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CVS commit: wip/crawl-stone-soup



Module name:	wip
Committed by:	yhardy
Date:		Tue Aug 18 21:15:41 UTC 2015

Modified Files:
	wip/crawl-stone-soup: Makefile PLIST distinfo
Added Files:
	wip/crawl-stone-soup/patches: patch-source_platform.h

Log Message:
Update dungeon-crawl-stone-soup-0.16.1. Change log:

Stone Soup 0.16.1 (20150322)
--------------------------------------------
* Major bugfix release. Because of the first two bugfixes listed below, it's
  strongly recommended that all 0.16.0 users upgrade to this version.
* Fix a bug where all player melee damage was effectively doubled. This only
  affected player melee damage, not player ranged or spells, or monster damage
  at all.
* Fix a bug in sprint where controlled blink was blocked as if from the stasis
  effect.
* Artefacts with the Contam property are no longer marked as chaotic and hence
  hated by Zin, since Zin wouldn't give penance for using e.g. weapons with
  this property anyhow. There's now a warning under Zin when Contam items are
  removed, since this does incur penance.
* Monsters no longer avoid walking on shadow traps.
* Fix the build for the Android port of DCSS.
* Other minor bugfixes.

Stone Soup 0.16 (20150311)
--------------------------------------------
* New gods: Gozag Ym Sagoz the Greedy and Ru the Awakened.
* Zot Defense has been removed.

Branches, environment
---------------------
* The tides in Shoals now only shift between shallow water & land; deep water
  is neither created nor destroyed. The tides move 15 times faster than before.
* Ziggurats now only require two runes to enter, down from three.
* Every time a player clears a ziggurat (exits from the top floor, Zig:27), all
  subsequent ziggurats become significantly harder.
* A Hall of Blades area (not branch) is now guaranteed on Elf:2.
* Abyssal stairs can now appear in the Abyssal Knight starting abyss.
* Clouds of draining now require rN+++ for immunity, up from rN+.
* Clouds of miasma now apply the 'Rot' status, rather than causing rotting
  directly.
* New trap: "Shadow Trap", which summons a small group of hostile creatures
  from the local area when any non-summoned creature steps on it.
* Traps no longer care about whether the player is flying.
* The 'disarm trap' command has been removed.

Character
---------
* Demigods now gain two stats of their choice on on every third level, in
  exchange for no longer getting one random stat on every second level.
* Demigods now have innate Sustain Abilities.
* All species can now choose 'unarmed' when playing backgrounds that allow a
  weapon choice.
* Ghouls now gain as much healing from normal chunks as they previously got
  from rotting flesh, and always cure a point of rot when eating a chunk.
* Vampires now bottle blood with 'c', and can do so from the first level.
* Butchering/bottling now only takes a single turn.
* Wanderers now receive a randart spellbook instead of starting with a Level 1
  spell memorized.
* Wanderers can start with one elemental evoker or a box of beasts instead of
  a wand.
* Wanderer starting equipment is noted in the game log.
* Felids no longer have a jump-attack ability, which has been removed.
* Worshippers of Kikubaaqudgha and Nemelex Xobeh will now have titles unique
  to those gods displayed when their highest skill is Necromancy or Evocations
  (respectively).
* Gargoyles can no longer cast Statue Form.
* Removed Death Knight and Healer backgrounds.

Monsters
--------
* The Great Lords of Pandemonium (Cerebov, et al) will reappear on later floors
  of Pandemonium if their rune is stolen, unless and until they are slain.
* The Serpent of Hell is considerably tougher; it now has three heads which
  can attack and/or breathe separately, and can also summon backup.
* Mnoleg now has more and more exciting attack types.
* Mimics now cackle and vanish (forever) when discovered.
* Curse skulls now move - fast!
* Iron devils have been upgraded to rust devils, which do less damage but
  corrode with their touch.
* Insubstantial wisps are now more fragile & less numerous, but have Static
  Discharge.
* Seraphim are now considerably stronger, and have a new spellset. They can
  now (very occasionally) appear on the orb run.
* New monsters:
  - Robin of the Strong Arm, appearing in the early Dungeon. An unusually
    strong hobgoblin, with a personal army of hobgoblins and goblins. She
    happily hurls the latter at her enemies.
  - Caustic shrikes, appearing in Depths. Metallic birds that travel in flocks,
    attacking with acid-dripping claws that sear through armour & flesh alike.
  - Shard shrikes, appearing in Cocytus. Batty monsters that come in flocks and
    spit deadly ice shards at their foes.
  - Elemental wellsprings, appearing in Cocytus. They fire powerful waves of
    water which produce hostile water elementals - but deplete their own
    'health' in the process.
  - Bennu, the divine phoenix, appearing in Tomb. Attacks with draining and
    holy; when killed, explodes into ghostly flame and instantly returns to
    life (once).
  - Ushabti, funerary statues, appearing in Tomb. They exhale long lines of
    draining clouds, and rumble deeply to alert far-away foes.
  - Anubis guards, living fanatics appearing in Tomb. They're conditioned to
    be immune to torment, and breathe draining, dispel undead, and howl to
    alert other guards.
  - Death scarabs, swarming insects appearing in Tomb. They trail miasma and
    have a vampiric bite that also drains speed.
* Renamed monsters:
  - Silver statues -> obsidian statues.
  - Green rats -> river rats.
  - Orange rats -> hell rats.
  - Yellow wasps -> wasps.
  - Red wasps -> hornets.
  - Mermaids -> sirens.
  - Sirens -> merfolk avatars.
  - Meatsprint lost souls -> wretched souls.
* The Royal Jelly now leaks a large number of jellies when polymorphed.
* Ghost crabs have been moved from Crypt to Swamp.
* The "misshapen and mutated" status (from Malmutate and the new Irradiate
  spell) is now temporary, but more significant.
* Player ghosts & spellforged servitors can now have more than six spells.
* Player ghosts now have their weapon brands displayed.
* Hellwings can now cast Cigotuvi's Embrace, and start with it active.
* Xtahua's breath now creates a cloud of flames, like red draconians'.
* Tiamat can now be any colour of draconian, except grey.
* Fannar can now cast Condensation Shield.
* Frederick is now a demigod; his armour has been upgraded & his spellset has
  been tweaked.
* Sense invisibility has been simplified; monsters that had it now have see
  invisible + blindness immunity instead.
* Magic immunity no longer confers confusion immunity to monsters.
* Many monsters are no longer magic immune: notably, most plant enemies, eyes,
  mummies, and angels.
* Polymorphed monsters now return to their original shapes in death.
* Liches (and ancient liches) now choose their spells randomly from a large
  set of possible spells, instead of having fixed spellbooks.
* All non-permanent summoned monsters are now unable to use stairs.

Spells
------
* New spells:
  - Singularity (L9 Translocation), which summons a singularity & sucks in all
    nearby enemies, severely damaging them in the process.
  - Gell's Gravitas (L5 Hexes/Translocation), which pulls nearby creatures
    toward the target, causing damage if they collide & occasionally confusing
    them.
  - Hydra Form (L6 Transmutation), a short-duration form that attacks all
    adjacent foes & devours slain foes for nutrition and healing.
  - Irradiate (L5 Transmutation/Conjuration), which deals heavy damage &
    malmutates nearby enemies, but also contaminates the caster.
  - Cigotuvi's Embrace (L5 Necromancy), which turns all corpses in LOS into
    armour for the player.
* Dispersal now affects a wider radius & has a chance of confusing its victims.
* Force Lance is now L4 Translocation/Conjuration, and is more accurate and
  better at knocking enemies back.
* Ice, Dragon, Tree and Fungus forms no longer meld octopode rings.
* Spell miscast effects have been hugely revamped.
* Monstrous Menagerie has had its summon cap reduced by one.
* Twisted Resurrection and Forceful Dismissal have been removed.

