Dungeon Crawl: Stone Soup official repository

Overview

Build Status

Dungeon Crawl Stone Soup

Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic, involving characters of diverse skills, worshipping deities of great power and caprice. To win, you'll need to be a master of tactics and strategy, and prevail against overwhelming odds.

Contents

  1. How to Play
  2. Community
  3. How you can help
  4. License and history information

How to Play

If you'd like to dive in immediately, we suggest one of:

There is also an ingame list of frequently asked questions which you can access by typing ?Q.

Internet Play

You can play Crawl online, competing with other players or watching them. Click "Play Online Now!" on the Crawl homepage to find your closest server. You can play in your browser or over SSH.

Offline Play

Both classical ASCII and tiles (GUI) versions of Crawl are available to download for Linux, Windows and OS X.

Community

How you can help

If you like the game and you want to help make it better, there are a number of ways to do so. For a detailed guide to the crawl workflow, look at the contributor's guide.

Reporting bugs

At any time, there will be bugs -- finding and reporting them is a great help. Many of the online servers host the regularly updated development version. Bugs should be reported to our github issue tracker. Thoughtful ideas on how to improve interface or gameplay are welcome, but it's often best to discuss changes before opening an issue or pull request.

Map making

Crawl creates levels by combining many hand-made (but often randomised) maps, known as vaults. Making them is fun and easy. It's best to start with simple entry vaults: see simple.des for examples. You can also read the level-design manual for more help.

If you're ambitious, you can create new vaults for anywhere in the game. If you've made some vaults, you can test them on your own system (no compiling needed) and submit them via a github pull request. See the contributor's guide for details.

Monster Speech & Item Descriptions

Monster speech provides a lot of flavour. Just like vaults, varied speech depends upon a large set of entries. Speech syntax is effective but unusual, so you may want to read the formatting guide.

Current item descriptions can be read in-game with ?/ or out-of-game them in dat/descript/. The following conventions should be more or less obeyed:

  • Descriptions ought to contain flavour text, ideally pointing out major weaknesses/strengths.
  • No numbers, please.
  • Citations are okay, but try to stay away from the most generic ones.

Tiles

We're always open to improvements to existing tiles or variants of often-used tiles (eg floor tiles). If you want to give this a shot, please contact us. In case you drew some tiles of your own, you can simply share them with a developer or submit them via a github pull request. See the contributor's guide for details.

Patches

For developers (both existing & aspiring!), you can download/fork the source code and write patches. Bug fixes as well as new features are very much welcome.

For large changes, it's always a good idea to talk with the dev team first, to see if any plans already exist and if your suggestion is likely to be accepted.

Please be sure to read docs/develop/coding_conventions.md too.

License and history information

Crawl is licensed as GPLv2+. See LICENSE for the full text.

Crawl is a descendant of Linley's Dungeon Crawl. The final alpha of Linley's Dungeon Crawl (v4.1) was released by Brent Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup team has continued development. CREDITS.txt contains a full list of contributors.

Crawl uses the following open source packages; thanks to their developers:

  • The Lua scripting language, for in-game functionality and user macros (license).
  • The PCRE library, for regular expressions (license).
  • The SQLite library, as a database engine (license).
  • The SDL and SDL_image libraries, for tiles display (license).
  • The libpng library, for tiles image loading (license).

Thank you, and have fun crawling!

Comments
  • Datify species definitions

    Datify species definitions

    After seeing a mini-explosion of new/revived species in many active forks and lots of proposals (with patches!) on the forum, I thought it would be nice to make building a new species faster and easier. One way to do this would be convert species definitions into data files, similar to art-data.txt, which is what these commits do.

    I would like to data-ise species-data.h and aptitudes.h to start with (longer term this approach could also apply to backgrounds and monsters).

    I wanted to open this early to get some feedback on the approach before I spent more time on it. What do you think?


    This change is Reviewable

    enhancement big change 
    opened by alexjurkiewicz 38
  • Update Android build scripts

    Update Android build scripts

    I have updated the Android build scripts. The tests have been performed with DCSS 0.26.1, SDK for Android 11 (API level 30) and NDK version r22b.

    The build process has little changes, it's a bit more simple because now the SDK includes all the required tools. Android Studio can also be used. For more details you can check the updated version of docs/develop/android.txt.

    Worshippers of Xom can download the apk from here: https://github.com/robertxgray/crawl/releases

    Some changes are required in other repositories:

    • https://github.com/crawl/crawl-lua/pull/2
    • https://github.com/crawl/crawl-sdl2-image/pull/2
    • https://github.com/crawl/crawl-sdl2-mixer/pull/1
    build 
    opened by robertxgray 28
  • Make the Wrath of Trog worthwhile

    Make the Wrath of Trog worthwhile

    Wrath of Trog is very thematic with ANGRY: 50, but suicidally dangerous if you cannot manage the *Rage. This is 5.55x more frequent than Berserkitis 3. Other unrands with *Rage, besides have ANGRY of only 5, also have beneficial properties such as super-vampiricism, Slay+6, and berserking allies. Wrath of Trog, though, is simply a +8 antimagic battleaxe. This hardly compensates for berserking the wielder 10x as often.

    This PR brings Wrath of Trog's ANGRY down to 5 and adds beneficial properties to it, to match the other *Rage unrands. In keeping of the theme with this being Trog's favorite weapon, instead of giving it Troggish properties such as Regen+, Will++, or +Rage--things Trog wouldn't need himself from a weapon--just make it very powerful weapon with no properties other than the *Rage. Trog's favorite weapon ought, after all, to be as good or better as the best gifts he used to give his followers!

    This is accomplished by adding BASE_DAM: +3 and BASE_DELAY: -4 to its entry in art-data.txt, giving it the base damage of an executioner's axe with the base delay of a dire flail. The enchantment is not changed. Attached to the commit itself are five graphs comparing the new axe at skills 14, 20 and 26 to a +9 battleaxe of speed and to a +9 anti-magic executioner's axe, plus the fsim.csv. The higher the target AC and EV, the better Wrath of Trog's relative performance.

    The fsim settings were fsim_scale = fighting and fsim_rounds = 10000. Wrath of Trog was changed in atr-data.txt to comment out the ANGRY line for fsim testing and to add BASE_DELAY = -4 and BASE_DAM = +3, then recompiling just in case. Player stats were Strength 30 and Dex 20, wearing plate mail with Armour skill 20. Target monsters were fungus (AC/EV of 0/0), tentacled monstrosity (5/5), wraith (10/10), orb guardian (13/13) and orb of fire (20/20).

    gameplay 
    opened by mainiacjoe 27
  • Standardize Linux packages

    Standardize Linux packages

    Modern Linux distributions and other OSs following the XDG specifications, require some files to integrate programs into desktop menus and software centers. We provide some of these files in the Debian packages (which are uncomplete and outdated), but they cannot be easily reused by other distributions. This leads to every distribution providing their own versions of the files, all of them different. PR #464 tries to address this problem, but it doesn't allow executable name customization via GAME variable (introduced later), it doesn't improve the Debian packages and adds more redundant files to the repository. To make things even worse, I proposed the inclusion of yet another version of these files in #2049.

    I made some changes in #464, trying to be flexible enough for every distribution and updated the Debian packages. The AppImage support only requires a few more lines in the Makefile. The name of the files is governed by the GAME variable, so several builds of the game (usually console and tiles) can coexist indepently and without conflicts.

    Example: make -j4 prefix=/usr DESTDIR=/package/dir TILES=y GAME=crawl-tiles install install-xdg-data

    Detail of changes:

    • New build target: install-xdg-data. Installs some files required by Linux packages according to the XDG specifications (freedesktop.org). Related resources stored in crawl-ref/source/xdg-data

    • New build target: appimage. Builds a Linux AppImage with the help of the install-xdg-data target and the linuxdeploy tool.

    • Debian build updated to make use of the install-xdg-data target. Common files have been removed from the debian folder. Fixed missing icon in crawl menu item if crawl-tiles is not installed. Use Debian's uses machine-readable format for copyright file. Remove menu files based on CTTE #741573.

    • Documentation and man page updated.

    Some test packages are available here: https://github.com/robertxgray/crawl/releases/tag/linux-1

    Refs:

    • https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html
    • https://specifications.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html
    • https://www.freedesktop.org/software/appstream/docs/chap-Metadata.html
    • https://wiki.debian.org/AppStream/Guidelines
    • https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
    • https://lintian.debian.org/tags/command-in-menu-file-and-desktop-file

    Closes #464 Closes #1256 Closes #2049

    build 
    opened by robertxgray 25
  • Zot branch bank

    Zot branch bank

    The natural tendency for roguelikes is to encourage cautious behavior. It's over once you die once, after all, so you should take your time. That's not a bad thing, but to balance things out and discourage extremely time-consuming tactics (which tend not to be very fun!), it's good to have a counterpressure encouraging players to move quickly.

    Food was intended to be such a clock, but for a variety of reasons, it never worked as a clock for anything but the most egregious abuses. (And not even for that for foodless races, of course.) Scores is a compelling motivation for some players, but not many - most are just playing to win. How can we make the most viable way to win also the most fun?

    This commit adds a new 'Zot Clock'. It ticks up over time, and jumps down whenever you enter a new level - roughly 5000 turns of clock per level. Once you hit turn 14,500 or so on the clock, the malevolent and unexplained entity Zot strikes, draining you immediately and then again once every 100 turns or so. At turn 15,000, you die. Each branch tracks the 'clock' separately.

    5000 turns per level allows for a 250,000 turn 3-rune game, which seems very generous. The effective cap of 15,000 turns 'stored' at any given time means that there's somewhat less slack than that implies, but a slow character can usually do levels in under 2500 turns and inter-level travel in under 500, so I'm hopeful that normal characters will rarely if ever see any of this system.

    We use 'levels seen' here as a proxy for progress because that's simple to conceptualize and relatively difficult to abuse - it's hard to "stash" entire levels as a clock reserve in the same way you could stash "unexplored map tiles" or "weak monsters". The separate clock per branch allows players to dip into branches and then bail without being penalized - the per-branch clock is paused while they're away.

    The clock is paused while you're in Abyss, since that doesn't fit the exploration model well and isn't usually that wise to linger in, and turned off entirely when you get the ORB, since (a) there's a new clock then and (b) it'd feel awful to die of time-out on the orb run. It's possible to scum Pan for time, but I mean, if you're scumming Pan, just win already!

    Chei gives you some extra time, in keeping with the theme of the god. It's possible that races need different clocks based on their movement speeds, but I'm hopeful that the difference there is fairly small relative to the slack in the clock.

    (This is an alternative version of #1490.)

    opened by PleasingFungus 25
  • New ego: Boots of lunging.

    New ego: Boots of lunging.

    This commit adds SPARM_LUNGING and all the plumbing to go with it. When equipped, this ego passively grants the player one "free" move action -- but only when moving directly towards a hostile monster.

    Have fun!

    enhancement 
    opened by Implojin 22
  • Music for Crawl

    Music for Crawl

    Hello,

    We are a duo of musicians who want to contribute to DC by writing ambience/music for the game.

    From what I gathered from IRC, there is currently no proper sound engine for the game, so any music we would write would depend on the implementation.

    There is a couple of issues that arise and several ways to do this:

    Issue #1: Proper large loops will have a huge size to download Issue #2: The typical gameplay session is very long and music needs to be designed in such a way as to not be annoying.

    So there are a couple ways from musical point of view to do it:

    1. MIDI (Limited sounds, very small size, doesn't sound that good)
    2. Proper Mp3/Wav loops (Huge size, might get annoying)
    3. Small Loops/Stingers

    The best way to do it as I see it is to create several small loops and stingers. Examples: Loops of water dropping/small wind blowing; Stingers for going into a new area; Stingers for finding lairs of uniques (After you see them, to avoid any difficulty decrease); Stingers for finding good loot; Stingers for low health; and so on.

    Since DC doesn't have a proper music system implemented, the way we do music will depend if and how the music systems are implemented. Having 50-100 loops of around 5-15 seconds should be only 15-30 Mb in size, and can be offered as a separate package.

    So if any of the devs are willing to work on this, we are willing to provide the music. We are open to suggestions, and as long as technical side is done we are willing to do pretty much anything that isn't TOO crazy.

    Thank you for reading, and I hope we can hear from you guys, thanks for the good work!

    Ivan.

    enhancement help wanted big change 
    opened by ghost 22
  • Add password reset function to webtiles

    Add password reset function to webtiles

    Hi, this is my first PR for the crawl project. The other day I tried to log on to one of the webtiles servers and realized I forgot my password. The admin was happy to help me and it was taken care of quickly, but I was surprised that there isn't an automated process for this. (I've done my best to make sure this feature doesn't already exist; if I missed it, I'll be very sad)

    This PR adds a password request function to the webtiles server. A user can open the forgot password form to request a reset link in their email. When they click on the link, they are sent back to the server with a unique parameter that allows them to enter a new password. Of course, an SMTP server is required to send the emails.

