Archive of ·Tournament·

0.34 Trunk Update and Tournament Announcement

Hello Dungeon Delvers! The 0.34 release is coming soon, and we are pleased to announce a date of Friday, Feb 6th, 2026, at 20:00 UTC for the sixteen day 0.34 release tournament. The feature freeze will be Friday, Jan 23rd. After that point, we’ll stop adding new content and will be making only balance tweaks and bug fixes until release day. A subsequent post will announce the official 0.34 tournament website, but please feel free to start organizing those tournament clans!

Once again, we haven’t had the time to post any trunk updates during the 0.34 development cycle, but there’s plenty of new content! It would take a long time to go into detail on the past eight months of changes. For easy reading, below you’ll find the contents of the current changelog plus some recent updates:

Highlights

  • Players can now carry an unlimited number of consumables.
  • Big overhauls to strategic damage, adding new types and reducing mutation.
  • Dozens more new monsters have been spread throughout the Dungeon.
  • Many new egos have been added for weapons, armour, amulets, and orbs.
  • Troves, the Slime Pits, and the Halls of Zot have received major updates.

Artefacts

  • The faerie dragon scales now has a higher average enchantment, can sometimes come with evokable invisibility, and is a Hexes enhancer.
  • The Mask of the Dragon loses its Will+ and Slay+3 modifiers to gain +2 enchantment and the ability to rarely summon dragons when using invocations,
    with dragon choices scaling to one’s XL.
  • The Orb of Wucad Mu is no longer twice as likely to trigger as other orbs of energy, but now has a chance to apply antimagic to monsters after channelling mp for successful spells casts.
  • The Scales of the Dragon King no longer has Will+, and instead has the new Command ego.
  • The Sword of the Doom Knight has been renamed to the Sword of the Dread Knight.
  • Randarts can now come with a Bane property, which inflicts a Bane on the player when equipped. Randarts with this property have higher enchantment.
  • Armour egos that are not otherwise in the regular randart property pool can now occasionally appear once per randart as the randart’s base ego.
  • Removed unrands: the Sword of Power.

Branches, Environment

  • The Lair of Beasts now contains more decorative vaults as well as increased chances to see decorative vaults each game.
  • The staircases to and from Vaults:5 now have unique tiles and descriptions.
  • The Crypt end vault’s old thematic item rewards have been moved into a unique, guaranteed shop containing a larger quantity of the prior options at high prices.
  • Slime Pits now has slimy stairs and other layout changes:
    • Staircases in the Slime Pits are slimy and can no longer be climbed back up until The Royal Jelly is dead (or the player worships Jiyva).
    • Going down on a slimy staircase confers a status that greatly increases HP and MP regen for a while.
    • All floors are now fully connected, and up and down stairs are placed further apart.
    • Altars to Jiyva are guaranteed on Slime:2-4 with a 50% chance for one on Slime:1.
  • The Depths now more consistently contains threatening minivaults.
  • The Halls of Zot will now contain one of three types of orb monster each game, each wielding a different element and form of strategic damage. The orb type one will encounter that game is indicated via statues placed by the Temple entrance in the Dungeon and the Zot entrance in Depths. This can also be viewed from the the Dungeon overview screen (ctrl+O) once seen.
  • The last floor of Zot contains now contains two Boundless Tesseracts, immobile enemy spawners with fast regeneration.
    • Tesseracts wake up the first time one kills an Orb Guardian. Once a tesseract wakes up, both are automatically detected, and 4 to 7 new monsters will appear outside of the Orb vault.
    • Tesseracts spawn further monsters at random locations across the entire floor an average of once every 50 turns. These will always be outside of the player’s sight until at least 50 monsters have been created this way.
    • Tesseract spawns are specially marked as such, reward no XP, are capped to 60 on the floor at a time, and will continue to spawn in a limited capacity when on other floors.
    • Destroying one tesseract will destroy both, dismiss all tesseract-created monsters, and daze all other monsters in sight of the tesseract for ~9 turns.
  • The Orb status from being in Zot or having picked up the Orb of Zot now also fuzzes the destination of scrolls of blinking by up to two spaces.
  • The depth at which the player enters the Abyss is now based upon their XL, regardless of whether they arrive by banishment or entering a gateway themselves.
    • Abyss shifts can no longer pull the player deeper than they otherwise would have entered it (unless they spend a while there at max XL), and the Abyss will no longer ‘remember’ the deepest depth a player previously reached.
    • Finding the rune on Abyss:4-5 takes longer on average than before.
  • Hell effects can now inflict a small amount of Doom instead of inflicting transient mutations.
  • Troves’ prices and contents have been heavily revised:
    • Troves will no longer ask for any consumables besides scrolls of acquirement and will no longer ask for specific named items from shops.
    • Equipment costs are less common. Demon weapons are all interchangeable and and heavier dragon scales are rarer.
    • The Slimy / Abyssal rune troves and Horn of Geryon troves are more common.
    • Piety troves now use a new debuff that temporarily caps one’s piety at 0 until XP is gained instead of permanently draining it, allowing them to function with more gods than before.
    • New trove costs include accepting pre-announced Banes and being extremely drained.
    • Trove contents are no longer grouped by item category, and contain a slightly lower amount of higher-quality items themed after spell namesakes or unrand items. These items are also far less likely to be useless according to god restrictions or species limits.
    • Potential troves to discover include The Dread Knight’s Derelict Chapel, Eringya’s Secret Bog, The First Justicar’s Armoury, Leda’s Sunken Stockpile, The Lost Hoard of Erebora, The Name-Rending Infernalists’ Reservoir, The Octopus King’s Forgotten Garden, Ozocubu’s Refrigerator, Rutra’s Hidden Sanctum, The Storm Queen’s Palace Crash Site, a devouring Rift, and an orange crystal hatchery.
  • Dispersal traps now have a short cooldown after triggering before they can trigger again.
  • Harlequin’s traps’ chaos lace buff now stacks on top of any other attack brands a monster previously had.

Character

  • Players can now accumulate Doom from enemies and other hostile effects, a new form of medium-term damage displayed as a percentage. Doom has no effect on its own and disappears with gaining experience, but at 100% causes one to gain a random Bane, which itself only disappears with gaining significantly
    more experience differing between Bane types. Banes include:
    • Bane of Claustrophobia, which lowers melee damage and accuracy for each wall the player is adjacent to.
    • Bane of the Dilettante, which reduces the player’s highest weapon skill as well as their two highest magic / invocation / evocation skills.
    • Bane of Electrospasm, which makes suffering electric damage sometimes inflict the -Move status.
    • Bane of Heatstroke, which makes suffering fire damage sometimes Slow you.
    • Bane of the Hunted, which makes any creatures summoned by enemy appear next to the player, last longer, and be better at tracking you.
    • Bane of Lethargy, which slows the player’s movement speed.
    • Bane of Mortality, which gives a chance for reapers to appear near wounded players when no other enemies are around.
    • Bane of Multiplicity, which gives a chance for any monster you fight to create fragile clones of itself.
    • Bane of Paradox, which gives a small chance for each new monster you encounter to learn Manifold Assault with a chance to blink after casting it.
    • Bane of Snow-blindness, which makes suffering cold damage something inflict Blind and Weak.
    • Bane of Stumbling, which inflicts -25 EV when moving or standing still.
    • Bane of Succour, which makes killing enemies heal other nearby enemies based on the slain foe’s max HP.
    • Bane of Warding, which gives a small chance to give groups of monster the Warding buff when first seen, which grants damage immunity from non-adjacent sources of damage.
  • Undead species and forms lose Doom and Banes half as quickly as other species.
  • Player contamination has been heavily adjusted.
    • The exact amount one is contaminated is now indicated as a percentage in the sidebar. Harmful effects begin at 100% and cap at 300%.
    • Crossing the 100% threshold is more likely to result in a bad mutation than before (but very high amounts are less dangerous). Mutations gained this
      way no longer ignore rMut.
    • Explosions from contamination are now possible at a lower threshold, ignore AC, and are more damaging. Their potential damage can be seen on the %
      screen.
    • Many existing effects have been rescaled to be similarly dangerous as before this change.
  • New mutations:
    • Booming Voice, which makes reading scrolls in sight of enemies incredibly loud.
    • Efficient Metabolism, which doubles the duration of potion status effects.
    • Feed Off Suffering, which restores HP and MP after killing poisoned or drained foes.
    • Initially attractive, which sometimes pulls monsters close to the player when first seen (and then sometimes wakes them up).
    • Lucky, which gives a small chance for floor items the player encounters to be randarts.
    • Meek, which provides negative Slaying.
    • Potion Fungus, which sometimes spreads the beneficial effects of potions the player drinks to random enemies and allies in sight.
    • Protean Grace, which gives +Slay and +EV based on how mutated you are.
    • Reckless, which cuts your SH in half but gives +15% damage with two-handed weapons.
    • Spatial Entanglement, which gives a chance of dragging along another hostile monster whenever the player translocates.
    • Spiteful Blood, which may spawn hostile XL-scaling erythrospites when the player is injured below 50% of their max HP.
  • Other individual mutation changes:
    • Electricity Vulnerability is now in the normal mutation pool.
    • Screaming now gives a small chance to shout loudly whenever the player is damaged, rather than when first seeing monsters.
    • Sense Surroundings is now stronger and only has two levels.
    • Teleportitis now gives the player a few turns of a cancellable !Tele! status before they will be teleported towards monsters.
    • Thick Fur can now only be mutated by Trolls and Felids.
    • Weak, Dopey, and Clumsy mutations lower their respective stats by one more (from -2 to -3.)
    • The unsafe potion and scroll mutations are no longer in the regular bad mutation pool.
  • Removed mutations: Berserkitis.
  • Transient mutations are now only removed by slaying a sufficient number of non-trivial monsters, and can no longer roll the three stat loss mutations.
  • Players can no longer instantly become Petrified after being affected with another source of petrification while mid-petrifying. (Petrification and calcifying clouds have become more difficult to resist in kind.)
  • Players have a longer stun immunity after being Vexed, and attack as quickly as their default attack speed would be.
  • Players can now negate intrinsic rPois- with two sources of rPois.
  • Players can stack up to 3 sources of rampage.
  • Performing an attack while rampaging no longer affects the time that movement took. Instead, rampage attacks inflict a half-turn ministun on the target and inflict reduced damage if the player’s attack speed is slower than their movement speed.
  • Players succeeding at certain optional challenges can now obtain unique titles proclaiming their triumph (or madness).

Gods

  • Dithmenos’s shadow mimic no longer fully heals every time it acts while Shadowslip is active. Shadowslip costs more piety, but gives the shadow
    slightly more max HP.
  • Gozag’s Gold Lust passive now properly displays when monsters are affected by it (instead of regularly losing its visual indication before its effects
    ended).
  • Jiyva’s jellies can no longer eat spellbooks.
  • Nemelex’s Orb card now consistently provides more orbs with spellpower, always aims one orb to the aimed target, and home into targets with fairly
    higher precision than previously.
  • Ru’s Draw Out Power now also cures mesmerism and fear.
  • Ru’s Sacrifice Drink and Sacrifice Words passives have been revised: they now both prevent using potions or scrolls with monsters in sight while your HP is high (and have no effect when badly injured).
  • Vehumet’s first level 1 spell gift is now given immediately upon worship.
  • Vehumet’s spell gift choices now account for Conjurations and Alchemy skill, and skew more to average spell skill levels instead of their sums.
  • Wu Jian martial attacks can no longer fail if the player’s attack speed is slower than their movement speed, but will perform a lower damage attack instead.
  • Xom has a new action: slightly Dooming the player.
  • All gods besides the good gods no longer allow rejoining them if one is undergoing their wrath.
  • Several wrath adjustments:
    • Fedhas and Jiyva wraths have been simplified.
    • Ignis’s Fire Champion effect now gives a monster rF+, 7 AC, adds fire damage to their attacks (rather than overwriting their normal effect). It can be applied to a wider range of monsters and sometimes multiple at once.
    • Kiku wrath applies the Sign of Ruin instead of tormenting, has a hard cap on draining for lower amounts that can no longer be resisted by rN+, and also now applies Doom.
    • Okawaru wrath summons are more varied and scale more smoothly to player xl.
    • Qazlal wrath now applies the Banes of Heatstroke, Snow-blindness, and Electrospasm instead of transient mutations of rF-, rC-, or rElec-.

Interface and Options

  • Inventory revamp related changes:
    • The (d)rop menu is now split into 4 different pages for each inventory category: gear, potions, scrolls, and evocable items. The current page can be changed using either left and right arrow keys or Tab and Shift-Tab.
    • New show_paged_inventory option: disables this page behaviour for the (i)nventory screen.
    • Talismans are now considered gear and are (p)ut on instead of e(v)oked.
    • Jewellery autopick-up no longer picks up extra copies of non-artifact jewellery past the max amount one can wear at a time.
    • Dropping consumables now disables them from autopickup by default.
    • The item_slot option has been replaced with gear_slot and consumable_shortcut options.
  • Scrolls of fear, silence, vulnerability, immolation, torment, and all sources of invisibility now have targetting prompts that highlight which monsters will be affected (as well as the chance of affecting them).
    • New force_scroll_targeter option: allows disabling these prompts from scrolls (or adding them for several others).
    • New show_invis_targeter option: disables the prompt for sources of invisibility.
  • Resting now waits by default for all negative effects and transformations, all time-based cooldowns, and all magical contamination to wear off. A new explore_auto_rest_status option allows adding or changing this list.
  • The character overview screen (%) now displays how much damage is prevented by each pip of resistance the player has. A new show_resist_percent option can be used to hide these numbers.
  • Temporary maluses to player AC / EV / SH now always consistently colour those values in the status bar as red.
  • Sighting monsters is now described as “You encounter an X” rather than “An X comes into view.”
    • All uniques now cause a –More– when first encountered.
    • New monster_alert option: allows setting specific monsters or monster threat tiers to make a –More– appear when encountered.
  • When monsters move out of the player’s sight to a known location, the direction they left will be indicated.
  • Monsters with any status effects now list the mechanics of those status effects on a new tab when examined (xv).
  • Sleeping and wandering monsters now display their chance of noticing the player each turn when examined (xv).
  • The “Trivial” monster threat level threshold is now a little higher.
  • Monsters with holy wrath weapons are highlighted by default as having unusual items if one is vulnerable to them by being undead or demonic.
  • The unusual_monster_items option now has new “vulnerable” syntax that allows marking a brand as unusual as long as one has no matching resistance to that brand, and can also stop displaying this at a selected XL.
  • Vault randarts with specified armour egos rolling randarts will no longer show redundant inscriptions (e.g. plate armour of {rF+, rF+}).
  • Examining throwable missiles now displays their mulch chance in-game.
  • New warn_contam_cost option: warns the player before casting Irradiate if it could potentially result in going over 100% contamination.

