than giving the "Rot" status.
  • Potions and rings of levitation are now "of flight"; boots of levitation
  • are now "of flying"; and the +Lev artefact property is now +Fly.
  • Amulet of controlled flight is removed; Amulet of the Air now grants
  • passive Repel Missiles and inaccuracy instead.
  • Amulet of inaccuracy correctly affects ranged weapons.
  • Amulet of clarity prevents mesmerisation.
  • Some rods were changed to have a more focused spell set.
  • The "Contam" artefact property no longer causes contamination over time,
  • but only when the item is unequipped.
  • The "*Rage" artefact property triggers much less often (except for Wrath of
  • Trog).
  • Improved fixedarts: Spear of the Botono, Robe of Night, Cloak of the Thief,
  • Robe of Folly, plutonium sword.
  • The hand-and-a-half weapon category is gone; such weapons are now
  • one-handed for normal-size races.
  • Gods:
  • Followers of worshippers of Beogh and Yredelemnul can now be recalled across
  • levels.
  • Followers of Beoghites now share experience when the player scores kills.
  • Yredelemnul gives a small amount of piety for desecrating holy remains.
  • Vehumet is overhauled: Now grants damaging spells one-at-a-time (available
  • from the (M)emorization screen), partially based on your elemental skills.
  • No longer supports summoning, accepts ally kills, or reduces spell MP cost.
  • Zin's Imprisonment placement is much more forgiving, pushing adjacent
  • monsters out of the way if possible.
  • Lugonu's Enter the Abyss no longer reduces maximum HP or MP.
  • Lugonu no longer gives piety for anything in the Abyss.
  • Mobile Fedhas-granted allies follow you across levels en masse.
  • New Xom effects: loud noises, blink monsters, enchant monster (petrify,
  • slow, paralysis, enslavement; haste, might, invisibility), summon shadow
  • creatures.
  • Xom does not reduce stats as drastically, unless bored.
  • Xom will not animate or swap weapons in the Abyss, and will not hostilely
  • animate your weapon at all anymore.
  • Interface:
  • Many updated tiles.
  • A new Android port with touch-screen support.
  • New options: auto_sacrifice, dump_on_save, item_glyph, monster_list_colour,
  • tile_cell_pixels, tile_filter_scaling.
  • Removed options: sacrifice_before_explore (now part of auto_sacrifice),
  • annotate_item_class, annotate_item_dropped, autoinscribe_artefacts,
  • show_no_ctele, menu_colour_prefix_class, menu_colour_shops, list_rotten.
  • Player action counts and generated vaults are now included in dumps by
  • default.
  • List options can be prepended to with ^=.
  • The "evil_eating" and "evil_item" menu-colouring prefixes are renamed to
  • "forbidden".
  • Explosion and cloud spells will try to target a spot adjacent to an
  • out-of-range monster before falling back to the player's position,
  • but will ignore plants.
  • It is possible to restrict a ctrl-f stash search to the current level by
  • prefixing it with "@".
  • Swap the cycle ammunition commands. '(' = backward, ')' = forward.
  • Webtiles supports real-time animations, toggleable via F10.
  • Webtiles displays miniature health and MP bars on the player.
  • Allies can now be ordered to retreat in a specific direction.

New in Dungeon Crawl Stone Soup 0.11.1 (Nov 16, 2012)

  • A number of crash fixes.
  • Option fixes: spell_slot=, runrest_ignore_monster-=
  • Xom won't Inner Flame magic-immune monsters. Some were quite inappropriate.
  • TSO won't get mad at you when a monster uses a staff of death.
  • Boulder beetles stop rolling upon teleporting.
  • Zombies get same eligibility for constriction as their base monsters.
  • Slimify fixes: kraken tentacles (no longer slimeable) and monsters in/over
  • water (will turn into water-capable jellies).
  • You can't stop some of Xom's spells anymore.
  • Gaining/losing mutations from Jiyva is less spammy.
  • Non-good gods can punish their worshippers during penance, like in 0.10-.

New in Dungeon Crawl Stone Soup 0.10.3 (Jun 14, 2012)

  • Lots of fixes for various crash cases
  • Grey draconians can’t drown — we mean it this time
  • Slaying now works as expected for magical staves
  • Allies are not allowed to smite enemies through glass
  • Allies can now cast Orb of Destruction
  • Reaching with polearms is not allowed while trapped in a net/web
  • Description text updates to match 0.10 changes
  • plus many other small updates and fixes.