    I've only tested this as much as I had to to keep working on it. I'm very new to this project, and I am also new to Python and SQLite. I understand that this PR may never be merged, but please give feedback where you can. I would like to learn everything I can from this. I do have a couple of comments that I would most like addressed:

    • Are usernames unique in the webtiles password DB? I did not notice any unique constraint
    • Are emails unique?
    • Is there a better way to know the host (URL and port) from within the server? I added it as a config option "lobby_url"
    • ~~I was not able to test the Python SMTP function over SSL~~ I've done this
    • ~~I also was not able to test the Python SMTP Login function, and as a result I'm not sure if the config values I added are enough~~ I've done this
    • Is it important that I check to guarantee that the secret key is unique before sending it via email?

    These things are bothering me:

    • What is the proper way to arrive at the password reset form, after the user clicks the link in their email? I added a dialog INSIDE the go_lobby function because this was the only way I could get it to work, but something about this feels wrong. The socket is loaded in its entirety while you're entering your new password, but I have to completely reload the page in order to get rid of the secret key parameter, so the socket is loaded twice for no reason

    • This PR adds two new columns in the database. I added the columns to the 'ensure_user_db_exists' function, but what about servers that already have a database? I included a .sql file that will upgrade an existing database, but I don't know how this is normally done.

    Thank you so much for reviewing this PR. All suggestions, corrections, concerns, and other comments are welcome.

    opened by kelbi-org 22
  • Change level annotations from Dungeon Overview (Ctrl-O) - New annotate

    Change level annotations from Dungeon Overview (Ctrl-O) - New annotate

    this fork changes the way annotate works to allow any dungeon floor to be annotated from anywhere via "shift-O !" It is still under development, ie still has issues which need to be resolved before it can be merged in. But I thought it might still be useful to make it publicly available.

    It does compile, and doesn't crash, as far as I know.

    ui 
    opened by petercordia 20
  • New Artefact: Dreamshard Necklace

    New Artefact: Dreamshard Necklace

    Still work to be done on the relevant vaults before this would likely be acceptable quality-wise, but opening the PR for feedback at this point. I will preface by saying that this item may well be a bit 'out there' design-wise, or even theme-wise, to the extent that I of course won't be offended if it's an angle that just isn't compatible with mainline crawl. I did have a lot of fun putting this together though, and think that it has the potential to add a unique and fun experience for the player in the games where this item generates and is found.

    Overall vision: escaping your enemies by generating an entrance to another plane of existence is a pretty cool concept. It's also rare (zig figurine) to the extent that many (most?) players (those who avoid Tomb and haven't completed a zig) haven't had chance to use an escape with this tactical profile. The dreamshard necklace aims to give the player a similar option for escape, alongside some loot, and a wild (but ultimately short) flavourful journey through the Realm of Dreams, a new portal branch that can only be entered by breaking this item (one-time use).

    Flavour vision: the dreamshard necklace is a tiny tear in the fabric of reality, crystalised within a fragile gemstone. Wearing the necklace regenerates both physical and magical reserves, as the wild auras of the realm of dreams passively imbue the wearer. Shattering the necklace destroys it forever, and unleashes the tear in reality, which grows to a portal just large enough to fit through. Entering the portal transports the player to the realm of dreams, thus triggering a series of short experiences that combine novel transformations, monsters, loot, and flavour.

    Gameplay vision: primarily, this item gives the player a 2-turn escape: drop the portal, then step through it. The realm of dreams has dangers, but as long as the player keeps moving, they should be able to avoid damage. There is at least one dream in which the player will be able to rest back to full. This makes the item very strong, and though balance may be needed in this area, there are a few trade-offs.

    1. This is a draining necklace, and so is difficult to swap on and off for fights where the player thinks it may be needed (with the goal of reducing tedium).
    2. HP & MP regen, whilst nice enough that the player should be happy wearing it for a portion of the game, isn't end-game quality. There are no resistances on the item either. Combined, therefore, 1&2 mean that to have this escape at the player's disposal, they must commit to wearing the necklace, and having it take up what may well be a slot for which other meaningful choices and alternatives are available. As such, I think whilst it may be 'no brainer' to wear this artefact early (true of many good amulets when found early), the decision will not remain a 'no brainer' as alternatives with better resistances and base types are discovered. It poses the strategic question of 'would you rather have a one time use full heal taking 2 turns, or would you rather wear an amulet with good resistances/base type so that you're less likely to put yourself in a position of needing that heal in the first place?'

    The other aspect to the item is the realm of dreams itself. The design goals for this 5-(short)-floor portal are to:

    • eventually give the player an opportunity to recover health and mana
    • whilst not making it trivial to do so on initial floors
    • whilst giving the opportunity to choose some loot as the player progresses through the series of 'dreams'
    • all wrapped up in an experience that feels unique, and befitting a rare item that the player will only have the opportunity to interact with quite infrequently. i.e. making it memorable.

    The 'dreams' so far are:

    • You are a butterfly chased by ogres with butterfly nets
    • You are a pig chased around by a butcher whilst hungry diners watch
    • You are one of the floating blades in the Hall of Blades, floating aimlessly with no adventurer in sight
    • You are a brain worm, devouring some delicious brain
    • You are an orb of fire, leaving your homeland in search of adventure

    Hope you all enjoy the idea! Always happy to iterate based on feedback.

    urand_dreamshard dreams_portal ogre_catcher brain_worm_form orb_of_fire_form spectral_axe_form butterfly_form pig_form

    gameplay 
    opened by amcnicky 18
  • Hepliaklqana Ancestor They/Them Pronouns

    Hepliaklqana Ancestor They/Them Pronouns

    Now your ancestors that were "always neither, you're pretty sure" use "they" instead of "it"!

    I think it makes the ancestor feel more like a person and less like a thing. It's not like your ancestor was a jelly or something. (And it's cool to be able to have my nonbinary friends help me beat up some gnolls without having to call them "it".)

    The code to add "GENDER_NEUTRAL" to the gender list and the god ability was pretty simple, but I had to fix a lot of verb conjugations in the monster descriptions because they were all (reasonably-- the way singular they/them still conjugates verbs as plural is weird) hard coded as the singular conjugation.

    This is my first time contributing to a project this big, git still really confuses me, and I'm pretty new to C++, so I have no idea what I'm doing right now. Please help me learn!

    I tried my best to follow the conventions the existing code uses, but I haven't actually sat down and made sure I'm following the style guide yet. There are a couple places I want to refactor before this is 100% ready, such as monster::conj_verb and using the gender enums instead of hard coding the integers. I also would like to do a larger-scale test. Maybe temporarily change the gender of all the generic monsters in the dungeon in order to catch anything I missed? Would that be difficult to do?

    Also, do I have to change anything to keep translations from breaking with these changes?

    This was my intro project to get comfortable with Crawl's codebase, but if this is a change people would consider actually adding to the game, I'll put in the time to make it perfect.

    AllyDescription
    opened by crystalsolenoid 16
  • randart with Drain missing the

    randart with Drain missing the "*"

    PLATFORM and OS or BROWSER: Windows 11 Local Tiles

    DCSS VERSION AND GAME INFORMATION: v0.29.1; game Seed 8410465094181841585

    DESCRIPTION: On DL 2 found the randart +8 hand axe of the Harvest with spectral, Drain, rElec Str+4 Dex +5. The Drain effect should have an * indicating that it is a negative effect on unequip.

    EXTRA FILES: image

    opened by dustinjmathis 0
  • demon whip (holy), eudemon blade (heavy)

    demon whip (holy), eudemon blade (heavy)

    PLATFORM and OS or BROWSER: local tiles

    DCSS VERSION AND GAME INFORMATION: 0.30-a0-587-gfd7c166f36 (latest trunk)

    DESCRIPTION: for some reason, demonic weapons can have holy wrath brand and blessed demonic weapons can have other brands besides holy wrath in trunk. https://github.com/crawl/crawl/commit/c5509c9e3150074caf3d933b7def97f56d2ca427 I think this commit solved the problem before, but it happen again.

    0 1

    opened by acrobat3 0
  • Sceptre of Asmodeus claims to be evokable, but isn't.

    Sceptre of Asmodeus claims to be evokable, but isn't.

    PLATFORM and OS or BROWSER: Webtiles trunk (CPO)

    DCSS VERSION AND GAME INFORMATION: 0.30-a0-591-g3c58d2b

    DESCRIPTION: In the description for the Sceptre of Asmodeus, it says it can be evoked: "It can be evoked to summon fiery demons, with success rate depending on Evocations skill. Those summoned this way will remain friendly only for a limited time."

    However, it's not actually possible to evoke it.

    It's not in the list of evokable items presented by the V command, even when wielded.

    Pressing the letter of the Sceptre from the evoke menu gives the message: "That's the wrong kind of item! (Use * to select it.)"

    Doing V, asterisk, letter of the Sceptre, gives "That item cannot be evoked!"

    EXTRA FILES:

    opened by powerbf 1
  • Add indicator for rampage (Local tiles)

    Add indicator for rampage (Local tiles)

    Adds an icon indicating which directions will trigger a rampage for local tiles. This icon is on by default, and can be disabled with show_rampage_indicator = false in your settings.

    This also pulls the 'can rampage' logic out of the 'do rampage' function.

    opened by Monkooky 1
  • Ely Divine Vigour ignores the increase and decrease of hp and mp by items and mutations

    Ely Divine Vigour ignores the increase and decrease of hp and mp by items and mutations

    PLATFORM and OS or BROWSER: local tiles

    DCSS VERSION AND GAME INFORMATION: 0.30-a0-368-g86fb4627a9

    DESCRIPTION: Ely divine vigour ignores the increase and decrease of hp and mp by items(ring of magical power, ring of octopus king, faerie dragon scale...) and mutations(robust, fragile, high mp, low mp...)

    example 1 You have 50 mp without items and 27 invo skills, then you get 25mp from divine vigour. You have 68 mp with two ring of magical power and 27 invo skills, then you should get 34mp but only get 25mp from diven vigour.

    example 2 You have 100 hp without mutations and 27 invo skills, then you get 50hp from divine vigour. You have 110 hp with robust 1 and 27 invo skills, then you should get 55hp but only get 50hp from divine vigour.

    This bug has a particularly big impact when you are wearing mp+ items.

    opened by acrobat3 0
  • Add a few missing options to options_guide.txt

    Add a few missing options to options_guide.txt

    Add explore_item_greed, messaging, suppress_startup_errors, sounds_on and tc_forbidden to options_guide.txt. Also correct the spelling of trap_item_highlight.

    opened by Aliscans 0
Releases(0.29.1-debian)
  • 0.29.1(Sep 12, 2022)

    Quick bugfix release after the tournament. CI should now build linux packages as well as mac/win, thanks to #2188. Debian packages here: https://github.com/crawl/crawl/releases/tag/0.29.1-debian

    Stone Soup 0.29.1 (20220911)

    Bugfix release

    • 20+ bug and documentation fixes
    • Improvements to linux packaging support infrastructure
    Source code(tar.gz)
    Source code(zip)
    dcss-0.29.1-linux-console.x86_64.AppImage(9.01 MB)
    dcss-0.29.1-linux-tiles.x86_64.AppImage(21.88 MB)
    dcss-0.29.1-macos-console-universal.zip(18.38 MB)
    dcss-0.29.1-macos-tiles-universal.zip(26.56 MB)
    dcss-0.29.1-win32-console.zip(7.87 MB)
    dcss-0.29.1-win32-installer.exe(19.46 MB)
    dcss-0.29.1-win32-tiles.zip(17.47 MB)
  • 0.29.0(Aug 24, 2022)

    Stone Soup 0.29.0 (20220823)

    Highlights

    • New Meteoran species - powerful, but with heavy time pressure.
    • Ranged weapons have been extensively redesigned and streamlined.
    • Necromancy and Kikubaaqudgha have been overhauled and powered up.
    • Many backgrounds have extra consumables to handle early tricky situations.
    • The Abyss is deeper and more rewarding.