Items

  • Players now have four separate inventories: 52 pieces of gear (including throwing weapons, and unlimited potions, scrolls, and evokable items. Each inventory uses a separate 52 letters (ie: both a scroll and a potion may be mapped to the same letter at the same time), and most consumables now have default letter assignments when identified.
  • Parchments now replace the majority of spellbooks found in game, each granting knowledge of a single spell.
    • Parchments are much more common than spellbooks used to be, making the total number of spells found in the game roughly equal to previous versions.
    • Floors with shops past the Dungeon and Lair have increasing likelihood to contain an additional parchment shop.
    • Randbooks now only appear in select vaults or via acquirement and Sif Muna gifts.
    • Higher-spell-level are now somewhat rarer early in the game and more common later.
  • New amulets:
    • Amulets of Alchemy, which give an Alchemy enhancer and also grant players a small amount of mp whenever they drink non-useless potions.
    • Amulets of Dissipation, which cause time-based negative status effects to expire twice as quickly.
    • Amulets of Wildshape, which gives +5 Shapeshifting skill.
  • New orbs:
    • Orbs of attunement, which double the enhancers provided by wielded magical staves and also makes melee attacks performed with them restore a small amount of MP.
    • Orbs of glass, which may inflict Fragility on nearby enemies whenever they’re injured, scaling with Evocations skill.
    • Orbs of mesmerism, which inflict Daze on nearby enemies when one is injured by melee attacks, are recharged by not moving, and scaled heavily with Evocations skill.
    • Orbs of pyromania, which give a Fire enhancer and also produces explosions around the wielder whenever they directly kill a monster without using attacks, scaling with Evocations skill.
    • Orbs of stardust, which conjure fast-moving shooting star projectiles whenever the player first spends MP each combat, scaling with Evocations, MP spent, and the number of visible monsters.
  • New weapon egos, each exclusive to a given weapon class:
    • Axes of Sundering, which make every sixth consecutive attack strike for triple damage and cleave with +1 range.
    • Long blades of Valour, which fire short-ranged penetrating beams of energy while their wielders is above 80% of their max hp.
    • Maces of Concussion, which allow their wielders to trample forward whenever they hit, briefly stunning pushed foes and dealing +25% damage if the foe’s back is to a wall.
    • Polearms of Entangling, which may constrict foes they strike.
    • Short blades of Deviousness, which provide temporary Slay and EV after stabbing an enemy and make it easier to do so.
    • Staves of Rebuke, which give +10 SH while attacking and redirect blocked melee attacks to other adjacent foes.
  • New heavy armour egos:
    • Armour of archery, which have halved armour encumbrance penalties for ranged weapons.
    • Armour of command, which gives Summoning spells a success chance and spellpower bonuses based on one’s Armour skill.
    • Armour of death, which gives Necromancy spells a success chance and spellpower bonus, but make all non-Necromancy spells cost as much HP as they cost MP.
    • Armour of resonance, which gives Forgecraft spells a success rate bonus and also increase the damage of the wearer’s melee attacks based on their Forgecraft skill.
  • New other armour egos:
    • Hats of sniping, which increase ranged weapon and thrown item damage against incapacitated foes.
    • Hats and helmets of ice, which give Ice Magic enhancers.
    • Cloaks of air, which give an Air Magic enhancer.
    • Gloves of fire, which give a Fire Magic enhancer.
    • Gloves of parrying, which give SH when using melee attacks, doubled if wielding a two-handed weapon.
    • Boots of earth, which give an Earth Magic enhancer.
  • Hats are now more likely to get egos.
  • Helmets can now get the Light ego, which was previously exclusive to orbs.
  • Shields can now get the corrosion resistance ego, and Tower Shields may be Ponderous.
  • Cloaks of preservation are now renamed to be of corrosion resistance.
  • Further general orb changes:
    • Orbs of energy and orbs of guile now scale their effects with the wielder’s Evocations skill.
    • Orbs of light no longer spawn naturally, but are still given to Monks on starting the game.
    • Orbs are now more common.
  • Talismans are cheaper in shops.
  • Stones are now much less common.
  • Removed items: rings of fire, rings of ice, orbs of wrath.

Monsters

  • Monster staircase behaviour has been heavily adjusted:
    • All monsters now instantly return to the floor they spawned on if they are lured more than three floors away from their floor of origin.
    • Monsters left behind on other floors are now more consistent about approaching and encircling the last staircase they saw the player use.
    • After travelling through any stairs, known or not, monsters the player hasn’t seen before will always skip their first turn.
  • Wandering monsters no longer automatically notice the player whenever you perform attacks, cast spells, or zap wands. In exchange, they are somewhat more likely to notice the player each turn (especially strong monsters).
  • The Slime Pits have many new and returning monsters:
    • Colossal amoebae, which create copies of themselves when they hit foes.
    • Creeping plasmodia, which launch explosive acid spores that can spread weaker plasmodia to other walls.
    • Eyes of draining, rare sights that rapidly drain the player’s maximum HP
    • Morphogenic oozes, whose melee attacks can temporarily turn players into jellies.
    • Slymdras, lethally acidic combinations of hydras and slime creatures.
    • Star jellies, which launch shooting stars when seriously injured.
  • Two new orb types rotate with orbs of fire in Zot each game:
    • Orbs of Winter, which cast Flash Freeze, Ozocubu’s Refrigeration, and inflict a new Ostracism debuff that temporarily reduces one’s piety.
    • Orbs of Entropy, which cast Bolt of Draining, Acid Ball, and inflict Doom upon their foes.
  • New unique: Cassandra, an oracle of Ashenzari who foresees great Doom in your future.
  • Other new and returning monsters:
    • Bes kemwar, magic-weakening maggot spirits for D.
    • Chonchon, chaotic flying heads for Depths.
    • Clockroaches, time-bending warded insects for D.
    • Cognitogaunts, antimagic starghouls for Crypt and Abyss.
    • Crawling flesh cages, augmented ugly things for Vaults.
    • Drudes, new weak Doom-inflicting tier-5 demons for D and the Abyss.
    • Kobold fleshcrafters, abomination makers for Depths.
    • Kobold geomancers, deconstructing earth mages for D.
    • Mountainshells, warded earthshaking tortoises for Lair.
    • Ravens, Doom-inflicting birds for Lair.
    • Rock fish, wall-swimming fish for D.
    • Screaming refractions, crystal injury-mirroring undead for the Abyss.
    • Undertakers, wall-swimming constructs for Tartarus.
    • Zykzyls, the new malmutating tier-2 demon, now focused on hexes.
  • Antaeus trades Flash Freeze for Sleetstrike, a variant of Airstrike that inflicts the Frozen status and deals more damage partially resistible with rC.
  • Blizzard demons trade out Airstrike and Bolt of Cold for Sleetstrike and Deflect Missiles.
  • Bone dragons now breathe clouds of excruciating misery, and now have less health. They no longer appear in Tartarus, and are now more common in Crypt.
  • Cacodemons no longer know Malmutate or Bolt of Devastation, but can cut willpower in half with their melee and cast Doom Bolt: a penetrating bolt that inflicts Doom on hit.
  • Dancing weapons are now explicitly referred to as dancing weapons in-game.
  • Death knights trade Injury Mirror for higher stats, an umbra, and Hurl Torchlight (like the Yred ability), and now place in the Vaults with draugr instead of in late D.
  • Doom hounds have been renamed to oblivion hounds.
  • Draugr replace skeletons as derived undead monsters, losing health for more AC, no speed penalty, an ability to wield weapons regardless of their original form, and Doom-inflicting melee. They are rarer than the previous skeletons.
  • Earth elementals can now move through walls and statues (which grants no innate additional protection beyond cloud immunity), are somewhat faster, and hit slightly less hard.
  • Eyes of devastation are stronger and can come with a single golden eye.
  • Fire bats can no longer rarely spawn over Depths lava and can now rarely spawn over late D lava instead.
  • Glowing orange brains no longer have Brain Bite.
  • Mara now dual-wields demon weapons and has somewhat better body armour.
  • The moon troll now is warded from damage from non-adjacent foes, and loses Dazzling Flash in exchange for Lee’s Rapid Deconstruction.
  • Nekomata no longer have Repel Missiles.
  • Neqoxecs no longer can inflict permanent mutations, but have a new Warp Body spell that deals minor damage and inflicts transient mutations (or Vitrify, if the player has already been repeatedly Warped).
  • Orb Guardians no longer follow stair-using players off of Zot:5 until the Orb of Zot is picked up.
  • Oni incarcerators deal less damage and cast Manifold Assault less often.
  • Purple very / ugly things now have extra Will and antimagic attacks.
  • Reapers have a new non-skeletal flavour and now fly.
  • The Royal Jelly can no longer be banished and can produce star jellies when injured (in addition to the other types of monsters it could already create).
  • Shining eyes trade Malmutate for Mutagenic Gaze, which inflicts contamination over time (but is usable anywhere in line of sight).
  • Sphinx marauders do less damage on average with their airstrike attacks.
  • Sojobo and spriggan air mages now have less EV.
  • Vampire bloodprinces now fly.
  • Void oozes lose their antimagic attack brand for a new Diminish Spells brand, which ignores AC.
  • Void ooze and water elemental Engulfing has been revised entirely. They now inflict a few turns of Flooded status on hit, which deals a low amount of asphyxiation damage each turn and Silences anything that needs to breathe air.
  • Monster purple draconians have slightly less Willpower, and classed draconians have more Willpower.
  • Monster allies should no longer be able to injure the player with explosion spells.
  • Mummy death curses now inflict more Draining, less Torment and Slow, and have a chance to inflict Doom.
  • Monster miniparalysis now consistently lasts 15 aut and is no longer affected by how fast or slow one’s pre-paralysis action was.
  • Monsters with necromancy spells deal more damage with pain brand weapons.
  • Monsters that know Blink and its variations will more consistently cast it to escape nets.
  • Monster Corrosive Bolt now has a higher chance to corrode for higher amounts and does slightly more damage.
  • Monster Bolts of Draining are more accurate.
  • Monster Flash Freeze accuracy is greatly reduced and damage somewhat reduced.
  • Monster Injury Bond’s damage redistribution now removes some damage entirely – those protected still take 50% of the original damage, but the caster now only takes 25%.
  • Monster Lee’s Rapid Deconstruction now more consistently targets brittle players directly (i.e. gargoyles, revenants, and all species in statue-form) and is smarter about using more damaging wall types, when available.
  • Monster mesmerisation effects (including merfolk siren and merfolk avatar songs) now also daze all opposing monsters.
  • Monster Repel Missiles has been replaced with Deflect Missiles, which increases their effective EV against missiles by 24 (previously 15).
  • Monsters’ blindness resistance has been refactored: all sources of Blind outside of light effects, Enfeeble, and divine powers are limited to
    natural / demonic / holy monsters, while light can also work on undead and Enfeeble / most divine Blind effects ignore Blind resistance entirely.
  • Daze now makes monsters skip their actions until they take any damage, instead of giving them a 1-in-4 chance to skip each action (but last less time).
  • Removed monsters: giant cockroaches, Psyche.

Spells

  • Dazzling Flash has been renamed Gloom and moved from Hexes / Fire to Hexes / Necromancy. It is now silent.
  • Enfeeble now inflicts a new Diminished Spells debuff that lowers the target’s spellpower rather than inflicting antimagic.
  • Martyr’s Knell’s shade now has lower max HP and regeneration (to account for the improvement to Injury Bond), but higher AC and EV.
  • Both players and monsters failing to resist Petrification while already petrifying no longer instantly completes the Petrification, but Petrification is slightly more difficult to resist in exchange.
  • Silence no longer has an innate Stealth penalty.
  • Summon Horrible Things now increases the caster’s Doom rather than sometimes inflicting temporary Will- mutations.

Tiles and Other Art

  • New tiles for existing game elements:
    • Monsters: juggernaut simulacra, Maggie, Mara, Polyphemus, sky beast zombies.
    • Sprint specialties: flame-cult kobolds, witches, orb golems.
    • Spells: Confusion Gaze, Mass Regeneration, Vitrifying Gaze, Weakening Gaze.
    • Icons: light egos, frenzied, magnetized, sentinel’s mark.
    • Traps: Archmage’s trap, devourer’s trap, tyrant’s trap.
    • Features: exits out of Sewers + Bailies + the Desolation of Salt + the Crucible of Flesh, stairs to and from Zot:5.
    • Walls: Lair + Gloorx Vloq’s rock walls, Lair + Orc + Elf + Depths entry + Zot:5 + Ossuary + Zonguldrok’s Shrine stone walls, Vaults + Maxwell’s Workshop metal walls, Vaults + Depths crystal walls.
    • Floors: Lair, Elf’s Hall of Blades, Vaults hard vaults, Vaults:$, Zot entry vaults, Cerebov’s fortress, grassy vaults, crystal vaults.
    • GUI: exclusions.
  • New wall and floor tiles for vaults: stone magic shelves, magic crackling stone, vine-coated stone and tile floor, mystic pit floors.
  • New Formicid and caustic shrikes splash screen by YLam.
  • New Gozag and Vaults splash screen by LemurRobot.

We still have a couple weeks left of development for this release. So check out the commit list if you want to see new content and changes that make it in 0.34. Until next time, happy crawling!

0.33 Tournament Results

The 0.33 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 0.33 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.33 games on the public servers.

Congratulations to EnegeticOcto (aka Lici the Crawler) for taking first place in the individual competition, with 112,658 points and 17 wins! Lici won the lowest turncount win (AtCj won in 11,106 turns), the fastest realtime win (a MiFi won in 25:47), had the second highest scoring game in the tournament (a GrEE with 84M points), and had the second most pacific run of the tournament (a SpEn with just 570 kills). Additionally, Lici took 2nd in the Combo Score category with species high scores for Gr and Dj, class high scores for EE, Ne, and Wn, and 8 combo high scores. Finally, and although this isn’t in a tournament category, it’s still impressive: Lici had the first win of the tournament, a MiFi of Gozag won 54 minutes, 17 seconds after tournament start.

