last update: Wed, 12 Jul 2006
what is Dungeon Crawl Alternative
Dungeon Crawl Alternative is a dungeon exploring game based on Dungeon Crawl,
a roguelike by Linley Henzell. The goals of this variant are:
-
the opening should be easy
-
the endgame should be hard
-
be kind to the player
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Make sure you download the right version; the saved game has no compatibility
between any two versions.
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The source code of the original Dungeon Crawl by Linley Henzell
can be downloaded at the
[Crawl]
website.
Dungeon Crawl Alternative is based on the Debian package of Crawl, version
4.0.0beta26-4. Here is a local copy:
See the
[Debian]
website for more information.
summary of changes
See the
[changelog]
for complete details.
-
added a new character class: Trickster, who worships Nemelex Xobeh
-
added a new dungeon feature: wood wall, which you can burn with an
appropriate fire magic or wand
-
added new dungeon branches:
-
the Big Room
This is an one-level branch. Indeed, this is an one-room branch.
There is at least one ring of poison resistance here, but unfortunately
it is not identified. The branch is also a good piety boost if you
worship Zin of The Shining One because all monsters here are some kind
of imps.
-
the Jade Cave
This branch consists of green crystal walls. You see, or can't see,
many unseen horrors here. You will also find many true mimics and
some mimic-level excellent items. Statues guard the transparent rune
of Zot at the bottom.
-
the Fairyland
Wood walls are unique to this branch. As the name tells, fairies keep
the verdant rune of Zot here. Don't try to get it unless you are
_very_ careful, or you will die in 10 turns.
-
added shops to the Ecumenical Temple and the Vestibule of Hell
-
added new monsters; they appear only in the new branches
-
balanced monsters:
-
toned down the melee attack of goblin, hobgoblin, kobold, killer bee
and unseen horror
-
jackal, killer bee or gnoll usually has no band at low level
-
low-level orc band usually has no orc wizard; orc priest is even rarer
-
Sigmund is now slow
-
ogre and orc warrior have less HP; their HP don't vary very much
(the game is not fair if the first ogre you see has HP 40)
-
player ghost has fewer HP if it appears at low level
-
A monster with its hit dice 4 or smaller does not pick up a wand;
It is not generated with a wand even if it is an unique monster.
-
centaur (warrior) is at the normal speed; yaktaur (captain) is fast
-
giant eyeball does not stare at you if you are already paralyzed
-
the amount of HP gained by the stare of eye of draining does not exceed
the amount of MP decreased by that stare; the monster does not grow
unless it drains much MP
-
yellow wasp does not paralyze you if you are already paralyzed
-
hydra has less heads (until you cut it)
-
greatly increased the hit point of Angel and Daeva (Angel regenerates
too); you lose piety if they die, so they should be tough
-
unseen horror, slime creature and skeletal dragon disease you
-
moved skeletal warrior deeper in the main dungeon
-
orc priest (stand-alone) and spectral warrior appear earlier in the main
dungeon
-
orc sorcerer always has a band
-
all members of the band of orc high priest (and orc sorcerer) can use
some magic or prayer
-
ugly thing makes you forget the map; very ugly thing causes temporary
DEX loss
-
very ugly thing sometimes appears with a big band in a very deep level of
the main dungeon
-
increased the damage of the melee attack of ugly thing, very ugly thing
and tentacled monstrosity
-
increased AC and EV of very ugly thing
-
the melee attack of tentacled monstrosity causes short paralysis
(partially resistible by Traps & Doors skill)
-
Orb guardian is now invisible
-
moth of wrath has a poison which makes you angry and confused
-
melee attack of hell demon lords now _hurts_ (except for Geryon);
they are now at the normal speed
-
pandemonium demon lords (including random ones) have high EV and repel
missiles; now you know why demonspawns have a repulsion field
-
toned down the hit of monster throwing/launching
-
toned down poisonous missiles fired by a monster
-
