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	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=0.29</id>
	<title>0.29 - Revision history</title>
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	<updated>2026-08-05T15:17:56Z</updated>
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		<title>Maintenance script: Importing CrawlWiki content</title>
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		<updated>2026-06-16T09:09:29Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{oldversion}}&lt;br /&gt;
0.29 is a version of Dungeon Crawl Stone Soup. It was released on August 25th, 2022.&lt;br /&gt;
&lt;br /&gt;
==Highlights==&lt;br /&gt;
* New Meteoran species - powerful, but with heavy time pressure.&lt;br /&gt;
* Ranged weapons have been extensively redesigned and streamlined.&lt;br /&gt;
* Necromancy and Kikubaaqudgha have been overhauled and powered up.&lt;br /&gt;
* Many backgrounds have extra consumables to handle early tricky situations.&lt;br /&gt;
* The Abyss is deeper and more rewarding.&lt;br /&gt;
&lt;br /&gt;
==Branches, Environment==&lt;br /&gt;
* The Abyss has been reworked.&lt;br /&gt;
**Piety and experience are once again awarded in the Abyss.&lt;br /&gt;
**When the abyssal rune generates, it&amp;#039;s announced and appears on the map.&lt;br /&gt;
**New decorative &amp;#039;runelight&amp;#039; features now indicate the rune is close by.&lt;br /&gt;
**The Abyss is now 7 levels deep, with the depths beyond A:5 continuously swarming the player with dangerous foes.&lt;br /&gt;
**When entering the abyss by any means, the player is sent at least as deep as their previous deepest abyss depth.&lt;br /&gt;
* Dungeon shafts try not to send the player directly into monsters&amp;#039; sight.&lt;br /&gt;
* All descents of new stairs and hatches are now fast, not just one per floor.&lt;br /&gt;
* The Lair is now 5 levels long (was 6).&lt;br /&gt;
* Zombies and skeletons are removed from normal Dungeon spawns.&lt;br /&gt;
* Temple sizes now range from 6 to 21 altars, with a small chance of rare temples with 0, 1, or 22 temple-god altars.&lt;br /&gt;
* The Zot clock now only instantly kills the player if they&amp;#039;re extremely badly drained. Otherwise, it applies very heavy draining and refreshes the clock.&lt;br /&gt;
* &amp;#039;Hell effect&amp;#039; events fire on entering floors, instead of on a timer.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
* New species: Meteoran, stars fallen to earth in human form. Features:&lt;br /&gt;
**Strong attributes and very strong skill aptitudes.&lt;br /&gt;
**Exploration healing, regaining HP and MP when viewing new territory.&lt;br /&gt;
**Passive mapping of the dungeon around them.&lt;br /&gt;
**Hunted by darkness: only 600 turns per floor until Zot catches them (instead of the usual 6,000).&lt;br /&gt;
* Many backgrounds start with new consumable items:&lt;br /&gt;
**All &amp;#039;mage&amp;#039; backgrounds now start with a potion of magic.&lt;br /&gt;
**Gladiators add a single throwing weapon (javelin, large rock, or boomerang) to their starting kit.&lt;br /&gt;
**Monks start with a potion of ambrosia.&lt;br /&gt;
**Hunters gain a scroll of immolation.&lt;br /&gt;
**Brigands get an additional poisoned &amp;amp; curare dart.&lt;br /&gt;
**Chaos Knights start with a piece from Xom&amp;#039;s chessboard.&lt;br /&gt;
**Artificers trade their chesspiece for five iceblast charges.&lt;br /&gt;
**Wanderers get an additional random potion or scroll.&lt;br /&gt;
**Abyssal Knights start with more piety and standing on the abyss exit.&lt;br /&gt;
**Transmuters start with a potion of lignification.&lt;br /&gt;
**Warpers start with two more dispersal boomerangs (a total of 7).&lt;br /&gt;
**Enchanters start with a second potion of invisibility.&lt;br /&gt;
* Ranged weapon skills and starts are streamlined (see also &amp;quot;Items&amp;quot; below):&lt;br /&gt;
