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        <description><![CDATA[Unstable Dungeon Crawl Stone Soup Builds]]></description>
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        <ttl>30</ttl>
        <item>
            <title>crawl_osx-0.15-a0-112-g3b1490a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_osx-0.15-a0-112-g3b1490a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3b1490a911">3b1490a911</a> | 2014-04-10 01:54:48 +0100 | Chris Campbell</pre>
Fix fire dragons not granting extra Dith piety<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f0af46a4c">7f0af46a4c</a> | 2014-04-09 17:25:25 -0500 | ontoclasm</pre>
Add baconkid to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b05c47ca70">b05c47ca70</a> | 2014-04-09 14:12:07 -0500 | gammafunk</pre>
Remove vapour monsters<br>Always confused, permanently invisible monsters that only know how to
check your electricity resistance are not very fun to fight. For
vaults, I've replaced many instances of vapours with wind drakes where
the "air" is the theme, replaced a couple instances with lightning
spires where the theme was electricity or with thorn hunters if the
theme is merely swamp. Other instances have been outright removed. For
the cloud mage wizlab, I've replaced vapours with wind drakes but have
down-weighted them relative to air elementals and insubstantial wisps.<br>
For the foxfire card, I've moved vampire mosquitos into the position
where vapours were, put insubstantial wisps as lower-power summons
behind fireflies, since the latter got a buff some time ago, and added
killer bees in between insubstantial wisps and fireflies to keep the
number of summon types the same.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01b6a50c17">01b6a50c17</a> | 2014-04-09 18:50:57 +0100 | Chris Campbell</pre>
Fix some warnings<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce8561742c">ce8561742c</a> | 2014-04-09 18:16:17 +0100 | Chris Campbell</pre>
Changelog fixes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43eea485f3">43eea485f3</a> | 2014-04-09 18:13:10 +0100 | Chris Campbell</pre>
Make skill training restrictions depend on carried instead of equipped items<br>For Shields in particular, carrying a shield is sufficient for training
purposes. Remove a number of now-unnecessary checks, including some checks
that were already obsolete for curses on wielded weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f14b194d65">f14b194d65</a> | 2014-04-09 17:55:18 +0100 | Chris Campbell</pre>
Adjust some trap disarming messages<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62b11cb347">62b11cb347</a> | 2014-04-09 17:55:17 +0100 | Chris Campbell</pre>
Remove some now-unused handling for web placement<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1b32bca3e">d1b32bca3e</a> | 2014-04-09 17:55:15 +0100 | Chris Campbell</pre>
Make mechanical traps not drop ammo<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69f77c6c57">69f77c6c57</a> | 2014-04-09 09:46:58 -0600 | Steve Melenchuk</pre>
Touch changelog with release date.<br>(cherry picked from commit 319925deedf87d49bd578808b3811c47baa25a53)<br>
Conflicts:
	crawl-ref/docs/changelog.txt
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3b1490a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_osx-0.15-a0-112-g3b1490a.zip">here</a>.]]></description>
            <pubDate>Thu, 10 Apr 2014 15:59:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_osx-0.14-a0-1128-gf332958.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_osx-0.14-a0-1128-gf332958.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f33295874f">f33295874f</a> | 2013-11-27 22:28:47 -0500 | Neil Moore</pre>
Fix some anachronisms in the level-building docs (rchandra, HangedMan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f33da9013">5f33da9013</a> | 2013-11-28 01:05:57 +0000 | Chris Campbell</pre>
Don't allow wasting potions of curing/heal wounds while under DDoor<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2967930014">2967930014</a> | 2013-11-27 23:35:20 +0100 | Adam Borowski</pre>
Don't give any nutrition for potions other than porridge.<br>That's a weird gimmick that doesn't seem obvious to players other than those
who came from Nethack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d6eb580c3">5d6eb580c3</a> | 2013-11-27 23:35:20 +0100 | Adam Borowski</pre>
Abort drinking known potions of a few types when they'd have no effect.<br>Only a few types of potions for the moment ({cure ,,beneficial }mutation,
berserk, lignify) as I suspect this commit might be reverted.<br>
Mostly, I'd want to hear if this is a good idea.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6191413d03">6191413d03</a> | 2013-11-27 23:35:20 +0100 | Adam Borowski</pre>
Don't rot vampires by potions of beneficial mutation.<br>It had a weird spoily special case of always passing the mutation through if
satiated or higher, explained as convenience (you would need to get fully
tanked to quaff otherwise).  Thus, extend the logic to remove that magic
threshold.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a54a13a9f">1a54a13a9f</a> | 2013-11-27 23:35:19 +0100 | Adam Borowski</pre>
Simplify potion quaff-id.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f9f1092ff">3f9f1092ff</a> | 2013-11-27 23:35:19 +0100 | Adam Borowski</pre>