greatly increased the damage bonus you get from skills when you use
missile weapons properly
-
increased the probability of your ammo-preserving shot
-
increased the probability of your blocking monster's attack
-
blocking monster's attack delays its next action if you are bearing
a real shield and if you have the Shields skill
-
balanced monster spells:
-
applied stepdown_value to the power of monster spells in the same way
as it is applied to your spells
-
magic dart deals less damage
-
puff of flame/frost no longer has the absurd hit 60
-
dragon breath deals less damage; its hit is dependent on the hit dice of
the dragon
-
the damage of quicksilver dragon breath or hellfire is determined
by the power of the caster
-
direct hellfire (usually by hellion) deals 3d10 damage, not 3d20;
3d20 is too big for a mid-level demon
-
crystal spear now _hurts_
-
toned down the hit of the following monster beams:
-
sting (by player ghost)
-
bolt of electricity (by electrical eel)
-
acid (by oklob plant and acid blob)
-
increased the hit of the higher monster beams
-
added new player spells:
-
Virtual Death (level 6 Divination/Necromancy, written in Book of
Divinations)
a spell version of the manual of fighting with a side
effect; undead characters are not allowed to memorize this spell
-
Brainstorm (level 7 Divination, written in Book of Divinations)
lists all items (excluding your inventory, in their true name) and monsters
in the current level
-
Mystic Grasp (level 8 Divination, written in Book of Divinations)
allows you to cast another spell without failure
-
Anchored Teleport (level 5 Translocation, written in Book of Spatial
Translocations)
an immediate controlled teleport using two items as anchors
-
Bazaar of Naniwa (level 6 Divination/Translocation, written in Book of
the Warp)
a spell version of a shop with limited range of stock
-
Local Global (level 8 Translocation, written in Book of the Warp)
exchanges the surroundings of the caster for that of the specified point
-
Summon Ghosts (level 3 Summoning/Necromancy, written in the book of
Callings)
summons hungry ghosts at the cost of extra food
-
Summon Dragon (level 6 Summoning, written in the Book of Summonings)
summons a dragon-like monster (you need a really big spell power to
get a real dragon --- the summoned monster ranges from golden dragon
to giant newt; it is why this spell is only level 6), especially
effective if you are wearing some kind of dragon armour
-
balanced your spells:
-
Condensation Shield spell does not break your potions unless you are
vulnerable to cold
-
ball lightning created by Conjure Ball Lightning is more stable and
reliable
-
Tame Beasts is level 3 spell (was 5); it is practically useless outside
of the Lair
-
Tukima's Dance is level 5 spell (was 3); it is very powerful and deserves
this high level
-
Alistair's Intoxication does not affect you if you are resistant to poison
(it does not affect a monster that is resistant to poison, too)
-
Detect Secret Doors always finds all secret doors in its search area
-
Detect Items and Detect Creatures clear the map if nothing is found there
-
Detect Items does not overwrite the map with '~' if you remember the top
of the item pile correctly
-
greatly increased the damage of Static Discharge; it does not deal damage
to you if you are levitating (it does not deal damage to flying monsters
anyway); its power is capped at 100
-
increased the damage of Airstrike; it is especially effective against
monsters which can fly; its power is capped at 100
-
Tomb of Doroklohe causes permanent max HP loss
-
exchanged Regeneration in a book of Necromancy for Bone Shards in
a book of Death
-
Identify is level 3 (was 6): scroll of identify is quite common
-
Teleport Self is level 3 (was 5): I don't think it saves your life,
it is better than Controlled Blink or it is more difficult than
Teleport Other
-
Remove Curse is level 3 (was 5): scroll of remove curse is common and
there is scroll of enchant weapon/armour
-
Detect Curse is level 1 (was 3): this spell should be easy enough
so that you can cast it before you see if something is cursed by
wearing it
-
reduced the number of tentacled monstrosity summoned by Summon Horrible
Things
-
Borgnjor's Revivification heals magic contamination, temporary stat loss,
