Posts from ·PleasingFungus·

0.29 “Shooting Stars”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.29 “Shooting Stars”!

DCSS 0.29 features a sweeping rework of Necromancy, streamlining and upgrading many of its spells, along with similar improvements to the necromantic god Kikubaaqudgha. Ranged weapons have likewise been streamlined and reworked to be more satisfying to use.

For those seeking a special challenge, we’ve also added a new Meteoran species that heals when seeing new terrain and has great skills and attributes. However, Meteorans have to move fast, with only one-tenth the normal time per floor before they suffer heavy draining.

Many backgrounds now start with extra scrolls, potions, or other consumables, allowing more tactical options when faced with a sticky situation. Speaking of sticky situations, characters cast into the Abyss will find that monsters there once again give experience and piety, and an ultra-dangerous ‘deep abyss’ is now accessible…

Many new item types have been added, like scrolls of poison and wands of quicksilver. Some of these ‘alternate’, with only one type of item from a set being generated in any given game. We’ve also added many exciting new unique monsters, from Amaemon the Diabolical Poisoner to the alt-timeline troll Parghit the Mighty.

Launchers, long blades and short blades all now use dexterity instead of strength when calculating damage, allowing new evasive playstyles. Monsters no longer gain and lose ‘random energy’, and can instead launch opportunistic attacks on fleeing players. As always, there are many more changes small and large alike!

Download DCSS 0.29 here or play it online on one of many servers across the world! Packages for Windows and OS X are available now. Linux debs are coming soon. See the full list of changes on the release page here.

The tournament starts on Friday August 26th 8pm UTC and runs through Sunday September 11th 8pm UTC, with all online 0.29 games counting towards your score. See the tournament page for more details, including how to join or setup a clan. Clans membership can be changed until Friday September 2nd 8pm UTC.

Many thanks to all those who have contributed to DCSS over the years. Thanks especially to the DCSS development team, whose contributions made 0.29 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.29 and a warm welcome to the first-time contributors, listed in italics. (Let us know if someone is missing, this data is tricky to collect in bulk!)

4Hooves2Appendages, Aliscans, Ernest Antanishin, Spencer Baugh, Elliott Bernstein, David Damerell, DreamDust, dilly, Diego Essaya, Perry Fraser, Goratrix, Implojin, Alex Jurkiewicz,  Nikolai Lavsky, neo-bop, Oleksiy Pavlikovsky, Rytris Petronis, Brian Power, Reono, riverfiend, robertxgray, Rosstin Murphy, ruxi, sdynet, Jeffery Stager, Cebolla Sunbeam

0.28 Tournament Results

The 0.28 tournament is over. On behalf of the Dev Team, many thanks to all the server admins, outside contributors, bug reporters, and to the many DCSS players who made the 0.28 release and tournament possible!

For 16 days, players could compete for tournament points and banners by playing 0.28 games on the public servers. This was the fourth tournament held after the major revision of the tournament rules done for 0.25. There were changes based on previous input, and once again we’ve collected the feedback posted on tavern and reddit.

Congratulations to Yermak, perennial champion, for once again taking first place in the individual competition, with a spectacular 111,412 points! Over the course of the tournament, Yermak won 43 games, including a streak of 13 games (second-best in tournament), an 76M high score run (first in tournament), 30 Nemelex’ Choice combos, 4 species high scores, 3 background high scores, and 19 tier 3 banners.

Other big winners:

  • Acrobat2: 2nd place overall (101,150 points, 34 wins), longest streak (18 games), 4 species high scores & 1 background high score, tied for lowest XL win at 16, all level 3 banners completed.
  • Fagentul: 3rd place overall (89,909 points, 21 wins), 5 species and background high scores, tied for lowest XL win at 16, 16 level 3 banners completed, 8-win streak.
  • p0werm0de: Fastest realtime win (an auspicious 27 minutes 44 seconds), 2nd place low turncount, 8th place overall.
  • Caminho: Lowest turncount win in a scanty 8,492 turns.
  • sweetandcool: A third tie for lowest XL win at XL 16; 14th place overall.
  • Lici The Crawler (alias Borgnjor’s Vile Crotch): First win of the tournament.
  • Ge0ff, RubberyChicken and NoScrollMutBadDesign all tied for most ziggurats completed at 27 apiece.

The clan competition was won by Gozig or Gozag (captained by Ge0ff) with 105,656 points, sealing their victory by winning 40 Nemelex Choice combos to second place’s 30. In a close 2nd place was That felt unstrangely rewarding (captained by acrobat2) with 98,434 points, and first place in the Clan Combo Highscores and Streak Length leaderboards. 3rd place was held by Team Splat (captained by shummie) with 85,513, following up on last year’s 2nd place ranking by maxing out the Clan Low Turncount Win leaderboard.

Thank you to everyone for playing! I hope you all had fun.

To close out, here are some overall tournament statistics (with the 0.27 numbers in brackets for comparison). 2,559 players started a game at some point during the tournament; of those 2,504 completed a game without quitting or leaving the dungeon sadly orbless. This definition of “player” (players who completed a non-boring game) is used for subsequent calculations and was used for the 0.27 statistics.

  • Players: 2,504 (0.27: 2,474)
  • Total player time: 28,008 hrs (0.27: 27,502 hrs)
  • Average player time: 11.2 hrs (0.27: 11.2 hrs)
  • Games played: 69,201 (0.27: 67,203)
  • Players who got a rune: 742 (0.27: 734)
  • 357 winners and 1160 wins (0.27: 404 winners and 1571 wins)
  • Win rate: 1.68% (0.27: 2.34%)
  • Proportion of players using WebTiles: 96.6% (0.27: 94.4%)

The 0.29 season has begun, and changes are already in motion. Watch this space for further information as the 0.29 trunk update posts begin to flow. Until next time, happy crawling!

Trunk Updates 6 November 2020

Hello, crawlers! It’s been a bit, but here’s the latest from Trunk:

