{"id":5124,"date":"2021-09-23T18:22:45","date_gmt":"2021-09-23T16:22:45","guid":{"rendered":"http:\/\/crawl.develz.org\/wordpress\/?p=5124"},"modified":"2021-09-23T19:10:51","modified_gmt":"2021-09-23T17:10:51","slug":"trunk-updates-23-september-2021","status":"publish","type":"post","link":"https:\/\/crawl.develz.org\/wordpress\/trunk-updates-23-september-2021","title":{"rendered":"Trunk Updates 23 September 2021"},"content":{"rendered":"<p><em>You feel a terrible foreboding&#8230; the trunk updates come into view!<\/em><\/p>\n<p>Hello crawlers! It has been a busy month since we last wrote, with lots and lots of new stuff landing in trunk.<\/p>\n<p>First of all, you&#8217;ve probably noticed a lot of fresh new looks for monsters and terrain. A big thanks to community contributor <em>Sastreii <\/em>for the stream of awesome tiles.<\/p>\n<p>The long promised <strong>Hell overhaul<\/strong>\u00a0has arrived in trunk, with a complete refresh of each of the sub-branches and tons of new monsters. <em>nicolae<\/em>\u00a0is hard at work on new Hell vaults as well, so watch out! Speaking of vaults, hellmonk has brewed up <strong>six new WizLabs<\/strong>\u00a0for you to loot, or perhaps to die in.<\/p>\n<p><strong>Fighter<\/strong> and <strong>Fire Elementalist<\/strong> have both been adjusted &#8211; the latter has two new spells, and there are a few other new spells as well. The behavior of <strong>random rage<\/strong>\u00a0from all sources has had a variety of tweaks, and there&#8217;s the usual grab bag of other tweaks, changes, and adjustments.<\/p>\n<h2>Hell Overhaul:<\/h2>\n<p>For a long time, players have let us know that hells are too long (28 floors!) but too easy &#8211; a &#8220;victory parade&#8221;. To fix that, we&#8217;ve taken what was fun and challenging about the hells and distilled away the rest. The result is much more lethal, shorter, and a rip-roaring good time all the way through. Changes include:<\/p>\n<ul>\n<li><strong>Hell effects<\/strong> are divided into timed effects and branch wide persistent effects.<\/li>\n<li>The <strong>timed effects<\/strong> are the same for all hells, and consist of temporary mutation, stat drain, hp drain, and noise.<\/li>\n<li>The <strong>branch-wide persistent effects<\/strong> are:<\/li>\n<ul>\n<li>In Dis, players have 8 Corrosion (-8 AC and Slaying).<\/li>\n<li>In Cocytus, potions are frozen solid cannot be used.<\/li>\n<li>In Gehenna, scrolls are obscured by hellish smoke and cannot be used.<\/li>\n<li>In Tartarus, Willpower is halved by the sheer horror of the environs.<\/li>\n<\/ul>\n<li>In each hell sub-branch, floors 1-6 are shrunk to 1\/4 of their original area. (The final floor of each branch, floor 7, is unchanged.)<\/li>\n<li>Each level only generates a single downstair, with no randomly placed shafts and a limited number of escape hatches.<\/li>\n<li>Hell subbranches have their monster lists refreshed with a variety of new enemies, replacing things like weak derived undead and so-called &#8220;trash mobs&#8221;.<\/li>\n<ul>\n<li>Each subbranch has hellions, tormentors, dread liches, and ancient liches.<\/li>\n<li>In addition to the cross-hell population, there are revised monster sets in each subbranch.<\/li>\n<li><strong>Gehenna<\/strong> is now populated by brimstone fiends, hellephants, hell hogs, fire giants, salamander tyrants, balrugs, and three new monsters:<\/li>\n<ul>\n<li>The <strong>creeping inferno<\/strong> stalks the player like a lurking horror, and when it explodes it goes off in a fire storm.<\/li>\n<li><strong>Searing wretches<\/strong> are ghoul-like monsters that strip fire resistance with their melee attacks.<\/li>\n<li><strong>Stokers<\/strong> tend the fires of Gehenna, summoning creeping infernos and setting off wind blasts.<\/li>\n<\/ul>\n<li><strong>Dis<\/strong> is now populated by hell sentinels, iron giants, caustic shrikes, iron dragons, war gargoyles, buffed iron golems, and two new monsters:<\/li>\n<ul>\n<li><strong>Quicksilver elementals<\/strong> have quicksilver bolt and antimagic attacks, as well as batty movement.<\/li>\n<li><strong>Crystal echidnas<\/strong> throw barbs and fire crystal bolts. They&#8217;re made of green crystal and are appropriately vulnerable to LRD.