poison, rot, confusion, slowness, disease, paralysis, temporary max HP
loss and all mutations except demonspawn ones
-
a scorpion summoned by Summon Scorpions is always friendly
-
Some summoning spells are permanent (summoned monsters don't disappear
as the time passes) under some conditions:
-
Sticks to Snakes: if the Summonings skill is your best skill
(a low-level Transmuter should use Evaporate for self-defense until
he/she learns Summonings)
-
Summon Scorpions: if you are poisoned (shoot your foot with the blowgun)
-
Summon Wraiths: if you are undead (this should compensate the fact that
the undead cannot learn Summon Horrible Things)
-
increased the power required to summon tentacled monstrosity with
Summon Horrible Things
-
you lose INT for each tentacled monstrosity summoned by Summon Horrible
Things
-
Call Imp is level 2 (was 3)
-
Summon Demon is level 3 (was 5)
-
Demonic Horde is level 4 (was 6)
-
Summon Greater Demon is level 5 (was 7); these demonic spells are
intentionally easy to learn to kill careless players
-
Demonic Horde can summon mid-level demons if you have enough power
-
exchanged Summon Elemental in the Book of Callings with Call Canine
Familiar in the Book of Summonings
-
removed Summon Ice Beast from the book of Callings
-
removed Summon Wraiths and Summon Horrible Things from the Book of
Summonings; added Summon Demon and Summon Ice Beast to it
-
removed Call Imp, Summon Demon, Abjuration and Recall from the Book of
Demonology; added Banishment, Agony, Summon Wraiths and Summon Horrible
Things to it
-
Call Canine Familiar can 2 or more monsters if you have enough spell power
-
balanced player species:
-
Demonspawns need as much food as demigods do. Their Bolt of Draining
mutation (the powers of Tartarus) has less power; their Hellfire
mutation has more power at the cost of much more HP.
-
a player mummy can't be resistant to fire; fire can cause temporary
max HP loss to a player mummy unless you are wearing the amulet of
conservation or its equivalence
-
a demigod is quite good at every skill except Invocations
-
spriggans are bad at missile weapons (they start with a rod)
-
halflings are no longer lesser spriggans:
-
they know which corpse is good to eat (useful to beginners; if you
think everyone knows a kobold is poisonous, you have been playing crawl
too much)
-
they don't lose stat because of disease unless they are transformed
-
poison is not lethal to them unless they are transformed (this does not
mean they are resistant to poison; they still suffer from it and the
direct hit of venom bolt can kill them)
-
they never trigger a known mechanical trap unless they fail to disarm it
-
balanced religions:
-
The Shining One
It is no longer a voluntary challenge. At piety 30 you get piety-free
smiting, which compensates the cost of worshiping it (no poison, no
backstabbing), but beware who you smite. Its Annihilate Undead costs
less MP and less piety. Its thunder bolt does not hurt you.
-
Zin
At piety 30 you get Reveal Way (detect trap + temporary see invisible
+ holy aura). Note that Reveal Way does not fear the undead.
Its holy aura works against demons as well as the undead.
At piety 50 you get Identify.
-
Elyvilon
changed the failure rate of the abilities; lesser healing is the easiest,
purification is second
-
Okawaru
Might is its second power (piety 50); first (piety 30) is temporary
regeneration
-
Trog
It gives you only one power (berserk). At piety 75 Trog heals you
when you kill living things (especially magic users) while praying.
Trog sometimes gives you strength, dexterity or max hit point; these
gifts come as mutations.
-
Kikubaaqudgha
Its worshiper can invoke death at piety 100 (was 120);
reaper is not Executioner
-
Nemelex Xobeh
A worshiper of Nemelex Xobeh can tell the type of a deck of cards
when he/she activates it unless he/she is under penance.
-
Sif Muna
If you worship Sif Muna, gaining piety does not automatically decrease
the gift timeout. You have to spend experience points on spell-related
skills or offer items at the altar. You can still earn piety easily
with an appropriate macro, but blinking 1000 times in the ecumenical
temple does not give you any spellbook.