Items
-----
* Chunks are now only separated by edibility (normal, poisonous, mutagenic...),
  rather than source monster type.
* Rotting chunks are gone; corpses rot directly into skeletons.
* Cleaving attacks (from axes and Hydra Form) try to hit all adjacent enemies,
  rather than being blocked by walls.
* Enemy-held weapons now have their brands ID'd on sight.
* Wand changes:
  - Zapping wands that don't have their charge count identified wastes several
    charges.
  - Wand type is auto-identified on pickup.
  - Many weak wands have had their max charge count increased.
* New items:
  - Gyre & Gimble, a pair of quickblades linked by a chain; they take two hands
    to use, but each attack made with them strikes twice.
  - Shadow Dragon Armour: as heavy as Storm Dragon Armour, but has Stlth++++
    in place of rElec.
  - Quicksilver Dragon Armour: slightly heavier than Mottled Dragon Armour,
    with much better AC & MR+, but unenchantable. (Always +0.)
  - Phantom mirrors: one-use evocables that create a temporary friendly clone
    of targeted monsters.
  - The Iron Rod, which fires a spray of shrapnel in a wide arc. Extremely
    effective against agile, low-AC enemies, but ineffective against armoured
    enemies or at a distance.
  - The Akashic Record, a new high-level Translocations book.
  - Potions of ambrosia, which give substantial health & magic regeneration for
    a short period, but also confuse the user; if the confusion ends, so does
    regeneration.
* Regeneration has been moved from rings to amulets.
* Corrosion resistance can now occur on artefact armour.
* Artefact generation has been generally reworked.
* Scale mail now only has 10 ER, down from 11.
* Unrand changes:
  - The Ring of Vitality is now the Amulet of Vitality.
  - The captain's cutlass is now +5 (was +10) and can disarm enemies.
  - The Hat of the Alchemist is now -2 (rElec rPois rF rC rN MR rMut rCorr).
  - Maxwell's Patent Armour now gives rCorr rElec instead of rF+ rC+.
  - The arbalest Hellfire has had its explosion damage roughly doubled.
  - The dark maul has had both its base damage & enchantment increased.
* All food other than rations, chunks, and royal jellies now takes one turn
  to eat.
* Potions of blood no longer give nutrition for non-vampires.
* All short blades now do piercing damage.
* Weapons other than short blades & felid claws are all now equally good at
  stabbing.
* Light armour now has a small spellcast success penalty.
* Elemental evocables now charge & discharge on a type-by-type basis, rather
  than individually for each item.
* The Box of Beasts and Rod of Shadows are now considerably stronger.
* The lantern of shadows now drains MP while in use, and ceases to function
  once its wielder runs dry.
* Steel ammo no longer has a decreased mulch rate.
* Large rocks no longer have randomized range.
* Renamed items:
  - Cutlasses are now rapiers.
  - Bastard swords are now double swords.
  - Claymores are now triple swords.
  - Cloaks of darkness are now cloaks of invisibility.
* Removed items:
  - Boots of jumping.
  - Potions of confusion, porridge and coagulated blood.
  - Blessed Blades.
  - Rods of Striking.
  - Tomes of Destruction.
  - The book of Wizardry.
  - The Spear of the Botono.
  - The blowgun of the Assassin.


Cards
-----
* All characters can now evoke decks from the inventory.
* If one's god would disapprove of a card's effects, they will block the
  blasphemous effects in question as it is drawn.
* New cards.
  - Elements, which summons three beasts of the four elements.
  - Rangers, which summons two or three ranged-missile users.
  - Placid Magic, which removes all status effects and applies heavy antimagic
    to all creatures in sight, including the user.
  - Water, which creates temporary pools of shallow water & summoned elemental
    allies.
* Revamped destruction cards:
  - Storm has replaced rain and swiftness with summoning air elementals, or
    thunder clouds alongside a wind blast.
  - Pain has lost Torment and can now summon a flayed ghost to instantly apply
    its flaying effect to living targets.
  - Venom has lost Sting for earlier Venom Bolts and Poison Arrows, but at low
    power will briefly make the user vulnerable to poison.
  - Degeneration now applies a temporary malmutated effect to targets, along
    with polymorphing them to creatures with lower HD. Undead are dazed.
  - Vitriol now can provide Corrosive Bolts at higher power.
  - Orb bursts will now attempt to home on monsters they might reasonably hit.
* Revamped battle cards:
  - Potion has strictly-negative effects taken out, and will also apply its
    effects to allies if possible.
  - Blade now solely gives a cleaving status (which does not stack with the
    reaching of polearms or the original cleaving of axes, but will otherwise
    apply to all forms of weapon / unarmed attack.)
  - Helm can apply Stoneskin or Shroud of Golubria effects to allies at high
    power.
  - Elixir gives a small amount of temporary vitality to your allies, alongside
    its restorative effects to the user.
  - Shadow gives the darkness status (reduced LOS) instead of invisibility.
  - Dowsing is now significantly stronger in duration and range.
* Revamped summoning cards:
  - Pentagram now summons a more constrained set of demons (stronger at
    lower power and weaker at high power), and an additional accompanying
    hell hound, rakshasa, or pandemonium lord.
  - Dance has replaced its short swords with quarterstaves and its dire flails
    with executioner's axes. It also has a chance of summoning a randart.
  - Foxfire has lost butterflies and gained ravens.
  - Repulsiveness can now summon both an ugly thing and a very ugly thing, and
    always summons at least one friendly ugly thing if any hostiles are made.
* Revamped emergency cards:
  - Cloud surrounds all hostile monsters with varying types of clouds,
    instead of randomly scattering clouds in all valid places in sight.
  - Shaft now randomly places shafts under other monsters as well.
  - Tomb can now raise rock walls on stone stairs and deep water.
  - Velocity will always apply an overall-positive effect (with allies present).
  - Banshee now drains victims, in addition to causing fear.
  - Solitude can now cause Disjunction at high power.
* Wild Magic now affects enemies instead of the player, and restores magic for
  each enemy so affected. It has moved from the Deck of Punishment to the Deck
  of Wonders.
* Dowsing is no longer in the deck of battle.
* Decks of war have lost their set of destruction cards.
* The Cloud card has moved from decks of destruction to decks of emergency.
* Removed cards: Metamorphosis, Herd, Bones.

Gods
----
* New god: Gozag the Greedy. Gozag is a temple god, with an altar either in
  Temple or on D:2-9.
  - Charges a service fee for joining, dependent on the amount of gold that
    has been generated in the game.
  - Does not have piety.
  - Defeated enemies turn to gold; these gold piles distract nearby
    creatures, causing them to sometimes not act.
  - Potion Petition: purchase one set of potion effects. The first use is free.
  - Call Merchant: fund a merchant to set up shop somewhere near to areas
    of the dungeon you have explored.
  - Bribe Branch: send money to the inhabitants of a branch to turn them
    temporarily neutral or incite them to join you.
* New god: Ru the Awakened. Ru is a temple god, with an altar either in
  Temple or on D:2-9.
  - Periodically offers the player a choice of three permanent sacrifices in
    exchange for piety; all abilities scale with piety; piety never decreases.
  - Leaving Ru leaves all your sacrifices in place, but incurs no wrath.
  - 1*: Enemies may fail to attack you or even attack each other instead.
  - 2*: Enemies that hurt you may be punished with status effects.
  - 3*: Draw Out Power: restore health and mana to yourself, break free of webs
        and constriction, and cure confusion and petrification. Inflicts minor
        self-drain and short exhaustion.
  - 4*: Power Leap: Blinks you three tiles and deals high AOE damage at your
        destination. Inflicts medium exhaustion.
  - 5*: Apocalypse: Deals very high damage to all monsters in LOS and inflicts
        statuses. Inflicts heavy drain and exhaustion.
* All gods now treat followers' kills the same as the player's, for purposes of
  piety gain.
* Makhleb and Okawaru no longer support corpse sacrifice.
* Dithmenos now specifically hates fire; Corona and related effects are now
  permitted to Dithmenos's worshippers.
* Nemelex Xobeh:
  - Draw One and Peek at Two are no more.
  - Cards have been changed thoroughly over once more.
  - Nemelex now grants destruction decks again.
* While following TSO, enemies will no longer be distracted by your allies.
* TSO's Divine Shield no longer benefits from Shields skill.
* Zin:
 - Hell effect protection halved; now capping out at 50%, down from 100%.
 - Recite now more effective at very low Invocations.
* Elyvilon:
  - Followers can no longer pacify monsters by zapping wands of Heal Wounds.
  - Piety gain is now solely from exploration.
  - Abilities have been reworked:
    - 1*: Lesser Self-Healing (now called 'Lesser Healing')
    - 2*: Greater Heal Other (now called 'Heal Other')
    - 3*: Purification
    - 4*: Greater Self-Healing (now called 'Greater Healing')
    - 5*: Divine Vigour
* Gods that hated eating various types of creature (Beogh and the good gods)
  now hate butchering those types of creatures. Penalties for violating these
  conducts have been raised significantly.

