stone-soup (0.12.0-1~getdeb1) precise; urgency=low
* New upstream version
* Axes have a cleaving attack, hitting up to 7 enemies around you.
* The Vaults branch is five levels deep, with a distinct layout and
several new
types of guards.
* Abyss has multiple levels of increasing difficulty, more varied
terrain, and
many new thematic monsters.
* Conjurers get a new starting book of offensive non-elemental spells.
* Beogh and Yredelemnul let you recall allies across dungeon levels.
* Major changes to Vehumet.
* Friendly summons no longer attack out of sight.
* Secret doors are no more.
Branches, environment
---------------------
* The Hall of Blades layout has been adjusted, and now contains two
weapons
with "interesting brands" instead of just one.
* The Abyss is revamped yet again. It now contains five (still infinite)
levels of increasing difficulty. Each level is composed of regions with
different layouts, most of which are more static than before. The rune
appears only at the third level and below, more frequently at deeper
levels.
* The Abyssal rune always appears in a vault, never lying around on the
floor.
* Having the Abyssal rune greatly increases the generation of Abyss
exits.
* Many Ziggurat floors have more fine-tuned monster-sets, and a few
monster
sets have been replaced entirely.
* Three new Sprint maps: "Thunderdome" by evilmike, "The Pits" and "Arena
of
Blood" both by st.
* The Abyss no longer exists in Sprint.
* New layouts for Cocytus, Gehenna, Snake, and the main Dungeon.
* More layouts allowed in Zot.
* New Lair branch ending vaults, and many other new vaults.
* More decorative vaults are now placed.
* "Special rooms" (kobold/orc rooms, beehives, morgues, jelly pits) have
been
adjusted, now appear at more appropriate depths and layouts, and no
longer
place doors.
* A new "special room" - the mythical zoo, with standard high fantasy
beasts.
* New "runed door" feature: won't be opened by auto-explore or by
monsters.
Becomes a regular door when opened.
* Alarm traps only trigger once, but make monsters swarm towards you for
some
time.
Character
---------
* Stalker is removed.
* Berserkers may choose their starting weapon.
* Gladiator no longer starts with a buckler, gets more Dodging to
compensate.
* Traps are spotted (or not) deterministically based on skill level and a
few other factors: spending more time does not help.
* Levitation and controlled flight are no more - all flight is
controlled.
* Flying no longer increases carrying capacity.
* Tengu receive their movement speed bonus when flying, regardless of
burden.
* Black draconians gain permanent flight (like Tengu but without the
speed
boost) at XL 14.
* Removed the hidden special cost of Spellcasting, Stealth, Evocations
and
Invocations. Aptitudes adjusted.
* Experience aptitude uses the same scale as skill aptitudes. This scale
is
coarser than the old one, so most races now require slightly more or
less
experience to gain levels than before.
* Deep Elves are better at Earth magic than Air.
* Hill Orcs are better at Axes, worse at gaining levels.
* Tengu are better at gaining levels.
* Levels 1 and 2 of the teleportitis mutation teleport you only a limited
distance.
* The augmentation and powered by pain Demonspawn mutations have been
improved.
Monsters
--------
* Removed: ant larvae, bumblebees, blessed toes, rock trolls, wood
golems.
* New monster: moth of suppression. Generates an aura that prevents
evocation
and suppresses the magical effects of wielded/worn equipment.
* New abyssal monsters:
- Wretched star: bestows temporary mutations.
- Tentacled starspawn: has constricting tentacles and a nasty attack.
- Ancient zyme: causes sickness when near the player.
- Lurking horror: stalks like a wandering mushroom, then explodes for
torment.
- Starcursed mass: proliferates when ignored, re-merges when damaged.
Has a smite-targeted psychic scream that becomes more powerful as
more masses become visible.
- Apocalypse crab: breathes clouds of chaos.
- Thrashing horror: moves like a bat, tramples, and frenzies.
- Spatial maelstrom: incorporeal vortex that turns walls into spatial
vortices.
* New deep troll specialist monsters, appearing in late-D deep troll
packs:
- Deep troll shamans: cast Might Other and Haste Other on their
accompanying deep troll packs.
- Deep troll earth mages: cast Dig and LRD to allow the rest of the
deep
troll pack to pursue their opponent.
* New vaults monsters:
- Vault sentinels, with a signal horn that generates a lot of noise
and
the Sentinel's Mark spell which alerts all creatures on the level
to
the player's location.
- Vault wardens, with the ability to close and seal doors near the
player
for a time or until they are killed.
- Ironbrand convokers, with the ability to recall other monsters on
the
level to their location. Also cast Might Other.
- Ironheart preservers, with the ability to take some damage in place
of
an enemy the player is currently attacking.
* New uniques:
- Jorgrun, a deep dwarven earth elementalist.
- Lamia, queen of the nagas.
* Friendly summoned monsters do not attack things unless the player has
line
of sight to both the summon and the victim. Glass does not count as
line of
sight for this purpose.
* Summoned monsters do not cast spells t
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