0.8.0
(Redirected from 0.8)
Template:Oldversion 0.8.0 is an old version of Dungeon Crawl Stone Stoup, released April 26, 2011.
Changelog
Stone Soup 0.8 (20110426)
Disclaimer: These are merely the highlights, not an exhaustive list of changes. Breaks save compatibility with the 0.7 release.
0.8 Highlights
- New god: Ashenzari, god of divinations.
- New species: Felids, sentient cats.
- New spells: Malign Gateway, Tornado, Leda's Liquefaction, Summon Dragon, Summon Hydra, Darkness.
- Removed spells: Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
- Split Enchantments into Hexes (harm foes) and Charms (self-buffs).
- Replaced Selective Amnesia spell with Scroll of amnesia and book destruction.
- Improved heavy armour.
- Makhleb and The Shining One are no longer available as starting gods.
- Shortened the Elven Halls.
Gods
- New god: Ashenzari, god of divinations.
- Fixed gods sometimes missing from the game due to some temple vaults.
- Except for Jiyva, prayer is now only used for (piety-gaining) sacrifices. Other effects are abilities.
- Killing monsters from god wrath doesn't give experience or items anymore.
- Gods ignore kills of dancing weapons, ball lightning and vortices.
- No instant divine retribution.
- Beefed up Cheibriados' wrath; no stat boosts during Chei penance.
- Eating with Chei doesn't give piety.
- Cheibriados warns you when putting on boots of running or amulet of rage.
- Armour keeps its ponderousness when melded.
- Invoking Elyvilon's protection is now an ability.
- Destroying weapons in Elyvilon's name is now a prayer.
- Elyvilon allows destruction of staves.
- Clarified Ely's healing/pacification messaging.
- Fedhas cares about trees burnt down in forest fires.
- Fedhas's corpse decomposition is now activated by prayer.
- Followers of Jiyva gain food, hp and mp on jellies slurping items.
- Jiyva no longer provides duplicate conservation and resist corrosion effects.
- Allowed the player more control over what items to sacrifice to Nemelex (on the '^!' screen).
- Kikubaaqudgha's invocations use Necromancy skill.
- Toned down Kiku's mummy death curse protection.
- Made corpses received from Kiku actually fit for reanimation; reduce number of corpses.
- Kikubaaqudgha protects followers from ordinary mummy curses.
- Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27.
- Okawaru: Haste -> Finesse, doubled combat speed (melee and ranged).
- Okawaru now accepts kills of holy beings.
- Sif Muna punishes destruction of spellbooks.
- Sif Muna's miscasts don't decrease penance.
- Trog extending your rage doesn't cause glow.
- The Shining One no longer accepts item sacrifices.
- TSO non-holy summon extension at most doubles the current duration.
- Prevented starvation by Xom swapping you to a vampiric weapon.
- Yredelemnul's prayer (Injury Mirror) is now an ability.
- Injury Mirror can now reflect torment damage.
- Yredelemnul accepts kills of artificial beings (golems, gargoyles).
- Overhauled Zin's Recite invocation: much more powerful and interesting.
- Zin protects from Hell effects, chance depending on piety.
- Zin forbids shapeshifting spells and protects against Kirke's pig spell.
- Zin hates monsters with mutagenic/rot corpses.
- Spell failure while already in yellow glow angers Zin.
- Butchering forbidden corpses asks for confirmation.
- Some god welcome messages differ while under penance.
Character
- New species: Felids, sentient cats.
- Increased GDR from body armour. New GDR formula: 14 * (baseAC-2)^(1/2).
- XP from monster kills is proportional to the damage dealt by player/allies out of total damage.
- No chain paralysis: When coming out of paralysis, you're immune for 1d3 turns.
- Removed Paladins, Reavers and Arcane Marksmen.
- Removed Chaos Knight of Makhleb.
- Split out CK/Lugonu -> Abyssal Knight, Pr/Yredelemnul -> Death Knight.
- Overhauled Draconians, now more interesting.
- Fixed dangerous clouds sometimes being considered safe for travelling.