    Branches, Environment

    • The Abyss has been reworked.
      • Piety and experience are once again awarded in the Abyss.
      • When the abyssal rune generates, it's announced and appears on the map.
      • New decorative 'runelight' features now indicate the rune is close by.
      • The Abyss is now 7 levels deep, with the depths beyond A:5 continuously swarming the player with dangerous foes.
      • When entering the abyss by any means, the player is sent at least as deep as their previous deepest abyss depth.
    • Dungeon shafts try not to send the player directly into monsters' sight.
    • All descents of new stairs and hatches are now fast, not just one per floor.
    • The Lair is now 5 levels long (was 6).
    • Zombies and skeletons are removed from normal Dungeon spawns.
    • Temple sizes now range from 6 to 21 altars, with a small chance of rare temples with 0, 1, or 22 temple-god altars.
    • The Zot clock now only instantly kills the player if they're extremely badly drained. Otherwise, it applies very heavy draining and refreshes the clock.
    • 'Hell effect' events fire on entering floors, instead of on a timer.

    Character

    • New species: Meteoran, stars fallen to earth in human form. Features:
      • Strong attributes and very strong skill aptitudes.
      • Exploration healing, regaining HP and MP when viewing new territory.
      • Passive mapping of the dungeon around them.
      • Hunted by darkness: only 600 turns per floor until Zot catches them (instead of the usual 6,000).
    • Many backgrounds start with new consumable items:
      • All 'mage' backgrounds now start with a potion of magic.
      • Gladiators add a single throwing weapon (javelin, large rock, or boomerang) to their starting kit.
      • Monks start with a potion of ambrosia.
      • Hunters gain a scroll of immolation.
      • Brigands get an additional poisoned & curare dart.
      • Chaos Knights start with a piece from Xom's chessboard.
      • Artificers trade their chesspiece for five iceblast charges.
      • Wanderers get an additional random potion or scroll.
      • Abyssal Knights start with more piety and standing on the abyss exit.
      • Transmuters start with a potion of lignification.
      • Warpers start with two more dispersal boomerangs (a total of 7).
      • Enchanters start with a second potion of invisibility.
    • Ranged weapon skills and starts are streamlined (see also "Items" below):
      • The Bows, Crossbows, and Slings skills are combined into a single Ranged Combat skill. Most species have aptitudes equal to their best previous ranged aptitude.
      • Hunters always start with a shortbow, and no longer have a short sword. They have higher dexterity and lower strength and intelligence.
      • Arcane Marksmen always start with a +1 sling.
    • Necromancers start with the new spell Necrotize instead of Animate Skeleton and Pain.
    • Some species were tweaked:
      • Merfolk polearms aptitude is decreased to +3, and long blades aptitude increased to +2.
      • Mummy necromancy enhancers now arrive at XL 3 and 13.
      • Demonspawn demonic touch damage is doubled.
      • Formicids' base dexterity is increased by 3.
      • Formicids can again wield giant (spiked) clubs.
      • Palentongas' base strength is increased by 2, and their roll attack noise is reduced by two-thirds.
      • Spriggans can no longer wield triple crossbows.
    • Some mutations were tweaked:
      • Positive stat mutations now give +4 to the primary stat and -1 to the other two, instead of only giving +2 to the primary.
      • The -Scroll and -Potion mutations are now regular 2-tier mutations in the bad mutation pool. The Ru sacrifice corresponds to the 2nd tier.
      • Teleportitis and Berserkitis are reduced to 2-tier mutations
    • Deep Dwarves are removed.

    Gods

    • Kikubaaqudgha is overhauled:
      • Corpse Delivery is removed and replaced with Unearth Wretches, which summons paralysed, 1 HP, 0 Will monsters that die in a few turns. Necromantic fodder...
      • Torment no longer requires a corpse sacrifice.
      • The pain brand can be applied to ranged weapons.
    • Lugonu's Bend Space is adjusted. It no longer does damage, and makes a better effort to blink monsters away from the destination.
    • Uskayaw grants piety for damaging enemy summons.
    • Ru's Sacrifice Experience now only takes one XL (was two).
    • Various Ru sacrifices (including Experience) have their piety values tweaked.

    Interface and Options

    • Common menu navigation commands are mapped via CMD_MENU_... commands, and can be rebound by bindkey options (local tiles/console only)
    • Keycodes for rebinding keys are now the same across all builds.
    • Keybinds, macros, and keymaps now accept human-readable key names for many special keys (e.g. "F1", "NP." for numpad ., etc.)
    • Numpad keys can now be bound separately in all builds.
    • Improvements to specific menus:
      • The Fire menu now allows selecting any item with a targeter. This includes items that don't show the targeter by default but do have a useful targeter, such as scrolls of fear.
      • In menus for equipping and using items, a toggle allows switching between item type.
      • In most menus that list items, or allow describing a menu entry, entries can be described without changing the menu mode by using the ' key, or by right clicking (tiles only).
      • Item type hotkeys in the inventory now scroll, instead of select.
      • The * menu for Firing is now used to select items to toss away.
    • The branch overview menu now shows zot clock values when they are low.
    • tile_sidebar_pixels option: allows resizing local tiles sidebar icons.

    Items

    • Ranged weapons are streamlined (see also "Character" above):
      • Launchers no longer use ammunition.
      • Launcher attack delay is increased by armour penalties.
      • Fustibali are removed. Hunting slings are renamed to slings.
      • Launchers have had their stats adjusted across the board. In particular, hand crossbows are made much rarer and more powerful.
      • Launchers all use the Ranged Combat skill.
    • Launcher, long blade, and short blade damage scale with Dex instead of Str.
    • New concept: "alternate items". Some item types are grouped into 'sets', and only one type from each 'set' can generate in a game. Background starting items ignore this.
      • New item: scroll of butterflies, which summons a large cloud of butterflies. Alternates with scrolls of fog.
      • New wand: Light. Fires a damaging bolt of blinding light, blinding on hit. Alternates with acid and quicksilver.
      • New wand: Quicksilver: Fires a quicksilver bolt, dispelling magical effects from targets it hits. Alternates with acid and light.
      • New wand: Roots: Fires a 3x3 ball of roots, constricting enemies in the radius. Alternates with iceblast.
      • Wands of paralysis now alternate with wands of charming.
    • New item: scroll of poison. When read the scroll of poison fills every unoccupied space on the screen with poison clouds for 10-20 turns.
    • New unrands:
      • The +8 trishula "Condemnation" {holy, Anguish Fly rN+}. Inflicts 4-8 turns of Anguish on those hit, making them take damage when dealing it.
      • The +3 mountain boots {steadfast, rC+}. Prevents the player from being involuntarily moved by physical means (trampling, shafts, harpoons, etc.).
      • New unrand: the +5 lochaber axe, which cleaves through all foes in reaching range. Uses the higher of the player's Polearms and Axes skill.
    • Items can have vault-redefined skins. Yuif now has hammers again (renamed maces). Sigmund and Reapers' scythes are now renamed halberds.
    • +MP items remove MP when they are taken off.
    • Stones always mulch when thrown.
    • Unrandart tweaks:
      • the Glaive of the Guard is reduced to +5.
      • the arbalest "Damnation"'s explosions now do 2d14 damage (was 3d14).
      • Gyre & Gimble are increased to +12.
      • The Woodcutter's axe is now a battleaxe.
      • the amulet of Vitality now gives two pips each of Regen and RegenMP, and is now evil.
    • Scrolls of holy word are removed.

    Monsters

    • New uniques:
      • Amaemon the Diabolical Poisoner, a poison-themed demonspawn unique appearing with a band of orange demons in mid-D, early Lair, and Orc:1.
      • Lodul the Thundrous, an ironbound thunderhulk sent to patrol outside the Vaults. Appears in late D with a band of fellow ogres.
      • Zenata, Seeker of Sheza. Summons dancing weapons and casts Resonance Strike, doing extra damage when constructs are adjacent to the target. Wields a valuable weapon. Appears searching Vaults:1-4, Elf, and Crypt.
      • Parghit the Mighty, an "alt-timeline" version of Pargi with extremely high regeneration and enchanted golden dragon scales. Appears in late Depths and Zot.
      • Josephina the Ice-Lich, an "alt-timeline" version of Josephine with Seracfall and a band of simulacra along side Ghostly Fireball. Appears in Depths, Zot, and Crypt.
      • Grunn the Punished, an "alt-timeline" undead version of Grum, with a pack of doom hounds. Appears in Depths, Crypt, and Zot.
      • Vv the Exile, an fire/ice spellcaster with Creeping Frost, Eruption, and Pyroclastic Surge. Appears in Depths, Crypt, and Zot.
    • Monster move energy is no longer randomized.
    • Monsters gain a 1/3 chance to gain a free attack on a player moving away from them. Wu Jian martial attacks & rampaging give immunity, and monsters that don't move fast enough to follow you can't attack.
    • New monster: starflower, a stationary plant with harpoon shot and reaching distortion melee. Found guarding valuable places in the abyss.
    • Gnoll shamans are renamed gnoll bouda, and have a new spell set.
    • Animated Armour now flies.
    • Monster wand power is reduced.

    Spells

    • Necromancy reworked:
      • New Spell: Necrotize (L1 Necromancy). Necrotize deals damage identically to the old Pain spell, but additionally gives the monster a short-lived status that causes it to animate as a skeleton on death (if it has a skeleton).
      • Animate Dead reworked: for a duration after being cast, the dead have a power-dependent chance of rising as allied zombies. The zombies are permanent until the player leaves the level or re-casts Animate Dead.
      • Simulacrum is now a smite-targeted spell that gives an irresistable status. Monsters that die with this status spawn a power-dependent number of simulacra.
      • Corpse Rot is now Level 4 Necromancy/Poison/Air. For a duration after being cast, dead monsters have a chance of producing deadly miasma.
      • Death Channel cannot be re-cast while active.
    • Sandblast no longer uses stones as ammo. Instead, it takes half again as long to cast as a normal spell. Its range and accuracy are increased.
    • Airstrike's damage bonus from empty space around the target is doubled.
    • Irradiate now causes dangerous contamination in 3-4 casts (was 4-5).
    • Flame Wave and Sticky Flame now do roughly 25% more damage.
    • Ozocubu's Refrigeration and Freezing Ramparts now check AC, but do more damage. Refrigeration also now does reduced damage to creatures adjacent to others, but no longer applies -Potion to the caster.
    • Hex miscasts now only slow the player, instead of also cancelling effects.
    • Removed: Animate Skeleton, Pain, Excruciating Wounds.

    Tiles

    • Some mutations now have associated art.
    • Many more status effects (e.g. Dazed, rF-) now have associated icons.
    • Monsters with Reflect (e.g. from a shield) now display an icon.
    • All species now have new statue form tiles.
    • Many new alternate tiles for Djinni and Nagas.
    • The Lernaean Hydra now has unique tiles when skeletonized.
    • Borgnjor's Mausoleum and Tukima's Studio have new environmental art.
    • Runed door tiles have been reworked for greater visibility.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.29.0-macos-console-universal.zip(18.38 MB)
    dcss-0.29.0-macos-tiles-universal.zip(26.55 MB)
    dcss-0.29.0-win32-console.zip(7.87 MB)
    dcss-0.29.0-win32-installer.exe(19.46 MB)
    dcss-0.29.0-win32-tiles.zip(17.47 MB)
    stone_soup-0.29.0-nodeps.tar.xz(14.41 MB)
    stone_soup-0.29.0.tar.xz(32.55 MB)
    stone_soup-0.29.0.zip(95.77 MB)
  • 0.28.0(Feb 3, 2022)

    Stone Soup 0.28.0 (20220203)

    Highlights

    • New Cinder Acolyte background, followers of the dying god Ignis.
    • The Hells burn with new fury, filled with new monsters and effects.
    • Yredelemnul completely redesigned; Okawaru and Jiyva significantly changed.
    • The Spider's Nest respun - many new monsters and maps lurk within.
    • Magical orbs added as a new category of off-hand equipment.

    Branches, Environment

    • You will learn to fear the Hells!
      • Branch-wide persistent effects:
        • Dis: ongoing -8 Corrosion.
        • Cocytus: potions cannot be used.
        • Gehenna: scrolls cannot be used.
        • Tartarus: willpower halved.
      • Timed effects are now the same for all Hells: temporary mutation, hp drain, attribute drain, and noise.
      • Floors 1-6 of each hell sub-branch are considerably smaller, and place only one pair of stairs.
      • Each hell subbranch's spawn tables are adjusted to produce more depth appropriate monsters and less chaff. (See also 'Monsters'.)
    • Six new Wizard's Laboratories are added: Eringya's Formal Garden, Tukima's Studio, Yara's Duelist Academy, Borgnjor's Mausoleum, Maxwell's Workshop, and Alistair's Party Mansion.
    • Abyss:
      • The Abyss no longer generates random items, and kills in the abyss grant no experience or conventional piety. (Uskayaw and Yredelemnul continue to grant their special kinds of piety).
      • Collecting the abyssal rune of zot grants two XP potions worth of experience.
      • The chance of an Abyss teleport sending the player deeper is increased, as are the rune, stair, and exit generation rates.
    • Sewer maps have been re-balanced and randomized, and two new sewers added.
    • Bailey maps have been re-balanced and randomized, and three new baileys added.
    • Spider has two new end maps, an "Endless Swarm" map featuring broodmothers and a "Bug Friends" map featuring all non-spider insects.
    • Spider is a normal noise level again.
    • Artefacts can now generate on D:2-3.
    • Ziggurats no longer require runes of zot to enter.
    • Exploration-based shaft traps can now happen a maximum of once per branch.