Interface
---------
* Some effects (Shatter, banishment, etc.) now display animations.
* Monster AC, EV, and MR are now displayed as bars in their descriptions.
* Monster spell descriptions can now be examined through their descriptions, in
  the same way as books & rods.
* Odds of hex success is now displayed when targeting monsters, or when
  examining their spells.
* The screen now flashes on attempting to autoexplore with monsters in view,
  indicating where the relevant monsters are.
* Stealth is now displayed as a bar in the % screen. (The old 'stealth words')
  are still visible with @.)
* A third page has been added to the god description (^) screen, listing causes
  and effects of divine wrath.
* Xom now has a 'mood' meter, in the same place other gods have piety meters.
* Control-direction no longer tries to open or close doors.
* Derived undead (zombies, skeletons, &c) now have their full names displayed.
* Corrosion now visibly (temporarily) reduces weapons' enhancement bonuses.
* Monsters no longer appear on the minimap.
* The weapon, species, and background options allow these aspects to be
  specified in the init file, causing one to be randomly selected; a new combo
  option allows entire sets of the above to be specified, again with one being
  randomly selected.
* Added explore mode, which is a limited version of wizard mode, where the
  only benefit gained is the inability to die. No extra information is
  displayed (like in wizard mode), and no extra commands are available. As
  with wizard mode, explore mode games are not scored. Enter explore mode
  using '+'.
* ?/ has been generally improved, and a new ?/c(L)oud lookup has been added.

Stone Soup 0.15.2 (20141018)
----------------------------
* Assorted crash fixes, bug fixes, and display cleanups.
* Always weight formicid weapon acquirement towards two-handed weapons.
* Allow in-game updates to the mon_glyph option to change the glyph.
* Allow the option syntax of mon_glyph = <mon1>:<mon2> in order to set the
  color/glyph of one monster using the base values of another monster.
* In tiles, the tile_player_tile option allows you to specify an arbitrary
  monster tile to display for your character. The options tile_weapon_offsets
  and tile_shield_offsets can be used to adjust the player weapon and shield
  location when using these custom tiles.
* For use with tile_player_tile: the old orb guardian tile, a new monster
  vampire tile, and weapon/shield offsets for various monster tiles.

Stone Soup 0.15.1 (20140915)
----------------------------
* Assorted crash fixes.
* Monsters don't benefit from player throwing skill.
* Monsters no longer flee at random on re-entering a level after a short time.
* Several messages correctly no longer appear for out-of-sight monster
  actions.
* Dithmenos' stealth bonus works properly again.
* Several spell icons that missed the initial 0.15 release.

Stone Soup 0.15 (20140828)
--------------------------
* New god: Qazlal Stormbringer.
* Nemelex Xobeh and decks in general have had many changes.
* Ranged combat has been rewritten from the ground up.
* Inventory weight limits have been removed.
* Item destruction is no more, and corrosion has a more severe but
  temporary effect.

Branches, environment
---------------------
* The Hall of Blades has been cut.
* Crypt is now three levels (was five).
* Some areas of the Tomb layout can now vary.
* Mechanical traps no longer drop ammo.
* Most randomly-placed teleport traps now disappear after one use.
* Troves asking for items require that item to be unequipped.
* The Abyss no longer sometimes blocks blinking.
* Mutagenic fog now causes large amounts of glow instead of mutating directly.

Character
---------
* Inventory item weight and player burden states are no more.
* Cross-training now gives a direct bonus to cross-trained skills, rather than
  decreasing the XP cost of learning them.
* Anti-training (for opposite elemental schools) has been removed.
* Formicids can no longer throw large rocks.
* Tengu now gain permaflight at XL14 (was 15).
* All non-undead forms can eat and drink normally.
* All forms can butcher.
* Wisp form can read scrolls and cannot blink on demand.
* Teleportitis cannot be controlled.
* Wanderers have tweaked starting kits with generally better items.
* Player clinging (seen only in Spider Form and with the boots of the Spider)
  is no more.
* Kobolds, hill orcs, and ogres are no longer saprovorous.
* Kobolds no longer have disease resistance.
* Halflings have rebalanced stats and aptitudes, shifting them towards defense.
* Ogres and centaurs no longer have a fast metabolism; halflings no longer
  have a slow metabolism.
* Centaurs are no longer herbivorous.
* Vampires:
  - always get the full effect of all potions;
  - can always mutate; and
  - always get the full effect of all mutations.
* Some Demonspawn mutations have been modified:
  - The Foul Stench facet gives rot immunity earlier and separately instead of
    saprovore.
  - Facets which gave potion/scroll item conservation now give freezing/fire
    cloud immunity earlier and separately.
* The hoof mutation no longer gives extra damage or a stealth penalty for
  players wearing boots.
* Player rPois now gives a consistent 2/3rds resistance to poison effects; this
  is lower than the previous resistance to poisoning, but higher than the old
  resistance to direct poison damage. "Strong poison" effects no longer punch
  through rPois, and paralytic stings (wasps) can now slow through rPois.

Monsters
--------
* Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
* Monsters will no longer pick up items that the player has seen. Allies won't
  pick up items at all.
* Corrosion affects all of your equipment, but only temporarily, and the chance
  to corrode equipment does not consider item enchantment.
* Draining effects no longer permanently reduce monsters' stats ('hit dice');
  instead, they apply a temporary status which reduces hit dice for the
  duration.
* Monsters no longer fall asleep after long periods of time.
* New monster: ghost crabs, found in Crypt. They breathe ghostly flames that
  call dangerous specters into existence.
* New monster: torpor snails, found in Lair and Spider. Their enemies are
  slowed on sight, somewhat like ancient zymes.
* Enemies are more intelligent about using area-of-attack spells such as
  Symbol of Torment and Chain Lightning even when you are not in sight.
* Komodo dragons now bite harder but don't sicken the player.
* Purple ugly things deal extra damage in lieu of a sickness attack.
* Deep dwarf death knights are now just death knights.
* Manticores now move as fast as the player, and have an unlimited number of
  spike volleys.
* Base draconians can become nonbase draconians with experience.
* Undead and nonliving enemies regenerate as fast as other enemies.
* Silver statues and orange crystal statues are immune to disintegration,
  but have less health and AC and have their abilities converted to spells
  such that they spam less; this implies OCS confusion can be resisted.
* Bog bodies no longer randomly rot.
* Undead monsters will now fall to pieces in deep water, instead of hiding
  invisibly.
* Curse skulls are now immobile, again.
* Lost souls now make enemies into ghosts instead of specters.
* Spriggan riders now ride wasps.
* Ugly & very ugly things are now dramatically nastier.
* Cherub's hymns can buff any allies, not just those with higher HDs.
* Killing holy monsters no longer invokes cleansing flame on the perpetrator.
* Ghouls and necrophages can no longer equip weapons or armour.
* Mimics no longer mimic doors, statues, fountains or hatches.
* Each unique now has a special title, shown when you first see them or in the
  description screen.
* Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars,
  flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu,
  plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes,
  pulsating lumps, big fish, sharks, lava worms.

Spells
------
* Dazzling Spray replaces Invisibility in the book of Maledictions (the
  Enchanter starting spellbook). Invisibility in turn replaces Apportation
  in the book of Burglary.
* Casting Ozocubu's Refrigeration now prevents the player from using potions
  for several turns instead of destroying potions.
* Spider Form now moves at normal speed, and no longer gives clinging.
* Tukima's Dance now animates weapons held by monsters. The weapons will fight
  against their former owners. It is also now level 3.
* Confusing Touch now has a short, non-stacking duration which discharges
  entirely when it successfully confuses an enemy. While it's in effect, your
  attacks do no damage. It's been moved to level 2.
* Sublimation of Blood no longer uses chunks; it now only draws from the
  caster's HP. Fedhas now permits its use.
* Simulacrum now works on a single corpse at the caster's feet, creating
  several simulacra from it.
* Monsters casting Simulacrum now affect all corpses in LOS, producing half as
  many simulacra as the player version of the spell.
* Many spells, which used player skill, now use spellpower instead: Death's
  Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield,
  Stoneskin, Statue Form, and Ice Form.
* Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
* Statue Form no longer gives -10 EV.
* Death Channel lasts twice as long.
* The Book of War Chants is no more.
* Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon,
  Summon Elemental.