Other big winners:

  • Flugkiller: 2nd place overall with 98,012 points and 15 wins. Flugkiller had the second fastest realtime win of the tournament (a MiFi won in 26:12) and the third highest scoring game of the tournament (a HuAl with 69M points).
  • tswn: 3rd place overall with 97,898 and 16 wins. tswn was first in the combo high score category with 4 species high scores (At, Mi, Ko, Tr), 5 class high scores (Br, CA, CK, Fi, Wr), and 13 combo high scores. They also had the 3rd lowest turncount win, a MiFi won in 12,013 turns, and got the second win of the tournament, a MiFi won 59 minutes, 46 seconds after tournament start.
  • questionabletactics: The longest win streak with 17 wins.
  • Sapher: Highest scoring win at 89M points with an ReSu that also set the all-time Revenant species high score.
  • Draconius: The player with the highest adjusted winrate of 91.67% and a true winrate of 100% with 11 GnIE wins.
  • WizardIke: The only player to collect all 24 tier 3 banners.
  • bookman: 1st place in the Nemelex’ choice category by winning 36 Nemelex’ Choice combos.
  • shadowrider38: Most pacific win, a SpEn with only 454 kills.

The clan competition was won by The Knights of B O (captained by EnegeticOcto) with 130,028 points and 1st in the clan high score, banner collection, fastest realtime win, and low turncount win categories. They also took 2nd in the clan combo high scores, win streak, and the most pacific win categories. In 2nd place was Cigotuvi’s Clown Car (captained by TheMeInTeam) with 127,455 points, 1st place in the Nemelex’ choice, win streak, and most pacific win categories, 2nd place in the banner collection, fastest realtime win, and low turncount win categories, and 3rd place in the combo high scores category. In 3rd place was The 27 Club (captained by particleface) with 116,732 points, 1st place in the combo high scores category, 2nd place in the Nemelex’ choice category, and 3rd place in the low turncount win and banner collection categories.

To close out, here are some overall tournament statistics (with the 0.32 numbers in brackets for comparison). 2944 non-bot players started a game at some point during the tournament; of those 2870 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 0.32 statistics.

  • Players: 2,870 (0.32: 2,838)
  • Total player time: 32,484 hrs (0.32: 29,114 hrs)
  • Average player time: 11.32 hrs (0.32: 10.26 hrs)
  • Games played: 89,582 (0.32: 76,121)
  • Players who got a rune: 890 (0.32: 871)
  • 421 winners and 1428 wins (0.32: 421 winners and 1319 wins)
  • Win rate: 1.59% (0.32: 1.73%)
  • WebTiles win rate: 1.52% (0.32: 1.63%) / Console win rate: 4.06% (0.32: 5.43%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.33 release and tournament possible! The 0.34 season has begun, and a trickle of tweaks and bugfixes have already landed in trunk, with many more changes to come for this version. Also look for an important 0.33.1 bugfix release to made soon. That’s all for now, and until next time, happy crawling!

0.33 “Reforge Yourself”

We are pleased to announce the release of Dungeon Crawl Stone Soup: 0.33 “Reforge Yourself”!

DCSS 0.33 features a new magic school, two new playable species, twelve new talisman items, a new portal level, and many new and revamped monsters! For the complete list of these and the many other changes included in this version, see the release page here.

Packages of DCSS 0.33 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

The tournament starts today on Friday May 2nd, 8pm UTC and runs through Sunday May 18th, 8pm UTC, with all online 0.33 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 May 9th, 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 0.33 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.33 and a warm welcome to the first-time contributors.

Alejandro Ramirez, Alex Beloi, Alex Jurkiewicz, Aliscans, Antern, bobross419, Brian Faires, Brian Power, cadi, Charlie Gettys, CipHuK, croikle, Flugkiller, geekosaur, guillaume, Heinrich Ody, jjjingleheimer, Lexi Hattaway, LiciTheCrawler, Matthew Granstrom, mgdelmonte, MikeJHeg, Monkooky, NormalPerson7, Paperbell, perci, person50605, pyy156941, radio-gra, Robert J. Redelmeier, RypoFalem, Samantha Tobias, sdynet, Sean Dewar, SentientSupper, tianmaster, tuohy, William S., WizardIke, Yi Yang, yrdzrfxndfvh, Zen Liu

0.33 Tournament Page

Hello crawlers! We’re letting you know that the official 0.33 tournament page is online! The tournament will run for 16 days from 8pm UTC Friday, May 2nd to 8pm UTC Sunday, May 18th. Please bookmark the 0.33 tournament page and use this page to track your progress throughout the tournament. We have some minor rule changes planned and will update the tournament page as those changes are finalized. As we test the tournament scripts, you may see summaries of test data in the “Overview” page taken from recent 0.33 beta games. Don’t worry, we’ll reset everything before the tournament starts.

The 0.33 release will be made and announced either this Thursday or Friday. In the meantime, the 0.33 branch has been installed on most online servers. On these servers, you can configure your tournament clan in your RC files right now. Good luck in the tournament!

Note: The DCSS scoring pages probably won’t have 0.33 games added until after the tournament. During the tournament, scoring updates will be disabled to conserve resources on CAO. After the tournament, scoring will resume and all games not yet counted will be included. Game records are always permanently stored on each server where the game was played, so no data is lost.

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Trunk Update and 0.33 Tournament Announcement

Hello crawlers! The 0.33 development cycle is nearing a close, and we are pleased to announce a date of Friday, May 2nd, 2025, at 20:00 UTC for the sixteen day 0.33 release tournament. The feature freeze has started today, so we’ve stopped adding new content and will be making only balance tweaks and bug fixes over the next two weeks. A subsequent post will announce the official 0.33 tournament website, but please feel free to start organizing those tournament clans!

We haven’t had the time to post any trunk updates during the 0.33 development cycle, but that’s certainly not due to a lack of content! It would take a long time to go into detail on the past eight months of changes. Hence I’ve put the contents of the current changelog below for easier reading:

Highlights

  • New magic school + background: Forgewrights, building explosive constructs.
  • Two new species: poltergeists and revenants.
  • Twelve new talismans have been added, and Shapeshifters have been reworked.
  • Ghost vaults are moved into a game-long repeating portal, the Necropolis.
  • Yet more new monsters, decorations, and traps spread throughout the Dungeon.

Artefacts

  • New unrands:
    • The Crown of Vainglory, a +3 hat that grants two extra ring slots, but also makes entering floors wake up nearby enemies and temporarily prohibits stair use.
    • The fungal fisticloak, a +3 cloak that also takes up the hat slot, provides another gloves slot, and grants a confusion-branded auxiliary fungus attack.
    • The Justicar’s Regalia, a +5 scale mail that grants an extra amulet slot and gives allies summoned or created by the player the regeneration status.
    • The Skull of Zonguldrok, a talkative off-hand item that grants Reaping brand to one’s attacks and another hat slot (on the skull).
  • The macabre finger necklace now also grants +7 HP.
  • Randart weapons can now be Reaping branded, which now creates spectres.
  • -Cast on the Sword of the Doom Knight, Maxwell’s Patent Armour, and general randarts is replaced with *Silence, which inflicts a short-term silence on 1% of hits on the wielder.
  • +Invis, Harm, and Rampage artefact properties can now be found on talisman randarts.
  • Removed unrands: the Sword of Zonguldrok.

Branches, Environment

  • Ghost vaults have been moved into their own portal, the Necropolis.
    • Portals to the Necropolis can be found up to three times each game: once in D:5-15, Lair, or Orc; once in Swamp, Snake, Shoals, Spider, or Vaults; and once in Elf, Crypt, or Depths.
    • Each Necropolis contains three separate ghost vaults, which are still flavoured and tailored towards the branch a portal entrance is found in.
    • Another 10 ghost vaults have been added.
    • Pre-Lair ghost vaults have been somewhat nerfed, while rewards for many ghost vaults have been increased.
  • New traps, all of which activate when monsters or players step on them:
    • Archmage’s traps, which drain player mp and grant monsters empowered spells.
    • Devourer’s traps, which corrode players.
    • Harlequin’s traps, which grant monsters chaotic attacks.
    • Tyrant’s traps, which weaken players and grant monsters might.
  • New decorations:
    • Walkable: caches of baked goods, floral vases (sometimes broken), flower and garden patches, fountains of eyes, fur piles, infernal standards, mops and buckets (sometimes bloodied), mourning vases, and orcish standards.
    • Solid: enigmatic dynamos and nascence circuits.
    • Destructible: petrified flowers.
    • Walking over fountains now has a chance to produce flavour messages, varying based on the fountain, one’s god, and the absence of hostile enemies in sight.
  • Zot traps now can inflict blindness.
  • The last floor of Crypt now has a 30% chance to contain a sanguine talisman.
  • The clouds of degeneration in Alistair’s Party Mansion are now alcoholic mist, inflicting Vertigo.
  • The orb chamber on Zot:5 no longer has a chance to be completely blocked off by traps, and instead will deploy several of the above newer traps.
  • Frail pillars of rime can be found in Cocytus.
  • Ziggurats have even more exponential scaling for those doing multiple ziggurats.
  • Sprint VII (“The Pits”) has gotten major updates to balance and monster options, while Sprint V (“Ziggurat Sprint”) has had minor updates to the same.

Character

  • Stat drain has been removed.
    • Reaching 0 in any stat (through e.g. items or mutations) now solely makes the player permanently slow until their stats are raised again.
    • Undead players being malmutated now have their HP drained instead.
  • New skill: Forgecraft, used for Forgecraft spells. Most species have Forgecraft apts that are the same as their Summoning apts. Exceptions to this are Mountain Dwarves, Coglins, Yellow Draconians (all +2), Barachi (+1), Demonspawn, Felids, Poltergeists (all -1), Revenants, Minotaurs, and Tengu (all -2).
  • New background: Forgewright, which starts with a +0 hammer (a reskinned mace), a potion of magic, and a variety of Forgecraft spells.
  • Fighters now start with a second potion of might.
  • Shapeshifters now start with a quill talisman, three flux baubles, and a protean talisman, which can be used with 6 or more Shapeshifting skill to randomly transform it into a scarab, rimehorn, medusa or maw talisman. They keep their potion of lignification and start with 1 more Fighting skill.
  • Wanderers can now start with quill talismans, inkwell talismans, flux baubles, protean talismans, or any protean-tier talisman.
  • Reavers now start with knowledge of Rending Blade.
  • Summoners start with knowledge of Eringya’s Surprising Crocodile and Summon Seismosaurus Egg instead of Summon Blazeheart Golem or Lightning Spire.
  • New mutations:
    • efficient magic, making spells cost 1 less (to a minimum of 1 MP).
    • ephemeral shield, granting +7 SH briefly after spells and invocations.
    • poor constitution, inflicting Weak and then Slow on taking damage.
    • time-warped blood, hasting some of your allies when you fall below 50% health, and can only activate again after returning to full health.
  • Berserk players are now immune to fear.
  • Constructs the player makes with their own Forgecraft spells can be nonviolently deconstructed by pressing ctrl+[direction] while adjacent.
  • Fungus Form and Tree Form are both immune to sleep.
  • Paralysis, sleep, petrification, and vex status inflicted on the player all now share the same temporary immunity cooldown.
  • Penalties to body armour AC from talismans and the Deformed Body mutation are now also applied to the AC bonus from training Armour skill. To compensate, the AC penalties of Deformed Body and blade talismans have been reduced, and Naga and Armataurs have their Armour aptitudes increase by 1.
  • Removed mutations: deterioration.

Gods

  • Ashenzari’s curse of Companions now supports Forgecraft as well as its prior skills of Summoning and Necromancy.
  • Cheibriados worshippers are never hasted by potions of haste, and can’t enter penance by deliberately drinking potions of haste.
  • The wraths of Cheibriados and Trog have been simplified.
  • Dithmenos’s shadow mimic also works for Forgecraft spells, creating a shadow turret that can fire through allies.
  • Xom has received more adjustments:
    • Xom’s bazaars have more variety and are less common.
    • Polymorph and draining effects are less dangerous early on.
    • New actions: hyperbuff weak ally, burn webs.
  • All three good gods that care about injuring allies now consistently don’t care about injuring mindless non-living allies (like Forgecraft’s).

Interface and Options

  • Examining equipment and talismans now can show the changes to the player’s spell success chances for each spell if they switched to using that item.
  • Examining spellbooks in webtiles now colours spells according to their usability and whether or not one has the spell in their library.
  • Examining talismans now displays their upsides, downsides, and skill scaling in a more compressed format with additional details.
  • Spell range is now indicated with numbers instead of diagrams.
  • Default target-picking behaviour for spells, abilities, and items has been improved: it is now more consistent at avoiding the player or their allies when aiming harmful area effects and choose more sensible default aims for some utility effects.
  • Ranged autofight should no longer sometimes cast spells at invalid targets (such as Dispel Undead against living monsters in melee).
  • Casting ally-creating spells when there is no nearby room is now automatically cancelled, rather than wasting a turn and one’s MP.
  • Equipping an item that would require unequipping multiple other items (such as with going from a 1-handed weapon + shield to a 2-hander) no longer needs manual unequipping to work.
  • Players can no longer wield non-weapon items.
  • Equipment slots a player species doesn’t have access to no longer show up on the ‘%’ screen.
  • The autopickup menu no longer groups together rings and amulets.
  • The screen is now tinted blue during paralysis and grey during petrification.
  • Examining monsters shows if they can open doors.
  • Confusion on monsters no longer shares an icon with monsters being distracted.
  • Non-monster UI now darkens quote text and can rarely contain flavour text instead of just quotes.

