TARN Beta 0.3.0 Changelog August 12th, 2026 New Content: [player] - On your turn, you can now adjust the AI of your allies (not hallucinations) by pressing 'P' or opening the menu and selecting an ally - FOLLOW ME: the ally attacks enemies, picks up items, etc. as it wishes while staying in your field of view - STAY CLOSE: the ally tries to stay as close to you as possible, attacking enemies given the opportunity - FETCH ITEMS: the ally tries to pickup items and bring them back to you, attacking enemies when necessary - WANDER AROUND: the ally wanders randomly, attacking enemies when necessary - RUN AWAY: the ally runs from enemies, only attacking them when cornered - WAIT THERE: the ally stands completely still, attacking enemies given the opportunity [monsters] - Major improvements to creature AI, including but not limited to: - Monsters with extra reach attempt to line up cardinally with enemies - Monsters with arc slash or radial slash attempt to surround themselves with more enemies - Monsters not immune to fire attempt to avoid tiles fire can spread to - Monsters no longer path into certain dangerous gases - Fleeing behavior has been improved - Groups of monsters can surround you more easily - Added redcaps (never sleeps, life drain, arc slash) - Added elf heretics (spellcaster: shadow, healing, life drain, silence) - Added slime lords (never sleeps, corrosive, thorns, divides on hit) - Added phantom hydras (undead, invisible, moves erratically) - Added dwarf vanguards (+1 reach, arc slash, blink, armored) - Added revenant horrors, revenant eyes, and revenant tentacles (immune to physical, undead) - Added stunning mutation (20% stun chance) - Added incorporeal mutation (immune to physical, immune to webs, dies if negated, emits light) - Added chromatic mutation (immune to elements) - Stunning, incorporeal, and chromatic mutations replace infested, chilling, cryomancer, acidic, and acidomancer mutations in the post-game [items] - Added enchantments of mage slaying and mage immunity [affinities] - Added Divine Punishment (divination tree, column 4; blessed armor deals 0-5 thorns damage) - Added Superior Weapons (tinkering tree, column 2; melee weapons deal 25% more damage) - Added Wands Intertwined (tinkering tree, column 2; duplicate wands recharge 50% faster) - Added Arcane Tinkering (tinkering tree, column 3; charms may be tinkered by invoking them) - Added Rings Intertwined (tinkering tree, column 4; duplicate rings confer 50% more effect) [misc] - Added Masterwork feat (upgrade an item to +16) Gameplay Changes: [mechanics] - Chasms (except in very rare cases) now only take you down one depth - After obtaining the Amulet of Yendor, regional difficulty begins to slowly decrease on floors as you ascend (except depth 26 and deeper) [levelgen] - The Amulet of Yendor now only spawns in the center of the Fog of War - A crystal portal spawns on depth 40; entering it also wins the game, but earns more points [monsters] - Creatures made of fire (wisps, hellhounds, etc.) now take double damage from ice spells - Creatures made of stone (gargoyles, golems, etc.) are now immune to petrification - Captive gargoyles no longer generate - Captive pixies are no longer guarded by phantoms but more imps instead - Phantom blades now deal 1-2 damage (instead of 1 damage) to account for starting armor - Centipedes, nagas, wyverns, and wyrms now spawn on more depths - Weakness now reduces the base damage of your attack by -1 for each dose in the stack - Salamanders in lava now always spawn sleeping - Phantom mages now cast spark spells at remote positions - Necromancers' summons no longer last as long - Troll channelers now cast spells at +4 levels (relevant if they are an ally) - Troll channelers now cast conjuration spells that spawn spectral weapons - Renamed silencers to nullifiers - Nullifiers now spawn on some earlier depths and also spawn less frequently - Troll devourers now spawn on some earlier depths and also spawn less frequently - Troll devourers now move twice as fast - Renamed beholders to evil eyes (to avoid any possible future trademark issues) - Evil eyes now spawn on some later depths - Krakens now move twice as fast - Kraken tentacles and eldritch tentacles deal significantly more damage - Kraken tentacles, eldritch tentacles, and eldritch eyes can now use their movement to teleport near their respective kraken or horror - Ice monsters now take double damage from fire spells and 4 damage (instead of 1-3 damage) per turn while burning - Eldritch horrors now spawn out-of-depth and in the post-game - Eldritch horrors now regenerate their eyes and tentacles - Eldritch horrors now inflict eldritch fear in an area around them - Eldritch fear now affects non-players - Eldritch eyes now have a damaging gaze that deals 1-4 neutral damage - Krakens and eldritch horrors are now immune to polymorph - Dwarf pack generation has been adjusted - Archliches now cast firebolt, icebolt, and lightning - Archliches (sometimes) and chromatic dragons (always) now carry items - Mangrove dryads' vines now disappear over time if no creature is standing in them - Aquatic monsters and salamanders no longer spawn periodically - Hallucinogenic effects can now inflict discord on non-players (but not the other way around) - Inanimate objects now have more immunities - Mirrored totems can cast beckoning even if they cannot see you [items] - The Amulet of Yendor can no longer be dropped, thrown, or stolen - Katana and tsurugi instakill proc chance is now only 5% - Polearms' armor piercing proc chance is now 25% - Poison darts now deal only 3-4 poison damage but spawn in larger stacks - Critical hits and sneak attacks no longer stack - Chain lightning effects (except from the wand of lightning) no longer harm allies - Enchantments of undead slaying and undead immunity now also work against undead versions of enemies (ex. those summoned by necromancers) - Silver weapons now only provides a damage bonus if they are physical weapons - Silver armor now only provides damage resistance against physical attacks - Beneficial potions (except magic detection and telepathy) and potions of hallucination thrown at monsters now also have an effect, but its only one-third as effective - Seeing an ally through telepathy makes it permanently telepathically bonded, even if your telepathy expires [affinities] - Vorpal Blade proc chance is now only 5% - Bladesong and Kills to Speed bonuses now gradually increase to double speed instead of instantly to double speed - Divine Intuition now only reveals uncursed/cursed status - Unlocking Divine Intuition now instantly reveals the curses of every item in your inventory - Divine Intervention now requires the weapon to be blessed - Divine Intervention bonus is now only 25% - Spectral Fire bonus is now only 50% - Overcharge bonus is now only 50% - Lava-Forged Weapons and Electrified Weapons now also work with throwing weapons - Unlocking either of the final affinities in the Tinkering tree now improves the maximum tinkering level to +4 - Armor Negation bonus is now 50% - Faster Polearms replaced with Longer Polearms (adds +1 reach) - Eldritch Hunter bonus is now only 25% - Eldritch Hunter now grants an immunity to Eldritch Fear - Kills to Damage now increases the base damage of the weapon by +1 for each consecutive enemy killed - Exile bonus is now only 25% - Counterspell now always reflects harmful spells directly back at the source - Banishment bonus is now only 50% - Banishment now grants a 5% chance to negate enemies - Crafted charms available from Charmcrafting now start out 0% charged UI Changes: - The screen will stretch a little vertically with the game window to accomodate heights of characters - Chasms (and trapdoors) will now wait for an acknowledgement before warping the player - Throwing a potion or zapping any wand or relic at a creature displays what kind of effect it will have - Summaries of monsters now include damage ranges instead of damage averages and also include spellcasting information - Summaries of items now also include the effects of any affinities when necessary - Unlocking a door or altar or using a special altar removes it from the dungeon overview - When loading a game, the save file is deleted Bugfixes: - Fixed autosave metadata appearing incorrectly - Fixed incorrect upgrade message text - Fixed the entire stack of throwing items not being consumed when salvaging them - Fixed spark spells displaying the incorrect cause of death - Fixed salamanders not spawning on levels other than depth 13 - Fixed juggling bonuses not increasing damage - Fixed Silence affinity not silencing enemies - Fixed athames not recharging wands - Fixed some chance-based effects not scaling with rings of fortune - Fixed poisoning turrets not firing poison darts - Fixed a few cases of hallucinatory text not appearing - Fixed a crash involving polymorphing vampires while they are transformed - Fixed throwing weapons of slaying/immunity not activating - Fixed counterspell not affecting effect durations - Fixed maximum HP not loading from save data correctly when it is increased by blue fruit