- Fixed normal mutations possibly preventing getting them as a perma-mutation.
- Stop quick actions from letting you search faster.
- All sources of berserk are blocked at 'Very Hungry'. Berserk automatically stops when you hit 'Starving'.
- Remove experience pool limit; abbreviate the XP pool above 100K.
- Stalker background changed to Transmutation-based Stabber.
- Allow starting with a falchion for Fi and Gl, also restrict trident to these backgrounds.
- Differentiate Ha/Ko aptitudes: Kobolds are good at Summ/Necro/Hex, Halflings at Charm/Tloc.
- Halflings gain innate mutation resistance 1.
- Only cancel levitation once the last equipped +Lev item is removed.
- Nearing stat death causes paralysis, with increasing chances.
- Allow Merfolk transformations even in water.
- Retain talons, fangs and tail in appropriate transformations.
- Don't allow any headgear with Horns 3 or Antennae 3.
- Fix mutators and glowing occasionally giving good mutations.
- Balanced some Demonspawn mutations (Demonic guardian, Nightstalker).
- Remove Demonspawn breath mutations.
- Adapt exclusion radius to the Nightstalker mutation.
- New DS mutation Powered by Pain: restores MP when sufficient damage is taken.
- Demonspawn Fire and Ice facets are now mutually exclusive.
- Ghouls may now use food-cost abilities when starving.
- Ghouls and Vampires may evoke invisibility when starving/bloodless.
- Make hellfire ignore monster AC.
- Remove map-forgetting and spell-forgetting Divination miscast effects.
- Don't prevent blink from putting you in dangerous clouds.
- Don't train Stealth for pacified monsters.
- Allowed Merfolk/Kenku to blink over deep water.
- Allowed Kenku to stop flying.
- Apply terrain change to player when banished.
- Brought Merfolk HP down to Human HP levels.
- Boosted Mummy base MR 3 -> 5.
- Make LOS reducers multiplicative rather than additive.
- Potions/cards of experience give you a full level; similarly drain costs a full level.
- Make stat gain mutations work for satiated Vampires.
- Replace scroll reading penalty while brainless with 80% failure chance.
- A wielded ranged weapon will only 'clumsily bash' monsters, no matter its enchantment.
- Remove the satiation requirements from evokable invis.
- Disable ghost creation/loading in wizard non-debug mode.
- Better warning messages for form and levitation expiration.
- Consistently abort teleportation attempts when wearing stasis or -TELE.
- Give Ogres an extra +1 hp per level, and +3 apts in Fighting and M&F.
- Mention dietary and drinkary habits of mummies on the 'A' screen.
- Also meld wielded weapons.
- Disallow wearing hats in spider or ice form; allow wearing shields in statue form.
- Prevent ice form from picking items at the bottom of deep water.
- Overhaul combo recommendations.
Interface
- New tutorial, split into different maps/lessons.
- Fix a crash when reloading a game after restart_after_game.
- Allow item interaction from the inventory.
- Messages for things coming into view even when not exploring.
- Bind Tab to autofight, shift-Tab to autofight_nomove.
- Autofight: fire at nearest enemy if wielding a ranged weapon.
- More status lights: transformations, post-berserk fatigue, temporary resistances.
- Timeout information for temporary resistances and see invisible.
- New background choice layout, grouped by category.
- Display piety on the main screen.
- Use inventory colours for stats area and % screen.
- New, more informative and mouse-operable skill menu ('m' screen).
- Don't consider places next to slime walls as "safe".
- Allow traveling across radius 1 excluded stairs.
- Don't generate cloud autoexclusions when immune.
- Don't prompt for cloud-excluded staircases.
- Make i_feel_safe() smarter about critters behind lava/statues/etc.
- Explicitly name inventory items that are getting destroyed.
- Display ghosts' xl rank, species and background when they come into view.
- In the console version, don't override monster colour when berserk.
- Fix exclusion LOS not being updated properly.
- Make shift-running respect exclusions.