    Character

    • Backgrounds:
      • New background: Cinder Acolyte, an Ignis zealot. Starts worshipping Ignis, along with Scorch and a -1 flame branded weapon of choice.
      • Fire Elementalist's starting spells are revised, and are now: Foxfire, Scorch, Conjure Flame, Inner Flame, and Flame Wave. (See 'Spells'.)
      • The Enchanter background no longer starts with the Corona spell, and instead starts with a potion of invisibility.
      • The Fighter background now starts with a buckler instead of a kite shield.
      • The Abyssal Knight background now starts with 5/2/5 Str/Int/Dex (was 4/4/4).
    • Player-chosen attribute increases now happen every 6 XLs, starting at XL 3, and increase a stat by 2. Demigods are unchanged.
    • The experience cost of high-level skills is reduced.
    • Late game XP gains are reduced.
    • Formicids now dig at normal movement speed. Each cell dug causes HP drain.
    • Each level of the evolution mutation now provides exactly two 'good' random mutation, activating once per XL.
    • New bad mutation: devolution. Mechanically similar to evolution but dispenses bad mutations and activates once every 1/4th of an XL.
    • New Demonspawn Mutations:
      • Weakening Stinger: gives a tail aux attack. Level 3 blocks the cloak slot and applies Weak on hit.
      • Demonic Touch: adds AC-ignoring damage to off-hand punch attacks. Level 3 blocks the glove slot and applies Vuln (halved Will) on hit.
    • Aux attacks now trigger with a chance based on XL.
    • The chance to offhand punch now starts at 5% and increases to 50% with Unarmed Combat skill.
    • Clarity from any source no longer blocks berserk from random rage.
    • Strength 0's regeneration reduction is replaced with -Regen in monster LOS.
    • Intelligence 0's 4/5 chance to fail scroll reading is replaced with -Scroll.
    • Wanderers have more useful starting skills and new item possibilities.

    Gods

    • New (non-temple) God: Ignis, the Dying Flame.
      • Ignis altars do not generate normally, Ignis can only be worshipped from a faded altar or from the new Cinder Acolyte zealot start.
      • Ignis worshippers normally start at 5* piety.
      • Ignis has no piety gain and no piety decay.
      • Ignis grants the following:
        • Passive rF+ (fire resistance).
        • 'Fiery Armour': +7AC and fire damage to melee attackers for its duration.
        • 'Foxfire Swarm': Conjures foxfires on every open space in radius 2, which launch one-shot fire attacks ala the 'Foxfire' spell.
        • 'Rising Flame': After 2-4 turns, sends the player through the ceiling (up one floor). Can only be used once.
    • Yredelemnul:
      • Piety now solely based on the number and strength of allied zombies in sight.
      • Passive reaping: slain living, demonic, and holy monsters have a chance to automatically rise from the dead as undead allies.
      • Zombies cannot leave the level and expire when the player leaves the level.
      • Yredelemnul grants the following active abilities:
        • 0*: Recall Undead Harvest: recalls undead allies to you.
        • 2*: Dark Bargain. Trade 2 zombies for a long-duration undead summon. Scales with invocations.
        • 4*: Drain Life. Same as previous drain life, but also costs 3 zombies.
        • 5*: Bind Soul. Formerly known as 'Enslave Soul', but also costs 4 zombies. A bound soul is permanent and can follow the player between floors.
      • Removed animate remains/dead and injury mirror abilities.
      • Kills by Yredremnul allies now grant full experience.
    • Okawaru becomes the god of single combat.
      • New ability: Duel, granted at 5*. The Duel ability smite-targets a single non-summoned enemy in LOS (which must be threat level "tough" or higher), and transports them and the player to an Arena portal vault. Winning the duel opens a gate to return from the portal vault, and the player will be forcibly teleported back after a short duration.
      • Finesse is moved to 4* (from 5*).
      • Worshippers may no longer have allies of any kind.
    • Jiyva:
      • New active 'Oozemancy' 3* ability. Temporarily turns nearby walls within radius 4 into slime-covered walls that do acid damage to adjacent monsters.
      • Mutations now changed in bursts: existing mutations decay, then new ones are added several levels at once.
      • Piety now granted solely for exploring, and only outside the Slime Pits.
      • Now grants passive regeneration of HP and MP at a high rate.
      • Passive rCorr is now granted at 2*, and jelly spawning on hit at 5*.
      • Removed: attribute shuffling, the 'cure mutation' ability, and healing/mp restoration from jelly item eating.
    • Elyvilon:
      • Pacification grants full XP and works on intelligent plants.
      • Lifesaving is now completely passive, with an extra piety gated chance on top of the basic good god lifesaving chance and a cooldown.
      • Purification is moved to 1* and reduced in cost.
      • Greater Healing is renamed to Heal Self and moved to 3*.
      • Lesser Healing is removed.
    • Cheibriados permits berserk while suppressing the extra speed.
    • Cheibriados now slows poison on worship and grants bend time at 1*.
    • Ashenzari's passive trap protection and item identification is moved to 1*.
    • The Shining One now gives Divine Shield at 1* and Cleansing Flame at 3*.

    Interface and Options

    • WebTiles now has a clickable action panel, similar to the local tiles inventory panel. This UI element by default shows tactically-relevant consumables, and comes with a number of configuration options (see the various action_panel... options, or right-click on the X).
    • Mutation descriptions can now be inspected in the mut(A)tion menu.
    • Most abilities now have targeters (similar to spell targeters). These are configurable via the force_ability_targeter option, and spell targeter configuration is moved to force_spell_targeter.
    • Many improvements to menus and popups:
      • Arrow key navigation and selection is available in many more menus. This can be disabled with the new option menu_arrow_control for the classic roguelike experience. Shift-arrows replace arrows as the binding to scroll by a single line. (Console users: not all terminals support these keycodes on default settings.)
      • The quiver menu has a mode that uses hotkeys from the items/spells/abilities it is showing.
      • The stash search menu more clearly differentiates items that can be traveled to, and has a number of interface improvements. The closest (travelable) search result is always available via the enter key.
      • Description popups have been improved and actions in these popups are now activatable using the mouse on webtiles.
      • Improvements and bugfixes to many other menus.
    • WebTiles mouse support is expanded.
    • WebTiles supports virtual keyboards on touch devices, configurable via the tile_web_mobile_input_helper option. There have also been a number of improvements to rendering on touch devices. (Caveat: these changes are aimed at tablets, not phones.)
    • Console:
      • A new console option bold_brightens_foreground=force lets bold be applied to bright foreground colors even in 16-color mode.
      • A popup accessible via ! in the help screen shows current terminal and console settings, and attempts to indicate misconfiguration. (PuTTY users may find this particularly helpful.)
    • A small number of options are automatically saved across games based on their value in the relevant in-game user interface. These include default_manual_training, quiver_menu_focus (for the new quiver menu modes), and several of the action panel settings, which can be edited by right-clicking on the panel close button.
    • On MacOS local games, a game menu option will reveal the rc file in the Finder.
    • The inventory-full autopickup prompt now has an "(A)lways ignore" choice.
    • Webtiles chat can be closed, as well as opened, via F12.

    Items

    • New item type: orbs, occupying the shield slot.
      • Orbs give no SH and impose no shield penalty, but always come with an ego.
      • Orb egos are all new:
        • Light: a radius 3 halo.
        • Wrath: *Rage (20% chance to berserk on melee hit).
        • Mayhem: chance to frenzy a monster in sight after a kill, causing them to wildly attack friends and foes alike ala the Discord spell.
        • Guile: reduces Will by ++ for both the wearer and those they try to hex.
        • energy: gives a source of passive channeling, which gives a chance to refund the MP of a cast spell and a chance to backfire. Backfires cause confusion or Int drain. Scales with Evocations.
    • New glove ego: infusion, spending 1 MP per melee hit to add extra damage.
    • New unrand: the +3 Mad Mage's Maulers {Infuse+∞ RegenMP Int-3}. These use all available MP to give proportional bonus damage to a melee hit.
    • New unrand: the dreamshard necklace {*Dream}. On receiving a lethal or near-lethal hit, the dreamshard necklace shatters, averting the blow, healing the player, releasing dream allies, and fog. Otherwise does nothing.
    • New "early-game" unrandarts, unlikely to appear after the early game:
      • Delatra's gloves. These gloves heal the wearer for drinking unknown potions and give the wearer MP for reading unknown scrolls.
      • The woodcutter's axe is a vorpal +8 war axe that always swings at 10 aut regardless of skill and speed modifiers.
      • The staff of the Meek is a +7 quarterstaff of protection that gives extra AC when below 55 HP.
      • Throatcutter is a +7 long sword of draining with a 1/3 chance to instantly kill foes that are below 21 HP.
    • Shields and armour:
      • Shield penalties scale linearly with skill, completely disappearing at skill 27. The size of the penalty depends on the shield's encumbrance rating and species size factors.
      • Shields are no longer affected by Str, only Dex.
      • Armour and shields no longer impose to-hit penalties.
    • Riposte is removed from long blades and base damage is increased.
    • The skill requirements for minimum delay for executioner's axes and bardiches are reduced to 24; for triple swords the requirement is reduced to 22.
    • *Rage now causes berserk on 20% of hits. This chance stacks linearly among items and with the berserkitis mutation. Certain unrands grant a higher chance.
    • Evokable berserk is removed as an artefact property.
    • The generation of throwing ammunition is reduced.
    • Wand generation is reduced.
    • The electrocution brand triggers 25% less often.
    • One '+' of regen is reduced to 0.8 HP/turn (was 1.0 HP/turn).
    • MPRegen amulets are buffed to 0.4 MP/turn (was 0.25 MP/turn).
    • The archery ego is renamed to 'hurling' and now only applies to throwing.
    • Unrandart tweaks:
      • The staff of Battle now triggers the battlesphere on melee hits (in addition to the usual spell trigger).
      • The robe of Clouds' thunder cloud ability is now passive, placing storm clouds on enemies within range 2 each turn.
      • Leech no longer has *Rage, and now has Harm and Drain.
      • The necklace of bloodlust now gives a 50% chance to go berserk on hit.
      • The Zealot's sword now gives a 20% chance to go berserk on hit (up from 5%).
      • The hat of the bear spirit gives a 20% chance to go berserk on hit, increases the bonus HP from going berserk, and reduces the slow duration after. It no longer has rN+.
      • The ring of the Mage is now a ring of Wizardry and Archmagi.
      • The autumn katana loses Clarity and gains a chance to manifold assault on hit.
      • The glaive of Prune turns the wielder into a prune when paralysed, petrified, or asleep, halving the damage received for the duration.
      • Lear's Hauberk is reduced to +18 (was +27).
      • The trident of the Octopus King loses +Will.
      • Wucad Mu now counts as two sources of channeling. This means it is twice as likely to refund MP and the probability of backfiring is squared.
      • The robe of Misfortune loses Contam and Drain.

