https://github.com/crawl/crawl/blob/master/crawl-ref/docs/changelog.txt
Major features including
- Orb of Fire variants. Which Orb monster you get is random per seed but broadcast by statues outside of temple and zot. The variants differ significantly, not just by flavored damage!
- Zot:5 includes 2 Boundless Tesseracts that slowly spawn monsters in the lungs. Don’t spend too long in the vault entrance shout-luring!
- Under the Zot Orb effect, blink scrolls can place you up to 2 tiles away from your intended destination so keep that in mind!
- Doom/Banes. Certain enemies can inflict doom on you, filling your doom meter. Getting experience reduces your doom meter but if it reaches 100% you will receive a bane. Banes are like strong negative mutations that you can work off also by gaining experience.
- Parchments, single-spell items mostly replacing books.
- New Troves and reworked Trove costs (including accepting a Bane)
- Several new monsters including a new derived undead type, Draugr, that grows an extra weapon-wielding limb that inflicts doom.
Stone Soup 0.34 (through 0.34-a0-329-gc8829d1dcf)
--------------------------------------------------
Artefacts
---------
* The faerie dragon scales now has a higher average enchantment, can sometimes
come with evokable invisibility, and is a Hexes enhancer.
* The Sword of the Doom Knight has been renamed to the Sword of the Dread
Knight.
* Randarts can now come with a Bane property, which inflicts a Bane on the
player when equipped. Randarts with this property have higher enchantment.
Branches, Environment
---------------------
* The Crypt end vault's old thematic item rewards have been moved into a unique,
guaranteed shop containing a larger quantity of the prior options at high
prices.
* The Halls of Zot will now contain one of three types of orb monster each game,
each wielding a different element and form of strategic damage.
- The orb type one will encountered that game is indicated via statues placed
by the Temple entrance in the Dungeon and the Zot entrance in Depths. This
can also be viewed from the the Dungeon overview screen (ctrl+O) once seen.
* The last floor of Zot contains now contains two Boundless Tesseracts, immobile
enemy spawners with fast regeneration.
- Once a tesseract wakes up, new monsters will slowly appear across the entire
floor (always out of the player's line of sight). The rate at which they
appear will slowly increase and they will eventually stop giving experience
when killed.
- Destroying one will destroy the other and reward all the experience one
would have gotten from waiting to kill their spawns individually.
* The Orb status from being in Zot or having picked up the Orb of Zot now also
fuzzes the destination of scrolls of blinking by up to two spaces.
* Hell effects can now inflict a small amount of Doom instead of inflicting
transient mutations.
* Troves prices and costs have been heavily revised:
- Troves will no longer ask for any consumables besides scrolls of acquirement
and will no longer ask for specific named items from shops.
- Equipment costs are less common. Demon weapons are all interchangeable and
and heavier dragon scales are rarer.
- The Slimy / Abyssal rune troves and Horn of Geryon troves are more common.
- Piety troves now use a new debuff that temporarily caps one's piety at 0
until XP is gained instead of permanently draining it, allowing them to
function with more gods than before.
- New trove costs include accepting pre-announced Banes and being extremely
drained.
- Trove contents are no longer grouped by item category, and contain a
slightly lower amount of higher-quality items themed after spell namesakes
or unrand items. These items are also far less likely to be useless
according to god restrictions or species limits.
- Potential troves to discover include The Dread Knight's Derelict Chapel,
Eringya's Secret Bog, The First Justicar's Armoury, Leda's Sunken Stockpile,
The Lost Hoard of Erebora, The Name-Rending Infernalists' Reservoir, The
Octopus King's Forgotten Garden, Ozocubu's Refridgerator, Rutra's Hidden
Sanctum, The Storm Queen's Palace Crash Site, a devouring Rift, and an
orange crystal hatchery.
Character
---------
* Players can now accumulate Doom from enemies and other hostile effects, a
new form of medium-term damage displayed as a percentage. Doom has no effect
on its own and disappears with gaining experience, but at 100% causes one to
gain a random Bane, which itself only disappears with gaining significantly
more experience differing between Bane types. Banes include:
- Bane of Claustrophobia, which lowers melee damage and accuracy for each
wall the player is adjacent to.
- Bane of the Dilettante, which reduces the player's highest weapon skill
as well as their two highest magic / invocation / evocation skills.
- Bane of Electrospasm, which makes suffering electric damage sometimes
inflict the -Move status.
- Bane of Heatstroke, which makes suffering fire damage sometimes Slow you.
- Bane of the Hunted, which makes any creatures summoned by enemy appear
next to the player, last longer, and be better at tracking you.