- Allow ' to auto-switch from unarmed to slot b.
- Clear stack autopickup flag when dropping an item on top of it.
- List prompt choices explicitly, i.e. "(y)es or (n)o" rather than "y/n".
- Starting sub-menus: Escape brings back to main menu instead of exiting the game.
- Don't waste turns attempting known prevented scroll teleports/blinks.
- Inscribe item modification scrolls with "tried on foo".
- Disallow autoexploring while berserking.
- Don't mark level 1 upstairs and branch exits as unvisited.
- Colours for output of Ctrl-F.
- Re-enable highlighting of notes.
- Colour annotations in Overview.
- Colouring labyrinth messages.
- Add force_more_messages for bazaar and labyrinth announcements.
- Don't prompt for which ring to swap if one of them is cursed.
- When enchanting an unknown piece of armour, mark it as uncursed.
- Make the . drop/pickup selector respect quantity input.
- '*' inverts selection instead of selecting drop_filter, and ',' selects all instead of inverting.
- More information when missing.
- More information when MR is effective.
- Display on the HUD if you're both hasted and slowed.
- Add a toggle to the discoveries screen to display _un_known items.
- Check terrain before clouds for moveto check.
- Don't warn about entering excluded portals.
- Force a -more- on death.
- Autoinscribe randarts after death.
- Taskbar overlap is now automatically detected, and the window is placed just above it.
- Allow setting of the window size relative to the screen size.
- Fix Tab not working correctly in startup menus.
- Reinitialize message window and notes for restart_after_game.
- Don't waste a turn and/or magic when aborting various actions.
- For local builds, mention morgue location after hiscore or when doing a chardump.
- Extend and rearrange tutorial/hints mode command help.
- Better feedback when canceling various prompts.
- Split monster/feature quotes into another screen toggleable via '!'.
- Add several missing descriptions, improve some existing ones.
Spells
- Split Enchantments skill and spell school into Charms and Hexes.
- Removed Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
- New spell: Passage of Golubria (Tloc 5).
- New spell: Malign Gateway (Summ/Tloc 7).
- New spell: Tornado (Air 9).
- New spell: Leda's Liquefaction (Tmut/Earth 4), area slowing effect.
- New spell: Summon Dragon (Summ 9).
- New spell: Summon Hydra (Summ 7), summons short-lived 4-12 headed hydra.
- New spell: Darkness (Hex 7), decreases LOS radius by 2.
- Prevent passwalling into deep water/lava if it would kill you.
- Fix Lee's Rapid Deconstruction not obeying some checks when destroying walls.
- Fix casting cloud spells out of range, or on (and through) walls.
- Teleportation interrupts Passwall.
- Fix weapon grinding via Shadow Creatures in the Hall of Blades.
- Animate Dead no longer animates through walls.
- Don't prompt for casting auto-hit spells "in direction" of allies.
- Nerf Haste: multiplies speed by 1.5 instead of 2. Same factors apply to Slow.
- Replace Selective Amnesia with Scroll of amnesia.
- Allow forgetting spells from books, destroying the book in question.
- Nerf Sticky Flame range to 1.
- Removed slower training for magic schools; doubled xp cost for opposing schools.
- Stop the player from Vampiric Draining known demons and undead.
- Disallow Fulsome Distillation while levitating.
- Implement a crude spell quiver. Store last spell cast.
- Add a toggle to the memorisation screen for the spell descriptions.
- Auto-id items of wizardry if you have spellcasting skills.
- Enable autotargeting for Vampiric Draining and Freeze.
- Make Borgnjor's Revivification cost 2-11 *percent* of maxhp.
- Restore casting noise for target spells.
- Add noise level to spell description.
- Increased claw damage for Dragon Form, also allows trampling.
- For Draconians, Dragon Form changes into dragon of the appropriate colour.
- Animate Skeleton works on unskeletalized corpses and leaves chunks behind.
- Shadow Creatures summons only mobile monsters.
- Slightly bump Orb of Destruction (IOOD) damage.
