Archive for July, 2021:

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…

Trunk Updates 1 July 2021 and Tournament Date Set

You open the Incunabulum of Trunk Updates and begin reading…

Hello crawlers! Coming hot on the heels of our previous trunk update we’re back with more of the latest. Before we dive into changes, some exciting scheduling matters:

The 0.27 tournament is tentatively scheduled for July 30th-Aug 15th

As usual, watch this space for links to the tournament webpage, more information about scoring, etc.

While it has only been a week since our last little chat, almost 100 commits have landed in trunk. One significant area of change is to spellbooks, feedback on the feel of this change is most welcome and we look forward to reading your remarks on various crawl forums. With that said, on to the changes!

  • Thanks to community contributor Aliscans, wizmode monster creation now has in-game help, for all your monster experimentation needs.
  • Archmagi can now appear on randart robes.
  • Several unrands have been adjusted:
    • Damnation only consumes bolts and explodes on hit.
    • the staff of Wucad-Mu has been buffed, refunding MP more often and including the refund even when it backfires.
    • the Wrath of Trog is angrier: it now extends your berserk duration on kill (sometimes) and grants Rampage. Raarhrhrhghghghghgh!
  • The post-berserk penalty no longer includes paralysis.
  • Using Trog’s Berserk now has a piety-adjusted chance to fail.
  • Salamander Tyrants, Rockslimes, and Quicksilver oozes have been added to Ziggurat monster sets.
  • Several further enhancements to the quiver:
    • Potions and scrolls can now be quivered for use.
    • Autofight correctly supports “waiting spells” like searing ray.
    • New options are available to customize the quiver order
  • A new spell: Maxwell’s Capacitive Coupling (Level 8 Air). When cast, the player begins charging up. If the player waits (with ‘.’) and is not moved then after a bit of time (random and depending on spell power) the accumulated charge is discharged, vaporizing the nearest foe (nearest at the end of the spell, not when it is cast!). This might seem familiar, but I’ve got absolutely zero idea where you might have seen the mechanics before.
  • Wereblood now only grants its healing for kills of adjacent monsters.
  • Felids no longer get a stealth penalty from Blade Hands.
  • Everyone else can improve their stealth with a new good mutation that dampens sounds.
  • Spell book changes:
    • Spellbooks are always identified
    • Randart spellbooks have fewer spells
    • Fixed spellbooks are split into smaller books of 2-4 spells each, and 30 new books are added to pick up the contents.
    • Spellbooks generate more than twice as often to keep the number of spells generated about the same. Book rarity is now more closely tied to the spell level.
    • Book pricing in shops is reworked
    • Backgrounds that previously started with a spell book are unchanged, their starting spells are added directly to the spell library at game start.

That’s all for now. In the run up to the release and tournament, “feature freeze” is scheduled roughly around July 16 or 23. Before then expect to see many more exciting new vaults reach trunk, both from our new devteam members and from several community contributors; along with balance tweaks, bug fixes, and user interface improvements (including, hopefully, an item panel in the WebTiles UI). Until next time, happy crawling!

Weird images run through your mind. The Trunk Updates vapourize in an electric haze!