- Bane of Lethargy, which slows the player's movement speed.
- Bane of Mortality, which gives a chance for reapers to appear near wounded
players when no other enemies are around.
- Bane of Multiplicity, which gives a chance for any monster you fight to
create fragile clones of itself.
- Bane of Paradox, which gives a small chance for each new monster you
encounter to learn Manifold Assault with a chance to blink after casting it.
- Bane of the Reckless, which sets one's SH to 0.
- Bane of Snow-blindness, which makes suffering cold damage something inflict
Blind and Weak.
- Bane of Stumbling, which inflicts -25 EV when moving or standing still.
- Bane of Succour, which makes killing enemies heal other nearby enemies
based on the slain foe's max HP.
- Bane of Warding, which gives a small chance to give groups of monster the
Warding buff when first seen, which grants damage immunity from non-adjacent
sources of damage.
* Undead species and forms lose Doom/Banes half as quickly as other species.
* Player contamination has been heavily adjusted.
- The exact amount one is contaminated is now indicated as a percentage in the
sidebar. Harmful effects begin at 100% and cap at 300%.
- Crossing the 100% threshold is more likely to result in a bad mutation than
before (but very high amounts are less dangerous).
- Explosions from contamination are now possible at a lower threshold, ignore
AC, and are more damaging.
- Many existing effects have been rescaled to be similarly dangerous as before
this change.
* New mutations:
- Efficient Metabolism, which doubles the duration of potion status effects.
- Feed Off Suffering, which restores HP and MP after killing poisoned or
drained foes.
- Lucky, which gives a small chance for floor items the player encounters to
be randarts.
- Protean Grace, which gives +Slay and +EV based on how mutated you are.
* Other individual mutation changes:
- Electricity Vulnerability is now in the normal mutation pool.
- Thick Fur can now only be mutated by Trolls and Felids.
- Sense Surroundings is now stronger and only has two levels.
- The unsafe potion and scroll mutations have now been revised: they now
prevent using potions or scrolls with monsters in sight while your HP is
high (and have no effect when badly injured).
* Transient mutations are now only removed by slaying a sufficient number of
non-trivial monsters, and can no longer roll stat loss or Berserk mutations.
* Players have a longer stun immunity after being Vexed.
* Players can now negate intrinsic rPois- with two sources of rPois.
* Players succeeding at certain optional challenges can now obtain unique titles
proclaiming their triumph (or madness).
Gods
----
* Gozag's Gold Lust passive now properly displays when monsters are affected
by it (instead of regularly losing its visual indication before its effects
ended).
* Jiyva's jellies can no longer eat spellbooks.
* Vehumet's first level 1 spell gift is now given immediately upon worship.
* Vehumet's spell gift choices now account for Conjurations and Alchemy skill.
* Xom has a new action: slightly Dooming the player.
* All gods besides the good gods no longer allow rejoining them if one is
undergoing their wrath.
* Several wrath adjustments:
- Fedhas and Jiyva wraths have been simplified.
- Kiku wrath applies the Sign of Ruin instead of tormenting, and drains for
lower amounts that can no longer be resisted by rN+.
- Okawaru wrath summons are more varied and scale more smoothly to player xl.
- Qazlal wrath now applies the Banes of Heatstroke, Snow-blindness, and
Electrospasm instead of transient mutations of rF-, rC-, or rElec-.
Interface and Options
---------------------
* The character overview screen (%) now displays how much damage is prevented
by each pip of resistance the player has.
- the show_resist_percent option can be used to hide these numbers.
* The "Trivial" monster threat level threshold is now a little higher.
* warn_contam_cost option: warns the player before casting Irradiate if it
could potentially result in going over 100% contamination.
Items
-----
* Parchments now replace the majority of spellbooks found in game, each
granting knowledge of a single spell.
- Parchments are much more common than spellbooks used to be, making the
total number of spells found in the game roughly equal to previous
versions.
- Floors with shops past the Dungeon and Lair have increasing likelihood to
contain an additional parchment shop.
- Randbooks now only appear in select vaults or via acquirement and
Sif Muna gifts.
- Higher-spell-level are now somewhat rarer early in the game and more
common later.
* Stones are now less common.
Monsters
--------
* Two new orb types rotate with orbs of fire in Zot each game:
- Orbs of Winter, which cast Flash Freeze, Ozocubu's Refrigeration,
and inflict a new Ostracism debuff that temporarily reduces one's piety.
- Orbs of Entropy, which cast Bolt of Draining, Acid Ball, and
inflict Doom upon their foes.
* New and returning monsters:
- Chonchon, chaotic flying heads for Depths.