    Monsters

    • New unique: Mlioglotl. A unique horror with the power to corrupt the level, changing terrain and summoning other abyssal horrors, as well as cause fear. Appears in the S-branches and rarely in the abyssal lair end.
    • New Hell monsters (with subbranch):
      • Wendigo, collapses simulacra into painful iceblasts (Coc)
      • Nargun, hits hard and petrify (Coc)
      • Quicksilver elemental, with antimagic and quicksilver bolts (Dis)
      • Crystal echidna, throws barbs and crystal bolts (Dis)
      • Creeping inferno, which explodes into a Fire Storm (Geh)
      • Stoker, keeps at range and calls creeping infernos (Geh)
      • Searing wretch, a hard hitting fighter that strips fire resistance (Geh)
      • Tainted leviathan, a giant with a ring of miasma and mesmerise (Tar)
      • Putrid mouth, a ghost with poisonous melee and miasma breath (Tar)
    • New Spider monsters:
      • Pharaoh ants are undead that drain and bind souls on death.
      • Steelbarb worms are fast, regenerate, resist fire and apply barbs in melee.
      • Jorogumo are tough, ensnare, cast bolt of draining and have hornet poison melee.
      • Broodmothers summon spiders and bite to summon spiders.
      • Culicivora join spider packs with a vampiric bite and heal other.
      • Sun moths are holy with a single tile halo, sticky flame, and energy bolt.
      • Radroaches are armoured roaches that cast irradiate, greatly contaminating the player.
    • New monsters: walking tomes, which summon living spells that cast themselves at the player. Appear in Depths and the Tukima's Studio wizlab.
    • Demonspawn warmongers' Sap Magic effect now causes a short term -Cast after casting a spell.
    • All derived undead retain their reach, constriction, and trample attacks.
    • Red Devils now apply barbs on hit, instead of hopping back.
    • Wretched Stars only apply one temporary mutation per use of corrupting pulse, and use the spell less often.
    • Demonic and holy monsters are now susceptible to fear, berserk, alistairs intoxication, and ballistomycete spores.
    • Monsters have a chance to break a door permanently when opening it. This chance is higher if the mosnter is berserk.
    • Classed draconians have a fixed colour per job.
    • When Dowan dies Duvessa goes berserk permanently; when Duvessa dies Dowan gains haste permanently.
    • If Jiyva dies Dissolution's summon eyeballs is replaced with a cantrip.
    • Kills by and of player-frenzied monsters now grant XP.
    • Ironbound Beastmasters are removed.

    Spells

    • Kills by summoned allies now grant full experience.
    • Spell summon caps are reduced:
      • Summon Small Mammal, Summon Hydra, and Monstrous Menagerie are capped at 2.
      • Haunt is capped at 8.
      • All other summon spells except Summon Horrible Things and Dragon's Call are capped at 1.
    • New spell: Summon Cactus Giant (L6 Summonings). Summons a giant which attacks very slowly but has enormous spines, impaling melee attackers.
    • New spell: Scorch (L2 Fire). Hits a random enemy within 3 tiles, dealing fire damage and (if damage is dealt) applying short term rF- to the foe.
    • New spell: Flame Wave (L4 Conjuration/Fire). Burns adjacent creatures, then when channeled by hitting '.' (like Searing Ray), repeatedly hits enemies in an increasing radius.
    • New spell: Enfeeble (L7 Hexes). Enfeeble irresistibly applies weakness and antimagic to a single foe. Targets that fail a Willpower check are also dazed and blinded.
    • New spell: Anguish (L4 Hexes/Necromancy). All enemies in sight must pass a Will check or gain the new Anguished status effect. Whenever Anguished monsters deal damage, they take the same amount of damage right back.
    • Yara's Violent Unravelling can now unravel summons, killing them immediately and turning them into explosions. It is now smite targeted.
    • Inner Flame is now smite targeted.
    • Corpse Rot now scales with spell power, placing more clouds per corpse and reaching up to range 2 with sufficient clouds.
    • Death Channel now works on demonic and holy creatures. It also now works on corpseless living creatures.
    • Metabolic Englaciation has a minimum slow duration when successful.
    • Eringya's Noxious Bog now places a bog under the caster, as well as on cells with only one adjacent wall. The caster is now immune to their own bog.
    • Slow is now level 1 with a lower power cap.
    • Searing Ray and Storm Form have reduced power scaling.
    • Storm Form's blinkbolt ability is now always LOS range.
    • Passage of Golubria now has a range that scales with spell power.
    • Blink now has a cooldown that scales with spell power.
    • Lesser Beckoning's power cap is reduced to 100 and range reduced to 5.
    • Bolt of Magma, Corona, Shadow Creatures, and Invisibility are now monster only.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.28.0-macos-console.zip(12.54 MB)
    dcss-0.28.0-macos-tiles.zip(19.96 MB)
    dcss-0.28.0-win32-console.zip(7.78 MB)
    dcss-0.28.0-win32-installer.exe(18.55 MB)
    dcss-0.28.0-win32-tiles.zip(16.56 MB)
    stone_soup-0.28.0-nodeps.tar.xz(13.26 MB)
    stone_soup-0.28.0.tar.xz(31.45 MB)
    stone_soup-0.28.0.zip(94.29 MB)
  • 0.27.1(Aug 20, 2021)

    Stone Soup 0.27.1 (20210820)

    Bugfix and balance release

    • The frequency of D:1 jackals is reduced.
    • Sigmund and Robin are nerfed gently.
    • Maxwell's Capacitative Coupling now has LOS range.
    • 80 other fixes, tweaks, copy-edits, and interface improvements.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.27.1-macos-console.zip(11.39 MB)
    dcss-0.27.1-macos-tiles.zip(18.66 MB)
    dcss-0.27.1-win32-console.zip(7.63 MB)
    dcss-0.27.1-win32-installer.exe(17.23 MB)
    dcss-0.27.1-win32-tiles.zip(15.25 MB)
    stone_soup-0.27.1-nodeps.tar.xz(11.84 MB)
    stone_soup-0.27.1.tar.xz(30.02 MB)
    stone_soup-0.27.1.zip(92.44 MB)
  • 0.27.0(Jul 30, 2021)

    Stone Soup 0.27.0 (20210730)

    Highlights

    • New species: Djinni.
    • Many new spells and spellbooks.
    • New monster sets and end maps for many branches.
    • Ashenzari completely redesigned and reworked.
    • Cursed items removed.

    Branches, Environment

    • Altar changes:
      • A faded altar places with a very high chance on D:1-3.
      • A single random altar to a Temple god places with low chance on D:2.
      • Other guaranteed Temple god altars have been shifted to D:3-10, from D:2-9.
    • Shops can now place on D:1-3.
    • Dungeon, Depths, Vaults, and the Vestibule of Hell spawn tables are adjusted to produce more depth appropriate monsters and less chaff.
    • Branch ending maps:
      • New "Abyssal Woods" Lair ending featuring demonic trees and abyss-themed monsters.
      • The "Jungle Book" Lair ending has been redesigned to have an undead theme featuring necromancers and undead animals.
      • New "Lost City" Shoals ending featuring a ruined temple theme with minotaurs and sphinxes.
      • New "Storm Temple" Shoals ending featuring electricity-themed monsters and many possible layouts.
      • New "Quicksilver Temple" Snake ending featuring quicksilver dragons.
    • All Ice Cave maps have been rebalanced to have more varied layouts, monsters, and loot.
    • Many new vaults featuring unrand items, shops, and ecumenical altars, as well new monster and decorative vaults for many branches.
    • New terrain: demonic trees. Demonic trees appear in the Abyss and Pan and can be placed by vaults. They behave like trees, but when burned produce a single cloud of chaos instead of a spreading forest fire.
    • Net traps trigger less often.
    • Storm clouds no longer make noise.
    • After completing one Ziggurat, the player is immune to the malevolence of Zot.
    • Swamp is now loud, so noise travels less far.
    • Guaranteed demonic rune vaults announce the presence of the demonic rune.
    • Gadget shops are removed.
    • Ossuaries no longer have dart and spear traps.

    Character

    • New species: Djinni, floating spirits formed from smokeless fire.
      • Djinni have no MP; their spells cost HP instead.
      • Djinni cannot learn spells from books; they learn spells as they level up.
      • Diinni cannot train spell schools; they use the Spellcasting skill alone.
    • Demonspawn mutation changes:
      • New facet: malevolent magic. This facet gives a chance to paralyse enemies in a radius around the player equal to the mutation rank whenever a spell is cast. At the highest rank, this also applies to wands.
      • New facet: corrupting presence. The first two ranks of this facet give a chance to corrode, and then malmutate when the player damages a monster. The third rank gives an active ability Word of Chaos that blinks away every monster in los and may also disable them.
      • The Black Mark facet is revised to a disabling facet, offering a hex enhancer at rank 1, followed by black mark at rank 2, then a permanent radius 1 silence annulus around the player at rank 3.
      • The Hurl Damnation facet now gives "Demonic Will" at rank 1, providing Will+ and dealing damnation damage to monsters that try but fail to hex the player, and torment resistance at rank 2.
      • Mana link is re-ordered, providing MP Regen in the first rank, and spirit shield in the second. The third rank, mana link itself, is unchanged.
      • Foul stench provides stench at every rank as well as miasma immunity.
      • Later ranks of the spiny facet are now much more impactful.
      • Ignite blood ignites blood at every rank, with power scaling with rank.
      • Demonic Guardian now summons a guardian when the player takes damage. The tier of the guardian scales partially with experience level.
      • Icemail provides a condensation shield worth 4SH at the first rank, and ice mail AC spread over the next two.
      • Most types of scales mutations are now Demonspawn only.
      • Iridescent scales and passive freeze are removed from the Demonspawn pool and are available as random mutations for both demonspawn and other species.
    • Poison damage applies much more quickly.
    • Strength now gives a simple, linear bonus to damage.
    • Hidden stepdowns on dexterity and evasion are removed, making characters with large amounts of dexterity and dodging skill more effective. As a result, Spriggans' dodging apt is reduced to +3 and base dexterity reduced by one.
    • New good mutation: noise dampening, which halves noise in the players LOS.
    • Bone plates, thin skeletal structure, and sturdy frame no longer conflict.
    • The blurry vision mutation is removed; Ru's -Scroll mutation can occur as a random mutation in its place.
    • Shoutitis and No Potion Heal are reduced to 2 levels from 3.
    • Wisp form no longer blinks randomly.
    • Guaranteed damage reduction is now a property derived from AC, with higher AC values from any source guaranteeing a certain base amount of protection from melee damage and mundane projectiles.
    • Most sources of flight (including species, transformations, and equipment) are permanent and neither expire nor can be cancelled; reasons to land have also been removed.
    • Berserk ending no longer causes paralysis.
    • The blink mutation is removed.
    • Other species changes:
      • Demigods' stat gains on level-up are doubled. Their base stats are reduced.
      • Gnoll base stats are reduced to 7/7/7.
      • Palentonga HP apt is reduced to +0.
    • Mage and Warrior-Mage starting spell changes:
      • Air elementalists no longer start with Lightning Bolt.
      • Arcane Marksmen no longer start with Leda's Liquefaction.
      • Earth Elementalists no longer start with Lee's Rapid Deconstruction.
      • Summoners and Ice Elementalists no longer start with Summon Ice beast.
      • Venom Mages no longer start with Ignite Poison.
    • Halflings are removed.

    Gods

    • Ashenzari is completely overhauled.
      • At regular intervals, Ashenzari provides the player with a choice of curses to apply to their equipment. These grant a skill boost based on the type of curse accepted, increase the player's piety, and prevent the player from un-equipping the cursed item.
      • At any time, the player can choose to shatter a cursed item, destroying it and losing associated piety and skill boosts.
      • Ashenzari grants the following benefits:
        • Scaling with piety: skill boosts from curses, item and monster detection, passive mapping.
        • 0* Item identification, portal detection, and exploration trap protection.
        • 2* See Invisible
        • 3* Clarity
        • 4* Seeing through walls within a size-2 radius, scaling to radius 4 at 6*.
    • Ru sacrifice changes:
      • Several piety values are rebalanced.
      • Sacrifice Experience, in addition to removing one XL, now causes future XLs to be more expensive as if the player was still at their old XL.
      • Sacrifice words & drink now give bonus piety when taken together.
    • The player and Hepliaklqana ancestors can fire through one-another.
    • Hepliaklqana only grants an ancestor once the player reaches 1* piety. The HP penalty for worship is also delayed until 1*.
    • A new Jiyva mutation allows players to engulf foes in ooze in melee.
    • Makhleb's Major Destruction now fires all bolt-type spells and is stronger.
    • Makhleb's passive heal on kill is reduced in strength.
    • The Elixir card no longer heals allies and always regenerates both health and magic, with duration scaling with power.
    • The Foxfire card is renamed to the Swarm and now summons bees.
    • Okawaru no longer punishes betraying allies.
    • Trog's Berserk ability has a piety-scaled chance to fail.
    • Heavenly Storm grants bonus EV and is a bit quieter.
    • Yredelemnul accepts nonliving worshippers again, and permits the use of statue form.
    • Cheibriados no longer hates quick blades.
    • Zin's Sanctuary no longer applies holy word.