  • The Swamp branch has been drastically reworked:
    • New monster: will-o-the-wisp, an unearthly gas that spits out powerful Foxfires.
    • New monster: goliath frog, capable of licking players from afar with its acidic tongue.
    • New monster: eleionoma, a spirit of the swamp akin to water nymphs. It flows with the woods and shoots shrapnel at nearby enemies. It’s quite difficult to kill while it’s next to trees.
    • New monster: bloated husk, a shambling abomination that explodes with a powerful burst of putrescent gas.
    • New monster: bunyip, an Australian cryptid that hits with enormous force but a slow recovery. (Did you know DCSS is Australian?)
    • New monster: fenstrider witch, a rare top-tier threat casting Paralyse, melee-range Agony, and Throw Sludge, a new spell that splatters Eringya’s Noxious Bog all over the victim.
    • Bog bodies cast much more powerfully, and their freezing touch attack has been merged in with their normal attack so that it actually does something.
    • Many weak and irrelevant enemies no longer appear in Swamp.
    • Swamp levels are, on average, about 20-25% smaller.
    • For a limited testing period, Swamp will appear in every game of Dungeon Crawl, even sometimes alongside Shoals. Enjoy!
  • Further monster changes:
    • Boulder beetles are back! This time, their trademark rolling attack uses standard monster movement rules, rather than Orb of Destruction projectile movement. That means they can follow you as you move and around corners. They can also blink. On the plus side, they’re worth more XP!
    • Crocodiles (but not alligators), porcupines, and hippogrives have departed this mortal plane. None of them did anything particularly interesting. A service will be held on Sunday from 4 to 6.
    • To follow up porcupines’ passage, hell sentinels and torturous demonspawn no longer have spines. They weren’t scaled high enough to do anything against late-game players, and it wouldn’t be particularly fun if they had.
    • Batty monsters, such as bats or harpies, used to re-focus on their target once per player turn. That meant that players taking fast actions (swinging with short blades) would make them attack more often, and taking slow actions (using the Dark Maul) would make them attack less. No longer! Batty monsters now act of their own free will, unconstrained by players.
    • Again in celebration of boulder beetles’ return, insect glyphs have been reorganized. Ants, beetles, and other non-flying insects now live on ‘B’, with ‘s’ reserved for arachnids.
    • Monsters’ spells’ damage is now shown when examining them with ‘xv’.
  • Player species changes:
    • New Demonspawn mutation: sharp scales, giving 1/2/3 AC and slaying.
    • New Demonspawn mutation: big brain, giving 2/4/6 int, along with wizardry (spell failure reduction) at level 3.
    • Demonspawns’ thin skeletal structure mutation has its stealth bonus doubled.
    • At XL 7 and higher, Palentonga now curl defensively when hit, getting an AC bonus against subsequent hits before their next action. Useful when in big fights, against hydras, etc.
    • Wheals made a large number of improvements to the Palentonga charge targeter. Thanks, wheals!
    • Palentonga can now mutate poisonous tails.
  • Item changes:
    • Potions of stabbing have been replaced with potions of attraction, which pull nearby monsters toward the player while active. See if you can come up with some fun ways to use this!
    • Potions of brilliance now halve spell MP costs while active.
    • When targeting the polymorph wand, you’ll now see a set of three random monsters that the wand can turn the target into. Less guessing!
    • Wand noise is now shown in the UI.
    • Many XP-charged evocable items have had their charges reduced, their recharge time increased, and their shop prices raised. They’re still extremely strong.
    • The condensation vane now has a lovely new set of tiles. Credit, as ever, to canofworms.
    • Broad axe delay has increased from 1.6 to 1.7.
    • The black knight’s barding is back! Now naga and palentonga can wear it.
  • Miscellaneous changes:
    • There’s now a selection menu when x-ving to examine spaces with multiple interesting things. (Monsters, items, features…)
    • Gozag no longer gives a free potion petition on worship, to pull his power a bit back towards other gods.
    • Similarly, Nemelex Xobeh now starts gifting decks only at higher piety.
    • Now that you can see the amount of gold you get from a scroll of acquirement before you pick it, the huge variance that made for exciting gambles before just makes for really boring ‘take the massive pile of gold over the cool item’ decisions. As such, gold acquirement now produces much smaller and more consistent amounts, to encourage more fun decisions.
    • Some Lair and Snake level layouts have been tweaked for increased fun.
    • Many new vaults have been added, including several exciting boulder beetle vaults and several transporter vaults.
    • Zot clock changes: the maximum ‘bank’ is much larger (27k turns per branch, not 15k), all Hells share a single clock, and the clock is now deterministic and displayed numerically. If this means nothing to you, don’t worry about it. You can now enable always_show_zot if you really want to, though.
    • Vampiric Draining’s damage is no longer limited by the amount that it heals the player.
  • Bugfixes:
    • Searing Ray no longer tracks invisible monsters.
    • Withered plants no longer wither. (Now they crumble.).
    • You can’t crash the game by trying to (P)ut a non-jewellery item on.
    • Dungeon Crawl will no longer claim that non-lifesaving gods will save lives.
    • Cunning players can no longer use Yredmenul’s Enslave Soul targeter to deduce which illusory clones are fake and which are real.
    • Donald now deigns to talk to followers of the Wu Jian Council.
    • While in the Slime Pits, you can no longer be shafted next to slimy walls and die instantly.

Have a lovely weekend, all! Happy crawling.

Trunk updates, 25 February 2017

Hi, crawlers. If you want to know about the latest changes in trunk, you’re in the right place! If not, well, uh… leave a comment and I’ll see what I can do.

  • New temple god: the Wu Jian Council.
    • An order of militant monks that have ascended to divinity, the Wu Jian Council offer worshippers powerful new combat moves.
    • 1*: Martial Attack – Whirlwind. When moving between two tiles adjacent to the same enemy or enemies, automatically attack them, potentially Slowing those hit.
    • 2*: Martial Attack – Wall Jump. When moving directly into a solid obstacle, instead move two tiles backward, attacking all enemies adjacent to your destination and potentially distracting them.
    • 3*: Martial Attack – Lunge. When moving directly toward a foe, automatically attack them, dealing extra damage to slowed and/or distracted enemies.
    • 4*: Serpent’s Lash. When activated, gain two instant movement actions.
    • 5*: Heaven On Earth. When activated, you are surrounded by opaque clouds, and your combat abilities are enhanced for so long as you continue performing Martial Attacks.
    • All martial attacks scale with movement and attack speed such that fast-movement races aren’t penalized for attacking normally, and slow races aren’t penalized for using martial attacks.
    • Piety is gained through defeating foes.
    • A more verbose writeup (with an old name for the god) is here.
  • Noise from the last turn is displayed as a meter in the top-right of the screen, replacing the gold display. (Gold is still visible in % and $, or replacing the piety display for Gozagites.) Noise is an important part of crawl, and even though this display doesn’t communicate the full complexity of it, it’s a big step forward that I’m very excited about – please thank ‘advil’ for implementing it! Here’s a fuller writeup.
  • Barachians have been rethemed and reworked; instead of being barbarians from the frigid south, they’re creations of the gods who rebelled against their masters long ago. In memory of their maker, shadows still flee at Barachians’ approach, giving them +1 LOS. (Increasing both the range of their attacks, and the range & number of enemies that can attack them!) In compensation for this, their attributes have been raised to human levels, their skills aptitudes have increased by +1 across the board (except for a few flavour-based exceptions), and their Hop’s range now increases even further at XL 13.
  • Potions of mutation, cure mutation, and beneficial mutation have been blended together into one big slurry! They (potions of mutation) now removes 2-6 mutations, adds 1-3 random mutations, and then adds another 1 ‘good’ mutation, which is essentially similar to drinking all three old potions in a row. This is intended to encourage more players to interact with the mutation mechanics in 3-rune games, and to create more interesting decisions: a fuller explanation is here.
  • New unrand: Maxwell’s thermic engine, replacing the Dagger of Freezing Death and the Scimitar of Flaming Death. The Thermal Engine is a freezing/flaming double sword that temporarily increases in enchantment with each blow. Trivia: in development, it once had the ability to summon demons. :)
  • The Ratskin Cloak is somewhat rattier, insofar it can now be evoked to summon rats. Yum!
  • Warper/Arcane Marksperson shakeup: Gell’s Gravitas loses Hexes (it’s now purely Translocations) and moves into the Wr starting book, while Portal Projectile goes from pure Translocations to Hex/Tloc and moves into the AM starting book. This should, hopefully make both spells and both backgrounds more useful.
  • Portal Projectile is now manually cancellable.
  • Transmutations no longer have special-case added damage from str/dex; their base damage has been raised to compensate.
  • During character selection, species are now ordered by ‘complexity’, e.g. appropriateness for new players. This is intended to guide said new players toward species that will be more fun for them, and away from HuFi. The categories are, of course, fuzzy and somewhat arbitrary; there will probably be more tinkering with them over time.
  • The auto_butcher option defaults to ‘Very Hungry’, meaning that auto-travel will go to & butcher corpses once the player is ‘Very Hungry’ or hungrier. This is a compromise between the most convenient behavior for most characters and for necromancers/Fedhasites; the latter would rather not automatically butcher every corpse they encounter!
  • Slow Regeneration is now a 1-level mut, with the effect of the old level 2 of the mut (no natural regeneration while monsters are in LOS). The old Slow Regeneration 3 (no natural regeneration) is now DD-exclusive, and cannot be gained during play.
  • Deep trolls and iron trolls drop exciting new colours of hides.
  • Casting Ignition with tentacles on-screen is considerably less dramatic.
  • Xom is significantly less prone to electrocuting the player.
  • It should no longer be possible, even in rare circumstances, to be 101% of the way to the next level.

Happy crawling!

Edit: removed marriage, and other errors.

Trunk updates, 8 February 2017

Hi, crawlers! Welcome – to the second changelog of 2017! Even better than the first!