Items
-----
* Item destruction is no more.
* Ranged combat has been rewritten based on melee attacks - AC and EV
  has more of an impact, attack delay is more predictable, and Throwing
  should be more viable as a ranged option as compared to bows and crossbows,
  among other changes.
  - Slings have been split into two weapon types; the basic type has been
    renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
  - Crossbows have been split into three types. The hand crossbow returns as
    a starting weapon; the basic crossbow has been renamed to an 'arbalest';
    and a new, rare 'triple crossbow' type has been added.
  - (Plain) bows have been renamed to shortbows.
* Weapon enchantment & slaying bonsues have been merged into a single number,
  giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III
  have all been merged into a new "enchant weapon" scroll. The scrolls are
  rarer, but always succeed.
* Shields have been rebalanced. All non-shield-enchantment sources of SH have
  been halved, and the effectiveness of SH at blocking attacks has been
  doubled, to make the utility of a point of SH roughly equivalent to a point
  of EV. In effect, this is a small buff. Non-bucklers can now be enchanted
  past +3.
* Multiple changes to unrandarts:
  - The blowgun of the Assassin returns; it has a chance to affect the target
    more than normal blowguns.
  - New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar
    SustAb}.
  - New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff
    that takes HP every time you cast a spell.
  - The dagger of Chilly Death now sometimes flash-freezes enemies, slowing
    their movement, and the scimitar of Flaming Death now sometimes applies
    sticky flame to its victims.
  - Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC
    and EV.
  - Skullcrusher is now +3 with +7 strength.
  - The Trident of the Octopus King now starts at +8 and gets an additional +
    for each Ring of the Octopus King worn. If anyone reads this & gets it to
    +10 or higher in an actual game, send screenshots!
  - Punk is now a +7 greatsling {Freeze, rC+}.
  - Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
  - The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
  - Many other weapon artefacts have had their enchantments tweaked.
  - Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
  - The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance
    have had their enchantment levels adjusted.
  - Removed unrands: the boots of the Spider.
* Branding changes:
  - Scrolls of brand weapon will no longer make temporary brands permanent,
    but can now randomly apply any brand to an unbranded weapon.
  - Blessed weapons can be rebranded.
  - Rebranding a distortion weapon no longer causes a distortion effect.
  - Branded non-artefact weapons can now be given a temporary re-brand.
  - Damage from the electrocution brand has been reduced slightly.
  - Draining now triggers somewhat less often, but will cause monsters to be
    temporarily drained whenever it does fire.
  - The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
* Food changes:
  - Honeycombs have been renamed to royal jellies; they don't restore
    abilities.
  - Potions of blood cure a point of ghoul rotting.
  - All types of fruit have been merged together into one gooey, messy item
    type.
  - Brown (contaminated) chunks are gone, replaced with normal ones.
  - Cheese, sausages, and ambrosia are no more.
* New item: potion of cancellation, which removes enchantments & contamination
  on the player.
* Scrolls of vulnerability have been simplified; they now just halve MR for all
  creatures in LOS.
* Cancellation-type effects (from the potion, quicksilver dragons, etc) now
  reduce transformation durations to one turn, rather than cancelling them
  immediately.
* Identify scrolls now always identify a single item.
* Jewellery automatically identifies once equipped.
* Amulets of inaccuracy are always cursed.
* New rings of stealth and loudness, which positively/negatively adjust
  a player's stealth.
* Amulets of rage no longer have a tiny chance of extending berserk duration.
* Sacks of spiders now place webs directly onto enemies, rather than spreading
  them randomly around the area.
* Cleaving hits the full eight squares around a player, when not blocked by
  walls.
* Putting on or taking off armour now always takes five turns.
* Scrolls of magic mapping now show 100% of the map.
* Gloves of archery no longer penalise melee.
* Sustain abilities effects no longer stack.
* Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
* Potions of resistance now grant corrosion resistance.
* Staves of air now activate extra melee damage as often as other elemental staves.
* Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
* Weapons and armour which aren't visibly enchanted no longer have enchantments
  higher than +0.
* Corpses and skeletons are stationary, and can't be picked up nor apported.
* Other removed items: darts, rings of hunger and sustenance, amulet of
  conservation, cloak of preservation, potions of strong poison and paralysis.

Cards
-----
* New cards.
  - Fortitude, which gives Damage Shaving and a bonus to strength.
  - Storm, which can make shallow water, a tornado, or cause swiftness.
  - Cloud, which spawns dangerous clouds around the user and on hostiles.
  - Degeneration, which polymorphs nearby monsters into weaker ones.
  - Shaft, which creates a shaft under the player. This is an old effect of the
    Flight card.
  - Illusion, which summons an illusion of the player.
* Revamped cards.
  - Velocity card now hastes the slow and slows hasty rather than simply
    speeding up the player.
  - Potion card has a new list of effects.
* The Mercenary card can generate base demonspawn instead of spriggan riders.
* Decks of war now contain the Dowsing and Potion cards.
* Decks of dungeon are no more.
* Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield,
  Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.

Gods
----
* New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in
  Temple or on D:2-9.
  - Piety on kills.
  - All followers are immune from their own clouds.
  - 1*: Storm Shield: you passively generate elemental clouds around you and
        gain bonus SH, and gain RMsl at 3*; you also generate a lot of
        noise.
  - 2*: Upheaval: blast a small nearby area with elemental forces.
  - 3*: Elemental Force: turn nearby clouds into elementals.
  - 4*: Elemental Adaptation: taking elemental or physical damage sometimes
        temporarily grants you resistance against that element.
  - 5*: Disaster Area: blast the entire area around you with elemental
        forces.
* Nemelex has been revamped.
  - Nemelex only gives piety for exploration rather than item sacrifices or
    deck usage.
  - Peek at Two now reveals the top cards of a deck but cannot be used with
    other Nemelex abilities.
  - Nemelex now only gifts decks of war and escape.
  - Various cards have been changed, added, or removed. See the Cards section
    for details.
* Beoghites can now gift items directly to their followers at high piety.
* Beogh will now improve allies' equipment, and outright gift weapons, armour,
  and ammo to orcs who lack them.
* Followers of good gods no longer get a chance to turn holy enemies neutral.
* Zin's Recite no longer prompts for a book, instead affecting all monsters
  in sight with the strongest effects that would impact them.
* Ashenzari now counts Felids as fully bound when all of their jewellery slots
  are cursed.
* Sif Muna wrath can no longer cause amnesia.
* Gods that give missile gifts can do so sooner.

Interface
---------
* Monsters with special melee attacks (e.g. poison, fire) have this noted in
  their descriptions.
* Unique enemies are now announced by their proper titles when first appearing.
* Ctrl-T now displays the weapons that enemies are carrying, in console.
* New tile_show_player_species option; when enabled, uses the monster tile
  instead of the player race one.
* Ability and spell icons have been reworked.
* There are status lights for Might, Agility, and Brilliance.

Stone Soup 0.14.2 (20140827)
----------------------------
* More crash fixes.
* Some text fixes.
* Transformations no longer allow the character to wield too-large weapons.
* The tutorial skill screen now allows skills to be toggled again.
* Artefact and non-artefact rings are now distinguished properly when swapping
  rings.

Stone Soup 0.14.1 (20140428)
----------------------------
* Several crash fixes.
* Fire dragons correctly grant bonus Dithmenos piety.
* Ranged attacks from invisibile monsters correctly turn off autopickup.
* Good gods punish the player properly for negative energy clouds.
* Natasha no longer revives after being pacified, and does not get a new
  item when reviving.
* When playing a race with permanent flight ability, it is now possible to
  remove an item granting flight over dangerous terrain.
* Wanderers do not occasionally get more MP than other backgrounds.

Stone Soup 0.14 (20140409)
--------------------------
* The lower half of D is now a new branch, the Depths.
* Two new species: Formicids and Vine Stalkers.
* A new deity: Dithmenos the Shadowed.
* Greatly revised monster sets in the Lair branches.
* Greatly revised summoning spell sets.

Branches, environment
---------------------
* The main Dungeon is now fifteen levels.
* A new branch: the Depths; entered from the end of Dungeon, it is five levels
  long and contains the entrance to the Realm of Zot.
* The Vaults are now entered from D:13-14 and need a rune to enter.
* Abyssal stairs appear more frequently, and are fixed with depth.
* Ziggurats require only three runes to enter; an entrance is guaranteed
  in Depths, but still spawn as normal in Pan.
* Portals are no longer closed when carrying the Orb of Zot.
* The Horn of Geryon is no longer necessary for entering Hell branches.
* Labyrinths contain more enemies, and the minotaur is normally awake.
* More Ziggurat enemy sets.
* Crypt endings now contain some pieces of thematic loot: draining and/or
  pain and/or vampiric weapons, rings of positive energy and amulets of
  warding, one of several unrands, the Necronomicon, or evokers/staves.
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave
  portals appear in Elf and rotating Lair branches.
* Portal timers have been generally shortened and made more consistent with
  each other; additionally, the shorter timer started upon first seeing them
  has been removed.
* The layout of the last level of the Vaults has been changed, with all four
  subsections being open at each corner.
* Gadget shops and wand shops have been merged; the resulting gadget shops
  now also sell rods.
* The price of items in shops has been recalibrated.
* Pandemonium exits occur more frequently as the player obtains runes from
  Pandemonium.