<\/li>\n<\/ul>\n<li><strong>Cocytus<\/strong> is now populated by ice fiends, shard shrikes, azure jellies, titans, frost giants, freezing wraiths, simulacra, and two new monsters:<\/li>\n<ul>\n<li><strong>Wendigos<\/strong> have stunning blast, paralyzing victims for 1 turn on hit. They can also turn nearby simulacra into very powerful iceblasts, destroying the simulacrae in the process.<\/li>\n<li><strong>Narguns<\/strong> hit hard, have a vulnerability melee, and cast petrify. (Watch out &#8211; since potions are frozen solid in Cocytus, you can&#8217;t quaff cancellation to stop the petrification!).<\/li>\n<\/ul>\n<li><strong>Tartarus<\/strong> is now populated by tzitzimimeh, silent spectres, doom hounds, bone dragons, profane servitors, eidola, shadow wraiths, spectral things, and two new monsters:<\/li>\n<ul>\n<li><strong>Tainted leviathans<\/strong> are undead giants which mesmerise, throw large rocks, and are ringed by miasma clouds<\/li>\n<li><strong>Putrid mouths<\/strong> are screaming ghosts with miasma breath, strong poison and stat draining melee.<\/li>\n<\/ul>\n<\/ul>\n<\/ul>\n<h2>Six New Wizard&#8217;s Laboratories:<\/h2>\n<p>Hellmonk, with an assist from PleasingFungus and art from Sastreii has brought a whole assortment of new WizLabs for you, including restoring two that were cut in 0.17.<\/p>\n<ul>\n<li><strong>Eringya&#8217;s Formal Garden<\/strong> (previously removed in 0.17) returns with a modified layout, nastier archers, and the addition of some of the swamp monsters that have been added between then and now.<\/li>\n<li><strong>Tukima&#8217;s Studio<\/strong> (also removed in 0.17) returns with a modified layout and several brand-new monster types to complement the dancing weapons: walking tomes, which summon living spells that cast themselves at the player. Walking Tomes also now appear as high-tier enemies in Depths.<\/li>\n<li><strong>Yara&#8217;s Duelist Academy<\/strong> features mana vipers, lots of warrior-mages wielding antimagic weapons, and a fearsome semi-unique Head Instructor who likes to dual-wield triple swords.<\/li>\n<li><strong>Borgnjor&#8217;s Mausoleum<\/strong> features both corporeal and incorporeal undead. Lost souls occasionally appear when monsters are killed, making big fights scarier. A cult of halazid warlocks serve as the final encounter.<\/li>\n<li><strong>Maxwell&#8217;s Workshop<\/strong> features an array of golems and big, meaty workers who wield big, meaty maces. You&#8217;ll find some of Maxwell&#8217;s cast-off equipment here, perhaps including the legendary artifacts themselves.<\/li>\n<li><strong>Alistair&#8217;s Party Mansion<\/strong> features an array of wizards and their bizarre guests. There&#8217;s some good consumables to be had if you don&#8217;t mind crashing the party of the century&#8230; and wading through statrotting clouds of degeneration.<\/li>\n<\/ul>\n<div>\n<h2>Background changes:<\/h2>\n<p>In 0.27, we removed some Level 5 spells from book starts. This was to push them toward being like other backgrounds: a starting kit, not something that lasts you through most of the game. Fire Elementalists are now being changed in the same way: they get two new low-level spells, Scorch and Flame Wave (described below), replacing Sticky Flame and Fireball in the starting book. <\/p>\n<p>Changes to shield delays made kite shields a worse starting item. Accordingly, most Fighters now start with bucklers, which require less skill. (Ogres and Trolls, which cannot use bucklers, are unchanged.)\n<\/p><\/div>\n<h2>Spell changes:<\/h2>\n<ul>\n<li><strong>New spell:<\/strong> Scorch (L2 Fire). Hits a random enemy within 3 tiles, dealing fire damage. If damage is dealt, applyies short term rF- to the foe. <strong>Cinder Acolytes<\/strong> start with Scorch instead of Foxfire.<\/li>\n<li><strong>New spell:<\/strong> Flame Wave (L4 Fire\/Conj). Flame Wave is a channeled spell (like Searing Ray) that hits all surrounding tiles in ever-wider waves of flame. The initial cast costs 4 MP, and each turn of channeling costs 1 MP. The noise starts a bit louder than a shout, and gets up to fireball level by the last wave.<\/li>\n<li><strong>New spell:<\/strong> Summon Cactus Giant (L6 Summoning). Summons a jolly green giant, which impales attacking enemies on its giant spines. Appears in the Book of the Wilderness and the Book of Scorching<\/li>\n<li><strong>Searing Ray<\/strong>&#8216;s power scaling is decreased.<\/li>\n<li><strong>Storm Form&#8217;s<\/strong> power scaling is decreased, but blinkbolt is now always LOS range.<\/li>\n<li><strong>Bolt of Magma<\/strong> and<strong> Corona<\/strong> are now monster only.