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DCSS 0.15.0 est sorti !
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lonewolfs
Gobbopathe
Guryushika
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DCSS 0.15.0 est sorti !
Je te laisse parcourir les changements et découvrir qu’il y a eu une version 0.14.2 un jour avant la sortie de la 0.15.0
Bien sûr la 0.15.0 est dans le Roguelike Bundle et tu la recevras sur ton disque dur sans rien faire, elle est pas belle la vie
Bien sûr la 0.15.0 est dans le Roguelike Bundle et tu la recevras sur ton disque dur sans rien faire, elle est pas belle la vie
- Changelog 0.15.0:
- Stone Soup 0.15 (20140828)
--------------------------
* New god: Qazlal Stormbringer.
* Nemelex Xobeh and decks in general have had many changes.
* Ranged combat has been rewritten from the ground up.
* Inventory weight limits have been removed.
* Item destruction is no more, and corrosion has a more severe but
temporary effect.
Branches, environment
---------------------
* The Hall of Blades has been cut.
* Crypt is now three levels (was five).
* Some areas of the Tomb layout can now vary.
* Mechanical traps no longer drop ammo.
* Most randomly-placed teleport traps now disappear after one use.
* Troves asking for items require that item to be unequipped.
* The Abyss no longer sometimes blocks blinking.
* Mutagenic fog now causes large amounts of glow instead of mutating directly.
Character
---------
* Inventory item weight and player burden states are no more.
* Cross-training now gives a direct bonus to cross-trained skills, rather than
decreasing the XP cost of learning them.
* Anti-training (for opposite elemental schools) has been removed.
* Formicids can no longer throw large rocks.
* Tengu now gain permaflight at XL14 (was 15).
* All non-undead forms can eat and drink normally.
* All forms can butcher.
* Wisp form can read scrolls and cannot blink on demand.
* Teleportitis cannot be controlled.
* Wanderers have tweaked starting kits with generally better items.
* Player clinging (seen only in Spider Form and with the boots of the Spider)
is no more.
* Kobolds, hill orcs, and ogres are no longer saprovorous.
* Kobolds no longer have disease resistance.
* Halflings have rebalanced stats and aptitudes, shifting them towards defense.
* Ogres and centaurs no longer have a fast metabolism; halflings no longer
have a slow metabolism.
* Centaurs are no longer herbivorous.
* Vampires:
- always get the full effect of all potions;
- can always mutate; and
- always get the full effect of all mutations.
* Some Demonspawn mutations have been modified:
- The Foul Stench facet gives rot immunity earlier and separately instead of
saprovore.
- Facets which gave potion/scroll item conservation now give freezing/fire
butt immunity earlier and separately.
* The hoof mutation no longer gives extra damage or a stealth penalty for
players wearing boots.
* Player rPois now gives a consistent 2/3rds resistance to poison effects; this
is lower than the previous resistance to poisoning, but higher than the old
resistance to direct poison damage. "Strong poison" effects no longer punch
through rPois, and paralytic stings (wasps) can now slow through rPois.
Monsters
--------
* Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
* Monsters will no longer pick up items that the player has seen. Allies won't
pick up items at all.
* Corrosion affects all of your equipment, but only temporarily, and the chance
to corrode equipment does not consider item enchantment.
* Draining effects no longer permanently reduce monsters' stats ('hit dice');
instead, they apply a temporary status which reduces hit dice for the
duration.
* Monsters no longer fall asleep after long periods of time.
* New monster: ghost crabs, found in Crypt. They breathe ghostly flames that
call dangerous specters into existence.
* New monster: torpor snails, found in Lair and Spider. Their enemies are
slowed on sight, somewhat like ancient zymes.
* Enemies are more intelligent about using area-of-attack spells such as
Symbol of Torment and Chain Lightning even when you are not in sight.
* Komodo dragons now bite harder but don't sicken the player.
* Purple ugly things deal extra damage in lieu of a sickness attack.
* Deep dwarf death knights are now just death knights.
* Manticores now move as fast as the player, and have an unlimited number of
spike volleys.
* Base draconians can become nonbase draconians with experience.
* Undead and nonliving enemies regenerate as fast as other enemies.