Character
---------
* New species:
    - Formicids possess four strong arms to use large weapons together with
      shields, in addition to strong natural digging abilities and a permanent
      stasis effect.
    - Vine stalkers regenerate quickly, but cannot heal with wands or
      potions; they possess innate spirit shield and an anti-magic bite.
* Felids have an innate jump attack ability, allowing them to jump over
  other monsters and attack their target in a single turn.
* Felids can use wands.
* Demonspawns' negative energy facet has the second level of rN replaced by
  "black mark," which gives melee attacks a chance to heal the player and apply
  a bad status to the victim.
* The first two levels of the slow healing mutation only affect rates of
  healing when enemies are in sight (half and no healing for those levels
  respectively). Stat regeneration and the third level of the mutation
  are unchanged.
* Fast/slow movement mutations no longer occur randomly.
* Recommended backgrounds and species have been adjusted; in particular,
  backgrounds can recommend species that don't necessarily recommend that
  background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK
  is not).
* Poison damage is now deterministic.
* The antennae mutation gives invisible monster indicators for every invisible
  enemy in LOS.
* Merfolk can now be mesmerised by mermaids and sirens.
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with
  knowledge of potions and scrolls they don't possess.
* Fighters and Gladiators start with higher-tier weapons.
* Fighers start with a potion of might.
* Demonspawn icemail now restores all at once, instead of gradually, and is
  not disrupted by casting fire spells.

Monsters
--------
* Guardian serpents no longer have Teleport Other; instead they get
  Blink Allies Encircle.
* Lom Lobon can now cast Tornado.
* The plain "dragon" is now known as "fire dragon".
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.
* Jellies once again split.
* Monsters are subject to summon caps.
* Summoned creatures are dismissed upon the death of their summoner.
* Word of Recall is now subject to a breath timer, and can be interrupted
  by causing a breath timeout (with e.g. curare).
* Minotaurs appearing naturally outside of labyrinths now come with
  equipment.
* Abominations don't heal naturally; those created from spells can heal
  by melding further with crawling corpses and macabre masses.
* New enemies:
    - Fauns, who hex the player before attacking from afar, and their larger
      brethren satyrs, who can empower their nearby allies.
    - Wind drakes, who can breathe powerful blasts of wind and airstrike the
      player.
    - Thorn lotuses, plants adrift on the water that pepper the player with
      thorns fired from afar.
    - Thorn hunters, who fire volleys of thorns and create briar patches to
      impede their foes' movements.
    - Dryads, who turn the forest against you by casting Awaken Forest like
      spriggan druids and summoning snaplasher vines that pull their enemies
      around.
    - Water nymphs, who passively form a pool of water around themselves
      and strike down the player with said water.
    - Shambling mangroves, slow-moving, tough plants home to a nest of ravens
      or wasps.
    - Raiju, which can attack by transforming themselves into a bolt of
      lightning.
    - Worldbinders, abyssal enemies which summon low tier enemies from other
      branches.
    - Shock serpents, who build up electrical energy for a static discharge;
    - Mana vipers, snakes with an antimagic bite;
    - Naga sharpshooters, who snipe at the player with Portal Projectile;
    - Naga ritualists, who can amplify poison in enemies and also cast
      Olgreb's Toxic Radiance;
    - Salamander mystics, with Bolt of Magma, Haste Other, a single-target
      version of Ignite Poison, and Iskenderun's Mystic Blast;
    - Salamander firebrands, whose attacks cause a ring of flames to appear
      around the target.
    - Octopode crushers, who can throw both the victims they constrict as well
      as icicles.
* A new set of enemies based on demonspawn, appearing in Pan.
    - Base types:
        - monstrous (auxiliary attacks and more HP);
        - gelid (rC++ and icemail - bonus AC which dissipates on fire damage);
        - infernal (rF++ and fire attacks);
        - putrid (rPois, gains HP on nearby kills);
        - torturous (augmentation, powered by pain, and spines).
      - Classes:
        - blood saint (Legendary Destruction, which casts random powerful
          conjurations, and Ephemeral Infusion, which temporarily heals
          nearby allies);
        - chaos champions (Chaotic Reflection, which inflicts a random hex-like
          effect on itself and the target, and Random Bolt as per the rod
          of destruction);
        - warmongers (Grand Avatar, essentially a hybrid battlesphere and
          spectral weapon which triggers on sufficiently damaging attacks of
          nearby allies, and Sap Magic, a hex which hinders spellcasting success
          progressively as spells are cast);
        - corrupters (Plane Rend, which summons high tier enemies from other
          branches, and Corrupt Body, which inflicts a small set of temporary
          mutations);
        - black suns (Black Mark, which empowers nearby allies with various
          draining attacks that heal on hit, and previously existing spells
          Bolt of Draining, Malign Offering, and Dispel Undead).
* Adjustments to lair branch enemies:
    - Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby
      and does not invisibly might creatures; instead, nearby creatures
      are healed and frenzied on their death. Stone Arrow also replaces
      Sunray in their spell set.
    - Siren songs' pulling effects are now irresistible if the player is
      already mesmerised.
    - Siren songs call drowned souls, weak temporary enemies with a drowning
      attack.
    - Manticores' spines now embed themselves in targets, causing damage while
      moving until a few turns is spent doing nothing to remove them.
    - Harpies no longer steal food or eat food off of the ground.
    - Plain salamanders have been weakened, and all salamanders can slither
      around on land.
* Adjustments to other enemies:
    - Quokkas are speed 12 (making them effectively identical to grey rats).
    - Boggarts are more durable.
    - Rakshasas gain a monster spell "Phantom Mirror", which summons
      a clone of a nearby allied monster with half the hit points, with
      a 50% chance of swapping the clone for the original; this replaces
      their previous self-cloning abilities.  They can now also cast
      Iskenderun's Mystic Blast and will summon two clones of themselves
      at 50% HP as a one-time effect.
    - Giant orange brains get Mass Confusion instead of Confusion.
    - Spriggans in general now merely have fast movement speed instead of
      fast speed in general, more damage and less EV.
    - Spriggan air mages have Haste (replacing Shock).
    - Deep elf demonologists summon more greater demons instead of minor
      demons.
    - Draconian knights have fewer but distinct spell sets focusing on
      ice and necromancy.
    - Gargoyles and molten gargoyles now have Stone Arrow and Bolt of
      Magma respectively, and generate with mace-type weapons.
    - Metal gargoyles are now war gargoyles - fast and with the ability to
      fire metal fragments at targets.
    - Crystal golems are now crystal guardians - less health, but with the
      ability to fire crystal bolts that bounce off of all walls and deal
      either fire or cold damage on a per-bolt basis.
    - Ravens and eldritch tentacles no longer eat corpses.
* New uniques:
    - Asterion, a minotaur of Makhleb who flings Major Destruction and
      can employ Spectral Weapon with his demon weapon;
    - Natasha, a felid ex-familiar with minor spellcasting abilities;
    - Vashnia, leader of a squad of naga sharpshooters with translocational
      ability to match.
* Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats,
  spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant
  centipedes, rotting devils, clay golems, and stone golems are no more.
* Ball lightnings are no longer permanently confused, instead seeking out
  targets like giant spores.
* Killer Klowns have a different set of possible damage brands: strong
  poison, pain, drain speed, fire, cold, electric, and anti-magic.
* Flying enemies are no longer immune to throwing nets.
* Geryon can fly once again.
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's
  movement for three turns.
* Player ghosts can retain and cast dazzling spray, which has a chance to cause
  a confusion effect against the player.
* All pandemonium lords now see invisible.
* The Enchantress now appears as a normal unique in the Depths.
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric
  Draining, and Animate Dead - and rN+++.
* Lamia has been de-throned.