Fix gargoyles and black dracs not resuming flight upon ending tree form.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b66571fcb">1b66571fcb</a> | 2013-11-27 23:35:19 +0100 | Adam Borowski</pre>
Make sure potions of lignification don't work in water if you can't permafly.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db05fb10af">db05fb10af</a> | 2013-11-27 23:35:19 +0100 | Adam Borowski</pre>
Axe a bunch of redundant arena sprint renames.<br>Especially boring ones that come together with an interesting one, such as
the succubus or the witch (a novel name, a set of spells, a desc and a
tile).  It's rare anyone gets that far, so they just watered down better
renames that already compete with regular uniques.<br>
Even with this culling, your chances to meet a succubus are 1/6 for a game
that's already most of its way towards winning.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f411cca23">9f411cca23</a> | 2013-11-27 16:21:31 -0500 | Neil Moore</pre>
Show -Swift light in darkgrey while in liquid.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f332958">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_osx-0.14-a0-1128-gf332958.zip">here</a>.]]></description>
            <pubDate>Thu, 28 Nov 2013 21:57:40 +0100</pubDate>
        </item>
        <item>
            <title>crawl_osx-0.13-a0-2913-ge589619.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_osx-0.13-a0-2913-ge589619.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e589619981">e589619981</a> | 2013-09-02 00:26:46 +0200 | Adam Borowski</pre>
Add an option, tile_water_anim=false, to disable animation of liquids.<br>No docs yet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2056710e7">c2056710e7</a> | 2013-09-01 17:01:38 -0500 | ontoclasm</pre>
Fix undead draconian tiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e06f6f60f">4e06f6f60f</a> | 2013-09-01 15:19:10 -0400 | Pekka Lampila</pre>
Don't autotravel through monsters caught in nets<br>Fixes an infinite loop, caused by endlessly trying to swap with an
allied monster caught in a net/web.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a74111b20">7a74111b20</a> | 2013-09-01 02:15:23 +0200 | Adam Borowski</pre>
Fix Abyss morphing being for all practical purposes disabled.<br>Well, it did fix that crash...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70bbdf6cf8">70bbdf6cf8</a> | 2013-09-01 02:07:58 +0200 | Adam Borowski</pre>
Fix an obscure crash with submerged non-swimmers in the Abyss.<br>Certain monsters won't drown when dunked into deep water, usually via
confusion.  This marks them as "submerged" but without the ench.  As for
any kind of submerging, the player can then enter that place.  If then the
Abyss morphs into anything but deep water, you'll end up with a monster
on top of you.  This in turn can cause some unobvious crashes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f214540b71">f214540b71</a> | 2013-09-01 02:07:57 +0200 | Adam Borowski</pre>
Check for monsters invading a player's personal space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70ca29ee15">70ca29ee15</a> | 2013-08-30 18:33:14 -0400 | Neil Moore</pre>
Actually try to prevent wind blast crashes (#7445)<br>The logic added in 0.13-a0-2778-g5436301 was exactly backwards
due to bad copy-paste.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=58222c5086">58222c5086</a> | 2013-08-30 17:20:18 -0400 | Neil Moore</pre>
Add Dante's original gate quote to the Italian translation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6647b63a9d">6647b63a9d</a> | 2013-08-30 16:48:59 -0400 | Neil Moore</pre>
Move de/pl temple stair quote to Temple proper.<br>To match the convention used in the English branch quotes.  The English
quote for the stair is just a redirect to the quote for the branch, so
doesn't need to be overridden.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=854400c337">854400c337</a> | 2013-08-30 16:44:48 -0400 | Neil Moore</pre>
Add a quote for the Temple.  Vials of wrath!<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e589619">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_osx-0.13-a0-2913-ge589619.zip">here</a>.]]></description>
            <pubDate>Sun, 01 Sep 2013 22:38:33 +0100</pubDate>
        </item>
        <item>
            <title>crawl_osx-0.10.0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_osx-0.10.0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36cf4e329c">36cf4e329c</a> | 2026-04-11 19:06:57 -0230 | regret-index</pre>
Make Xom never get bored on the orb run<br>Even if the floors are almost certainly heavily explored, Xomscumming's
pretty hard when random demons and Pan lords spawn indefinitely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad89b66b9c">ad89b66b9c</a> | 2026-04-11 17:28:13 -0230 | regret-index</pre>
Fix some more Trove lua errors (Patrick2011b)<br>After 2489330, some Trove randbook spell school assignments clashed either
in terms of redundant school assignments (the dragon trove's opposing
elements) or in terms of our inconsistent pluralizing of Translocations /
Conjurations / Summonings. (It's plural in manuals and skill menus, but
not in descriptions or miscast string look-ups or randbook assignments.)