**The Bows, Crossbows, and Slings skills are combined into a single RangedCombat skill. Most species have aptitudes equal to their best previous ranged aptitude.&lt;br /&gt;
**Hunters always start with a shortbow, and no longer have a short sword. They have higher dexterity and lower strength and intelligence.&lt;br /&gt;
**Arcane Marksmen always start with a +1 sling.&lt;br /&gt;
* Necromancers start with the new spell Necrotize instead of Animate Skeleton and Pain.&lt;br /&gt;
* Some species were tweaked:&lt;br /&gt;
**Merfolk polearms aptitude is decreased to +3, and long blades aptitude increased to +2.&lt;br /&gt;
**Mummy necromancy enhancers now arrive at XL 3 and 13.&lt;br /&gt;
**Demonspawn demonic touch damage is doubled.&lt;br /&gt;
**Formicids&amp;#039; base dexterity is increased by 3.&lt;br /&gt;
**Formicids can again wield giant (spiked) clubs.&lt;br /&gt;
**Palentongas&amp;#039; base strength is increased by 2, and their roll attack noise is reduced by two-thirds.&lt;br /&gt;
**Spriggans can no longer wield triple crossbows.&lt;br /&gt;
** Some mutations were tweaked:&lt;br /&gt;
***Positive stat mutations now give +4 to the primary stat and -1 to the other two, instead of only giving +2 to the primary.&lt;br /&gt;
***The -Scroll and -Potion mutations are now regular 2-tier mutations in the bad mutation pool. The Ru sacrifice corresponds to the 2nd tier.&lt;br /&gt;
***Teleportitis and Berserkitis are reduced to 2-tier mutations&lt;br /&gt;
*Deep Dwarves are removed.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
* Kikubaaqudgha is overhauled:&lt;br /&gt;
**Corpse Delivery is removed and replaced with Unearth Wretches, which summons paralysed, 1 HP, 0 Will monsters that die in a few turns. Necromantic fodder...&lt;br /&gt;
**Torment no longer requires a corpse sacrifice.&lt;br /&gt;
**The pain brand can be applied to ranged weapons.&lt;br /&gt;
* Lugonu&amp;#039;s Bend Space is adjusted. It no longer does damage, and makes a better effort to blink monsters away from the destination.&lt;br /&gt;
* Uskayaw grants piety for damaging enemy summons.&lt;br /&gt;
* Ru&amp;#039;s Sacrifice Experience now only takes one XL (was two).&lt;br /&gt;
* Various Ru sacrifices (including Experience) have their piety values tweaked.&lt;br /&gt;
&lt;br /&gt;
==Interface and Options==&lt;br /&gt;
* Common menu navigation commands are mapped via `CMD_MENU_...` commands, and can be rebound by `bindkey` options (local tiles/console only)&lt;br /&gt;
* Keycodes for rebinding keys are now the same across all builds.&lt;br /&gt;
* Keybinds, macros, and keymaps now accept human-readable key names for many special keys (e.g. &amp;quot;F1&amp;quot;, &amp;quot;NP.&amp;quot; for numpad `.`, etc.)&lt;br /&gt;
* Numpad keys can now be bound separately in all builds.&lt;br /&gt;
* Improvements to specific menus:&lt;br /&gt;
**The `F`ire menu now allows selecting any item with a targeter. This includes items that don&amp;#039;t show the targeter by default but do have a useful targeter, such as scrolls of fear.&lt;br /&gt;
**In menus for equipping and using items, a toggle allows switching between item type.&lt;br /&gt;
**In most menus that list items, or allow describing a menu entry, entries can be described without changing the menu mode by using the `&amp;#039;` key, or by right clicking (tiles only).&lt;br /&gt;
**Item type hotkeys in the inventory now scroll, instead of select.&lt;br /&gt;
**The `*` menu for Firing is now used to select items to toss away.&lt;br /&gt;
* The branch overview menu now shows zot clock values when they are low.&lt;br /&gt;
