Originally I made 2 posts but decided it made more sense to merge them all (or have 4 seperate posts for each major god/species) rather than have 3 major features in 1 post and 1 in another.
From #dcss on the roguelikes discord:
A major overhaul of Yredelemnul and Beogh is available for playtesting.
Yred’s piety system has been changed - zombies no longer determine piety or are consumed for abilities. Instead, you are given piety for each floor based on how much on it you can kill without leaving it - and Yred will give you powerful allies and charges of umbral torchlight once each floor to help you get your tide of death started. At 5* you can also unleash a powerful ‘anti-sanctuary’, mocking the Good gods by binding your foes in place and draining their life.
(See Revamp Yredelemnul · crawl/crawl@56395f1 · GitHub for more details)
Beogh’s flavor has gotten a significant revamp. Beogh now accepts worship from all player species. You no longer gain regular orcs as allies, but will be regularly challenged by ‘apostles’ - randomized unique orcs with varied random spellsets and gear. If the player can manage to survive, they can recruit them as permanent allies (up to 3 apostles at once). Apostles do not die permanently, but will revive as the player gains piety and avenges their deaths. At high piety, you can even call in the full might of a vengeful orcish army.
(See Comprehensively overhaul Beogh · crawl/crawl@b688b28 · GitHub for more details)
Let us know how fun you feel the new versions of these gods are to play, whether you encounter any issues with using them, and how well you feel each part of their new kit works on its own or as a whole. @DracoOmega is the author of the branch. You can give feedback to her, @regret-⸸nde※, heresiarch, and other crawl devs in the channel. Thanks!
To play, register and log in at WebTiles - Dungeon Crawl Stone Soup and click Yred/Beogh Rework under experimentals. You can also play on console via SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All games played on CDI are not scored on CAO or Sequell.
The Mountain Dwarves are newer than the quoted post so I’ll summarize them quickly: Now that Beogh turns all species into Orcs, a new species will replace Hill Orc. Mountain Dwarf has a lot of similarities to to Hill Orc but notably they have reduced Encumbrance Rating for the purposes of casting spells! They can also use enchant scrolls on randarts.
A new Steel Elf species is available for playtesting on CDI.
Wielding weapons in each hand, steel elves commune with the spirits
of oak and steel to guide their strikes. They take extra time to attune
to their weapons, meaning it takes as long for them to wield weapons as it does for them to wear armour, and the animal magnetism granted to them by the spirits often attracts newly seen enemies to them.Slice and dice, or wield a staff in each hand. Go wild!
Does the new species feel fun? Does it feel distinct from other species? Is the UI intuitive and functional? Please pass your constructive feedback to any devs you see lurking in this channel - PleasingFungus, gammafunk, hellmonk, Implojin, etc.
(See New species: steel elves · crawl/crawl@eab5a10 · GitHub for more details.)
To play, register and log in at WebTiles - Dungeon Crawl Stone Soup and click Steel Elves under experimentals. You can also play on console via SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All games played on CDI are not scored on CAO or Sequell.
Have fun!