stone-soup (0.13.0-1~getdeb1) precise; urgency=low
* New upstream version
* A new race: Gargoyles.
* A reimagined Skald background.
* A thorough rework of the monster set in Crypt.
* Improvements to many evokable items.
* A new item: sack of spiders.
* Massively overhauled layout generators.
* Summoning school: per-spell limits and no stair following or pulling.
* New Sprint map: linesprint.
Branches, environment
---------------------
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise
known as
linesprint).
* Branches now have exactly one exit stair (except the Dungeon, which
can,
but is not guaranteed, to have more).
* Many new layouts have been added to most branches, including unique
layouts
for branches that didn't have them; and numerous tweaks and
improvements
to existing layouts.
* Vaults can now be placed at the centre of some layouts prepared to
accept
them there.
* All portal vaults entrances that time out are now announced.
* Temple overflow altars can now contain multiple altars.
* New shop type: gadget shops, which sell evokable items.
* Mechanical traps do not spawn outside of vaults.
* Zot trap effects are now only a subset of the full set of miscasts, and
have some new unique effects - draining of wand charges and Word of
Recall
(as per ironbrand convokers).
Character
---------
* A new race: Gargoyles, with low natural HP but an impressive host of
resistances and the ability to fly at XL14.
* Sludge elves are no more.
* The Skald background gets a reworked spellbook with four new spells:
- Infusion grants additional melee damage costing MP with each
strike;
- Song of Slaying grants an incremental slaying bonus with every
monster
killed (of sufficient threat level);
- Spectral Weapon creates an allied spectral clone of your weapon
which strikes enemies in melee when you do.
- Song of Shielding has a similar effect to Spirit Shield, trading HP
loss for MP loss.
* Priests are no more.
* The nausea status from eating contaminated chunks has been removed;
contaminated chunks now give less nutrition for characters that can't
handle them.
* Stabbing skill is no more; stabs now depend upon the average of the
character's stealth and weapon skill.
* The Traps skill is no more; all characters detect traps as though they
had (XL/3) Traps skill.
* Chaos knights start with a +0 chaos weapon instead of a +2 normal
weapon.
* New tier 2 demonspawn mutation - "magic shield", giving spirit shield
at level one, improved magic regeneration at level two, and
regenerating
mana in place of health as a function of current magic level at level
three.
* Deaths to acid, self-targetting, and sticky flame now credit
the appropriate monster/spell.
* Draining a stat to zero can no longer directly kill the player;
instead,
further stat drain damages the player. The effects of a stat being at
zero
(fainting, slow actions, etc.) persist.
* Ogre hunters and artificers now start with a club instead of a short
sword.
Monsters
--------
* New/reworked Crypt monsters:
- Wraiths, shadow wraiths, and eidolons drain speed instead of XP.
- Eidolons deal more melee damage and can cast bolt of draining.
- Phantasmal warriors can temporarily reduce their target's magic
resistance and can blink closer to their foes.
- Flayed ghosts gain a smite-targetted flaying attack, dealing
temporary damage that scales with XP and goes away when the flayed
ghost is killed and/or enough time passes.
- Ancient champions, formerly a vault-specific monster, are now
full randomly-generated monsters, coming with a band of skeletal
warriors 50% of the time.
- Vampire mages cast vampiric draining more often, and have slightly
higher HD and HP; they also come with a band of vampires.
- Rotting hulks are now plague shamblers, capable of inflicting a
"retching" status effect that prevents food consumption; they
generate a cloud of miasma on death.
- Spectral things move at their full base monster speed.
- Deep dwarf death knights gain slightly better attack power and
starting equipment, and now come with a band of undead.
- Flying skulls get a slight HP boost and a larger attack power
boost.
- Ghouls inflict rot half as often.
- Curse skulls are capable of out-of-LOS movement, similar to
wandering
mushrooms, but preferring to place themselves where a player needs
to
move the most to actually reach them.
- New monster: revenants, possessing a ghostly fireball attack and
capable of creating clouds of ghostly flame, which do not harm
undead and occasionally summon spectral things.
- New monster: lost souls, who sacrifice themselves to heal nearby
undead creatures or assume the shape of a nearby killed living
creature; they can be summoned by deep elf death mages.
- Necromancers don't come with necrophages, but do some with
simulacra.
- Unborn deep dwarves are now just unborn.
- New monster: jiangshi, who move in short bursts (like sixfirhies)
and
possess a vampiric melee attack.
* New forest-themed monsters:
- Spriggan assassins and enchanters, who attempt to disable the
player
with blowguns and hexes respectively before moving in for the kill.
- Wind drakes, who can breathe powerful blasts of wind and airstrike
the
player.
* Other new monsters:
- Ten
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