<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- generator="FeedCreator 1.7.2" -->
<rss version="2.0">
    <channel>
        <title>DCSS Development Builds - Windows Tiles</title>
        <description><![CDATA[Unstable Dungeon Crawl Stone Soup Builds]]></description>
        <link>http://crawl.develz.org/trunk/</link>
        <lastBuildDate>Sat, 07 Mar 2026 08:10:36 +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_tiles-0.35-a0-175-g117663b8c5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-175-g117663b8c5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=117663b8c5">117663b8c5</a> | 2026-03-06 03:56:46 -0330 | DracoOmega</pre>
Fix header build tests<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b06b84ae57">b06b84ae57</a> | 2026-03-06 00:12:29 -0600 | gammafunk</pre>
A clua function for the Zot orb monster<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ceab387b16">ceab387b16</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Add a default force_more for a gale centaur's wind beginning to shift<br>(Due to training skills not corresponding to their current wind.)<br>
I thought this was already the case, but apparently not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de3fda6cfd">de3fda6cfd</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Abort when casting Hoarfrost Cannonade with no valid space to place cannons<br>This fixes #5121
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f904c6e45d">f904c6e45d</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Don't make wizmode terrain creation default to targeting monsters<br>This closes #5112
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6849492280">6849492280</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix invisible monsters counterintuitively interrupting stampede<br>If the player expected to be making a rampage move (ie: that there wasn't
a monster adjacent to them), moving into an invisible monster would stop
their rampage dead in its tracks. Which honestly doesn't make very much
sense given that the entire idea is that you're bowling over everything in
your way, anyway. So now - unseen monster or no - you can keep on charging
forward.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=305857a617">305857a617</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix getting rampage attack stagger against adjacent targets<br>This was possible if the player *thought* they could rampage towards some
distant monster, but an adjacent invisible monster was actually in their
way. Thus you would try to rampage and hit the first monster encountered
with a rampage attack (and its stagger).<br>
However, this used attack delay instead of movement delay, and could be
repeated. Meaning that in theory one could permanently stunlock an adjacent
invisible monster with a 5 aut weapon, so long as there was something
behind it to rampage towards. This might not have even been very hard to
set up in a corridor if one knew about it!<br>
Now the stagger should only be applied if the player has *actually* moved
at least one step before attacking.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=049f8105fc">049f8105fc</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Don't have marionette continue to treat charmed monsters as hostile<br>If a Aphotic Marionette changed some monster's loyalty (eg: by charming
it), the marionetted monster would happily keep blasting away at it with
subsequent spells anyway. Now they should treat it as friendly as soon as
it becomes so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d85daebd1">7d85daebd1</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix Dominate Undead not working properly for friendly casters<br>For instance, charmed bloodprinces (or more plausibly Marionetted ones).<br>
It was applying ENCH_HEXED even to naturally hostile monsters, which didn't
actually do anything helpful (and also resulted in the odd situation where
the game would claim when you examined it that control over it had been
wrested from you, even though you never controlled it at any point).<br>
Now it should properly charm undead to your side if the caster is friendly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=093d347026">093d347026</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix damageless projectiles (like pyre arrow) saying they did not damage<br>Of course they didn't do damage. They never do damage.<br>
(Broken by 22db19a)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=117663b8c5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-175-g117663b8c5.zip">here</a>.]]></description>
            <pubDate>Sat, 07 Mar 2026 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-174-gb06b84ae57.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-174-gb06b84ae57.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b06b84ae57">b06b84ae57</a> | 2026-03-06 00:12:29 -0600 | gammafunk</pre>
A clua function for the Zot orb monster<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ceab387b16">ceab387b16</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Add a default force_more for a gale centaur's wind beginning to shift<br>(Due to training skills not corresponding to their current wind.)<br>
I thought this was already the case, but apparently not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de3fda6cfd">de3fda6cfd</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Abort when casting Hoarfrost Cannonade with no valid space to place cannons<br>This fixes #5121
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f904c6e45d">f904c6e45d</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Don't make wizmode terrain creation default to targeting monsters<br>This closes #5112
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6849492280">6849492280</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix invisible monsters counterintuitively interrupting stampede<br>If the player expected to be making a rampage move (ie: that there wasn't
a monster adjacent to them), moving into an invisible monster would stop
their rampage dead in its tracks. Which honestly doesn't make very much
sense given that the entire idea is that you're bowling over everything in
your way, anyway. So now - unseen monster or no - you can keep on charging
forward.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=305857a617">305857a617</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix getting rampage attack stagger against adjacent targets<br>This was possible if the player *thought* they could rampage towards some
distant monster, but an adjacent invisible monster was actually in their
way. Thus you would try to rampage and hit the first monster encountered
with a rampage attack (and its stagger).<br>
However, this used attack delay instead of movement delay, and could be
repeated. Meaning that in theory one could permanently stunlock an adjacent
invisible monster with a 5 aut weapon, so long as there was something
behind it to rampage towards. This might not have even been very hard to
set up in a corridor if one knew about it!<br>
Now the stagger should only be applied if the player has *actually* moved
at least one step before attacking.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=049f8105fc">049f8105fc</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Don't have marionette continue to treat charmed monsters as hostile<br>If a Aphotic Marionette changed some monster's loyalty (eg: by charming
it), the marionetted monster would happily keep blasting away at it with
subsequent spells anyway. Now they should treat it as friendly as soon as
it becomes so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d85daebd1">7d85daebd1</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix Dominate Undead not working properly for friendly casters<br>For instance, charmed bloodprinces (or more plausibly Marionetted ones).<br>
It was applying ENCH_HEXED even to naturally hostile monsters, which didn't
actually do anything helpful (and also resulted in the odd situation where
the game would claim when you examined it that control over it had been
wrested from you, even though you never controlled it at any point).<br>
Now it should properly charm undead to your side if the caster is friendly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=093d347026">093d347026</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix damageless projectiles (like pyre arrow) saying they did not damage<br>Of course they didn't do damage. They never do damage.<br>
(Broken by 22db19a)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa8db86a2d">aa8db86a2d</a> | 2026-03-05 22:50:50 -0330 | DracoOmega</pre>
Fix channelled spells not maintaining Stampede with East Wind<br>I'd accidentally put this code below most of the return statements. Oops.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b06b84ae57">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-174-gb06b84ae57.zip">here</a>.]]></description>
            <pubDate>Fri, 06 Mar 2026 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-156-gf5795fbf5a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-156-gf5795fbf5a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f5795fbf5a">f5795fbf5a</a> | 2026-03-04 05:45:40 -0330 | yrdzrfxndfvh</pre>
Small batch of (mostly Slime) vaults (#5010)<br>Adds a collection of Slime stairvaults, some themed and some generic,
all of which place monsters near the downstairs (or upstairs). With the
changes to slimy walls and Slime level connectivity, vaults can now
force players to go through nasty corridors without being seen as too
harsh. I don't think any of these are too mean, though.<br>
Also includes one star-themed abyss monster vault, one abyss exit vault
based on a funny bug, and one ziggurat entrance with hostile statues.<br>
Thanks to regret-index and gammafunk for layout advice.<br>
[Committer's notes: alongside a few shifts of syntax and line length,
proper full randomization of stair uses, and a few tweaks of tags and
vault rewards, the notable changes were:<br>
 * The Abyss exit vault riffing off of 830d415 was significantly revised,
   due to the bug existing not for very long in trunk as well as being
   far too opaque to actually parse out of context compared to e.g.
   `hangedman_abyss_monster_moat` still functioning as an abyssal blob of
   unexpected guest monsters.<br>
 * Slime stair vaults containing monsters have gotten luniq tags with
   this impending batch, to mildly reduce the presence of multiple on a
   floor when there's still not a lot of Slime vault variation to work
   with.<br>
 * The Ziggurat vault entry has a far lower weight than default, due to
   the statues used being mildly annoying and conspicuously more harmless
   and generic while being less representational than most other Ziggurat
   entry guard monsters, as well as the vault being a bit larger than the
   other Ziggurat entry vaults.<br>
Closes #5010.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6cca9e1b9d">6cca9e1b9d</a> | 2026-03-04 03:37:21 -0330 | regret-index</pre>
Force Elf:2 to veto disconnected floors (various)<br>As has been reported as an Github issue many times, Elf:2's guaranteed Hall
of Blades can sometimes be disconnected from the rest of the level and
require digging or teleport to actually access. As it is a guaranteed
strategically-relevant (if still random) reward source, it's extra
awkward for the floor to be disconnected in any fashion. As 79647d7 reused
_add_connecting_escape_hatches to connect floors in Pan, this too reuses
the same to ensure Elf:2 will always be a fully connected floor, which
shouldn't add too much server loading burden with the individual case
but will address the problem otherwise quite directly.<br>
This closes #3592, #4056, and #4720.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf3fd91cce">bf3fd91cce</a> | 2026-03-04 03:37:21 -0330 | RypoFalem</pre>
docs: changelog typos (Back-form) (#5076)<br>(Accidentally left off a fair bit past 0.34's release. Oh well.<br>
Merges and closes #5076.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6db69d5737">6db69d5737</a> | 2026-03-04 03:37:21 -0330 | regret-index</pre>
Tweak starcursed mass messages versus mindless monsters (#4928)<br>As the comment left on that issue implies, we prefer the starcursed mass
scream affect all monsters with different messaging rather than make them
individually care about monster intelligence, so this commit does so.<br>
Fixes #4928.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04a87ca1cd">04a87ca1cd</a> | 2026-03-03 14:56:36 -0330 | DracoOmega</pre>
Invert default of autofight_no_stampede option and rename<br>While losing the stampede status when you need to keep it and stampeding
when you'd rather stay in place are perhaps similarly bad for the player,
using ctrl+dir to stop stampeding is more buttons than using tab (for a
very common situation) and it may not be immediately obvious to new players
that it even works. (Also, since for other species, tab only moves if you
*don't* attack, this is probably more consistent with core behavior
anyway.)<br>
While this schema runs some risk of players instead not realizing they can
push monsters at all (which would be even worse), I am keeping my fingers
crosssed this isn't the case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15775b53b1">15775b53b1</a> | 2026-03-03 14:48:04 -0330 | DracoOmega</pre>
Move Gale Centaur to Advanced<br>Disagreements about their power level aside, multiple players have made
reasonable arguments that stampede presents a level of unique tactical
complexity that would be more appropriate for an Advanced species instead
of Intermediate.<br>
I have swapped Coglins into the bottom of Intermediate in their place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c80f6e2a8d">c80f6e2a8d</a> | 2026-03-03 14:30:26 -0330 | DracoOmega</pre>
Rename Anemocentaur to Gale Centaur<br>While the mythological referent for anemocentaur were the Greek anemoi, I'd
opted to encorporate -centaur into the name (rather than simply call them
Anemoi) to try and ensure it was clear to players that they were basically
wind-themed centaurs and not anything more deliberately 'weird';
specifically harkening back to the familiar and oft-misssed species
rather than its multiple unconventional replacements.<br>
This seems to have failed utterly, with many players from all corners
arriving at different conclusions about exactly what sort of weirdness the
name was intending. (The most common misunderstanding is that they are part
sea anemone, though I've seen a variety of distinct misreadings).<br>
Since the entire *point* of calling them anemocentaurs in the first place
was to emphasise that they are, in fact, just centaurs (while being just
distinct enough to justify not being fast-moving like the common monster
is, on mechanical grounds), I am opting to rename them entirely. Hopefully
this will be less open to misunderstanding.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2f9960323">c2f9960323</a> | 2026-03-03 23:09:25 +1300 | Isaac Clancy</pre>
Output some crash logs on platforms that don't support unix signals<br>We can't output crash logs for sigfaults and other signals, but we can
still output them for calls to ASSERT and die
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=657efc8387">657efc8387</a> | 2026-03-03 21:55:46 +1300 | Isaac Clancy</pre>
Fix the MSVC tiles build crashing when trying to process a crash<br>This resulted in the crash log not being created and was caused by
stderr being invalid. We can work around this by skipping writing to
stderr for this build configuration.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc8efd9172">fc8efd9172</a> | 2026-03-03 16:20:55 +1300 | Isaac Clancy</pre>
Fix crash when Bribing summoner (Undo)<br>When you see a summoner and its summons at the same time and the
summoner accepts a Gozag bribe (which kills the summons) we would crash
when trying to determine if the dead summons should interupt the player.
Instead, skip the dead monsters as they won't interupt the player.<br>
Fixes #5115
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f5795fbf5a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-156-gf5795fbf5a.zip">here</a>.]]></description>
            <pubDate>Thu, 05 Mar 2026 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-152-g04a87ca1cd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-152-g04a87ca1cd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04a87ca1cd">04a87ca1cd</a> | 2026-03-03 14:56:36 -0330 | DracoOmega</pre>
Invert default of autofight_no_stampede option and rename<br>While losing the stampede status when you need to keep it and stampeding
when you'd rather stay in place are perhaps similarly bad for the player,
using ctrl+dir to stop stampeding is more buttons than using tab (for a
very common situation) and it may not be immediately obvious to new players
that it even works. (Also, since for other species, tab only moves if you
*don't* attack, this is probably more consistent with core behavior
anyway.)<br>
While this schema runs some risk of players instead not realizing they can
push monsters at all (which would be even worse), I am keeping my fingers
crosssed this isn't the case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15775b53b1">15775b53b1</a> | 2026-03-03 14:48:04 -0330 | DracoOmega</pre>
Move Gale Centaur to Advanced<br>Disagreements about their power level aside, multiple players have made
reasonable arguments that stampede presents a level of unique tactical
complexity that would be more appropriate for an Advanced species instead
of Intermediate.<br>
I have swapped Coglins into the bottom of Intermediate in their place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c80f6e2a8d">c80f6e2a8d</a> | 2026-03-03 14:30:26 -0330 | DracoOmega</pre>
Rename Anemocentaur to Gale Centaur<br>While the mythological referent for anemocentaur were the Greek anemoi, I'd
opted to encorporate -centaur into the name (rather than simply call them
Anemoi) to try and ensure it was clear to players that they were basically
wind-themed centaurs and not anything more deliberately 'weird';
specifically harkening back to the familiar and oft-misssed species
rather than its multiple unconventional replacements.<br>
This seems to have failed utterly, with many players from all corners
arriving at different conclusions about exactly what sort of weirdness the
name was intending. (The most common misunderstanding is that they are part
sea anemone, though I've seen a variety of distinct misreadings).<br>
Since the entire *point* of calling them anemocentaurs in the first place
was to emphasise that they are, in fact, just centaurs (while being just
distinct enough to justify not being fast-moving like the common monster
is, on mechanical grounds), I am opting to rename them entirely. Hopefully
this will be less open to misunderstanding.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2f9960323">c2f9960323</a> | 2026-03-03 23:09:25 +1300 | Isaac Clancy</pre>
Output some crash logs on platforms that don't support unix signals<br>We can't output crash logs for sigfaults and other signals, but we can
still output them for calls to ASSERT and die
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=657efc8387">657efc8387</a> | 2026-03-03 21:55:46 +1300 | Isaac Clancy</pre>
Fix the MSVC tiles build crashing when trying to process a crash<br>This resulted in the crash log not being created and was caused by
stderr being invalid. We can work around this by skipping writing to
stderr for this build configuration.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc8efd9172">fc8efd9172</a> | 2026-03-03 16:20:55 +1300 | Isaac Clancy</pre>
Fix crash when Bribing summoner (Undo)<br>When you see a summoner and its summons at the same time and the
summoner accepts a Gozag bribe (which kills the summons) we would crash
when trying to determine if the dead summons should interupt the player.
Instead, skip the dead monsters as they won't interupt the player.<br>
Fixes #5115
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d33b2e39c">9d33b2e39c</a> | 2026-03-03 15:52:19 +1300 | Isaac Clancy</pre>
Fix the force_scroll_targeter option messing with ability targeters<br>This seems to have been a copy-paste error when defining the option.<br>
Fixes #5118
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62a301ebe3">62a301ebe3</a> | 2026-03-03 14:37:44 +1300 | Isaac Clancy</pre>
Fix unequipping a non-artifict always crashing<br>This was caused by commit a76044d which was checking if an item had an
artifact property without first checking if it was an artifact.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a76044d670">a76044d670</a> | 2026-03-03 14:10:35 +1300 | Isaac Clancy</pre>
Fix unequipping unrandarts failing to suppress brand messages<br>Unrands give their own custom messages when unequipped and should
suppress the default message for their brand. However, this was broken
in commit a2d0413
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2d0413ad7">a2d0413ad7</a> | 2026-03-03 13:43:04 +1300 | RypoFalem</pre>
fix: ^Fragile equipment being destroyed before unequip effects<br>The player could dodge negative unequip effects on a ^Fragile item. This
means Amulets of Faith wouldn't have a piety penalty for removal and
weapons of Distortion wouldn't do their distortion unwield effects. This
is apparently unintended and it turns a negative property into a
positive one which will surprise players and vault makers.<br>
This commit breaks ^Fragile gear only after other unequip effects have
happened.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=04a87ca1cd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-152-g04a87ca1cd.zip">here</a>.]]></description>
            <pubDate>Wed, 04 Mar 2026 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-147-gfc8efd9172.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-147-gfc8efd9172.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc8efd9172">fc8efd9172</a> | 2026-03-03 16:20:55 +1300 | Isaac Clancy</pre>
Fix crash when Bribing summoner (Undo)<br>When you see a summoner and its summons at the same time and the
summoner accepts a Gozag bribe (which kills the summons) we would crash
when trying to determine if the dead summons should interupt the player.