* Silver statues and orange crystal statues are immune to disintegration,
but have less health and AC and have their abilities converted to spells
such that they spam less; this implies OCS confusion can be resisted.
* Bog bodies no longer randomly rot.
* Undead monsters will now fall to pieces in deep water, instead of hiding
invisibly.
* Curse skulls are now immobile, again.
* Lost souls now make enemies into ghosts instead of specters.
* Spriggan riders now ride wasps.
* Ugly & very ugly things are now dramatically nastier.
* Cherub's hymns can buff any allies, not just those with higher HDs.
* Killing holy monsters no longer invokes cleansing flame on the perpetrator.
* Ghouls and necrophages can no longer equip weapons or armour.
* Mimics no longer mimic doors, statues, fountains or hatches.
* Each unique now has a special title, shown when you first see them or in the
description screen.
* Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars,
flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu,
plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes,
pulsating lumps, big fish, sharks, lava worms.
Spells
------
* Dazzling Spray replaces Invisibility in the book of Maledictions (the
Enchanter starting spellbook). Invisibility in turn replaces Apportation
in the book of Burglary.
* Casting Ozocubu's Refrigeration now prevents the player from using potions
for several turns instead of destroying potions.
* Spider Form now moves at normal speed, and no longer gives clinging.
* Tukima's Dance now animates weapons held by monsters. The weapons will fight
against their former owners. It is also now level 3.
* Confusing Touch now has a short, non-stacking duration which discharges
entirely when it successfully confuses an enemy. While it's in effect, your
attacks do no damage. It's been moved to level 2.
* Sublimation of Blood no longer uses chunks; it now only draws from the
caster's HP. Fedhas now permits its use.
* Simulacrum now works on a single corpse at the caster's feet, creating
several simulacra from it.
* Monsters casting Simulacrum now affect all corpses in LOS, producing half as
many simulacra as the player version of the spell.
* Many spells, which used player skill, now use spellpower instead: Death's
Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield,
Stoneskin, Statue Form, and Ice Form.
* Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
* Statue Form no longer gives -10 EV.
* Death Channel lasts twice as long.
* The Book of War Chants is no more.
* Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon,
Summon Elemental.
Items
-----
* Item destruction is no more.
* Ranged combat has been rewritten based on melee attacks - AC and EV
has more of an impact, attack delay is more predictable, and Throwing
should be more viable as a ranged option as compared to bows and crossbows,
among other changes.
- Slings have been split into two weapon types; the basic type has been
renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
- Crossbows have been split into three types. The hand crossbow returns as
a starting weapon; the basic crossbow has been renamed to an 'arbalest';
and a new, rare 'triple crossbow' type has been added.
- (Plain) bows have been renamed to shortbows.
* Weapon enchantment & slaying bonsues have been merged into a single number,
giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III
have all been merged into a new "enchant weapon" scroll. The scrolls are
rarer, but always succeed.
* Shields have been rebalanced. All non-shield-enchantment sources of SH have
been halved, and the effectiveness of SH at blocking attacks has been
doubled, to make the utility of a point of SH roughly equivalent to a point
of EV. In effect, this is a small buff. Non-bucklers can now be enchanted
past +3.
* Multiple changes to unrandarts:
- The blowgun of the Assassin returns; it has a chance to affect the target
more than normal blowguns.
- New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar
SustAb}.
- New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff
that takes HP every time you cast a spell.
- The dagger of Chilly Death now sometimes flash-freezes enemies, slowing
their movement, and the scimitar of Flaming Death now sometimes applies
sticky flame to its victims.
- Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC
and EV.
- Skullcrusher is now +3 with +7 strength.
- The Trident of the Octopus King now starts at +8 and gets an additional +
for each Ring of the Octopus King worn. If anyone reads this & gets it to
+10 or higher in an actual game, send screenshots!
- Punk is now a +7 greatsling {Freeze, rC+}.
- Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
- The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
- Many other weapon artefacts have had their enchantments tweaked.
- Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
- The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance
have had their enchantment levels adjusted.
- Removed unrands: the boots of the Spider.
