Things about playing Stoat Soup
This page is intended to be a repository for information about
playing Stoat Soup which isn't needed to play vanilla
If you play tiles, this bit doesn't matter.
There is a convention for terminal clients that bold black text
is drawn in a dark grey. Unfortunately, this convention isn't
universally respected, and if you have a terminal client that gets
it wrong, you won't be able to see the things Crawl draws in dark
grey, including important things like walls out of your field of
Crawl has an option, "bold_brightens_foreground", which if it
is turned off instead draws these things in blue. This looks
horrible but at least you can see what you're doing. In vanilla
Crawl it defaults to being turned off. In Stoat Soup, it defaults
to being turned on, because watching ttyrecs with the walls dark
blue gives me a headache.
So, if you have this problem where you can't see walls out of
your field of view, you'll need to edit your options to set
"bold_brightens_foreground = false", or fix your terminal
Annoyingly, one terminal client with this problem is PuTTY,
which is also extremely widely deployed. If you use PuTTY, you can
fix the problem by selecting "Colours" from the lefthand menu and
setting "Indicate bolded text by changing..." to something other
than "the font".
Changes in Stoat Soup
Stoat Soup differs from vanilla 0.22 in the following ways:
- Monsters still continue to spawn as in Crawl 0.20, but you knew that because that's our whole raison d'etre for the variant.
- Ghosts don't roam the dungeon murdering you horribly or hide in ghost vaults to be cashed in for XP later. They remember what killed them, and come into being to seek revenge on their slayer. They're neutral monsters, so they're not entirely safe to be around, but if you don't aggravate them they're useful allies. Ghost AC/EV/HP were all reduced to, probably unsuccessfully, encourage players to fight alongside ghosts rather than sitting back as they flatten their targets.
- High elves and mountain dwarves are back, and joined by faerie dragons, a straightforward spellcasting species with a discount on spell MP costs. MD aptitudes have been adjusted in line with the across-the-board aptitude adjustments since their removal.
- The monster list in console is enormously improved, able to provide information on more than one monster of the same kind and to report on a vast range of criteria - know at a glance that 2 of these 3 gnolls have polearms. (This change is not made in Webtiles, both because the monster list in Webtiles is generated in an entirely different bit of code in a different language, and because much of this information is already available.)
- Zin cures mutations on a gifting timeout, so can't be used to lock in a good mut set. Recite was very slightly improved, both in the HD of monsters it can affect and by being usable more frequently at ****** piety.
- You can still get that good mut set by eating purple chunks. Purple monsters start to "cool down" when first sighted, and if killed sufficiently much later aren't mutagenic. I don't know if H.O.M. was actually stowing them in branches for later, but now they can't.
- You are optionally warned before entering, or when forcibly transported to, the last level in a branch.
- Ozo's Armour doesn't prevent movement, but it can only be cast with monsters in view, so H.O.M. can't cast it before opening every door. It runs out twice as fast if no monsters are in view, but twice as slowly if they are, which since it still gives ponderous might result in some harmless amusement.
- Ogres get +1 Maces and Flails; we're fine with an easy choice, but it doesn't have to be overpoweringly good. Ogre spell apts are a mix of -1s and -2s based roughly on Ogre and Ogre Mage apts in pre-DCSS days.
- LRD digs rock, but never stone or metal, since much of the problem with it seemed to be cracking into stone vaults. IOODs and eyes of devastation also dig rock. I suppose this means H.O.M. will dig killholes everywhere, but if that annoys you, don't do it.
- The Swamp gains the Triceratops, a unique who's a melee beast who knocks down trees because that's original, er. But I like triceratopses.
- Deep dwarf MP loss on healing gets averaged out - it is much harder now to have a run of bad luck that loses you MP every time, or a run of free heals. Additionally, the first MP loss of the game is ignored. This makes DD easier, of course, but is analogous to the 0.18 situation where you got one load of wand charges for free.
- Food still consists of meat and bread rations, fruit, and honeycombs, because who needs inventory space? Honeycombs are only found in bee vaults, though, to cut down on food spam slightly.
- The Mace of Variability still varies but does so on hits so H.O.M. can't just wait for it to be +16. The Singing Sword is vorpal; independent invention of a vanilla change.
- Dream sheep can still spread sticky flame to each other, which Dithmenos hates, because Dithmenos still hates fire.
- Labyrinth loot was unchanged; minotaurs got some but not all of the vanilla boosts.
- Engulf still gives a movespeed penalty.
- Cosmetic changes; if you worship Qazlal, the noise bar goes to 11! Quokkas are now weasels. Double and triple swords are now broadswords and claymores.
If it is necessary to take the server down for maintenance, I
normally do so after midnight UK time (either GMT or GMT+1), and when
no-one is playing. Of course if there is an urgent problem like a
kernel security issue, it might be necessary to take it down any