-
added new scrolls:
-
scroll of mundanity
This scroll changes the object in your hand
into the most common object of the same kind, drops it and identifies
it. This scroll is basically a nastier version of a scroll of curse
weapon; it removes all plus values and branding of the weapon in your
hand and you have to spend one turn to pick it up before you wield it
again. However, it may be useful in some cases:
-
it changes a triple sword of orc slaying into a plain triple sword
so that you can vorpalise it
-
it can create a bread/meat ration or a potion of porridge to satisfy
your hunger
-
it can mark the Orb of Zot as untouched so that you can enter
hell/abyss/pandemonium
-
scroll of quiver
This scroll creates ammunition that can be launched
by your missile weapon or changes ammunition into a copy of this scroll.
Unfortunately, it is not easy to identify it by reading it. It does not
exercise your Spellcasting skill.
-
added new miscellaneous item: umbrella of rainmaking (another way to
destroy a Zot trap, especially useful to merfolks)
-
toned down your base damage bonus of high-level Unarmed Combat skill;
it matters only if you have Unarmed Combat skill level 11 or better
(at skill level 10 your bare hand has base damage 13 at base attack delay
60%, which is as good as a katana wielded two-handed; I think it is enough)
-
made the game more rational:
-
when determining the damage of a melee attack or a beam attack,
cast dice 3 times and average the result
-
The hit check of a melee or beam attack compares hit * hit and
dodge * dodge. This increases the probability of hitting and makes +1
bonus to hit or EV _much_ important if you already have high hit or EV.
-
on melee attack, if the attacker rolls very high hit, the damage roll is
adjusted so that it does not fall below some value determined by that hit
-
When a monster is polymorphed randomly, it usually changes into an
appropriate monster for the dungeon level. This includes the special
ability of (glowing) shapeshifter. Only (glowing) shapeshifter has
a chance of healing during a polymorph. Random polymorph ignores
the hit dice of the monster (or you will face royal jelly sooner or
later).
-
there _is_ a rune at the bottom of the Slime Pit
-
if you are wearing an amulet of the gourmand, you can always eat
contaminated raw flesh safely
-
your AC does not reduce damage from a cloud
-
the area of an spotty level (such as the Orcish Mines) does not vary
very much; it is usually connected
-
the Abyss has no water, no lava, no room, no item (except for the rune),
no altar; just plain wall and floor
-
Banishment cancels your uncontrolled levitation; try anti-teleport
if you don't want to be banished.
-
if Xom grants you a gift, you stop running
-
Xom banishes you to the Abyss even if you are not in level 1
-
spells that animate or rot corpses search all items in target grids
-
don't swap the weapon to butcher a corpse if there is no corpse
at your foot
-
no player ghost in labyrinth, abyss, pandemonium or the Ecumenical Temple
-
magic contamination does not mutate you unless you are glowing
-
acquirement respects draconians when creating an armor
-
you can eat raw flesh unless you have level 3 herbivorous mutation
-
cloak of preservation does not provide resistance to corrosion; it should
not be an almighty no-brainer
-
The enhancement of a staff of conjuration is x1.2 (was x1.5); you have
learned Crystal Spear too easily with it. If you need a real boost,
wear a robe of the Archmagi.
-
evoking a staff of channeling is easier
-
you can wield a weapon of holy wrath or disruption even if you are undead
or a demonspawn as long as you have _enough_ HP; undead monsters can
wield it anyway
-
you don't lose Sure Blade effect unless you really unwield your weapon
(it is OK to cancel the wield 'w' command)
-
ring of teleportation identifies itself when you wear it (you can activate
an unidentified ring of teleportation, so it is obvious)
-
some amulets identify themselves unless they are random artifacts:
-
amulet of the gourmand: when you eat chunks of raw flesh
-
amulet of resist slowing: when you speed up
-
amulet of controlled flight: when you levitates while you are not
in dragon-form
-
amulet of clarity: when you read a scroll of forgetfulness or when you
trigger an amnesia trap (the amulet _completely_ protects you in these
cases)
-
a weapon of distortion branding made by an acquirement (this includes
a god's gift) is marked so unless it is a fixed artifact
-
you can drop an item as quickly as you unwield a weapon
-
dropping gold does take time
-
increased the hit of bolt of lightning (for example, level 6 conjuration)
a lot because it is noisy and spoils your stealth; its damage is still
unpredictable
-
you can't tell a scroll is really blank if your vision is too blurry
(that is, level 3 mutation)
-
the writing of a scroll does not blur if it is blank in the first place
-
removed "of Protection" from the list of random artifacts
because it is also used for non-artifact weapons
-
The only scroll that can affect itself is a scroll of random uselessness.