* Branding changes:
- Scrolls of brand weapon will no longer make temporary brands permanent,
but can now randomly apply any brand to an unbranded weapon.
- Blessed weapons can be rebranded.
- Rebranding a distortion weapon no longer causes a distortion effect.
- Branded non-artefact weapons can now be given a temporary re-brand.
- Damage from the electrocution brand has been reduced slightly.
- Draining now triggers somewhat less often, but will cause monsters to be
temporarily drained whenever it does fire.
- The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
* Food changes:
- Honeycombs have been renamed to royal jellies; they don't restore
abilities.
- Potions of blood cure a point of ghoul rotting.
- All types of fruit have been merged together into one gooey, messy item
type.
- Brown (contaminated) chunks are gone, replaced with normal ones.
- Cheese, sausages, and ambrosia are no more.
* New item: potion of cancellation, which removes enchantments & contamination
on the player.
* Scrolls of vulnerability have been simplified; they now just halve MR for all
creatures in LOS.
* Cancellation-type effects (from the potion, quicksilver dragons, etc) now
reduce transformation durations to one turn, rather than cancelling them
immediately.
* Identify scrolls now always identify a single item.
* Jewellery automatically identifies once equipped.
* Amulets of inaccuracy are always cursed.
* New rings of stealth and loudness, which positively/negatively adjust
a player's stealth.
* Amulets of rage no longer have a tiny chance of extending berserk duration.
* Sacks of spiders now place webs directly onto enemies, rather than spreading
them randomly around the area.
* Cleaving hits the full eight squares around a player, when not blocked by
walls.
* Putting on or taking off armour now always takes five turns.
* Gloves of archery no longer penalise melee.
* Sustain abilities effects no longer stack.
* Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
* Potions of resistance now grant corrosion resistance.
* Staves of air now activate extra melee damage as often as other elemental staves.
* Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
* Weapons and armour which aren't visibly enchanted no longer have enchantments
higher than +0.
* Corpses and skeletons are stationary, and can't be picked up nor apported.
* Other removed items: darts, rings of hunger and sustenance, amulet of
conservation, cloak of preservation, potions of strong poison and paralysis.
Cards
-----
* New cards.
- Fortitude, which gives Damage Shaving and a bonus to strength.
- Storm, which can make shallow water, a tornado, or cause swiftness.
- Butt, which spawns dangerous butts around the user and on hostiles.
- Degeneration, which polymorphs nearby monsters into weaker ones.
- Shaft, which creates a shaft under the player. This is an old effect of the
Flight card.
- Illusion, which summons an illusion of the player.
* Revamped cards.
- Velocity card now hastes the slow and slows hasty rather than simply
speeding up the player.
- Potion card has a new list of effects.
* The Mercenary card can generate base demonspawn instead of spriggan riders.
* Decks of war now contain the Dowsing and Potion cards.
* Decks of dungeon are no more.
* Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield,
Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.
Gods
----
* New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in
Temple or on D:2-9.
- Piety on kills.
- All followers are immune from their own butts.
- 1*: Storm Shield: you passively generate elemental butts around you and
gain bonus SH, and gain RMsl at 3*; you also generate a lot of
noise.
- 2*: Upheaval: blast a small nearby area with elemental forces.
- 3*: Elemental Force: turn nearby butts into elementals.
- 4*: Elemental Adaptation: taking elemental or physical damage sometimes
temporarily grants you resistance against that element.
- 5*: Disaster Area: blast the entire area around you with elemental
forces.
* Nemelex has been revamped.
- Nemelex only gives piety for exploration rather than item sacrifices or
deck usage.
- Peek at Two now reveals the top cards of a deck but cannot be used with
other Nemelex abilities.
- Nemelex now only gifts decks of war and escape.
- Various cards have been changed, added, or removed. See the Cards section
for details.
* Beoghites can now gift items directly to their followers at high piety.
* Beogh will now improve allies' equipment, and outright gift weapons, armour,
and ammo to orcs who lack them.
* Followers of good gods no longer get a chance to turn holy enemies neutral.
* Zin's Recite no longer prompts for a book, instead affecting all monsters
in sight with the strongest effects that would impact them.
* Ashenzari now counts Felids as fully bound when all of their jewellery slots
are cursed.
