Stone Soup 0.5.0 (20090612) --------------------------- Disclaimer: These are merely the highlights, not an exhaustive list of changes. Breaks saves and bones compatibility. 0.5 Highlights -------------- * New species and job: Deep Dwarf, Artificer. * Removed three species: Gnome, Grey Elf, Ogre-Mage. * Several cool new uniques and other monsters. * Several great new portal vaults. * Zombies and skeletons can no longer use stairs. * Transformations meld equipment instead of removing it. * Many spell ranges shortened. * Much more useful monster descriptions. * More convenient tiles version. Levels ------ * New portal vaults (Sewer, Ice Cave, Minitomb, Ziggurat), and many new vaults. * Self-changing labyrinths (mappable but subject to map rot). * Teleporting within a labyrinth always sends you away from the exit. * The Orcish Mines are completely interconnected via the branch bottom. * Shortened Hive to two levels. * Ghosts may no longer appear in the Ecumenical Temple. * Traps remember how much ammunition they have. * Branch descriptions mention depth and whether they contain a rune. * Fixed KMONS not accepting comma-separated list of alternative monsters. * Tweaked most of the oklob vaults to make them less dangerous. * Allow bazaars outside of the main dungeon. * For timed portal vault alerts, give directional feedback. Characters ---------- * Removed Grey Elf and Gnome species. * Merged Ogre-Mages into Ogres with completely new aptitudes. * Added non-healing species: Deep Dwarves. * Swapped Kobolds' aptitudes for Long Blades and Maces & Flails. * Added Artificer job. * Transformations cause worn equipment to be melded rather than removed. * Overhaul nutrition values and duration for Vampires feeding on corpses. * Vampires can no longer heal via potions of blood or non-fresh corpses. * Vampires recover lost stats depending on blood level. * Draining of the experience pool is reduced by life protection. * Merfolk can swim in heavy armour, albeit with doubled armour penalty. * Player and monster nagas no longer flounder or lose stealth in shallow water. * Secondary unarmed attacks wake sleeping monsters. * Pure spellcasters don't start with a weapon anymore. * Tweak starting choice restrictions. * Going into berserk rage doubles Health, ending it halves Health. * Added the slow healing mutation, affecting hitpoints and stat regeneration. Monsters -------- * Disallow zombified monsters' use of stairs. * New monsters: trapdoor spider, rock worm, flaming corpse, chaos spawn. * Monster descriptions list resistances and some other attributes. * Several cool new uniques. * Many of the later uniques appear a few dungeon levels earlier. * Polymorphed uniques retain their spells and speech. * Reintroduce chance of orc wizards and priests in early orc bands. * Most monsters of the same genus will attempt to surround the player. * Implemented monster miscasts caused by Zot traps or mummy curses. * Make all allies (including zombies) avoid Zot traps known to the player. * Ghosts don't get holy wrath branded attacks anymore. * Monsters will shout when woken, unless stabbed. * Monsters will drink !healing to cure confusion, etc. * Allies no longer mind being teleported by the player. * Causing fear will make permanent allies flee but does not anger them. * Retain the teleportation enchantment on polymorphed monsters. * Make vampiric draining and torment alert and anger its target. * Fixed draconians being able to strike 3 times per turn with their weapons. * Account for randart shields when scanning monsters' inventories for randarts. * Fixed monsters getting stuck in deep water after entering it while confused. * Monsters behind glass but with a path to the player interrupt rest/travel. * Monsters raised from the dead are equipped with their original equipment. * Zombies/skeletons no longer drown, but will still avoid water. * Fixed summoned monsters taking non-summoned items with them. * Summoned monsters are no longer susceptible to Vampiric Draining. * Make abominations resist poison. * Butchered corpses sometimes leave skeletons. * Finally fixed monsters acting before being announced as "coming into view". Interface --------- * New command for evoking inventory items ('V'), replaces wand zapping ('Z'). * Casting spells with 'z' aborts without prompt if no monsters are in range. * Casting spells with the new 'Z' allows casting in any case. * Changed quick save command to 'Ctrl-S' (was Ctrl-X). * Change exclusion commands to e, E, Ctrl-E (was Ctrl-X, x, Ctrl-E). * New monster/item view command ('Ctrl-X'), allowing travel to items, features. * Store message history across saves. * Some message condensation for identical messages. * Added stat_colour option to highlight dangerously low stats. * New option: Automatically set travel exclusions for statues and oklob plants. * Switch off autopickup and autoswap if you see a monster turn invisible. * Killing an invisible monster reactivates autopickup. * Added