While it'd be nice to make the latter not a perpetual potential source of
bugs, in this particular case it can sidestepped entirely by using the
orb randart enhancer artprops strings instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7f2f74301">c7f2f74301</a> | 2026-04-11 06:39:46 -0230 | regret-index</pre>
Tone down Xom's nearly-fully-explored floors interactions (various)<br>The antiscumming changes in 41e759f, in retrospect, may have been somewhat
overkill. Any two pieces of no good strategic effects on nearly-cleared
floors, making bad strategic effects worse on nearly-cleared floors, and
making boredom tick down much more rapidly on nearly-cleared floors would
be plenty to deal with the matters for now. The third of these, however,
unfortunately interacts badly with regular non-scumming play, which is
more than unideal- Xom's already inherently enough of a risky god that we
don't need people to focus on manual exploration.<br>
This isn't a full reversion of any of the effects, but it does reduce the
speed of Xom's boredom ticking down on nearly-fully-explored floors from
x6 to x3, and it also allows slightly more of a floor to be known (if not
all of it) for the sake of offering up item gifts and good mutations
without trying to actively avoid nearly as much of each level. (This also
comes with some adjustments Xom bazaar rarity once more, which should
reduce the severity variance on the effect.) This will still need more
testing, but it should hopefully be less intense to test within.<br>
(While it's been mentioned occasionally in developer discussions or in
the comments of the code, no commit message has actually stated directly
future Xom overhaul plans. These would eventually make Xom strategic
benefits mix together with 500+ turn bespoke buffs and only happen a
little whiles after entering new floors, allowing a lot more control
rather than relying entirely on random distribution resulting in either
permitting scumming or negatively influencing regular play. This would
also allow toning down much of Xom's boredom upscaling this version, since
scumming beyond floor-peeking (which would cost buffs instead) wouldn't
have almost any effect. Such efforts are, however, certainl delayed
to future versions due to the scope of other singular dev projects slated
for 0.35.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6df632f552">6df632f552</a> | 2026-04-11 06:37:00 -0230 | regret-index</pre>
Tweak some monochromatic altar tiles (PureQuestion)<br>While it's reasonable in theme and concept for Okawaru's altar to be made
of iron, Elyvilon's altar to be made of white marble, and Kikubaaqudgha's
altar to stack up skulls, these early single-digit-versions altar tiles are
conspicuously plain compared to the majority of other altar tiles we've
gone through over time, and in particular at a too-quick glance it's
possible to confuse Ely and Oka's altar together. (There may have been
some policy for altars to each be immediately recognizable as an altar
back then, but we've more than drifted from that now.)<br>
This quick fix for each of their altar tiles adds a bit more contrast and
colour to each of these, leaning off of iron / holy / undead mage colours
and corresponding invocation icon colour splashes, to make each of them
less greyscale as well as easier to distinguish at a quick glance. (Zin's
altar is still pretty monochromatic, though They've got the sparkle
animation anyway, which should cover for that plenty.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5931b7edd">e5931b7edd</a> | 2026-04-09 00:30:21 -0230 | regret-index</pre>
Fix a Rutra trove Lua error (#5175)<br>As gammafunk points out, the Lua errors Rutra could produce are due to
a086fab refactoring the Trove magic item picking, resulting in a
case-sensitivity issues for that trove's Hexes magic item set-up. Alongside
setting said function call to get the correct lowercase argument, this also
adjusts the string comparison to make it be case-insensitive to avoid
tripping over this one way or another in the future.<br>
This closes #5175.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a5c35dbd8">9a5c35dbd8</a> | 2026-04-08 22:31:47 +1200 | Isaac Clancy</pre>
Refactor: move tile flags out of tileidx_t<br>Most functions that handle tiles using the type tileidx_t would crash
or have incorrect behaviour if the tile had flags applied to it. Also,
some areas of the code were using unsigned short to store tiles
presumably because it is smaller (16 bits versus 64 bits) although it
might just be because they predate the tileidx_t type being added.