  • New item type: scarves!
    • Scarves occupy the cloak slot. They give 0 AC and cannot be enchanted, but always generate with an ego.
    • Scarf egos: rC+, Spirit Shield, Resistance, and rMsl.
    • Scarves replace about 1/6 cloaks.
  • Spells:
    • Replaced Delayed Fireball with a new spell: Ignition (L8 Fire). Ignition drops a fireball on every single enemy in line of sight. The player and their allies are immune. Have fun :)
    • Repel Missiles is gone. It didn’t work especially well as a spell: rather than being an effect that required investment (an interesting strategic choice), it was essentially a permanent buff that applied to any non-Trog character that found it. As a spell that’s mainly cast out-of-combat, it didn’t work with the spell failure system, either; players were encouraged to take off armour, swap in wizardry items, etc to cast it. Everyone liked it, of course, since it had good lootfeel, but it’s better to provide that lootfeel without the accompanying annoyances. It’s an effect that works better as an item (e.g. the new scarf ego, or the Amulet of Air) than as a spell.
    • Airstrike replaces Repel Missiles in the Book of Air. This should give AE a high-accuracy, lowish-damage spell to complement their other tools.
    • Similarly, Force Lance replaces Battlesphere in the Book of Conjurations. This is an experiment to encourage use of e.g. Fulminant Prism, with which Force Lance has considerable synergy.
  • Unrands:
    • Amulet of Bloodlust: MR++ (was MR+), Slay+6 (was +3). Encourage use of an exciting *Rage item.
    • Sceptre of Torment: only has a chance of tormenting on-hit, rather than randomly over time. Simpler, and doesn’t encourage annoying swapping while out of combat.
    • Shield of Ignorance: changed from +6 {AC+4, *Curse, rN+, Int-6} to +10 {rN+, Int-4}. Int-6 was too harsh for almost all potential users to consider it, and *Curse really didn’t accomplish anything.
    • Sword of Cerebov: works on rDamnation monsters.
    • Sword of Jihad: now the Zealot’s Sword. Replace a good but loaded word with a very good and non-loaded word.
  • Food:
    • All food takes one turn to eat, including rations and royal jellies. Chunks only taking one turn to eat meant that the already-limited tactical implications of slow food were very limited, and the annoyances of getting interrupted while eating outweighed those.
    • Removed: pizza and beef jerky, since they no longer had much purpose. The loss of pizza in particular is very sad… some day it will return in cheesy glory.
    • The auto_butcher option now takes an optional hunger threshold parameter; check options_guide.txt for details.
  • Webs generated over the course of play (by e.g. jumping spiders or sacks of spiders) are no longer permanent. Once the monster or player they’re webbing escapes or dies, the web vanishes. This is to discourage certain degenerate behaviors involving luring jumping spiders around the game and using their webs to trivialize tough enemies; I realized it was theoretically possible when we first implemented permanent webs, but credit to Ultraviolent for actually putting it into practice and forcing me to get off my rump and fix it!
  • Elyvilon’s wrath is simpler. Instead of various irrelevant effects (e.g. minor poison miscasts), Ely just has a chance of applying lifesaving to enemies, healing those that were about to die.
  • Wands are now ID’d when you step on them, instead of on pickup.
  • Fixed a longstanding mouse cursor bug in local tiles, which annoyed quite a lot of people. Performance should be much better now!
  • Temple entrance vaults can spawn again. (Broken since last June… oops!)
  • The legendary titan, Antaeus, is no longer terrified of the level 3 spell ‘Conjure Flame’.
  • Monster Upheaval no longer increases in power with the player’s Invocations skill.
  • Frogs can now ribbit, croak, or, under very special circumstances, bellow.
  • Mushrooms caps have been banned.
  • Vampire mages now have ghost hands.

Trunk updates, 14 January 2017

Hi, crawlers! Welcome – to the first changelog of 2017!

  • Evocations:
    • Rods of scattershot & rods of clouds have both been turned into rare, high-power wand types. Wands of Clouds, unlike their rod predecessors, always create harmful clouds.
    • Discs of storms have been replaced with lightning rods, a new xp-charged misc evocable with a remarkable resemblance to the old ‘lightning’ type of rod.
    • Wand power scales significantly better with Evocations skill.
    • Some wands have sub-LOS range.
    • Wands cannot be evoked while confused.
    • Wands of disintegration no longer destroy terrain; wands of digging can now destroy statues.
    • Wands of slowing have, belatedly, followed their hasting friends into oblivion; they’re gone.
    • Rods have been removed.
  • New race: Barachians, a species of frog-men with a great hatred of the letter t. They have a powerful innate Hop ability, a partially-controllable Blink effect that requires several turns of motionlessness to recover before re-use. To balance this, they also have slow movement 1 (1.2 turns/move; nagas move at 1.4) and ghoul-tier attributes.
  • New spell: Poisonous Vapours, L2 Poison/Air. Smite-targeted; creates an extremely short-lived poison cloud on a targeted creature. Appears in the VM starting book.
  • Removed: Poisonous Cloud.
  • Apportation scales more significantly with spellpower. Its targeter is also hopefully a little better.
  • Your current regeneration rate is shown in %.
  • Deep dwarves can now benefit from the special effects of Kryia’s armour.
  • The displayed resistance chance for Siren/Avatar song is shown correctly in monster descriptions; it formerly miscalculated (underestimated) their power.
  • Clearing multiple ziggurats will make the figurines you find within glow in new and exciting colours. Note that clearing multiple ziggurats is, quote, “silly and should not be encouraged”.
  • In addition to summoning golden dragons (see trunk update post #219, true believers!), fortunate TSO worshippers can also use poison stingers.
  • Iron giants can no longer throw your orbs of destruction back at you. (It didn’t work properly anyway.)
  • It’s no longer possible to ?acquire an item directly into lava or deep water. Sploosh no more…
  • Cerebov scumming has been removed.
  • Wizards can now rest inside walls.
  • Sandblast blasts sand.

Happy crawling, and happy new year, and if you haven’t yet taken the survey, hey! What better time for a fresh start (on taking the survey) than now?)

Trunk updates, 23 December 2016

Hi, crawlers! Hope everyone’s been enjoying the holiday season as much as we have. Here’s the latest, most festive changes from trunk:

  • Characters:
    • Whisper ‘Farewell’ when you leave, Legolas: High Elves are no more. (This is, of course, part of the crawl dev team’s newly “straight edge” lifestyle.)
    • Ogres’ apts have been adjusted: their Maces and Flails apt has been lowered, and in compensation, their spellcasting skills have been increased to -1 across the board.
    • Deep Dwarves’ wand recharge ability has been replaced with a self-healing ability that has a chance of decreasing their max MP whenever it’s used.
    • Mummies’ Spellcasting apts are now +2; formerly -1.
    • The demonspawn Augmentation effect is 25% less dramatic.
  • Items:
    • To avoid miskeys, the letter keys can no longer be used to wield or throw useless items unless the * key (‘display all’) has been pressed first. Breadswingers can rest easy, as other selection techniques, e.g. {@w1}, are unchanged.
    • Wands of heal wounds, teleportation, and hasting have discharged their last zap. They’re removed. We removed them. Hence: no more zapping.
    • Wand and misc acquirement have been merged into one category, ‘evocables’.
    • Nemelex wrath reclaims all decks, instead of merely sabotaging them.
  • Monsters:
    • Hill giants and two-headed ogres have merged into one big two-headed monster. (I’m not sure what happened to the third head.) ‘Hill giants’ will be seen no more, and two-headed ogres take their place, becoming significantly nastier in the process.
    • Monsters should no longer, very rarely, appear to be random strange colours in console. This bug was first reported at least three years ago; thanks to johnny0 for finally figuring it out and creating a fix!
    • Monster white draconian breath can now be resisted by AC.
  • Per popular demand, Sandblast now consumes stones directly from the inventory. As part of the change, it no longer functions without ammo, and large rocks can’t be used at all. (Earth Elementalists get more stones to compensate.)
  • Slime:$’s walls no longer collapse entirely when TRJ is slain; instead, only newly-added transparent sections will be destroyed. It seemed a bit too mean to take out the entire thing, even for us.
  • In the spirit of helping new players, the autofight_stop default is now 50, up from 30.
  • For the first time in nearly two years, acquirement and god gifts can now produce helmets. Oops.
  • Followers of the Shining One can now summon golden dragons.
  • Trees will appear angry, when appropriate.
  • You can no longer rest while on fire.
  • You can no longer learn spells that no longer exist.

Happy crawling, and a happy new year in advance! Here’s to many more.

(P.S.: take the survey!)