New in Dungeon Crawl Stone Soup 0.9.2 (Jan 24, 2012)

  • A number of crash fixes.
  • Fix new games overwriting existing saves in one case.
  • Fix Temple overflow gods not being randomized

New in Dungeon Crawl Stone Soup 0.9.1 (Sep 4, 2011)

  • Fix missing portals to Zot on D:27 with restart_after_game after Sprint.
  • Fix most large special maps not being generated.
  • Fix mad amounts of divine gifts in certain cases.
  • Don’t duplicate monsters when exiting the Abyss.
  • Fix a lock-up on selecting a random character.
  • A number of crash fixes.
  • Some documentation amendments.
  • Don’t stop butchering on unimportant messages.
  • Add a command “show runes” (‘}’) that was documented but not implemented.

New in Dungeon Crawl Stone Soup 0.8.0 (Apr 28, 2011)

  • Bug fixes
  • Fix #3676: crashes when butcher delay tries to switch back to empty hands.
  • Fix #3748: crash when viewing aptitude with CK or Wa selected.
  • Fix a crash when an aptitude was improved between saves.
  • Fix #3156, #3709: cloud safety checks getting randomized AC reductions.
  • Fix #3598: if necessary, update perma-mutation if you gain a mutation.
  • Fix #2395: Disallow ending forms/levitation if it would cause drowning.
  • Fix antitraining when opposite skill is nil.
  • Stop quick actions from letting you search faster.
  • Don’t avoid glow by cancelling semicontrolled blinks with enter instead of escape.
  • Fix trying to climb when overloaded taking a turn.
  • Fix #3801: Don’t consume a turn when trying to go downstairs while levitating.
  • Fix #3660: canceling DD recharging ability still costing max MP.
  • Fix #3781: wall clinging not triggering traps.
  • No stealth bonus from boots if you’re flying or in water.
  • Fix clinging status not updated properly when switching out of spider form.
  • Fix #3444: off-by-one error in autopickup_no_burden checks.
  • Fix #3334: boot of levitation message when melding and not levitating.
  • Message fix for levitation while clinging.
  • Other changes for player characters
  • Disable Arcane Marksmen.
  • All sources of berserk are blocked at “Very Hungry”. Berserk automatically stops when you hit “Starving”.
  • Remove experience pool limit; abbreviate the XP pool above 100K.
  • Replace scroll reading penalty while brainless with 80% failure chance.
  • A wielded ranged weapon will only “clumsily bash” monsters, no matter its enchantment.
  • Prompt the player before moving to a deadly cell with an expiring status.
  • Remove the satiation requirements from evokable invis.
  • Disable ghost creation/loading in wizard non-debug mode.
  • Better warning messages for form and levitation expiration.
  • Special Airstrike message if struck while flying.
  • Don’t auto-attack toadstools when wielding the Wrath of Trog.
  • Reduce the spam when butchering with artefacts.
  • Consistently abort teleportation attempts when wearing stasis or -TELE.
  • Nerf Felid aptitudes: Fighting/UC: 0 -> -2, Ice/Earth: -1 -> -2, improve Cj: -2 -> -1.
  • Decrease Felid’s factor for getting hp from Fighting from 1/5 -> 1/8.
  • Reduce Felid exp modifier from 15 to 16.
  • Don’t let Felids (auto)quiver anything, hide the Qv line.
  • Obey no_tele_into when bringing you a new fresh kitty.
  • Give Ogres an extra +1 hp per level, and +3 apts in Fighting and M&F.
  • Let Kenku use beak+talons for butchering, like birds they are.
  • Mention dietary and drinkary habits of mummies on the ‘A’ screen.
  • Meld all weapons unless you’re in a form that allows wielding.
  • Don’t consider melding a distortion weapon to be unwielding.
  • Don’t check inscriptions on melding stuff — you’re not removing them.
  • Don’t show “it sticks to your hand” on cursed unmeld.
  • Prevent ice form from picking items at the bottom of deep water.
  • Disallow wearing hats in spider or ice form.
  • Allow wearing shields in statue form.