Items

  • New weapon: partisans, uncommon one-handed polearms with higher base damage than demon tridents and the longest swing delay of any one-handed weapon.
  • Talisman skill thresholds have been reworked, with older talismans adjusted upwards in baseline stats for higher thresholds. The new tier summary is now:
    • Tier 1 talismans (old beast talisman): 0 skill minimum, 7 skill maximum
    • Tier 2 talismans (old flux talisman): 8 skill minimum, 14 skill maximum
    • Tier 3 talismans (blade talisman): 12 skill minimum, 20 skill maximum
    • Tier 4 talismans (granite talisman): 17 skill minimum, 25 skill maximum
    • Tier 5 talismans (storm talisman): 23 skill minimum, 27 skill maximum
  • New talismans:
    • Tier 1:
      • quill talismans, providing Quill Form. This melds all auxiliary equipment, but grants retaliatory quills damaging those who attack the player in melee.
      • inkwell talismans, providing Walking Scroll Form. This melds all equipment, increases all magic school skills scaling to one’s Shapeshifting, grants extra max mp, disables casting spells above level 4, and cuts one’s melee damage in half in exchange for a 50% to gain 1 MP on every hit.
    • Tier 2:
      • scarab talismans, providing Sun Scarab Form. This small form melds weapons and armour, carts around a solar ember that cleaves with fire attacks when scarabs attack, and grants Fire-exclusive spellcasting success bonuses.
      • rimehorn talismans, providing Rime Yak Form. This large form melds weapons and armour, makes adjacent walls deal cold damage over a short while on attacks, and grants Ice-exclusive spellcasting success bonuses.
      • medusa talismans, providing Medusa Form. This melds one’s head and cloak slots into a jellyfish, which inflicts poison on random nearby enemies on attacks and which petrifies poisoned enemies when falling to 60% health.
    • Tier 3:
      • spider talismans, providing Jumping Spider Form. This tiny form melds all armour and weapons, but gains Rampage, a small chance for melee to ensnare enemies, short-blade quality stabs, and a special un-aimed jump ability.
      • lupine talismans, providing Werewolf Form. This melds all auxiliary armour, grants a stacking slaying bonus on kills, gives a chance to howl on kills to lock enemies in immobile fear, and grants jumping attacks on afraid foes.
      • wellspring talismans, providing Aqua Form. This melds body armour, provides two extra squares of melee range (stacking with polearms and working with auxes), and granting an ability to waterstrike + waterlog nearby enemies.
      • fortress talismans, providing Fortress Crab Form. This melds all auxiliary armour, multiplies AC from body armour, and can breathe clouds of minorly-damaging, corroding and weakening rust.
    • Tier 4:
      • riddle talismans, providing Sphinx Form. These sphinxes can still wear cloaks and bardings (except for Felids), but meld all other armour and can’t wield weapons. Their unarmed strikes Airstrike their targets, they get major Hexes-exclusive spellcasting success bonuses, and their Hexes apply more easily to all susceptible foes.
      • hive talismans, providing Living Hive Form. This melds body armour and helm slots into a hive with high health + magic regeneration that also releases berserk curare-branded killer bees when the user is sufficiently wounded.
      • sanguine talismans, providing the living-undead Vampire Form. These vampires don’t regenerate with enemies visible, get vampiric attacks at 50% health, can raise a vampiric thrall when killing monsters with stabs, can transform into a swarm of bats that leave sleep-inducing clouds of bats, and have partial torment resistance.
  • Many other talismans have been adjusted:
    • Flux talismans have become stacks of flux baubles, which require less skill and deal more damage but each transformation lasts for only a finite amount of attacks instead of indefinitely.
    • Maw talismans have been lowered down a tier, with the maw dealing less damage and healing on kills for less HP, but can now break through body armour to reduce base AC by 75% instead of melding such entirely.
    • Serpent talismans now transform the user into a two-headed snake that can wear two hats (but no other equipment).
    • Granite talismans now apply a percentage EV penalty and provide additional strength in exchange for less unarmed base damage.
    • Dragon-blood talismans (now dragon-coil talismans) now transform non-draconians into golden dragons instead of fire dragons, changing the corresponding resists; they also get Draconian-style breath charges for a new tri-element breath, but deal less melee damage. Draconians also recharge their breath much faster in dragon form.
    • Talismans of death now uniquely require 26 Shapeshifting at minimum.
  • Talisman / randarts are notably more common throughout the game, with stones made less common in exchange.
  • Talismans no longer meld Gargoyle AC and resists unless they change substances entirely, and never meld away Spriggan move speed.
  • Beast talismans have been removed.
  • Acquirement now gives more out more talismans.
  • Acquirement gives less magical staves overall, but makes more randart staves.
  • Potions of degeneration are now of moonshine and solely inflict Vertigo.
  • Darts of dispersal are now darts of disjunction, which now repeatedly blink a target each turn for several turns and deal damage with each blink.
  • Experience-gated evokers now appear multiple times per game, stack up to a max of +5, and decrease the experience needed to gain charges with each stack.
  • Rings of slaying are no longer rarer than other rings.

Monsters

  • New monsters:
    • Alderkings, fae trees and necromantic masters of Depths.
    • Goblin riders, wvyern-taming cavalry for Bailies.
    • Fravashi, mid-tier warrior-summoning angels.
    • Ironbound Mechanists, dual-wielding forgewright coglins for Vaults.
    • Nekomata, self-cloning ranged cat demons for Pan.
    • Oni incarcerators, Manifold Assault users for Gehenna.
    • Sphinx marauders, masters of winds and minds for Shoals and Vaults.
    • Vampire bloodprinces, sleep-inducing lords of Crypt.
    • Wyrmholes, terrifying relocations drakes for Depths and rarely Zot.
  • Returning monsters:
    • hippogriffs, now nearly exclusive to bailies, now with both Warning Cry and a new damaging wind spell that slowly pulls enemies in.
    • ironbound beastmasters, now with a passive animal and slime hasting aura plus the ability to throw bolas to bind foes in place.
  • New uniques:
    • Nobody, a revenant made from countless forgotten souls, who can burn the memories of their deaths to both heal and change spellsets.
    • Sprozz, an early-game coglin forgewright who casts Clockwork Bee and Nazja’s Percussive Tempering and sometimes drops a Forgecraft spellbook.
  • Apises now have a passive aura that doubles the health of other monsters.
  • Arcanists now have more health and EV.
  • Ball pythons deal less damage.
  • Bennu deal more holy damage.
  • Blood saint and Mnoleg Call of Chaos now can temporarily double monster hp.
  • Monster deep elves and orc high priests now more consistently wear body armour, mostly gaining robes.
  • Creeping infernos now have a fairly large amount of health, move normally towards the player, and deal more damage when they explode.
  • Crystal echidnas deal more damage and are now speed 13.
  • Crystal guardians deal more damage.
  • Elementals in general now have animal intelligence instead of being mindless.
  • Endoplasms no longer have rPois.
  • Glowing orange brains are now unblindable.
  • Iron golems now have less health and EV.
  • Mummy death curses now more frequently drain hp, and the flat damage effects no longer check rTorment.
  • Mutant beasts count as chaotic.
  • Occultists now have more health and EV.
  • Player ghosts now respect the movement speed of their original species.
  • Quicksilver oozes have been renamed, rethemed, and retiled to void oozes.
  • Searing wretches can now swim across lava.
  • Simulacra can now always swim, regardless of their base type.
  • Sin beasts now come in duos in Pan.
  • Plain sphinxes are now “guardian sphinxes”, are stronger overall, and no longer appear in D or in Shoals.
  • Sky beasts lose electric damage and random invisibility to instead deal damage depending on the number of open spaces next to what they hit in melee.
  • Thermic dynamos and undying armouries reward more experience.
  • Water elementals and elemental wellsprings are now amorphous, gaining the same immunity to nets, constriction, and webs jellies have.
  • Mindless non-living monster allies consistently don’t get angry at the player for being hit, and do not disappear if they were summoned or constructed.
  • Removed monsters: quasits.

Species

  • New species: Poltergeists, ghostly trickster whirlwinds. Features:
    • They have the resists and immunities of being both undead and insubstantial.
    • They have six slots that can interchangeably wield auxiliary armour (hats, helmets, cloaks, scarves, gloves, or boots), but cannot wear body armour.
    • Whenever enemies are debuffed, they gain AC scaling to their XL.
    • At XL 13, they gain the ability to expand into a whirling cacophony, noisily animating each piece of armour worn into allies that try to stay close to the player and which can inflict random debuffs.
  • New species: Revenants, memory-burning mystic skeletons. Features:
    • Whenever they cast damage-dealing spells, they automatically attack a nearby monster with the highest health.
    • At XL 3, they start gathering memories from slain foes, charges they may burn away all at once to make that many damage-dealing spells cost 0 mp, be easier to cast while ignoring encumbrance penalties, and get extra power. Spell-activated automatic attacks during this also heal the player.
    • At XL 3, they also gain knowledge of a random level 1 destructive spell.
  • Formicids now may wield an additional pair of gloves.
  • Merfolk Long Blades apt is lowered from +2 to +1, and their Polearms apt is increased from +3 to +4.
  • Mountain Dwarf Summoning apt is lowered from 0 to -2.
  • Enhancer staves are now one-handed instead of two-handed for spriggans and kobolds.
  • Vampires and ghouls have been removed.

Spells

  • New spell school of Forgecraft: thematically a school of constructing bombs, cannons, and limited automata, mechanically a mostly-ally school more focused on direct damage and blasting than Summoning, and design-wise a new means of providing more cross-school spells and pivoting options.
  • New Forgecraft spells:
    • Kinetic Grapnel (L1 FC): A weak physical projectile connected to one’s weapon that guarantees the next melee attack hits and deals extra damage.
    • Construct Spike Launcher (L2 FC): Builds a spike launcher in a random adjacent wall, which launches spikes at random adjacent targets.
    • Launch Clockwork Bee (L3 FC): Targets a monster to wind up and ready a clockwork bee over several turns, which can be rewound up when it collapses.
    • Rending Blade (L4 FC / Conj): Temporarily transforms all of the caster’s mp into a blade that pierces through enemies whenever the caster attacks.
    • Nazja’s Percussive Tempering (L5 FC): A healing and buffing spell for Forgecraft summons that also produces an ally-avoiding physical explosion.
    • Alistair’s Walking Alembic (L5 FC / Alch): A summon that vents poisonous fumes as it attacks to brew various beneficial potion effects.
    • Fortress Blast (L6 FC): A highly-damaging blast that takes several turns to charge up and pins the caster in place, but which solely scales off of AC.
    • Forge Phalanx Beetle (L6 FC): A summon that always tries to stay by the caster’s side and protects them with an AC boost if adjacent.
    • Forge Monarch Bomb (L6 FC / Fire): Creates a bomb factory that launches bomblets on top of enemies, both of which only detonate on recast.
    • Diamond Sawblades (L7 FC): Places up to four sawblades on diagonals around the caster that shred everything around them each turn.
    • Splinterfrost Shell (L7 FC / Ice): Raises up several sturdy walls around the player that fire off as heavily damaging icicle salvos if broken.
    • Platinum Paragon (L9 FC): A metallic apotheosis of a single ally that replicates a given artefact weapon, blocks attacks for the caster, does extra attacks with player attacks, and can hit large areas by recasting the spell when charged-up.
  • The following spells have moved to Forgecraft:
    • Summon Lightning Spire: now “Forge Lightning Spire”, Summ/Air -> FC/Air.
    • Summon Blazeheart Golem: now “Forge Blazeheart Golem”, Summ/Fire -> FC/Fire.
    • Animate Armour: now “Awaken Armour”, Summ/Earth -> FC/Earth.
    • Iskenderun’s Battlesphere: L5 Conj -> L4 FC/Conj.
    • Hoarfrost Cannonade: Alch/Ice -> FC/Ice.
    • Spellforged Servitor: now “Spellspark Servitor”, Summ/Conj -> FC/Conj.
    • Hellfire Mortar: Fire/Earth -> FC/Fire/Earth.
  • New other spells:
    • Eringya’s Surprising Crocodile (L4 Summ): Creates temporary shallow water and a lunging crocodile all at once to drag an enemy and the caster back.
    • Summon Seismosaurus Egg (L4 Summ / Earth): Creates an egg that will hatch into a mighty dinosaur if the caster stays next to it with visible enemies.
    • Detonation Catalyst (L5 Fire / Alch): Gain a buff that makes non-cleaving melee attacks explode for damage scaled to damage dealt, avoiding allies, and which lasts for very little time if the user stops attacking.
    • Sphinx Sisters (L7 Summ / Hexes) that summons a pair of riddling sphinxes, one guardian and one maurader, to debilitate the enemies with hexes and batter them with violent winds.
  • Spell changes:
    • Awakened Armours now equip a replica of the body armour they’re echoing.
    • Battlespheres last longer at lower spell power, are better at pathing towards their target, and will target the most proportionally damaged foe if possible.
    • Ensorcelled Hibernation’s sleep no longer can be interrupted by noise or failing stealth checks, and has a slightly higher minimum duration.
    • Hellfire Mortar now scales heavily with spellpower, deals more damage, has longer mortar range, and pushes back singular flying foes.
    • Lightning Spires now target the furtherest-away foe, if possible.
    • Maxwell’s Capacitive Coupling can no longer be started without a visible monster in sight of the caster.
    • Maxwell’s Portable Piledriver can now be aimed and can push a connected line of lined-up enemies all at once.
    • Mephitic Cloud is now flavoured as throwing a non-damaging flask of fumes.
    • Mercury Vapours is now Poisonous Vapours, moved to level 1, no longer inflicts Weak, inflicts less poison status, and deals a small amount of flat
    • AC-ignoring damage against targets without rPois.
    • Permafrost Eruption’s damage has been lowered.
    • Rimeblight now chains to two other targets on cast and now reliably spreads on death instead of also spreading through its explosions.
    • Sculpt Simulacrum’s simulacra now attack the turn they finish forming.
    • Sting is now Mercury Arrow, moved to level 2, no longer inflicts the poison status (but still partially checks rPois), and gains Mercury Vapours’ previous HD-check area-of-effect Weak status.
    • Summon Horrible Things now has a chance to inflict a Will-lowering temporary mutation with each cast.
    • Teleport Other is now smite targeted.
  • Spells that can’t miss are no longer affected by player blindness debuffs.
  • Monstrous Menagerie is removed as a player spell, but is still used by Kirke.