    Monsters

    • New Slime monsters:
      • rockslime, a high-AC, flame-resistant slime that tramples and hits hard.
      • quicksilver ooze, a magic-immune ooze with engulfing and antimagic attacks.
    • New Vaults monsters:
      • ironbound frostheart, which freeze enemies that are adjacent to walls.
      • ironbound thunderhulk, which blast distant enemies with lightning from above. (They can't hit nearby enemies, however.)
      • ironbound beastmaster, which speed up their lindwurm and dire elephant companions.
    • Snake monster changes:
      • New monster: salamander tyrant, a volcano-stoking spellcaster with a weakening gaze.
      • Naga mages cast 'concentrate venom' (allowing venomous allies to inflict asphyxiating curare) instead of Force Lance.
      • Naga and naga warriors have increased base damage.
      • Naga warriors cast battlecry.
      • Nagaraja cast Dimension Anchor instead of Teleport Other.
    • Oozes are renamed endoplasms, and cast freeze (but are weaker).
    • Phantoms now blink their attack victims with them on hit, and have less HP. They no longer blink randomly.
    • Ancient Liches have been split: they now focus on conjurations, while new Dread Liches specialize in demon summoning and paralysis.
    • Deep elf mages have likewise been split into pyromancers and zephyrmancers.
    • Every other spellcasting monster now uses just a single set of spells.
    • Psyche has a new spellbook with Polymorph, Chain of Chaos, Invisibility, and Cantrip.
    • Air elementals no longer have a tornado, instead gaining Stunning Blast. This inflicts 1 turn of paralysis on hit, though rElec makes this less likely.
    • Big kobolds are re-named kobold brigands. Kobold brigands always spawn with darts, either poison or curare.
    • Monsters' melee attack speed is no longer slowed by the weapons they wield. Many early-game monsters have had their base damage lowered to compensate.
    • Monsters with ranged attacks now have unlimited ammunition. (Except nets.)
    • Dancing ranged weapons can now appear (in specific circumstances).
    • When Boris spawns on the orb run, he comes hasted and with a brilliance aura.
    • Draconian knights and Fannar no longer cast Ozocubu's Armour and have higher base AC.
    • Worker ants, soldier ants, queen ants, leopard geckos, eyes of draining, and death oozes are removed.

    Interface and options

    • Ranged targeters now display accuracy.
    • Monster to-hit chance is now shown in xv.
    • The in-game macro creation and editing interfaces have been greatly improved:
      • The old interface has now been fully menuized, so editing all happens within the menu, and is designed for a smoother process.
      • A new quick-entry menu for macros is available, bound to ctrl-e.
    • An in-game menu is available on the F1 key for access to saving, help, and macros.
    • Form information is shown in the A view.
    • The shopping list can now be opened by a range of currency symbols.
    • Wait-to-cast spells (Searing Ray, and the new Maxwell's Capacitive Coupling) now fully work with autofire when quivered; autofire will trigger the wait command as appropriate.
    • Spells and potions can be quivered and have informative targeters where relevant.
    • Other miscellaneous quiver UI improvements:
      • Two new options for controlling the quiver: fire_order_ability and fire_order_spell. These give you full control over non-items when cycling the quiver.
      • Berserk is now excluded from the fire order by default, and won't autoquiver on Berserker starts.
      • Changing a quivered item's letter will not remove it from the quiver.
      • Improvements to inscriptions: @Qn inscriptions on items are supported at the Q menu. Behaviour of !Q, =f, and =F has been improved.
    • Portal and zot alerts are now included by default in runrest_stop, and zot clock alerts force-interrupt all delays.
    • The "allow_extended_colours" console option now defaults to true, since modern terminals uniformly support more than 8 terminal colors.
    • New local tiles option, tile_window_ratio. This lets the initial window size be constrained by an x:y ratio, providing better defaults for ultra-wide monitors.

    Items

    • Spellbook changes:
      • Spellbooks generate more frequently and are always identified.
      • 30 new types of fixed book are added.
      • Fixed books now only have 2-4 spells each (down from 4-6 each.)
      • Randomly generated spellbooks also have fewer spells.
      • Mage and Warrior-Mage classes no longer start with a specific spellbook. Their starting spell sets are based on the book they previously started with, but with changes as described above in the "Characters" section.
    • Cursed items no longer generate. Ashenzari is the only source of curses.
      • The *Curse property on unrands is removed. the Scythe of Curses and obsidian axe now have *Drain. The property is removed from the Necklace of Bloodlust.
      • The obsidian axe can no longer be unwielded while mesmerised.
      • Mundane negative-enchant items no longer generate. (Negative enchants are still possible on randarts, or in certain vaults.)
    • Wand changes:
      • Wands of random effects are replaced with pieces from Xom's chessboard, which apply a random effect to a random visible enemy when evoked. They recharge with XP.
      • Wands of disintegrate are renamed to wands of mindburst. They no longer affect mindless creatures.
      • Wands of enslavement are now called wands of charming.
    • Equipment is identified once the player is in reach, without needing to be worn.
    • All sources of regeneration now heal 1 HP per normal turn (formerly 0.4).
      • Trolls now have slightly more inherent regen and slightly less AC.
      • Vine Stalkers gain their full innate regeneration earlier.
    • The spectral brand has been redesigned. It now triggers on every attack, creating a spectral copy of the weapon which makes an additional attack (if there's open space next to the wielder and in reach of their target). The copy vanishes once the player does anything other than attack. This effect no longer depends on Evocations skill.
    • Shields slow melee attacks much more at low Shields skill levels.
    • Other unrand changes:
      • Vampire's Tooth's enchantment is reduced to +8 (from +11).
      • The amulet of the Air loses EV+5 and gains an Air magic enhancer.
      • Bolts fired by Damnation only explode and mulch on hit.
      • The staff of Wucad-Mu refunds MP more often, and refunds MP even when it backfires.
      • The Wrath of Trog now extends berserk and gains Rampage.
      • The Robe of Folly now provides permanent brilliance, but sets Will to 0. It also gets +8 Int (from +4) and +4 enchant (from +3).
    • Manuals, like spellbooks and runes, no longer take up an inventory slot.
    • Broad axe's base delay is returned to 1.6, from 1.7.
    • Rare scrolls, books, manuals, and enhancer staves can now spawn early.
    • Hats and gloves can now get the stealth ego.
    • Archmagi can now appear as an artefact property on randart robes.
    • The *Slow artefact property now stacks.
    • Scarves of shadows are no longer spell de-enhancers.
    • Rings of attention, rings of stealth, rings of teleportation, amulets of inaccuracy, scrolls of remove curse, scrolls of random uselessness, and boots of running are removed.

    Spells

    • New Spell: Storm Form, a level 7 Transmutations/Air spell that transforms the player into a raging, lightning-filled tempest:
      • Melee attacks are electrified and strike all adjacent foes. Damage increases with spellpower and unarmed combat skill.
      • Grants the ability to Blinkbolt: launch yourself towards a foe to inflict heavy damage, also damaging any monsters along the way.
      • Grants increased evasion, rElec, and poison immunity. The evasion increases with spellpower.
      • Melds all equipment except jewellery.
    • New spell: Animate Armour, a level 4 Summon/Earth spell which draws out the spirit of the caster's armour to fight alongside them. The heavier the armour, the more powerful the spirit.
    • New spell: Manifold Assault, a level 5 translocations spell which attacks random foes in sight with the attacker's wielded weapon. Spellpower increases the number of foes that can be struck with one cast.
    • Absolute Zero has been redesigned. It's now called Maxwell's Capacitive Coupling, a level 8 Air spell. When cast, the player must wait in place for a random number of turns (reduced by spellpower) until the capacitor finishes charging, which instantly vaporizes the nearest monster.
    • Chain Lighting has been redesigned. It is now level 9 and is dramatically more powerful, arcing between visible foes for massive damage that partially ignores AC and rElec.
    • Tornado has been renamed to Polar Vortex. It is now a Level 9 Ice spell, and its damage has been increased by 33% but is partially resistable by rC.
    • Other spell level adjustments:
      • Ozocubu's Refrigeration is now level 7 (from 6).
      • Freezing Cloud is now level 5 (from 6).
      • Static Discharge is now level 2 (from 3).
      • Swiftness is now level 3 (from 2).
    • Airstrike no longer gets bonus damage against flying creatures (including the player). Instead, it deals bonus damage based on the number of empty spaces next to the target.
    • Stone arrow damage is increased.
    • Wereblood now heals 1d3 when an adjacent monster is killed.
    • Tukima's Dance can now be used on monsters wielding ranged weapons.
    • Poisonous Vapours now directly poisons the target, rather than making a cloud.
    • Hailstorm now affects icy creatures.
    • Monstrous Menagerie no longer summons harpies.
    • Ozocubu's Armour and Frozen Ramparts now end under any location change.
    • Blade Hands' stealth penalty for Felids is removed.
    • Hydra Form, Summon Demon, and Summon Greater Demon are removed.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.27.0-macos-console.zip(11.38 MB)
    dcss-0.27.0-macos-tiles.zip(18.65 MB)
    dcss-0.27.0-win32-console.zip(7.63 MB)
    dcss-0.27.0-win32-installer.exe(17.22 MB)
    dcss-0.27.0-win32-tiles.zip(15.24 MB)
    stone_soup-0.27.0-nodeps.tar.xz(11.97 MB)
    stone_soup-0.27.0.tar.xz(30.03 MB)
    stone_soup-0.27.0.zip(92.42 MB)
  • 0.26.1(Feb 3, 2021)

    Stone Soup 0.26.1 (20210203)

    Bugfix Release

    • ctrl-attack again no longer works while confused.
    • Console display flickering is reduced.
    • It is no longer possible to obtain infinite nets from net traps.
    • Various vault placement balance adjustments and teleport closet fixes.
    • 95 other fixes, tweaks, copy-edits, and interface improvements.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.26.1-macos-console.zip(10.05 MB)
    dcss-0.26.1-macos-tiles.zip(17.28 MB)
    dcss-0.26.1-win32-console.zip(7.33 MB)
    dcss-0.26.1-win32-installer.exe(15.91 MB)
    dcss-0.26.1-win32-tiles.zip(14.03 MB)
    stone_soup-0.26.1-nodeps.tar.xz(10.72 MB)
    stone_soup-0.26.1.tar.xz(28.90 MB)
    stone_soup-0.26.1.zip(91.15 MB)
  • 0.26.0(Jan 8, 2021)

    Stone Soup 0.26.0 (20210108)

    Highlights

    • New species: Palentonga.
    • New background: Delver.
    • Food and hunger are removed.
    • Swamp has many new monsters and other changes.
    • Spells, wands, and abilities can be quivered, fired, and autotargeted with an extension of the ranged quiver/autofight interface.

    Monsters

    • New Swamp monsters:
      • Will-o-the-wisps, unearthly gases that launches powerful Foxfires.
      • Goliath frogs, licking foes from afar with their acidic tongues.
      • Eleionomae, swamp nymphs that travel through and heal from trees.
      • Bloated husks, filled to explosively bursting with putrescent gas.
      • Bunyips, fast-moving, hard-hitting, screaming mysteries.
      • Fenstrider witches, terrifying hex-hurling toxic sorceresses.
    • Bog bodies cast much more powerfully and have a stronger cold attack.
    • New (?) monster: boulder beetle, rolling quickly to deliver huge hits.
    • Insect glyphs have been reorganized.
    • Pikel's slaves have been rethemed to lemures. They now disappear upon Pikel's death.
    • Spiny Frogs are renamed Cane Toads, for a more authentic Australian experience.
    • Pandemonium lords' possible spells and melee flavours have been expanded. They can now sometimes generate a ring of dangerous clouds.
    • Monsters' blood scent and web sense have been removed.
    • Crocodiles, porcupines, hippogriffs, and hungry ghosts are removed.
    • Monsters don't forget about the player while the player is off level.
    • Most plants, fungi, and other plant like things that don't attack now wither in 3-5 turns after they're hit. The exceptions are bushes and briars.
    • Monsters that formerly had rot-inducing melee attacks now have drain attacks.

    Character

    • Hunger (and eating) are removed.
    • Drain now temporarily reduces max HP instead of skills. Rot no longer exists as a mechanic.
    • New species: Palentonga, six-limbed scaled mammals with a rolling charge.
    • Deep Elves' Bows aptitude is increased to +3.
    • Kobolds now have the Nightstalker 3 mutation, reducing LOS and providing bonus stealth. (Demonspawn can no longer gain Nightstalker.)
    • Ghouls heal on kill instead of by eating chunks. They also no longer rot over time.
    • Centaurs are removed.
    • The Charms skill (and the Skald background) are removed.
    • New demonspawn mutations: sharp scales & big brain.
    • Transmuters no longer start with arrows, and Wereblood replaces Sticks to Snakes in the starting book.
    • The Wizard background is renamed "Hedge Wizard", gaining a dagger and a less int-focused set of starting attributes. The Conjurer background takes Wizards' old attributes.
    • The Assassin background is renamed "Brigand".
    • New background: Delver, starting on D:5 with a variety of escape tools.
    • Artificers now start with better defensive skills, no weapon skill, and a club in place of the short sword and short blade skill.
    • Banishing monsters grants full XP.
    • Contamination decays three times faster.
    • Wanderers have a chance to start with any of the misc evokers.
    • Evocations skill no longer grants MaxMP.