For example, a scroll of immolation does not burn the scroll you have
just read.
-
your teleport is treated just like a normal move: it triggers traps and
a merfolk changes into his/her water form if possible
-
a monster never changes into a hydra when it polymorphs
-
if you teleport, you stop running
-
a demonspawn gains demonspawn mutations even if they are in lich-form
-
a random artifact does not have "no spellcasting" restriction
if it is a ring of wizardry
-
the unidentified name of Staff of Wucad Mu is "ephemeral
quarterstaff", not plain "quarterstaff"
-
rods are as heavy as normal quarterstaffs and magic staves
-
wands are lighter
-
Blade Hands gives you damage bonus for each STR/DEX, not for every
4 STR/DEX; for example, a character with STR 15 gets +4 at 75% chance and
+3 at 25% chance
-
when hydra attacks a monster, each of its heads attacks
-
acquirement gives you much more gold
-
an item fired by a trap always disappears (a trap can be abused because
it never breaks when it is triggered and it never runs out of ammunition
until it is disarmed; it is wrong if you can get an infinite number of
ammunition by triggering a trap repeatedly while disarming a trap gives
you only a finite number of ammunition)
-
picking up the Orb does not overwrite the gateways to
hell/abyss/pandemonium; instead it forbids "descend a staircase"
command on them
-
rod of discovery does not contain Magic Mapping (use Detect Secret Doors
instead)
-
rod of warding does not contain Abjuration (amulet of warding is your
friend); replace Deflect Missiles in it with Silence if Silence is enabled
-
monster naga can do any action except moving at the normal speed
-
a friendly monster does not cast Animate Dead if the player is hungry or
he/she is wearing an amulet of the gourmand so that he/she can eat a corpse
-
when the acquirement effect creates a weapon, it almost always creates
a weapon of the same type as the one you are wielding
-
antimatic (cancels all temporary magic on you) does not reduce your magic
contamination (it should not because it is usually divine retribution of
Sif Muna)
-
amulet of resist slowing saves you from some (not all) of magic
contamination caused by hasting
-
vampire knight and vampire mage can drain HP from the player
-
the additional effect of the melee attack by Killer Klown works against
a monster as well as against you
-
a monster does not come down the stairs if you are in the level 1 of the
main dungeon
-
The effect of distortion branding depends on the injury of the defender;
healthy monsters are usually teleported away, almost dead monsters usually
take additional damage. It does not make the defender blink.
-
The beast summoned by you with the silver horn of Geryon is charmed
(to prevent the "generate a hostile beast, shoot it with a crystal
spear and gain piety" macro). The horn does not exercise the
Evocations skill (it never fails to work). Evoking it is an unholy act
which is discouraged by some gods unless you are opening the gate to the
hell.
-
blink frog is healed if a monster attacks it with a weapon of distortion
-
You gain no experience or piety by killing monsters summoned by divine
retribution. The exceptions are Xom (ignores you), Nemelex Xobeh (the
deck of punishment, the chance of abusing is intentionally left) and
Vehumet (a miscast effect of summoning, doesn't help you much because it
can be a miscast effect of conjuration).
-
In the Hall of Blades, the only dancing weapons which are guaranteed to
be ego weapons are those which are created when the dungeon level is
generated. Those which are created by repopulation or summoning are
usually normal weapons.
-
a monster that has the MF_CREATED_FRIENDLY flag (usually created by your
summoning or divine retribution) does not drop a corpse
-
the duration of the charm enchantment on a monster depends on your hit
point; a charmed monster obeys you as long as you are not wounded
-
a monster which is charmed when it is created is marked as "created
friendly"
-
Demons summoned by you are always charmed, that is, they can betray you.