* Sif Muna wrath can no longer cause amnesia.
* Gods that give missile gifts can do so sooner.
Interface
---------
* Monsters with special melee attacks (e.g. poison, fire) have this noted in
their descriptions.
* Unique enemies are now announced by their proper titles when first appearing.
* Ctrl-T now displays the weapons that enemies are carrying, in console.
* New tile_show_player_species option; when enabled, uses the monster tile
instead of the player race one.
* Ability and spell icons have been reworked.
* There are status lights for Might, Agility, and Brilliance.
- Changelog 0.14.2:
- Stone Soup 0.14.2 (20140827)
----------------------------
* More crash fixes.
* Some text fixes.
* Transformations no longer allow the character to wield too-large weapons.
* The tutorial skill screen now allows skills to be toggled again.
* Artefact and non-artefact rings are now distinguished properly when swapping
rings.
Re: DCSS 0.15.0 est sorti !
Cette honte, il faut jouer sur WebTiles et pas sur un client local, stou
Gobbopathe- Halfling Warper lvl 19
- Messages : 190
Points : 3820
Réputation : 4
Re: DCSS 0.15.0 est sorti !
merci pathounet grâce a ton tuto sur dcss tu ma donner envie de rejouer a morrowind :p je te déteste XD
lonewolfs- Ranger Arbalester lvl 13
- Messages : 86
Points : 3779
Réputation : 0
Re: DCSS 0.15.0 est sorti !
Merci pour l'info !
Après avoir lu le changelog, j'ai eu l'impression que le jeu perdait en profondeur et devenais plus simple, mais in game ce n'est clairement pas le cas.
En fait ils ont enlevés certaines mécaniques chiantes ce qui est cool ( par contre j'ai pas compris le nerf de la spider form ).
Sinon, c'est moi ou le loot à été revu à la baisse ? J'ai eu 2 amulettes, 3 rings ( j'ai fait un felid wizard ) et UN SEUL BOUQUIN alors que je suis déjà au Lair 5. Pfff magic missile contre les deaths yaks c'est vraiment la misère.
Après avoir lu le changelog, j'ai eu l'impression que le jeu perdait en profondeur et devenais plus simple, mais in game ce n'est clairement pas le cas.
En fait ils ont enlevés certaines mécaniques chiantes ce qui est cool ( par contre j'ai pas compris le nerf de la spider form ).
Sinon, c'est moi ou le loot à été revu à la baisse ? J'ai eu 2 amulettes, 3 rings ( j'ai fait un felid wizard ) et UN SEUL BOUQUIN alors que je suis déjà au Lair 5. Pfff magic missile contre les deaths yaks c'est vraiment la misère.
Salade2fruit- Rogue Filcher lvl 14
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Age : 31
Localisation : Dakar
Re: DCSS 0.15.0 est sorti !
lonewolfs a écrit:merci pathounet grâce a ton tuto sur dcss tu ma donner envie de rejouer a morrowind :p je te déteste XD
Pourquoi donc ?
Stdrome- Archeologist Collector lvl 25
- Messages : 383
Points : 4127
Réputation : 8
Age : 36
Localisation : Appuis sur Maj + x et regarde sa carte...
Re: DCSS 0.15.0 est sorti !
Je crois que je viens de comprendre (déjà que c'était moi pathounet ) et ensuite je disais que DCSS devait être tous genres confondus le jeu sur lequel j'ai passé le plus de temps, et je cherchais un peu les jeux auxquels j'avais le plus joué et je pense j'ai évoqué Morrowind.
Gobbopathe- Halfling Warper lvl 19
- Messages : 190
Points : 3820
Réputation : 4
Re: DCSS 0.15.0 est sorti !
Ha Morrowind, il m'a marqué aussi celui-là, surement un des jeux auquel j'ai le plus joué, peut-être un peu moins que Dark Souls, mais franchement c'est un le jeu que me laisse les plus beaux souvenirs.
Mais revenons à DCSS, je n'ai pas trop compris ce qu'implique la refontes du système de "ranged combat", jusqte que c'étais plus géré comme de la mélée, et que les armes de lancé serrais maintenant aussi intéressantes que les arcs et arbalètes ?
