0.34 trunk changelog update

https://github.com/crawl/crawl/blob/master/crawl-ref/docs/changelog.txt

orb_of_entropy
orb_of_winter
screaming refraction

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.

A chonchon, the flying head of a chaos wizard complete with wings, talons and a mystical aura
a kobold flesh crafter with skull mask in black robes
a raven

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.

a zykzyl, flesh demon
crawling flesh cage, ugly things writhing behind the bars of a small cage
cognitogaunt, a psychic ghoul

3 Thanks

The shout luring nerf and blink scrolls nerf in z5 makes me a sad panda. Z5 is already very hard. Why make it much harder?

“A page from a spell book”, maybe. Scrolls, Parchments, they are too close semantically to each other, I think and Parchments are too disconnected semantically from Spellbooks. In my humble opinion, of course.

The commit messages are insightful for the “why” I think. I think both changes work to make the game more interesting. I don’t think the primary intention is to make it “harder” and difficulty can be tweaked by many means if needed yeah?

https://github.com/crawl/crawl/commit/e002260597d5fb019fdcf40e2c05f10ebd5042df

Make Zot/orbrun fuzz blinking scroll destinations

Zot has gone through many variations of translocations restrictions in
past; for a while, ?blinking were reduced to purely random blink, which was
justifiably considered too heavy-handed by making a key consumable nearly
useless. However, the sheer power of ?blinking when the player no longer
has any reason to conserve them sometimes results in the finale being more
anticlimactic than one would like - skipping past otherwise tricky
encounters, easily fleeing any Pan lord, using them as instant teleports
via any nearby teleport trap, etc. It feels like the finale might be a
little more interesting if a similar restriction was applied to them that
is already applied to ?tele - where they are still powerful, but just a bit
less reliable.

This introduces a 2 tile fuzz to ?blinking when used in Zot or on the
orbrun - functionally identical targeting to how the barachi Hop ability
already works (though capable of reaching to the edge of LoS). This isn’t
a terribly strong restriction, but might do just enough to add a little
extra spice without feeling like the ?blinking a character has saved for
the end of the game weren’t worth it.

https://github.com/crawl/crawl/commit/9c06f765019fe2cadd406acdc3058d5b7b4ec98c

Experimental Zot:5 change: Boundless Tesseracts

While the Zot:5 endvault is an iconic and often tense challenge, there have
been some repeated sentiments over the years that the best (or, at least,
a compelling) way to handle it is through a slow and tedious process:
staying a safe distance away and shouting for an incredibly long time to
very slowly lure monsters out of the vault where they can be pulled back to
the stairs or otherwise dealt with individually.

This commit attempts to address this issue by applying forward time
pressure in a relatively transparent and urgent way (while making pulling
things individually back to the stairs a little less guaranteed to be
safe). Each lung of the endvault now contains a Boundless Tesseract, which
is essentially a form of monster generator. So long as they are active,
random floor-appropriate monsters will periodically spawn across the floor.
This is slow at first, but steadily increases in speed the longer the
tesseracts remain alive. This should make ultra-slow strategies inadequate
and push players to be a little more aggressive with making their way into
the vault (while still being gentle enough initially that it does not
heavily disrupt normal strategies).

When tesseracts first ‘wake up’ (typically from nearby noise), they will
reveal and announce themselves to the player. Killing either tesseract will
also destroy the other (so the player only needs to enter a lung, not
both of them.). Finally, the tesseracts come with a ‘pool’ of XP to help
make their spawns feel less unpleasant while still removing any farming
incentives: the monsters spawned by tesseracts initially give XP normally
at first, but eventually become unrewarding if the player is slow enough.
Killing the tesseract rewards all remaining XP in the pool, so there is no
reason to delay doing so. This XP should hopefully be large enough that
average play will not run into many (or any) unrewarding monsters.

The spawn rate is very provisional at the moment, pending player testing.

(Tile credit goes to regret-index)

3 Thanks

Also, guaranteeing that at least one lung won’t be blocked off, as was done recently, made Z:5 IMO much easier (though still tough!).

2 Thanks