This includes demonspawn mutations, invocations, rods and the silver horn
of Geryon as well as your normal spells.
-
you gain no experience or piety by killing a hostile snake created from
a cursed weapon with Sticks to Snakes
-
the HP cap of Death's Door cast by a worshiper of Kikubaaqudgha does not
depend on his/her piety (so that he/she can use invocation safely)
-
better auto-swap when butchering
-
it searches all of your inventory
-
don't auto-swap to a weapon of distortion, an artifact that reduces
abilities fatally or the Scythe of Curses when butchering; prefer
a weapon which has no branding (no extra message) and avoid radioactive
artifacts (no glow) or weapons you can't handle well with your str/dex
(no warning) if possible
-
Improved the key control in a shop; press a lower letter to examine an item,
an upper letter to buy it. This allows you to examine an item with less
keystroke and prevents you from accidentally buying something you don't want.
-
Labyrinth is no longer a bonus stage
-
entering the Labyrinth itself makes you hungry
-
periodic random teleport (like the one in the Abyss, but the map is
not re-generated)
-
the wall of the Labyrinth is a mixture of stone and metal
-
the Realm of Zot is more dangerous:
-
added acid blob and glowing shapeshiter
-
an guaranteed blade trap under the Orb
-
it is repopulated much faster
-
...and it is not the most dangerous place:
-
the Abyss has less monsters; Hell and Pandemonium have a lot more
-
wandering monsters in hell are usually generated near the stairs
-
you can't be banished if you are in Hell or Pandemonium
-
in pandemonium, _many_ monsters can appear at once and they can appear
near you
-
Tomb of Doroklohe is not a safe haven in pandemonium
-
added more information to a character dump:
-
the dungeon level, even if you are in a branch
-
miscellaneous status of your character (like the '@' command)
-
the screen shot
-
the list of items near you
-
deepest dungeon level you have entered
-
the dungeon overview (like the 'O' command)
-
last messages
-
the "(dead)" mark for fatally low abilities
-
the game now shows you more information:
-
if you zap an empty wand, it is marked so
-
you know which wand is a wand of fireball if a fireball pops out
from it
-
the amount of damage is shown if it really hurts
-
low hit point warning prints your hit point
-
if a monster polymorphs irregularly, the game says so
-
if you leave (not enter) the Realm of Zot without the Orb or enough
runes, you get warning
-
items don't hide traps near you
-
trap description of "examine visible surroundings" command is
considered warning (usually printed in red)
-
if you die, the damage and the name of the finish blow are displayed
in the "You die..." message as appropriate
-
added prompts to the '*' and '/' commands
-
you get warning if a corpse has rotten while you are ripping it
-
added a reminder of the "enter" command to the backslash stairs
-
the 'i' (inventory listing) command shows the number of item slots used
-
the description says all altars for Nemelex Xobeh except for the one
in the ecumenical temple are portable
-
the game confirms targeting yourself with '+' key when the targeting
mode is "enemies"
-
you can see what spells are in a book or a rod when you examine it
as long as you know its title (enjoy window-shopping)
-
forced to clear your symbol when you climb up/down a stair; this should
help you find that stair again on the map
-
in the map window, press '<' or '>' to move the cursor to a stair of
the chosen type
-
failing to read a non-blank scroll because of blurry vision is considered
warning if you know it is not blank
-
when you observe a pile of items or pick up them, the game counts
their number
-
you can see which player a ghost was by putting the cursor on it with
"examine visible surroundings" command (you don't need to press the
'?' key)
-
identify effect uses color when listing your inventory; for example,
fully identified items are shown in dark grey
-
you get warning if you are levitating above deep water or lava
-
when you put on or remove jewelry, print amulets in white, rings in
light grey
-
the level map prints the grid under the cursor in light grey if the grid
is usually dark grey so that you can see the cursor clearly
-
the "check skills" command displays all skills in a 80x24 window
-
the status display (the right half of the window) shows the weight of
your inventory and the number of turns