Tiles and Other Art

  • New tiles for existing game elements:
    • Abilities: Accepting Makhleb’s infernal marks.
    • Features: altars to Fedhas, altars to Xom, caches of meat, granite statues in Depths and Zot.
    • Items: all forms of leather armour.
    • Monsters: apises, boggarts, brain worms, creeping infernos, culicivora, great orbs of eyes, living spells, ophanim, rakshasa, scrub nettles, shapeshifters and glowing shapeshifters, sky beasts, all tengu types.
    • Mutation icons: big wings, demonspawn demonic touch, mp-powered wands, screaming, subdued magic, tendrils, pseudopods, wild magic.
    • Plants, both regular and withered.
    • Player dolls: Coglins.
    • The prune curse from the glaive of Prune.
    • Ru sacrifices: sacrificed eye, sacrificed hand.
    • Species passives: barachi hops, demigod divine attributes, djinn flat hp, human explore regen, mertails.
    • Spell components: Hoarfrost Cannonade, Hellfire Mortar.
    • Spell icons: Blazeheart Golem, Dazzling Flash, Fulsome Fusillade, Hellfire Mortar, Hoarfrost Cannonade, Lightning Spire, Magnavolt, Permafrost Eruption, Spellspark Servitor, all remaining monster-only spells.
    • Starting screen icons: high scores.
    • Unrands: the robe of Augmentation, Brilliance and its brand, Firestarter, Punk’s acid brand, the robe of Folly, the sword of the Doom Knight, and the toga “Victory”.
    • Visual effects: airstrike, draining gaze, doom howl, entropic weave, fire storm, fulsome fusillade, ice blasts, magma, manifold assault, mephitic cloud, mystic blast, potion petition, sap magic, sentinel’s mark, wand of warping.
    • Walls: Vaults and Trove rock.
  • Pandemonium now has unique stone wall tiles for regular floors and unique wall tiles for each of the unrand Pan lord vaults.
  • Gehenna now has unique stone wall tiles.
  • Depths and Zot now have unique metal wall tiles.
  • Webtiles now has the banishment animation offline tiles uses.
  • New oni splash screen by benadryl.

That’s all for now, so until the next update, happy crawling!

0.32 Tournament Results

The 0.32 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 0.32 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.32 games on the public servers. The only major rule change compared to the 0.31 tournament is that the Ziggurat category scoring was capped at 5 completed zigs. Zigs completed past 5 are still displayed for bragging rights, of course!

Congratulations to Flugkiller for taking first place in the individual competition, with 114,782 points and 27 wins! Flugkiller won the most Nemelex Choice combos (19), got all tier 3 banners, one of only two players to do this, and took 1st in the Piety category. He also got the second-fastest real-time win, a MiFi won in 00:24:58, and won the second-highest scoring game, an AtCj with 74M points.

Other big winners:

  • TheMeInTeam: 2nd place overall with 97,543 points and 22 wins. TheMeInTeam tied for the longest win streak of the tournament with 10 wins, and was 2nd in Nemelex Choice combos (18 wins) and Piety categories. He was also 2nd in the Combo High Scores category, with species high scores for Coglin (CoWn) and Kobold (KoCa), the Hexslinger class high score (MDHs), and high scores for 8 combos in total.
  • BerryKnight: 3rd place overall with 93,883 points and 11 wins. They won the 2nd most pacific game of the tournament, a MiFi with just 1044 kills, and took 3rd in the Combo High Scores category with a DgSh that took the Dg species and Sh class high scores and the Na species high score.
  • TallOdds (aka CarefulOdds): Tied with TheMeInTeam for the longest win streak with 10 wins.
  • Sapher: Highest scoring win at 98M points with an FoEE that also set the all-time Formicid species high score!
  • p0werm0de: Fastest realtime win with a 0:24:57 MiFi.
  • acrobatsimulacrum: The only other player along with Flugkiller to collect all 24 tier 3 banners.
  • RepoMan: 1st place in the Combo High Scores category with 6 species and 6 class high scores. Legends say that RepoMan won all these games using Wu Jian and a certain wiki guide.
  • zran (aka narz): Lowest turncount win, a GnEE won in 11,445 turns.
  • sentinel: Most pacific win, a TrDe with only 964 kills.
  • qw (bot): The third win of the tournament, a GrFi of Okawaru won in only 8 attempts. A 12.5% winrate is very good for qw and represents a combination of good luck and recent improvements to its code.
  • The first three wins of the tournament were by EnegeticOcto (a MiFi in 0:54:59), tempest (a MiBe in 1:37:22), and qw (a GrFi in 1:50:46).

The clan competition was won by XOMS CoCKtail Party (captained by EnegeticOcto) with 131,548 points. They bested the 2nd place clan in the Combo High Scores (1st overall), Best High Score (1st overall), Fastest Realtime Win (2nd overall), Lowest Turncount win (1st overall), Most Pacific win (1st overall), Banner Collection (tied for 1st overall), and Piety (1st overall) categories. In 2nd place was Artifact Hats Only – Cosplay (captained by TheMeInTeam) with 117,174 points, 1st place in the Streak Length and Nemelex Choice categories, 2nd place in the Piety and Banner Collection categories, and 3rd place in the Fastest Realtime Win category. In 3rd place was TeamSplat (captained by Mandevil) with 98,358 points and 2nd place in the Most Pacific Win category.

To close out, here are some overall tournament statistics (with the 0.31 numbers in brackets for comparison). 2,904 non-bot players started a game at some point during the tournament; of those 2,838 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 0.31 statistics.

  • Players: 2,838 (0.31: 2,728)
  • Total player time: 29,114 hrs (0.31: 30,498 hrs)
  • Average player time: 10.26 hrs (0.31: 11.18 hrs)
  • Games played: 76,121 (0.31: 71,851)
  • Players who got a rune: 871 (0.31: 861)
  • 421 winners and 1319 wins (0.31: 454 winners and 1367 wins)
  • Win rate: 1.73% (0.31: 1.90%)
  • WebTiles win rate: 1.63% (0.31: 1.85%) / Console win rate: 5.43% (0.31: 3.59%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.32 release and tournament possible! The 0.33 season has begun, and changes are already commit storming in. In the development branch, you can already try out several new player mutations, experience new and reworked Pandemonium monsters (both holy and demonic), and see some awesome new tile art! Also look for an important 0.32.1 bugfix release to made this week. That’s all for now, and until next time, happy crawling!

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0.32 “Gods and Makers”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.32 “Gods and Makers”!

DCSS 0.32 features redesigns of four gods, two new playable species, eleven new spells, many new and revamped monsters, as well as new decorations throughout the Dungeon! For the complete list of these and the many other changes included in this version, see the release page here.

Packages of DCSS 0.32 for Windows, OS X, and Linux are all available from the download page. You can also play it online on one of many servers across the world!

The tournament starts on Friday August 30th, 8pm UTC and runs through Sunday September 15th, 8pm UTC, with all online 0.32 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 6th, 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 0.32 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.32 and a warm welcome to the first-time contributors.

910rd, Alex Jurkiewicz, Aliscans, Andrew O’Neill, bjiorn, caryoscelus, Christopher Partin, Chuck Sellick, CipHuK, DevJac, elliottbernstein, geekosaur, grumposus, Isaac Clancy, Lexi Hattaway, mainiacjoe, mgdelmonte, michaelhunter27, Monkooky, NormalPerson7, orjb1, Quinten Konyn, RypoFalem, Rytis Petronis, Sean Dewar, SentientSupper, Wizard Ike, yrdzrfxndfvh, Zhang Kai

0.31 Tournament Results

The 0.31 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 0.31 release and tournament possible!

For 16 days, players could compete for tournament points and banners by playing 0.31 games on the public servers. The only major rule changes compared to the 0.30 tournament were the addition of a Gem Collection category, making Uskayaw’s banner be based on gems, and allowing Felids to win the Ruthless Efficiency banner.

Congratulations to Sergey,  for once again taking first place in the individual competition, with 115,521 points and 16 wins! Sergey got the most points for combos won, with species high scores for HO and Hu, and class scores for Hu and Wn, won the most pacific game (a SpEn with only 421 kills), achieved an 8 win streak (3rd best overall), a 64M HuEE high score (3rd best overall), collected 17 tier 3 banners, and won 6 Nemelex’s Choice combos.

Other big winners:

  • Wizard1ke: 2nd place overall with 106,191 points and 28 wins. Wizard1ke was the only player to collect all 24 tier 3 banners, and had the most points in the piety category, reaching max piety with 21 gods and winning with 21 gods. They also got the second most points for combos won, including the Te, Dj, and On species high scores, and won 13 Nemelex Choice combos.
  • Flugkiller: 3rd place overall with 99,209 points and 13 wins. He got a 0:25:20 realtime MiFi win (2nd overall), collected 19 tier 3 banners (2nd overall), won a TrFi in only 14,063 turns (3rd overall), got a 7 win streak, and won 6 Nemelex Choice combos.
  • TheMeInTeam: Longest win streak with 19 wins and highest in the winrate category (won 22 of 23 games played).
  • Sapher: Highest scoring win at 91M points with an OpEE.
  • EnegeticOcto: Fastest realtime win with a 0:22:48 MiFi.
  • qw: Fastest realtime win by a bot with a 0:10:50 DjHu. qw won 3 games this tournament, including first ever wins of Dj and Dg (with DgHu). It also got 3 runes twice this tournament with SpHu.
  • zran: Lowest turncount win with an AtCj winning in 10,274 turns.
  • bookman: 23 Nemelex’s Choice wins, the most in the tournament.
  • The first three wins of the tournament were by FlugKiller (a MiFi in 0:46:25), ShadowRider38 (a MiFi in 0:41:59), and p0werm0de (a MiFi in 0:27:52; 3rd fastest realtime win overall!).
  • The last win of the tournament was by sewnkin, an OnEE that ascended 14 seconds before the end of tournament.

The clan competition was won by Retired Ogres Bocce Club (captained by EnegeticOcto) with 132,494 points. They bested the 2nd place clan in the Combo High Scores (1st overall), Best High Score (1st overall), Fastest Realtime Win (1st overall), Most Pacific Win (1st overall), Fastest Realtime (1st overall), Low Turncount (1st overall), Banner Collection (tied for 1st overall), and Piety (1st overall) categories. In 2nd place was The TeAM in MeEE-Cosplay(captained by TheMeInTeam) with 102,015 points, and first place in the Streak Length category, and 2nd place in the Piety and Nemelex Choice categories. Not far behind in 3rd place was Harold and a Few Mara Go to Wight Castle (captained by Wizard1ke) with 98,358 points, and 2nd place in the Combo High Scores, Best High Score, Low Turncount Win, and Most Pacific Win categories.

To close out, here are some overall tournament statistics (with the 0.30 numbers in brackets for comparison). 2,817 non-bot players started a game at some point during the tournament; of those 2,728 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 0.30 statistics.

  • Players: 2,728 (0.30: 2,708)
  • Total player time: 30,498 hrs (0.30: 30,426 hrs)
  • Average player time: 11.18 hrs (0.30: 11.24 hrs)
  • Games played: 71,851 (0.30: 69,571)
  • Players who got a rune: 861 (0.30: 926)
  • 454 winners and 1367 wins (0.30: 454 winners and 1433 wins)
  • Win rate: 1.90% (0.30: 2.06%)
  • WebTiles win rate: 1.85% (0.30: 1.94%). Console win rate: 3.59% (0.30: 6.18%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.31 release and tournament possible!

The 0.32 season has begun, and changes are already in motion. We have two online experimental branches that implement a new Steel Elf species and redesigns the gods Beogh and Yredelemnul. The Legends Say that Watch this space for further information as the 0.32 trunk update posts begin to flow. Until next time, happy crawling!

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0.31 “The Alchemy of Forms”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.31 “The Alchemy of Forms”!

DCSS 0.31 features some major spell school and starting background changes, a variety of new spells, many dangerous new monsters, and some major species changes.

The Transmutations forms spells have been moved into talisman items, which allow permanently shifting into forms based on the new Shapeshifting skill. The remaining Transmutations spells and the Poison Magic spells have been merged into a new Alchemy school. The Shapeshifter and Alchemist starting backgrounds replace Transmuter and Venom Mage, respectively. To support these changes, this release adds 4 new spells, sees 7 spells reworked into improved replacements, and has many tweaks to the levels and schools. In fact it’s a bit too much for me to write up as we’re getting ready for tournament! So please check out the “Spells” section of the release for full details.

The new Oni species replaces Ogres. Oni love a good drunken brawl, gaining double effect when drinking any potion that restore HP or MP, and also perform an immediate cleaving melee attack. They are otherwise similar to Ogres, but also have horns and some increased apts. Starting at XL 7, Armataurs now regenerate HP and MP while rampaging. They also lose their double potion effect, and no longer read scrolls slowly. Felids now have an extra life at XL 1 and don’t lose XLs when dying. Tengu have an inherent acrobat effect (like the amulet) at XL 1, and gain 4 EV at XL 7 instead of gaining an EV bonus and fast movement. Humans gain the exploration healing effect formerly found on Meteorans, which are no more. Instead, players of any species can now rush to find gems stashed at the end of many branches as achievement items.

Download DCSS 0.31 here or play it online on one of many servers across the world! Packages for Windows, OS X, and Linux are available now. See the full list of changes on the release page here.

The tournament starts on Friday January 19th 8pm UTC and runs through Sunday February 4th 8pm UTC, with all online 0.31 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 January 26th 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 0.31 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.31 and a warm welcome to the first-time contributors. (Let us know if someone is missing, this data is tricky to collect in bulk!)

910rd, aedyr, AlexanderPosch, Aliscans, Alvin, Anabel, Antal Spector-Zabusky, CipHuK, cureja, DevJac, geekosaur, Jared Miller, kippig, laserbat, MainiacJoe, mgdelmonte, Monkooky, Nephila Hirsch Oliveira, NormalPerson7, orjb1, Perren Yang, Quinten Konyn, Roadster Tracker, Rosstin Murphy, RypoFalem, Rytis Petronis, sandertyu, sdynet, Sean Dewar, Sebastian Zivota, Skrybe, yrdzrfxndfvh, Zhang Kai

0.31 Tournament Page

Hello crawlers! We’re letting you know that the official 0.31 tournament page is online! The will run from Friday January 19th, 8pm UTC to Sunday February 4th, 8pm UTC. Please bookmark the 0.31 tournament page and use this page to track your progress throughout the tournament. We have some rule changes planned and will update the tournament page with any changes. As we test the tournament scripts, you may see summaries of test data in the “Overview” page taken from recent 0.31 beta games. Don’t worry, we’ll reset everything before the tournament starts.