ally pickup mode for items dropped by either player or allies. * Shops use shopping cart behaviour. * Wizard commands can be used from the wizard help screen. * Allow quivering/firing of wielded missiles and wielded weapons of returning. * With a full pack, check entire list of selected items to allow for merging. * Eating prompts for chunks sorted by age and side effects. * Added an option to make menu colours apply to shops. * Use menu colours for announcements of items found while travelling. * Pressing Esc at -More- automatically clears all queued -More- prompts. * Added FAQ to help screen ('?Q'). * Purchases and donations are noted. * The database search also prints armour base AC/EV and weapon plusses. * Add spells and books to book/spell descriptions when searching the database. * Ability and card descriptions are searchable in the database ('?/'). * Allow wishing for specific fixed and randarts in wizard mode ('o' command). * Add food item based hunger descriptions to spells. * "Glow" status is grey for harmless contamination, yellow for dangerous levels. Items ----- * New scroll: ?vulnerability, applying to all creatures in LoS including you. * New weapon brand: chaos, available only via Xom and pandemonium lords. * Introduce randart spellbooks with random spell selections. * Book acquirements are much more random and may yield manuals. * Missile enchantment decreases chance of destruction on impact. * Freezing weapons can slow cold-blooded monsters. * The staff of channeling trains Evocations. * Potions of magic no longer increase maximal magic points and are more common. * Item descriptions mention enchantment/charging limits. * Randarts get their known properties autoinscribed. * Randarts are noted as identified even if the plusses are still unknown. * Eliminate RAP_ANGRY and RAP_BERSERK for launcher weapons. * Ammo that IDs through throwing merges in your pack instantaneously. * ?immolation doesn't burn scrolls anymore. * ?summoning creates a permanent abomination. * ?random uselessness autoidentifies. * ?vorpalise weapon fixes temporary brands instead of Enchant Weapon III. * Nemelex-gifted decks identify after drawing one card. * Decks of punishment are no longer randomly generated. * Removing rings of levitation or invisibility no longer cancels the effect. * Identify the Horn of Geryon when wielding it. * Skeletons rot away in inventory at the same rate as on the floor. Gods ---- * Greatly improved Yredelemnul. * Nerfed TSO/Beogh's blessings of followers. * Xom is more active and more useful in combat. * Cleansing Flame centers on the player and deals less damage. * Killing a holy being is sometimes avenged by TSO. * Split Elyvilon's healing powers into "heal self" and "heal other" versions. * Evyvilon's Lesser Healing (for pacification) does not cost piety anymore. * Move Divine Robustness from Zin to Elyvilon, replacing Incredible Healing. * Make Zin's retribution-summoned plagues permanent. * Sif Muna no longer gifts Kiku/Vehumet specific books, spells still possible. * Trog accepts kills of demons. * Trog's Hand provides magic resistance as well as regeneration. * Vehumet accepts undead killing for you. * Beogh no longer accepts butchery but likes prayer over orcish remains. * Beogh accepts more kinds of kills. * Beogh has a non-cannibalism conduct. * Disallow shapeshifters in orc form to become Beoghites' followers. * Offer card descriptions when using Nemelex's Triple Draw or Stack Five. * Enable automatic note taking for Xom effects. Tiles ----- * Overhauled and improved tiles code, now using SDL. * Added auto-sizing for font, map, and window sizes. * Support for full screen mode and for small resolutions (800x480). * Graphical menu improvements: some menus are clickable and show icons. * Mouse clicks on the map when unsafe travel one square in that direction. * Mouse-over item/monster descriptions. * Added new and improved tiles: Pandemonium lords, draconians, randart books. * Monster tiles include health bars. * Added type-specific icons for jewellery, shops, and weapon brands. * Vaults can specify floor and wall tiles in their description. Miscellaneous ------------- * Greatly reduced spell ranges (both player and monster). * For most bolts, hitting a monster reduces range by one. * Added arena mode to watch monsters fighting other monsters. * Fixed crashes involving "invisible/unmoving" monsters. * Crashes leave highly informative crash dumps. * Poison Weapon is a level 2 spell. * Extension will also extend temporary weapon brands. * Lua errors report the line numbers of the actual code. * Flying can be cancelled. * Petrify is an Enchantment/Earth spell. * Lee's Rapid Deconstruction deals great damage to petrified monsters. * Removed stash_tracking option, always track all stashes. * Rewrite and clean up of (among others) beam, trap, and mutations code. * Store code revision in save files for easier bug tracking. * Many useful new wizard mode commands.