  • Don’t give Green Dracs poison spit in spider form.
  • Don’t cling to the wall when levitating.
  • Clear clinging status when taking stairs.
  • Don’t drown when transforming into a flying form while clinging.
  • Allow spider form to scramble out of deep water by clinging to a wall. (#2967)
  • Allow extending spider form while clinging over dangerous terrain
  • Set clinging status colour according to the current feature.
  • Allow wall clinging on closed doors (#3778).
  • Don’t give Halfling hunters a buckler for free.
  • Save weapon selection for quarterstaves with new games.
  • Let player elves have elven gear.
  • Gods
  • Ashenzari
  • Fix #3344: Don’t crash if you.transfer_to_skill somehow is SK_NONE.
  • Fix #3735: some dropped and useless items being autopickuped.
  • Don’t crash on old saves in Ashenzari penance.
  • New Ashenzari passive ability: identify monster equipment with chance boundedness/3.
  • Ashenzari also warns about monsters’ wands.
  • Nerf Ashenzari transfer knowledge: double XP penalty (20%), greatly increase piety cost 10 -> 25.
  • Lower piety gain.
  • Forbid reskilling from or into Fighting.
  • Make scrying fail proof and instantaneous.
  • Ashenzari: scale passive mapping density with piety.
  • Ashenzari on-sight item identification.
  • Reskilling: keep the same letters between the from and to menu.
  • Wrath: Reduces xp gain by 50%.
  • Allow Ashenzarites to cancel scrolls of remove curse.
  • Allow Ashenzarites to choose which piece of armour/jewellery to curse.
  • The good gods: Elyvilon, The Shining One, Zin
  • Shorten and tweak Elyvilon’s ^! description to fit in an 80×24 screen.
  • Don’t consume food/mp/piety when trying to pacify invalid targets.
  • Make TSO non-holy summon extension at most double the current duration.
  • Zin forbids shapeshifting spells and protects against Kirke’s pig spell.
  • Fix recite working through walls and squarelosish.
  • Make recite train more often.
  • Add a message when you switch from a good god to another good god.
  • Other gods
  • No stat boosts during Cheibriados penance.
  • Fedhas: Don’t blame the player for trees felled by monster-cast tornado.
  • Reduce the number of corpses from Kiku’s invocation.
  • Makhleb: Fix Lesser Servant summoning chaos spawn instead of hellwings.
  • Increase piety cost of Makhleb’s greater servant, since 1s were improved.
  • Fix Okawaru not accepting kills of holy beings.
  • Repair Xom’s potion of experience.
  • When Xom lifesaves you, clear stat_zero penalty.
  • Let His Xomminess grant you extra xp at level 27 (xp pool).
  • Don’t let Yred gift Eidolons anymore.
  • General
  • No instant divine retribution — many gods are abusable.
  • Don’t give experience or items for killing monsters from god wrath
  • Reduce the amount of unrands among god gifts.
  • Monsters
  • Bug fixes
  • Don’t crash on banishing dancing weapons; don’t abyss any kinds of summons.
  • Fix a crash when the player thinks the monster has a wand but it doesn’t.
  • Fix #2404: Disallow polymorphing monsters taking the stairs.
  • Fix #2927: crash when looking up ghosts in the db search.
  • Fix non-ghost spells not getting loaded.
  • Fix silence working on demons, orbs of fire, etc.
  • Fix #3750: coming into view messages ignoring mislead.
  • Fix shouting monsters not being announced.
  • Fix resurrected shedu being placed in bad places.
  • Fix #3718: grey draconians not floundering in deep water.
  • Don’t give a chance to hit rock worms in walls except in Zotdef.
  • Fix #3689: dual wielding monsters’ descriptions.
  • Mimics
  • Remove trap mimics.
  • Disable portal mimic generation for 0.8.
  • Prevent stair mimics from posing as branch stairs.
  • Don’t place downstairs mimic on branch bottom, and vice versa.
  • Make door mimics replace actual doors.
  • Make item mimics appear earlier, reduce both types’ rarity.