Instead, skip the dead monsters as they won't interupt the player.<br>
Fixes #5115
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d33b2e39c">9d33b2e39c</a> | 2026-03-03 15:52:19 +1300 | Isaac Clancy</pre>
Fix the force_scroll_targeter option messing with ability targeters<br>This seems to have been a copy-paste error when defining the option.<br>
Fixes #5118
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62a301ebe3">62a301ebe3</a> | 2026-03-03 14:37:44 +1300 | Isaac Clancy</pre>
Fix unequipping a non-artifict always crashing<br>This was caused by commit a76044d which was checking if an item had an
artifact property without first checking if it was an artifact.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a76044d670">a76044d670</a> | 2026-03-03 14:10:35 +1300 | Isaac Clancy</pre>
Fix unequipping unrandarts failing to suppress brand messages<br>Unrands give their own custom messages when unequipped and should
suppress the default message for their brand. However, this was broken
in commit a2d0413
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2d0413ad7">a2d0413ad7</a> | 2026-03-03 13:43:04 +1300 | RypoFalem</pre>
fix: ^Fragile equipment being destroyed before unequip effects<br>The player could dodge negative unequip effects on a ^Fragile item. This
means Amulets of Faith wouldn't have a piety penalty for removal and
weapons of Distortion wouldn't do their distortion unwield effects. This
is apparently unintended and it turns a negative property into a
positive one which will surprise players and vault makers.<br>
This commit breaks ^Fragile gear only after other unequip effects have
happened.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4adea49af">f4adea49af</a> | 2026-03-02 19:09:08 +1300 | RypoFalem</pre>
fix: Forgetten branch entrances when Xom moves stairs (glyphos)<br>When Xom moved branch entrance stairs, you'd forget which level the
entrance was on. This meant you couldn't autotravel to the branch and it
wouldn't show the location on the overview screen.<br>
Fixes #4737
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=162b858e6e">162b858e6e</a> | 2026-03-02 19:04:53 +1300 | Isaac Clancy</pre>
Add Dossy Shiobara to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b33d42f96">9b33d42f96</a> | 2026-03-01 22:16:10 -0600 | brandon s allbery kf8nh</pre>
tweak the morgue upload setup<br>improve documentation/comments
only upload if we had an actual crash, per DracoOmega
reduce retention time to 7 days
drop db and des from saves
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3808bb52c5">3808bb52c5</a> | 2026-03-01 04:16:50 -0330 | regret-index</pre>
Fix trove weapons<br>The First Justicar's Armoury was asking for demon weapons of holy wrath
after 2489330, which didn't function at all. The vault now has some fairly
low chances for the blessed weapon counterparts instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa274b4f18">aa274b4f18</a> | 2026-03-01 04:14:40 -0330 | regret-index</pre>
Replace another swatsika vault (Wiilli)<br>This became substantially more obvious after ac9929e actually highlighted
the walls when the individual vault spawns. Since the design specifications
of polyominoes.des are rather difficult to adjust individual vaults within,
I've made another layout entirely instead (which is still using four
L-shaped heptominoes, but in a wider pattern of two rectangles instead).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fc8efd9172">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-147-gfc8efd9172.zip">here</a>.]]></description>
            <pubDate>Tue, 03 Mar 2026 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-142-gf4adea49af.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-142-gf4adea49af.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4adea49af">f4adea49af</a> | 2026-03-02 19:09:08 +1300 | RypoFalem</pre>
fix: Forgetten branch entrances when Xom moves stairs (glyphos)<br>When Xom moved branch entrance stairs, you'd forget which level the
entrance was on. This meant you couldn't autotravel to the branch and it
wouldn't show the location on the overview screen.<br>
Fixes #4737
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=162b858e6e">162b858e6e</a> | 2026-03-02 19:04:53 +1300 | Isaac Clancy</pre>
Add Dossy Shiobara to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b33d42f96">9b33d42f96</a> | 2026-03-01 22:16:10 -0600 | brandon s allbery kf8nh</pre>
tweak the morgue upload setup<br>improve documentation/comments
only upload if we had an actual crash, per DracoOmega
reduce retention time to 7 days
drop db and des from saves
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3808bb52c5">3808bb52c5</a> | 2026-03-01 04:16:50 -0330 | regret-index</pre>
Fix trove weapons<br>The First Justicar's Armoury was asking for demon weapons of holy wrath
after 2489330, which didn't function at all. The vault now has some fairly
low chances for the blessed weapon counterparts instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa274b4f18">aa274b4f18</a> | 2026-03-01 04:14:40 -0330 | regret-index</pre>
Replace another swatsika vault (Wiilli)<br>This became substantially more obvious after ac9929e actually highlighted
the walls when the individual vault spawns. Since the design specifications
of polyominoes.des are rather difficult to adjust individual vaults within,
I've made another layout entirely instead (which is still using four
L-shaped heptominoes, but in a wider pattern of two rectangles instead).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9abd15452">d9abd15452</a> | 2026-03-01 03:34:19 -0330 | DracoOmega</pre>
Fix a few values not being propogated up from coglin multiweapon attacks<br>Mostly this resulted in fsim failing to report anything for coglin offense,
since it thought every one of their attacks missed.<br>
(total_damage_done is currently only used for enkindled spellclaws, but
it's very possible in the future something else will use it that could have
affected coglins.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f86954083">7f86954083</a> | 2026-03-01 02:07:34 -0330 | brandon s allbery kf8nh</pre>
Upload an artifact on Linux test failure<br>The artifact contains the executable, the morgue, and a core file if
available (with the executable matching the core file for debugging).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7be77ddb67">7be77ddb67</a> | 2026-02-28 21:43:41 -0330 | regret-index</pre>
Fix a few recent interface tiles<br>The Mass Regeneration icon added in a0e6fa1 was accidentally putting the
generic spell icon background behind the invocations background it was
already using, and the South Wind mutation icon I provided for e12fab6
has part of it oriented in the wrong direction due to various wind
mechanics versus direction reconfigurations during development.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5722069ed3">5722069ed3</a> | 2026-02-28 21:43:41 -0330 | regret-index</pre>
Give Josephina (the late one) Dominate Undead<br>Despite the omnipresence of bolts and fireballs in lategame, a lot of ally
builds in lategame can build up so many bodies that few monsters can
really meaningfully threaten the top of each ally spell school. Meanwhile,
Josephina the ice lich (618b504) i also notably underperforming in
killratio versus most other endgame uniques, with little changed for her
recently besides repeated Flash Freeze adjustments over the years.<br>
I am thus repurposing a bit of the unique always leading around a bunch
of undead to further menace other necromancers and undead alike, by
giving her the undead-ally-stealing, player-undead-vexing Dominate Undead
made for vampire bloodprinces in 4c592b3. This should help her stand out
significantly to those who care about either of these effects, without
being too overwhelming (since it's late enough players can ready some
strategy beyond spamming spectres and scarabs / can expect to risk
Paralysis against many endgame monsters anyway), still keeps her somewhat
mechanically straightforward in borrowing spells since many characters
don't care about the spell, and should feel reasonably distinct from
bloodprinces + distant from future Tomb that it should all reasonably work
out for an experiment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fc84518e5">7fc84518e5</a> | 2026-02-28 21:43:40 -0330 | regret-index</pre>
Fix troves weapons accidentally trying for ranged distortion (rypofalem)<br>The rework of trove_weap_brand in 2489330 to make non-acquirement Trove
weapons use generic top-tier weapons even passes a ranged_valid parameter
but forgot to accidentally use it. Fortunately, this only comes up as an
error message in Eringya's Secret Bog and the Devouring Rift, and is also
very easy to fix here by checking it.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f4adea49af">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-142-gf4adea49af.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Mar 2026 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-136-g7f86954083.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-136-g7f86954083.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f86954083">7f86954083</a> | 2026-03-01 02:07:34 -0330 | brandon s allbery kf8nh</pre>
Upload an artifact on Linux test failure<br>The artifact contains the executable, the morgue, and a core file if
available (with the executable matching the core file for debugging).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7be77ddb67">7be77ddb67</a> | 2026-02-28 21:43:41 -0330 | regret-index</pre>
Fix a few recent interface tiles<br>The Mass Regeneration icon added in a0e6fa1 was accidentally putting the
generic spell icon background behind the invocations background it was
already using, and the South Wind mutation icon I provided for e12fab6
has part of it oriented in the wrong direction due to various wind
mechanics versus direction reconfigurations during development.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5722069ed3">5722069ed3</a> | 2026-02-28 21:43:41 -0330 | regret-index</pre>
Give Josephina (the late one) Dominate Undead<br>Despite the omnipresence of bolts and fireballs in lategame, a lot of ally
builds in lategame can build up so many bodies that few monsters can
really meaningfully threaten the top of each ally spell school. Meanwhile,
Josephina the ice lich (618b504) i also notably underperforming in
killratio versus most other endgame uniques, with little changed for her
recently besides repeated Flash Freeze adjustments over the years.<br>
I am thus repurposing a bit of the unique always leading around a bunch
of undead to further menace other necromancers and undead alike, by
giving her the undead-ally-stealing, player-undead-vexing Dominate Undead
made for vampire bloodprinces in 4c592b3. This should help her stand out
significantly to those who care about either of these effects, without
being too overwhelming (since it's late enough players can ready some
strategy beyond spamming spectres and scarabs / can expect to risk
Paralysis against many endgame monsters anyway), still keeps her somewhat
mechanically straightforward in borrowing spells since many characters
don't care about the spell, and should feel reasonably distinct from
bloodprinces + distant from future Tomb that it should all reasonably work
out for an experiment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fc84518e5">7fc84518e5</a> | 2026-02-28 21:43:40 -0330 | regret-index</pre>
Fix troves weapons accidentally trying for ranged distortion (rypofalem)<br>The rework of trove_weap_brand in 2489330 to make non-acquirement Trove
weapons use generic top-tier weapons even passes a ranged_valid parameter
but forgot to accidentally use it. Fortunately, this only comes up as an
error message in Eringya's Secret Bog and the Devouring Rift, and is also
very easy to fix here by checking it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45c81ee204">45c81ee204</a> | 2026-02-28 21:43:40 -0330 | regret-index</pre>
Fix an overflow altar using a second Trog altar (#5103)<br>In the big refactoring of overflow.des in bcc4609, a stone arch in
nzn_overflow_gifts_of_might_and_magic accidentally got replaced with a
second Trog altar, which is thus fixed here.<br>
(While I'm here, to make the vault more obviously comparing Trog and
Sif, I'm giving it floor tiles to match the colourations it gets in
console.)<br>
This fixes #5103.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2737fa4c34">2737fa4c34</a> | 2026-02-28 21:43:40 -0330 | regret-index</pre>
Change the outside border of V:5 from rock to metal (#5901)<br>While previously this felt fine when there wasn't any metallic flooring
across the level, 011df5c adding such makes digging / shattering the
outside floor's brick to reveal the default metal floor look a bit ugly.
It's also not really what the appearance of the floor would suggest. The
potential strategy of breaking the metal walls to dig around the outside
of the floor in order to safely approach each corner is both somewhat
silly and very niche, with how many digging charges this would need
anyway, so it shouldn't really hurt to lose it; there's already some
mild benefit from being able to break those walls to produce more free
sight-controlling corners, anyway.<br>
(In the 10% chance the floor is made of green crystal wall instead, the
outside border will be crystal walls too.)<br>
This fixes #5901.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=81124d8845">81124d8845</a> | 2026-02-28 21:43:35 -0330 | regret-index</pre>
New short blade base type: Athame<br>Short blades are in a curious conceptual superposition. Their low base
damage, fast mindelay, and stab mechanics all alike are meant to support
two different strategies: the many build decisions and spell / god
integration and occasional Stealth luck to support stabbing, or just
tossing on enough Slaying and auxes and the right brands to provide
consistent decent melee throughput. The former has a lot of complexity and
resists across the game trying to cover up the pay-off always being a
nearly / dead monster, and is regularly balanced out by the fallback of
the latter, which has slowly gotten stronger over time between aux attack
forms and Slaying-providing effects and mildly more randarts in
midgame-onwards. There's not a lot of an actual bridge between the two
beyond using the same weapons, and the latter lacks for a large degree
of the former's complexity- not unusual for the simplicity of most other
weapons in Crawl, but still a conspicuous gap in Short Blades itself,
especially while Hexes has its own notable gap in stabbing spells between
levels 4 to 6.<br>
(Simultaneously, there's also a large skill investment gap for mindelay
between the rather common rapier and the fairly rare quick blade as of
e9d7159. While this provides a certain unique characterization to the
weapon type and rapiers or pivoting into Long Blades can still win the
game with enough effort, it's a fairly dissatisfying end result, which
can be filled with something hopefully reasonably unique. The Blade Form
rework of a11072b also is already strong enough to win short blades 3-rune
games with, but there's not a lot of stabbing or short-blades oriented
weapon permitting forms before it on the curve after the Maw Form reworks
of 62f4531 besides the singular Werewolf Form.)<br>
As such, this new weapon may be somewhat more complicated than default,
but directly serves as a bridge between Crawl's many complex stabbing
circumstances and "just hitting monsters many times really fast", as well
as a bridge in skill investment between rapier's 14 skill and quick
blade's 20 skill for minimum attack delay. (The last of these is
particularly of interest with future systems incentivizing heavy weapon
skill investment.)<br>
These ceremonial daggers, attested to the Renaissance era Key of Solomon,
have base damage 6, base accuracy +5, and a base attack delay of 1.3 that
reaches a mindelay of 0.5 at skill level 16. While this is worse than a
rapier by default, they have a unique built-in behaviour meant to somewhat
broaden the Short Blades identity beyond stabbing or quick swings: they
get +2 base damage for striking targets with one debuff, and +4 base
damage (+66% of base 6 damage!) for those with two or more debuffs.
(This debuff list reuses the poltergeist Trickster list, which noticeably
just misses out on poison.) As base damage is the most important stat to
scale on a weapon, this moves athame from being ~15% worse than rapiers
in average effective damage to ~18% better with one debuff and ~38% with
two (give or take all the stat, slaying, and fighting skill possibilities).
They are, however, still worse than quick blades at 20 skill, which can
mildly outpace them with more slaying and far more consistently without
chasing down debuffs.<br>
(This reuse of debuff-checking can provide a large number of other synergy
pieces beyond just stabbing Hexes. Hard-to-resist effects liky Sticky
Flame, orbs of glass, Uskayaw's Solo Time and Pain Bond, Kiku's Sign of
Ruin, and various other Hexes like Metabolic Englaciation or Yara's Violent
Unravelling should all combo well with the weapon. It also makes Spore
Form's weakness-infliction a bit more attractive, which should help
encourage a little more Shapeshifting investment for Short Blades
characters.)<br>
To discourage constant quick swaps, and to emphasize their ritual dagger
nature, wielding an athame automatically magically costs 10% of your
current health (unless it'd kill you). This shouldn't really have any
particular synergies beyond using potions of curing with amulets of
chemistry, which Sublimation of Blood already covered, but it _is_
helpfully extremely flavourful for the innate magic the weapons have on
top of their other potential brands.<br>
Brand distribution wise, these cannot have venom as a default brand (since
this would forefront how this doesn't count as a debuff to synergize with),
nor draining (since this would make them overly self-sufficient), but they
have natural chances for pain (as only daggers can get otherwise) and
slightly better than usual chances for vampirism. (Nothing is stopping
players from reading scrolls of brand weapon on these if they so desire,
also, and chaos athame should be reasonably competitive rolls as well.)
Drop-wise, these have slightly lowered the acquirement rate of daggers
(which are unlikely to ever be chosen) and rapiers (which these can perform
better than) to preserve the current quick blade acquirement rate. They're
also occasionally equipped on a mixed variety of spellcasters- burial
acolytes, occultists, salamander mystics, deep elf sorcerers / death mages
/ demonologists, demonspawn soul scholars / blood saints / corrupters, and
Josephine. (This means an average of 0.25 athame in D:1-15, 0.2 in Snake,
3.86 in Elf, and 1.1 in Depths. Monsters don't have as much weapon scaling
as the player does, so this is unlikely to increase their threat by very
much at all, doing only up to 4 more damage per swing if you're debuffed.)<br>
If these turn out to be a little too weak, they can have the two debuff
steps reduced to one, though I'm doubtful this will be too necessary in
making a mildly rare weapon that easily outcompetes the common option and
is beaten in turn by the extra-rare option. Short blades in general are
a little extreme with Blade Form these days, but player winrates can use
a little nudge up, and there are other systems planned this version to
make future weapons more attractive. The only UI concern I have at the
moment is with damage rating display, but since we provide the entire
formula to the player at all times, it shouldn't be any difficult to let
players manually calculate it instead of displaying the rating twice or
more for the differing states. (An rc option could maybe handle this in
a few different ways, but I don't feel too obliged to do such right now.)<br>
Their tiles heavily modify the old quick blade tiles by dd and the current
paper doll quick blade tiles by roctavian.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cbf2863a6b">cbf2863a6b</a> | 2026-02-28 20:51:18 -0330 | DracoOmega</pre>
Fix a logic error in transforming_is_unsafe<br>It always checked terrain against your default form instead of the
requested form.<br>
I'm honestly surprised this didn't come up sooner, though I guess it would
require something like an aquatic species putting on a non-swimming
fully-body talisman over deep water.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fab5fcf144">fab5fcf144</a> | 2026-02-28 20:49:36 -0330 | DracoOmega</pre>
Allow treeform to 'swim' (ardhavat)<br>You still can't move, but you don't drown, either. You already have rDrown
in that form anyway, so why not?<br>
This prevents the incredibly unfortunate possibility of quaffing
unidentified !lignification over deep water and being forced to watch
yourself get drained by emergency flight for all of your health.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af5baf9f4c">af5baf9f4c</a> | 2026-02-28 19:24:50 -0330 | Anders Papitto</pre>
Bugfix minimum range description for several monster spells<br>Call Down Lightning and Flashing Balestra have always had a minimum
effective range of 3, not 2.<br>
Also note that Beckoning Gale has the same property.<br>
[Committer's note: Edited commit message and also applied this to Beckoning
Gale, as the original author noted.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f86954083">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-136-g7f86954083.zip">here</a>.]]></description>
            <pubDate>Sun, 01 Mar 2026 06:45:36 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-117-g239433bcb3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-117-g239433bcb3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=239433bcb3">239433bcb3</a> | 2026-02-27 12:09:22 -0330 | DracoOmega</pre>
Improve Salvo targeting logic<br>Adapting some tech from previous commits, salvo will now do a somewhat
better job at finding unobstructed targets, rather than skipping targets
that are only obstructed from direct fire, but can easily be hit by an
indirect shot.<br>
For instance:
@O..
