stone-soup (0.11.0-1~getdeb1) precise; urgency=low
* New upstream version
0.11 Highlights
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* A new branch: the Spider Nest.
* The Swamp branch is less annoying now.
* Missile enchantments are no more.
* Monster constriction vs the player has been overhauled.
* New monsters: Arachne, Fannar, orb spider, bog body, Hell Sentinel.
* Removed monsters: Jozef, bog mummy, midge, Pit Fiend, hairy devil.
* Lots of new vaults and tiles.
* Config file overhaul: lists require += when appending, you don't need
to upgrade your config by hand anymore (after this last(?) time).
Branches, environment
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* New wizlab: Roulette of Golubria.
* A metric buttload of new vaults, including several new branch endings
and a full-level vault for deeper parts of the main dungeon.
* A new Sprint map by st, based on the Ziggurat.
* Vaults are more common.
* There are three new level layouts for the dungeon and various branches.
* You don't lose portal vaults after being banished from one.
* Escaping the Abyss places you where you came from, but grants
short-term immunity to most forms of banishment.
* Pandemonium: slightly fewer exits to the dungeon are placed, but there
are many more exits through the abyss (which will return you to the
Dungeon).
* The Elven Halls are only three levels deep.
* Branch difficulty doesn't depend on where their entrance was anymore.
* Traps of a given type deal the same damage no matter where they are.
* Axe traps got axed.
* Wax walls are no more.
* There are no more randomly generated secret doors, but they can still
be found in vaults.
* The Swamp has an improved layout, with smaller and more compact levels,
and more trees. It is also less misty than before.
* Swamp trees are now mangroves, and are opaque.
* Spider Nest: replaces the old spider portal vault, contains the
gossamer rune of Zot.
* Games will have one of the Spider Nest or Snake Pit, and one of the
Swamp or
Shoals, guaranteeing one poison themed branch and one water themed one.
Character
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* Humans get slightly more stat increases.
* Nagas get constriction at XL13 now.
* Tengu can fly when transformed.
* Grey Draconians are better at Earth and worse at Air, get more AC, and
no longer fumble in water.
* Felids are better at combat and Evocations, worse at Summonings.
* Felid pounces (sneak attacks) do more damage.
* The Evocations skill increases max MP.
* Forms without some sort of hands can't use wands/etc.
Monsters
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* Player ghost Sticky Flame autohits but is range 1.
* Berserk monsters are immune to fear.
* Plants don't feel torment. Oklob farms ahoy!
* Monsters attached to the ground are -TELE.
* Jellies, porcupines, flaming corpses won't get constricted.
* Magical staves work for monsters as something more than a mere cudgel.
* Monsters can use rings and amulets.
* Mindless monsters don't have any skills (zombies with pain weapons,
etc.).
* New uniques:
- Arachne, half-human, half-spider.
- Fannar, an elven ice elementalist.
* Margery gets dragon armour.
* Monsters with arcane spells won't wear heavy armour.
* Donald can spawn in Labyrinths, and complains about them.
* Urug is drastically stronger.
* Mimics can be "inept", (no adjective), "ravenous" or "monstrous", with
a progression of strength and abilities.
* New monster: orb spider. Shoots weak orbs of destruction at you.
* Removed: Jozef, midges, killer bee larvae, hairy devils.
* Porcupines get spines.
* Hell Sentinels replace Pit Fiends.
* Boulder beetles can roll as a boulder.
* Jumping spiders can ensnare you with webs in melee.
* Poison attacks from sea snakes and redbacks can only be partially
resisted.
* Hit dice and damage have been increased for all spider enemies.
* Emperor scorpions are much stronger.
* Ghost moths have been nerfed.
* Vampire mosquitoes lose their sickness attack, gain a stronger vampiric
attack.
* Swamp worms have better melee accuracy.
* Giant leeches are more dangerous.
* Bog mummies have been replaced with bog bodies: no death curse,
stronger spells, can be decomposed via Fedhas prayer.
* Monsters who submerge stop fleeing.
* Umbras don't give bonuses to demons anymore.
* Monsters (and player ghosts) can cast Ozocubu's Refrigeration.
* Monsters cast emergency spells more often.
* Monster constriction has been overhauled. Escape is easier, blinking
counts as two escape attempts (rather than always succeeding), and damage
values are saner.
* A "damageless constriction" effect has been implemented for certain
monsters, particularly mimics.
* The Royal Jelly is able to regenerate.
Spells
------
* Lee's Rapid Deconstruction works in Slime now.
* Iskenderun's Mystic Blast often explodes, but can still safely be used
at point blank range.
* Death Channel is level 6.
* Simulacrum works on beef jerkies, sausages and meat rations.
* Removed: Projected Noise.
Items
-----
* Artefacts can get distortion.
* Blowguns can get evasion.
* Wearing/removing armour can be aborted.
* Fixed artefacts with fixed appearance start identified.
* Weapons may corrode upon stabbing a jelly.
* Ambrosia gives more mp, but only as you digest it.
* Raw troll hides grant regeneration.
* Jewelry auto-ids when it shows an obvious effect.
* Ankuses, scrolls of detect curse, amulets of controlled flight, and
rods of smiting are no more.
* Rods of striking are better.
* Staves of energy reduce spell hunger to 1/3 instead of eliminating it.
* Missile enchantments are no more, greatly simplifying inventory
management.
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