  • Don’t include unknown mimics in beam targetting.
  • Include item type in item mimics’ names.
  • Uniques
  • Disable Terpsichore, she’s not ready for 0.8.
  • Give Asmodeus a permanent ring of flames, replace greater demon with fire summon, remove bolt of draining.
  • Dispater: give LCS instead of lightning bolt, remove common demon summon.
  • Mnoleg: + AF_BLINK/AF_MUTATE attacks, -greater demon, -invis, +summon eyeballs, more hp.
  • Lom Lobon: give AF_ANTIMAGIC attacks.
  • Make Antaeus amphibious again.
  • Make the royal jelly stay on Slime:6.
  • Give Grinder AF_PAIN attacks instead of a weapon.
  • Give Pikel a whip of elec instead of pain.
  • Remove rF+ and rC+ from Nergalle.
  • Allow Ijyb to get high-tier wands in normal game.
  • Give Jory Mesmerise (new spell) instead of Cause Fear.
  • Adjust Roxanne’s casting messages, since she can’t move.
  • Other monster-related changes
  • Don’t give experience or items for killing monsters from god wrath or miscasts.
  • Revert monsters avoiding walking into clouds — the new behaviour was abusable.
  • Don’t cancel monster travels when player goes out of LoS.
  • Don’t make a monster at the edge of LOS leave a trail.
  • No elephants in D and Vaults, slightly reduce their frequency in Lair.
  • Announce all monsters “coming into view” at once.
  • Give the non-spellcasting random pan lords (10% chance) a guaranteed melee brand, and a chance of greater speed.
  • Restore monster speeds for Orb Guardian, Royal Jelly, Fiends, Storm/Golden dragon, Grater Mummy.
  • Tweak holy monster speeds: phoenix/blessed toe: 10, pearl dragon/shedu: 12.
  • Improve Cacodemons: -Dig, -Call Imp, +Energy Bolt, +Slow, +Confuse, + 3 levels rPois/Elec, extra attack, more health.
  • Green Death, Blue Death: remove call imp.
  • Give Eidola spells: Cause Fear and Pain.
  • Give giant orange brains Cause Fear instead of Polymorph Other.
  • Hunger attack takes 25% of your nutrition.
  • Give clinging to geckos, giant mites, cockroaches and demonic crawlers.
  • Allow fake rakshasa to use weapons and armour like real ones; don’t hide equipment of Mara and rakshasa.
  • Rework monster rElec levels.
  • Set the xp for vanilla orcs to 3.
  • Remove bears, replace with grizzly or black bears where appropriate.
  • Boost monster ghouls’ health and damage.
  • Reduce electric eel accuracy slightly.
  • Make Fiends and Pit Fiends use regular spells rather than abilities.
  • Give vampires blood.
  • Give Ophan high intelligence.
  • Convert shedu’s main attack to kick instead of claw.
  • Allow raising trapdoor spider zombies.
  • Always remove the mold when fungal colony is destroyed.
  • Add a message for monsters casting Trog’s Hand.
  • Spells
  • Bug fixes
  • Fix #3650: Don’t spend turn/MP when aborting the berserk spell.
  • Fix placing Fire Storm on a wall.
  • Don’t allow cancelling out of chain lightning with ally prompts.
  • Guarantee IOOD placement on tiny levels.
  • Correct the colour of LRDed glass.
  • Don’t display a success message when aborting sublimation of blood at full mp.
  • Books
  • Remove Summon Hydra from the Book of Summonings.
  • New spellbook, book of zoology: summon butterflies, sticks to snakes, call canine familiar, ice form, summon ice beast, summon hydra.
  • Move Silence from the book of Maledictions to War Chants (replaces Haste).
  • Add IOOD to the book of Power.
  • Other spell-related changes
  • Tornado changes for 0.8: pure Air, 80% damage, negative spell enhancer.
  • Disable Tukima’s Ball as a player spell.
  • Remove the Stonemail spell.
  • Allow Sticks to Snakes on javelins, disallow on steel/silver stuff.
  • Death channel spectral monsters are not abjurable.
  • Invisibility becomes pure Hex.
  • Silence becomes Charms/Air.
  • Brand spells go back to being Charms.
  • Simplify low spell success adjectives: Merge Cruddy and Bad into Very Poor (now 5-30%).