<\/li>\n<\/ul>\n<div>\n<h2>Random rage:<\/h2>\n<ul>\n<li><strong>Random rage<\/strong>\u00a0bypasses Ashenzari clarity<\/li>\n<li><strong>*Rage<\/strong>\u00a0now causes berserk on 20% of hits per item (the exact chance is displayed in the % screen and item description).<\/li>\n<li>The\u00a0<strong>evokable berserk<\/strong>\u00a0artefact property is removed.<\/li>\n<li>Unrand changes:<\/li>\n<ul>\n<li>The<strong>\u00a0necklace of bloodlust<\/strong>\u00a0keeps *Rage but with 50% berserk chance.<\/li>\n<li>The\u00a0<strong>Zealot&#8217;s sword<\/strong>\u00a0retains *Rage with the standard 20% berserk chance.<\/li>\n<li><strong>Leech<\/strong>\u00a0trades *Rage for Harm and Drain on unequip.<\/li>\n<li>The\u00a0<strong>hat of the bear spirit<\/strong>\u00a0gains *Rage instead of +Rage (for now).<\/li>\n<\/ul>\n<li><strong>Berserkitis&#8217;<\/strong>\u00a0chance to berserk on melee hit stacks with *Rage linearly, and the cumulative chance is displayed in the % screen.<\/li>\n<li><strong>Cheibriados<\/strong>\u00a0permits berserk, and just suppresses the extra speed.<\/li>\n<\/ul>\n<\/div>\n<h2>The rest of the changes:<\/h2>\n<ul>\n<li>All <strong>derived undead<\/strong> keep their reach, constriction, and trample effects.<\/li>\n<li>New entry vaults, ruin sub vaults, and maps for <strong>Desolation<\/strong><\/li>\n<li><strong>Red Devils<\/strong> no longer kite, and instead their melee attack inflicts the barbs status if damage is done.<\/li>\n<li>The <strong>Ranger Card<\/strong> now summons rangers from these three types: centaur warrior, naga sharpshooter, deep elf master archer. (thanks <em>sdynet!<\/em>).<\/li>\n<li><strong>Ironbound Beastmasters<\/strong> are removed.<\/li>\n<li><strong>Depths<\/strong> is now 4 floors.<\/li>\n<li>The <strong>experience cost of high-level skills<\/strong> is reduced (approximately equivalent to a +1 increase in aptitude at skill level 23).<\/li>\n<li>To compensate, <strong>late game XP is reduced<\/strong>.<\/li>\n<li>The <strong>top-end two handers<\/strong> have slightly lowered skill requirements for mindelay. Executioner&#8217;s axes and bardiches now reach mindelay at skill 24, and triple swords at skill 22.<\/li>\n<li><strong>Throwing ammunition<\/strong> is reduced.<\/li>\n<li><strong>Abyssal Knights<\/strong> background stat contribution is changed to 5\/2\/5 Str\/Int\/Dex, from 4\/4\/4.<\/li>\n<\/ul>\n<h2>On the horizon:<\/h2>\n<p>That rounds out the changes for this update. Looking to the future is always fraught, but amid the miasmatic haze of Tartarus there are some outlines of a <em>spider overhaul<\/em>, <em>adjustments to the wanderer start<\/em>, <em>more efforts to\u00a0compactify mid-to-lategame<\/em>, and a host of community and dev-team designed <em>new vaults. <\/em>Further afield there are rumors of new Bailies, overhauls of Yredelemnul and Jiyva, and perhaps even something about ranged combat. Stay tuned! And until next time, happy crawling!<\/p>\n<p style=\"text-align: right;\"><em>The trunk update rustles loudly! The trunk update casts itself at you!!!!!!! You die&#8230;<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>You feel a terrible foreboding&#8230; the trunk updates come into view! Hello crawlers! It has been a busy month since we last wrote, with lots and lots of new stuff landing in trunk. First of all, you&#8217;ve probably noticed a lot of fresh new looks for monsters and terrain. A big thanks to community contributor [&hellip;]<\/p>\n","protected":false},"author":37,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[48],"tags":[],"_links":{"self":[{"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/posts\/5124"}],"collection":[{"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/users\/37"}],"replies":[{"embeddable":true,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/comments?post=5124"}],"version-history":[{"count":9,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/posts\/5124\/revisions"}],"predecessor-version":[{"id":5135,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/posts\/5124\/revisions\/5135"}],"wp:attachment":[{"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/media?parent=5124"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/categories?post=5124"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/crawl.develz.org\/wordpress\/wp-json\/wp\/v2\/tags?post=5124"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}