- Allow Sticks to Snakes on staves and javelins, disallow on steel/silver stuff.
- Allow Tukimizing staves.
- New level 3 Air miscasts; buff Air miscasts.
- Buff Static Discharge: Higher damage and increased chance of arcing.
- Make Summon Butterflies require spell power for effectiveness.
- Heavily nerf orb Apportation. Chance and distance depend on spell power and total distance.
- Make Death Channel spectrals temporary, let ally kills work too. Reduce to level 7.
- Make semi-controlled Blink random if it fails to find a location.
- Evaporate no longer uses Throwing skill.
- Summon Swarm monsters are always friendly; lower it to level 5.
- While Ring of Flames is active, flame clouds are removed when you step on them.
- Make LOS-affecting spells work through transparent walls.
- Boost LRD damage.
- Apportation targetting: allow cycling with +/-.
- When apporting part of a stack, don't destroy the rest of it.
- Don't rot while under Death's Door.
- Death Channel spectral monsters are not abjurable.
- Merge low spell success adjectives (Cruddy, Bad, Very Poor) into Very Poor (now 5-30%).
- Move spells around among various spellbooks.
- Reduce the chance of any book to be replaced by Power/Wizardry from 10% to 4%.
- Don't prompt for targeting self with clouds if you've got the matching resistance.
- Ensure Death's Door leaves you at least 1 hp.
- Make only heavy armour remove Ozocubu's Armour on wearing.
- Make large rocks do extra damage with Sandblast.
- Allow swapping to large rocks when Sandblast is memorised.
- Offer wielding coagulated blood for Sublimation of Blood.
- Make transformations affect stealth.
- Don't cancel Condensation Shield when blinking/teleporting.
- Don't hurt rC- players with Condensation Shield.
- Don't prompt for unwielding weapons branded with Warp Weapon.
- Don't let Mummies/Lichform cast Sublimation of Blood on themselves, do let them cast Passwall.
- Reduce Haunt duration
- Increase Sandblast to range 2 without stones, range 3 with.
- Boost Stone Arrow damage from 2d12 at 50 power to 3d11.
- Change several spell levels to be more appropriate.
- Mention glow in Haste/Invisibility spell descriptions.
- Consolidate the books of Minor Magic into a single book.
- Include spell hunger in the chardump.
Monsters
- New monster set: feature mimics.
- New monster set: holy monsters.
- New monster set: spriggans.
- New monster set: deep dwarves (in Abyss, Ziggurats).
- Several new monsters, including silent spectre, sky beast, porcupine, fire crab, bog mummy, and a few new spiders.
- New unique: Jory, mesmerising vampire.
- New monster spells: Cause Fear, Drain Life, Agony, Summon Elemental, Noxious Cloud.
- Fix a crash when looking up ghosts in the db search.
- Fix silence working on demons, orbs of fire, etc.
- Fix messages about monsters coming into view ignoring mislead.
- Fix monsters being capable of spellcasting while berserk, reading scrolls while silenced.
- Disallow various attacks on submerged monsters.
- Fix Aizul and Mara casting through allies.
- Fix rock worms aimlessly moving around in walls instead of attacking.
- Get rid of mummy death curses turning potions into decay.
- Don't give experience or items for killing monsters from god wrath or miscasts.
- Don't make a monster coming into view leave a trail on the edge of LOS.
- Give Asmodeus a permanent ring of flames, replace greater demon with fire summon, remove bolt of draining.
- Give Dispater Lehudib's Crystal Spear instead of Lightning Bolt.
- Give Geryon a reaching attack, make beasts trample.
- Give Lom Lobon antimagic attacks.
- Give Mnoleg blink and mutate attacks, summon eyeballs instead of greater demons, more hp.
- Give the non-spellcasting random pan lords (10% chance) a guaranteed melee brand, and a chance of greater speed.
- Compensate for the Haste nerf by slowing some monsters most players fight hasted.
- Huge monsters (dragons, elephants) can trample smaller ones, shoving them around.
- Krakens have multi-segment tentacles.