Instead, stop storing tile flags in tileidx_t (reducing its size from
64 bits to 16 bits) and instead use the new type tile_with_flags_t in
the few areas that actually want to store tile flags, also change most
of the places that use types other than tileidx_t to store tiles to use
tileidx_t.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bae5047b40">bae5047b40</a> | 2026-04-08 22:26:41 +1200 | CrawlOdds</pre>
Fix message for escaping the constriction of invisible monsters (Back-form)<br>Although it's obviously Erica.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dabc3d4ed1">dabc3d4ed1</a> | 2026-04-08 21:14:26 +1200 | Isaac Clancy</pre>
Give a better shoutitis message when damaged by contamination (kuniqsX)<br>It would give a message such as "You ribbit at INVALID YOU_FAULTLESS!",
instead give a message such as "You ribbit for attention!" similar to
what you would get from poison damage.<br>
Fixes #5171
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=030a0ecb6a">030a0ecb6a</a> | 2026-04-08 17:04:26 +1200 | Isaac Clancy</pre>
Fix a crash when returning to a level with vengeance targets (kegye)<br>If you left a level with vengeance targets and then gained enough piety
to end vengeance and then returned to the level it was possible for
vengeance target monsters to die before the daction to clean up old
vengeance targets was run which resulting in a crash. This could happen
in at least the following two situations. First, if the vengeance
targets were Mara clones they would die from timing out when you entered
the level which happened before running dactions. Second, if the
vengeance targets were Pikel's lemures and you had killed Pikel off the
level while still under vengeance. This would cause the daction to kill
off Pikel's lemures to run before the daction to clean up vengeance
targets as dactions run in the order that they are added to the daction
queue.<br>
To fix this, don't count a monster as a vengeance target unless its
vengeance target enchantment was added by the current vengeance (we
store which number vengeance the enchantment was added by in its degree
field already).<br>
Fixes #5187
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ca9a3eb5b">7ca9a3eb5b</a> | 2026-04-08 00:08:13 +1200 | CrawlOdds</pre>
Fix a spurious "rune reappears" message (#5179)<br>When the abyss map recentred itself around the player, we were detecting
this as the rune moving, and messaging the player even though nothing
had actually changed.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_osx-0.10.0.zip">here</a>.]]></description>
            <pubDate>Mon, 20 Feb 2012 10:05:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_osx-0.9.0-a0-145-g82b30d1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_osx-0.9.0-a0-145-g82b30d1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82b30d1f91">82b30d1f91</a> | 2011-04-14 02:55:44 +0200 | Adam Borowski</pre>
Fix lightning bolt being able to hit things out of LOS.<br>It also could get a huge number of bounces in such cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82297baaf0">82297baaf0</a> | 2011-04-14 02:55:44 +0200 | Adam Borowski</pre>
Fix a crash when an aptitude was improved between saves.<br>Also, don't increase the skill past 27 in such cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab2f792dce">ab2f792dce</a> | 2011-04-14 02:55:44 +0200 | Adam Borowski</pre>
Make '&' demons a tier on their own.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=210e41d01f">210e41d01f</a> | 2011-04-14 01:50:54 +0200 | Johanna Ploog</pre>
Also guarantee upwards connectivity in the Orcish Mines.<br>Place upstair escape hatches in any bubble that does not already have
an upstairs.<br>
I don't particularly like this solution - I'd rather prefer full
interlevel connectivity that sometimes forces the player to continue
downwards first - but as long as we cannot be certain that the
interlevel connectivity check works correctly, this is probably
necessary.<br>
Once shafts no longer result in disconnected levels (the interlevel
connectivity check assumes levels are created in order) and the
bottom level is guaranteed to be fully connected itself (not sure if
that's already the case), this commit can be reverted.<br>
Note that all upstairs on Orc:1 get transformed into branch exits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed4d7c4451">ed4d7c4451</a> | 2011-04-14 01:02:45 +0200 | Johanna Ploog</pre>
Fix #3763: One more space when listing waypoint names.<br>Shoals:N is the longest waypoint name currently possible, so %-9s
should be okay.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=519bdc7647">519bdc7647</a> | 2011-04-14 00:07:53 +0200 | Raphael Langella</pre>
More regular skill level costs.<br>https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:experience_system
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d4d623ab1">2d4d623ab1</a> | 2011-04-14 00:07:53 +0200 | Raphael Langella</pre>
Reorder the checks in wield weapon.<br>First, removed a redundant check in the beginning.
Do the unwield check before the wield check.
Do the actual unwielding before the wield check to avoid information leak.
Fix #3611.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b56197ac2">2b56197ac2</a> | 2011-04-14 00:07:53 +0200 | Raphael Langella</pre>
Don't consume a turn when trying to go downstairs while levitating.<br>3801
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f26cf1196">7f26cf1196</a> | 2011-04-14 00:07:53 +0200 | Raphael Langella</pre>
Generate glowing mold also out of sight.<br>So you can follow the fading trail to the next ballisto.
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<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bbb32d60d8">bbb32d60d8</a> | 2011-04-14 00:07:52 +0200 | Raphael Langella</pre>
Make glowing mold fade slowly instead of instantly disappearing.<br>The effect looks more natural this way.
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<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=82b30d1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_osx-0.9.0-a0-145-g82b30d1.zip">here</a>.]]></description>
            <pubDate>Thu, 14 Apr 2011 01:51:25 +0100</pubDate>
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