Trunk updates, 30 November 2016

Hi, crawlers! Here’s the first set of changes for 0.20:

  • Monsters:
    • Draconian callers are now draconian stormcallers; they smite, summon drakes, and also invoke Upheaval, the Qazlal ability. Boom!
    • Snorg, Xtahua, and Bai Suzhen’s hides now have an inherent bonus enchantment.
    • Polymorphed uniques no longer keep their spells in certain obscure cases.
    • Ushabti breathe significantly less often.
    • Monsters’ melee attacks are now included in their descriptions.
    • Monster MR is reduced by lowered HD, from e.g. draining or malmutation.
    • The last great renaming of 2016? Sirens are now, excitingly, Merfolk Sirens.
  • Gods:
    • The Shining One’s conduct has been simplified: all stabs are now automatically prevented (no bonus damage), and poison damage is no longer specially forbidden. Cleansing Flame also does somewhat more damage to non-evil enemies.
    • Jiyva pacifies all slimes, even those that are actually shapeshifters.
    • Nemelex’s Pain card is now roughly twice as powerful.
    • Abyssal gold no longer counts toward Gozag’s entrance cost.
    • Qazlal no longer spawns damaging clouds on plants, e.g. while you’re trying to rest.
    • The Xom Cleave status will no longer last up to 2000 turns.
    • Dithmenos’s shadow can once again mimic diagonal and reaching attacks. (Broken as part of a bugfix two years ago.)
  • Spells:
    • Invisibility and Haste no longer cause extra hunger over time.
    • Confusing Touch is less effective, especially against high-HD enemies.
    • Poisonous Cloud is level 5 (was 6).
  • Odds of confusing enemies with a melee attack (with Confusing Touch or fungus form) are displayed while examining enemies with those statuses active.
  • Various badforms (e.g. wispform, fungus form) have been simplified, and porcupine form has been removed.
  • Console colours have been reworked to avoid invisible colours for certain low-capability consoles. Review options_guide.txt for new options, e.g. best_effort_brighten_background and _foreground.
  • Max charges for wands are always displayed: e.g. “a wand of confusion (?/48)”.
  • The Hat of the High Council has ascended to a higher plane.
  • Lair’s vaults have been exhaustively reviewed and revised. Please thank regret-index for all of the hard work!
  • Demonic guardians expire over time, not based on tension.
  • Vampire feeding, like chunk eating, now always takes a single turn. All the blood has oozed out of our corpses for the last time…
  • Fire clouds no longer expire faster over water (and likewise cold clouds over lava). Fire clouds on water also produce less steam.
  • Noise no longer breaks mesmerization and fear.
  • Mottled draconians (both player and monster) and draconian zealots are no more.
  • Simplified chaos effects.
  • Screaming at tentacles is forbidden.
  • Removed off-brand knock-offs of the Captain’s Cutlass.
  • The player can no longer crash the game by attempting to eat their hat.

Happy crawling, and don’t forget to take the survey if you haven’t already!

Crawl 0.19: “Dancing Through Memory”

We’re proud to announce the release of Dungeon Crawl Stone Soup 0.19: “Dancing Through Memory”! 0.19 features two new gods, a new portal vault, and many other additions, streamlinings, and general improvements to the game.

Download DCSS 0.19 here, or play it online on one of many servers across the world! The Windows and Linux packages are available now, as well as the source; the OS X binaries should be online within a few days.
OS X binaries are now available, many thanks to agolden for building them!

The release tournament begins on Nov 4 2016, at 20:00 UTC, with all online 0.19 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

0.19′s highlights include:

  • 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.

For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.19!

Trunk updates, 17 October 2016

Hi, crawlers! Today is the feature freeze day for 0.19, meaning that it’s all fixes from here until release. Here’s the last batch of major changes:

  • Gods:
    • Beogh can now enchant, upgrade, and uncurse followers’ ranged weapons.
    • Fedhas appreciates all corpse decay, and automatically rots all corpses when the player leaves a level. The ‘fungal bloom’ toadstool-generating effect is now an (a)bility, rather than a (p)rayer effect.
    • Qazlal’s cloud immunity applies to all clouds, not just the player’s.
    • Qazlal’s Elemental Wrath no longer generates neutral or hostile elementals from neutral or hostile clouds.
    • Jiyva’s Jelly Paralyse ability seems to have mysteriously vanished. In the distance, you hear a contented gurgling.
    • Uskayaw ignores damage-over-time effects (sticky flame, poison, and clouds), instead of only allowing piety gain after turns on which the player performed an attack-like action.
    • The (p)rayer action is gone. Altars are now used with < or >, as with shops and portals.
  • Items:
    • Monsters that could be butchered for their hides (trolls and most dragons) now, instead, have a chance of leaving behind the armour equivalents instead on death. Dragon armour has been correspondingly renamed to ‘dragon scales’.
    • Spellbook rarity is fixed! For the first time since 0.4. some spellbooks will be less common on earlier dungeon levels; this was intended throughout, but the code was broken. Such an exciting feature that no one noticed it was missing for eight years…
    • Scimitars and great swords are slightly buffed.
    • The Plutonium Sword no longer turns plants into free xp.
    • Manuals of stealth & unarmed combat are no longer twice as common as other types. (That behaviour was added as a hack years ago, when stabbing/traps & doors skills were removed.)
    • Artefact weapons can now generate with Protection or Chaos brands.
    • Amulets of dismissal suddenly vibrated and disappeared – forever.
  • Monsters:
    • Ushabti Death Rattle now fires miasma, instead of negative energy clouds.
    • Weaker Zot dragons have been replaced with nastier ones.
    • River rats and iguanas have been almost entirely removed from Lair.
    • Hornets and wasps have merged into one monster, roughly averaging their strengths. To avoid confusion, the new monster is called a ‘hornet’. Also it’s yellow.
    • Putrid demonspawn and Chaos Champions have bitten the dust. Blood Saints grabbed the latter’s Call of Chaos. (Pretty rude, IMO…)
    • Also, gelid and infernal demonspawn now have full elemental immunity (to ice/fire respectively), Corrupter’s Corrupt Body (beam-targeted) has been replaced with Corrupting Pulse (fullscreen), and Black Suns lost Malign Offering.
  • Spells:
    • New spell: Lesser Beckoning (L3 Translocations). Pulls the target adjacent to the caster. Range 2 at power 0, 7 (fullscreen) at power 200. Irresistible…
    • Apportation has been replaced in Warpers’ starting book with Lesser Beckoning; various other spellbooks have been slightly tweaked.
    • Irradiate causes significantly less contamination; it should now be safe for 3-4 uses before entering yellow glow.
    • The Haste spell has been removed.
  • Another layer of contamination is now displayed, between grey and yellow glow. This should make it easier to tell when you’re close to being dangerously contaminated.
  • Contamination reduction is now caused specifically by Potions of Cancellation, rather than by all ‘debuffing’ effects.
  • Player species and forms no longer have hidden ‘stealth factors’. Ogres’, Trolls’, and Centaurs’ stealth aptitudes have decreased by a point each, to compensate, Dithmenos’s Shadow Form now gives an explicit stealth multiplier, and various other stealth effects have been slightly tweaked. Wave goodbye as you leave, Remarkably Stealthy Tree Form…
  • Trees are renamed and recoloured (in console) during the effects of Awaken Forest.
  • Bat form no longer prevents quaffing and door use.
  • Berserk now costs hunger on activation, rather than on expiration. It’s no longer possible to avoid the effects of Berserkitis by remaining Very Hungry.
  • auto_butcher now functions only when autoexploring, to make it more useful for characters that might want to use corpses (e.g. necromancers or Fedhasites).
  • The messages_at_top rcfile option should, hopefully, be more useful for people using screenreaders. (It should print messages before printing the rest of the screen; if anyone reading this uses a screenreader, let us know if that helps!)
  • The orb run’s teleport restrictions (slow teleports, uncontrolled blinks, no Portals of Golubria) now apply throughout the Zot branch.
  • A large number of vaults have been added and reworked; Volcano, in particular, has been heavily revised, and should be both more dangerous and more potentially rewarding.
  • Hints mode text has been updated and revised, for the first time in a while.
  • In the last great convulsion of the Great Renaming of 0.19, greater naga are now nagaraja, and greatslings are fustibali. Great!
  • Orc wizards should no longer kill the player on turn 20 of D:1.
  • Skeletonless skeletons will no longer appear in Hell.

Happy crawling!

Trunk updates, 25 September 2016

Hi, crawlers!

