Stone Soup 0.24 (20191024)

Stone Soup 0.24 (20191024)


  • Vampire species simplified
  • Thrown weapons streamlined
  • Fedhas reimagined
  • Sif Muna reworked

Branches, Environment

  • Incremental pregeneration:
    • This mode generates the dungeon in a stable order for all games regardless
      of the path taken by the player, meaning that the behavior of seeds for
      online and offline games should now be the same.
    • Games using the same seed will see the same dungeon if they are
      incrementally pregenerated without requiring the long initial generation
      time of full pregeneration as introduced in 0.23.
    • Incremental pregeneration is the default mode for new games.
    • Servers can now enable seed selection without heavy CPU cost.
  • A Trove map requiring many uses of digging has been removed.
  • Identification scrolls are no longer used as a potential Trove cost.
  • Transporters in vaults now correctly place in the Abyss.
  • Fog generation in the Desolation of Salt portal now happens far less often
    per turn, greatly reducing slowdown from high CPU usage.
  • Random traps no longer place under items placed by vaults.


  • Formicids can now use their dig ability on diggable statues.
  • Manticore barbs now can only be picked out if the player can move, isn’t
    confused, and isn’t asleep.
  • Net traps now always trigger when the player steps on them.
  • Vampiric weapons no longer have a hunger cost upon wield.
  • Vampire simplification: Player vampires no longer eat or drink blood, and
    have exactly two blood states.
    • Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no
      batform, can transform and berserk normally.
    • Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus,
      undead resistances, batform, no other transformations or berserk.
    • Blood states are transitioned by an ability which costs delay; becoming
      bloodless incurs no penalty, becoming alive causes a temporary frail
    • Bat form causes stat drain.


  • Fedhas reimagined:
    • Piety is gained exclusively from kills instead of through corpse decay.
    • Fedhas abilities now create plant allies directly as temporary summons
      instead of creating permanent allies using plants. All abilities cost
      piety instead of food.
    • New abilities:
      • 2*: Active ‘Wall of Briars’ ability to surround the player with briar
        patches. Hostile monsters will attack briars to reach you, taking
      • 3*: Active ‘Grow Ballistomycete’ ability to place a ballistomycete at
        any location within radius 2. The ballistomycete will fire spores
        that seek out foes and make a 1-radius damaging explosion that
        additionally confuses living creatures.
      • 4*: Active ‘Overgrow’ ability to destroy any non-permarock walls in a
        3x3 area, replacing them with plant allies, mostly wandering
        mushrooms or burning bushes and sometimes ballistomycetes or oklob
      • 5*: Active ‘Grow Oklob’ ability to place an oklob plant at any location
        within radius 2.
    • Fedhas no longer hates any necromancy spells, and allows worship by undead
    • Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
  • Sif Muna reworked:
    • Piety gain is exclusively from kills.
    • ‘Channel Energy’ is available at 1* piety instead of 3*.
    • ‘Forget Spell’ is available at 3* piety instead of 4*.
    • New 4* ‘Divine Exegesis’ ability to cast any spell in your library
      regardless of skill training. Receives a spell-power bonus based on
      Invocations skill of 1.5 times the spell-power received from equivalent
      levels of training in the spell’s schools.
    • The Divine Energy ability and Sif’s miscast protection are removed.
  • Trog and Okawaru now can gift unbranded boomerangs and javelins.
  • Jiyva’s Slimify ability now works properly on skeletons, zombies and
  • Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.


  • The ‘X’ key map mode has zoom support, defaulting to 60% zoom.
  • Sealed off clinging and sensed monsters no longer stop autoexplore.
  • Equipment melding no longer stops autoexplore and autotravel.
  • Armour, jewellery, and weapons can be worn/wielded from the floor.
  • Summoner monsters are now highlighted when the cursor is over one of its
  • Traps are now shown in the ctrl-x listing and are indexed in the stash
  • Scarves are now properly shown on player tiles.
  • Species and background selection menus now have tiles.
  • Updated visual theme for main menu, high scores, and related screens.


