We are proud to announce that Dungeon Crawl Stone Soup 0.10: “Save the Pacific Northwest Tree Octopus” has been released! With 6 months of development there have been a huge number of changes, including the addition of a brand new species. Octopodes are a race of sentient, amphibious cephalopods incapable of wearing armour, but able to wear up to eight rings at a time thanks to their tentacles. They’re squishy in mêlée but come with the new combat mechanic of constriction, allowing them to immobilise their foes and deal additional damage over time.
Alongside all the exciting new content in-game, there have been many significant improvements and additions to Webtiles. A list of visible monsters is now displayed, there are various menu improvements, and Webtiles games can even be watched by console players over SSH.
You can download 0.10 from our Download page, or play console builds online on CAO or CDO. Webtiles will be upgraded to 0.10 within the next few days, keep an eye out for an update!
We’re also conducting a survey of players alongside this release. If you have a few minutes to spare please take a look, we’d greatly appreciate your response.
Don’t forget that the 0.10 release tournament begins on February 25th! All 0.10 games played on CAO and CDO will count towards it, which of course includes Webtiles games. Check out the tournament website for the rules, start forming clans, and get ready to tackle the challenging new banners!
Some of the major changes this version include:
- New species: Octopodes, capable of wearing eight rings, but not most other items of armour.
- Removed species: Mountain Dwarves have returned to the mountains. Read why they were axed here.
- Changed species: Hill Orcs have had their aptitudes improved, and Minotaurs have gained both better aptitudes and a retaliatory attack with their horns. Centaurs have a slower metabolism, but are now somewhat herbivorous, gaining bonus nutrition from plants but less nutrition from meat. Draconians cannot wear body armour anymore, but can wear gloves and boots. Some Demonspawn mutations have been adjusted, and a number of new mutation sets are also available. Kenku have rediscovered their roots and now prefer to be called Tengu.
- Backgrounds: Arcane Marksmen are back with a Hex-based spellbook. Transmuters have Beastly Appendage (a new spell providing a temporary beneficial combat mutation) instead of Fulsome Distillation and Evaporate. Necromancers have Control Undead instead of Dispel Undead. Monks have been rewarded for their devotion to asceticism and gain a one-time boost to ** piety when they first convert to a god.
- Skills: You will now need to find an appropriate item or spell to train most skills (and doing so allows even unknown skills to be trained). Additionally, partial levels of skills (e.g., ‘15.2’) matter.
- New monsters: Blizzard demons can call down freezing cold and howling winds with but a gesture. Profane servitors are angels that have been corrupted by Yredelemnul. These undead beings radiate unholy darkness and are resistant to holy forces. Several new holy monsters have been added.
- Removed monsters: Giant toads have croaked, vipers have rolled snake eyes, and blue deaths have all died.
- Changed monsters: Reapers are much more powerful. Fiends are now known as Brimstone Fiends, and imps are now known as crimson imps. Some demons have found themselves on different glyphs. Summoning monsters bring fewer creatures with each cast, and monsters with breath attacks (e.g., dragons) need to recover between attacks. There are many new monster descriptions and quotes.
- Spells: Combining Swiftness and Flight no longer gives bonus movement speed. Mephitic Cloud and Evaporate no longer guarantee a 3×3 cloud. Passage of Golubria creates two portals when cast, and allows more than two portals to exist simultaneously. Lee’s Rapid Deconstruction and Shatter are stopped by walls unless the spell manages to destroy them. To account for the monster summoning changes, Abjuration is now a single-target spell. The screen-wide version is available as a new level 6 spell, Mass Abjuration. Maxwell’s Silver Hammer and Levitate have been removed.
- Cheibriados: Ponderous equipment has been replaced. Instead, gaining Cheibriados piety slows you down. Followers are no longer given resistances, but gain the Temporal Distortion ability, which moves nearby monsters forwards in time a few turns.
- Makhleb: The demon prince of destruction deals only in blood and souls! Makhleb’s invocations now cost health instead of magic. Followers will be rewarded for kills with a larger amount of health, but no magic.
- The three good gods now have piety decay over time, but each has new methods of gaining piety. Elyvilon piety from pacification has been greatly increased and piety from weapon sacrifices has been adjusted, Zin demands a tithe of all gold collected in return for piety, and The Shining One gives piety for meeting new monsters (and determining whether they need to be eradicated!).
- Constriction: Octopodes, nagas, some snakes, and tentacled monstrosities can now prevent their foes from escaping while squeezing the life out of them.
- Various changed mechanics: Poison resistance is now only 90% effective against most effects. No spells work through glass or trees anymore. The slaying property (incribed as {Dam+X}) now works identically to weapon enchantments. Contaminated (‘brown’) chunks always give nutrition and cause nausea instead of sickness. Nauseous characters can only eat when near starving and might make themselves ill.