First, a request: if you can read Korean and are interested in us getting these fantastic Korean fan-made loading screens into the main game, please contact us! We’d really like to ask the original artists for permission to use their art in-game. This is now in progress; thanks to everyone who volunteered their help!

Second, here are the latest changes from trunk:

  • We have two new devs: Brannock and CanOfWorms. Feel free to give them a hearty welcome!
  • Monsters:
    • Monster renamings: giant newt -> frilled lizard, giant frogs -> bullfrogs, giant geckos -> leopard geckos, giant leeches -> tyrant leeches, giant eyeballs -> floating eyes, giant spores -> ballistomycete spores, giant orange brains -> glowing orange brains. Hill giants seem unaffected… for now.
    • Iron Giants now throw their allies at the player (as Robin/Polyphemus), instead of throwing the player at their allies..
    • Naga Ritualists’ Virulence spell no longer multiplies poison in the victim’s system; instead, it just applies rPois-.
    • Blink frogs and sixfirhies no longer heal when hit with distortion or electricity, respectively. Sixfirhies gain rElec+++ to make up for it. It’s the end of an era…
    • Tzitzimimeh’s melee attack no longer creates a ring of miasma clouds, but instead applies the rotting & slowing effect directly.
    • Mennas now has a guaranteed sacred weapon; more of a threat, or more of a temptation…?
    • Statues can be stabbed; obsidian and orange crystal statues gain sInv.
    • Turtles no longer withdraw into their shells at low HP.
    • Ragged Hierophants have been gently, lovingly nerfed.
    • Griffons have merged into hippogriffs, which is a little confusing, given that they’re originally both hybrids… anyway, hippogriffs are slightly tougher, and that’s that.
    • Say goodnight, Dan: boulder beetles attempted to squash a developer, but instead just rolled right out of crawl. They will be missed.
  • Species:
    • Halflings and Kobolds have had their aptitudes and attributes adjusted, to make them more distinct. Kobolds gain better intelligence and spellcasting aptitudes, but are slightly worse at weapons; for Halflings, the reverse is true. As Halflings are now a diminutive race well suited to a heavy armour, “sword and board toon” playstyle, you may as well refer to them by the traditional name for that role: Hill Dwarves.
    • Spriggans have the same weapon restrictions as halflings and kobolds, instead of more restrictive ones. “Allows spriggans to wield triple crossbows, and makes morningstars, eveningstars, long swords, scimitars, demon blades, war axes, spears, demon tridents and greatslings one handed for them.” SpBe buff!
    • Vampires have only four distinct blood levels, instead of six: Near Bloodless is merged into Thirsty, and Alive is merged into Full.
    • Mottled draconian sticky flame is now range 3 (was range 1).
  • Items:
    • The Ratskin Cloak has been buffed, from +1 to +2. This was actually an accident, but it seemed like more effort than it was worth to revert…
    • Punk’s freezing brand has been replaced with a new, unique ‘acid’ brand. Duck!
    • The *Confuse randart property is now *Slow.
    • Weapons of protection give a short-lived +7 AC on hit, instead of +5 AC passively.
    • Riposte’s trigger chance has decreased to 1/3, from 1/2.
  • Interface:
    • New rcfile option: auto_butcher, which, when set, travels to & butchers edible corpses during autoexplore. Thanks to mgdelmonte for contributing it!
    • Average monster max HP is now displayed in monster descriptions, above AC and EV.
    • Stepping on manuals IDs them, without them needing to be picked up.
    • Spell noise is now visible in the I/Z casting interface.
    • Clicking on books through the local tiles UI allows you to memorize spells from a specific book, and is now available at zero Spellcasting skill. (Only nineties players will get this…)
    • Auto skill training should be a little smarter now.
  • Branches & Environment:
    • The Desolation of Salt is no longer roughly guaranteed; it’ll appear in maybe ~15% of games, to keep from wearing its welcome out too quickly.
    • Beogh no longer smites creatures that destroy orcish idols.
    • The walls of Slime:5 now vanish entirely after the Royal Jelly dies, instead of simply turning to rock. Look sharp!
    • Ambient noise has been streamlined. It should be more relevant in Shoals and the Desolation, and it’s completely removed from Lair and Orc. Also, it no longer affects stealth, removing one of my favorite obscure special cases.
  • A whole pile of new monster tiles, including skeletal warriors, trolls, efreets, and, in a bittersweet moment, executioners. Thanks to Roctavian for all his great work!
  • Emergency flight is available from forms; if you would instantly die (from drowning/lava), you’ll enter emergency flight instead. It’s probably no longer possible to drown.
  • Hexes are slightly less effective against creatures with exactly 0 MR.
  • Mutations: rough black scales removed, large bone plates switched to give pure +SH, instead of a mix of +SH and +AC.
  • Hepliaklqana wrath no longer suppresses XP-gated effects. This included elemental evokers, Abyss gate spawning, the Evolution mutation, and other gods’ wraths; the latter is some good tech to keep in mind, if you are for some reason playing on a month-old version of trunk.
  • Using Step from Time near enemies with smite-targeted spells (entropy weavers, neqoxecs) will no longer result in the player being hit by those spells dozens of times.
  • The game should no longer crash when entering Tomb:3.

Happy crawling!

Trunk updates, 2 September 2016

Hi, crawlers! It’s been a few weeks, so here’s the latest changes from trunk:

  • New timed portal vault: the Desolation of Salt.
    • Entrances appear in Elf and Vaults. (It’s guaranteed to appear in the current trunk, more or less, but that’s just for testing purposes; it’ll become less common shortly.)
    • Features an open layout filled with huge, blinding saltstorms, and ancient, treasure-filled ruins.
    • New monster: saltling, a small golem roughly similar to orc warriors.
    • New monster: peacekeeper, a mechanical beast with Battlecry (affecting other golems) and manticore barbs.
    • New monster: servant of whispers, casting Lightning Bolt and Still Winds, a new effect which temporarily disables all clouds.
    • New monster: ragged hierophant, casting Injury Bond and Resonance Strike, a smite-targeted damage effect that becomes more powerful for every golem next to the target.
    • New monster: imperial myrmidon, a fast, tough melee enemy with a variety of hexes and the ability to halve magic resistance on melee hits.
    • New monster: halazid warlock, a lich with a variety of powerful spells, including Ghostly Sacrifice, which turns an ally into a devastating explosion of negative energy.
    • …and various other guest monsters from other branches, including molten gargoyles and crystal guardians.
    • Tiles by the indomitable CanOfWorms!
  • Monsters:
    • Sheep have been replaced with dream sheep, a new pack monster that, when present in large numbers, can put enemies to sleep.
    • Anubis guards have been merged into ushabti. The latter get anubis guards’ warning cry and dispel undead.
    • Battlecry has been simplified; instead of working differently for every monster that casts it, it always and only affects all allies of the same genus. (So orcs can might other orcs, angels can might other angels, etc.) This means that orc knights can now might warlords.
    • Iron giants are back to speed 10 (from 8), but have had their other stats reduced somewhat.
    • Snorg goes berserk less often, but can berserk from full health.
    • Giant eyeballs now cast Paralysis Gaze in only two tries, instead of three.
    • Instead of sixfirhies being tier 4 demons and chaos spawn being tier 3, the opposite is now true.
    • Monster descriptions have been revised and improved; thanks, MarvinPA!
  • Clarity now gives immunity to sleep.
  • Gozag and exploration gods should now work better in sprints; their gold and piety (respectively) have been multiplied, as with other gods.
  • Beogh no longer enhances worshippers’ armour or shield bonuses.
  • The regeneration mutation’s strength has been doubled, matching most other sources of regeneration (e.g. artefacts). Vine Stalkers now gain regen at XL 4 and 12, instead of 1, 6 and 12.
  • Cure mutation is slightly rarer, though still more common than it was prior to rMut removal.
  • Temporary mutations only have a 50% chance of causing statrot for undead.
  • All temporary allies, including but no longer limited to summons, are unable to attack out of your LOS.
  • Crawl’s secret “monster stealth” mechanics have been removed; all monsters now have the same chance for their location to be guessed at while invisible.
  • Friendly detected monsters (for e.g. Jiyva) no longer interrupt resting.
  • Right clicking on the webtiles minimap should work properly again.
  • Very long-running bug, finally fixed: low-HP monsters will no longer fireball themselves to death or banish their allies. (This also fixed the “Hep allies will confuse the player” bug.)
  • Grate traps should no longer instantly obliterate poorly-placed items.
  • Eustachio the Eustachio Skeleton will no longer appear in anyone’s game.