Spells
------
* Resisting an enchantment now displays a message showing how difficult in
  general the target will be to enchant, rather than how well or how poorly
  they fared on that particular resistance roll.
* New spells:
    - Summon Lightning Spire (L4 Summoning/Air), which places a lightning
      spire up to two squares away from the player; it replaces Summon
      Scorpions in the book of Callings.
    - Summon Guardian Golem (L4 Summoning/Charms), which creates a golem
      that protects the player with Injury Bond and occasionally explodes
      on death; appears in the book of Callings.
    - Summon Forest (L5 Summoning/Translocations), which summons a dryad
      and temporarily converts terrain near the player to forest; it
      is in the Book of the Warp.
    - Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of
      Beasts.
    - Monstrous Menagerie (L6 Summoning), which summons a manticore, some
      harpies, a lindwurm, or a sphinx (at high spellpower); it appears in
      the book of Beasts and the book of Summonings (replacing Summon
      Ugly Thing).
    - Forceful Dismissal (L6 Summoning), which ends all player summons
      and damages enemies next to them; it appears in the Grand Grimoire.
    - Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass
      abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.
    - Spellforged Servitor (L7 Conjuration/Summoning), which summons a
      servitor with a subset of the player's most destructive conjurations;
      it replaces Fireball in the book of Wizardry.
    - Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in
      a cone, turning slain monsters into blocks of ice and Flash Freezing the
      survivors; it replaces Ice Storm in the Book of Annihilations.
    - Dragon's Call (L9 Summoning), which for its duration of effect summons
      dragons near targets at the end of LOS (at the full spell cost per
      summon); replaces Summon Dragon in the Book of the Dragon.
* Sticks to Snakes only works on missiles (arrows and javelins) now.
* Conjure Ball Lightning has been reduced from level 7 to 6, and the
  duration of the ball lightning has been lowered.
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow
  duration is cumulative across casts.
* Bolt of Draining has been reduced from level 6 to 5.
* Fulminant Prism has been reduced from level 5 to 4.
* Iskenderun's Battlesphere has been increased from level 4 to 5.
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer
  usable with mottled dragon armour.
* Song of Slaying has an increased duration and grants more slaying, but
  is subject to a lower power cap.
* Swiftness now induces a period of sluggishness after it expires, and
  can't be stacked.
* Several special cases for LRD damage types have been removed; ice, bone,
  stone and rock (including petrified enemies) all result in the same
  explosion.
* Orb of Destruction now only appears in the Book of Power (was also in
  Annihilations).
* Call Canine Familiar now only summons one canine, and does not summon
  jackals.
* Repel and Deflect Missiles now expire on a per-deflection basis rather than
  being a duration.
* Portal Projectile is now a duration, rather than firing individual
  projectiles.
* All clouds caused by the player will dissipate much faster outside of your
  line of sight.
* Orbs of destruction don't explode if they collide with another orb of
  destruction before travelling more than a short distance.
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice
  Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.

Items
-----
* The Orb of Zot no longer takes up an inventory slot.
* Weapons are identified immediately on wield.
* Wands are identified immediately on zapping.
* Elemental evokers now recharge one at a time, with the one closest to
  full recharging charging first.
* Items on the ground are no longer subject to item destruction.
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).
* The jumping ego (available only on boots) gives a jump attack ability
  like that of felids.
* The reaching brand for whips is no more.
* Enchantment-like effects of chaos projectiles are now irresistible.
* Spears, daggers, clubs, and hand axes are no longer good for throwing.
* New "tomahawk" item: a throwing missile, usable by all non-felids, between
  darts and javelins in damage.
    - Small race hunters and arcane marksmen may select tomahawks.
* New "potion of lignification" - induces tree form.
* Small species can use throwing nets.
* Throwing nets do not degrade: instead, they have a chance to be destroyed
  like other projectiles.
* Multiple changes to unrandarts:
    - Piercer gets the penetration brand (was vorpal).
    - Boots of the Assassin return in a new form: they now detect monsters and
      allow short-blade-quality stabbing with any weapon (or unarmed).
    - Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and
      exploding.
    - The Elemental Staff is reworked considerably - it grants rElec, rF++,
      rC++, MR++, AC+5, and randomly deals elemental-branded attacks based
      on the user's Evocations skill.
    - The skin of Zhor now grants rC+++.
    - Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).
    - Sniper is now a +15 vorpal crossbow with a slower rate of fire.
    - Snakebite is now a +5 venom whip that applies a curare effect on two out
      of five hits.
    - The Singing Sword is now a bastard sword.
    - The shield of the gong is now +27 with -5 EV.
    - The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.
    - New unrand: "macabre finger necklace" - gives warding and an extra ring
      slot.
    - New unrand: "boots of the Spider" - gives clinging and jump attack.
    - New unrand: "dark maul" - a very large, very slow two-handed weapon using
      the Maces and Flails skill.
    - New unrand: "hat of the High Council" - spellpower at the expense of
      spell success rates.
    - New unrand: "arc blade" - a cutlass which inflicts discharges of static
      electricity on targets it hits.
    - New unrand: "Spellbinder" - an antimagic demon whip which inflicts
      miscasts on magic-using targets.
    - New unrand: "lajatang of Order" - does silver damage (like the ammunition
      brand) and grants resistance to mutation.
    - New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects
      scrolls from fire damage and inner flames targets it hits.
    - The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the
      unrandart) are gone.
* Potions with known type that would have no effect can no longer be quaffed
  at all.
* Potions other than potions of porridge and blood no longer give nutrition.
* All gauntlets and bracers are now gloves.
* All caps and wizard hats are now plain "hats".
* Great maces deal slightly less damage and are much less available than
  before.
* All scrolls now identify on read.
* The last healing potion is automatically identified assuming knowledge that
  it is a healing potion.
* Magical penetrating projectiles now pierce shields.
* Ponderous items reduce movement delay by -1 (was -2), to match running
  items.
* Electrocution weapons no longer cause discharges on targets in water.
* Wearing body armour / rings no longer requires removing cloaks / gloves
  first.
* Scrolls are destroyed less frequently by sticky flame.
* Gold dragon armour, crystal plate armour, and plate armour have had their
  encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).
* The speed brand now grants 2/3 weapon delay and no damage reduction (was
  1/2 delay and 10% damage reduction for melee weapons).
* Racial equipment is no more.
* Many changes to rods:
    - The rod of destruction now fires random bolts instead of having a pre-set
      selection.
    - New rod: rod of ignition, which fires a bolt that explodes a fireball on
      every target hit in a line.
    - New rod: rod of shadows, which summons Shadow Creatures from a depth in
      the dungeon roughly equivalent to the user's skill with Evocations,
      drawing out-of-depth spawns after 15.
    - New rod: rod of clouds, which creates various clouds based on power,
      with high skill giving several new types of clouds.
    - The rods of warding, venom, demonology, fiery destruction, and frigid
      destruction are gone.
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning
  1-4 hell beasts whose friendliness depends on evocations power.
* Renamed items:
    - Sabres are now cutlasses (and the captain's cutlass has been adjusted to
      match);
    - Double swords are now bastard swords;
    - Triple swords are now claymores;
    - Potions of speed are now potions of haste.
* Scrolls of vulnerability are now more common.
* Curse scrolls and potions of blood no longer randomly generate.
* All curse scrolls now accept targets (as though the player was worshipping
  Ashenzari in previous versions).
* Magic resistance-granting items now grant fixed increments of magic
  resistance (indicated on the % screen).
* Removed potions of slowing.

Cards
-----
* The Elixir card now heals over time instead of instantly.
* The Alchemist card is in decks of escape, but not wonders.
* The Bargain card has been removed.
* The Trowel card is in decks of wonder and only creates portals.
* The Battlelust card now deals primarily in might and agility at high power,
  with the delayed berserk effect now occurring at lower power.

Gods
----
* A new deity: Dithmenos the Shadowed.
  - A temple god; guaranteed an altar in Temple or somewhere on D:2-9.
  - Accepts kills of most dungeon enemies, particularly those associated
    with fire or light.
  - Dislikes use of fire and light.
  - 1* piety grants an umbra which expands with piety.
  - 2*: Shadow Step - step adjacent to an immobile target creature no further
    away than your umbra.
  - 3* piety causes the player to occasionally bleed smoke on taking
    sufficient damage.
  - 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged
    attacks and targeted spells (so long as they're not self-targeted).
  - 5*: Shadow Form - invisibility, resistance to many effects associated
    with darkness and 50% damage resistance at the expense of skill drain,
    a 50% reduction in melee damage output and significant reduction in
    spell power.
* Gods no longer forgive the player for disliked effects of known wands
  of random effects and weapons of chaos.
* Trolls of Cheibriados hunger considerably more slowly.
* Cheibriados' Bend Time is available to all followers (was 1* ability).
* Zin and Okawaru no longer care about the deaths of allies.
* Okawaru no longer suppresses the demonic guardian Ds mutation.
* Xom effects respect clarity and sustain abilities.
* Xom's confusion now caps at 20 turns.
* Zin's Recite shows what will be affected by all of the relevant recitations.
* Lugonu followers no longer suffer distortion unwield effects.
* Yredelemnul gifts vampires instead of freezing wraiths.
* Yredelemnul armies have a maximum combined total of three profane servitors
  and bone dragons.
* Yredelemnul's servants are no longer angered when read-identifying a scroll
  of holy word.
* Nemelex no longer gifts decks of dungeons, and deck gift types are now
  independent of sacrificed item types.
* Jiyva's abilities no longer use Invocations.
* Divine wrath is now contingent on XP gain and cannot be waited out.
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales
  better with player XL.
* Vehmuet wrath now employs actual conjurations instead of miscasts.
* Makhleb wrath can now hurl destruction at the player instead of being
  limited to servant summoning.
* All skills eventually trainable by divine abilities can be trained
  immediately on worshipping that god (Invocations for many gods, Evocations
  for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.
* Innate abilities hated by your god are now marked as such.