...O<br>
In this scenario, Salvo used to be unable to hit the far ogre (since the
near one was in the way), but now should be able to hit both.<br>
(At the same time, I've reduced Salvo from '5 additional targets beyond the
first' to '5 targets in total')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ec89a455f">5ec89a455f</a> | 2026-02-27 12:09:22 -0330 | DracoOmega</pre>
Improve autofight ranged targeting (and manual aiming, too)<br>Aiming a ranged attack directly at some intended monster is frequently
mildly sub-optimal; ensuring the attack's path also passes through some
other monsters afterward (so that it might hit one of them instead if it
misses its primary target) is almost strictly better, yet often a bit
fiddly to bother with. This commit attempts to improve QoL by automating
some of this:<br>
Once autofight has determined a primary target (by its preexisting logic),
it will attempt to choose the 'best' spot to aim at this target while
including as many other valid targets in the beam path behind it. This
means the player will take better shots in cases those were manually
available (especially relevant with piercing weapons, where including extra
monsters in the shot path can be very important, yet the player performs so
many thousands of attacks each game that manually optimizing every one
would be unthinkable).<br>
In addition, this improves several common pain points regarding statues and
plants (which could previously cause autofight to cease functioning
entirely). If an alternate aim exists to the primary target which could
avoid a plant or statue, it will be selected automatically. And in cases
where no such path exists, but some other monster (usually further away)
*does* have an open path, autofight will choose to target that one instead.<br>
Since these improvements feel so friction-reducing, I have also tried to
incorporate them into manual aiming. When firing with 'f'/'F' against a
previously selected target, a similar automatic aim adjustment will be
applied to the shot path. Since this can often result in the player's shot
appearing to be aimed at a different monster than their 'primary' target
(ie: it aims at something in the back so that both it *and* the original
target can be hit), the interface will only switch its remembered target to
a new monster if the player has moved the cursor in any way. Which is to
say that if the player manually aims at a monster, each subsequent use of
'f'/'F' will focus on that monster, no matter what monster is actually
under the cursor after each aim adjustment *unless* the player does any
manual adjustment themselves).<br>
-----<br>
This commit is based on a PR by Odds, to which I added several
optimisations and fixes and significantly expanded. This closes #4869.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5aae33c1d">d5aae33c1d</a> | 2026-02-27 12:09:22 -0330 | DracoOmega</pre>
Allow the 'F'ire menu to remember the last item the player fired<br>It's a common situation in combat that when you want to throw something at
a monster, you may want to throw the same thing multiple times. While this
can be accomplished by quivering the item first and then using 'f'
repeatedly, the player may not want it to displace what they use with
shift+tab and then have to set it back again afterward.<br>
Instead, when pressing 'F', the cursor will default to whatever was fired
last. So if you want to keep tossing poison darts or curare, F+enter will
automatically reselect this item. This should hopefully be a moderate QoL
improvement when juggling multiple throwables.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c39c3cb1f">0c39c3cb1f</a> | 2026-02-25 08:43:30 +1300 | Dossy Shiobara</pre>
fix: correct crawl.grammar re: qual vs. qualname (#5053)<br>See: crawl-ref/source/libutil.cc description_type_by_name()<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fccfe28bf2">fccfe28bf2</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix Xom moving an altar braking travel to closest altar<br>Xom's "moving stairs" effect can move altars by calling `swap_features`
with the position of the altar and a nearby position to swap with.
`swap_features` moves the altar tracking for the first position to a
temporary position and then moves the altar tracking for the second
position to the first position overriding its altar tracking, it then
moves the altar tracking from the temporary position to the second
position. However, trying to move the altar tracking from the temporary
position was failing because the feature type at the temporary position
was not that of an altar so the function to move altar tracking
(move_notable_thing) thought there couldn't be any altar tracking to
move. This meant that when you traveled to the closest altar with G_ it
would travel to the temporary position (usually the top left corner of
the map) if that was closest.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4107091cb8">4107091cb8</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Remove unused function declaration<br>The function was unused and didn't even have a definition
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adea0f3bd7">adea0f3bd7</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix the minimap missing out of view squares after Abyss shift<br>When the Abyss shifts, it moves everthing around the player (including
the player) to the center of the map. This wasn't redrawing the minimap
for the squares that had things moved onto them but was redrawing it for
squares that had things moved off them. This wasn't a problem for in
view squares as they were completely redrawn before the player's turn
anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e3de29d76">0e3de29d76</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix Abyssal rune detection nuking map knowledge<br>When trying to detect the Abyssal rune we would iterate over the whole
level and clear the map knowledge from any square that didn't contain
the rune until we found the Abyssal rune at which point we would stop
iterating. So if the Abyssal rune wasn't on the level or it was late in
iteration order we would clear the map knowledge for the whole level.
This wasn't a problem for in view squares as the map knowledge would be
recreated before the player's next turn. However, for out of view
squares because we didn't redraw the tiles it would look as if the map
knowledge hadn't been cleared until you reloaded the game (which redraws
the tiles using the map knowledge) also you could still find items and
altars etc in these squares when searching as the stash tracker hadn't
been reset for these squares even when these squares appeared blank
after reloading.<br>
To fix this, don't clear map knowledge when trying to detect the Abyssal
rune as the map kowledge for squares that used to contain the rune but
no longer do should have been cleared when the rune was removed (along
with clearing the rune from the stash tracker etc).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d07bcf4d7f">d07bcf4d7f</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Refactor moving areas in the abyss<br>We were clearing everything that wasn't near the player, then moving
everything near the player (including the player) to the center of the
Abyss but leaving the area moved from with copies of some stuff still
in it and then clearing everything that wasn't near the new location.
However, if we don't leave copies behind when moving we can skip the
final clearing of everything that isn't near the new location.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77b1fc6fcf">77b1fc6fcf</a> | 2026-02-24 16:00:25 -0330 | DracoOmega</pre>
Fix interaction between Enkindle and Divine Exegesis (canofworms)<br>Compatible spells cast via Exegesis were still free if enkindled, despite
not consuming memories to cast this way (nor indicating this in the UI).
They were also receiving the Enkindle power bonus. Now these two effects
should not interact at all (spells cast via Exegesis already didn't trigger
spellclaws).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=239433bcb3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-117-g239433bcb3.zip">here</a>.]]></description>
            <pubDate>Sat, 28 Feb 2026 06:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-114-g0c39c3cb1f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-114-g0c39c3cb1f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c39c3cb1f">0c39c3cb1f</a> | 2026-02-25 08:43:30 +1300 | Dossy Shiobara</pre>
fix: correct crawl.grammar re: qual vs. qualname (#5053)<br>See: crawl-ref/source/libutil.cc description_type_by_name()<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fccfe28bf2">fccfe28bf2</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix Xom moving an altar braking travel to closest altar<br>Xom's "moving stairs" effect can move altars by calling `swap_features`
with the position of the altar and a nearby position to swap with.
`swap_features` moves the altar tracking for the first position to a
temporary position and then moves the altar tracking for the second
position to the first position overriding its altar tracking, it then
moves the altar tracking from the temporary position to the second
position. However, trying to move the altar tracking from the temporary
position was failing because the feature type at the temporary position
was not that of an altar so the function to move altar tracking
(move_notable_thing) thought there couldn't be any altar tracking to
move. This meant that when you traveled to the closest altar with G_ it
would travel to the temporary position (usually the top left corner of
the map) if that was closest.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4107091cb8">4107091cb8</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Remove unused function declaration<br>The function was unused and didn't even have a definition
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adea0f3bd7">adea0f3bd7</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix the minimap missing out of view squares after Abyss shift<br>When the Abyss shifts, it moves everthing around the player (including
the player) to the center of the map. This wasn't redrawing the minimap
for the squares that had things moved onto them but was redrawing it for
squares that had things moved off them. This wasn't a problem for in
view squares as they were completely redrawn before the player's turn
anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e3de29d76">0e3de29d76</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Fix Abyssal rune detection nuking map knowledge<br>When trying to detect the Abyssal rune we would iterate over the whole
level and clear the map knowledge from any square that didn't contain
the rune until we found the Abyssal rune at which point we would stop
iterating. So if the Abyssal rune wasn't on the level or it was late in
iteration order we would clear the map knowledge for the whole level.
This wasn't a problem for in view squares as the map knowledge would be
recreated before the player's next turn. However, for out of view
squares because we didn't redraw the tiles it would look as if the map
knowledge hadn't been cleared until you reloaded the game (which redraws
the tiles using the map knowledge) also you could still find items and
altars etc in these squares when searching as the stash tracker hadn't
been reset for these squares even when these squares appeared blank
after reloading.<br>
To fix this, don't clear map knowledge when trying to detect the Abyssal
rune as the map kowledge for squares that used to contain the rune but
no longer do should have been cleared when the rune was removed (along
with clearing the rune from the stash tracker etc).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d07bcf4d7f">d07bcf4d7f</a> | 2026-02-25 08:36:48 +1300 | Isaac Clancy</pre>
Refactor moving areas in the abyss<br>We were clearing everything that wasn't near the player, then moving
everything near the player (including the player) to the center of the
Abyss but leaving the area moved from with copies of some stuff still
in it and then clearing everything that wasn't near the new location.
However, if we don't leave copies behind when moving we can skip the
final clearing of everything that isn't near the new location.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77b1fc6fcf">77b1fc6fcf</a> | 2026-02-24 16:00:25 -0330 | DracoOmega</pre>
Fix interaction between Enkindle and Divine Exegesis (canofworms)<br>Compatible spells cast via Exegesis were still free if enkindled, despite
not consuming memories to cast this way (nor indicating this in the UI).
They were also receiving the Enkindle power bonus. Now these two effects
should not interact at all (spells cast via Exegesis already didn't trigger
spellclaws).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f104df3b86">f104df3b86</a> | 2026-02-24 15:48:34 -0330 | DracoOmega</pre>
Fix being able to stampede out of mesmerism/fear (Odds)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e802e43057">e802e43057</a> | 2026-02-24 15:20:20 -0330 | DracoOmega</pre>
Fix a cryptic offline windows tiles crash<br>For reasons none of us can yet figure out, single-character ITEM: lines
seem to be misparsed, which (for different reasons we haven't figured out)
causes a crash on local windows tiles when attempting to parse these .des
files. (On Linux, it appears to merely ignore the line entirely).<br>
'ITEM: %' ought to be valid syntax, but since it is also equivalent to
'ITEM: any' which works without complaint, let's just change it. (There are
no other instances of a single-character ITEM: line in all of Crawl)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08978299a1">08978299a1</a> | 2026-02-23 14:59:37 -0330 | DracoOmega</pre>
Fix a vault typo<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0c39c3cb1f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-114-g0c39c3cb1f.zip">here</a>.]]></description>
            <pubDate>Wed, 25 Feb 2026 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-105-g08978299a1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-105-g08978299a1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08978299a1">08978299a1</a> | 2026-02-23 14:59:37 -0330 | DracoOmega</pre>
Fix a vault typo<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3025feb5b">e3025feb5b</a> | 2026-02-23 14:30:04 -0330 | DracoOmega</pre>
Hopefully fix a few issues with anemocentaur wind changing<br>Whichever skill the player increases to 27 first should now be 'locked in'
as their prevailing wind (unless they sacrifice that skill) regardless of
another skill being trained to 27 afterward.<br>
This (hopefully) may also fix a case of it being possible to have two
winds at once (maybe just in wizmode?).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f74e83127">7f74e83127</a> | 2026-02-23 14:27:36 -0330 | DracoOmega</pre>
Fix missing Stampede description (MysticSailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=95eea011eb">95eea011eb</a> | 2026-02-23 14:27:09 -0330 | DracoOmega</pre>
Fix a typo (Planckenstein)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e778793a">41e778793a</a> | 2026-02-23 14:26:59 -0330 | DracoOmega</pre>
Fix East Wind having an incorrect description (Kab)<br>I apparently forgot to update this when the wind effect changed (prior to
being merged with trunk).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4ab6c2afdc">4ab6c2afdc</a> | 2026-02-23 15:14:03 +0300 | Nikolai Lavsky</pre>
task: remove the 0.34 tournament trunk reminder<br>This reverts commit 35ae25411.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2489330cc5">2489330cc5</a> | 2026-02-23 02:27:31 -0330 | regret-index</pre>
Further revamped-Trove updates<br> * Trove weapon drops, which were always split between using acquirement
   and otherwise random weapons, now have the latter always using each
   of the strongest weapons in each weapon skill. The non-acquirement
   weapons care about size, dual-wielding, and sacrificed hands, but
   are otherwise deliberately as blind to one's character as previously,
   so that it can still encourage cross-training pivots or demon weapon
   pick-ups or Paragon wielding without singularly just being one's
   own choices of weapons. (The acquirement weapons, of course, are
   still very tailored towards one's own skills.)<br>
 * Characters with more Unarmed Combat skill than any weapons skill
   who can still shapeshift are given more talismans than previously in
   the weapons / magic / talisman slots.<br>
 * Trove spellbooks have a 40% chance to have a second school focus of
   one's top magic school other than the trove's main magic skill.<br>
 * For variety, contrast, and ameloriations of a common bias against
   heavy weapons all alike, the four classical elements Troves all have
   additional low manual chances now: Conjurations for Fire, Dodging for
   Ice, Shields for Air, and Armour for Earth. (Earth's trove has
   ponderous heavy armour and AC jewellery, Air's trove is themed after
   the Storm Queen, Fire gets the only offense-forward skill since it has
   the least general utility in its spells, and Ice gets to round out the
   set as well as still emphasize defenses for the damage-over-time
   school.)<br>
 * Leda's Sunken Stockpile no longer places as much heavy armour unless
   one's Armour skill significantly outpaces their Dodging Skill, and now
   properly works for giving bardings to anemocentaurs and naga.<br>
 * Trove consumable drops now have a very small chance for scrolls of
   acquirement, matching the old chance to get such in old scroll troves.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b6b51482a">9b6b51482a</a> | 2026-02-23 02:08:07 -0330 | regret-index</pre>
More Elements card tweaks<br>I've never been happy with gargoyles being present in something
thematically meant to be a collection of elemental beasts, and we've got
enough options now I can reasonably replace both. The card's also always
been one of the strongest Summoning deck rolls between catoblepae and
getting multiple non-hostile summons, so it can take a little bit of a
downturn in power anyway.<br>
In the middle card power tier, fire gets lindwurms over molten gargoyles:
still a little boring, but not currently being used up by any
player-accessible Monstrous Menagerie). In the top card power tier, earth
gets mountainshells over war gargoyles: a unique access to a warded summon,
and a summon which can do wide AOE damage without hurting allies if one
can sufficiently prevent enemies from getting close. This should still be
reasonably strong, and unique enough to work with alongside plenty
of other future slow Nemelex adjustments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abade62c61">abade62c61</a> | 2026-02-23 02:08:03 -0330 | regret-index</pre>
Give Mlioglotl less distracting animations (canine)<br>In my slow but continuous quest to remove the vast majority of screen
flashes as recurring effects in the game, Mlioglotl's corruption is
particularly conspicuous considering the obvious Abyssal terrain effects
afterwards and as something particularly annoying when used by a bound
soul. This new effect, made with some mild manipulation of ontoclasm's
Abyss rock wall tiles, should both look uniquely dramatic, not be quite
as glaring when cast, and should even be slightly faster to animate than
previously since there's lots of individual effects happening to thus
not miss.<br>
(Hypothetically, it'd be nice to use this effects set for a Bend Space
monster or something else eventually, but this should be fine for this
purpose right now. I've got something of another upcoming idea for it,
anyway....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=262bf80f53">262bf80f53</a> | 2026-02-23 02:07:07 -0330 | regret-index</pre>
Tweak more shop prices<br> * As very earlygame-limited items, the lowest-tier talismans (quill and
   inkwell) are duds enough in most shops past earlygame that they can
   afford to cost even less than they currently do. (It can also help
   encourage a little bit more going into Shapeshifting beyond the
   slot-limited species and the Shapeshifter background.)<br>
 * Contrariwise, the two top-tier talismans are so valuable for characters
   who will ever seriously consider them that they can cost a bit more
   more than previously, if not quite at the same level as 1880023 set and
   which f2c00fc changed.<br>
 * The three heavy armour ally-school egos (command, resonance, and death)
   all have enough of an innate disadvantage in build narrowness that they
   can all cost less, to help encourage such narrowed builds.<br>
 * Shadow dragon scales and steam dragon scales are also now cheaper.
