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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>Sun, 02 Aug 2026 07:14:08 +0100</lastBuildDate>
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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=31569e1b94">31569e1b94</a> | 2026-08-01 15:58:55 -0230 | DracoOmega</pre>
Fix a crash when xv-ing monsters with a reaching attack and throwing weapon<br>The throwing weapon would not be seen when first determining layout of the
attack table, and have no range entry for itself. So if the melee attacks
*did* need a range column, it would read past the end of the array for the
throwing weapon's range.<br>
(Instead, just say they have LoS range.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dfcdf802b">3dfcdf802b</a> | 2026-08-01 15:44:55 -0230 | DracoOmega</pre>
Fix Exposed increasing *all* damage, including attack damage (rypofalem)<br>I went to some trouble to route more parts of attacks through
attack::inflict_damage(), so that we could tell what damage came from
attacks or not, and then somehow never actually set the argument added in
962f017 to true there. Whoops...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc24b9975f">fc24b9975f</a> | 2026-08-01 04:11:09 -0230 | DracoOmega</pre>
Fix item stack hilights not displaying in console (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e46aa7754">0e46aa7754</a> | 2026-08-01 02:36:50 -0230 | DracoOmega</pre>
Grant a monster halo immediately upon stealing a weapon while having none<br>Just in case you disarm Maurice *before* he swipes your Eos.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f81bd1ac2c">f81bd1ac2c</a> | 2026-08-01 02:36:50 -0230 | DracoOmega</pre>
Slightly change internal ordering of monster unequipping<br>As a more thorough fix to follow e5056c4 this makes monster::unequip
directly unlink the item (so that an agrid invalidation won't see it) and
then calls do_unequip_effects() on its own.<br>
The unlinked item must have something done with immediately afterward
(such as destroy it or place it on the grid), but this should currently be
done in all cases as it is, so I *believe* this should be safe.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8243678a5c">8243678a5c</a> | 2026-08-01 16:45:39 +1200 | Isaac Clancy</pre>
Fix a test<br>The MAP_KNOWN_FLAG flag no longer exists, but a test was trying to use
it to set an area as known. Instead use the MAP_SEEN_FLAG flag as this
will work just as well to set an area as known.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23b0985ed0">23b0985ed0</a> | 2026-08-01 15:50:23 +1200 | Isaac Clancy</pre>
Fix artefact and good item markers sometimes not showing<br>We were using multiple types to store map flags (such as int, uint32_t,
and uint64_t). This resulting in us accidentally clearing the
MAP_MORE_ITEMS_GOOD and MAP_MORE_ITEMS_ARTEFACT flags in
map_cell::set_door_connect as they can't be stored in the uint32_t that
it was using.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d29df33819">d29df33819</a> | 2026-08-01 15:44:28 +1200 | Isaac Clancy</pre>
Fix out of view toxic bog not disappearing until game reload<br>When the player moves out of sight of their toxic bog it ends.
However, we weren't redrawing the squares where it had ended so they
wouldn't see this unless they reloaded the game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5056c4b33">e5056c4b33</a> | 2026-08-01 01:02:18 -0230 | DracoOmega</pre>
Stop-gap measure to stop crashes when killing monsters above lava<br>A monster dropping equipped items into lava was producing a crash as of
febc422. This should stop said crashes, but will result in incorrect
behavior regarding certain items (such as halo/umbra-granting equipment)
that fall into lava this way.<br>
I am putting a stop-gap measure in place to avoid the most urgent issue
since there are some complexities with fixing this more properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b0c9e43d6">2b0c9e43d6</a> | 2026-08-01 15:16:03 +1200 | Isaac Clancy</pre>
Fix unmarshalling 64 bit map flags<br>We were storing the map flags in an `unsigned int` when unmarshalling
them which caused the MAP_MORE_ITEMS_GOOD and MAP_MORE_ITEMS_ARTEFACT
flags to be lost as they require more than 32 bits to store.
<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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