- Spiders and a few other monsters can cling to walls which allows them to effectively bypass water and other obstacles.
- Non-stupid monsters try to avoid slime walls.
- Allies animating dead is okay for hungry level 3 herbivores.
- Make monsters consider resistances along with AC for armour pickup.
- Only allow allies to pick up weapons, armour and ammunition.
- Boost ettins to hit as hard as dual-wielding stone giants. Move them deeper.
- Sheep can catch fire and spread it to other sheep.
- Polymorphed uniques may only cast spells if they can speak.
- Better movement AI for ranged attackers, now try to regain line of fire.
- Make yaks, death yaks, ugly things and slime creatures stick together when wandering.
- Try to make wandering band members stick around the leader.
- Make wandering band members path back to the leader.
- Let band leaders displace their followers.
- Allow friendly monsters to path to you across the level.
- Friendlies start following you again after killing target instead of wandering.
- Smart monsters use pathfinding to go around shallow water.
- Monsters floundering in shallow water move slowly and fumble attacks.
- Large monsters don't flounder in shallow water.
- Giant monsters can walk through deep water as if it were shallow.
- Make the royal jelly stay on Slime:6.
- Limit number of summons from lamp of fire and fan of air.
- Make skeletal warriors obey silence.
- Greatly improve cacodemons.
- Hungry ghost attack takes 25% of your nutrition.
- Prevent confused giant eyeballs from paralyzing.
- Make aquatic monsters chase instead of submerging if they can.
- Friendly monsters told to 'wait here' don't follow through stairs.
- Merged slimes split on polymorph.
- Porkelated monsters can't cast spells either.
- Implement snail/turtle shells; withdrawing into such a shell adds extra protection.
- Print 'zot!' sound when a friendly monster triggers a zot trap outside LOS.
- Make zombified monsters retain their stats (at least, HD and HP).
- Boring beetles may now burrow along diagonals.
- No elephants in D and Vaults, slightly reduce their frequency in Lair.
- Remove bears, replace with grizzly or black bears where appropriate.
- Boost monster ghouls' health and damage.
- Monsters respect glowing when deciding whether to cast Invisibility.
- Ugly things may mutate if adjacent to a monster glowing with radiation.
- Make good and strict neutral monsters not choose nearby foes.
- Disallow armour mimics from taking the forms of hides.
- Fix monsters not getting the same bonuses from dragon hides as players.
- Naga/serpent glyph changes. (See 'settings/071_monster_glyphs.txt'.)
- Refactor monster vamp draining.
- Tweak Grinder's spells, weapon, and reduce depth (6-10 -> 3-6).
- Don't give Grinder a high-tier wand, nor Ijyb in Sprint.
- Don't hand out pain weapons to Grinder (pain attack flavour) and Pikel (whip of electrocution).
- Add paralysis and draining to the list of high tier wands.
- Don't consider plants/fungi 'interesting', no matter their rarity.
- Give every monster a globally unique id for proper attribution of clouds, poisoning etc.
Levels
- New game mode: 'Zot Defence'.
- Shorten Elven Halls from 7 -> 5 floors.
- Use a random Temple map if the original temple map is no longer available.
- Fix portal vaults not being deleted after leaving.
- Place escape hatches in all isolated Orcish Mines bubbles.
- Make entering portal vaults from Hell work correctly.
- Travelling to/from the Vestibule of Hell works now.
- Include "Ten Rune Challenge" Dungeon Sprint map, slightly tweaked.
- New sprint map by 78291.
- Prevent randomly teleporting into the Slime:6 loot chambers.
- Introduce serial vaults consisting of several themed mini vaults.
- Every random Pan vault now has a 1/9 chance of having a demonic rune in it.
- No banishment from hell effects.
- No more darkgrey walls/floors in Geh:7 or Gloorx.
- Ambient noise levels for dungeon branches (affecting stealth).
- Describe level 1 upstairs as "staircase leading out of the dungeon."
- Don't enable cTele by quaffing Elf fountains.