   The former is a highly narrow build item that feels somewhat difficult
   to sell outside of randarts, and the latter has been somewhat taken
   over in functionality by acid dragon scales (between an occasionally
   relevant resist, an armour penalty too minimal to matter, and an
   equally very early starting appearance).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=08978299a1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-105-g08978299a1.zip">here</a>.]]></description>
            <pubDate>Tue, 24 Feb 2026 06:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-99-g2489330cc5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-99-g2489330cc5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2489330cc5">2489330cc5</a> | 2026-02-23 02:27:31 -0330 | regret-index</pre>
Further revamped-Trove updates<br> * Trove weapon drops, which were always split between using acquirement
   and otherwise random weapons, now have the latter always using each
   of the strongest weapons in each weapon skill. The non-acquirement
   weapons care about size, dual-wielding, and sacrificed hands, but
   are otherwise deliberately as blind to one's character as previously,
   so that it can still encourage cross-training pivots or demon weapon
   pick-ups or Paragon wielding without singularly just being one's
   own choices of weapons. (The acquirement weapons, of course, are
   still very tailored towards one's own skills.)<br>
 * Characters with more Unarmed Combat skill than any weapons skill
   who can still shapeshift are given more talismans than previously in
   the weapons / magic / talisman slots.<br>
 * Trove spellbooks have a 40% chance to have a second school focus of
   one's top magic school other than the trove's main magic skill.<br>
 * For variety, contrast, and ameloriations of a common bias against
   heavy weapons all alike, the four classical elements Troves all have
   additional low manual chances now: Conjurations for Fire, Dodging for
   Ice, Shields for Air, and Armour for Earth. (Earth's trove has
   ponderous heavy armour and AC jewellery, Air's trove is themed after
   the Storm Queen, Fire gets the only offense-forward skill since it has
   the least general utility in its spells, and Ice gets to round out the
   set as well as still emphasize defenses for the damage-over-time
   school.)<br>
 * Leda's Sunken Stockpile no longer places as much heavy armour unless
   one's Armour skill significantly outpaces their Dodging Skill, and now
   properly works for giving bardings to anemocentaurs and naga.<br>
 * Trove consumable drops now have a very small chance for scrolls of
   acquirement, matching the old chance to get such in old scroll troves.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b6b51482a">9b6b51482a</a> | 2026-02-23 02:08:07 -0330 | regret-index</pre>
More Elements card tweaks<br>I've never been happy with gargoyles being present in something
thematically meant to be a collection of elemental beasts, and we've got
enough options now I can reasonably replace both. The card's also always
been one of the strongest Summoning deck rolls between catoblepae and
getting multiple non-hostile summons, so it can take a little bit of a
downturn in power anyway.<br>
In the middle card power tier, fire gets lindwurms over molten gargoyles:
still a little boring, but not currently being used up by any
player-accessible Monstrous Menagerie). In the top card power tier, earth
gets mountainshells over war gargoyles: a unique access to a warded summon,
and a summon which can do wide AOE damage without hurting allies if one
can sufficiently prevent enemies from getting close. This should still be
reasonably strong, and unique enough to work with alongside plenty
of other future slow Nemelex adjustments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abade62c61">abade62c61</a> | 2026-02-23 02:08:03 -0330 | regret-index</pre>
Give Mlioglotl less distracting animations (canine)<br>In my slow but continuous quest to remove the vast majority of screen
flashes as recurring effects in the game, Mlioglotl's corruption is
particularly conspicuous considering the obvious Abyssal terrain effects
afterwards and as something particularly annoying when used by a bound
soul. This new effect, made with some mild manipulation of ontoclasm's
Abyss rock wall tiles, should both look uniquely dramatic, not be quite
as glaring when cast, and should even be slightly faster to animate than
previously since there's lots of individual effects happening to thus
not miss.<br>
(Hypothetically, it'd be nice to use this effects set for a Bend Space
monster or something else eventually, but this should be fine for this
purpose right now. I've got something of another upcoming idea for it,
anyway....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=262bf80f53">262bf80f53</a> | 2026-02-23 02:07:07 -0330 | regret-index</pre>
Tweak more shop prices<br> * As very earlygame-limited items, the lowest-tier talismans (quill and
   inkwell) are duds enough in most shops past earlygame that they can
   afford to cost even less than they currently do. (It can also help
   encourage a little bit more going into Shapeshifting beyond the
   slot-limited species and the Shapeshifter background.)<br>
 * Contrariwise, the two top-tier talismans are so valuable for characters
   who will ever seriously consider them that they can cost a bit more
   more than previously, if not quite at the same level as 1880023 set and
   which f2c00fc changed.<br>
 * The three heavy armour ally-school egos (command, resonance, and death)
   all have enough of an innate disadvantage in build narrowness that they
   can all cost less, to help encourage such narrowed builds.<br>
 * Shadow dragon scales and steam dragon scales are also now cheaper.
   The former is a highly narrow build item that feels somewhat difficult
   to sell outside of randarts, and the latter has been somewhat taken
   over in functionality by acid dragon scales (between an occasionally
   relevant resist, an armour penalty too minimal to matter, and an
   equally very early starting appearance).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e745ec4121">e745ec4121</a> | 2026-02-23 02:07:07 -0330 | regret-index</pre>
First new vault review + new vault tiles for 0.35<br>Two new tilesets for vaults, to help slowly push forward on the eventual
capacity to help more overflow altars not solely rely on enemies or
lategame decorative features, as well as to help vaults stand out from a
visual default:<br>
* A common necromancy-themed floor set for various undead vaults, reusing
  ontoclasm's old Crypt floor tiles before they were replaced with
  CanOfWorms's domino set in d753fea and ebc010b, mixed with CC0 bones
  by finalbossblues and Denzi's old rough floor + Tomb floor tiles.<br>
* A rare weird demonic rock tile, combining CC0 rpg cliff and vine
  graphics by finalbossblues with CC0 metal frames and abstracted grass
  surfaces by surt.<br>
Other notable changes:<br>
* drop_trap (the pressure plate micro-vault that drops spiders, snakes,
  and klowns) now has slightly less spawns in all three cases, but now
  also reliably places a staircase near it, allowing it to have more
  functionality beyond being an obvious trap only to be used for free
  experience when one can handle the spawns by making the trap interfere
  with an individual stair and stairdancing by it.<br>
* The vaults_shipping_containers vault series now have a guaranteed
  minimum of reward and threat deployed within them, as the highlighting
  of hard V vaults with floor_metal_gold in 011df5c makes it far more
  conspicuous when they otherwise don't contain any particularly notable
  threat count.<br>
* Since blade talismans are now potentially a game-winning form for quite
  a few characters, the Elf:2 Hall of Blades now only contains one 33% of
  the time instead of 50%, matching the 33% chances for specific talismans
  from the Crypt shop. As a mild bit of compensation for this, the vault
  now also contains a 2% chance for a random weapons manual, to allow
  players to occasionally pivot to the low-investment rare one-handers or
  to fully invest in the high-investment rare two-handers the vault
  previously once contained as its loot.<br>
* Some underperforming abyssal rune vaults of the past few versions have
  been tweaked upwards, due to the increased speed of endgame characters
  acquiring said rune after 99aa80d being still pretty high even after
  be59399.<br>
* The moth of wrath Necropolis subvaults have been nerfed once more,
  including more extensions of surrounding the moth in grates until
  post-Lair. Additionally, necropolis_ghost_earth_crest now gets a
  pre_lair_d setting using newer monsters to reduce the presence of both.<br>
* ice_cave_small_demon now has slightly more item rewards, to bring it
  closer to the rough average of other ice cave rewards.<br>
* Trove and ziggurat entry vaults have been adjusted to reduce lines, as
  well as making the former clash less visually with Shoals when placed
  there.<br>
* To let the player ghost + negative energy Ziggurat floor set not get
  completely derailed by orbs of entropy, said orbs have a bit lowered
  weighting in that set, and are instead highlighted in a new acid themed
  Ziggurat floor set.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d57cf6e2a9">d57cf6e2a9</a> | 2026-02-22 18:46:48 -0330 | DracoOmega</pre>
Fix strange behavior with West Wind rampage shot and pacified monsters<br>If the player rampaged towards a neutral enemy while worshipping a god that
would be upset for attacking them, the game would still partially act as
though you'd fired this shot (pushing monsters back, giving a Salvo stack,
and seeming to fire an arrow), but the arrow would only travel a single
tile, ensuring it could never hit anything.<br>
The cause of this was rather opaque but essentially one part of ranged
attack code was seeing that the attack would hit a monster that could cause
penance and treated the attack as though it was aimed with . (at the tile
immediately next to the player), but the wind shot tracer itself saw it as
an enemy that could be hit, and treated it as if it was a valid shot.<br>
I am fixing this by making stop_at_allies itself also stop before neutral
monsters that would upset your god (the fact that it didn't already
probably meant it was possible to get Ely penance with Valour sword beams,
but now should not.) and also causing the auto_abort argument of
do_player_ranged_attack to imply the use of stop_at_allies automatically.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92bac972ce">92bac972ce</a> | 2026-02-22 16:40:12 -0330 | DracoOmega</pre>
Shuffle the ordering of species in the Intermediate category<br>Move oni and revenants up and tengu and spriggans down.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cbf687c23">3cbf687c23</a> | 2026-02-22 16:40:12 -0330 | DracoOmega</pre>
Add autofight_no_stampede option<br>This causes autofight to prefer to attack in place rather than stampede
forward and move enemies (when eligable).<br>
Since doing so also ends the stampede state, which can often be bad for the
player, it is off by default, but I suspect some players will appreciate
the option existing nonetheless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=652d35cfb0">652d35cfb0</a> | 2026-02-22 16:40:12 -0330 | DracoOmega</pre>
Rework Zephyr<br>One of the most vanilla unrands still in the game, Zephyr already shared
the name of one of the four winds, so it felt natural to borrow some of its
mechanics as well.<br>
Zephyr loses its speed brand and in exchange, attacks with it count as if
the wielder always had the Salvo status that anemocentaur's west wind
grants - ie: they fire at up to 5 other unobstructed targets at once. It
gains a couple more plusses and dex to partially compensate for its
unbranded base damage and trades SInv for Fly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4be80ac0e2">4be80ac0e2</a> | 2026-02-22 16:40:12 -0330 | DracoOmega</pre>
Rename Amulet of the Four Winds to Amulet of Tranquility<br>Since 'four winds' is now deeply linked to an unrelated species mechanic
(and the item never had much to do with 'wind' in the first place).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2489330cc5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-99-g2489330cc5.zip">here</a>.]]></description>
            <pubDate>Mon, 23 Feb 2026 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-71-g137d089076.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-71-g137d089076.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=137d089076">137d089076</a> | 2026-02-21 23:14:27 -0330 | DracoOmega</pre>
Fix randart Bane scarves having hidden AC (Back-form)<br>Randart armour that rolls a Bane artprop gets bonus plusses to make it a
little more appealing. But it gave these plusses even to armour that
cannot ordinarily have any (eg: scarves and orbs). In scarves case, these
plusses were hidden but still functioned to give additional AC.<br>
Possibly randarts of these types should get some other perk when AC is
unavailable (or simply be disallowed), but for now I am changing the
numbers a little so that they simply don't get anything (besides the bonus
positive artprop budget that negative artprops always give).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01c83e3be8">01c83e3be8</a> | 2026-02-21 21:29:48 -0330 | DracoOmega</pre>
Remove a couple leading spaces in monster visual speech<br>This also caused them to not be properly capitalized when printed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab51d6d76d">ab51d6d76d</a> | 2026-02-21 21:29:05 -0330 | DracoOmega</pre>
Fix webtiles sidebar not always updating wielded item after letter swap<br>If the player swapped the letter of a wielded weapon with a letter
containing a different item of the same non-artefact properties, webtiles
would consider them identical and not update its copy of the player's
inventory. This meant that the sidebar would claim the player was wielding
a different weapon altogether (ie: what is now internally occupying that
inventory slot, and NOT what they are actually wielding).<br>
Rather than examine the full list of every item's artprops every time we
send the player, simply flag moved items as 'dirty' when remapping happens,
which should avoid this problem.<br>
This fixes #5075
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5d556b375">b5d556b375</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Make FLOOR_NERVES_BLUE a bit brighter<br>It was excessively dark (appearing almost black against light backgrounds).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4fc6e05a8">d4fc6e05a8</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Be more specific when warning about changing slow-swap equipment<br>When the player attempted to change equipment in a way that would take
multiple turns while in danger, it gave a prompt that assumed this was
because enemies were nearby. However, i_feel_safe could return false for
things like being lethally poisoned or standing in a dangerous cloud.<br>
Instead, refactor i_feel_safe to be able to return the reason for not
feeling safe and use this in the actual prompt instead.<br>
This fixes #5070
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7d277bd9f">f7d277bd9f</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Fix monster encounter messages being cryptic in rare circumstances<br>If a monster that wielded two weapons had a noteworthy weapon in its second
slot and a mundane one in its first, and was encountered the same time as
other monsters, the abbreviated encounter message could result in things
like "The ettin is ." (since it was skipping the weapon description due to
the first weapon being mundane.<br>
This fixes #5074
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7ba641fff">b7ba641fff</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Fix anacondas taking no damage from cactus giant spines<br>Spines can only do damage to the first enemy attack of a round, and an
anaconda's first attack is constriction that the cactus giant is immune to
due to its size.<br>
This was accidentally broken by 17f7e79 (as apparently one of the only
other things that cared about the value of effective_attack_number)<br>
(This did not affect most constrictors as almost all of them have
constriction as their last attack.)<br>
This fixes #5085
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21a1b92885">21a1b92885</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Remove a validation check for ghosts with rElec-<br>It seems to function just fine on ghost_demons, so it's not clear to me why
this veto was even here in the first place. (rElec- didn't used to be in
the normal mutation pool, but had been possible as part of Qaz wrath for
many years, so it was probably always possible to hit this veto; merely
incredibly unlikely).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e33c9a7d7b">e33c9a7d7b</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Remove some unused code<br>Slime can't generate hatches at all since 0.34's layout changes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9b9d1db90">c9b9d1db90</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Properly mark unidentified talismans evil/chaotic as appropriate (Colgate)<br>'Unidentified' talismans (such as one might find in an antique shop) were
not getting marked as evil (for death/sanguine) or chaotic (all), even
though this designation only depended on information that is known
unambiguously while unidentified.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=137d089076">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-71-g137d089076.zip">here</a>.]]></description>
            <pubDate>Sun, 22 Feb 2026 06:45:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-68-gb5d556b375.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-68-gb5d556b375.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5d556b375">b5d556b375</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Make FLOOR_NERVES_BLUE a bit brighter<br>It was excessively dark (appearing almost black against light backgrounds).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4fc6e05a8">d4fc6e05a8</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Be more specific when warning about changing slow-swap equipment<br>When the player attempted to change equipment in a way that would take
multiple turns while in danger, it gave a prompt that assumed this was
because enemies were nearby. However, i_feel_safe could return false for
things like being lethally poisoned or standing in a dangerous cloud.<br>
Instead, refactor i_feel_safe to be able to return the reason for not
feeling safe and use this in the actual prompt instead.<br>
This fixes #5070
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7d277bd9f">f7d277bd9f</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Fix monster encounter messages being cryptic in rare circumstances<br>If a monster that wielded two weapons had a noteworthy weapon in its second
slot and a mundane one in its first, and was encountered the same time as
other monsters, the abbreviated encounter message could result in things
like "The ettin is ." (since it was skipping the weapon description due to
the first weapon being mundane.<br>
This fixes #5074
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7ba641fff">b7ba641fff</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Fix anacondas taking no damage from cactus giant spines<br>Spines can only do damage to the first enemy attack of a round, and an
anaconda's first attack is constriction that the cactus giant is immune to
due to its size.<br>
This was accidentally broken by 17f7e79 (as apparently one of the only
other things that cared about the value of effective_attack_number)<br>
(This did not affect most constrictors as almost all of them have
constriction as their last attack.)<br>
This fixes #5085
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21a1b92885">21a1b92885</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Remove a validation check for ghosts with rElec-<br>It seems to function just fine on ghost_demons, so it's not clear to me why
this veto was even here in the first place. (rElec- didn't used to be in
the normal mutation pool, but had been possible as part of Qaz wrath for
many years, so it was probably always possible to hit this veto; merely
incredibly unlikely).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e33c9a7d7b">e33c9a7d7b</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Remove some unused code<br>Slime can't generate hatches at all since 0.34's layout changes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9b9d1db90">c9b9d1db90</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Properly mark unidentified talismans evil/chaotic as appropriate (Colgate)<br>'Unidentified' talismans (such as one might find in an antique shop) were
not getting marked as evil (for death/sanguine) or chaotic (all), even
though this designation only depended on information that is known
unambiguously while unidentified.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=117f65c6ef">117f65c6ef</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Allow deconstructing forgecraft allies with a ranged weapon (sed_no_one)<br>(ie: allowing ctrl+direction to kill them when adjacent)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=118dc0aa31">118dc0aa31</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Use a slightly more specific message channel for a warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40fb4cd29f">40fb4cd29f</a> | 2026-02-21 01:32:50 -0330 | DracoOmega</pre>
Fix the force_more for seeing a dancing distortion weapon (Lici)<br>It worked in cases where multiple dancing weapons were first encountered at
the same time, but not if you walked into the presence of just one.<br>
(Given how many different force_mores are needed for this, I can't help but
wonder if it should be different option that didn't need to rely on
string-matching here. Something like unusual_monster_items but for
encounter messages?)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b5d556b375">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-68-gb5d556b375.zip">here</a>.]]></description>
            <pubDate>Sat, 21 Feb 2026 06:45:27 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-53-g511dc2e70d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-53-g511dc2e70d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=511dc2e70d">511dc2e70d</a> | 2026-02-11 19:19:57 -0600 | gammafunk</pre>
Update a dependency to fix python lint<br>The pkg_resources module has been removed from Setuptools, and importlib
is the preferred way to get this information. Update the flake8-commas
modules to a version that uses this approach, so that the python lint CI
job can complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bbfe210076">bbfe210076</a> | 2026-02-08 13:49:35 -0330 | DracoOmega</pre>
Prompt before transforming in ways that would lower max HP a lot (various)<br>If the player tries to put on a talisman or use a bauble which would
lower their max HP by more than 10%, they are now prompted about this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0642ae1248">0642ae1248</a> | 2026-02-08 13:49:31 -0330 | DracoOmega</pre>
Fix a mesmerism-related crash (Lici)<br>If the player was force-mesmerised by a monster (such as by the Obsidian
Axe) and this monster ceased to exist for reasons other dying
conventionally (such as an Abyss shift), attempting to remove the forced
mesmerism key from the monster would crash.<br>
It occurs to me now that this approach may be slightly unsafe, as the key
will persist on monsters in such cases, if they are reachable again. Though
it is plausible the bugs from this are quite marginal (eg: get mesmerised
by a siren while wielding the obsidian axe, have the siren fall down a
shaft, take the axe off, run into the siren and get mesmerised by their
own spell: fearing them no longer breaks it).<br>
But fixing this might require a somewhat larger refactor (ie: storing
forced/not-forced status in the beholder list itself), so I am leaving it
alone for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca4ab9d3b7">ca4ab9d3b7</a> | 2026-02-08 13:49:27 -0330 | DracoOmega</pre>
Fix undefined behavior when killing a transiting bound soul via daction<br>Binding a soul with Yred immediately kills any other bound soul the player
may have. This is done via daction, and if this daction is applied to a
transiting monster (ie: one not currently on any level, likely due to being
banished), several bad things can happen.<br>
Since monster inventories are stored as indicies into env.items on the
current floor, an in-transit monster that hasn't been placed yet will have
arbitrary items from the current floor appear to be in their inventory,
which they will then try to drop on whatever coordinate they last left
whatever floor they were on. This might be inside a wall, causing other
issues, and also means that any real items they were holding will be
permanently lost.<br>
The way Crawl handles both monster inventories and other floors makes this
a bit tricky to solve, so I have opted to instead give 1 aut of
SLOWLY_DYING to a transiting bound soul instead. This should still kill it
immediately upon entering the floor it's transiting to, but at a time where
its behavior is better-defined.<br>
(This entire scenario makes me worry that other dactions that can kill
transiting monsters may have other bugs, but this is the only one that can
drop items, so it's possible there isn't any *consequential* bugs with
other dactions at the moment.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b2965c119">1b2965c119</a> | 2026-02-08 11:02:04 -0330 | DracoOmega</pre>
Remove an assert that is reachable through a valid event sequence<br>While it seems sensible to ensure that any monsters on the acting stack are
valid, it is possible for non-buggy scenarios to involve this not being the
case. A recent example involved a level excursion where a monster died
(which adds it to the acting stack during its death code, then removes it
afterward). The monster prior to it on the stack was back on the original
floor and thus inaccessible (thus the reference was to an invalid monster
only until the excursion ended).<br>
This feels... dicey, since monsters on this stack are necessarily pointing
at different monsters than they're 'supposed to' during an excursion, but
I think the only consequence of this is ocassionally incorrect debug info
in crash logs (and it should be very hard to hit the circumstances where
this is true). In any case, it feels better than rarely crashing through
no fault of the player's.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6cf1f4fed">a6cf1f4fed</a> | 2026-02-08 10:51:37 -0330 | DracoOmega</pre>
Give freezing cloud a warning prompt again<br>The previous warning prompt was lost through a combination of 9513272 and
9726027 (though relying on essentially monster beam code was extremely
dicey in the first place...)<br>
Freezing cloud's self-harm warnings have always been more intrusive than
most spells (with them commonly warning about a 1-in-48 chance of hitting
yourself for minor damage), and some players did prefer them being gone.
