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        <title>DCSS Development Builds - Mac OS X Console</title>
        <description><![CDATA[Unstable Dungeon Crawl Stone Soup Builds]]></description>
        <link>http://crawl.develz.org/trunk/</link>
        <lastBuildDate>Fri, 18 Sep 2026 09:48:40 +0100</lastBuildDate>
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            <url>http://crawl.develz.org/trunk/rss/dcss.svg</url>
            <title>DCSS Logo</title>
            <link>http://crawl.develz.org/wordpress/</link>
        </image>
        <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=24e62450d4">24e62450d4</a> | 2026-09-18 16:16:46 +1200 | Isaac Clancy</pre>
Fix wizmode local placement sometimes giving incorrect tiles<br>If called during level generation, dgn_place_map would just place a
vault. However, if called outside level generation to place a vault on
an existing level, it would reset everything that needs reseting at the
start of level generation then place the vault and then do the fixup
steps that need to happen at the end of level generation. Unfortunately,
if you used it to place a vault with subvaults into an existing level,
it would be used to place the subvaults and would reset everything that
is reset at the start of level generation when placing the subvaults
resulting in the initial vault sometimes getting incorrect tiles or
terrain heights.<br>
Instead make dgn_place_map always just place a vault and add a new
function to handle adding a vault to an existing level. This way when
dgn_place_map is used to place the subvaults it won't reset anything
that's still in use.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cbae639cbf">cbae639cbf</a> | 2026-09-17 23:25:48 +0100 | CrawlOdds</pre>
Fix a tentacle beam crash<br>91ee021 changed eldritch tentacles to clean up tentacle portals
correctly on death. This exposed a bug whereby beams would crash,
because they did not expect solid cells to become non-solid while
processing them. This expectation seems reasonable, so we fix this by
deferring the terrain change to a fineff.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=affa9b99c3">affa9b99c3</a> | 2026-09-17 17:55:28 -0230 | DracoOmega</pre>
Be more explicit about fortress crab's ego-doubling effect (Acrobat)<br>In the talisman description (the mutation screen was already plenty
explicit).<br>
There is a mild ongoing awkwardness where the detailed description of many
bespoke form properties are only available if you actually put the talisman
on. Some of them are hard to shoehorn into the item description without
being either vague or incredibly wordy. I wonder if there's any way to
make those popup sub-descriptions accessible from the item itself?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7a0c64938">e7a0c64938</a> | 2026-09-17 15:20:28 -0230 | DracoOmega</pre>
Fix TSO's holy warrior summon lasting 1/10th as long as intended (acrobat)<br>Turns versus aut strikes again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2bd8e06e6e">2bd8e06e6e</a> | 2026-09-16 16:19:28 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cc4084355">9cc4084355</a> | 2026-09-16 15:10:02 -0500 | hellmonk</pre>
Fix Trog's Hand tooltip (dolorous)<br>status_light_description assumed no spaces in the status text. We need to
special case Trog's Hand so that it pulls up the correct db entry.<br>
Fixes #3821.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1795ca5ad0">1795ca5ad0</a> | 2026-09-16 20:15:11 +0100 | CrawlOdds</pre>
Make derived undead monsters use the original head count<br>Previously, spectral and zombie hydra/slymdra used the head count of
their live version on death, while yred's bound soul rerolled the head
count.<br>
Using the version on death is slightly problematic because it
incentivises head farming - especially for the more permanent bound
souls. So we standardise these to use the original head count of the
hydra.<br>
Fixes #4115
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=236a4361a4">236a4361a4</a> | 2026-09-16 14:14:13 -0500 | Hellmonk</pre>
New unrands for the 'new' armour egos (#5423)<br>- +8 Arcane Splint Mail, a chainmail unrand that grants Archery and
coronas enemies hit by projectiles (even thrown items, if you are allergic to
using archery).
- +6 bone scales, a Death pds modified to have plate level encumbrance
(so it gives plate stats while being wearable by offsize species, sort of
like armour of Talos but in a more useful way). Also grants a bunch of other
properties, but banes on equip.
- +12 Forgewarden's cuirass, a Resonance plate that comes with an enhancer
but reduces piety gain because it was blasphemously devoted to a certain god
that does not exist.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c70569048">9c70569048</a> | 2026-09-16 11:35:23 +0200 | Sergey Semushin</pre>
Use exact version for homebrew in gh actions (#5422)<br>Apparently @master or @main is unsupported now, see
https://brew.sh/2026/09/13/homebrew-7.0.0/
Replacing with the most recent version.<br>
Co-authored-by: Medrano83 <robertxgray@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e95fbc5a79">e95fbc5a79</a> | 2026-09-16 10:52:03 +0200 | Medrano83</pre>
Fix Homebrew's GitHub Actions reference<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.
<br><br>
<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.
<br><br>
<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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