The 0.31 release which will be made and announced either this Thursday or Friday. In the meantime, the 0.31 branch is being rolled out to our online servers. Servers CBR2, CKO, and LLD all have it available, with more to come soon! You can configure your tournament clan in your RC files right now on one of those three servers, or simply wait until your favorite official server has 0.31 installed. Finally, we’re finishing up one last belated Trunk Update to fill you in on the torrent of changes we had in December. So stay tuned, and good luck in the tournament!

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Trunk Updates 11 December 2023 and Tournament Announcement

Hello crawlers, and welcome to the ultimate trunk update of the year! The 0.31 development cycle is (finally!) nearing a close, and we are pleased to announce a tentative tournament start date of Friday, Jan 19, 2024, at 20:00 UTC for the sixteen day 0.31 Release tournament. We’ll shift towards bug fixes and balance as we get closer to 0.31′s release, sometime before the start of the tournament. More details about the tournament, including a tournament website and rules changes, will be available here!

A heads-up also that crawl.kelbi.org will be shutting down after the tournament. Many thanks to Floraline for their years of hard work maintaining the server! We’ll have news on a replacement server sometime in the coming few months.

Looks like we somehow have not even posted one trunk update since 0.30 released (!), so to fit all the major changes in, this post will be a little more condensed than usual. I’ll still try to sneak in one or two fun things, and the changelog has more details on some things.

  • Shapeshifting and Transmuting:
    • Form spells have turned into a new type of item, ‘talismans’.
    • Talismans are very rare items that, when used, transform the user into a corresponding form until they choose to leave it.
    • A new skill, Shapeshifting, governs use of talismans. Like Spellcasting, the ‘default’ (human) aptitude for this is -1.
    • Form changes:
      • Beastly Appendage has been replaced by Beast Form, provides innate Slaying but melds all auxiliary armour.
      • Spider Form has been replaced by Flux Form, which causes melee attacks to magically contaminate and explode victims. It melds weapons, shields, and body armour.
      • Ice Form has been replaced by Serpent Form, which transforms the user into a massive, foe-crushing python.
      • New form: Maw, which opens a horrible, foe-devouring second mouth in the user’s chest. It grants an auxiliary bite attack and sometimes heals the user when they kill foes in melee, in exchange for melding body armour.
      • Lich Form has been replaced by Death Form, which severely debilitates foes struck in melee and grants an active ‘Siphon Essence’ ability that torments nearby foes to heal the player. It’s otherwise similar.
      • All forms have had their stats adjusted and scaling rebalanced.
    • A new background, Shapeshifter, replaces the Transmuter start. Shapeshifters start out with two talismans, Beast and Flux.
    • The Transmutations skill continues to support use of the ~ten remaining Transmutations spells. There are no current plans to remove it.
    • You can read more about the motivation for these changes here and here. Note that many of the implementation details have changed since those were written.
  • Hexslingers:
    • Hexslingers have had their starting spell set vigorously reworked.
    • New L2 Hex spell: Jinxbite. Deals additional Will-checking damage to foes attacked while its duration lasts, but also halves the caster’s will. Lots of faerie laughter is involved.
    • New L3 Hex spell: Sigil of Binding. Creates two magical traps nearby, which temporarily bind hapless victims in place. Don’t step in these yourself!
    • New L4 Hex spell: Dimensional Bullseye (replacing Portal Projectile). Targets a foe and teleports all shots fired at other foes to also hit the chosen unfortunate.
    • Inner Flame and Cause Fear are still included. Slow is no longer in the starting spell set.
  • Uniques:
    • New: Jeremiah, a peaceful barachi trapped between sleep and waking. Their dreams leak into reality in a stream of beautiful butterflies.
    • Returned and revamped: Norris, a death cultist who surfs into battle with a gang of skysharks.
    • Maurice is now a vine stalker, with high regen and antimagic bites.
    • Erica is now an octopode, with constriction and a more focused spell set.
    • Frederick has a new spell set.
  • Other monsters:
    • New and returning:
      • Kobold blastminers, who blast enemies with alchemical cannons and get sent flying backwards by the recoil.
      • Brain worms, which eat magic and minds alike
      • Glass eyes (replacing floating eyes), which vitrify victims to make them fragile as glass.
      • Formless jellyfish, which constrict and sting for single-turn paralysis.
      • Arcanists, a kind of fairly dangerous vitrifying wizard.
      • Crocodiles, which drag victims backward.
    • Alligators and reapers are now somewhat weaker, but drag victims backward.
    • Ufetubi and tengu warriors now slip behind their foe before meleeing.
    • Tengu reavers now have rMsl.
    • ‘Wizard’ has been renamed to ‘occulist’ and is now somewhat stronger.
    • Great orbs of eyes have a new spell set, and are slightly stronger.
    • Deep Elf Elementalists now cast LRD instead of Awaken Earth.
    • Red very ugly things now do direct fire damage instead of sticky flame.
    • Abominations’ speed is no longer randomized. (Did you know it was..?)
    • Behavioral changes:
      • Attacks of opportunity have been reworked. Previously, whenever players moved away from a same-speed-or-faster monster, the monster had a 1/3 chance of launching a free melee attack. Now, they launch such attacks only if they move to follow the player, and there’s a chance for the attack to cost a small amount of their time (so they can fall behind). The old ‘random energy’ effect, causing monsters to have a chance of gaining or losing a small amount of time when moving, has returned specifically when monsters are pursuing the player. Some discussion of the reasoning for these changes: A, B, and C. The last of those describes an experimental ‘hot pursuit’ section which has since been removed, but ‘history’ section remains applicable.
      • Giant monsters can now be ensnared by webs and nets.
      • Jellies can no longer be netted or constricted.
      • Allied undead no longer become angry when damaged.
      • Monsters no longer use up charges when zapping wands.
      • Monsters can no longer use scrolls or potions.
      • Some monsters now have special dialogue after killing the player.
  • Other species changes:
    • At XL 7, Armataurs now gain temporary regeneration when they roll (rampage) toward foes. Their base health has been decreased to compensate.
    • Felids now get an extra life at XL 1, don’t lose XLs on dying, and have somewhat more base health. They no longer have fast movement – see here.
    • Tengu now have inherent Acrobat (+15 EV after moving/waiting) at XL 1, and gain +4 EV at XL7 instead of a 20% EV bonus.
    • Mummies now get their first necromancy enhancer at XL 1, not 3.
    • Vine Stalkers now get regeneration at XL 1, not 4.
    • Djinn now use all magic skills, instead of only Spellcasting. Djinn can only choose to train all magic skills or none. This is pretty similar to how they worked before, but means that e.g. they can now use skill manuals, do elemental staff or pain brand damage, and care about other types of Ashenzari skill curses.
    • Ghouls start with an additional +4 Int, to encourage more variety in playstyles.
    • Formicids can no longer be involuntarily shafted.
  • Items:
    • An old favorite returns: sack of spiders, an XP-charged evoker which webs foes and summons creepy-crawlies. Alternates with boxes of beasts.
    • Changes to ranged weapons:
      • New weapon: orcbow, between a shortbow and an arbalest in strength.
      • Hand crossbows are now hand cannons, alchemically belching smoke and death. (See here for why.)
      • New unrand: Mule, a +7 flaming hand cannon which sometimes knocks the user backwards when fired.
    • Potions of flight replaced with potions of enlightenment, which also give Will+.
    • Scrolls of magic mapping replaced with scrolls of revelation, which also give X-ray vision and sInv for one turn.
    • Quick blades now hit twice for every swing, with a higher attack delay. Gyre & Gimble hits four times.
    • Artefact staves can now enhance other schools of magic, even those which don’t have corresponding base enhancer staff types.
    • The dreamshard necklace now has Acrobat, but only restores the player to 1 HP when they’d otherwise die, rather than healing 50-100% of their max HP.
    • To simplify, shields no longer degrade in effectiveness with each hit taken per-turn. Instead, they now have a limit on per-turn blocks, based on shield type – bucklers give 2, kites give 3, towers give 4.
  • Spells:
    • New: Brom’s Barrelling Boulder (L4 Earth/Conj). Creates a boulder, which crushed and knocks back foes until it’s broken or it hits a wall. (In the latter case, it explodes!)
    • Arcjolt now initially arcs to foes within two tiles of the caster.
    • Static Discharge now does more damage, but checks half AC instead of none.
    • Borgnjor’s Vile Clutch (and Fastroot) now work on invisible enemies, but the former now does less damage.
    • Hailstorm does more damage at low power and less at high power.
    • Swiftness now works in water. (Did you know it didn’t?)
  • Other Notes:
    • The Slime Pits now have many possible endings, instead of one fixed pre-designed one. Many thanks to long-time contributor nicolae for his work on this one!
    • Monsters with unusual items (e.g. distortion) are now highlit in purple by default.
    • Okawaru now gives exactly one weapon gift and one armour gift as a capstone (chosen by the player), rather than giving many random gifts.
    • Nemelex’s Cloud, Elements and Swarm cards have been changed to scale more appropriately with power.
    • The Ecumenical Temple is now fully mapped on entry. This saves time for some of the really big temples, and also lets us add really silly stuff like a labyrinth-themed temple. Not that we’d ever actually add one of those, of course…

Many thanks also to Sastreii and CanOfWorms for contributing many new tiles over this period, including spell icons, artefact art, cat dragons, and more. In particular, thanks to CanOfWorms for commissioning this lovely new splash screen.

Thanks also to all the community members who’ve contributed over the last year, who I am too tired to credit in full. Crawl wouldn’t be Stone Soup without you.

Happy crawling, and happy holidays!

0.30 Tournament Results

The 0.30 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 0.30 release and tournament possible!

For 16 days, players could compete for tournament points and banners by playing 0.30 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 Sergey (aka yegreS),  for once again taking first place in the individual competition, with 87,793 points! Over the course of the tournament, Sergey won all 11 games he played (!), the 3rd longest win streak overall. He also achieved an 86M MeIE high score (5th highest overall), a 0:30:53 realtime win (6th best overall), collected 14 tier 3 banners, got a species and a background high score (from a 45M score GnEE), won 4 Nemelex’s Choice combos, got 4 combo high scores, and completed 27 ziggurats.

This is the first time someone has won the tournament with 100% winrate since theglow won all 18 of their games in the 0.11 tournament in 2012. elliptic (27th(!) overall) notes that there have been 24 tournaments with the 16-day format, and in the first 12 of them there were 15 distinct players who won at least 18 games in a single tournament, while in the second 12 of them there were 66 such players. Despite this trend, Sergey, who also took 1st place in the previous 0.29 tournament, took 1st place in this tournament with 14 fewer wins (11 vs 25 in 0.29) and played over 3 hours less per day on average (4:43:25 vs 7:58:28 in 0.29)!

Other big winners:

  • kuniqs: 2nd place overall (82,079 points, 19 wins), with a 96M MeEE high score (2nd overall), a 0:29:35 realtime win (4th overall), 18 tier 3 banners (4th most overall), a 5 win streak, 7 Nemelex’s Choice wins, two combo high scores, and 28 Ziggurats cleared.
  • ShadowRider38: 3rd place overall (77,239 points, 21 wins), with a 0:35:02 realtime win (7th overall), a 17,829 turns MeFi win (8th lowest overall), 15 tier 3 banners (5th most overall), 8 Nemelex’s Choice wins (9th overall), 11 combo high scores, a 5 win streak, and 27 Ziggurats cleared.
  • narz: Highest scoring win at 132M with MeEE and the most pacific win with a SpEn that killed only 186 monsters.
  • FlugKiller: Fastest realtime win at 00:21:48 with a MiFi.
  • TheMeInTeam: Longest win streak with 15 wins.
  • Wizard1ke: The only person to collect all 24 tier 3 banners.
  • removed: 30 Nemelex’s Choice wins.
  • FizzleGong: Lowest turncount win with a MeEE winning in 5,881 turns.
  • SnakkuSnakku7: 3 species (At, Gh, HO) and 3 background (Ar, CK, Hs) high scores, and 1st in the Combo High Scores category.
  • The first three wins of the tournament were by EnegeticOcto (a MiFi in 0:56:35), ShadowRider38 (a MiFi in 1:08:58), and hihot (a MiFi in 1:31:43).
  • The last win of the tournament was by RailBird80, a HuFE that ascended 16 minutes before the end of tournament yet took over 4 days to win.

The clan competition was won by Heavy Weight Lifting Club (captained by EnegeticOcto) with 112,811 points. They sealed their victory by besting the 2nd place clan in the Combo High Scores (1st overall), Most Pacific Win (1st overall), Fastest Realtime (1st overall), Piety, Nemelex’s Choice, and Streak categories. In a close 2nd place was Uncle Xoms Tabbin (captained by themargong) with 104,283 points, and first place in the High Score and Lowest Turncount Win categories. They tied for 1st place with Heavy Weight Lifting Club in the banners category, together collecting all 24 tier 3 banners. 3rd place was held by My Boolean is Binary (captained by TheMeInTeam) with 93,023 points, and 1st place in the Nemelex’s Choice and Streak categories.

To close out, here are some overall tournament statistics (with the 0.29 numbers in brackets for comparison). 2,765 players started a game at some point during the tournament; of those 2,711 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 0.29 statistics.

  • Players: 2,711 (0.29: 2,573)
  • Total player time: 30,408 hrs (0.29: 27,360 hrs)
  • Average player time: 11.2 hrs (0.29: 10.6 hrs)
  • Games played: 69,601 (0.29: 64,339)
  • Players who got a rune: 926 (0.29: 759)
  • 454 winners and 1433 wins (0.29: 368 winners and 1183 wins)
  • Win rate: 2.06% (0.29: 1.84%)
  • Proportion of players using WebTiles: 97.1% (0.29: 96.9%)

Thanks to you all for playing! Many thanks as well to server admins, developers, and contributors who made the 0.30 release and tournament possible!

The 0.31 season has begun, and changes are already in motion. Watch this space for further information as the 0.31 trunk update posts begin to flow. Until next time, happy crawling!

0.30: “The Reavers Return”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.30 “The Reavers Return”!

DCSS 0.30 features the return of the legendary Reaver background. These warrior-mages start with two new powerful yet situational spells: Kiss of Death and Momentum Strike. They also start with the Hailstorm spell, which has been moved down to level 3 yet can sometimes miss.