  • Make poison clouds all lightgreen.
  • Apportation targetting: allow cycling with +/-.
  • Don’t destroy the rest when apporting part of a stack.
  • Don’t destroy items apported if at the item limit.
  • Don’t rot while under Death’s Door.
  • Fix spells being unaffected by antimagic in some cases.
  • Items
  • Bug fixes
  • Fix #2722: crash when accessing a buggy deck’s description.
  • Fix 2535: “stasis identification check.
  • Fix scroll of fear not being use-IDed properly.
  • Fix placeholders in Xom’s book gift names.
  • Remove nutrition from kills with vampiric weapons.
  • Fix #3614: wizmode creating “cards” not working.
  • Fix an out-of-bounds assertion with unknown rings of sustain ability.
  • Fix #3441: inventory actions occasionally affecting the wrong item.
  • Fix #3319: Don’t prevent butcher swap with temporary distortion brand.
  • Fix #3217: equipping sInv artefact not reactivating autopickup.
  • Fix #3682: Identify brand of vampiric and holy artefact weapons when wielding fail.
  • Fix throwing nets becoming “stuck” after a monster pushed past another monster trapped in a net.
  • Prohibit flame-branded missiles from entering trees and wax.
  • Filter scrolls of (old) paper out of the item knowledge screen.
  • Cards
  • New card for decks of Wonder: the Alchemist, transmuting some of your gold into health and magic.
  • Don’t let high-power common/rare Experience card be better than legendary.
  • Fill the Potion card effect list with potions that are useful in battle.
  • Make the Torment and Experience cards a little rarer.
  • Improve the Hammer card at low power.
  • Reduce the maximum duration of Pentagram, Dance, Foxfire and Bones cards.
  • Tweak the weapons created by the Dance card at low power.
  • Other item-related changes
  • Remove crystal balls of fixation.
  • Nerf the speed brand. Damage reduced to 90%.
  • Reintroduce item stat loss prompts.
  • Prompt before wearing or wielding a known-cursed item.
  • Remove misleading messages about weapon str/dex weighting.
  • Warn when equipping armour with a penalty caused by low strength.
  • Don’t let the vorpalise weapon effect destroy potions or scrolls.
  • Correctly mark amulets of controlled flight useless for Kenku above xl5.
  • Identify rings of sustain ability if they block stat loss completely.
  • Don’t allow using crystal balls if they are guaranteed to fail.
  • Don’t corrode ammo by clumsily bashing jellies with it.
  • Don’t let antimagic work on priests.
  • Don’t acquire manuals or sage to utterly useless skills.
  • Make acquiring rods of striking less likely.
  • Obsidian axe bug fixes. Add +Lev to get across obstacles.
  • Improve rods of striking: 1d5 -> 1d8.
  • Make default books ‘:’ again, use different glyphs for detected items on Windows.
  • The Dungeon
  • Bug fixes
  • Fix #218: Place upwards and downwards escape hatches in all isolated Orc bubbles.
  • Fix returning from portals to Pan clobbering the level.
  • Don’t place steam near fire out of bounds.
  • Fix door restrictions being ignored when calculating travel paths.
  • Make troves handle manuals correctly.
  • Fix the portal short timeout messages for unnannounced portals.
  • Fix wizmode-blinking (xm, &b) asserting in the Abyss.
  • Other level-related changes
  • No banishment from hell effects.
  • Don’t enable cTele by quaffing Elf fountains.
  • Shrink the hall of blades, guarantee a single rare weapon with a brand.
  • No potion troves for mummies.
  • Increase the chance of bleeding on walls.
  • Give troves more loot items again.
  • Add a note when entering a Pan Lord level.
  • Let Zot vaults spawn more often.
  • Don’t block off branches with grates.
  • A wizmode command (& ^R) to recreate the current level.
  • ZotDef: no Abyss with Lugonu.
  • Malign Gateway as a hell effect.
  • If the Abyss has been wizmode-mapped, update the map on Abyss shifts.