- Cognitogaunts, antimagic starghouls for Crypt and Abyss.
- Crawling flesh cages, augmented ugly things for Vaults.
- Drudes, new weak Doom-inflicting tier-5 demons for D and the Abyss.
- Kobold fleshcrafters, abomination makers for Depths.
- Ravens, Doom-inflicting birds for Lair.
- Screaming refractions, crystal injury-mirroring undead for the Abyss.
- Zykzyls, the new malmutating tier-2 demon, now focused on hexes.
* Cacodemons no longer know Malmutate or Bolt of Devastation, but can cut
willpower in half with their melee and cast Doom Bolt: a penetrating bolt
that inflicts Doom on hit.
* Death knights trade Injury Mirror for higher stats, an umbra, and Hurl
Torchlight (like the Yred ability), and now place in the Vaults with draugr
instead of in late D.
* Doom hounds have been renamed to oblivion hounds.
* Draugr replace skeletons as derived undead monsters, losing health for more
AC, no speed penalty, an ability to wield weapons regardless of their original
form, and Doom-inflicting melee. They are rarer than the previous skeletons.
* Glowing orange brains no longer have Brain Bite.
* The moon troll now is warded from damage from non-adjacent foes, and loses
Dazzling Flash in exchange for Lee's Rapid Deconstruction.
* Neqoxecs no longer can inflict permanent mutations, but have a new Warp Body
spell that deals minor damage and inflicts transient mutations (or Vitrify,
if the player has already been repeatedly Warped).
* Purple very / ugly things now have extra Will and antimagic attacks.
* Reapers have a new non-skeletal flavour and now fly.
* Shining eyes trade Malmutate for Mutagenic Gaze, which inflicts contamination
over time (but is usable anywhere in line of sight).
* Sphinx marauders do less damage on average with their airstrike attacks.
* Monster purple draconians have slightly less Willpower, and classed draconians
have more Willpower.
* Mummy death curses now inflict more Draining, less Torment and Slow, and
have a chance to inflict Doom.
* Monsters with necromancy spells deal more damage with pain brand weapons.
* Monster Corrosive Bolt now has a higher chance to corrode for higher amounts
and does slightly more damage.
* Monster Bolts of Draining are more accurate.
* Monsters blindness resistance has been refactored: all sources of Blind
outside of light effects, Enfeeble, and divine powers are limited to
natural / demonic / holy monsters, while light can also work on undead and
Enfeeble / most divine Blind effects ignore Blind resistance entirely.
* Daze now makes monsters skip their actions until they take any damage,
instead of giving them a 1-in-4 chance to skip each action (but last less time).
Spells
------
* Dazzling Flash has been renamed Gloom and moved from Hexes / Fire to
Hexes / Necromancy.
* Enfeeble now inflicts a new Diminished Spells debuff that lowers the target's
spellpower rather than inflicting antimagic.
* Summon Horrible Things now increases the caster's Doom rather than sometimes
inflicting temporary Will- mutations.
Tiles
-----
* New tiles for existing game elements:
* Spells: Confusion Gaze, Vitrifying Gaze, Weakening Gaze.
* Icons: frenzied, magnetized, sentinel's mark.
* Traps: Archmage's trap, devourer's trap, tyrant's trap.
* Walls: Zot:5 stone walls.
Stone Soup 0.33.1 (20250606)
----------------------------
Bugfix release
--------------
* Fix vampire form not having torment resistance.
* Fix bat swarm form having torment immunity instead of torment resistance.
* Fix breaking cursed items without a prompt when leaving slot-granting forms.
* Fix sphinx and serpent forms having slot items fall off when changing
temporarily to another form via lignification or polymorph.
* Fix Dithmenos' player shadow not having the same reach as the player when in
aqua form.
* Fix inconsistencies in handling of beam types:
- The spells Chain Lightning and Stunning Bolt are now properly 33%
resistable with rElec instead of only 25% resistable.
- Mercury Arrow is now properly 25% resistable with rPois.
- Stunning Bolt now checks half of AC like other electricity-themed spells.
- Qazlal's adaptive rElec is now properly triggered by Stunning Bolt.
- Qazlal's adaptive AC is now properly triggered by all 'physical' spell
projectiles.
* The Slick Slippers now prevent being bound by an ironbound beastmaster's
bolas.
* Fix not being able to use Yredelemnul's Light the Black Torch on a
portal level like Necropolis if it had been used in a previous instance of
that portal.
* Don't allow orbrun spawns in Okawaru's Arena.
* Remove erroneous extra placements of alderkings in Sprint IV.
* 37 other bug fixes, interface improvements, and documentation updates.