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    Home > Mac > Games > Dungeon Crawl Stone Soup > Changelog

    Dungeon Crawl Stone Soup 0.9.2 - Changelog


    What's new in Dungeon Crawl Stone Soup 0.9.2:

    January 24th, 2012

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



    What's new in Dungeon Crawl Stone Soup 0.9.1:

    September 4th, 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.



    What's new in Dungeon Crawl Stone Soup 0.8.0:

    April 28th, 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.



    What's new in Dungeon Crawl Stone Soup 0.7.1:

    July 26th, 2010

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



    What's new in Dungeon Crawl Stone Soup 0.6.1:

    June 14th, 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.



    What's new in Dungeon Crawl Stone Soup 0.6.0.1:

    April 21st, 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.



    What's new in Dungeon Crawl Stone Soup 0.4.5:

    January 15th, 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.



    What's new in Dungeon Crawl Stone Soup 0.4.4:

    December 20th, 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.



    What's new in Dungeon Crawl Stone Soup 0.4.3:

    October 2nd, 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.



    What's new in Dungeon Crawl Stone Soup 0.4.1:

    July 19th, 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.




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