  • Various glyph changes for features.
  • Give a message when a Golubria portal on the level closes.
  • Disable _many_pools in Crypt.
  • No more darkgrey walls/floors in Geh:7 or Gloorx.
  • Let Abyss and Pan entrances overwrite vaults to make them truly guaranteed.
  • Add two new Spider portal vault maps by 7hm.
  • An awesome Crypt end by evilmike.
  • Replace Wiglaf with Norris in Sprint 1.
  • Interface
  • Bug fixes
  • Fix a crash when reloading a game after restart_after_game.
  • Fix #3535: Buggy movement keys for Windows consoles.
  • Fix #3609: autoexplore stopping with no monster in sight.
  • Fix multidrop with monsters in sight.
  • Fix #3709: travel failing to start if standing right next to a cloud.
  • Fix items not being announced when revealed by opening a door.
  • Fix #2930: stash search results not being coloured correctly when matching item heaps.
  • Fix #1184: Limit tagged block display’s lines to screen size.
  • Fix #3700: sprint map menu offering you to replay tutorial.
  • Options
  • Change the explore_stop option to use greedy_pickup_smart by default.
  • New travel_key_stop option for whether keypresses should interrupt travel/resting.
  • Default easy_exit_menu to false.
  • Make all keyhelp menus respect the easy_exit_menu option.
  • Mantis #1282: Make autopickup_no_burden default to true.
  • Other interface changes
  • Stop autoexplore when sensing a previously undetected monster nearby.
  • New background choice layout, grouped by category.
  • Autofight: fire at nearest enemy if wielding a ranged weapon.
  • Don’t ranged autofight through walls/glass/scryed walls.
  • Don’t start the game if terminal is smaller than 80×24.
  • Don’t print wielding effect when switching back from butchering.
  • Display “-) Unavailable” if you cannot wield/quiver anything.
  • Better error messages for (M)emorisation. (#3665)
  • Mantis #1839: Treat clearing annotation prompt as “safe”.
  • Mantis #3727: When placing a single exclusion on part of a gate, exclude all of it.
  • Mantis #3112: Mention any skeleton vampiric feeding leaves behind.
  • Tiles
  • Bug fixes
  • Fix #3730: inventory crash at some resolutions.
  • Fix #3772: Don’t crash when pressing odd key combinations.
  • Fix #3643: kraken simulacra causing crashes in Tiles.
  • Fix #3764: crash when drawing disconnected tentacle segment tiles.
  • Fix #3596: Don’t fire at friendly monsters when clicking on them.
  • Fix #3596: “Unknown command” when mouseclick-travelling.
  • Fix #3703: pickup by mouseclick on player icon not taking a turn.
  • Fix #3810: mouseclick movement working during the stat prompt.
  • Fix manuals being mouseclick-readable while “brainless”.
  • Fix mouseclick travel internally using the vi keys.
  • Fix #3255: real staff tiles displayed in the undiscovered items list.
  • Fix #3356: clearing the map having no effect in Tiles.
  • Fix #3516: LRD exploding in odd tiles in the Elven Halls.
  • Partially fix #3358: re-init tile flavour on Abyss shifts.
  • Make wyvern zombies use the dragon zombie tile.
  • Upgrade weapon tile when fixing a temp. brand with ?vorpalise weapon.
  • Fix #3639: Slight tweaks to the player naga tiles.
  • New/improved tiles
  • Curio: Ilsuiw, necromancer, wingless Grinder.
  • Denzi: silver star, pillar of salt, Ashenzari altar, fire bat, Darkness spell, Leda’s Liquefaction spell tile, chardump command tile, arena icon, wingless shadow imp, pressure plate trap.
  • dolphin: jumping spider, shark.
  • Omndra: wall blood spatter.
  • Porkchop: phoenix.
  • purge: eye of devastation.
  • XuaXua: glowing mold, death ooze.
  • Add a tile for liquefied floor.
  • Use !heal wounds icon (rather than !healing) for the wand of healing.
  • Apply Tornado’s colour scheme to Tiles, as well.
  • Remove omndra’s cauldron title screen, not fitting with the rest of them.

