Dungeon Crawl Stone Soup 0.11: “Arachnophobia” has been released! We proudly present the new Spider Nest branch. It is five levels deep, contains the gossamer rune of Zot, joins the Lair branch roulette, and is filled to the brim with spiders. And they are scary indeed: large groups of fast hard-hitting enemies in a fairly open layout that is riddled with webs. The melee spiders are backed up by slow but powerful orb spiders that try to keep their distance while weaving orbs of destruction. Almost all spiders were rebalanced to fit into a Lair branch, so they are generally much more powerful than before.
You can get 0.11 at our Downloads page, or see the How to play Online page for a list of available servers. There will be an official tournament to celebrate this release, but we’re waiting for the new CAO server before setting a date. As soon as more information is available a new announcement will be made.
One change that may cause problems for upgrading users, especially online players, is a slight change in the way the options file works: the default options file now consists only of commented out lines. If you modified your config and are reusing it for 0.11, which is done by default on the servers, you should comment out or delete all lines that you did not change from the default. This will ensure that you are not using any default values from older versions. You may also need to update your config to use the new syntax for various list options (such as message colours or travel stoppers), by ensuring you use “option += value” to append to the list instead of “option = value” (as in the future this will replace the list entirely instead of appending to it). Using the old syntax will cause an ingame message to be displayed, to remind players that the options format has changed. See the List Options section of the options guide for full details.
Some of 0.11′s major changes include:
- Places: With the addition of the Spider Nest, the Lair will now contain one of Swamp/Shoals and one of Snake/Spider. The Swamp has an improved layout with more compact levels. The Elven Halls are shortened to three floors. As always, there are many new vaults, including new branch endings and full-level vaults. The frequency of vaults has also been slightly increased. Upon escaping from the Abyss, you now land back where you came from, but with a few turns’ banishment immunity. A new Sprint map has been added: Ziggurat Sprint by st squeezes an entire Ziggurat into one floor, and contains appropriately ridiculous amounts of loot and monsters.
- Monsters: Fannar, an elven ice mage, and Arachne, a poisonous half-spider, join the ranks of Crawl’s unique monsters. The omniresistant Hell Sentinels replace Pit Fiends. Boulder beetles can now curl up and roll at you for heavy damage. Mimics can now constrict their foes, although early mimics are much weaker: their constriction does no damage, and they don’t resist elemental attacks. Monster constriction formulae have been changed to make it much easier to escape, but blink counts as two escape attempts now instead of always letting you get out. Equipment-using monsters can now wear rings and amulets and benefit from most of their effects.
- Items: Ammo enchantment has been removed, which greatly simplifies inventory management for those who use ranged weaponry. Weapon skill now fills the role of ammo enchantment, instead. You can now abort changing your armour instead of slowly getting nibbled to death by a rat while putting on your shiny new crystal plate armour. Most fixed artefacts now start out identified. Weapons are identified by having a certain amount of the corresponding skill instead of by whacking plants with them. Rods of smiting are replaced with lightning rods that let you shoot cones of lightning. You can adjust the width of the cone to either do heavy damage to single targets or quickly clear out hordes of popcorn.
- Gods: Okawaru now gives almost no piety for killing and sacrificing weak enemies, but gives much more for winning difficult fights. Nemelex worshippers can now earn the ability to use the top four cards in a deck at once, replacing the old “Mark Four” ability. Nemelex also gifts fewer decks of summoning, and various cards have been adjusted. Kikubaaqudgha gifts randomised necromancy spellbooks instead of the fixed ones. Xom now usually times his pranks to coincide with interesting situations.
- Interface: Several new options were added, including automatically dropping old chunks when burdened, and sacrificing corpses before autoexploring. The spell targeting interface has been greatly improved, showing the affected area for AoE spells and beam paths for bouncing lightning bolts. The ‘\’ known items menu lets you adjust your autopickup options while you play. The HUD now displays current gold and game time, so you can see in brackets how long your last action took. Local versions now include a scrollable highscore list that lets you easily open the morgue files of your most successful dead or victorious characters.
- Tiles: As always there are many beautiful new tiles for the dungeon, its inhabitants, and many items. These include special tall tiles for the unique lords of Pandemonium and the Hells, and a huge amount of new weapon tiles, including tiles for the different racial weapon variations.
There are a lot more changes, and as always the changelog lists all major ones. Many thanks to galefury for writing most of this post, and to all the contributors to Stone Soup. Have fun playing DCSS 0.11! Beware of the spiders!
1. Comment by kek
2/Oct/2012 at 21:04
Always great to see a new version out :) and less summoning from nemelex sounds pretty good!
2. Comment by Styro
3/Oct/2012 at 03:01
Sounds like some great changes. I especially like that some of the tedious branches have been shortened. Thanks for all your hard work!
3. Comment by Baccar Wozat
3/Oct/2012 at 04:17
Excellent, and I only saved 43743 bytes when I ran the tiles through PNGOUT. :) Seriously, though, the tiles get better and better every new release!
4. Comment by Eldomir
3/Oct/2012 at 07:36
You guys are awesome… I hadn’t played for a few months and coming back and seeing the changes is amazing :)
5. Comment by Annonith
3/Oct/2012 at 07:53
Thanks for the new release. It’s all good and fine (maybe besides shortening the Elven Halls – I love murdering elves >:( ) but…
Still no option to re-size tiles? It’s a real eyestrain on higher resolutions.