But at the same time, this means no warning about things like rC-
characters obliterating themselves with a 100% chance to hit cloud.<br>
I think that a slightly more nuanced warning would probably have better
QoL, but in the meantime I'm putting *something* back in the game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35ae254118">35ae254118</a> | 2026-02-06 14:08:43 -0600 | gammafunk</pre>
Add the 0.34 tournament trunk reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a667b5b5df">a667b5b5df</a> | 2026-02-05 18:37:23 -0330 | DracoOmega</pre>
Print more useful error messages when a ghost fails validation<br>If any single ghost in a bones file failed any of the many checks in
debug_check_ghost(), the entire file would be rejected with an error of
'buggy bones file' and then deleted. This gave virtually no useful
information to track down or fix the actual cause of the problem, so
instead print a different specific error message for each source of
failure. This should aid future debugging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d238440321">d238440321</a> | 2026-02-06 00:19:33 +0300 | Nikolai Lavsky</pre>
docs: fix changelog typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=283e8b9c10">283e8b9c10</a> | 2026-02-05 10:58:00 -0330 | RypoFalem</pre>
fix: Prompt for talisman warning inscriptions and excommunication<br>Talisman !P (Put on) and !R (Remove) inscriptions are now respected.
(As well as !*, implicitly.)<br>
Talismans that would excommunicate you now give you a warning. This
technically also affects rings and amulets. Though, as far as I know
putting on rings and amulets that your god hates merely give you
penance each turn. I suspect the warning for penance was intentionally
absent so I didn't change that but if there's a ring or amulet that
would instantly excommunicate you, there will now be a prompt for that.<br>
The items were already highlighted a scary red by default which was
warning enough for the issue to go unnoticed.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=511dc2e70d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-53-g511dc2e70d.zip">here</a>.]]></description>
            <pubDate>Thu, 12 Feb 2026 06:45:39 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-52-gbbfe210076.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-52-gbbfe210076.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bbfe210076">bbfe210076</a> | 2026-02-08 13:49:35 -0330 | DracoOmega</pre>
Prompt before transforming in ways that would lower max HP a lot (various)<br>If the player tries to put on a talisman or use a bauble which would
lower their max HP by more than 10%, they are now prompted about this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0642ae1248">0642ae1248</a> | 2026-02-08 13:49:31 -0330 | DracoOmega</pre>
Fix a mesmerism-related crash (Lici)<br>If the player was force-mesmerised by a monster (such as by the Obsidian
Axe) and this monster ceased to exist for reasons other dying
conventionally (such as an Abyss shift), attempting to remove the forced
mesmerism key from the monster would crash.<br>
It occurs to me now that this approach may be slightly unsafe, as the key
will persist on monsters in such cases, if they are reachable again. Though
it is plausible the bugs from this are quite marginal (eg: get mesmerised
by a siren while wielding the obsidian axe, have the siren fall down a
shaft, take the axe off, run into the siren and get mesmerised by their
own spell: fearing them no longer breaks it).<br>
But fixing this might require a somewhat larger refactor (ie: storing
forced/not-forced status in the beholder list itself), so I am leaving it
alone for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca4ab9d3b7">ca4ab9d3b7</a> | 2026-02-08 13:49:27 -0330 | DracoOmega</pre>
Fix undefined behavior when killing a transiting bound soul via daction<br>Binding a soul with Yred immediately kills any other bound soul the player
may have. This is done via daction, and if this daction is applied to a
transiting monster (ie: one not currently on any level, likely due to being
banished), several bad things can happen.<br>
Since monster inventories are stored as indicies into env.items on the
current floor, an in-transit monster that hasn't been placed yet will have
arbitrary items from the current floor appear to be in their inventory,
which they will then try to drop on whatever coordinate they last left
whatever floor they were on. This might be inside a wall, causing other
issues, and also means that any real items they were holding will be
permanently lost.<br>
The way Crawl handles both monster inventories and other floors makes this
a bit tricky to solve, so I have opted to instead give 1 aut of
SLOWLY_DYING to a transiting bound soul instead. This should still kill it
immediately upon entering the floor it's transiting to, but at a time where
its behavior is better-defined.<br>
(This entire scenario makes me worry that other dactions that can kill
transiting monsters may have other bugs, but this is the only one that can
drop items, so it's possible there isn't any *consequential* bugs with
other dactions at the moment.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b2965c119">1b2965c119</a> | 2026-02-08 11:02:04 -0330 | DracoOmega</pre>
Remove an assert that is reachable through a valid event sequence<br>While it seems sensible to ensure that any monsters on the acting stack are
valid, it is possible for non-buggy scenarios to involve this not being the
case. A recent example involved a level excursion where a monster died
(which adds it to the acting stack during its death code, then removes it
afterward). The monster prior to it on the stack was back on the original
floor and thus inaccessible (thus the reference was to an invalid monster
only until the excursion ended).<br>
This feels... dicey, since monsters on this stack are necessarily pointing
at different monsters than they're 'supposed to' during an excursion, but
I think the only consequence of this is ocassionally incorrect debug info
in crash logs (and it should be very hard to hit the circumstances where
this is true). In any case, it feels better than rarely crashing through
no fault of the player's.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6cf1f4fed">a6cf1f4fed</a> | 2026-02-08 10:51:37 -0330 | DracoOmega</pre>
Give freezing cloud a warning prompt again<br>The previous warning prompt was lost through a combination of 9513272 and
9726027 (though relying on essentially monster beam code was extremely
dicey in the first place...)<br>
Freezing cloud's self-harm warnings have always been more intrusive than
most spells (with them commonly warning about a 1-in-48 chance of hitting
yourself for minor damage), and some players did prefer them being gone.
But at the same time, this means no warning about things like rC-
characters obliterating themselves with a 100% chance to hit cloud.<br>
I think that a slightly more nuanced warning would probably have better
QoL, but in the meantime I'm putting *something* back in the game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35ae254118">35ae254118</a> | 2026-02-06 14:08:43 -0600 | gammafunk</pre>
Add the 0.34 tournament trunk reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a667b5b5df">a667b5b5df</a> | 2026-02-05 18:37:23 -0330 | DracoOmega</pre>
Print more useful error messages when a ghost fails validation<br>If any single ghost in a bones file failed any of the many checks in
debug_check_ghost(), the entire file would be rejected with an error of
'buggy bones file' and then deleted. This gave virtually no useful
information to track down or fix the actual cause of the problem, so
instead print a different specific error message for each source of
failure. This should aid future debugging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d238440321">d238440321</a> | 2026-02-06 00:19:33 +0300 | Nikolai Lavsky</pre>
docs: fix changelog typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=283e8b9c10">283e8b9c10</a> | 2026-02-05 10:58:00 -0330 | RypoFalem</pre>
fix: Prompt for talisman warning inscriptions and excommunication<br>Talisman !P (Put on) and !R (Remove) inscriptions are now respected.
(As well as !*, implicitly.)<br>
Talismans that would excommunicate you now give you a warning. This
technically also affects rings and amulets. Though, as far as I know
putting on rings and amulets that your god hates merely give you
penance each turn. I suspect the warning for penance was intentionally
absent so I didn't change that but if there's a ring or amulet that
would instantly excommunicate you, there will now be a prompt for that.<br>
The items were already highlighted a scary red by default which was
warning enough for the issue to go unnoticed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e4ec47ad">41e4ec47ad</a> | 2026-02-05 10:55:28 -0330 | CrawlOdds</pre>
Don't summon trees under monsters who can't live in them<br>This is especially awkward for creeping plasmodia, who "flop about on
dry land" in response. Earth elementals cope better, but it still seems
like a bad idea to violate habitability rules like this.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bbfe210076">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-52-gbbfe210076.zip">here</a>.]]></description>
            <pubDate>Mon, 09 Feb 2026 06:45:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-47-g35ae254118.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-47-g35ae254118.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35ae254118">35ae254118</a> | 2026-02-06 14:08:43 -0600 | gammafunk</pre>
Add the 0.34 tournament trunk reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a667b5b5df">a667b5b5df</a> | 2026-02-05 18:37:23 -0330 | DracoOmega</pre>
Print more useful error messages when a ghost fails validation<br>If any single ghost in a bones file failed any of the many checks in
debug_check_ghost(), the entire file would be rejected with an error of
'buggy bones file' and then deleted. This gave virtually no useful
information to track down or fix the actual cause of the problem, so
instead print a different specific error message for each source of
failure. This should aid future debugging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d238440321">d238440321</a> | 2026-02-06 00:19:33 +0300 | Nikolai Lavsky</pre>
docs: fix changelog typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=283e8b9c10">283e8b9c10</a> | 2026-02-05 10:58:00 -0330 | RypoFalem</pre>
fix: Prompt for talisman warning inscriptions and excommunication<br>Talisman !P (Put on) and !R (Remove) inscriptions are now respected.
(As well as !*, implicitly.)<br>
Talismans that would excommunicate you now give you a warning. This
technically also affects rings and amulets. Though, as far as I know
putting on rings and amulets that your god hates merely give you
penance each turn. I suspect the warning for penance was intentionally
absent so I didn't change that but if there's a ring or amulet that
would instantly excommunicate you, there will now be a prompt for that.<br>
The items were already highlighted a scary red by default which was
warning enough for the issue to go unnoticed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e4ec47ad">41e4ec47ad</a> | 2026-02-05 10:55:28 -0330 | CrawlOdds</pre>
Don't summon trees under monsters who can't live in them<br>This is especially awkward for creeping plasmodia, who "flop about on
dry land" in response. Earth elementals cope better, but it still seems
like a bad idea to violate habitability rules like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=52370782d7">52370782d7</a> | 2026-02-04 14:41:28 -0330 | DracoOmega</pre>
Fix monster Portal Projectile not firing proper ranged attacks<br>Portal Projectile was firing just the beam part of its ranged_attack_beam
without the ranged_attack attached (because it bypassed fire() entirely).<br>
The most obvious result of this was an assert when trying to drop a
throwing net that was shot this way, but launcher attacks done this way
were also using the default beam damage instead of performing an actual
ranged attack. This meant that (no matter what was being fired) they did
10d10 damage with a to-hit of -1. This made it nearly impossible to
actually hit anything, but if they *did*, they could do far more damage
than expected.<br>
(Using an external unwind_var like this is a bit ugly, but using fire()
with source=target causes some minor animation issues that I am not going
to try adjusting during feature freeze.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef146b28bf">ef146b28bf</a> | 2026-02-04 17:54:20 +1300 | Isaac Clancy</pre>
Fix rebuke redirected attacks sometimes giving you penance (Wizzzargh)<br>If you attacked a monster that had a rebuke weapon equipped and it
redirected your attack to hit an ally, this would place you under
penance with no warning if your god didn't like you attacking allies.
However, it shouldn't give penance as it is an involuntary attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8023c0469f">8023c0469f</a> | 2026-02-04 16:30:14 +1300 | Isaac Clancy</pre>
Fix a crash when a monster starts its turn in a cloud of blastemotes<br>Usually it's not possible for a monster to start its turn in a cloud of
blastemotes as the cloud explodes when the monster moves onto it.
However, if a monster is created in a cloud of blastemotes, the cloud
will explode at the start of the monsters turn. This resulted in a crash
as the code to apply a cloud to a monster was triggering the blastemotes
which deleted the cloud of blastemotes and then trying to get which
actor created the cloud.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ba5078521">3ba5078521</a> | 2026-02-03 18:12:36 -0330 | DracoOmega</pre>
Properly note the currently acting monster in crashlogs<br>I swear that at some point in the past this worked properly, but I cannot
find any commit removing it.<br>
In any case, it would sometimes be helpful (wierdly enough, we still note
this properly when a monster is being given energy and even when it's
*shouting*, but not during most of its own turn.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aabab6204">4aabab6204</a> | 2026-02-03 17:27:18 -0330 | DracoOmega</pre>
Fix shooting stars sometimes pulling enemies closer (Odds)<br>Seekers (like foxfire and shooting stars) can be triggered by monsters
walking into them, which is internally happened by monster swapping code.
Design-wise, this is so that foxfire cannot jam enemy movement indefinitely
in confined spaces, but it results in a strange effect with shooting stars:
If a monster 'swaps' with a shooting star, when it is hit by it, the star
is now 'behind' it and its knockback will push it forward instead of
backward.<br>
Resolving this was somewhat complicated, but essentially we 'pretend' that
the shooting star is still one tile further in the direction the monster
just moved (and also kill it early, so that it gets out of the way of the
knockback). This should result in the star knocking the monster back to
the position it was at at the start of its movement.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=35ae254118">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-47-g35ae254118.zip">here</a>.]]></description>
            <pubDate>Sat, 07 Feb 2026 06:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-46-ga667b5b5df.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-46-ga667b5b5df.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a667b5b5df">a667b5b5df</a> | 2026-02-05 18:37:23 -0330 | DracoOmega</pre>
Print more useful error messages when a ghost fails validation<br>If any single ghost in a bones file failed any of the many checks in
debug_check_ghost(), the entire file would be rejected with an error of
'buggy bones file' and then deleted. This gave virtually no useful
information to track down or fix the actual cause of the problem, so
instead print a different specific error message for each source of
failure. This should aid future debugging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d238440321">d238440321</a> | 2026-02-06 00:19:33 +0300 | Nikolai Lavsky</pre>
docs: fix changelog typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=283e8b9c10">283e8b9c10</a> | 2026-02-05 10:58:00 -0330 | RypoFalem</pre>
fix: Prompt for talisman warning inscriptions and excommunication<br>Talisman !P (Put on) and !R (Remove) inscriptions are now respected.
(As well as !*, implicitly.)<br>
Talismans that would excommunicate you now give you a warning. This
technically also affects rings and amulets. Though, as far as I know
putting on rings and amulets that your god hates merely give you
penance each turn. I suspect the warning for penance was intentionally
absent so I didn't change that but if there's a ring or amulet that
would instantly excommunicate you, there will now be a prompt for that.<br>
The items were already highlighted a scary red by default which was
warning enough for the issue to go unnoticed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e4ec47ad">41e4ec47ad</a> | 2026-02-05 10:55:28 -0330 | CrawlOdds</pre>
Don't summon trees under monsters who can't live in them<br>This is especially awkward for creeping plasmodia, who "flop about on
dry land" in response. Earth elementals cope better, but it still seems
like a bad idea to violate habitability rules like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=52370782d7">52370782d7</a> | 2026-02-04 14:41:28 -0330 | DracoOmega</pre>
Fix monster Portal Projectile not firing proper ranged attacks<br>Portal Projectile was firing just the beam part of its ranged_attack_beam
without the ranged_attack attached (because it bypassed fire() entirely).<br>
The most obvious result of this was an assert when trying to drop a
throwing net that was shot this way, but launcher attacks done this way
were also using the default beam damage instead of performing an actual
ranged attack. This meant that (no matter what was being fired) they did
10d10 damage with a to-hit of -1. This made it nearly impossible to
actually hit anything, but if they *did*, they could do far more damage
than expected.<br>
(Using an external unwind_var like this is a bit ugly, but using fire()
with source=target causes some minor animation issues that I am not going
to try adjusting during feature freeze.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef146b28bf">ef146b28bf</a> | 2026-02-04 17:54:20 +1300 | Isaac Clancy</pre>
Fix rebuke redirected attacks sometimes giving you penance (Wizzzargh)<br>If you attacked a monster that had a rebuke weapon equipped and it
redirected your attack to hit an ally, this would place you under
penance with no warning if your god didn't like you attacking allies.