    Items

    • New scarf ego: Shadows. Scarves of shadows reduce line of sight by 1; this stacks with other LOS altering effects; as well as act as a negative spell enhancer.
    • New weapon ego: Spectral. The spectral ego appears on [giant [spiked]] clubs, quarterstaffs, lajatangs, and two-handed randarts of any base type. On hit the ego spawns a spectral weapon to fight along side the user whose strength scales with Evocations skill.
    • New boots ego: Rampaging. Boots of rampaging cause the wearer to take an extra step for no cost---only when moving in the direction of a foe. The rampaging ego can also appear on any kind of artefact armour.
    • New misc evocable: Condenser Vane. A condenser vane is an XP-charged evoker that creates clouds around hostile monsters (skipping allies). The cloud quality scales with evocations.
    • New item: potion of attraction, which pulls nearby enemies closer.
    • Unrandart Changes:
      • The Salamander Hide Armour no longer gives *Rage, it now is a fire spell enhancer with rF++, rC--, flame cloud immunity, and a ring of flame clouds effect.
      • The ratskin cloak is changed from +Rats to *Rats, spawning rats when the player is hit.
      • Wucad Mu no longer provides evocable channeling. Instead, with a chance depending on evocations, it refunds the MP cost of the spell. There is a chance of confusion or intelligence drain (which scales on spell cost and evocations skill) when a spell is refunded.
      • The cloak of the Thief is changed from +Fog to *Fog, creating fog when the player is hit.
      • The Majin-Bo loses Archmagi, and instead gives a chance for any cast spell to be vampiric, healing the caster for damage done to living creatures.
      • The shield of Resistance is now a +2 kite shield {rF++ rC++ MR++}.
      • Glaive of the Guard now has both the spectral weapon and electricity egos. It no longer has sInv nor +Rage.
      • Cloak of Starlight gains *Dazzle, which sometimes dazzles foes like the Dazzling Flash spell on successful dodge. It no longer has rElec and rC+.
      • The Sword of Power is now +5, vorpal, and sometimes fires a powerful but low-accuracy damage beam with a chance based on the player's current HP.
    • Phantom mirrors and boxes of beasts now recharge with XP.
    • Wands of polymorph now show what monsters might become when targeted.
    • Amulets are now slow to equip (like armour), and many amulets no longer have attunement logic. Faith, Regen, and MPRegen retain their swap drawbacks.
    • Bardings are merged into a single item type.
    • Staves of earth deal higher damage, but with the shrapnel effect of being affected 3 times by AC.
    • Staves of conjuration deal bonus irresistable damage that checks AC.
    • The full contents of item piles are revealed on sight.
    • Potions of stabbing, wands of clouds, and staves of energy, summoning, and wizardry are removed.

    Branches, Environment

    • Swamp's levels are now smaller, and many weak monsters no longer appear.
    • Crimson and shadow imps are now much less common in the Dungeon. White imps and ufetubi take their place.
    • Shadows and wights no longer appear in the Crypt spawn list, replaced with flying skulls, necromancers, and wraiths.
    • Spider is now quiet.
    • The malevolent force of Zot will find players that tarry far too long in one place.
    • Gauntlet monsters now generate awake, and those other than the minotaur don't pick up loot.
    • Net traps are now permanent and the nets always mulch.

    Spells

    • The Charms skill and school have been removed.
      • Ozocubu's Armour is now Ice only, Swiftness is now Air only, Death's Door is now Necromancy only and Level 9.
      • Excruciating Wounds is now Necromancy only, prevents unwielding your weapon for the duration, and applies a Wizardry penalty as well as noise.
      • Battlesphere is now Conjurations only, and its targeting has been adjusted to work with all Conjurations school spells other than Servitor.
      • Song of Slaying is now Transmutations and renamed Wereblood; the noise is reduced somewhat.
    • Animate Skeleton and Animate Dead creations now have strength scaling with spellpower; Animate Skeleton has a power cap. Both creations have a shorter lifespan. Additionally, these spells can't be cast if corpses are not nearby.
    • Animate Skeleton now animates the nearest skeleton, and does not require you to stand on the corpse.
    • Frozen Ramparts has its effect end upon player movement.
    • Death Channel spectral things have a shorter duration and fade if Death Channel expires.
    • Infestation scarabs have a shorter duration.
    • Vampiric Draining's damage is no longer limited by how much it heals.
    • Eringya's Toxic Bog now places bogs in all squares within a range of 4 where there is no adjacent solid feature.
    • Beastly Appendage now melds helmets and boots, and gives two levels of both Horns and Talons (octopodes keep their tentacle spike) instead of randomly choosing.
    • Irradiate now checks monster AC but does slightly more damage.
    • Alistair's Intoxication prompts when nothing in view can be affected, always applies Vertigo when successful, and has a higher power cap.
    • Conjure Ball Lightning's scaling with spellpower has been simplified.
    • Beam spells and wands no longer have their range reduced by hitting things.
    • All temporary allies dismiss when you leave the level.
    • Translocations miscasts now inflict -Move which prevents walking in addition to translocating.
    • Aura of Abjuration, Darkness, Infusion, Recall, Ring of Flames, Shroud of Golubria, Spectral Weapon, Sticks to Snakes, and Summon Butterflies are removed.

    Gods

    • Gozag no longer gives a free potion petition on worship.
    • Nemelex's deck gifting begins at higher piety.
    • Nemelex' Shaft card is removed, and the Exile card no longer has a chance to self banish.

    Interface

    • The "quiver" feature is generalized and can now hold spells, evokables, and abilities. The fire interface can be used to target any quiverable action, and quiverable actions can be autofired via shift+tab/p. Existing autofight ranged settings such as autofight_throw are generalized to handle new quiverables. The ] key swaps between the two most recent quivered actions. See the options guide for more information on new and updated options: autofight_throw, autofight_stop, automagic_stop, fail_severity_to_quiver, launcher_autoquiver, fire_order. See the manual section 4, subsection "Attacking and firing" for a summary of the relevant key bindings.
    • Launchers can now be fired independently of the quiver; use v to target (like reaching weapons) or regular autofight commands to autotarget.
    • Static targeters are added for spells and abilities that indicate which cells will be affected, along with a new option to configure which of these are shown while casting, force_targeter.
    • Player wand damage, spell damage, and spell accuracy is now displayed in the UI.
    • Viewing a monster with xv now shows to-hit chance with your current weapon.
    • Monsters' spell damage is shown in xv.
    • Examining cells with multiple interesting things now gives a selection menu.
    • The "view stack/pickup key" ; can be pressed twice to force autopickup even in unsafe situations.
    • The ^x view description is now available from all targeting prompts, and when used while targeting lists valid targets in range.
    • Any floor can be annotated from anywhere in the ! interface.
    • Spellpower is now displayed as a percentage of max spellpower.
    • Macro updates: Macros/keybinds can be viewed via the ~ menu in-game. RC file keybind settings support escape codes.
    • Updated uption: travel_open_doors now has a setting that tries to avoid opening doors during autotravel.
    • New option: travel_one_unsafe_move. Setting this option to true causes auto-travel to make one move towards its goal before conducting the usual safety checks.
    • New option: monster_item_view_features. This is a regex list option, features that match patterns on this list will be displayed in the ^x view description.
    • New option: always_show_zot. When enabled, the remaining time until Zot finds the player is always shown, rather than when there are only 1500 turns left.
    • New options: tile_overlay_col and tile_overlay_alpha_percent control the appearance of the message window in local tiles.

    Lua

    • Three new hooks, chk_ability_choice, chk_spell_choice, and c_message can be used to answer the ability and spell menu prompts and to react to messages.
    • A new api is introduced for targeted fire of spells, items, and abilities as a less brittle alternative to sending keys. See lua functions: crawl.do_targeted_command, spells.cast, item.fire, you.activate_ability, you.quiver_valid, and you.quiver_enabled.
    • Other new functions: you.memorise (memorise a spell by name), spells.power_perc (get spellpower for a spell as a percentage)
    Source code(tar.gz)
    Source code(zip)
    dcss-0.26.0-macos-console.zip(10.05 MB)
    dcss-0.26.0-macos-tiles.zip(17.28 MB)
    dcss-0.26.0-win32-console.zip(7.32 MB)
    dcss-0.26.0-win32-installer.exe(15.90 MB)
    dcss-0.26.0-win32-tiles.zip(14.02 MB)
    stone_soup-0.26.0-nodeps.tar.xz(10.82 MB)
    stone_soup-0.26.0.tar.xz(28.96 MB)
    stone_soup-0.26.0.zip(91.12 MB)
  • 0.25.1(Jul 17, 2020)

    Stone Soup 0.25.1 (20200717)

    Bugfix Release

    • Artefacts from acquirement now leave a note in morgues.
    • Scarf of harm is fixed.
    • Foxfire will no longer attack out of LoS.
    • Stacking from empty Nemelex decks is no longer possible.
    • Wizlab entry now generates a milestone / note again.
    • Fix a bug where cloud generators triggered on load when no time had passed, leading to a different cloud arrangement from saving + reloading.
    • Seeded play fixes for seed instability in a few cases, as well as crashes related to seed stability and pregeneration code.
    • Several speedups for dungeon rendering, especially in zigs.
    • Sprint 3 cloud generators have been retuned.
    • Improvements to the behavior of restart_after_save (on by default in 0.25.0).
    • Using [] in map view from stairs to view other levels now correctly finds the matching stairs.
    • Crashes to do with annotation, off-level map view, and custom flashes have been fixed.
    • It is no longer possible for a bug to cause the player to drown or fall into lava, emergency flight will be activated instead.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.25.1-macos-console.zip(9.92 MB)
    dcss-0.25.1-macos-tiles.zip(17.11 MB)
    dcss-0.25.1-win32-console.zip(7.26 MB)
    dcss-0.25.1-win32-installer.exe(15.79 MB)
    dcss-0.25.1-win32-tiles.zip(13.96 MB)
    stone_soup-0.25.1-nodeps.tar.xz(10.76 MB)
    stone_soup-0.25.1.tar.xz(28.99 MB)
    stone_soup-0.25.1.zip(91.05 MB)
  • 0.25.0(Jun 12, 2020)

    Stone Soup 0.25.0 (20200612)

    Highlights

    • Spells in many schools have been redesigned to make the schools more distinct.
    • Acquirement scrolls have been despoilered, offering the player a choice of generated items.
    • Effects from spell miscasts, god wrath, death curses, and Zot traps have been overhauled for consistency and simplicity.

    Branches, Environment

    • Potions of cancellation now appear as loot in Ziggurats.
    • Boris can now spawn after the player picks up the Orb of Zot.
    • Forest fires and the Tornado spell can no longer destroy temporary trees made by Summon Forest.
    • D:1 Level spawns can no longer generate within LOS distance of the player's starting position.
    • Many arrival vaults have been reworked to allow better player tactics.
    • A new Swamp ending themed as a conflict between Yred and Fedhas that includes an undead version of the Lernaean Hydra.
    • Ziggurats now have level set featuring many player ghosts.
    • Zot traps have had their effect flowchart simplified and focused.
    • Abyss exits that spawn from earning xp can spawn after the initial spawn, instead of every subsequent spawn being a downstair.
    • Troves can now ask for scrolls of fog or scrolls of fear.

    Character

    • Monsters summoned by the player now dismiss when they become hostile.
    • Players can now renounce their religion while silenced.
    • All Evocable items can no longer be used by the player while confused.
    • Formicids can no longer cast Swiftness.

    Gods

    • Trog no longer gifts ranged weapons nor ammunition, gifting only melee weapons. These weapons can only have egos of plain, vorpal, flaming, and anti-magic.
    • Trog now hates use of all magical staves and pain weapons.
    • Elyvilon's Divine Protection now always protects exactly at 5* piety instead of protecting at a value between 5* and 6*.
    • Fedhas now protects plant allies from collisions and from ranged attacks by other allies.
    • God conducts for harming allies now apply to spells and items that place harmful clouds.
    • Nemelex abilities can no longer be used while silenced.
    • Nemelex card revisions:
      • The pain card no longer summons a flayed ghost, instead it torments at high power (the card user is spared).
      • The cloud card now produces black smoke around enemies in sight, to better fir with the deck of escape.
    • Wu Jian has been tweaked:
      • Wall jumps are now only activated via the 'a'bility menu.
      • Whirlwind attacks no longer pin
      • Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and increases by 1 for each martial attack.
    • Xom no longer inflicts miscast effects.
    • Xom demon summoning is increased in power.
    • Wrath changes
      • Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no longer uses rot as retribution.
      • Lugonu's "translocation wrath" no longer uses translocations miscast. Instead, the player is either teleported to monsters, banished, or set upon by Abyss summons.
      • Cheibriados' wrath no longer uses miscasts. At very high tension, in addition to sleeping and slowing the player, Chei makes a lot of noise. At low tension, miscasts are replaced by stat damage.
      • Fedhas' wrath no longer uses elemental miscasts. These are replaced by a choice of corrosive bolt, primal wave, or thorn volley.
      • Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred fires a bolt of draining.
      • Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts.
    • Vehumet is less likely to give duplicate gifts.
    • Xom is stimulated upon worship at a faded altar.