Happy crawling!

Trunk updates, 17 August 2016

Hi, crawlers! It’s been a while; those late summer doldrums, or late winter, for you strange people living upside-down. Whichever your preferred orientation, here’s the latest changes from trunk:

  • Monsters:
    • Jellies no longer eat any items, even unseen ones, unless the player is worshipping Jiyva.
    • Zombies, skeletons, &c now display damage taken (a health bar, etc), like other enemy types.
    • Zombies are now named by their base type (e.g. ‘centaur warrior zombie’), rather than their base species (‘centaur zombie’).
    • Necromancers’ Bind Souls now creates simulacra, not spectral things. This will, ideally, increase player deaths.
    • The Ghostly Fireball monster spell is now pure negative energy, rather than being partially irresistible. It also now inflicts drain.
    • Call of Chaos has had its effects reworked, and will no longer paralyse or petrify every monster in sight.
  • Spells:
    • Spells you’ve seen monsters cast are now automatically tracked. This is useful for monsters with multiple spellbooks, which now list in their descriptions only those spellbooks that they might have (based on the spells you’ve seen). Pandemonium Lords also list the spells you’ve seen them cast.
    • Spellbooks that the player walks onto or apports are now automatically identified, without needing to use the (r)ead command.
    • Book amnesia (the ability to forget spells by destroying a book that contains them) has been forgotten, and also removed from the game.
    • Paralysis and Confusion can no longer last for 50-100 turns when cast on monsters. (Players had, and have, a different formula that gives considerably shorter durations.)
    • Warp Weapon and the Akashic Record have been removed.
  • Characters:
    • rN has been reworked. Various effects (e.g. vampirism, pain) that were 100% resisted by a single level of rN now require 3 levels; rN provides 50%, 75%, and 100% immunity to them at rN+/++/+++, as with damage. The Agony effect now works like Torment, and goes down to 45%/40%/35% hp damage at rN+/++/+++.
    • Stabbing has been simplified. There are now exactly two types of stabs: those against helpless (sleeping/paralysed/petrified) targets, and those against merely distracted targets. In effect, this is mainly a buff to petrification and distraction stabbing, at least for now.
    • There is no longer an EV penalty for taking stairs, but the process of climbing/descending stairs now takes slightly longer.
    • Sustain Attributes (the ring, Dg innate, etc) is no more. Most stat-draining effects have been reduced to compensate.
    • Mutations no longer rot the undead, but only cause stat-draining.
    • The mummy Self-Restoration ability has rotted away.
  • Gods:
    • Most gods that require kills for piety are now less picky, and will accept kills of any monster type, including nonliving monsters and plants. (TSO and Zin remain exceptions.)
    • Divine piety decay has been simplified to one of two speeds, from seven or so. Some gods have had their piety gain speed buffed to compensate. (For other gods, the change was itself a buff!)
    • Hepliaklqanal now gives innate frail 1 on worship; this persists even after abandonment, until the god is mollified.
    • Pakellas has been temporarily disabled, until we figure out what is going on. Hopefully he’ll be back in time for the next stable release.
  • Daevas can now smite unsuspecting targets.
  • Zombies can no longer shapeshift.

Happy crawling!

Trunk updates, 12 July 2016

Hi, crawlers! Trunk has changed. It will never be the same, unless we perform a truly remarkable and unprecedented series of reverts. Barring that, here’s what you might want to know:

  • Sif Muna:
    • Channel Energy is gone. Replacing it at 1* is Divine Energy, a toggleable ability that lets the player cast spells without having enough mp. Using this effect causes a -Cast status for several turns, depending on how many MP the player was short by.
    • New 3* ability: Channel Magic, a Trog’s Hand-like invocation that trades piety for a brief, but significant, MP regeneration boost.
    • Book gifts now appear starting from 5*, not 6*.
    • Sif now gives partial piety for kills, in addition to (slightly reduced) piety from skill training.
  • Players wielding long blades can now ‘riposte’. After dodging a melee attack, users have a 50% chance to launch a free counterattack. This does not trigger retaliation effects, such as porcupine spines or hydra head growth, but functions as a normal attack otherwise. Long blade base damage has been lowered to compensate.
  • The Fencer’s Gloves no longer give bonuses to Sbl & Lbl skill; instead, they let the user riposte with any weapon. This stacks with long blades’ innate riposte.
  • Various unrands have had their stats tweaked; the most notable change is to Eos, which trades its sInv -Tele for Brilliance’s halo. (Wyrmbane also trades +Rage for rC+.)
  • Removed unrands: Sword of the Doom Knight, Amulet of Cekugob, and Brilliance (except for the bits Eos took).
  • Ammo acquirement is no more.
  • The last mountain dwarf has finally been removed; please, pour one out for our dear, departed Wiglaf. Donald got his Haste and Might, and Joseph stole his hat.
  • Urug and Maud have merged into one very smelly, well-armed unique.
  • Nergalle can no longer enter Death’s Door.
  • Various monster spellsets have been reworked; notably, wizards’, ogre mages’, ancient champions’, and Kirke’s.
  • The Vaults branch monster set has been partially reworked; among other changes, vampire mosquitoes have been buzzed off, fire crabs have clattered away, and entropy weavers are… in.
  • “Special rooms” (rare rooms completely packed with monsters) have had their sets adjusted, and can now appear in Pan.
  • rPois now gives immunity to green draconians’ mephitic breath. (It was previously resisted by nothing, not even by the undead!)
  • Summoned monsters now vanish immediately when their summoner dies.
  • Allies no longer mark fireballed plants as priority targets.
  • Friendly monsters will no longer open doors. (This was generally either irrelevant or a bad thing for the player.)
  • Giving orders to allies no longer makes noise, and can be done while silenced. Hand signals or telepathy? You decide…
  • Sickness no longer has a chance of causing attribute damage.
  • The interface for eating food from the floor has been made somewhat more consistent with other floor-item use.
  • Kiku no longer gives the player extra HP while under Death’s Door.
  • Good gods no longer mind the player drinking a little blood, here and there.
  • Elyvilon’s no longer even pretends to care about the player letting their allies die.
  • Pakellas’s Quick Charge is no longer more powerful at 0 evocations than at 27.
  • Stoned creatures no longer stumble.

Happy crawling! Don’t let the death scarabs bite :)

Trunk updates, 27 June 2016

Hi, crawlers! Trunk changes?

  • Spells:
    • New spell: Infestation (L8 Necromancy), found in the Necronomicon. Targets a 5×5 area; victims inside become ‘infested’, and, when killed, friendly death scarabs will pop out. Friends!
    • Alistair’s Intoxication only inflicts Vertigo on the caster if it succeeds in confusing any monsters.
    • Confusing Touch is back to level 1 (and the Book of Cantrips), after its long stay at level 2.
    • Hydra form devouring is no longer limited to victims smaller than a hydra. Yum! Support for extra-spicy meals has also been added.
    • Cure Poison has been removed. From the commit:
      Trivia: This was the last player-castable vestige of the pre-Stone Soup ‘Holy’ spell school. RIP ;_;
  • Monsters:
    • New unique: Bai Suzhen, Madame White Snake. A late-game draconian unique, she casts Summon Hydras; when severely injured, she enters her true form (a water dragon) and becomes surrounded by a ring of storm clouds. Also she gets water breath. Fierce! (this is what the refrance.)
    • Necromancer monsters can now cast Bind Soul, causing nearby monsters to reform as spectral things after death. (Somewhat like Death Channel.)
    • Almost all monster ‘shouts’ are now the same volume. The only exceptions are ‘hisses’, which are half volume, ‘deafening roars’, 1.5x, and ‘deep rumbles’, 2x. Also, pigs now squeal, and a few other monsters have had their shout behaviour changed.
    • Entropy weavers have become faster, but cast Word of Entropy less often. Also, now they’re ant-men, finally answering the question of “what are these weird things, exactly?”
    • Death scarabs lost their miasma trail, but are somewhat tougher.
    • Tzitzimitl no longer have pain or draining brands.
    • Ditto the bennu draining brand.
    • Obsidian statues can now Mesmerise. Stare into their spooky jeweled eyes…
    • Young spriggan druids have been replaced by boggarts. They really were too young to die…
    • The Cloud Mage has come into his or her rightful inheritance: Tornado.
  • Gods:
    • Nemelex Xobeh’s decks have been reworked, again. Current list:
      • Escape: the Tomb, Exile, the Elixir, the Cloud, Velocity, the Shaft
      • Destruction: Vitriol, the Storm, Pain, the Orb, Degeneration, Wild Magic
      • Summoning: the Elements, the Pentagram, the Dance, Foxfire, the Rangers, the

      If it’s not in here and it’s not a wrath effect, it’s not in the game.

