We are proud to announce the release of Dungeon Crawl Stone Soup 0.15: “Storm Over Zot”! 0.15 features a new deity and many, many tweaks to and streamlining of the general flow of gameplay.
Download DCSS 0.15 here, or play it online on one of many servers across the world!
The release tournament will begin at 20:00 UTC on Friday 29 August, with all online 0.15 games counting towards your score. See the tournament website for more details, including how to set up or join a clan.
0.15′s highlights include:
- Characters: Characters are now unencumbered by carrying-weight limits.
- Combat: The system of ranged combat has been fundamentally redesigned: it now behaves more like melee combat in terms of accuracy and damage, and is generally more consistent.
- Gods: Qazlal Stormbringer makes a thunderous debut, bringing elemental destruction to those unfortunate enough to cross paths with worshippers. Nemelex Xobeh’s decks have been shuffled considerably and are granted on exploration rather than through sacrifice of items.
- Items: Items are no longer subject to destruction through fire or cold, and equipment corrosion is more severe but temporary.
For a list of other major changes, see the changelog. Many thanks to all those who have contributed to Dungeon Crawl Stone Soup. We hope you enjoy playing 0.15!
Update 2014-08-30: OS X builds are now avaialable from the downloads page —neil
1. Comment by ayutzia
28/Aug/2014 at 06:12
This is my favorite version since 0.14! Great work Dev team!
2. Comment by superhelpful
28/Aug/2014 at 07:40
April 29?
3. Comment by nunya bisness
28/Aug/2014 at 09:26
“Friday 29 April” errrr, I think you meant August there guys.
4. Comment by Wolfechu
28/Aug/2014 at 09:56
Hoping you mean August 29th, not April, otherwise it’s going to be a long wait ;)
5. Comment by Quirrel
28/Aug/2014 at 10:21
When will the OsX-Version be released?
6. Comment by Andro
28/Aug/2014 at 12:30
Great!
7. Comment by Dimbets
28/Aug/2014 at 13:25
Great release, all in time, thanks dev team!!!
8. Comment by Xoff
28/Aug/2014 at 15:30
Please, don’t forget the Apple addict on OSX :)
9. Comment by Cyber Killer
28/Aug/2014 at 17:28
And there’s already a package in OpenSUSE repos, awesome!
10. Comment by ressique
28/Aug/2014 at 19:44
Nice one! Does anyone know when the OSX-version is going to be released?
11. Comment by Christoph
28/Aug/2014 at 20:53
It’s sad to see Nemelex getting turned into just another deity. The immense risks (and rewards) associated with various decks seem to have vanished, and the strategy of trying to turn a fighter into a spellcaster by hoping for a shuffle card is no more.
12. Comment by jinjo_bread
28/Aug/2014 at 23:31
Nemelex change is bad.
13. Comment by Andro
29/Aug/2014 at 07:18
OSX builds, please!
14. Comment by infiniplex
29/Aug/2014 at 20:00
Crawl seems to be continuing down its path of removing elements of early mastery. Item destruction was a good example of something a beginning player could learn how to counter, giving a nice feeling of achievement. It seems to me the strategy is increasingly only discernible by expert players (which I am not).
15. Comment by ressique
30/Aug/2014 at 20:50
Thank you so much for the OSX-Version! :-)
16. Comment by Joe
30/Aug/2014 at 21:32
While you are working on changing horribly annoying things, seriously, it is FAR too difficult to escape from the Abyss.
17. Comment by Gene
31/Aug/2014 at 15:25
Good changes all around (besides the Nemelex stuff.)
The fewer random “fuck-yous,” the better, I feel. Item destruction was a tedious gamble, while corrosion was way to unbalanced a threat. Infiniplex’s assertion that these things were something that could be learned to counter is both wrong (the only counters were hoping for maxwell’s, preservation, specific amulets, or randarts, or dropping all your stuff in case of bad luck,) and misguided (since neither was actually fully counter-able.)
More short term danger is always nice, even if it technically comes at a price of reducing long-term stability (by way of lost consumables or armor in excess of what the RNG doles out.)
18. Comment by Christoph
1/Sep/2014 at 15:24
I’ve never found item destruction to be that much of an issue. It makes you think a bit about what items to take into a branch of the dungeon. And so far I only needed one or two stashes per game. With the autotravel function, creating and maintaining stashes isn’t all that tedious.
19. Comment by Vil-hatarn
6/Sep/2014 at 10:42
Great update, Qazlal is my new favorite god for melee characters! Disaster Area is hilariously destructive at max Invocations.
20. Comment by Andrew Terkin
9/Sep/2014 at 11:16
Why do you butcher your own game? Every time i read a changelog ther’s less and less variety. Less spells, cards, shorter levels, simpler mechanics. Dungeon Crawl is becoming more generic and bland every new version :(
21. Comment by AdamD
9/Sep/2014 at 21:10
The recent decisions are all taking into account ‘optimal’ play (Eg skilldancing use to be optimal, but degraded gameplay). I only hope that streamlining the game will open the possibilities for more variety once again, in a way that doesn’t add tedium for people who play the game analytically. Of course, the older versions (and some forks) will always exist.
22. Comment by igor
14/Sep/2014 at 01:09
Interesting…I believe this version is about changes to game-play rather than new creations and additions to the game. Most of all I like it when the devs create new areas, new gods, new classes or races. I will stick with 14 for the time being b/c I don’t see anything really appealing in 15 other than a new god. I always liked Nemelex best of the gods, and his powers are severely scaled back in this version. Now Mummies, the ideal NX worshippers, seem not worth playing at all. I think devs simply cut out parts of the game that circumvented their own particular design. Also what is the advantage of a Troll or Ogre or other musclebound creature, if strength doesn’t give a boost to Inventory capacity? However Apportation was never useful IMHO and I’m glad to see it replaced by Invis. A mixed bag I think.