    Items

    • Scroll of Acquirement rework:
      • Offers players a choice of five fully generated items.
      • Three of the item categories are randomly chosen and the other two are always gold and food (for species that eat).
      • Generated items are always useable and not hated by the player's current god.
      • The Miscellaneous category for evocable items is no longer available.
    • New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g. distracted monsters) to strong ones (e.g. sleeping monsters).
    • Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges which recover over time with XP. When used, it creates a number of radius 2 explosions (the number scales with evocations skill) near the center of present monster that are triple-affected by AC (like LRD). The explosions are randomly skewed and may hit the user. Most useful for players with good armour.
    • The chaos brand now has might and agility effects, no longer causes miscast effects, and its cloning effect can create friendly and neutral monsters.
    • Potions of Brilliance now provide a stronger universal spell enhancer and remove spell hunger. They no longer provide an Int bonus nor wizardry.
    • Potions of Might no longer provide a bonus to strength.
    • Scrolls of Magic Mapping now reveal any floor traps on the level.
    • The -Tele property no longer appears on artefact weapons and jewellery.
    • Ordinary shields have been renamed to kite shields and large shields have been renamed to tower shields. This helps make equipment descriptions less ambiguous.
    • The vorpal weapon ego no longer has distinct adjectives for each weapon class. Now all such weapons are described as 'vorpal'.
    • Unrandart changes:
      • New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and *Drain that automatically gathers corpses to increase AC. The AC decays slowly over time but decays more quickly as more corpses are added.
      • Boots of the Assassin are now called the hood of the Assassin and use the headgear slot.
      • The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3 properties.
      • The Elemental Staff now acts as an enhancer for all elemental schools, with enhancement applying independently for each school.
      • Warlock's Mirror can now reflect piercing ranged weapons.
      • The Staff of Olgreb now has a chance to deal poison-arrow flavored damage on hit, based on evocations skill. It no longer has an additional chance to cast Venom Bolt on top of casting OTR when evoked. It now grants poison immunity to monsters wielding it.
      • The Dragonskin Cloak now provides rCorr instead of sticky flame resistance.
      • The scythe of Curses no longer curses items in inventory, and now applies death curses instead of necromancy miscasts.
      • The plutonium sword still applies transmutations miscasts, but gains a chance to polymorph the target on hit (since this is no longer a miscast effect for monsters).
      • The brooch of Shielding is now a guardian spirit amulet with SH+8.
      • Bloodbane has been removed, having been merged into Leech.
      • Maxwell's Etheric Cage has been removed.
    • Phial of floods now applies a silencing "waterlogged" debuff to all monsters in the flooded area and no longer summons water elementals.
    • Staves of poison now do resistable poison damage on hit like other staves instead of just having a chance to poison.
    • Distortion branded weapons no longer teleport foes.
    • Distortion unwield effects no longer cause a translocations miscast. Instead, they either teleport the player to monsters, banish the player, or cause severe contamination.
    • Regeneration items only activate after attuning to the player at full HP, identical to the amulet.
    • Scarf egos are revised: cloud immunity and spirit shield are removed, harm and invisibility are added. Harm scarves do not drain the player when removed.
    • Amulets of reflection now always give +5 SH and must attune to the player at full HP. Reflected missiles, poison, and banishments now correctly award piety.
    • Cloak egos are revised: invisibility is removed, preservation (providing corrosion resistance) and stealth are added.
    • The Harm property can now appear on randart armour, and does not incur a drain penalty on removal.
    • Stat rings are now always either +6 or -4. AC, EV, and Slay rings are now always either +4 or -4.
    • Removed: potion of agility, staff of power, crystal ball of energy, sack of spiders, lamp of fire, fan of gales, wand of scattershot, amulets of the gourmand, amulets of harm, amulets of rage.

    Interface

    • The seed selection dialogue has been ported to webtiles and is enabled on select servers.
    • auto_butcher has been changed to default to always (from the previous value of very hungry).
    • A new option, auto_butcher_max_chunks, prevents automatic butchering with more than that many chunks in inventory. Its default value is 10 for non-ghoul characters.
    • explore_auto_rest now defaults to true.
    • New morgue section: screenshots. When notes are taken with : an ascii screenshot is additionally saved and can be added to morgues.
    • The console monster list now displays monster status information and whether or not the monster is wielding a launcher or polearm, or has a wand
    • The ^x summary display now shows monster status information
    • A new option, monster_item_view_coordinates, can be set to true to display player-relative coordinates in the ^x display.
    • The auto-travel trail displayed with show_travel_trail can now be customised in console (both for glyph and colour).
    • The "visited status" of stairs and transporters can now be indicated both by glyph and by colour in console.
    • Allies now show sleep and confusion status tiles.
    • A new option, game_scale, allows for global pixel scaling to make dcss more usable on large and/or high-resolution monitors. (Values in the range of 2-4 will be helpful for upscaling for 2k-4k monitors.)
    • The behavior of tile_filter_scaling=false has been improved to work on all tiles in the game, for better pixelated effects.
    • Webtiles now supports showing save info in the lobby; see CAO for this feature in action.

    Monsters

    • New unique: Maggie, a younger version of the unique Margery, who appears just before and in Lair. She has a steam, acid, or swamp dragon scales, Bolt of Fire, and Mesmerize. Only one of Maggie or Margery will place in a game.
    • Margery now always gets Fire, Shadow, or Storm dragon scales as a counterpart to Maggie's armour.
    • Both Maggie and Margery have a small extra chance of spawning with a pre-enchanted Wyrmbane (1 or 2 points of enchantment, respectively).
    • Monsters such as spiders no longer have a clinging ability.
    • Mummy death curses are no longer necromancy miscasts, and instead have their own effect table.
    • New monster: nameless horror. Nameless horrors are produced by summoning miscasts. They are giant, tanky, have an antimagic attack and abjuration as a natural ability.
    • Hepliaklqana ancestors and demonic guardians can no longer be enslaved or frenzied.
    • Summoned monsters can now get the inner flame status, both from the spell and the scroll.
    • Monsters now try to avoid blocking the line of fire of monsters behind them.

    Spells

    • Spell in many schools have been redesigned to make the schools have better differentiation, more positional considerations, and better UI. The descriptions below describe the schools' individual focus and any new, changed, and removed spells in each school:
      • Fire spells have directed explosions or set things on fire:
        • New L1 Conjurations/Fire spell Foxfire that conjures two foxfire projectiles that quickly hone in on their target, each doing a bit more than half the damage of Flame Tongue.
        • Conjure Flame now creates embers on the player's position that turn into a flame cloud a turn later. The embers smother if a monster steps on them.
        • Inner Flame now creates a flame cloud under the affected monster whenever it takes damage in addition to the usual explosion it makes when the monster dies.
        • New L6 Conjurations/Fire spell Starburst that fires 8 range 5 bolts in the principle directions.
        • Removed spells: Flame Tongue, Throw Flame, Bolt of Fire.
      • Air school spells bounce, are pointy, or are hard to direct:
        • Airstrike damage now scales so it's greater the more unoccupied squares there are surrounding the target.
        • Summon Lightning Spire now places the spire randomly.
      • Earth spells are directed:
        • Borgnjor's Vile Clutch now is a range 6 always-penetrating beam instead of a smite-targeted 3x3 explosion.
      • Ice spells are diffuse and subtle:
        • New L3 Ice spell Frozen Ramparts that makes all walls within radius 2 become covered in ice, damaging monsters that walk by. Damage bypasses AC and slows cold-blooded animals.
        • New L4 Conjurations/Ice spell Hailstorm that fires a ring of ice beams from radius 2 to radius 3, not affecting radius 1 squares. Monsters with rC+++ such as ice beasts are immune to this effect.
        • Ozocubu's Refrigeration does 33% more damage on-average and no longer harms the caster.
        • New L9 Ice spell Absolute Zero that instantly freezes to death the closest monster in range, leaving an ice block. A random closest monster is chosen as the target when there are ties. The spell is range 5 and very loud, with noise attenuated by power.
        • Removed spells: Throw Frost, Throw Icicle, Bolt of Cold, Glaciate.
        • As a result of these changes, Ice Elementalists no longer put starting skill in Conjurations.
      • Conjurations are pure magic with good accuracy in some way:
        • Iskenderun's mystic blast now makes a range 5 explosion around the player that damages and pushes back monsters, potentially colliding them with features and other monsters.
        • Dazzling Flash replaces Dazzling Spray. Makes a flash centered on the player of up to radius 3 that can blind monsters in the affected area.
        • Searing Ray now fires all its rays at the chosen target, adjusting the rays as the target moves. If no target is chosen, the spell repeatedly fires in the chosen direction. The rays all penetrate and each has the same damage and to-hit. The ray damage is adjusted to have the same overall damage distribution as before this change.
        • Spellforged Servitor now gives only one spell to the servitor. This is the highest level servitor-compatible spell the player has from the following sets, in order of preference: L4 and higher ranged damage spells, cloud spells, and low-level or short-range spells.
        • Force Lance is removed.
      • Poison spells poison things or perform some kind of alchemy
        • Sting is now a range 3 Poison/Transmutations spell using the same partly-resistable beam type previously used by Poison Arrow.
        • New L6 Poison/Transmutations spell Eringya's Noxious Bog that creates a temporary toxic bog trail as the player moves. The bog terrain applies the same partly-resistable damage flavor as Sting as well as the movement and combat penalties of shallow water.
        • Removed spells: Venom Bolt, Poison Arrow
        • As a result of these changes, Venom Mages now put starting skill in Transmutations instead of Conjurations.
      • Necromancy has balance adjustments to make the school not so strong and to begin to move it closer to a melee support school:
        • Corpse Rot now creates miasma clouds in a ring around the player, making one cloud for each corpse in LOS, but with lower duration.
        • Agony and Dispel Undead are now range 1, and Dispel Undead is now L4.
        • Regeneration and Bolt of Draining are removed.
    • The Young Poisoner's Handbook now contains Ignite Poison.
    • Confusing Touch is now level 3 and checks MR instead of monster hit dice.
    • The player is now immune to the melee-fumbling effects of liquefied ground made by casting Leda's Liquefaction. The slow movement applies regardless of flight status and the spell can be used while flying.
    • Firestorm and Ignition now can burn trees, and Fireball burns trees in all squares of its explosion.
    • Call Imp no longer bases the type of imp summoned on spellpower.
    • The Confuse spell has been removed.
    • Spell miscast effects have been simplified to give contamination and a single per-school effect, scaling with spell risk and level. The new effects by school are:
      • Charms and Hexes: debuff and slow.
      • Summoning: durably summon a nameless horror (new monster).
      • Translocation: dimension anchor.
      • Transmutation: extra contamination for the player, malmutate a monster.
      • Conjuration: irresistable AC-ignoring damage.
      • Elemental schools: school flavored damage (Earth uses fragmentation damage).
    • The Deflect Missiles spell has been removed.
    • Tukima's Dance can no longer be used if the player sacrificed Love.
    • Lesser Beckoning and Teleport Other now turn allies hostile.
    • Eldritch Tentacles from malign gateway can no longer attack out of LOS of the player, and arrive sooner after the gateway is opened.

    Development

    • The WebTiles server has seen a major overhaul and now supports python 3 as well as Tornado 5+, as well as numerous other backend/technical improvements.
    • The catch2 testing framework is now integrated into the project and is enabled in our CI testing.
    • GitHub actions have been configured to replace Travis CI testing.
    Source code(tar.gz)
    Source code(zip)
    dcss-0.25.0-macos-console.zip(9.91 MB)
    dcss-0.25.0-macos-tiles.zip(17.11 MB)
    dcss-0.25.0-win32-console.zip(7.26 MB)
    dcss-0.25.0-win32-installer.exe(15.79 MB)
    dcss-0.25.0-win32-tiles.zip(13.96 MB)
Owner
Dungeon Crawl: Stone Soup development team
Dungeon Crawl: Stone Soup development team
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