    • The Vitriol card applies corrosion to all monsters in LOS.
    • Hep no longer provides additional ‘specialization’ choices beyond the initial ancestor class choice. Ancestor upgrades have been moved from XL21 to XL19 and from XL27 to XL24.
    • Hep’s Transference now drains targets at 5*, rather than slowing them.
    • Hepliaklqana’s ability piety costs are slightly higher.
  • Items:
    • Rapiers have +1 base damage, matching falchions.
    • The amulet of dismissal now only triggers on hits that do at least 10% of the wearer’s max HP.
    • *Drain items and “Harm now apply 50% more draining when taken off.
    • Vorpal weapons are no longer extra-likely to chop off hydra heads.
    • Books can now be ID’d by (r)eading them while on the floor. (Ideally this should be automatic, but it’s not quite yet.)
    • Scrolls of random uselessness can no longer create butterflies. Somewhere, a tiny bell tinkles for the last time…
  • Yiuf’s hut now has a runed door. Poor guy lost his keys… go let him out, wouldn’t you?
  • The minimum, average and maximum number of altars in Temple has increased, by about 2 each.
  • There is now a strong correlation between disco balls and demonic runes.
  • Quite a lot of other new and changed vaults. I shan’t spoil them, but I will say that several contain rare & powerful artefacts. Be on the lookout…
  • Web traps are no longer torn & destroyed when creatures escape from them.
  • The Monk background gains a choice of weapon, but no longer gets a choice of Dg.
  • Storm clouds have a 1/3 per-turn chance of striking (up from 1/4), but have dramatically less ‘spiky’ damage; from 40-131 down to 35-80.
  • You can no longer ID gold.

Happy crawling!

Trunk Updates, 12 June 2016

Hi, crawlers! Summer’s in full swing (or winter, for those of you in the southern hemisphere), so here’s the latest changes from trunk:

  • Potions, scrolls and books can all now be used from the floor, instead of needing to be picked up first. Scrolls of Identify can also be used on floor items.
  • It’s no longer possible to drown from Flight expiring. Instead, if your flight runs out when over deep water (if you can’t swim) or lava, you’ll enter ‘emergency flight mode’ and take heavy drain until you reach solid ground again. (This includes Flight from monster-cast Tornado.) It’s still possible to drown if a flying transformation (e.g. dragon form) expires… for now.
  • In tiles, monster attitudes (e.g. friendly, neutral, etc) are now displayed by coloured circles behind the monster, instead of small icons in the corner of their tile. Should be helpful for ally play, hopefully!
  • Lair is now six floors (-2), and Slime is now five (-1).
  • Gods:
    • To minimize Okawaru-related confusion, Ukayaw is now known as Uskayaw.
    • U’s Line Pass always confuses its victims, but for a shorter duration than before.
    • Hepliaklqana’s slow-on-transference ability has been repeatedly fixed and should hopefully work now. Fingers crossed.
    • H’s hexer ‘specialization’ choice has been moved from level 15 to level 21; instead of choosing between Metabolic Englaciation and Paralyse, Paralyse is a gimme, and the choice is between Englaciation and Mass Confusion.
    • H’s battlemage melee damage has been dramatically increased, and their level 15 specialization choice is now between Bolt of Magma and Force Lance (formerly Iceblast). But that’s probably going get replaced too, so don’t put too much effort into remembering it.
    • Misc ancestor changes: ancestor kills now give full XP (like spectral weapon), but their AC has been reduced somewhat.
    • Nemelex Xobeh’s abilities now use invocations, not evocations.
    • Dithmenos’s Shadow Step can no longer be used on allies, or when you’re a tree.
  • Vampire players can now berserk and transform when merely satiated, without needing to be Full.
  • Demonic guardians (from the demonspawn mutation) can no longer be angered by the player.
  • New monster: meliai, bee priestesses based on obscure Greek mythology. They smite, they sting, they come in packs of three… what more could you want?
  • Asterion’s spectral weapon has been replaced by a Greater Servant of Makhleb.
  • Norris is gone, but Xtahua swiped his Paralyse before he left.
  • Various uniques have had their genders adjusted.
  • Salamander stormcallers have called their last; they are no more.
  • Boxes of beasts & sacks of spiders no longer have charges, but instead have a fixed 25% chance of disintegrating after each use. They now stack.
  • Elemental evokers have been differentiated a little more; the lamp of fire and fan of gales no longer create elementals when used, the phial of floods does less impact damage, and the stone of tremors has been removed.
  • Amulets of harm now increase damage dealt by 30% and damage taken by 20%, instead of increasing both by 25%.
  • Rods can now be gained from misc acquirement, instead of from staff acquirement; accordingly, staff acquirement is no longer available for Troggites.
  • Player-created non-opaque clouds now vanish instantly outside LOS, instead of just dissipating four times faster.
  • Olgreb’s Toxic Radiance does a little less damage, but no longer poisons the caster.
  • Removed cards: Dowsing, Exile, Feast, Focus, Helix, Mercenary and Xom.
  • Removed decks: changes, defense, summoning, wonders, and oddities (the one that you had a 1% chance of drawing from when using any deck). Decks can now only be found by worshiping Nemelex, or possibly from rare vaults.
  • The monster spell Control Winds (on wind drakes, spriggan air mages, and the Cloud Mage) has blown right outta town.
  • The evasion ego, and the randart blowguns that used it, are both no more.
  • Xom will no longer vitrify your surroundings. :(
  • Distortion weapons no longer banish individual kraken tentacles.
  • Ghosts of dead trees no longer get bonus AC.

Happy crawling!

0.18 Tournament Results

Editor’s Note: This post was written by chequers, who put in a great deal of work to make this year’s tournament happen. If you played in it this year, please give him your thanks!

Congratulations to everyone who took part in the Dungeon Crawl Stone Soup 0.18 tournament! This (slightly delayed) post will go over the results and highlights of the event.

More than 2500 players participated, with a third of players collecting a rune, and half of those going on to win.

Some stats, with comparisons to the last tournament:

(Individual images here.)

Individual Winners
First place goes to Yermak, who won comfortably with 6260 points. Yermak has been a regular sight at the top of recent DCSS tournaments, placing second or third in the 0.14, 0.15 and 0.16 competitions. His wins in this tournament include at least one with every species, background and god, making him the first tournament greaterplayer and polytheist!

Second place was taken by Demise. As well as collecting 5648 points, Demise won the fastest game of crawl ever in 41:00 minutes*! As well as second individual place, his clan Distracted by YoutubeDollars** also came in second.

Rounding out the podium, third place is awarded to Ultraviolent4 with 5459 points. Also part of Demise’s clan, Ultraviolent4 had the equal second longest streak of eight wins in a row***.

Clan Winners

Top clan was AWBW – Ban Blowguns – End Needles Violence, led by WalkerBoh (#6) with members MorganLeah, Snack (#9), moose, n1000 and Lasty.

Second place was Distracted by YoutubeDollars, led by Demise (#2) with members BobtheCannibal69, Megaslime, Ultraviolent4 (#3), chequers and krfreak.

Third place goes to The Shining Kimchi, a clan hailing from the Korean crawl community. It was led by irum and made up of Dowan, SilvereR, mooon, sheltermaker01 and thrrja.