- Plain water fountains give no nutrition.
- Fix no-cTele announcements being affected by Translocations skill.
- Generate at most one labyrinth per game (~70% chance), at depth 10-20, never in Slime or Orc.
- Troves aren't timed anymore, and always require an item.
- Nerf troves: increased entry fees, reduced loot.
- Make troves handle manuals correctly.
- Don't generate outright useless troves for your species.
- Timed markers get a second timer, activated on sight.
- Extend unannounced portal timers to around 3000 turns.
- Don't open transparent secret doors with warnings.
- New noise propagation system, taking into account walls and doors.
- Fix good_item gold giving ludicrous amounts.
- Fix no traps being generated on Zot:5.
- Reveal teletraps triggered by a monster in sight.
- Replace hell exit stairs with portals.
- Boost alarm trap noise to 25.
- Two custom traps: basket of spiders, falling grate.
- Change temple_entry_steam to mist, which doesn't block autotravel.
- Allow vaults to specify shops, monster gods, wand charges.
- New temple maps, many with < 12 altars.
- Many great new vaults (entry vaults, serial, Lair/Snake branch ends, etc.)
Items
- New items: scroll of curse jewellery, scroll of amnesia.
- Remove scrolls of paper, rods of discovery, crystal balls of fixation.
- Nerf the speed brand. Damage reduced to 90%.
- Increase the guaranteed damage reduction from armour.
- Body armour can be enchanted up to a bonus equivalent to its base AC.
- Enchant armour scrolls don't fail because of high bonus anymore.
- Antimagic weapon brand.
- Disable equipment corrosion from slime walls.
- Remove the robe of the Archmagi's experience penalty.
- Remove wizardry effect from Archmagi, allow it to enhance Tmut/Tloc spells.
- Autopickup weapons subjected to Tukima's Dance.
- Disallow blowing Geryon's horn when silenced.
- Fix breakage of blood potion stacks when partially eaten by jellies.
- Fix randarts with unknown base type sometimes not being eligible for ?identify.
- Fix rod pluses not being considered for ?identify.
- Fix misleading spell descriptions on rods; display average power.
- Disallow creation of randart demonic weapons with the holy wrath brand.
- Fix equipping sInv artefact not reactivating autopickup.
- Fix throwing nets becoming 'stuck' in certain situations.
- Fix permafood being coloured brown like contaminated chunks.
- Inscribe "was cursed" for items uncursed using ?enchant foo.
- Fix an information leak about magic resistance from unidentified items.
- Remove random staff ID over time: identify staff types on wield, just like weapons and rods do.
- Give staves and rods a chance to be generated cursed.
- Allow staves of poison to affect monsters with rPois; Olgreb is 1/4 irresistible.
- Give the staff of death rN+.
- Give the staff of summoning warding, sometimes abjure summons on hit.
- Asphyxiation resistance blocks curare damage, but not slowing.
- Poison resistance protects against curare entirely.
- Add new chunk type that is both poisonous and contaminated.
- Remove +AC/+EV from randarts. Fixedarts still keep them.
- Auto-id gourmand for non-Mu non-full-herbivores (level 3).
- Allow cancelling some scrolls without consuming them.
- Allow (M)emorising from books on the floor.
- Reintroduce item stat loss prompts.
- Prompt before wearing or wielding a known-cursed item.
- Remove misleading messages about weapon str/dex weighting.
- Don't corrode ammo by clumsily bashing jellies with it.
- Don't acquire manuals or sage to utterly useless skills.
- Improve rods of striking: 1d5 -> 1d8.
- Do proper foe checking for rod spells that are direct effects.
- ?EWII may uncurse blowguns.
- Remove nutrition on hit for vampiric weapons.
- Make Evocations skill help with ball of seeing radius.
- Disallow use of staff of channeling when starving.
- Give missiles of flame/frost some bonus damage.
- Add noise to missiles.
- Make wield mass check apply to all items.
- Tweak some cards' probabilities and effects.
- More detailed corrosion resistance reporting.