Interface
---------
* "Automagic" functionality similar to autofight has been added through the
  options automagic_enable, automagic_stop, and automagic_fight; it can be
  used to automatically cast spells in a specified slot in combat.
* Different types of magical traps are coloured differently.
* Unnaturally hard rock walls have a new default glyph.
* The % screen has a new layout.
* You are prompted to continue wearing/unwearing armour when a monster comes
  into view.
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true
  being the default; "pickup_menu_limit" has been introduced to handle
  the old "auto:X" settings.
* The "auto_list" option has been removed.
* The WebTiles spectator box sorts names and links online player profiles.
* URLs occurring in WebTiles chat messages are hyperlinked.
* New default minimap colours.
* Examining a monster now displays the speeds at which it takes actions if
  those actions are slower or faster than its normal speed.
* arena_delay, which controls the speed of arena play and animations, is now
  available outside of arena mode as view_delay.
* Monsters get invisible monster indicators for one turn after they become
  invisible to the player.
* The shop screen layout has been revised.

Stone Soup 0.13.2 (20140404)
----------------------------
* More crash fixes.
* More message improvements.
* Long inscriptions in inventory are trimmed.
* Inscriptions can show unicode.
* Branch entrances can no longer be blocked by traps.
* Autoexplore no longer mysteriously gets stuck.
* Explore horizon no longer hides detected items.
* Wanderers cannot start with both a shield and two-handed weapon equipped.
* Avoid giving double piety for some collateral kills.
* Monsters now use the correct number of charges when zapping rods.
* Fixed various issues with inspecting unknown squares.

Stone Soup 0.13.1 (20131128)
----------------------------
* Several crash fixes.
* Several message improvements.
* Spectral weapon and battlespheres behave better with stairs.
* Wind blasts can no longer push monsters through walls.
* Shadow creatures band members don't count towards the summon cap.
* Awakened trees and flaying ghosts respect sanctuary.
* Unfinished monsters shouldn't spawn anymore, and are identified if they do.
* You can check \ when reading scrolls of identify.
* clua/gearset works again.
* Vampires can't use lich form anymore.
* A tome of destruction evoke-fest exploit is no more.
* Monsters can't swap weapons while berserk.
* Fixed several bugs related to removed or disabled species/backgrounds.

Stone Soup 0.13 (20131011)
--------------------------

0.13 highlights
---------------
* A new race: Gargoyles.
* A reimagined Skald background.
* A thorough rework of the monster set in Crypt.
* Improvements to many evokable items.
* A new item: sack of spiders.
* Massively overhauled layout generators.
* Summoning school: per-spell limits and no stair following or pulling.
* New Sprint map: linesprint.

Branches, environment
---------------------
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as
  linesprint).
* Branches now have exactly one exit stair (except the Dungeon, which can,
  but is not guaranteed, to have more).
* Many new layouts have been added to most branches, including unique layouts
  for branches that didn't have them; and numerous tweaks and improvements
  to existing layouts.
* Vaults can now be placed at the centre of some layouts prepared to accept
  them there.
* All portal vaults entrances that time out are now announced.
* Temple overflow altars can now contain multiple altars.
* New shop type: gadget shops, which sell evokable items.
* Mechanical traps do not spawn outside of vaults.
* Zot trap effects are now only a subset of the full set of miscasts, and
  have some new unique effects - draining of wand charges and Word of Recall
  (as per ironbrand convokers).

Character
---------
* A new race: Gargoyles, with low natural HP but an impressive host of
  resistances and the ability to fly at XL14.
* Sludge elves are no more.
* The Skald background gets a reworked spellbook with four new spells:
    - Infusion grants additional melee damage costing MP with each strike;
    - Song of Slaying grants an incremental slaying bonus with every monster
      killed (of sufficient threat level);
    - Spectral Weapon creates an allied spectral clone of your weapon
      which strikes enemies in melee when you do.
    - Song of Shielding has a similar effect to Spirit Shield, trading HP
      loss for MP loss.
* Priests are no more.
* The nausea status from eating contaminated chunks has been removed;
  contaminated chunks now give less nutrition for characters that can't
  handle them.
* Stabbing skill is no more; stabs now depend upon the average of the
  character's stealth and weapon skill.
* The Traps skill is no more; all characters detect traps as though they
  had (XL/3) Traps skill.
* Chaos knights start with a +0 chaos weapon instead of a +2 normal weapon.
* New tier 2 demonspawn mutation - "magic shield", giving spirit shield
  at level one, improved magic regeneration at level two, and regenerating
  mana in place of health as a function of current magic level at level
  three.
* Deaths to acid, self-targeting, and sticky flame now credit
  the appropriate monster/spell.
* Draining a stat to zero can no longer directly kill the player; instead,
  further stat drain damages the player. The effects of a stat being at zero
  (fainting, slow actions, etc.) persist.
* Ogre hunters and artificers now start with a club instead of a short sword.
* Teleport control is a duration, which expires after time or use. It still
  is disallowed on some levels.

Monsters
--------
* New/reworked Crypt monsters:
    - Wraiths, shadow wraiths, and eidolons drain speed instead of XP.
    - Eidolons deal more melee damage and can cast bolt of draining.
    - Phantasmal warriors can temporarily reduce their target's magic
      resistance and can blink closer to their foes.
    - Flayed ghosts gain a smite-targeted flaying attack, dealing
      temporary damage that scales with XP and goes away when the flayed
      ghost is killed and/or enough time passes.
    - Ancient champions, formerly a vault-specific monster, are now
      full randomly-generated monsters, coming with a band of skeletal
      warriors 50% of the time.
    - Vampire mages cast vampiric draining more often, and have slightly
      higher HD and HP; they also come with a band of vampires.
    - Rotting hulks are now plague shamblers, capable of inflicting a
      "retching" status effect that prevents food consumption; they
      generate a cloud of miasma on death.
    - Spectral things move at their full base monster speed.
    - Deep dwarf death knights gain slightly better attack power and
      starting equipment, and now come with a band of undead.
    - Flying skulls get a slight HP boost and a larger attack power boost.
    - Ghouls inflict rot half as often.
    - Curse skulls are capable of out-of-LOS movement, similar to wandering
      mushrooms, but preferring to place themselves where a player needs to
      move the most to actually reach them.
    - New monster: revenants, possessing a ghostly fireball attack and
      capable of creating clouds of ghostly flame, which do not harm
      undead and occasionally summon spectral things.
    - New monster: lost souls, who sacrifice themselves to heal nearby
      undead creatures or assume the shape of a nearby killed living
      creature; they can be summoned by deep elf death mages.
    - Necromancers don't come with necrophages, but do some with simulacra.
    - Unborn deep dwarves are now just unborn.
    - New monster: jiangshi, who move in short bursts (like sixfirhies) and
      possess a vampiric melee attack.
* New forest-themed monsters:
    - Spriggan assassins and enchanters, who attempt to disable the player
      with blowguns and hexes respectively before moving in for the kill.
* Other new monsters:
    - Tengu reavers, skilled with both steel and spells; appearing in the
      late dungeon and in Vaults.
    - Deathcaps, summonable by curse toes - tougher wandering mushrooms
      with Drain Life.
* New unique: Sojobo, king of the tengu.
* Jory now spawns normally in the late dungeon, instead of being limited to
  vaults.
* Adjustments to some tier 4 demons:
    - Orange demons' sting has a 50% chance of inflicting a Weakness status,
      which reduces the player's attack damage.
    - Blue devils have a swooping attack, where they can immediately move
      adjacent to the player and attack from up to four tiles away.
    - Red devils can now hop backwards from adjacent foes to make use of their
      now-guaranteed polearms' reaching attacks.
* Adjustments to the elementals:
    - Water elementals have an asphyxiation attack which lasts as long as
      their target is next to them, and have slightly increased AC and HP.
    - Fire elementals (and fire vortices) deal pure fire damage.
* Updated spell set for several monsters:
    - Draconian shifters:
        - Banishment is dropped.
        - A new monster spell: Dimension Anchor, which temporarily prevents
          teleportation, blinking, and Phase Shift.
        - A new monster spell: Blink Allies Encircling, which blinks nearby
          allies around the target.
        - Controlled Blink is replaced with Blink Away as an emergency spell.
    - Spriggan air mages:
        - Drop Swiftness.
        - New spell: Control Winds, which manipulates clouds (including
          putting out fores fires immediately), and improves allied
          ranged weapon accuracy.
    - Spriggan druids:
        - Drop Summon Caniforms.
        - New spells: Haste Plants, which hastes nearby plant-like enemies,
          and Druid's Call, which calls wildlife from elsewhere on the level
          to aid the druid.
    - The Enchantress:
        - Banishment is banished.
        - Gains Dimension Anchor (see draconian shifter entry above), Strip
          Resistance (lowers the magic resistance of the target), and Mass
          Confusion.
    - Curse toes:
        - No more Summon Undead.
    - Deep elf summoners:
        - Summon Demon replaced with Summon Vermin, which summons orange
          rats, spiders, and some other things.
    - Deep elf priests/high priests:
        - A new spell "Malign Offering", which steals HP from the target
          to give to their allies.
    - Deep elf mages:
        - Entirely new spellsets:
            - Freeze, Throw Icicle, Summon Ice Beast;
            - Bolt of Magma, Stone Arrow, Petrify;
            - Iskenderun's Mystic Blast, Slow, Venom Bolt, Blink;
            - Flame Tongue, Throw Flame, Sticky Flame, Fireball;
            - Magic Dart, Force Lance, Iskenderun's Mystic Blast,
              Iskenderun's Battlesphere.
    - Deep elf conjurers:
        - Only one spellset (bolt of fire, bolt of cold, lightning bolt,
          bolt of draining); the spell set with sticky flame has been
          removed.
    - Gloorx Vloq:
        - No longer has Invisibility as an emergency spell.
* Speed adjustments to several monsters:
    - Speed 8: spiny worms, snapping turtles, guardian mummies (all previously
      speed 9).
    - Speed 10: jellies (previously 9).
* Shadows can now turn invisible, allowing them to move faster and
  land a guaranteed stab attack on enemies.
* The retribution effect for killing an apis now inflicts Weakness on
  the player, instead of healing nearby hostiles.
* Giant fireflies can now signal nearby awake monsters in a manner similar to
  shouting.
* Vault wardens can seal stairways in addition to doors.
* Zombies no longer appear excessively out of depth in the early dungeon.
* Orb run monster spawns no longer include weak monsters, and now include
  Orb Guardians.
* Monster actions are now taken in order of speed, rather than any given
  monster taking all of its actions at once.
* Removed monsters:
    - Laboratory rats.
    - War dogs (replaced by wolves with essentially matching stats).
    - Deep dwarf scions, necromancers, and artificers.
    - Deep elf soldiers.
    - A large number of vault-specific monsters.
* Imps and other weak monsters no longer appear in Pan.
* Nergalle appears earlier in the dungeon.
* Lamia no longer comes with a band of minions.
* Creatures other than natural creatures can now be frenzied; this causes
  them to attack anything in sight. The berserking effect of frenzy (might
  and haste effects) is limited to natural creatures.