Notable Achievements

The most commonly collected banner was “Vow of Courage I: Kill Sigmund before entering the Depths”, earned by 1495 players. The least common was a tie between “The Heretic III: Over the course of the tournament, abandon and mollify nine gods excluding Beogh, Elyvilon, Ru, The Shining One, and Zin.” and “Ruthless Efficiency III: Win the game before reaching experience level 19.”, each collected by just four players.

Yermak had the longest streak of the tournament, winning 10 games in a row. His streak was broken by a d:1 shaft—see, it happens to the best of us!

The most successful ghost was Iamsock‘s, who killed 27(!) players, including themselves seven times.

Most impressive tournament stats goes to xeno23. They played just six games in the tournament and won them all, five of which were 15-rune games. Congratulations!

Finally, a massive thank you to elliptic. For the past five years he quietly coded and ran DCSS’s tournaments. He’s passed on the crown this time around, but without his help and assistance this year’s would have never come to fruition. Cheers!


* as a point of reference, the second fastest win ever took 48 minutes and the average won game is around eight and a half hours long

** full disclosure: your scribe was part of this clan, contributing a mere 7% of points. He probably won’t be invited back next year

*** it would have been nine, but Ultraviolent4 won two games with the Monk background, so the second wasn’t counted. Bad luck!

Trunk Updates, 25 May 2016

Hi, crawlers! The tournament is over, so it’s time for trunk changes. Fair warning: there’s a lot of them! So I broke it up with some screenshots of the new tiles (described near the end), just for you.

  • Gods:
    • Ukayaw the Reveler, god of ecstatic dance.
      • Tactical piety: gain piety by damaging enemies, lose piety extremely rapidly over time.
      • 1*: Stomp: deal damage to all adjacent enemies, increasing with their max HP and with your Invocations skill.
      • 2*: Line Pass: instantly pass through a contiguous line of enemies, confusing some.
      • Solo Time: On reaching 3*, all visible enemies are briefly paralysed, for a time increasing with Invocations skill.
      • Pain Bond: On reaching 4*, all visible enemies gain the Pain Bond status, causing them to share damage taken with other nearby Pain Bonded enemies. This can cascade!
      • 5*: Grand Finale: spend all piety to telefrag target intelligent monster. They explode.
    • Hepliaklqana the Forgotten, god of ancestral memory.
      • On joining, grants a permanent ancestor spirit that fights alongside you. The ancestor increases in power as you level up, and will reappear on a delay after dying or being trapped in the Abyss.
      • 0*: Recall: recall your ancestor. Works across different floors.
      • 2*: Remember Life: choose between Hexer, Knight or Battlemage classes for your ancestor.
        • Hexer: starts out with Slow, Confuse, and a dagger of draining. At XL 15, trades Slow for either Paralyse or Metabolic Englaciation (player’s choice). At XL 21, trades Confuse for Mass Confusion. At XL 27, swaps the dagger for an antimagic quickblade.
        • Knight: starts out with a shield, long blade, and bonus AC. At XL 15, swaps to either a flaming broad axe or demon trident (player’s choice). At XL 21, the shield becomes large & reflecting. At XL 27, the weapon switches to a speed ego.
        • Battlemage: starts out with Throw Frost, Stone Arrow, and a quarterstaff. At XL 15, trades Throw Frost for either Iceblast or Bolt of Magma (player’s choice). At XL 21, swaps the quarterstaff for a freezing lajatang. At XL 27, swaps Stone Arrow for Lehudib’s Crystal Spear.
      • 3*: Transference: swap your ancestor with another creature in LOS. The player is a creature in LOS.
      • 4*: Idealise: heal your ancestor, remove harmful status conditions, and apply the Idealise buff, which increases AC and doubles damage & spellpower for the duration. Duration & healing amount scale with Invocations.
      • 5*: Transference slows enemies adjacent to the target, for a duration dependent on Invocations power.
      • Piety gained by exploration.
    • Many divine abilities have had their hunger costs removed (ABCJMOP1) or increased (KTY).
    • Beogh’s water walking now lasts until you reach shore, even if you drop below the required piety, enter penance, etc. Funny though “drowning by using Smite too many times in a row” was.
    • Pakellas’s wrath no longer drains the player or their devices, but instead passively prevents device use for its duration.
    • Pakellas suppresses Vine Stalkers’ MP draining bite. (It still applies damage & antimagic.)
    • Pakellas no longer gifts potions of magic to mummies.
    • Dithmenos’s Shadow Step can now be used to step into invisible enemies’ invisible shadows.
    • Monsters hated by your god (e.g. wizards for Trog) can once again be temporarily enslaved.
    • Gozag will no longer attempt to bribe your own summons.
  • Deep elf archers no longer fire in melee.
  • Hellions no longer resist fire or are vulnerable to cold.
  • Unrands:
    • The arbalest ‘Damnation’ no longer provides resistances, but does significantly more damage.
    • Firestarter and Frostbite now provide immunity to fire & cold clouds respectively; the duration of the latter’s clouds have increased.
    • The Staff of Olgreb now has a fixed +9 enchantment, rather than varying by the player’s Poison skill.
    • The Trident of the Octopus King now has twice as large an enchantment bonus per Octopus King ring worn; can *you* get the legendary +24 Trident?
    • The Sword of Zonguldrok no longer creates hostile dead (when an enemy dies due to something other than its attacks) or curses itself
    • The Mace of Variability no longer uncurses itself every turn.
  • The amulet of harm is no longer evil.
  • Corrosion slaying penalties now apply to unarmed & auxiliary (e.g. hoof) attacks.
  • All monster-wielded (or dancing) branded weapons are now listed when they come into sight; this should be helpful for noticing, for example, that d:1 goblin with a dagger of electrocution.
  • Spells:
    • Elemental enhancers (e.g. staves of earth, rings of fire) no longer penalise casting spells of the opposite element.
    • Cigotuvi’s Embrace no longer degrades when taking damage.
    • Simulacrum’s duration is somewhat reduced.
    • Dazzling Spray’s damage is slightly lower.
  • Tiles:
    • Jewellery tiles have been completely replaced.
    • Mutant beasts (from the box of beasts) now have custom tiles that display their exact combination of traits.
    • Many more types of zombies, especially those of early-game creatures, now have custom tiles.
    • Many low-level demons have new tiles.
  • X> once again finds the closest set of stairs by travel distance, rather than by grid distance.
  • For the first time in three years, being in water not only claims to prevent player invisibility from working (because of the disturbance you leave), but actually does so.
  • The player being silenced no longer prevents monsters from shouting.
  • Muted monsters can once again bristle with rage.
  • Sheep now bleat.
  • Inscribing an item with “<ice>” no longer crashes the game.

Happy crawling!

Crawl 0.18: “Pakellas’s Packrats”

We’re proud to announce the release of Dungeon Crawl Stone Soup 0.18: “Pakellas’s Packrats”! 0.18 features a new god and many other additions, streamlinings, and general improvements to the game.

Download DCSS 0.18 here, or play it online on one of many servers across the world! The Windows packages are available now, as well as the source; the Linux and OS X binaries should be online within a few days.
Update: The hotfix release 0.18.1 is now available.
Update #2: Linux debs of 0.18.1 are now available.
Update #3: OS X packages are now available.

The release tournament begins on May 6 2016, at 20:00 UTC, with all online 0.18 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.

0.18′s highlights include:

  • 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.

For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.18!

0.18 Beta, Release & Tournament Info

The 0.18 tournament will begin in just over a week! From 20:00 UTC Friday 6 May through 20:00 UTC Sunday 22 May, any 0.18 game played on any of the online servers will count for the tournament. 0.18 will be officially released a few days before the start of the tournament.

The rules page will contain all the details about how to score points and earn banners in the tournament. We’re still settling on the rules for this tournament, but they’ll probably be pretty similar to previous years’.

As usual, clans (teams of up to six players) can be formed and changed until one week into the tournament, so don’t panic if you aren’t on one yet! (Being on a clan isn’t necessary to participate in the tournament, but it can be a lot of fun.)

Once the tournament has started, the tournament leaderboard will contain the current results. (Before tournament start, some scores might briefly appear on this page as we test the tournament scripts, but they are just for testing.)

If you want to get a head-start, the 0.18 beta is now out. It is now playable on our Australian server, CPO, and should be available on other servers soon. Local beta binaries should also be available in the immediate future. (See also the 0.18 changelog.)

See you soon!