0.19.4 Bugfix Release

There’s a new bugfix release of the stable version of DCSS. Source packages and binaries for Windows, OS X, and Linux are all available. We recommend all 0.19 users upgrade to this version. There are two major bugfixes:

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

This release fixes heavy lag reported by Mac OS X trackpad users in version 0.19.3. If you continue to experience any mouse-related woes, please file a bug report on Mantis.

The release also contains an important fix to Temple vault placement. Since 0.19, Temple entrances had been placing only as ordinary stairs and never as part of a vault. I know you’ve been missing that special feeling you get when those Oklob saplings kill you before you ever see the altars. What are you waiting for, download right away!

Some dance to remember, some dance to forget.
-Eagles, “Hotel California”. 1976.

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0.19.3 Bugfix Release

There’s a new bugfix release of the stable version of DCSS. Source packages and binaries for Windows and Linux are available now, with OS X binaries coming soon. We recommend all 0.19 users upgrade to this version. There are four major bugfixes, along with 25 other bugfixes and cleanups:

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

Note that there was no 0.19.2 bugfix release. We tagged that release, but the AMD driver issue was reported and fixed shortly afterwards, so we made 0.19.3 to include that crash fix for the affected users.

Some dance to remember, some dance to forget.
-Eagles, “Hotel California”. 1976.

Update: OS X zips for 0.19.3 are now on the download page.

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!

0.19.1 Bugfix Release

There’s a new bugfix release of the stable version of DCSS. Source packages and binaries for Windows, OS X, and Linux are all available now. We recommend all 0.19 users upgrade to this version. There are two major bugfixes, along with numerous smaller bugfixes and cleanups:

  • Demon tridents are two-handed for small races, as intended.
  • Allow Dith shadow to attack diagonally and to reach.

Keep dancing right on through those memories!

Update: Windows builds on the download page are now 32-bit so we can support all the Windows devices in the wild. 64-bit builds may return in the future if we get a better setup to build and distribute them, but the 32-bit ones will run fine on both architectures.

0.19 Tournament Results

The 0.19 tournament has concluded.

Courtesy of johnstein, here’s how we did this time around!

0.18 to 0.19 Comparison

More graphs here…

Individual Winners

Our champion is once again Yermak, winning 6356 points and 28 victories! Yermak was the champion of the 0.18 tournament, and with this win he joins Tolias as the only players to streak tournaments. Will a challenger oust him in the 0.20 tournament?

The silver medalist is Ultraviolent4 with 5827 points and 20 victories. Ultraviolent4 also won the first victory of the tournament with a FoFi of Okawaru.

Third place goes to p0werm0de with 5823 points and 21 victories, coming in only four points behind Ultraviolent4. Every point matters… p0werm0de also came in third place in the lowest-turncount victories, winning in 21912 turns with a DDFi of Makhleb.

Clan Winners

The best clan was Eublepharis macularius, with Charly (#5), SaintRoka, Sapher, Turgon, Yermak (#1), and pedritolo scoring 20,494 points and 68 victories.

Second place was seized by Cleave Or Leave, with Leszczynek, Enish, kuniqs, murphy, p0werm0de (#3), and vev claiming 18,936 points and 54 victories.

Third place is awarded to Drain the Swamp – End Corrosion in Spider’s Nest, with Ultraviolent4 (#2), Demise, PurpleRed, alcopop, edsrzf, and tabstorm gaining 17,246 points and 50 victories.


The most commonly achieved banner was The Shining One’s Vow of Courage I, to kill Sigmund before entering the Depths, earned by a whopping 1636 players! The most rarely achieved banners, with only four bannerets each, was Vehumet’s Ruthless Efficiency III and Beogh’s Heretic III.

The most dangerous ghost was Philosophy’s, killing 51 characters. Only twelve of these characters were named Philosophy.

The most lethal monster in this tournament was the gnoll, of gnollcrawl fame, ending the hopes and dreams of 4849 characters. The most lethal unique was Sigmund, reaping 1943 characters. (That’s 1.19 kills per Vow of Courage I banner.) One player had his character slain by falling down stairs, another was ended by the capriciousness of Xom (two by Xom’s severe capriciousness), and one was paralyzed and killed by Sup Lies the pandemonium lord.

Charly won the most efficient victory in the tournament, winning a DDGl in 13,275 turns and the highest score with 53562030 points. SpeedrunTech won the most quickly, winning a DDFi in 40 minutes and 18 seconds.

AWBW II Turbo – Hyper Fighting captured the most high scores of any clan, with 38 high scores, ten more than second place, and also scored 7th place in the clan rankings.

Dynast holds the longest streak of the tournament, with fifteen consecutive winners. His streak was beaten into submission by a hobgoblin, scoring 0 points. He held a truly absurd 94.12% winrate, significantly outpacing anyone with more than one win. Eight players scored a 100% winrate, each of them playing only one tournament game and winning that game.

Over three thousand players participated! Amazing! A hearty thanks to everyone for coming together and participating in our community. And especial thanks to all our server administrators, developers, organizers, and contributors for putting in their work, time, and passion to make this tournament possible.

Happy crawling!

P.S. If you haven’t filled out the survey, now is as good a time as any. Your feedback will help us improve Crawl!

Please Take The New DCSS Player Survey!

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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!

Upcoming 0.19 Release and Tournament

The 0.19 tournament will begin next week! From 20:00 UTC Friday 4 November through 20:00 UTC Sunday 20 November, any 0.19 game played on any of the online servers will count for the tournament. 0.19 will be officially released on the 31st of October.

The rules page will contain all the details about how to score points and earn banners in the tournament. Veterans, take note of the new banners for Hepliaklqana and Uskayaw.

Clans can be formed and changed until one week into the tournament. If you’re looking for people to play with, you can find them in the Tavernreddit, Something Awful, or our IRC channel ##crawl on Freenode.

Once the tournament has started, the tournament leaderboard will display the current standings.

See you in the Dungeon!

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!

New Online Score World Record by PurpleRed

The player PurpleRed has set a new overall high score with an amazing Deep Elf Conjurer of Vehumet won with 15 runes in a mere 19,065 turns!

The previous record, a Deep Dwarf Warper of Makhleb won by the legendary Sapher in version 0.17-a, was the culmination of a resurgence of heavy melee characters that has dominated high scoring games for many versions using gods like Makhleb, Cheibriados, and The Shining One together with species good at melee. Although the best “pure magic” Deep Elf won in recent version before PurpleRed returned to speedrunning was still quite fast at 28,416 turns, this is today only good enough for 47th place in the rankings.

Since version 0.17, the removal of controlled teleport and evokable teleport from the ring of teleportation were seen as limitations that might prevent a new score world record from ever being achieved. However not long after winning a 15-rune DECj in an impressive 26,112 turns, PurpleRed ascended this new high scoring game for an incredible 75,249,848 points! Congrats!

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!

XL 9 win by pedritolo!

Player pedritolo has just won a Spriggan Enchanter … at XL 9!

Character sheet and Tavern thread


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!