Hi crawlers! Things have been pretty quiet until the last few days; lots of behind-the-scenes work, not much exciting to report. That’s happily over now, though, so here’s the latest changes in trunk!
- Big ranged weapon changes! The second half of the Great Ranged-Combat Rebalance:
- Slings have been split into two types: hunting slings, which replace the old basic sling type, and a new rare ‘greatsling’ type. Both have had their damage increased considerably.
- Crossbows have also been split up into multiple weapons. The hand crossbow returns as a starting weapon for crossbow hunters; “crossbows” have been renamed to arbalests, and adjusted to fill a mid/late-game role. There are rumors of a third, rare & powerful crossbow type…
- Bows have had their delay increased somewhat; shortbows now have slightly lower base damage, longbows somewhat higher.
- Various unrands have been adjusted as appropriate. Punk is now a +7 greatsling; Hellfire is now an arbalest; Sniper is a “heavy crossbow”, with a base delay of 27.
- Scrolls of vulnerability have been split in half. Status effect removal has been moved onto a new item type, “potions of cancellation”, which replace potions of paralysis. Scrolls of vulnerability now only have the “halve magic resistance on all visible creatures” effect.
- Mimics are now somewhat more polite; they will no longer mimic doors, statues, fountains, or hatches.
- The hoof mutation no longer gives extra damage or a stealth penalty when covered by boots.
- Ashenzari now considers Felids fully bound when all three jewellery slots are cursed.
- Undead monsters will now fall to pieces in deep water, instead of hiding invisibly.
- Big fish, sharks, and lava worms have swum off to the great aquarium in the sky.
- Potions of strong poison have taken the poison pill; they are no more.
- Flying creatures no longer have a 2/3 chance to dodge throwing nets.
- Brown (contaminated) chunks are gone, replaced with normal chunks.
- Qazlal no longer provides a permanent resistance gift at 6* piety.
- Pigs now have trotters.
Happy crawling!
1. Comment by Anonymous
14/Jul/2014 at 03:42
Why kill off all the water and lava enemies?
2. Comment by M
14/Jul/2014 at 04:44
Slings might have a purpose now. Huzzah.
Qazlal loses resistance boost. Boo!
No more water/lava creatures. Meh. They were always mild irritations.
3. Comment by Quazifuji
14/Jul/2014 at 06:32
Melee non-amphibious water and lava enemies were basically tedious free XP, since you could just fight them in a corner of the water and run away if you got low on health.
4. Comment by warren
17/Jul/2014 at 23:12
Qazlal didn’t seem overpowered. Not sure why the elemental resist was removed. TSO basically gets THREE free Negative energy resists at max power.
5. Comment by anonymous
19/Jul/2014 at 01:00
Aww man, i will miss the brown chunks. How many redesigns since the original dungeon crawl have they undergone?
They used to have a chance to rot the player, then there was a chance to cause sickness, then just a nutrition penalty, and now they are finally gone.
Fuck whoever is has been pushing these changes all these years. The “has a chance to cause sickness” was the best spot imo. Added some complexity and choice with the penalty on failure being not too high.
6. Comment by warren
21/Jul/2014 at 05:24
The Regeneration spell is now too difficult to find with the removal of the war chants spellbook and the addition of all the other random books. In my last 15 rune win, I encountered over 80 books and not a single one contained the Regeneration spell.