Mais revenons à DCSS, je n'ai pas trop compris ce qu'implique la refontes du système de "ranged combat", jusqte que c'étais plus géré comme de la mélée, et que les armes de lancé serrais maintenant aussi intéressantes que les arcs et arbalètes ?
Dernière édition par Stdrome1209 le Ven 29 Aoû - 13:20, édité 1 fois
Stdrome- Archeologist Collector lvl 25
- Messages : 383
Points : 4127
Réputation : 8
Age : 36
Localisation : Appuis sur Maj + x et regarde sa carte...
Re: DCSS 0.15.0 est sorti !
c´était le bon vieux temps !
lonewolfs- Ranger Arbalester lvl 13
- Messages : 86
Points : 3779
Réputation : 0
Re: DCSS 0.15.0 est sorti !
Morrowind... Sûrement l'un des RPG sur le lequel j'ai aussi passé le plus de temps...
Kasaris- The smartest and wisest being in existence
- Messages : 950
Points : 5394
Réputation : 11
Age : 34
Localisation : ^X + HJKL
Re: DCSS 0.15.0 est sorti !
The Elder Scrolls... Excellentissime Morrowind ! Mais l'ascii ça vieilli bcp mieux qd même !!!
Après je pense que mes heures de jeu sur les "Souls" l'ont dépassé. La + belle surprise console "next gen"
Après je pense que mes heures de jeu sur les "Souls" l'ont dépassé. La + belle surprise console "next gen"
Silas_- Archeologist Spelunker lvl 2
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Age : 43
Localisation : Toulouse
Re: DCSS 0.15.0 est sorti !
Hey, t'as des tonnes de mods graphiques si tu veux le rendre plus bô. Quand j'ai eu le jeu, j'y ai exclusivement joué sur Xbox à l'époque et j'ai jamais eu aucun mods ni extensions... malgré ça j'y ai passé un temps... considérable =)Silas_ a écrit:The Elder Scrolls... Excellentissime Morrowind ! Mais l'ascii ça vieilli bcp mieux qd même !!!
Kasaris- The smartest and wisest being in existence
- Messages : 950
Points : 5394
Réputation : 11
Age : 34
Localisation : ^X + HJKL
Re: DCSS 0.15.0 est sorti !
Hey, ça sert à rien de trop maquiller une vieille pute, la manoeuvre tient pas longtemps... ...
Je déconne...
A l'époque je me suis bien régalé je l'ai retourné ds tous les sens. Mais là non c'est plus possible...
Je déconne...
A l'époque je me suis bien régalé je l'ai retourné ds tous les sens. Mais là non c'est plus possible...
Silas_- Archeologist Spelunker lvl 2
- Messages : 18
Points : 3556
Réputation : 2
Age : 43
Localisation : Toulouse
Re: DCSS 0.15.0 est sorti !
Tu fous en l'air ma puissante symbolique ! C'est du détournement !Guryushika a écrit:Silas_, l’homme qui retourne les vieilles putes dans tous les sens !
Silas_- Archeologist Spelunker lvl 2
- Messages : 18
Points : 3556
Réputation : 2
Age : 43
Localisation : Toulouse
Re: DCSS 0.15.0 est sorti !
Stdrome1209 a écrit:Mais revenons à DCSS, je n'ai pas trop compris ce qu'implique la refontes du système de "ranged combat", jusqte que c'étais plus géré comme de la mélée, et que les armes de lancé serrais maintenant aussi intéressantes que les arcs et arbalètes ?
Et sinon pour la refonte de la mélée ?
Car je vois qu'on s'éloigne de plus en plus du sujet, on passe de DCSS à Morrowind puis de Morrowwind... aux veille p***
Stdrome- Archeologist Collector lvl 25
- Messages : 383
Points : 4127
Réputation : 8
Age : 36
Localisation : Appuis sur Maj + x et regarde sa carte...
Re: DCSS 0.15.0 est sorti !
Tout à fait d'accord...hum....
Silas_- Archeologist Spelunker lvl 2
- Messages : 18
Points : 3556
Réputation : 2
Age : 43
Localisation : Toulouse
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