- Mention butchery requirement for food in corpse description.
- Tweak blood potion descriptions to mention nutrition for non-herbivores.
- Disable generation of missiles and bows of reaping.
- Remove scrolls of recharging's effect on weapons of electrocution.
- Stop the generation of racial missiles.
- Make ball of energy stat loss now drains between 1 and 2/3 max Int.
- Improve some unrandart weapons: add brands, more damage.
- Improve Maxwell's Patent Armour: AC+15, +preservation ego, +MR.
- Improve Staff of Wucad Mu: remove miscast effects except for when channeling.
- Make potions of experience give some xp for skills as well.
- Fix acquirement hardly ever generating "plain" crystal plates and dragon armour.
- Make acquirement's "redundant armour" check consider things seen rather than worn.
- Allow acquirement of non-regular shields, weighted by skills.
- When using an unidentified potion or scroll, display its name in the message.
- New Demon axe unrandart: obsidian axe, adds a siren-like pull to nearby monsters.
- All weapons have min 7 delay, or better.
Tiles
- Fix crash when searching the database for zombies.
- Fix mouseclick travel internally using the vi keys.
- Fix manuals being readable while berserk or "brainless".
- Fix tooltip leaking mimic information.
- For the message overlay, treat mouseclicks as relevant to the map (travel etc.) rather than the message history.
- Run pngcrush in non-debug builds if installed, shaving 700KB per download.
- Fix randomized animation of unidentified wand/missile.
- New tile tabs for common commands and for skill management.
- Space allowing, detach monster, spell and command tabs.
- Automatically zoom the minimap to fill available space.
- Generate a Windows Alert dialog on assertions.
- Allow mouseclick movement through exclusions and stationary monsters.
- Clicking on an enemy while wielding a ranged weapon fires at it.
- Fix the need to click on an enemy twice to fire or cast at it.
- Casting with ctrl+click casts the last spell if appropriate.
- Suppress tree descriptions on mouseover.
- Make sure mouseover descriptions are only triggered by mouse movement.
- Ctrl-mouseclick asks for quantity for drop/pickup.
- Add disturbance tiles for invisible monsters in clouds.
- More helpful and less obnoxious exclusion tiles.
- Reinstate the red haze during berserk.
- Add species-dependent lich/statue form tiles, capable of weapon display.
- Use poison icon for player doll, if poisoned.
- New title screens (Denzi, Omndra).
- Add tiles to the startup menu.
- Remove shield tiles from various shieldless monsters.
- New runed armour/weapon tiles.
- Fix randart item tiles never actually being used.
- Many great new monster tiles.
- Improved Swamp and Lair floor.
- New dungeon statue, blood, and Xom altar tiles.
- Reinitialise dungeon tiles if TILE_WALL_MAX changed between versions.
- Store vault-defined tile names in the save.
- Overhaul tiles_help.txt.
Technical
- No setgid installs, due to many security issues; this means no shared scores or ghosts.
- Saves are stored in single files, with transactional protection against crashes.
- Don't include lua chunks in save files.
- Autosave at game start and in Sprint, to keep crashes from losing the game.
- Internal changes to handling monsters/LOS/map/UI, merged from NetTiles.
- Reduce idle clock threshold, fix several bugs in measuring play time.
- Except for public servers, ensure robustness against filesystem crashes.
- Special and non-special unrandarts use the same generation code.
- Reorder spell code by school and functionality.
- Simplify ghost I/O.
- Clean up the level generation code.
Options
- Change the explore_stop option to use greedy_pickup_smart by default.
- New travel_key_stop option for whether keypresses should interrupt travel/resting.
- Default easy_exit_menu to false; make all keyhelp menus respect this option.
- Make autopickup_no_burden default to true.
- New console option: 'show_player_species' (default false), uses appropriate monster glyph.
- New option: 'show_real_turns' (default off).
- Tiles: New option: 'tile_layout_priority', for fully customizable tile tabs.
- Tiles: Replace 'tile_title_screen' (default true) with 'tile_skip_title' (false).