The new Armataur species replaces Palentongas, who have rolled peacefully off into the sunset. Armataurs are large, scaly mammals that wear bardings, but instead of rolling and curling, they have innate rampage and a long tongue mutation that doubles potion effects and slows down scroll reading.

A grand total of 7 new spells have been added! Two we’ve already mentioned for Reaver, with two more being likewise new designs and three replacing existing spells:

- Kiss of Death (L1 Conj/Necro): does high draining damage to an adjacent enemy, at the cost of significant max HP drain to the caster.
- Momentum Strike (L2 Conj/Tloc). Redirects the caster’s momentum for a damaging attack that doesn’t require line of fire, but locks the caster in place for some turns after a hit (and cannot be recast until this expires).
- Cigotuvi’s Dreadful Rot (L2 Necro/Air/Pois). Rots away the caster’s flesh to create a cloud of deadly miasma on their tile. Replaces Corpse Rot.
- Volatile Blastmotes (L3 Fire/Tloc). Creates an explosive cloud on the caster’s tile, usable as a land mine or tricky tool. Replaces Conjure Flame.
- Vhi’s Electric Charge (L3 Tloc/Air). Launches the caster at a nearby foe and launches a crackling melee attack, phasing through creatures en route.
- Arcjolt (L5 Air/Conj). Electrocutes everything adjacent to the caster, everything adjacent to those creatures, etc, etc, in a chain. Replaces Lightning Bolt.
- Plasma Beam (L6 Fire/Air): Fires a bolt of lightning and another bolt of fire, both at the most distant foe.

We’ve added 6 new unrands and made changes to 11 existing ones. Additionally you can now find randart orbs, scarves, and magical staves!

Finally, Lugonu has been mutated into a new form. Banishment is available at 2* piety (instead of 3*) and mutates foes that resist getting banished. To encourage adventurers to abandon their current god, Lugonu helpfully banishes some hostile monsters whenever other gods act with their wrath. There are also now more Lugonu altars in the Abyss, and more piety is awarded for conversions in the Abyss.

Download DCSS 0.30 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 May 5th 8pm UTC and runs through Sunday May 21st 8pm UTC, with all online 0.30 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 May 12th 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 0.30 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.30 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!)

Aliscans, Ernest Antanishin, Antern, bfaires, Josh Braendel, Marcelo Henrique Cerri, Perry Fraser, greenscarf, Duong Hoang, Alex Jurkiewicz, kippig, kd7uiy, mainiacjoe, Monkooky, Michael Del Monte, pdpol, Brian Power, Roadster Tracker, Rypofalem, Rytis Petronis, Aleksando Sansan, sdynet, Skrybe, Antal Spector-Zabuskyspiros, Sergio Thompson, Samantha Tobias, Benjamin S Wolf, yrdzrfxndfvh, Zhang Kai

Trunk Updates 1 April 2023 and Tournament Announcement

Hello crawlers, and welcome to the most completely serious and truthful trunk update of the year! The 0.30 development cycle is (finally!) nearing a close, and we are pleased to announce a tentative tournament start date of Friday, May 5, 2023, at 20:00 UTC for the sixteen day 0.30 Release tournament. We’ll shift towards bug fixes and balance as we get closer to 0.30′s release, sometime before the start of the tournament. More details about the tournament, including a tournament website and rules changes, will be available here!

We’d also like to celebrate the addition of two (!) new devs to the team. Félix Medrano (née robertxgray) and Implojin have both more than proven themselves by their work so far, with Félix specializing on the Crawl Android port and Implojin contributing great designs like Rampage and the toga of Victory. We’re very happy to have them onboard!

Anyway, let’s get some very real and serious changes headed your way.

  • Branches and Environments:
    • You can now enter the Vaults without holding a rune. However… you can never leave! Unless you get a rune while you’re inside.
    • Slime walls now corrode instead of dealing damage. Unless you use Oozemancy, in which case they still do damage. Also, they don’t corrode monsters. Unless the monsters take Oozemancy damage. It’s all pretty straightforward.
    • Thunderstorms now do much more damage. If you were in the habit of standing in the middle of thunderstorms before… this might be a good time to break the habit.
    • Zigsprint now lets you start with orbs of guile or mayhem. But why would you not use Gong? It’s Gong!
    • By overwhelming popular demand, you can now place up to 100 waypoints. We know you, the players, were suffocating under the previous 10 waypoint limit. Now you are freed. Go forth!
  • Characters:
    • Harm now stacks. This is a game changer.
    • Channeling effects (from Wucad Mu or orbs of energy) no longer backlash and no longer scale with Evocations. They just give -Wiz and have a flat chance of refunding spell costs. We’ve reworked this mechanic about four times this year and I’m sure it’s going to stick at some point.
    • The acidic bite mutation works again, for the first time since 2016. Oops.
    • Armataurs no longer claim to drink ten potions at once. Their tongues are long, but they aren’t actually that long.
  • Gods:
    • Piety costs are now shown more clearly for invocations. Did you know that Enter the Abyss costs Piety——-? Sort of unclear what that means, but it seems like an awful lot of -s, huh?
    • Kikubaaqudgha’s second gift is now a little less predictable. It could be anything. It’s probably about four Necromancy spells… but what if it’s not?
    • Good gods will no longer get mad when you generate negative energy clouds with a condenser vane. Instead, they’ll get even. They put their metaphysical foot down and squash the evil clouds – just like that!
    • Hepliaklqana’s Knights are now as good at attacking as ogres, or at least as slow as them.
    • Xom is no longer fixated on giving you a few different mutations.
    • Ashenzari’s trap detection ability is now only available at 4* of piety. Except that traps are always revealed these days, so this is more of a malevolence suppression ability. The world is so cruel…
    • Ashenzari’s skill boost is a little less boosted.
    • For Gozag’s gold distraction aura duration, size really doesn’t matter. (Anymore.)
    • Ru can no longer redirect butterflies’ attacks.
    • Flame Tongue is removed.
  • Unrands:
    • New unrand: the toga ‘Victory’. Gives +AC, Int, and Slay if you kill scary stuff while wearing a toga. If you drink or read anything while foes are in sight, though, you are a coward and a fool, and the toga will revert to its primal state. Victory!
    • New unrand: the Consecrated Labrys. It’s like the obsidian axe, but it’s good instead of evil, and it gets more enchanted the more scary enemies are in sight. As with the obsidian axe, we strongly recommend charging headfirst at every group of enemies while holding this.
    • New unrand: the Storm Queen’s Shield. You have probably never in your life thought “I would like to be a shock serpent”, but that’s how powerful this shield is: it will grant a wish you didn’t even know you had.
    • The Staff of Dispater is now an orb. It has +AC and *Corrode. Much to ponder…
    • The Slick Slippers are even slicker and slipperier than before. Also, they’ll no longer hustle you around when your feet are already occupied climbing stairs.
    • Majin-Bo’s spell-vamprisim now can suck up blood from a Polar Vortex. It all just flies right into the middle, it’s kinda gross.
    • Many unrands now have helpful inscriptions for their special effects, like EVERVAMP, MEGAVAMP, and probably some other things that don’t involve VAMP.
    • Morg has been removed. Actually, for all you know, it might have been removed years ago. Would you have even noticed?
  • Items:
    • Orbs, scarfs, and even magical staffs can now all generate as random artefacts. Finally, you can find the orb of “Zot” of rage!
    • Randarts are very slightly, ever so imperceptibly, worse. Yes, that is why your best character splatted the other day. How did you know?
    • Hyperinflation has hit throwing weapons, causing javelins, boomerangs, darts, and even large rocks to skyrocket in price.
    • Tremorstones and condenser vanes are now in a set: you only get one of the two per game. Star-crossed lovers…
    • When throwing weapons break, they now deal extra damage. It’s a considerate thing. They’re very sorry that you can’t throw them around anymore and they’d like to offer you a little parting gift as they go.
    • Spectral weapons now deal damage as if you were launching an extra attack, rather than using a secret and inscrutable set of spectral weapon monster stats. They’re also not allowed to attack themselves anymore, since that was really creeping us out.
    • Longbows, arbalests, and hand crossbows have all had their stats shuffled around a little.
  • Spells:
    • New spell: Plasma Beam (L5 Fire/Air), which shoots a bolt of lightning AND a bolt of fire at the most distant foe around. My first email address involved both “fire” and “plasma” so I’m very excited about this.
    • Lesser Beckoning is now level 2 (was level 3). This gives more potential design space for Greater Beckoning, to say nothing of the long-awaited Greatest Beckoning.
    • Battlespheres now fire when you cast any destructive spell, matching Vehumet. Vehumet says that a god can’t be matched by a mere L5 spell, but I’m unconvinced.
    • Arcjolt can now hit any monster in sight, as long as there are a continuous chain of other monsters between you and that monster.
    • Irradiate now only malmutates monsters sometimes. Try saying ‘pretty please’ before casting it for best effects.
    • Lightning Bolt is gone. Amazing it lasted this long, really. Not really famous for their longevity, lightning bolts.
  • Monsters:
    • New monster: sleepcaps. If they hit you, their spores might put you to sleep. If they put you to sleep, the next thing that hits you will get a big stabbing damage multiplier. And if you lose all your hit points? That’s right: you die in real life.
    • New monster: skysharks, cutting through the air (as sharks are known to). If they bite you and draw blood, somehow they’re the ones that get mad about it? And that makes them bite even harder? Seems very unfair, frankly.
    • Smitten monsters now wake up, but they’re not happy about it.
    • Giant fish zombies have been removed.
    • Endotherms have been removed.
  • Webtiles:
    • You can now enter explore mode online! Hit + to explore freely… without any fear of death. You are immortal. You are a god!
    • You can now block trolls. They cannot regenerate from this. (Not yet enabled on every server: this will roll out to servers next time they restart webtiles.)
  • Crawl has, somehow, become even more Australian.
  • We fixed a typo in which we wrote “entire the” instead of “the entire”. Not really a big deal, honestly… except that this text has been in every single morgue since 2007! Shouldn’t someone have told us? We’re so embarrassed right now.
  • Last but not least, we rewrote maybe_bool to be, arguably, better. See below for
    motivation, but here are the practical notes up front:

    * `maybe_bool` becomes a class rather than an enum.
    * After this commit, nearly anywhere you would write MB_FALSE or
      MB_TRUE you would simply write `false` or `true`.
    * Where you would write MB_MAYBE you now should write
      `maybe_bool::maybe`.
    * Comparison to `true` or `false` is safe and will do exact
      comparison. (The latter may appear surprising, but it is because
      comparison will cause a bool to be cast to maybe_bool, rather than a
      maybe_bool to be cast down to bool.)
    * Semantics change: `maybe_bool::maybe` does not convert to true by
      default under any circumstance.
    * In cases where you would have previously written `mb == MB_TRUE` you
      can just rely on a bool cast (`maybe` does not convert to `true`). In
      cases where you would write `mb == MB_FALSE` you can write `!mb`.
    * frombool and tobool are replaced respectively by constructors and
      the class method maybe_bool::to_bool (as well as an explicit bool
      cast).
    * While bool explicit operators have weird rules and can be used
      implicitly in some cases, there are still times when you'll need
      to do the cast. In particular, if a function returns a bool, to
      return a maybe_bool you'll need to explicitly cast.
    * Mixing bools and maybe_bools in logical expressions generally requires
      an explicit cast. (If you write a condition that just uses !, that
      doesn't need one.)
    
    Old `maybe_bool` had the advantage of simplicity: it was just an enum
    and as long as these enum values are used consistently, it is pretty
    simple to use and as efficient as any integer-based type, with
    effectively no implementation code.
    
    However, there are a few complaints about it. First, the naming scheme
    was quite ad hoc across the enum values and various functions that used
    them.  Second, and more importantly in my mind, the enum-based
    implementation led in a very non-clean way to implicit int and bool
    casts, and a very ad hoc semantics for this type, especially in its
    interaction with boolean expressions. Taken as a three-valued logic, it
    is very weird. The law of the excluded middle *is* valid (in the sense
    that `p || !p` is always true), but double negation elimination is *not*
    valid (i.e. `!!p != p`); the weaker double negation inference `!!!p ==
    !p` does hold conceivably classing it with some paraconsistent logics,
    though I haven't found an exact analogue (see [1], though this logic
    doesn't much resemble L8 there, which has the same double negation
    pattern). At a practical level this ad hoc nature made mixing with bools
    in both directions weird and somewhat error prone; aside from the above
    concerns (which essentially result from MB_MAYBE implicitly casting to
    `true`), `true` would cast to the enum value MB_MAYBE, leading to clunky
    conversion code in a lot of places, needing to always use MB
    constants, and error-prone comparison with regular bools.
    
    This commit tries to systematize things more cleanly, albeit with a much
    more complicated implementation. The underlying data type does still
    amount to a fancy enum (now an enum class), but it's wrapped with a more
    clearly defined class, largely inspired by boost's logic::tribool.  (I
    considered whether importing one of the various "`optional` but for
    c++11" packages out there might be a solution, but ultimately rejected
    this, because these classes tend to have an even weirder, for a
    bool-based type, set of implicit conversions to bool). A `bool`
    constructor is provided making it generally safe to use `true` and
    `false` as e.g. return values, and an explicit cast to bool is provided
    that has a better default than MB_MAYBE->true. (In some cases, this may
    be the desired semantics, of course, but this is still doable via
    `to_bool` or direct checks against false.) The operator semantics is
    based on the standard "Strong Kleene" three-valued logic operators,
    which provide a (imo) very sensible set of defaults for a three-valued
    logic. Note that because of the existence of the bool operator, this
    won't let you mix `maybe_bool`s in logical expressions together with
    bools without some explicit casting one way or the other.  The
    implementation is nearly (but not quite) purely header-based.
    
    As part of this commit, I have implemented everything as a
    back-compatibility layer and purely just tried to clarify the semantics
    of various instances of maybe_bool in cases where it did get an implicit
    conversion. The bulk of this is around `can_wear_item` which does tend
    to treat its maybe return as truth-y.  A future commit will convert
    MB_TRUE etc into their `maybe_bool::t` etc equivalents.
    
    [1] Kamide 2013, A Hierarchy of Weak Double Negations, Studia Logica 101.6

Many thanks also to Sastreii and CanOfWorms for contributing many new tiles over this period, including spell icons, artefact art, Shrek, and more.

Thanks also to all the community members who’ve contributed over the last few months, who I am too tired to credit in full. In particular, check out what SpinningBird sent us!