However, it shouldn't give penance as it is an involuntary attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8023c0469f">8023c0469f</a> | 2026-02-04 16:30:14 +1300 | Isaac Clancy</pre>
Fix a crash when a monster starts its turn in a cloud of blastemotes<br>Usually it's not possible for a monster to start its turn in a cloud of
blastemotes as the cloud explodes when the monster moves onto it.
However, if a monster is created in a cloud of blastemotes, the cloud
will explode at the start of the monsters turn. This resulted in a crash
as the code to apply a cloud to a monster was triggering the blastemotes
which deleted the cloud of blastemotes and then trying to get which
actor created the cloud.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ba5078521">3ba5078521</a> | 2026-02-03 18:12:36 -0330 | DracoOmega</pre>
Properly note the currently acting monster in crashlogs<br>I swear that at some point in the past this worked properly, but I cannot
find any commit removing it.<br>
In any case, it would sometimes be helpful (wierdly enough, we still note
this properly when a monster is being given energy and even when it's
*shouting*, but not during most of its own turn.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aabab6204">4aabab6204</a> | 2026-02-03 17:27:18 -0330 | DracoOmega</pre>
Fix shooting stars sometimes pulling enemies closer (Odds)<br>Seekers (like foxfire and shooting stars) can be triggered by monsters
walking into them, which is internally happened by monster swapping code.
Design-wise, this is so that foxfire cannot jam enemy movement indefinitely
in confined spaces, but it results in a strange effect with shooting stars:
If a monster 'swaps' with a shooting star, when it is hit by it, the star
is now 'behind' it and its knockback will push it forward instead of
backward.<br>
Resolving this was somewhat complicated, but essentially we 'pretend' that
the shooting star is still one tile further in the direction the monster
just moved (and also kill it early, so that it gets out of the way of the
knockback). This should result in the star knocking the monster back to
the position it was at at the start of its movement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0555f3032b">0555f3032b</a> | 2026-02-03 14:03:06 -0330 | DracoOmega</pre>
Fix blade form AC reduction fakemut description (Rypofalem)<br>Since 44653be changed how body armour percentage penalties worked for that
this function returned negative numbers instead of positive ones, blade
form always claimed armour was 'slightly less effective' (no matter how
much less effective it was).<br>
But even if it worked as intended, blade forms new numbers meant that it
wouldn't even be possible to see the strongest message unless below
minskill. Instead, rescale so that it better matches the form's
progression.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a667b5b5df">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-46-ga667b5b5df.zip">here</a>.]]></description>
            <pubDate>Fri, 06 Feb 2026 06:41:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-42-g52370782d7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-42-g52370782d7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=52370782d7">52370782d7</a> | 2026-02-04 14:41:28 -0330 | DracoOmega</pre>
Fix monster Portal Projectile not firing proper ranged attacks<br>Portal Projectile was firing just the beam part of its ranged_attack_beam
without the ranged_attack attached (because it bypassed fire() entirely).<br>
The most obvious result of this was an assert when trying to drop a
throwing net that was shot this way, but launcher attacks done this way
were also using the default beam damage instead of performing an actual
ranged attack. This meant that (no matter what was being fired) they did
10d10 damage with a to-hit of -1. This made it nearly impossible to
actually hit anything, but if they *did*, they could do far more damage
than expected.<br>
(Using an external unwind_var like this is a bit ugly, but using fire()
with source=target causes some minor animation issues that I am not going
to try adjusting during feature freeze.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef146b28bf">ef146b28bf</a> | 2026-02-04 17:54:20 +1300 | Isaac Clancy</pre>
Fix rebuke redirected attacks sometimes giving you penance (Wizzzargh)<br>If you attacked a monster that had a rebuke weapon equipped and it
redirected your attack to hit an ally, this would place you under
penance with no warning if your god didn't like you attacking allies.
However, it shouldn't give penance as it is an involuntary attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8023c0469f">8023c0469f</a> | 2026-02-04 16:30:14 +1300 | Isaac Clancy</pre>
Fix a crash when a monster starts its turn in a cloud of blastemotes<br>Usually it's not possible for a monster to start its turn in a cloud of
blastemotes as the cloud explodes when the monster moves onto it.
However, if a monster is created in a cloud of blastemotes, the cloud
will explode at the start of the monsters turn. This resulted in a crash
as the code to apply a cloud to a monster was triggering the blastemotes
which deleted the cloud of blastemotes and then trying to get which
actor created the cloud.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ba5078521">3ba5078521</a> | 2026-02-03 18:12:36 -0330 | DracoOmega</pre>
Properly note the currently acting monster in crashlogs<br>I swear that at some point in the past this worked properly, but I cannot
find any commit removing it.<br>
In any case, it would sometimes be helpful (wierdly enough, we still note
this properly when a monster is being given energy and even when it's
*shouting*, but not during most of its own turn.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aabab6204">4aabab6204</a> | 2026-02-03 17:27:18 -0330 | DracoOmega</pre>
Fix shooting stars sometimes pulling enemies closer (Odds)<br>Seekers (like foxfire and shooting stars) can be triggered by monsters
walking into them, which is internally happened by monster swapping code.
Design-wise, this is so that foxfire cannot jam enemy movement indefinitely
in confined spaces, but it results in a strange effect with shooting stars:
If a monster 'swaps' with a shooting star, when it is hit by it, the star
is now 'behind' it and its knockback will push it forward instead of
backward.<br>
Resolving this was somewhat complicated, but essentially we 'pretend' that
the shooting star is still one tile further in the direction the monster
just moved (and also kill it early, so that it gets out of the way of the
knockback). This should result in the star knocking the monster back to
the position it was at at the start of its movement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0555f3032b">0555f3032b</a> | 2026-02-03 14:03:06 -0330 | DracoOmega</pre>
Fix blade form AC reduction fakemut description (Rypofalem)<br>Since 44653be changed how body armour percentage penalties worked for that
this function returned negative numbers instead of positive ones, blade
form always claimed armour was 'slightly less effective' (no matter how
much less effective it was).<br>
But even if it worked as intended, blade forms new numbers meant that it
wouldn't even be possible to see the strongest message unless below
minskill. Instead, rescale so that it better matches the form's
progression.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00ada43b0a">00ada43b0a</a> | 2026-02-03 14:03:01 -0330 | DracoOmega</pre>
Fix slymdras shedding too many heads when off-level<br>Slymdras are only supposed to shed excess heads when above 4, but a bug
resulted in them still being able to shed a single head while off-level, no
matter how many they had. If this resulted in them having 0 (or fewer)
heads, the game would immediately assert upon entering the floor.<br>
This commit hopefully fixes this behavior, and also includes some save
compat code to give headless slymdra a single head back, so affected games
don't become softlocked.<br>
This fixes #5059
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfb2110c05">dfb2110c05</a> | 2026-02-03 11:18:54 -0330 | DracoOmega</pre>
Fix being able to constrict an unlimited number of things (Ge0FF)<br>The max number of targets an octopode can constrict at once is reduced by
any weapon or shield they're wielding (since they take up some of their
tentacles). But if an octopode was already constricting many things when
they changed gear in a way that lowered the number of things they could
constrict below what they were already constricting, they would then become
able to constrict an unlimited number of things (since a negative number of
usable tentacles will always be non-zero).<br>
Now you cannot cheat the limit this way.<br>
(I've not bothered with code to immediately unconstrict some number of
targets when swapping weapons in this way; it feels like too niche of a
scenario to worry about.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75df0cf6de">75df0cf6de</a> | 2026-02-02 21:38:36 +1300 | Isaac Clancy</pre>
Fix a crash when bound soul Mara clones die<br>If you used Yred's bind soul ability on Mara and then stabbed him to
death in vampire form, he would form a bound soul and then when one of
this bound soul's summoned copies died it would try and rise as a
vampire thrall which would crash. This was because the bound soul still
had the VAMPIRIC_THRALL_KEY property from when Mara was stabbed to
death which meant that its clones also had this prperty and would try to
rise as thralls when they died. However, we were accidendally killing
them when ending their ENCH_SUMMON_TIMER enchantment when ending all
their enchantments as part of making them into thralls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecffdf5e8">7ecffdf5e8</a> | 2026-02-02 14:10:01 +1300 | Isaac Clancy</pre>
Fix a crash when sealing a mutli square door<br>If there were two non-hostile monsters in the same door and the first
(first in the order we iterate over the door squares) monster could be
pushed to positions A and B but the second monster could only be pushed
to position B, when checking if it was posible to push all the monsters
from the door, we would move the first monster to position A as that was
the first position it could be moved to and then we would move the
second monster to position B as that was the first position it could be
moved to that hadn't already had a monster moved to it and thus we would
determine that it was posible to move all monster. However, when
actually moving the monsters, we would check whether moving the first
monster to position A or B would give the highest tension and in the
crashing case we would move it to position B, we would then try to move
the second monster and this would trigger an assert as there was no
longer a position to move it to (position B had already been taken by
the first monster).<br>
Instead, check every combination of movement to see if there is a valid
way to push the monsters and also to see which way results in the
highest tension.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=52370782d7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-42-g52370782d7.zip">here</a>.]]></description>
            <pubDate>Thu, 05 Feb 2026 06:40:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-41-gef146b28bf.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-41-gef146b28bf.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef146b28bf">ef146b28bf</a> | 2026-02-04 17:54:20 +1300 | Isaac Clancy</pre>
Fix rebuke redirected attacks sometimes giving you penance (Wizzzargh)<br>If you attacked a monster that had a rebuke weapon equipped and it
redirected your attack to hit an ally, this would place you under
penance with no warning if your god didn't like you attacking allies.
However, it shouldn't give penance as it is an involuntary attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8023c0469f">8023c0469f</a> | 2026-02-04 16:30:14 +1300 | Isaac Clancy</pre>
Fix a crash when a monster starts its turn in a cloud of blastemotes<br>Usually it's not possible for a monster to start its turn in a cloud of
blastemotes as the cloud explodes when the monster moves onto it.
However, if a monster is created in a cloud of blastemotes, the cloud
will explode at the start of the monsters turn. This resulted in a crash
as the code to apply a cloud to a monster was triggering the blastemotes
which deleted the cloud of blastemotes and then trying to get which
actor created the cloud.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ba5078521">3ba5078521</a> | 2026-02-03 18:12:36 -0330 | DracoOmega</pre>
Properly note the currently acting monster in crashlogs<br>I swear that at some point in the past this worked properly, but I cannot
find any commit removing it.<br>
In any case, it would sometimes be helpful (wierdly enough, we still note
this properly when a monster is being given energy and even when it's
*shouting*, but not during most of its own turn.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aabab6204">4aabab6204</a> | 2026-02-03 17:27:18 -0330 | DracoOmega</pre>
Fix shooting stars sometimes pulling enemies closer (Odds)<br>Seekers (like foxfire and shooting stars) can be triggered by monsters
walking into them, which is internally happened by monster swapping code.
Design-wise, this is so that foxfire cannot jam enemy movement indefinitely
in confined spaces, but it results in a strange effect with shooting stars:
If a monster 'swaps' with a shooting star, when it is hit by it, the star
is now 'behind' it and its knockback will push it forward instead of
backward.<br>
Resolving this was somewhat complicated, but essentially we 'pretend' that
the shooting star is still one tile further in the direction the monster
just moved (and also kill it early, so that it gets out of the way of the
knockback). This should result in the star knocking the monster back to
the position it was at at the start of its movement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0555f3032b">0555f3032b</a> | 2026-02-03 14:03:06 -0330 | DracoOmega</pre>
Fix blade form AC reduction fakemut description (Rypofalem)<br>Since 44653be changed how body armour percentage penalties worked for that
this function returned negative numbers instead of positive ones, blade
form always claimed armour was 'slightly less effective' (no matter how
much less effective it was).<br>
But even if it worked as intended, blade forms new numbers meant that it
wouldn't even be possible to see the strongest message unless below
minskill. Instead, rescale so that it better matches the form's
progression.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00ada43b0a">00ada43b0a</a> | 2026-02-03 14:03:01 -0330 | DracoOmega</pre>
Fix slymdras shedding too many heads when off-level<br>Slymdras are only supposed to shed excess heads when above 4, but a bug
resulted in them still being able to shed a single head while off-level, no
matter how many they had. If this resulted in them having 0 (or fewer)
heads, the game would immediately assert upon entering the floor.<br>
This commit hopefully fixes this behavior, and also includes some save
compat code to give headless slymdra a single head back, so affected games
don't become softlocked.<br>
This fixes #5059
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfb2110c05">dfb2110c05</a> | 2026-02-03 11:18:54 -0330 | DracoOmega</pre>
Fix being able to constrict an unlimited number of things (Ge0FF)<br>The max number of targets an octopode can constrict at once is reduced by
any weapon or shield they're wielding (since they take up some of their
tentacles). But if an octopode was already constricting many things when
they changed gear in a way that lowered the number of things they could
constrict below what they were already constricting, they would then become
able to constrict an unlimited number of things (since a negative number of
usable tentacles will always be non-zero).<br>
Now you cannot cheat the limit this way.<br>
(I've not bothered with code to immediately unconstrict some number of
targets when swapping weapons in this way; it feels like too niche of a
scenario to worry about.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75df0cf6de">75df0cf6de</a> | 2026-02-02 21:38:36 +1300 | Isaac Clancy</pre>
Fix a crash when bound soul Mara clones die<br>If you used Yred's bind soul ability on Mara and then stabbed him to
death in vampire form, he would form a bound soul and then when one of
this bound soul's summoned copies died it would try and rise as a
vampire thrall which would crash. This was because the bound soul still
had the VAMPIRIC_THRALL_KEY property from when Mara was stabbed to
death which meant that its clones also had this prperty and would try to
rise as thralls when they died. However, we were accidendally killing
them when ending their ENCH_SUMMON_TIMER enchantment when ending all
their enchantments as part of making them into thralls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecffdf5e8">7ecffdf5e8</a> | 2026-02-02 14:10:01 +1300 | Isaac Clancy</pre>
Fix a crash when sealing a mutli square door<br>If there were two non-hostile monsters in the same door and the first
(first in the order we iterate over the door squares) monster could be
pushed to positions A and B but the second monster could only be pushed
to position B, when checking if it was posible to push all the monsters
from the door, we would move the first monster to position A as that was
the first position it could be moved to and then we would move the
second monster to position B as that was the first position it could be
moved to that hadn't already had a monster moved to it and thus we would
determine that it was posible to move all monster. However, when
actually moving the monsters, we would check whether moving the first
monster to position A or B would give the highest tension and in the
crashing case we would move it to position B, we would then try to move
the second monster and this would trigger an assert as there was no
longer a position to move it to (position B had already been taken by
the first monster).<br>
Instead, check every combination of movement to see if there is a valid
way to push the monsters and also to see which way results in the
highest tension.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ad184ce96">2ad184ce96</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
More eye of draining tweaks<br> * Their HD has been increased without affecting any of the rest of their
   stats or threat capacity, singularly so they can no longer be produced
   by protean progenitors. While I do keep wanting to nudge up the quality
   of rN+, rolling these is an obscene outlier of threat for people who
   don't immediately swap their gear.<br>
 * To try and make their cast enough more obvious, I've added a new
   experimental vfx flash that adds a tiny flash of red and a highlight of
   their smirk on the gazing eye's own tile that happens simultaneously
   with the vfx on the player (which is very slightly longer now also).<br>
Honestly, I'd be much happier with a dynamic system of marking them as
always lethal unless one has rN++ or rN+++, regardless of their XP value,
but reworks to the threat level indicator would require a substantial
amount of further work, alas.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ef146b28bf">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-41-gef146b28bf.zip">here</a>.]]></description>
            <pubDate>Wed, 04 Feb 2026 06:44:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-34-g75df0cf6de.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-34-g75df0cf6de.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75df0cf6de">75df0cf6de</a> | 2026-02-02 21:38:36 +1300 | Isaac Clancy</pre>
Fix a crash when bound soul Mara clones die<br>If you used Yred's bind soul ability on Mara and then stabbed him to
death in vampire form, he would form a bound soul and then when one of
this bound soul's summoned copies died it would try and rise as a
vampire thrall which would crash. This was because the bound soul still
had the VAMPIRIC_THRALL_KEY property from when Mara was stabbed to
death which meant that its clones also had this prperty and would try to
rise as thralls when they died. However, we were accidendally killing
them when ending their ENCH_SUMMON_TIMER enchantment when ending all
their enchantments as part of making them into thralls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecffdf5e8">7ecffdf5e8</a> | 2026-02-02 14:10:01 +1300 | Isaac Clancy</pre>
Fix a crash when sealing a mutli square door<br>If there were two non-hostile monsters in the same door and the first
(first in the order we iterate over the door squares) monster could be
pushed to positions A and B but the second monster could only be pushed
to position B, when checking if it was posible to push all the monsters
from the door, we would move the first monster to position A as that was
the first position it could be moved to and then we would move the
second monster to position B as that was the first position it could be
moved to that hadn't already had a monster moved to it and thus we would
determine that it was posible to move all monster. However, when
actually moving the monsters, we would check whether moving the first
monster to position A or B would give the highest tension and in the
crashing case we would move it to position B, we would then try to move
the second monster and this would trigger an assert as there was no
longer a position to move it to (position B had already been taken by
the first monster).<br>
Instead, check every combination of movement to see if there is a valid
way to push the monsters and also to see which way results in the
highest tension.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ad184ce96">2ad184ce96</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
More eye of draining tweaks<br> * Their HD has been increased without affecting any of the rest of their