Spells
------
* New spells:
  - Searing Ray, a level 2 conjuration replacing Force Lance in the
    Book of Conjurations that deals damage over several consecutive turns.
  - Discord, a level 8 hex that attempts to frenzy all monsters in sight.
* Summon Small Mammals now only ever summons one mammal, and is renamed to
  Summon Small Mammal as a consequence.
* 100% of teleports on the orb run are delays (up from 50%).
* Haunt adjustments:
    - Summons now fixate on their target.
    - Flayed ghosts are no longer summoned.
    - Friendlies are no longer targettable.
* Olgreb's Toxic Radiance now poisons continuously over several turns (and
  deals impact damage); it also ignores the caster's poison resistance (if
  any).
* Dragon Form is pure Transmutations (was Tmut/Fire for all but Draconians).
* Force Lance is now level 5 (was level 2), with boosted range and damage
  to match.
* Fulminant Prism now caps at 200 spellpower.
* Swiftness can be cast in water; it doesn't operate in water, but it
  grants the status (which operates as expected when out of the water).
* Summons caps are introduced. This acts on a per-spell basis, each spell
  has a fixed numerical limit for the number of summons active at any time.
  Going over this limit means your oldest summons will expire in a very
  short number of turns. Applies only to non-necromantic non-permanent
  summons.
* Temporary summons will no longer follow the player down stairs.
* Temporary summons expire when the player moves to a different level.

Items
-----
* The elemental evocation items have been reworked:
    - All no longer depend on elemental magic skill or nearby terrain, can
      summon multiple elementals, and have an XP-based recharge timer.
    - The lamp of fire fires up to three trails of flame in a given direction.
    - The fan of air elementals is now the fan of gales, and blows back
      nearby enemies.
    - The stone of earth elementals is now the stone of tremors; it causes
      rubble to fall from nearby rock, stone, or permarock walls to damage
      creatures adjacent to them, and has a chance to shaft creatures;
    - A new elemental evoker item - the phial of floods; it generates a wave
      of water which temporarily leaves a pool of water behind, and summons
      water elementals.
* The dependence of armour penalties on strength has been adjusted; there
  are no longer magic strength numbers for lowest possible penalties.
* Potions of gain <ability> have been replaced by potions of beneficial
  mutation, which grant the player a single beneficial mutation.
* Scrolls of vorpalise weapons are now scrolls of brand weapon, and can
  rebrand weapons that already have a permanent brand affixed.
* Scrolls of immolation have been reworked to inner flame everything in
  LOS.
* Lear's chain mail is now Lear's hauberk - a +27 chain mail that covers
  all armour slots other than shields and cloaks.
* The staves of energy eliminates 100% of spell hunger again, and includes
  the now-gone staff of channeling as well.
* The staff of power scales with your maximum magic power.
* Box of beasts has been reworked:
    - Has a fixed, random number of charges between 5 and 15 inclusive.
    - 1/3 chance to fail on usage with no bad effects.
    - When successful, generates a chimera; a new monster with three heads.
      Each head can be a different beast, picked from a list which provides
      better/stronger beasts at higher Evocations skill. The heads determine
      the attacks and abilities available to the monster.
* New "sack of spiders" item:
    - Fixed charges between 5 and 15 inclusive.
    - On evoking, creates webs around you and releases spiders.
    - Number of webs and type/number of spiders scales with evocations.
* Splint mail has been removed; chain mail is now 8 AC to compensate.
* Needles of sickness have been removed.
* Manuals do not need to be read to be activated; they're always on while in
  inventory.
* The rod of striking now functions as a melee weapon - it expends charges
  to deal additional damage in melee.
* Boots of running have a -1 movement delay (was -2).
* The lantern of shadows' rate of shadow spawning scales with evocations,
  and the resulting shadows now wander instead of following the player.
* New unrand: the +4 moon troll leather armour {Spirit MP+5 Regen}.
* Adjustments to unrands:
   - Arga is now a broad axe.
   - The shield of the gong no longer has guardian spirit; it is otherwise
     unchanged.
   - The knife of accuracy and boots of the Assassin are no more.
   - The lightning scales are now +6 (was +3).
* Hammers do not generate outside of vaults.
* Rings of teleport control must be evoked to work.

Gods
----
* Yredelemnul no longer gifts rotting hulks / plague shamblers.
* Orcs encountering an orc priest for the first time are offered the chance
  to convert to Beogh on the spot.
* Recite no longer paralyses the player; the player can take any action
  that doesn't involve the mouth while reciting.

Interface
---------
* For online play, explore_delay and travel_delay are instananeous by default.
* Dungeon features with variable-colour tiles now display those colours in
  tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).
* Examining a monster will display the spells monsters of its type are
  capable of using.

Technical
---------
* A port to OpenSolaris (Dyson/Illumos).
* MSVC compilation once again possible (Visual Studio [Express] 2012)

Stone Soup 0.12.3 (20130923)
----------------------------
* Silver stars deal full damage to unclean monsters, not un-unclean ones.
* Unidentified cold resistance is no longer leaked on the draconian 'A' screen.
* Arena mode works better with restart_after_game.
* Local tiles ability icons check for berserk like the 'a' menu always has.
* The down arrow key works correctly in the webtiles help browser.
* Player ghosts no longer incorrectly get acid resistance when saved and
  restored.
* Exiting unique Pan lord levels without the rune gives a warning.
* Certain vaults don't trap people who teleported in.
* Merfolk unmeld boots correctly again.
* Vehumet's extension of Dazzling Spray's range has been corrected.
* Autotravel won't try to go through monsters trapped in nets.
* A couple of clinging into water fixes.
* Some off-screen messages are properly suppressed.
* The last place high score is shown correctly.
* A load of crash fixes: LRD at the map edge, G ctrl-P (parent branch) in
  the Dungeon, 0-hp starcursed masses, chaos bounces, loading levels with
  scrying active, deporkalating transiting monsters, etc.
* Mac universal builds work again.



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cvs -z3 rdiff -u -r1.2 -r1.3 wip/crawl-stone-soup/PLIST
cvs -z3 rdiff -u -r1.3 -r1.4 wip/crawl-stone-soup/distinfo
cvs -z3 rdiff -u -r1.6 -r1.7 wip/crawl-stone-soup/Makefile

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