Happy crawling! Stay serious out there.

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!

0.28 “The Rise and Fall of Ignis Zotdust and the Spiders from Hell”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.28 “The Rise and Fall of Ignis Zotdust and the Spiders from Hell”!

DCSS 0.28 features a new Cinder Acolyte zealot background that begins the game worshiping a new god, Ignis, the Dying Flame. Cinder Acolytes start with the new Scorch spell, a -1 flaming branded weapon of choice, and five stars of piety. Ignis worshipers cannot gain piety, losing it only when using Ignis’ abilities. The abilities are Fiery Armour, which grants AC and retaliation flame damage, Foxfire Swarm, which summons many foxfires, and Rising Flame, a one-time ability sends the player one level above. Once all piety is spent, players will typically abandon for another god, and Ignis dies forever when wrath is over.

The Hell branches have been revised to offer substantially more challenge. Each branch features a distinct and persistent negative effects that applies while in the branch along with timed effects common to all Hells. The branches all have revised monster set with many new monsters and smaller layouts for the first six levels, each of which has only one downward staircase. The Spider branch has likewise been retooled with a roster of new creepy-crawlies, new and revised end maps, and updates to the existing layouts and vaults.

A new magical orb item type exists for the shield slot. Each orb type grants an ego with a powerful passive effect, such as a 3-radius halo or a reduction of monster willpower at the expense of your own. The god Yredelemnul has been completely redesigned, granting passive reaping and accepting the reaped zombies as payment for its dark abilities. Okawaru and Jiyva have also seen significant, though not quite as sweeping, changes.

A batch of new spells have been added, As always, there are dozens of new deadly vaults, and many more changes small and large alike!

Download DCSS 0.28 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 February 4th 8pm UTC and runs through Sunday February 20th 8pm UTC, with all online 0.28 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 February 11th 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 0.28 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.28 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!)

AdamPG, Alex Jurkiewicz, Aliscans, ArmiesAndCastles, Brian Power, Chris Landry, Justin Clark Ong, David Damerell, DreamDust, Ed Dewey, Elliott Bernstein, Gopall, Goratrix, Implojin, Jonathan Klabunde Tomer, Kiëd Llaentenn, MainiacJoe, Hurricos, Matthew Daley, Monkooky, Nikolai Lavsky, Oneirical, Perry Fraser, RojjaCebolla, Santiago Acosta, Zachary Chandler, Zhang Kai, amcnicky, dilly, floraline, John Stahara, Beargit, mgdelmonte, Nikolai Lavsky, Robert Gray, Paul Pollack, sdynet

0.27 Tournament Results

The 0.27 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 0.27 release and tournament possible! For 16 days, players could compete for tournament points and banners by playing 0.27 games on the public servers. This was the third 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 105,402 points! Over the course of the tournament, Yermak won 48 games, including a streak of 24 games (best in tournament), an 86M high score run (also best in tournament), an XL 14 win (also tied for best in tournament!), 27 Nemelex’ Choice combos, 5 species high scores, 3 background high scores, and 19 tier 3 banners. In 2nd place was Sergey with 91,825 points and 34 wins, including a streak of 21 games, 3rd lowest turncount win, 2nd 15 win of the tournament, 4 species high scores, 3 background high scores, and 14 tier 3 banners. Rounding out the top 3 was dilly with 84,283 points points and 38 wins, including a streak of 7 wins, 28 Nemelex Choice wins (tied for most in tournament), and 18 tier 3 banners.

Our top three took several of the top spots in the individual category rankings, but they weren’t the only players on the leaderboard. Acrobat set the top standard in Win Rate once again, winning 37 out of 43 games over the tournament for an adjusted win rate of 84%. Third place finisher dilly tied with Prakerore in the Nemelex’ Choice competition, both winning 28 Nemelex combos for points over the course of the tournament. Yermak and Sergey took the number one and number two spots in the quest for Combo High Scores, with CryingNoob rounding out the top 3. The lowest turncount was 9,903 turns, shared in a tie by Caminho and DrMan. Seasoned speed runner p0werm0de took the fastest real-time win with a 22:37 victory. Spriggan Enchanter was the power-combo of the Low XL win category, with Acrobat, Yermak, and Prakerore in a three way tie at XL14. The tournament start was heralded by p0werm0de who posted the first win after 33 minutes, and dilly brought home the first 15 rune win in an hour and 20 minutes. The Ziggurat Dive was more restrained than the 0.26 tournaments’ 100 ziggurat fiesta, with Ge0ff clearing 60 Ziggurats. Finally, both poncheis and booing earned every banner, the only two players to complete this feat.

The clan competition was won by Gozag or Stay Home (captained by Ge0ff) with 105,343 points. In 2nd place was Team Splat (captained by shummie) with 78,267 points. Following close on their heels in 3rd place were ABCDEF (captained by fbynet) with 76,046.

Most of the clan categories take the best score of the member, so I won’t recap those. The Nemelex’ Choice competition was a collective effort, and and just as in 0.26 it was quite high scoring. Gozag or Stay Home came out on top, with a total of 49 clan nemelex points; closely following were ABCDEF with 47. The Combo High Scores competition was blown away by Gozag or Stay Home with 917 points in the category, a result of having both Yermak and Sergey on the team. This tournament only two clans collectively earned every banner: ABCDEF thanks to the ‘B’, booing; and chatdotcrawlBR, which had poncheis as a member.

Thank you to everyone for playing.

To close out, here are some overall tournament statistics (with the 0.26 numbers in brackets for comparison). 2,527 players started a game at some point during the tournament; of those 2,474 completed a game in a non-boring way. 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: 2,474 (0.26: 2,333)
  • Total player time: 27,502 hrs (0.26: 29,392 hrs)
  • Average player time: 11.2 hrs (0.26: 12.6 hrs)
  • Games played: 67,203 (0.26: 54,701)
  • Players who got a rune: 734 (0.26: 886)
  • 404 winners and 1571 wins (0.26: 476 winners and 1767 wins)
  • Win rate: 2.34% (0.26: 3.23%)
  • Proportion of players using WebTiles: 94.4% (0.25: 96.7%)

The 0.28 season has begun, and it again looks to be a very active trunk season. Watch this space for further information as the 0.28 trunk update posts begin to flow. Until next time, happy crawling!

0.27 “The Cursed Flame”

We are pleased to announce the release of Dungeon Crawl: Stone Soup 0.27 “The Cursed Flame”!

DCSS 0.27 features a new Djinni species that cast spells using HP, can only learn new spells at random as they level up, and only use the spellcasting skill to train magic. We’ve redesigned Ashenzari, who now offers curses for your gear to gain piety and skill levels, at the cost of destroying the item when the curse is removed.

A batch of new spells have been added, including Manifold Assault, which attacks multiple foes at once with your melee, Storm Form, which transforms you into a tempest with electrified, cleaving melee and the ability to hurl yourself as lightning at foes, and Animate Armour, which draws out the spirit of your armor to fight by your side. Polar Vortex is a more damaging, ice-themed replacement for Tornado. Maxwell’s Capacitive Coupling is a level 8 air-themed replacement for Absolute Zero that vaporizes a nearby monster after a delay. Chain Lightning has been reworked into a more powerful level 9 spell.

Spell books have many new types and generate more often, but contain fewer spells. We’ve re-balanced branch monster sets and end maps, as well as made new end maps for Lair, Shoals, and Snake. As always, there are dozens of new deadly vaults, and many more changes small and large alike!

Download DCSS 0.27 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 July 30th 8pm UTC and runs through Sunday August 15th 8pm UTC, with all online 0.27 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 August 6th 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 0.27 possible, and to the admins who run and maintain the official servers. A special thanks to the following community members who contributed to 0.27 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, AdamPG, Aliscans, Alexei Barnes, Beargit, Elliott Bernstein, dicedlemming, dilly, DreamDust, Goratrix, hyperactiveChipmunk, Implojin, Alex Jurkiewicz,  Zhang Kai,  l33t-d00d, Nikolai Lavsky, Christopher Landry, MainiacJoe, mgdelmonte, Mintice, Andrew O’Neill, Alexander PoschrobertxgraySastreii, sdynet, WhiteShark, Shummie, Skrybe, Jeffery Stager, Cebolla Sunbeam, Wensley, Mara Williamson

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July 24 Trunk Update Post and 0.27 Tournament Page

A +6 arbalest “Damnation” {damnation} comes into view. The +6 arbalest “Damnation” {damnation} shoots a damnation bolt at the trunk update.

Hello crawlers and welcome to the last trunk update of the 0.27 cycle. We’ve been under feature freeze since last Friday, so the remaining time before the 0.27 Release and Tournament will be devoted to bug fixes, balance tweaks, and polish. If you’ve been holding out and playing 0.26 due to concerns about stability, know that all major features are fixed in trunk, and only reasonable balance changes and bug fixes will be a thing from here until release. We’ve made the 0.27 beta branch, so servers will begin installing 0.27 soon. So please play-test trunk or the 0.27 branch when that’s available on your favorite server to help us find bugs! The 0.27 release will be either Thursday, July 29th, or Friday, July 30th, depending on timing. Look out for an official release post with download links to come.

The 0.27 tournament will run from Friday July 30th, 8pm UTC to Sunday August 15th, 8pm UTC. Please bookmark the official 0.27 tournament page and use this page to track your progress throughout the tournament. We’ll continue to update this page with any rules changes. In coming days you may see summaries of test data in the “Overview” page taken from recent 0.27 beta games. Don’t worry, we’ll reset everything before the tournament starts.

Now, onto the Trunk Update! Note that this is not the full set of 0.27 changes, just the ones since our last trunk update. For the full and official set of 0.27 changes, check out the changelog. Here are the changes since last time:

  • The starting spell sets of some Mage and Warrior-Mage backgrounds are reduced by one spell. This together with the increase in book drops will give these classes more variety in how they proceed through middle portions of the game. We didn’t get to adjusting all classes this version, since for some, any spell removal would leave the class in a difficult spot. Further changes, including potentially new spells, will happen during 0.28 development, so stay tuned! The changes for 0.27:
    • Air elementalists no longer start with Lightning Bolt.
    • Arcane Marksmen no longer start with Leda’s Liquefaction.
    • Earth Elementalists no longer start with Lee’s Rapid Deconstruction.
    • Summoners and Ice Elementalists no longer start with Summon Ice beast.
    • Venom Mages no longer start with Ignite Poison.
  • New branch end maps and adjustments:
    • New “Abyssal Woods” Lair ending featuring demonic trees and abyss-themed monsters. Beware the thrashing horrors!
    • New “Lost City” Shoals ending featuring a ruined temple theme with minotaurs and sphinxes. Beware the satyrs too!
    • New “Storm Temple” Shoals ending featuring electricity-themed monsters and many possible layouts. Beware the storm dragon! Or the titan!
    • The “Ancient Temple”,  “Frog Pond”, and “Undead Jungle Book” Lair endings have been adjusted to lower monster counts significantly. And they say we never give players anything…
    • Most Snake end maps have their monster counts significantly reduced. It’s tough work slogging through all those nagas, we know.
  • All Ice Cave maps have been rebalanced to have more varied layouts, monsters, and loot. Gone are mysterious dead reapers! The changes are substantial, as detailed in this commit. You should find the cloud generator placement less arbitrary and less frequent, more possible shortcuts in many maps, and more varied monster sets at both easy and hard difficulty ice caves. Stay frosty, friends!
  • The Robe of Folly is redesigned. It now gives you a permanent brilliance effect (spell enhancer and half spell MP costs), but sets your Will to 0. Additionally it grants +8 Int (from +4) and +4 enchant (from +3). It’d be folly indeed to not wear this robe while entering one of my lich-filled vaults!
  • Dancing ranged weapons are now a thing that can kill you. Yes, of course they have infinite ammo, I’m glad you asked! But don’t worry because…
  • Tukima’s Dance now works on monsters wielding ranged weapons! It can make charmed dancing ranged weapons to fight by your side.
  • The Elemental Staff is featured in one new and one reworked vault. Both vaults also feature a greatly improved master elementalist monster that always wields the staff, appearing when these vaults place in Elf or Depths. Watch out, it knows Ozo’s Refridge, Crystal Spear, Chain Lightning, and Firestorm!
    • The new vault is the official “guarded unrand” vault, by first-time contributor dilly. Placing in Dungeon, Elf, and Depths, it features an elemental mage elf boss (for Dungeon) or the master elementalist (for Elf and Depths) and various elemental baddies.
    • Mu’s “elemental laboratory” vault, the one that initially introduced the master elementalist, has been given a complete overhaul. It has more challenging and interesting elemental monster sets and features much more interesting terrain.
  • Monster breath timeouts now reduce after their turn. So if you see that a monster is “catching its breath”, you know it won’t use a breath attack before your next turn unless it gets a double turn. That’s really nice!
  • Many new vaults for Elf, including entries, decorative vaults, monster vaults with weird things like defective dancing weapons and cool things like double deep elf blademasters with double double swords, and new main vaults and entries for the Elf:2 Hall of Blades! Also new are a batch of ecumenical altar vaults. New even though the altars inside are very old.
  • Eleionomae no longer land on and destroy trees when they travel next to you, instead picking a safe and comfy spot next to a tree. No more tree digging!
  • Ossuaries no longer have spear and dart traps. The days of step-and-rest-then-repeat for clearing some areas of ossuaries are over! Don’t worry, alarm traps and net traps still make an appearance. And there’s talk of introducing some new types of traps or trap-like monsters in 0.28…
  • The macro menu is greatly improved, with hotkeys Ctrl-D for an improved menu and Ctrl-E for a quick-add menu.
  • We have a bona-fide game menu available from the F1 key. It’s almost like we’re a modern game! For now you can use it to access save, quit, macro, and help functions, but we’ll probably expand it in the future.
  • The allow_extended_colors console option is now on by default. For console nerds only! We previously didn’t enable it because some major system terminals didn’t support more than 8 standard colors by default, but that’s no longer the case.
  • Hints mode has been updated and corrected. But it still recommends Vehumet over Sif Muna! Wrong!
  • The Desolation entrance is no longer ruined.

That wraps it up for this set of trunk updates. Until next time, happy crawling!

The damnation bolt hits the trunk update!!! The damnation bolt explodes! The damnation engulfs the trunk update! The trunk update dies…