*sigh* Someday, someday…
6. Comment by Roderic
3/Oct/2012 at 10:40
Hooray ! At last!
7. Comment by Andrew
3/Oct/2012 at 11:16
Yay!
8. Comment by galefury
3/Oct/2012 at 12:32
Annonith: there is an option to scale the tiles in trunk. It just didn’t make it into 0.11. :(
9. Comment by cedor
3/Oct/2012 at 13:12
Will you give us a way to regenerate a default version of the option file on webtiles? (To avoid old config conflict)
10. Comment by XuaXua
3/Oct/2012 at 16:16
I’m going to to kick those spiders down with my Mountain Dwar… oh wait. :D
11. Comment by edlothiol
3/Oct/2012 at 16:21
cedor: Currently that’s not possible, but it’s easy to just copy the contents from https://gitorious.org/crawl/crawl/blobs/stone_soup-0.11/crawl-ref/settings/init.txt and paste them into your rc file.
12. Comment by Zicher
3/Oct/2012 at 17:11
Downloading it right now! :)
13. Comment by SuperTaster
3/Oct/2012 at 17:58
From anyone in the know, what’s the status on Permacasting enchantments? On its way? Not gonna happen? Floating about as an interesting idea without substance?
14. Comment by Roderic
3/Oct/2012 at 18:18
Having a hobgoblin in D:2 using a ring of invisibility (a wtf moment) is what this game missed
15. Comment by galefury
3/Oct/2012 at 22:01
SuperTaster: afaik permacasting is planned, but not at the top of anyone’s to-do list. But I may be wrong.
16. Comment by Ne_Cobalt
4/Oct/2012 at 11:33
KOOOOOOL!
17. Comment by Annonith
4/Oct/2012 at 12:43
galefury: Awesome, thanks for info. I really hope this feature will be in the next stable release ‘coz for me that’s one thing that crawl needs to achieve perfection.
18. Comment by Adam S. (Ogre)
4/Oct/2012 at 22:22
For us spectators, it would be nifty to have god interactions broadcasted to the chat. Right?
19. Comment by Bobo
5/Oct/2012 at 01:50
When is the Mac version coming?
20. Comment by Curio
5/Oct/2012 at 10:03
Thank you! Devs are the best!
21. Comment by jpeg
5/Oct/2012 at 13:22
Great write-up, sounds like you did some fun stuff!
22. Comment by Amethyst Igor
5/Oct/2012 at 20:24
Complete awesomeness. The curb on Nemelex Xobeh’s Summoning decks was needed, although draw four is a pleasant surprise. I highly recommend NX for fighters or priests of any race with an Evo modifier of 0 or better. Nice for Ogres. Maybe even Trolls?! Trolls can’t do anything well anyway.
Hats off to the Dev team!
23. Comment by Andrew
6/Oct/2012 at 07:14
Please, can we have a Mac build!
24. Comment by Newbie
6/Oct/2012 at 16:35
Hehee nice. Thankee for this release. You’re all doing the best. Keep up the good works.
Two thumbs up.
25. Comment by erf
7/Oct/2012 at 13:26
Mac build please=)
26. Comment by enhorning
8/Oct/2012 at 22:20
No Mountain Dwarves :(
27. Comment by MarvinPA
10/Oct/2012 at 00:57
Mac build is up (has been for a while now, I think).
28. Comment by Davidos
10/Oct/2012 at 03:46
Uh. The changelog says scrolls of detect curse were removed. What.
29. Comment by Jabberwocky
10/Oct/2012 at 23:17
Davidos: I believe that ?detectcurse was removed to prevent people from grabbing every runed robe from orc and elf to find one with resistance or archmagi.
30. Comment by Don
11/Oct/2012 at 13:23
Wonderful, awesome, thank you!!!
31. Comment by justacomment
12/Oct/2012 at 22:47
Scroll of detect curse removed ?? This is a “wtf” for me. Dev team does a lot of great stuff, but sometimes I really wonder what they are smoking. Just like the hate armor and armor skill got in 0.6 and 0.7. At least bog mummies are gone again. There is a difference between annoying and repetitive….
32. Comment by Amethyst Igor
16/Oct/2012 at 20:05
Scrolls of detect curse were redundant because scrolls of remove curse solves the curse problem. In general the developers don’t like redundancies, inefficiencies, and weak effects, and that’s why detect curse gets the axe. That is why the school of Divination is gone too. Scrolls of detect curse are simply unnecessary baggage, look at it that way. One would much rather get a scroll of remove curse than detect curse.
33. Comment by Jeff
18/Oct/2012 at 16:12
Yeah but detect curse solves a very different problem, that being, checking stuff before it becomes a problem. If you’re going to remove detect curse why not merge the two and make remove curse also detect?
I’d frankly rather have both because I like preventing problems from happening in the first place. At least give us some other way to detect curses.
34. Comment by Zibble
21/Oct/2012 at 05:05
IMHO the elven halls should be restored to thier full length. It is an important place to find a high quality piece of armour/weapon for the later branches.
35. Comment by Zibble
21/Oct/2012 at 05:07
Scrolls of detect curse were not redundant, because they allowed you to conserve scrolls of remove curse. Which become important when fighting mummies.
36. Comment by Faraz
29/Oct/2012 at 07:38
Thank you!
37. Comment by Schmoe
30/Oct/2012 at 15:40
So remove curse and detect curse are redundant? That’s like saying that armor and healing are redundant. One prevents damage, the other removes it. They do NOT seem redundant to me, at all.