<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- generator="FeedCreator 1.7.2" -->
<rss version="2.0">
    <channel>
        <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>Mon, 22 Jun 2026 09:54:21 +0100</lastBuildDate>
        <generator>FeedCreator 1.7.2</generator>
        <image>
            <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=eed3790eb1">eed3790eb1</a> | 2026-06-21 10:46:55 -0230 | regret-index</pre>
Buff athames a bit more<br>While 89500f3 went through and made athames reasonably more common,
they're still relatively uncommon picks due to being worse than rapiers
without fulfilling their conditions and worse than quick blades as one
can try to hold out for finding, which hurts their design intent as
curve-smoothing items meant to support mildly more unique builds. (While
the ceiling of Short Blades characters don't need buffs, quick blades are
still fairly better than them when fulfilling their own particular needs
anyway.)<br>
This commit bumps up athame base damage from 6 to 7, letting them be
strictly better rapiers aside from the swapping penalties and needing
slightly more skill investment, so that bothering with their debuff
conditions is more of interest. It also lets them have brands as often as
daggers do (since brand weapon scrolls are often better spent on quick
blades anyway), with mild bumps up of likelihood for flaming, freezing,
protection, devious, vampiric, and draining brands. This is still a
fairly cautious nudge up, but it should hopefully make them worth
considering more often without letting short blades characters just
ignore the more unique kinds of item / spell / god support they've
accumulated over time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3da73dd57">b3da73dd57</a> | 2026-06-21 10:22:31 -0230 | regret-index</pre>
Tune down OTR, Refridge, lost soul flashes<br>This is another follow-up to cfa9558, using the updated functionality of
the previous commit to reduce the screen flash intensity for Olgreb's
Toxic Radiance, Ozocubu's Refrigeration, and lost souls replacing another
monster on their death. The first two effects being full screen flashes
is reasonably appropriate for their theming and fullscreen range but can
afford to be far less garishly bright and abrupt each time, and as a large
shift of colour it should still be reasonable to notice coming from
monsters. The lost soul effect should still be replaced entirely, but as
it can be adjusted with a single line change now, it is also subdued more
mildly compared to the other two.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7abde48194">7abde48194</a> | 2026-06-21 10:21:46 -0230 | DracoOmega</pre>
Allow specifying alpha of screen flashes<br>[Committer's notes: While this adjusts the parameters passed to the flash
in most of its calls, this commit doesn't actually change the alpha of any
of these flashes and is only meant to set up the capacity to change such.
Changes to actually provide less sharp flashes will be done in the
following commit.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a95007cc">e6a95007cc</a> | 2026-06-21 09:43:04 -0230 | regret-index</pre>
A quick small set of monster spell icon updates<br>When looking through the icon list for components for future spells'
icons, I was stricken with inspiration for updating some of the very
old monster spell icons, which unnecessarily bled past the standard
26x26 frame. This commit adds a fair number of them, remixing other
components as I usually do:<br>
 * Summon Eyeballs: Denzi's old great orb of eyes tile and the usual
   generic summoning sigil Ontoclasm made, as is also used with these
   other summoning spell icons added here.<br>
 * Summon Drakes: Ontoclasm's current Dragon's Call icon.<br>
 * Summon Scorpions: Denzi's old Summon Scorpions icon.<br>
 * Fire Breath: Sastreii's current fire dragon tile and Denzi's old
   Breathe Fire ability icon.<br>
 * Cold Breath: Sastreii's current ice dragon tile and ontoclasm's
   current white draconian Glacial Breath icon.<br>
 * Spit Poison: Denzi's old Spit Poison icon and ontoclasm's current
   Spit Poison icon.<br>
 * Steam Ball: Denzi's old Steam Breath icon and ontoclasm's current
   Fireball icon.<br>
 * Quicksilver Bolt: SentientSupper's Bolt of Light icon and
   ontoclasm's lightning rod Thunderbolt icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2ce4df294">b2ce4df294</a> | 2026-06-20 01:49:07 +1200 | Isaac Clancy</pre>
Fix temp terrain reverting causing some doors to have the wrong tile<br>If multiple in view temporary terrain squares reverted at the same time
in Crypt and one of them revealed a door and another revealed terrain
that blocked sight of the door, the door would show the non-crypt tile
until the game was reloaded or the player moved so that the door was in
view.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd6e047afc">bd6e047afc</a> | 2026-06-20 01:23:43 +1200 | Isaac Clancy</pre>
Fix doors closed by sealing sometimes showing the wrong tile<br>If a large door was sealed in Crypt, any parts of the door that were out
of sight would show the non-crypt door tile until the game was reloaded
or the player moved so that they were in sight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=836db0ce31">836db0ce31</a> | 2026-06-20 00:59:33 +1200 | Isaac Clancy</pre>
Fix crypt doors sometimes using non-crypt tiles<br>If the player opened or closed a large door in Crypt were some of the
door was out of sight, the out of sight part of the door would show the
non-crypt tile until the game was reloaded or the player moved to by
able to see that part of the door.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e005243cc8">e005243cc8</a> | 2026-06-19 22:25:43 +1200 | Isaac Clancy</pre>
Remove unused MAP_EXCLUDED_STAIRS flag from map_cell<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=edf2d32dfa">edf2d32dfa</a> | 2026-06-18 20:47:44 +1200 | Isaac Clancy</pre>
Fix walls with torches not animating in local tiles<br>This was broken in commit 45ea6cc when it added back some special casing
for floors and rock walls but didn't add back the special casing for
their animations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=249ab93952">249ab93952</a> | 2026-06-17 19:09:37 +0100 | CrawlOdds</pre>
Revert "Rework lightning rod damage"<br>This reverts commit d6847357b22e053b920fe82ce22be270941b2ead.<br>
Meant to push this to a branch.
<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>
        </item>
    </channel>
</rss>