* `tile_sidebar_pixels` option: allows resizing local tiles sidebar icons.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* Ranged weapons are streamlined (see also &amp;quot;Character&amp;quot; above):&lt;br /&gt;
**Launchers no longer use ammunition.&lt;br /&gt;
**Launcher attack delay is increased by armour penalties.&lt;br /&gt;
**Fustibali are removed. Hunting slings are renamed to slings.&lt;br /&gt;
**Launchers have had their stats adjusted across the board. In particular, hand crossbows are made much rarer and more powerful.&lt;br /&gt;
**Launchers all use the Ranged Combat skill.&lt;br /&gt;
* Launcher, long blade, and short blade damage scale with Dex instead of Str.&lt;br /&gt;
* New concept: &amp;quot;alternate items&amp;quot;. Some item types are grouped into &amp;#039;sets&amp;#039;, and only one type from each &amp;#039;set&amp;#039; can generate in a game. Background starting items ignore this.&lt;br /&gt;
**New item: scroll of butterflies, which summons a large cloud of butterflies. Alternates with scrolls of fog.&lt;br /&gt;
**New wand: Light. Fires a damaging bolt of blinding light, blinding on hit. Alternates with acid and quicksilver.&lt;br /&gt;
**New wand: Quicksilver: Fires a quicksilver bolt, dispelling magical effects from targets it hits. Alternates with acid and light.&lt;br /&gt;
**New wand: Roots: Fires a 3x3 ball of roots, constricting enemies in the radius. Alternates with iceblast.&lt;br /&gt;
**Wands of paralysis now alternate with wands of charming.&lt;br /&gt;
* New item: scroll of poison. When read the scroll of poison fills every unoccupied space on the screen with poison clouds for 10-20 turns.&lt;br /&gt;
* New unrands:&lt;br /&gt;
**The +8 trishula &amp;quot;Condemnation&amp;quot; {holy, Anguish Fly rN+}. Inflicts 4-8 turns of Anguish on those hit, making them take damage when dealing it.&lt;br /&gt;
**The +3 mountain boots {steadfast, rC+}. Prevents the player from being involuntarily moved by physical means (trampling, shafts, harpoons, etc.).&lt;br /&gt;
**New unrand: the +5 lochaber axe, which cleaves through all foes in reaching range. Uses the higher of the player&amp;#039;s Polearms and Axes skill.&lt;br /&gt;
* Items can have vault-redefined skins. Yuif now has hammers again (renamed maces). Sigmund and Reapers&amp;#039; scythes are now renamed halberds.&lt;br /&gt;
* +MP items remove MP when they are taken off.&lt;br /&gt;
* Stones always mulch when thrown.&lt;br /&gt;
* Unrandart tweaks:&lt;br /&gt;
**the Glaive of the Guard is reduced to +5.&lt;br /&gt;
**the arbalest &amp;quot;Damnation&amp;quot;&amp;#039;s explosions now do 2d14 damage (was 3d14).&lt;br /&gt;
**Gyre &amp;amp; Gimble are increased to +12.&lt;br /&gt;
**The Woodcutter&amp;#039;s axe is now a battleaxe.&lt;br /&gt;
**the amulet of Vitality now gives two pips each of Regen and RegenMP, and is now evil.&lt;br /&gt;
* Scrolls of holy word are removed.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* New uniques:&lt;br /&gt;
**Amaemon the Diabolical Poisoner, a poison-themed demonspawn unique appearing with a band of orange demons in mid-D, early Lair, and Orc:1.&lt;br /&gt;
**Lodul the Thundrous, an ironbound thunderhulk sent to patrol outside the Vaults. Appears in late D with a band of fellow ogres.&lt;br /&gt;
**Zenata, Seeker of Sheza. Summons dancing weapons and casts Resonance Strike, doing extra damage when constructs are adjacent to the target. Wields a valuable weapon. Appears searching Vaults:1-4, Elf, and Crypt.