-
print the item in a shop in blue and light blue if you don't have enough
money to buy it
-
bugfixes:
-
you can do a punch attack even if you are wielding a staff
-
throwing a weapon you are wielding does remove its temporal branding
-
if you are an undead, wearing an amulet of resist mutation does not
rot you
-
properly handles throwing a miscellaneous item correctly
-
saving the game in labyrinth or abyss does not delete up stairs
-
nonexistent trap does not stop monsters
-
steam dragon armor does provide resistance to steam
-
correctly display temporary strength or unused experience point
-
controlling blink fails if the target is deep water, lava or some cloud
-
each band member of summoned/friendly monster is also marked so
-
make sure your skill level does not exceed 27
-
generate a blowgun for goblin or orc correctly
-
don't place summoned monsters at the wrong grid (such as a wall)
-
the game saves your magic contamination
-
set the random number seed only once, not every time a dungeon level is
generated
-
the divine retribution of Sif Muna is a miscast effect of divination,
not that of necromancy
-
failing to cast a spell because of divine retribution mollifies
Sif Muna, not a random god you worship now
-
selecting the spell 'j' when reading a spellbook does not break the game
-
correctly handles spells assigned to capital letters when you cast them
-
a successful cast of Tukima's Dance changes your burden status
-
no ncurses input when -score option is specified
-
a monster with a weapon of distortion stops its melee attack when it
attacks a monster and the defender is vaporized
-
the berserk bonus given by Trog when killing a monster while praying
does not contaminate you
-
if you butcher a rotting corpse and the corpse has completely rotten
while butchering, you get rotting chunks, not fresh ones
-
you can't drop the weapon you are wielding when you are berserk
-
you don't bob straight up to the ceiling when you climb up a stair
while levitating if you wear an amulet of controlled flight
-
you can't order allies to attack a monster you can't see
-
you can't smell something rotten in your inventory if it is a skeleton
in the first place
-
an artifact ring can't have "see invisible" additional ability if it is
a ring of see invisible (was: a ring of invisibility)
-
player centaur can keep wearing a centaur barding after transformation
-
update the weapon status when you identify a staff of power by wielding it
-
you can't duplicate a scroll by reading it while confusing
-
Condensation Shield does not dissipates if you attack a monster in lava
with a move key instead of '*' command
-
fixed the wrong loop when generating minivault #34 and # 35
-
move traps when shifting the abyss
-
print the name of the new monster when you see a monster polymorph into
an invisible monster if the player can see invisible
-
your burden status changes when a corpse in your inventory has rotten
into a skeleton
-
a flying (not levitating) monster does fall into deep water or lava if
it is paralyzed (DNGN_LAVA_X and DNGN_WATER_X are smaller than MINMOVE,
that is, they are regarded as occupied; use DNGN_LAVA and DNGN_DEEP_WATER
instead)
-
a submerged monster does not disturb you by trying a melee attack
-
a submerged monster never unsubmerge if you or any other not-submerged
monster is in the same grid
-
make sure that the silver horn of Geryon opens the gates to the 4 regions
of the hell
-
if Xom noticed you when a monster is killed, Xom acts after the monster
is changed into a corpse to prevent the lightning of Xom killing the dead
monster again
-
fixed a typo in the last message of Boris
-
use a larger buffer when reading the high score file (200 characters are
not enough for a large rock thrown by a stone giant); if a line in the
high score file is longer than the buffer, discard the rest of the line
-
enchant armour correctly remove curse on the target armour when it fails
to increase the plus value ("affected" is a boolean and should not be
the suffix of an array)
-
The default of crawl_dir is now "$HOME/.crawl-alternative/".
Its main uses are:
-
The configuration file (init.txt) is read from this directory.
-
The macros are saved in this directory (macro.txt).
-
The character dump is written in this directory (morgue.txt and
$CHARNAME.txt).
The game tries to create crawl_dir if there is none. Note that it is
created in mode 0700 because the game is usually setgid.