- Items: All polearms have been lengthened and may now be evoked (‘v’) to attack non-adjacent squares (like the reaching brand). Potions of healing are now known as potions of curing, and wands of healing are now known as wands of heal wounds. Many new fixed artefacts have been added.
- Branches: Terrain in the Abyss now shifts with nearly every step. This may open new escape routes for stranded adventurers – or seal ones they were planning to take. Pandemonium has a dangerous new holy-themed unique level. The Hive is no more. Tiles players can enjoy the newly redecorated Snake Pit, Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, and Pandemonium. Many new vaults have been added across the entire dungeon.
- Interface: Spell success adjectives are replaced with failure rate percentages which are coloured based on potential miscast severity.
Thanks to Eronarn for compiling the list of changes, and to the many contributors to this version. See the full changelog for much more!
1. Comment by KiloByte
3/Mar/2012 at 10:40
There is no real flavour except for the name, so it’s not much to warrant redundant mechanics. And why not have two races with both name and mechanics different?
2. Comment by suicidalkoboldberserker
3/Mar/2012 at 11:27
Thanks for all the work!
+1 for “keep dwarves”
+1 for “please no more octopodes”
+1 for “keep the hive”
3. Comment by minmay
4/Mar/2012 at 00:12
The dev team adds things to the game. That means they have to remove things, otherwise the end result will be a game that’s bloated to the point of unplayability.
Both bad things and redundant things are good to cut, and the former is much harder for devs to agree on. Mountain dwarves were the latter, just like giant toads and scrolls of paper and hill dwarves.
Honestly I feel there aren’t nearly enough removals compared to additions. There’s certainly still a lot of redundancy (screw bumblebees).
4. Comment by albinogator
7/Mar/2012 at 04:53
I agree with the MD removal. I thing it was a tough, but necessary decision. I also think elves should be bundled in one package. Redundancy doesn’t help anyone.
I like the new race (didn’t played it yet). Why not, I say, and let’s give it a try. It would be nice to have some insectoids thrown in there someday (ant people, bee people, etc…). It’s fantasy you know. I swear I would play a blob, a slime or a giant amoeba if I could. Relevant differences is what makes it interesting. Not more of the same.
For those who like dwarves & classic fantasy races, I understand your frustration but still think multiple flavors of the same race is not the solution. A dwarf theme branch of the dungeon, on the other hand, seems necessary to me. I still don’t really grasp why there is none. I mean the orcs & the elves have theirs, why not the Dwarves ? I am sure there is a way to be creative with them (…avoiding a repetition of the orcish mines being an issue). In any case, space should be made for them in the dungeon. It requires work but I believe it should be attempted. Furthermore, it could give the game a more classic feel that would perhaps counterbalance it’s more wacky elements.
My humble 2 cents anyway.
Good job guys.
5. Comment by a
10/Mar/2012 at 16:22
as posted by LocalWizard at the tigsource forum:
I like this game I like it a lot,
And you will like it as well.
You can swim and starve and fly and rot,
And even eat pizza in hell.
You can be a vampire,
And drink tonnes of blood,
You could be a sludge elf
And do things with mud.
If you want to have horns,
You could be a minotaur,
In the next room – a Hydra!
Quick, close the door!
You could be a mummy,
And never eat or tire,
You could master black magic!
You could also catch fire…
You could be a knight,
Brave and true,
Until you meet Sigmund,
On level two.
You can be quiet and stealthy,
A kobold Assassin or thief,
Until you backstab a golem
And it gives you grief.
You can be peaceful,
And never eat meat
Change your mind by the Lair,
And kill lots of sheep.
If you really want,
You can worship a slime,
But choose Cheibriados,
You can then control time!
You can worship Fedhas,
To grow plants and weeds,
Or worship Sif Muna,
For more books than you need.
Worship Trog to kill your enemies,
Until they’re all gone.
If you like to just have fun then die,
All glory to Xom
6. Comment by Dave
13/Mar/2012 at 09:57
I feel like removing mountain dwarves and hive has made it less accessible to new people. MDFi was how new people won at crawl. The hive was how new people playing spriggan’s won at crawl. They were the “Easy” setting, and I think its too bad they are gone. I think my favorite version was 0.5
7. Comment by minmay
17/Mar/2012 at 20:05
Fighter is one of the worst backgrounds – any guide identifying MDFi as the “Easy” setting is either outdated by at least five versions or has a very strange idea of “easy”; for every version after 0.5, more than half the combinations in the game were better than MDFi. In 0.6 in particular, it was one of the worst possible combos, outdone only by a few mummies and chaos knights.
So really removing them probably made the game more newbie-friendly if anything, by making them realize the outdated guides are outdated. Also, Mi and HO are now more effective than MD, so if MD stayed in 0.10 then MiFi and HOFi would be better choices than MDFi anyway.