&lt;br /&gt;
**Parghit the Mighty, an &amp;quot;alt-timeline&amp;quot; version of Pargi with extremely high regeneration and enchanted golden dragon scales. Appears in late Depths and Zot.&lt;br /&gt;
**Josephina the Ice-Lich, an &amp;quot;alt-timeline&amp;quot; version of Josephine with Seracfall and a band of simulacra along side Ghostly Fireball. Appears in Depths, Zot, and Crypt.&lt;br /&gt;
**Grunn the Punished, an &amp;quot;alt-timeline&amp;quot; undead version of Grum, with a pack of doom hounds. Appears in Depths, Crypt, and Zot.&lt;br /&gt;
**Vv the Exile, an fire/ice spellcaster with Creeping Frost, Eruption, and Pyroclastic Surge. Appears in Depths, Crypt, and Zot.&lt;br /&gt;
* Monster move energy is no longer randomized.&lt;br /&gt;
* Monsters gain a 1/3 chance to gain a free attack on a player moving away from them. Wu Jian martial attacks &amp;amp; rampaging give immunity, and monsters that don&amp;#039;t move fast enough to follow you can&amp;#039;t attack.&lt;br /&gt;
* New monster: starflower, a stationary plant with harpoon shot and reaching distortion melee. Found guarding valuable places in the abyss.&lt;br /&gt;
* Gnoll shamans are renamed gnoll bouda, and have a new spell set.&lt;br /&gt;
* Animated Armour now flies.&lt;br /&gt;
* Monster wand power is reduced.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Necromancy reworked:&lt;br /&gt;
**New Spell: Necrotize (L1 Necromancy). Necrotize deals damage identically to the old Pain spell, but additionally gives the monster a short-lived status that causes it to animate as a skeleton on death (if it has a skeleton).&lt;br /&gt;
**Animate Dead reworked: for a duration after being cast, the dead have a power-dependent chance of rising as allied zombies. The zombies are permanent until the player leaves the level or re-casts Animate Dead.&lt;br /&gt;
**Simulacrum is now a smite-targeted spell that gives an irresistable status. Monsters that die with this status spawn a power-dependent number of simulacra.&lt;br /&gt;
**Corpse Rot is now Level 4 Necromancy/Poison/Air. For a duration after being cast, dead monsters have a chance of producing deadly miasma.&lt;br /&gt;
**Death Channel cannot be re-cast while active.&lt;br /&gt;
* Sandblast no longer uses stones as ammo. Instead, it takes half again as long to cast as a normal spell. Its range and accuracy are increased.&lt;br /&gt;
* Airstrike&amp;#039;s damage bonus from empty space around the target is doubled.&lt;br /&gt;
* Irradiate now causes dangerous contamination in 3-4 casts (was 4-5).&lt;br /&gt;
* Flame Wave and Sticky Flame now do roughly 25% more damage.&lt;br /&gt;
* Ozocubu&amp;#039;s Refrigeration and Freezing Ramparts now check AC, but do more damage. Refrigeration also now does reduced damage to creatures adjacent to others, but no longer applies -Potion to the caster.&lt;br /&gt;
* Hex miscasts now only slow the player, instead of also cancelling effects.&lt;br /&gt;
* Removed: Animate Skeleton, Pain, Excruciating Wounds.&lt;br /&gt;
&lt;br /&gt;
==Tiles==&lt;br /&gt;
* Some mutations now have associated art.&lt;br /&gt;
* Many more status effects (e.g. Dazed, rF-) now have associated icons.&lt;br /&gt;
* Monsters with Reflect (e.g. from a shield) now display an icon.&lt;br /&gt;
* All species now have new statue form tiles.&lt;br /&gt;
* Many new alternate tiles for Djinni and Nagas.&lt;br /&gt;
* The Lernaean Hydra now has unique tiles when skeletonized.&lt;br /&gt;
* Borgnjor&amp;#039;s Mausoleum and Tukima&amp;#039;s Studio have new environmental art.&lt;br /&gt;
* Runed door tiles have been reworked for greater visibility.&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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