   stats or threat capacity, singularly so they can no longer be produced
   by protean progenitors. While I do keep wanting to nudge up the quality
   of rN+, rolling these is an obscene outlier of threat for people who
   don't immediately swap their gear.<br>
 * To try and make their cast enough more obvious, I've added a new
   experimental vfx flash that adds a tiny flash of red and a highlight of
   their smirk on the gazing eye's own tile that happens simultaneously
   with the vfx on the player (which is very slightly longer now also).<br>
Honestly, I'd be much happier with a dynamic system of marking them as
always lethal unless one has rN++ or rN+++, regardless of their XP value,
but reworks to the threat level indicator would require a substantial
amount of further work, alas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0643b00e1c">0643b00e1c</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
Last wrap-up vault review for 0.34<br>Basically all of this is safe small repairs work and tweaks noticed or
discussed post-feature-freeze while preparing for next version work.<br>
 * A highly dangerous late D guarded unrand vault using extended threats
   now has no_tele_into, as was not as much a standard when it was
   removed in 20c470e and reinstated in c80224b.<br>
 * Death knights have been taken out of two more D uses as monsters now
   meant for post-rune-acquisition threat levels.<br>
 * Some minor terrain issues in overflow altars have been fixed up.<br>
 * As reported by Lici, cryptofortress_bobbens is no longer placing deep
   water and extra laughing skulls in the very last segment of it, which
   also occasionally broke Tomb entrance placement.<br>
 * With more threat variety available in Crypt and more people visiting it
   for the shop, evilmike_haunted_forest no longer particularly needs a
   second alderking in the same chamber as the first.<br>
 * The Devouring Rift trove now can offer amulet randarts of Stealth++ to
   vary up the ^Contam +Blink jewellery, matching its other offerings of
   stealth gear for Abyss survival purpose.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ad8b32b99">8ad8b32b99</a> | 2026-01-31 14:03:11 -0330 | DracoOmega</pre>
Increase Curse of Agony range by 1<br>This should make it a little bit safer and more flexible without changing
anything significant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9afcfeacd8">9afcfeacd8</a> | 2026-01-31 13:58:29 -0330 | RypoFalem</pre>
Alert monsters affected by clouds to their creator<br>Since f96b50d monsters are no longer alerted automatically to cast
spells. That made apparent that clouds weren't alerting monsters to the
cloud creator; monsters would wander through player-created freezing
clouds without taking notice of the player. Silly! So change that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03f7a86f93">03f7a86f93</a> | 2026-01-29 22:04:06 -0600 | gammafunk</pre>
Don't pollute the lua C stack (DracoOmega)<br>For some reason, I never checked whether the error handler added in
2b9214b6 was being removed by lua_pcall(). I assumed it just removed it
like how it removes the called function and its arguments. It turns out
we were polluting the lua C stack with an unremoved copy of this handler
C function with almost *every* call to lua from C! This grew the stack
so much that various weird issues could happen. In the case of the Disco
Pan vault, where lua is getting called a lot in every turn, the game
would start to lag more than it did in the past on that level. This was
probably the source of the mysterious objstat behaviour as well, but
I'll have to investigate that further.<br>
This commit removes the handler from position 1 of the stack after each
pcall. Debugging has shown that we're now entering functions like
lua_element_colour_calc::get() each time with a C stack size of 0
instead one that can easily grow into the thousands. Movement through
Disco Pan is significantly faster, although still laggy due to the
amount of lua calls happening.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71f451d4b8">71f451d4b8</a> | 2026-01-29 18:26:46 -0330 | DracoOmega</pre>
Make reactive eeljolt a fineff<br>The direct cause of the crash in the previous commit (though
future-proofing it at the same time didn't seem like a bad idea).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128f4cd87f">128f4cd87f</a> | 2026-01-29 18:26:03 -0330 | DracoOmega</pre>
Fix a possible Landbreaker crash<br>If the caster died mid-spell, parts of the rubble placement that referred
to its position could return an out of bounds value, leading to an assert.<br>
Instead, cache the origin pos at the start, just in case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2d9c54bfe">f2d9c54bfe</a> | 2026-01-29 16:09:54 -0330 | DracoOmega</pre>
Fix an obscure parchment rendering crash (Odds, Rypofalem)<br>When drawing map cells, in certain cases the cached foreground tile wasn't
being reset - for instance, if there was a staircase with items on it,
tile_draw_map_cell would add the item marker to that cells while otherwise
leaving the tile ID alone.<br>
This could cause a crash in the specific circumstance where there was a
parchment on a previous floor at the same position as a corpse on top of a
stair or hatch on the new floor. The code to pick the proper tile for a
parchment would still think there was a parchment there, and then would
treat that corpse as if it were this parchment and often result in an
assert (since both monster type and parchment spell were encoded as
item_def.plus and monster enums can greatly excede the valid range for
spell enums). Unlike many such crashes, this one was possible on both local
tiles and webtiles.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=75df0cf6de">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-34-g75df0cf6de.zip">here</a>.]]></description>
            <pubDate>Tue, 03 Feb 2026 06:40:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-33-g7ecffdf5e8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-33-g7ecffdf5e8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecffdf5e8">7ecffdf5e8</a> | 2026-02-02 14:10:01 +1300 | Isaac Clancy</pre>
Fix a crash when sealing a mutli square door<br>If there were two non-hostile monsters in the same door and the first
(first in the order we iterate over the door squares) monster could be
pushed to positions A and B but the second monster could only be pushed
to position B, when checking if it was posible to push all the monsters
from the door, we would move the first monster to position A as that was
the first position it could be moved to and then we would move the
second monster to position B as that was the first position it could be
moved to that hadn't already had a monster moved to it and thus we would
determine that it was posible to move all monster. However, when
actually moving the monsters, we would check whether moving the first
monster to position A or B would give the highest tension and in the
crashing case we would move it to position B, we would then try to move
the second monster and this would trigger an assert as there was no
longer a position to move it to (position B had already been taken by
the first monster).<br>
Instead, check every combination of movement to see if there is a valid
way to push the monsters and also to see which way results in the
highest tension.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ad184ce96">2ad184ce96</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
More eye of draining tweaks<br> * Their HD has been increased without affecting any of the rest of their
   stats or threat capacity, singularly so they can no longer be produced
   by protean progenitors. While I do keep wanting to nudge up the quality
   of rN+, rolling these is an obscene outlier of threat for people who
   don't immediately swap their gear.<br>
 * To try and make their cast enough more obvious, I've added a new
   experimental vfx flash that adds a tiny flash of red and a highlight of
   their smirk on the gazing eye's own tile that happens simultaneously
   with the vfx on the player (which is very slightly longer now also).<br>
Honestly, I'd be much happier with a dynamic system of marking them as
always lethal unless one has rN++ or rN+++, regardless of their XP value,
but reworks to the threat level indicator would require a substantial
amount of further work, alas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0643b00e1c">0643b00e1c</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
Last wrap-up vault review for 0.34<br>Basically all of this is safe small repairs work and tweaks noticed or
discussed post-feature-freeze while preparing for next version work.<br>
 * A highly dangerous late D guarded unrand vault using extended threats
   now has no_tele_into, as was not as much a standard when it was
   removed in 20c470e and reinstated in c80224b.<br>
 * Death knights have been taken out of two more D uses as monsters now
   meant for post-rune-acquisition threat levels.<br>
 * Some minor terrain issues in overflow altars have been fixed up.<br>
 * As reported by Lici, cryptofortress_bobbens is no longer placing deep
   water and extra laughing skulls in the very last segment of it, which
   also occasionally broke Tomb entrance placement.<br>
 * With more threat variety available in Crypt and more people visiting it
   for the shop, evilmike_haunted_forest no longer particularly needs a
   second alderking in the same chamber as the first.<br>
 * The Devouring Rift trove now can offer amulet randarts of Stealth++ to
   vary up the ^Contam +Blink jewellery, matching its other offerings of
   stealth gear for Abyss survival purpose.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ad8b32b99">8ad8b32b99</a> | 2026-01-31 14:03:11 -0330 | DracoOmega</pre>
Increase Curse of Agony range by 1<br>This should make it a little bit safer and more flexible without changing
anything significant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9afcfeacd8">9afcfeacd8</a> | 2026-01-31 13:58:29 -0330 | RypoFalem</pre>
Alert monsters affected by clouds to their creator<br>Since f96b50d monsters are no longer alerted automatically to cast
spells. That made apparent that clouds weren't alerting monsters to the
cloud creator; monsters would wander through player-created freezing
clouds without taking notice of the player. Silly! So change that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03f7a86f93">03f7a86f93</a> | 2026-01-29 22:04:06 -0600 | gammafunk</pre>
Don't pollute the lua C stack (DracoOmega)<br>For some reason, I never checked whether the error handler added in
2b9214b6 was being removed by lua_pcall(). I assumed it just removed it
like how it removes the called function and its arguments. It turns out
we were polluting the lua C stack with an unremoved copy of this handler
C function with almost *every* call to lua from C! This grew the stack
so much that various weird issues could happen. In the case of the Disco
Pan vault, where lua is getting called a lot in every turn, the game
would start to lag more than it did in the past on that level. This was
probably the source of the mysterious objstat behaviour as well, but
I'll have to investigate that further.<br>
This commit removes the handler from position 1 of the stack after each
pcall. Debugging has shown that we're now entering functions like
lua_element_colour_calc::get() each time with a C stack size of 0
instead one that can easily grow into the thousands. Movement through
Disco Pan is significantly faster, although still laggy due to the
amount of lua calls happening.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71f451d4b8">71f451d4b8</a> | 2026-01-29 18:26:46 -0330 | DracoOmega</pre>
Make reactive eeljolt a fineff<br>The direct cause of the crash in the previous commit (though
future-proofing it at the same time didn't seem like a bad idea).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128f4cd87f">128f4cd87f</a> | 2026-01-29 18:26:03 -0330 | DracoOmega</pre>
Fix a possible Landbreaker crash<br>If the caster died mid-spell, parts of the rubble placement that referred
to its position could return an out of bounds value, leading to an assert.<br>
Instead, cache the origin pos at the start, just in case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2d9c54bfe">f2d9c54bfe</a> | 2026-01-29 16:09:54 -0330 | DracoOmega</pre>
Fix an obscure parchment rendering crash (Odds, Rypofalem)<br>When drawing map cells, in certain cases the cached foreground tile wasn't
being reset - for instance, if there was a staircase with items on it,
tile_draw_map_cell would add the item marker to that cells while otherwise
leaving the tile ID alone.<br>
This could cause a crash in the specific circumstance where there was a
parchment on a previous floor at the same position as a corpse on top of a
stair or hatch on the new floor. The code to pick the proper tile for a
parchment would still think there was a parchment there, and then would
treat that corpse as if it were this parchment and often result in an
assert (since both monster type and parchment spell were encoded as
item_def.plus and monster enums can greatly excede the valid range for
spell enums). Unlike many such crashes, this one was possible on both local
tiles and webtiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=264ef1ee83">264ef1ee83</a> | 2026-01-28 20:25:21 -0330 | DracoOmega</pre>
Fix fsim not reporting monster attacks<br>Since it believed they always missed.<br>
(Broken since fff38f6)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ecffdf5e8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-33-g7ecffdf5e8.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Feb 2026 06:40:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-32-g2ad184ce96.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-32-g2ad184ce96.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ad184ce96">2ad184ce96</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
More eye of draining tweaks<br> * Their HD has been increased without affecting any of the rest of their
   stats or threat capacity, singularly so they can no longer be produced
   by protean progenitors. While I do keep wanting to nudge up the quality
   of rN+, rolling these is an obscene outlier of threat for people who
   don't immediately swap their gear.<br>
 * To try and make their cast enough more obvious, I've added a new
   experimental vfx flash that adds a tiny flash of red and a highlight of
   their smirk on the gazing eye's own tile that happens simultaneously
   with the vfx on the player (which is very slightly longer now also).<br>
Honestly, I'd be much happier with a dynamic system of marking them as
always lethal unless one has rN++ or rN+++, regardless of their XP value,
but reworks to the threat level indicator would require a substantial
amount of further work, alas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0643b00e1c">0643b00e1c</a> | 2026-01-31 15:51:34 -0330 | regret-index</pre>
Last wrap-up vault review for 0.34<br>Basically all of this is safe small repairs work and tweaks noticed or
discussed post-feature-freeze while preparing for next version work.<br>
 * A highly dangerous late D guarded unrand vault using extended threats
   now has no_tele_into, as was not as much a standard when it was
   removed in 20c470e and reinstated in c80224b.<br>
 * Death knights have been taken out of two more D uses as monsters now
   meant for post-rune-acquisition threat levels.<br>
 * Some minor terrain issues in overflow altars have been fixed up.<br>
 * As reported by Lici, cryptofortress_bobbens is no longer placing deep
   water and extra laughing skulls in the very last segment of it, which
   also occasionally broke Tomb entrance placement.<br>
 * With more threat variety available in Crypt and more people visiting it
   for the shop, evilmike_haunted_forest no longer particularly needs a
   second alderking in the same chamber as the first.<br>
 * The Devouring Rift trove now can offer amulet randarts of Stealth++ to
   vary up the ^Contam +Blink jewellery, matching its other offerings of
   stealth gear for Abyss survival purpose.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ad8b32b99">8ad8b32b99</a> | 2026-01-31 14:03:11 -0330 | DracoOmega</pre>
Increase Curse of Agony range by 1<br>This should make it a little bit safer and more flexible without changing
anything significant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9afcfeacd8">9afcfeacd8</a> | 2026-01-31 13:58:29 -0330 | RypoFalem</pre>
Alert monsters affected by clouds to their creator<br>Since f96b50d monsters are no longer alerted automatically to cast
spells. That made apparent that clouds weren't alerting monsters to the
cloud creator; monsters would wander through player-created freezing
clouds without taking notice of the player. Silly! So change that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03f7a86f93">03f7a86f93</a> | 2026-01-29 22:04:06 -0600 | gammafunk</pre>
Don't pollute the lua C stack (DracoOmega)<br>For some reason, I never checked whether the error handler added in
2b9214b6 was being removed by lua_pcall(). I assumed it just removed it
like how it removes the called function and its arguments. It turns out
we were polluting the lua C stack with an unremoved copy of this handler
C function with almost *every* call to lua from C! This grew the stack
so much that various weird issues could happen. In the case of the Disco
Pan vault, where lua is getting called a lot in every turn, the game
would start to lag more than it did in the past on that level. This was
probably the source of the mysterious objstat behaviour as well, but
I'll have to investigate that further.<br>
This commit removes the handler from position 1 of the stack after each
pcall. Debugging has shown that we're now entering functions like
lua_element_colour_calc::get() each time with a C stack size of 0
instead one that can easily grow into the thousands. Movement through
Disco Pan is significantly faster, although still laggy due to the
amount of lua calls happening.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71f451d4b8">71f451d4b8</a> | 2026-01-29 18:26:46 -0330 | DracoOmega</pre>
Make reactive eeljolt a fineff<br>The direct cause of the crash in the previous commit (though
future-proofing it at the same time didn't seem like a bad idea).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128f4cd87f">128f4cd87f</a> | 2026-01-29 18:26:03 -0330 | DracoOmega</pre>
Fix a possible Landbreaker crash<br>If the caster died mid-spell, parts of the rubble placement that referred
to its position could return an out of bounds value, leading to an assert.<br>
Instead, cache the origin pos at the start, just in case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2d9c54bfe">f2d9c54bfe</a> | 2026-01-29 16:09:54 -0330 | DracoOmega</pre>
Fix an obscure parchment rendering crash (Odds, Rypofalem)<br>When drawing map cells, in certain cases the cached foreground tile wasn't
being reset - for instance, if there was a staircase with items on it,
tile_draw_map_cell would add the item marker to that cells while otherwise
leaving the tile ID alone.<br>
This could cause a crash in the specific circumstance where there was a
parchment on a previous floor at the same position as a corpse on top of a
stair or hatch on the new floor. The code to pick the proper tile for a
parchment would still think there was a parchment there, and then would
treat that corpse as if it were this parchment and often result in an
assert (since both monster type and parchment spell were encoded as
item_def.plus and monster enums can greatly excede the valid range for
spell enums). Unlike many such crashes, this one was possible on both local
tiles and webtiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=264ef1ee83">264ef1ee83</a> | 2026-01-28 20:25:21 -0330 | DracoOmega</pre>
Fix fsim not reporting monster attacks<br>Since it believed they always missed.<br>
(Broken since fff38f6)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca6055191c">ca6055191c</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Reduce death knight Hurl Torchlight damage<br>It was probably a bit too nasty for unavoidable, irresistable damage that
also buffs their allies.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2ad184ce96">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-32-g2ad184ce96.zip">here</a>.]]></description>
            <pubDate>Sun, 01 Feb 2026 06:45:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-28-g03f7a86f93.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-28-g03f7a86f93.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03f7a86f93">03f7a86f93</a> | 2026-01-29 22:04:06 -0600 | gammafunk</pre>
Don't pollute the lua C stack (DracoOmega)<br>For some reason, I never checked whether the error handler added in
2b9214b6 was being removed by lua_pcall(). I assumed it just removed it
like how it removes the called function and its arguments. It turns out
we were polluting the lua C stack with an unremoved copy of this handler
C function with almost *every* call to lua from C! This grew the stack
so much that various weird issues could happen. In the case of the Disco
Pan vault, where lua is getting called a lot in every turn, the game
would start to lag more than it did in the past on that level. This was
probably the source of the mysterious objstat behaviour as well, but
I'll have to investigate that further.<br>
This commit removes the handler from position 1 of the stack after each
pcall. Debugging has shown that we're now entering functions like
lua_element_colour_calc::get() each time with a C stack size of 0
instead one that can easily grow into the thousands. Movement through
Disco Pan is significantly faster, although still laggy due to the
amount of lua calls happening.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71f451d4b8">71f451d4b8</a> | 2026-01-29 18:26:46 -0330 | DracoOmega</pre>
Make reactive eeljolt a fineff<br>The direct cause of the crash in the previous commit (though