  • New unrand: Staff of Battle, a staff of conjuration that spawns a
    battlesphere when a hostile monster is in view.
  • Unrandart changes:
    • The Storm Bow now has a penetration effect.
    • Gyre and Gimble now has the protection brand, enchantment of +7, and no
      longer has Dex-3.
    • Piercer has been removed, its effect having been merged into Storm Bow.
  • Weapons with the holy wrath ego can now be cursed.
  • Randart rings no longer generate with both rCorr and *Corrode.
  • Throwing weapons have been streamlined.
    • Blowguns are removed, needles are replaced with throwing darts.
    • Dart effects scale with Throwing and Stealth skill.
    • Darts of sleep, paralysis, confusion are removed.
    • Darts of frenzy are renamed datura-tipped darts.
    • A new dart brand, atropa is added. Atropa-tipped darts cause brief
      confusion and longer-lasting blindness in the target.
    • Tomahawks are renamed to boomerangs and always return.
    • Javelins always penetrate.
    • Steel and silver are merged into a single brand, called silver. Silver
      ammunition applies the maximum of vorpal bonus damage and the old silver
      damage bonus.
    • Poison, returning, penetration, and exploding are no longer available
      brands for tomahawks and javelins.


  • Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua class.
  • A new function ‘defeat_mr()’ to determine the chance that a given spell
    defeats a monster’s magic resistance.
  • There is a basic seed explorer available in scripts/seed_explorer.lua.


  • Monsters can now use wands of clouds, iceblast, and scattershot.
  • Monsters clones created by Mara and rakshasa have the intended reduced HP of
    the original monster instead of several times that value.
  • A monster having the Dig spell no longer allows it to cast spells out of
  • Azrael and draconian scorchers can use Call Down Damnation when not at
    low HP.
  • Player ghosts can be shafted.
  • Golden Eyes no longer have randomized spellpower for their gaze.
  • Monster airstrike uses the same formula as the player, reducing damage
  • Pikel’s slaves no longer drop corpses nor items.


  • The HP from Death’s Door is fixed at time of casting rather than being
    updated continuously, hence being subject to changes in spellpower.
  • Olgreb’s Toxic Radiance now properly triggers ally conducts when cast.
  • Olgreb’s Toxic Radiance now applies direct damage and poison status in a way
    that considers the time of each turn.
  • Shroud of Golubria’s spellpower is now capped at 50.

Pretty nice, I just copied this from :slight_smile:

So, what’s the use of bat form? I only played a little bit with the .23 vamp, and understood the blood potion trade-off but wasn’t quite into it. Also, each time I bat-formed I went squish.

I run with Fedhas a few times, it’s fun and it’s own thing. Check out these changes:

OMG quality-of-life improvement! Specifically the decaying corpse for piety and piety/food costs.

Whoa! Those seem really awesome! Overgrow?! Turrets?! I want to run with that now. :slight_smile:

Ha, I haven’t seen a boomerang yet!

Just a funny sentiment. “Um, I think your armor is, um, merging with your torso…” “Yeah, but I’m going that way and I’ve got no time to think about that right now!”

Damn, they should have led with that! :scarf:

I haven’t even begun the spellcasting part of the game. But that staff sounds awesome.

Well that makes this just about the raddest set of blades!

Yeah, a “curse” is just like, dungeon-glue. It requires a “remove curse” wipe; fortunately a single wipe will clean all the dungeon-glue from all non-glowing items… :thinking:

But they make the best mood rings!

Okay, every since I picked up my first stack of tomahawks I’ve been waiting for these changes.



Okay. Reminds me of Final Fantasy.

Ha! Because I just… oh nevermind.

That’s a great cursed item, a tomahawk with all four. Instant TPK!

They’re learning!

Mara is commenting on all the Crawl blogs about how they nerfed the monster clone ability.

Hey, can I be in middle school real quick?


1 Like

Finally. Finally!

 crawl-common-data             noarch 0.24.0-1.fc31         updates       2.1 M
 crawl-tiles                   x86_64 0.24.0-1.fc31         updates       4.3 M
 crawl-tiles-data              noarch 0.24.0-1.fc31         updates       5.2 M


sudo dnf install crawl-boomerangs