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!