New in Dungeon Crawl Stone Soup 0.7.1 (Jul 26, 2010)

  • Fix travel excludes not being saved.
  • Fix map markers not being activated on game reload.

New in Dungeon Crawl Stone Soup 0.6.1 (Jun 14, 2010)

  • Fix instant starvation bug related to vampiric weapon butchery.
  • Fix Cheibriados excommunication permanent stat gain.
  • Reenable sound for mingw builds.
  • Xcode, Visual C++ and clang build fixes.
  • Fix save handling on BSD systems.
  • Fix Lua markers not being reactivated after viewing other levels.
  • Selected other bug fixes.

New in Dungeon Crawl Stone Soup 0.6.0.1 (Apr 21, 2010)

  • 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.
  • 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 autoassigned
  • 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.

New in Dungeon Crawl Stone Soup 0.4.5 (Jan 15, 2009)

  • Fixed infinite loop when attempting to create randarts named after gods.
  • Fixed re-do command (`) wasting a turn.
  • Fixed corpses not appearing in Tiles inventory.

New in Dungeon Crawl Stone Soup 0.4.4 (Dec 20, 2008)

  • Fixed assertion failure upon high-scoring death.
  • Fixed Crawl spinning in CPU-pegging loop on disconnect on death screen.
  • Fixed time handling in dgl builds.
  • Fixed semi-controlled Blink.
  • Fixed '{' inscription.
  • Fixed crash when wizmode-creating a nonexistent monster type.
  • Fixed broken monster movement away from player.
  • Fixed acquirement() giving Book of Bugginess.
  • Fixed auto-swapping rings and amulets taking twice as long as normal.
  • Fixed explosive tracers leaking information about invisible monsters.
  • Fixed real/fake rakshasa identity being leaked in descriptions.
  • Fixed =f inscription preventing wielding of stones.
  • Fixed Spriggans being capable to wield staves while wearing a shield.
  • Fixed monsters being created with both a shield and wielding a two-hander.
  • Fixed off-by-1 error when selecting starting weapon.
  • Fixed bats being capable of opening/closing doors.
  • Fixed Draconians getting redundant mutations.
  • Fixed secondary unarmed attacks not waking sleeping monsters.
  • Fixed incorrect high score calculation.
  • Fixed backwards stealth check.
  • Fixed recharged wands not being inscribed with zap counts.
  • Fixed bad names for god-gifted unrandarts.
  • Fixed crash related to running on Windows 98.
  • Warn player if interlevel travel intends to take detours.
  • Make multi-corpse sacrifices take 1 turn only.
  • All 't' commands now take a turn.
  • Shining eyes now gives mutagenic chunks, eyes of draining poisonous ones.
  • Identify Holy Wrath brand on failed wield.
  • Make Lichform discard holy wrath weapons.
  • Properly disable traps in the Abyss.
  • Don't allow monsters to polymorph into a unique.
  • List new amount of charges when recharging identified wands.
  • Don't prompt when swapping into dangerous terrain.
  • Makhleb accepts collateral demon kills again.
  • Only sharp weapons are now offered for butchering.
  • Added an aptitudes hotkey for the book/weapon choice submenus.
  • Properly allow monsters to pick up and use javelins.
  • Don't apply menu colouring to Wp: and Qv: lines.
  • Improved interrupted butchery behaviour.
  • Saner autopickup exceptions.

New in Dungeon Crawl Stone Soup 0.4.3 (Oct 2, 2008)

  • Fixed lack of mouse actions in Tiles version.
  • Fixed Evaporate not working with potions of water.
  • Fixed Evaporate trailing clouds before explosion.
  • Fixed buggy inscription prompt.
  • For DGAMELAUNCH, use gmtime() instead of localtime().
  • Only prompt for unsuitable weapons if you can see the target.
  • Don't discard Stoneskin when using non-conflicting transformations.
  • Allow examining items in end-game inventory and while browsing shops.

New in Dungeon Crawl Stone Soup 0.4.1 (Jul 19, 2008)

  • Fixed crashes related to mapmark.lua.
  • Fixed crash when attempting to autoinscribe non-artefacts via '{'.
  • Fixed Crawl looping infinitely upon "good random choice" for Thief/Wanderer.
  • Fixed crashes when selecting an item with no appropriate items in inventory.
  • Fixed DOS problems with long file names.
  • Fixed Tiles not working on Windows 2000 and earlier.
  • Fixed targetting prompts being ignored or having the wrong result.
  • Fixed item quotes causing overlong descriptions.
  • Fixed vampire bat jewellery exploit.
  • Fixed secondary monster attacks being branded according to their weapon.
  • Fixed runes not being counted correctly in scoring.
  • Fixed kills by hell effects counting as player kills.
  • Fixed persistent --more-- in wizard mode.
  • Fixed cold/fire always destroying all potions/scrolls on the floor.
  • Fixed Portal Projectile not handling throwing nets or branded ammo correctly.
  • Fixed friendly pickup toggle being inappropriately disallowed.
  • Fixed known bad potions being subject to autopickup.