future-proofing it at the same time didn't seem like a bad idea).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128f4cd87f">128f4cd87f</a> | 2026-01-29 18:26:03 -0330 | DracoOmega</pre>
Fix a possible Landbreaker crash<br>If the caster died mid-spell, parts of the rubble placement that referred
to its position could return an out of bounds value, leading to an assert.<br>
Instead, cache the origin pos at the start, just in case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2d9c54bfe">f2d9c54bfe</a> | 2026-01-29 16:09:54 -0330 | DracoOmega</pre>
Fix an obscure parchment rendering crash (Odds, Rypofalem)<br>When drawing map cells, in certain cases the cached foreground tile wasn't
being reset - for instance, if there was a staircase with items on it,
tile_draw_map_cell would add the item marker to that cells while otherwise
leaving the tile ID alone.<br>
This could cause a crash in the specific circumstance where there was a
parchment on a previous floor at the same position as a corpse on top of a
stair or hatch on the new floor. The code to pick the proper tile for a
parchment would still think there was a parchment there, and then would
treat that corpse as if it were this parchment and often result in an
assert (since both monster type and parchment spell were encoded as
item_def.plus and monster enums can greatly excede the valid range for
spell enums). Unlike many such crashes, this one was possible on both local
tiles and webtiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=264ef1ee83">264ef1ee83</a> | 2026-01-28 20:25:21 -0330 | DracoOmega</pre>
Fix fsim not reporting monster attacks<br>Since it believed they always missed.<br>
(Broken since fff38f6)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca6055191c">ca6055191c</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Reduce death knight Hurl Torchlight damage<br>It was probably a bit too nasty for unavoidable, irresistable damage that
also buffs their allies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b54ea9f565">b54ea9f565</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Tweak Blade form numbers<br>Slightly reduce aux damage and base parrying amount. Reduce the body armour
AC penalty at minskill from -70% to -50%, but increase it to -20% at max
skill (instead of 0%). Prevent negative slaying (eg: from Claustrophobia)
from reducing your SH (which could even cause you to lose your baseline
shield when attacking....).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87b91cedfd">87b91cedfd</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Fix broken lua api for item slot remapping (WizardIke)<br>This has been somewhat broken since the consumable inventory change,
allowing the player to specify slots outside the allowed gear range and
cause a variety of undefined behavior or crashes on demand by trying to do
so.<br>
This splits the old items.swap_slots function into two new ones:<br>
items.swap_gear_slots() works more or less the same as swap_slots() used
to (but properly constrains the result to valid gear slots)<br>
items.swap_consumable_slots() works on consumables, and requires the
caller to specify which category, but takes letters as slots instead of
indicies. eg: items.swap_consumable_slots('potion', 'c', 'X')<br>
It has been suggested that existing API functions should allow interacting
with letters more directly (instead of often requiring
items.letter_to_index() calls), which makes sense to me, but I have
deferred that for the moment.<br>
This fixes #5050
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ca34f96d4">5ca34f96d4</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Lower eel hands damage by ~20%<br>Even for a mid-tier form that melds your shield, it was probably a little
overtuned. Hopefully it should remain quite appealing to UC characters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23091ee04a">23091ee04a</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Slightly lower parchment prices<br>It's possible I overshot a small bit with the previous change.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=03f7a86f93">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-28-g03f7a86f93.zip">here</a>.]]></description>
            <pubDate>Fri, 30 Jan 2026 06:41:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-24-g264ef1ee83.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-24-g264ef1ee83.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=264ef1ee83">264ef1ee83</a> | 2026-01-28 20:25:21 -0330 | DracoOmega</pre>
Fix fsim not reporting monster attacks<br>Since it believed they always missed.<br>
(Broken since fff38f6)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca6055191c">ca6055191c</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Reduce death knight Hurl Torchlight damage<br>It was probably a bit too nasty for unavoidable, irresistable damage that
also buffs their allies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b54ea9f565">b54ea9f565</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Tweak Blade form numbers<br>Slightly reduce aux damage and base parrying amount. Reduce the body armour
AC penalty at minskill from -70% to -50%, but increase it to -20% at max
skill (instead of 0%). Prevent negative slaying (eg: from Claustrophobia)
from reducing your SH (which could even cause you to lose your baseline
shield when attacking....).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87b91cedfd">87b91cedfd</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Fix broken lua api for item slot remapping (WizardIke)<br>This has been somewhat broken since the consumable inventory change,
allowing the player to specify slots outside the allowed gear range and
cause a variety of undefined behavior or crashes on demand by trying to do
so.<br>
This splits the old items.swap_slots function into two new ones:<br>
items.swap_gear_slots() works more or less the same as swap_slots() used
to (but properly constrains the result to valid gear slots)<br>
items.swap_consumable_slots() works on consumables, and requires the
caller to specify which category, but takes letters as slots instead of
indicies. eg: items.swap_consumable_slots('potion', 'c', 'X')<br>
It has been suggested that existing API functions should allow interacting
with letters more directly (instead of often requiring
items.letter_to_index() calls), which makes sense to me, but I have
deferred that for the moment.<br>
This fixes #5050
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ca34f96d4">5ca34f96d4</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Lower eel hands damage by ~20%<br>Even for a mid-tier form that melds your shield, it was probably a little
overtuned. Hopefully it should remain quite appealing to UC characters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23091ee04a">23091ee04a</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Slightly lower parchment prices<br>It's possible I overshot a small bit with the previous change.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8321115146">8321115146</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Make unidentified orbs less expensive<br>Whether an orb does anything relevant for a character is very
ego-dependent, so unidentified orbs being as expensive as they are makes
them an often unappealing gamble.<br>
Shift more of the cost from the base orb to the egos themselves to make
these much cheaper while maintaining a hopefully appropriate cost for
identified orbs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=715986b9a4">715986b9a4</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Nudge orb of stardust damage down a little<br>I'm quite pleased that players seem to be getting use out of multiple of
the new orbs, but this one is possibly still a *bit* too strong and can
afford a gentle downward nudge.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6389ac65aa">6389ac65aa</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Fix a typo (roxie puddles)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7712bfe8de">7712bfe8de</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Make Maw's dietary preferences more intuitive<br>Maw form could eat any enemy with a 'corpse', but it turns out that this
isn't very player-facing these days and does not (as one might expect)
directly correlate to what enemies can get raised as zombies. While a few
instances of living monsters that didn't drop corpses might be arguably
intuitive (such as jellies) there were many weird exceptions. Maws were
unable to eat orb guardians, mana vipers, boggarts, Maurice.... (and many
others). There isn't even any way to look this up in-game, and it
meaningfully affects where and when the form is appropriate to use.<br>
Instead, allow Maw to eat exactly living and plant enemies, which are
clearly circumscribed categories. (This also affects what you can be
mesmerised by, as they share the same criteria.)<br>
Acid blobs surely cannot be more unhealthy to eat than tainted leviathans
were, after all.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=264ef1ee83">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-24-g264ef1ee83.zip">here</a>.]]></description>
            <pubDate>Thu, 29 Jan 2026 06:40:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-23-gca6055191c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-23-gca6055191c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca6055191c">ca6055191c</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Reduce death knight Hurl Torchlight damage<br>It was probably a bit too nasty for unavoidable, irresistable damage that
also buffs their allies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b54ea9f565">b54ea9f565</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Tweak Blade form numbers<br>Slightly reduce aux damage and base parrying amount. Reduce the body armour
AC penalty at minskill from -70% to -50%, but increase it to -20% at max
skill (instead of 0%). Prevent negative slaying (eg: from Claustrophobia)
from reducing your SH (which could even cause you to lose your baseline
shield when attacking....).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87b91cedfd">87b91cedfd</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Fix broken lua api for item slot remapping (WizardIke)<br>This has been somewhat broken since the consumable inventory change,
allowing the player to specify slots outside the allowed gear range and
cause a variety of undefined behavior or crashes on demand by trying to do
so.<br>
This splits the old items.swap_slots function into two new ones:<br>
items.swap_gear_slots() works more or less the same as swap_slots() used
to (but properly constrains the result to valid gear slots)<br>
items.swap_consumable_slots() works on consumables, and requires the
caller to specify which category, but takes letters as slots instead of
indicies. eg: items.swap_consumable_slots('potion', 'c', 'X')<br>
It has been suggested that existing API functions should allow interacting
with letters more directly (instead of often requiring
items.letter_to_index() calls), which makes sense to me, but I have
deferred that for the moment.<br>
This fixes #5050
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ca34f96d4">5ca34f96d4</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Lower eel hands damage by ~20%<br>Even for a mid-tier form that melds your shield, it was probably a little
overtuned. Hopefully it should remain quite appealing to UC characters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23091ee04a">23091ee04a</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Slightly lower parchment prices<br>It's possible I overshot a small bit with the previous change.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8321115146">8321115146</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Make unidentified orbs less expensive<br>Whether an orb does anything relevant for a character is very
ego-dependent, so unidentified orbs being as expensive as they are makes
them an often unappealing gamble.<br>
Shift more of the cost from the base orb to the egos themselves to make
these much cheaper while maintaining a hopefully appropriate cost for
identified orbs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=715986b9a4">715986b9a4</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Nudge orb of stardust damage down a little<br>I'm quite pleased that players seem to be getting use out of multiple of
the new orbs, but this one is possibly still a *bit* too strong and can
afford a gentle downward nudge.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6389ac65aa">6389ac65aa</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Fix a typo (roxie puddles)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7712bfe8de">7712bfe8de</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Make Maw's dietary preferences more intuitive<br>Maw form could eat any enemy with a 'corpse', but it turns out that this
isn't very player-facing these days and does not (as one might expect)
directly correlate to what enemies can get raised as zombies. While a few
instances of living monsters that didn't drop corpses might be arguably
intuitive (such as jellies) there were many weird exceptions. Maws were
unable to eat orb guardians, mana vipers, boggarts, Maurice.... (and many
others). There isn't even any way to look this up in-game, and it
meaningfully affects where and when the form is appropriate to use.<br>
Instead, allow Maw to eat exactly living and plant enemies, which are
clearly circumscribed categories. (This also affects what you can be
mesmerised by, as they share the same criteria.)<br>
Acid blobs surely cannot be more unhealthy to eat than tainted leviathans
were, after all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a12834e61f">a12834e61f</a> | 2026-01-27 14:41:43 -0330 | DracoOmega</pre>
Cap the duration of Maw regen at 40<br>This is still quite a lot of healing to be able to hold at once (but many
characters could previously stack far more than this at once in places like
Vaults)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ca6055191c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-23-gca6055191c.zip">here</a>.]]></description>
            <pubDate>Wed, 28 Jan 2026 06:44:33 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.35-a0-0-gff61f77f9c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-0-gff61f77f9c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff61f77f9c">ff61f77f9c</a> | 2026-01-26 20:24:07 -0600 | gammafunk</pre>
Small updates to the release guide<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da2984106b">da2984106b</a> | 2026-01-26 21:57:17 -0330 | regret-index</pre>
Prevent orcs from spawning inside a spider cage (#5048)<br>It's supposed to be a quarantine, not a death match cage.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a107a98f2">0a107a98f2</a> | 2026-01-26 21:57:17 -0330 | regret-index</pre>
Fix Xom acting around sufficient counts of firewood (Zadiel)<br>8b305a4 made conjured monsters (e.g. orbs of destruction, battlespheres)
count as having some minimal amount of experience value to help with
tension not really being equipped to assess their comparative danger
levels. This was adjusted into peripheral monsters in 62137d7, which
accidentally started counting plants, fungi, and other non-hostile
obstacle-monsters as having non-zero experience values for tension's
calculations. This doesn't have a lot of problems for most uses of tension,
but it does mean Xom will act in many pointless ways around sufficient
amounts of plants, which is extremely undesireable behaviour that is thus
fixed here.<br>
A more ideal solution for this is most likely to add actual experience
values for various peripheral monsters for the sake of better tension
calculations (instead of setting orbs of destruction to be worth half an
ogre of threat), but with the version release looming, this should function
enough as a fix for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c19a917d8">9c19a917d8</a> | 2026-01-26 23:22:50 +1300 | Isaac Clancy</pre>
Fix a crash when a summoner accepts a Gozag bribe<br>If an out of view summoner summons some monsters and then you move so
that the summoner and its summons come into view at the same time, we
would iterate over all the monsters that just come into view and call
`seen_monster` on them. If this call to `seen_monster` caused the
summoner to accept a Gozag bribe and become friendly, its summons would
be killed but we would still call `seen_monster` on these dead summons
resulting in a crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45ea6cc7a5">45ea6cc7a5</a> | 2026-01-26 23:22:50 +1300 | Isaac Clancy</pre>
Fix acidic and icy floors not using tile variations<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5877fddc77">5877fddc77</a> | 2026-01-25 21:41:47 -0600 | gammafunk</pre>
Reset lua state properly for objstat/mapstat<br>Similar to d744bac7, we now reset lua states and subsequently reload the
necessary data after each iteration. This fixes a problem where large
objstat jobs (e.g. 1000 iterations of generating all of the Dungeon
branch) eventually error repeatedly in zonify layout code. The precise
reason for this hasn't been fully debugged, but it seems to be related
to available lua memory. For now, it's wise to follow the same close ->
reinitialize procedure as we do for the main game loop in each
objstat/mapstat iteration.<br>
Testing has shown that this reset doesn't significantly impact objstat
performance. In the future, when I rework game loop lua reinitializaiton
to more carefully reset and load only the necessary data, we can revisit
needed to close and reopen the lua state for all game modes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1d2b83f61">e1d2b83f61</a> | 2026-01-25 18:51:29 -0330 | regret-index</pre>
Adjust morphogenic ooze slimification accumulation<br>While the original af_slimify timing was roughly based off of bat cloud
drowinsess numbers, clouds are much more consistent at applying their
effects than attack brands are in combat. It's very plausible to be killed
by a morphogenic ooze band well before one actually gets slimified in the
first place, due to each turn where an ooze fails to hit allows one to
work off the effect build-up without really bothering with any
counterplay, since each hit only applies 35-45 aut of a status that needs
to reach 100 to activate that also goes down 10 each turn. Rather than
making them apply the status in one or two hits entirely, I am doubling
the status application and threshold numbers both, which thus halves the
rate the status wears off mid-fight. As rare monsters with a singular
gimmick far less instantly lethal than other summoning or conjurations
mechanics added to the branch this version, we might as well test a
version of the monster with a functional version of the gimmick first.<br>
(This commit also adjusts the colour schema of DUR_SLIMIFYING to reduce
the ambiguity of going across multiple shades of magenta. No save-compat
code has been included with this commit, as there is rather little benefit
in tactically converting an older save mid-fight to try and prevent
slimification against exactly one encounter. I am also fixing a notable
bug where one could cancel jelly form immediately after actually getting
it, which I hope hasn't been distorting the testing of the monster
entirely....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c88066364f">c88066364f</a> | 2026-01-25 18:31:12 -0330 | regret-index</pre>
Yet further small tiles adjustments<br> * Azure jellies and colossal amoeba have had their colours and brightness
   adjusted away from each other, to help with those with poor eyesight
   and poor pixel miscaling confusing the two very different blue jellies
   in Slime.<br>
 * Antimagic Gaze no longer accidentally uses the Draining Gaze tile
   animation flash, as was introduced in 6213b69.<br>
 * The Draining Gaze animation flash from eyes of draining now lasts
   very slightly longer when it targets players, and now also lasts
   increasingly longer the more the player is drained overall.<br>
 * Fannar and player doll broad axes have had their palettes simplified.<br>
 * Rapier and broad axe randarts now have unique player doll tiles,
   based off of roctavian's good_item rapiers and broad axe doll tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c69c41b5cd">c69c41b5cd</a> | 2026-01-25 15:15:00 +1300 | Isaac Clancy</pre>
Checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d8026e12">10d8026e12</a> | 2026-01-25 15:06:43 +1300 | Isaac Clancy</pre>
Fix a crash when abandoning Gozag<br>If you had a item from one of Gozag's shops on your shopping list and it
wasn't the last item on the list, abandoning Gozag would crash. This was
caused by iterating over the items in your shopping list while removing
any that were from Gozag stuffing up the iteration.<br>
This change also fixes a bug where abandoning Gozag would remove
shopping list items from shops that weren't from Gozag if the shop was
covered with temporary terrain.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ff61f77f9c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.35-a0-0-gff61f77f9c.zip">here</a>.]]></description>
            <pubDate>Tue, 27 Jan 2026 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2100-g5877fddc77.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2100-g5877fddc77.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5877fddc77">5877fddc77</a> | 2026-01-25 21:41:47 -0600 | gammafunk</pre>
Reset lua state properly for objstat/mapstat<br>Similar to d744bac7, we now reset lua states and subsequently reload the
necessary data after each iteration. This fixes a problem where large
objstat jobs (e.g. 1000 iterations of generating all of the Dungeon
branch) eventually error repeatedly in zonify layout code. The precise
reason for this hasn't been fully debugged, but it seems to be related
to available lua memory. For now, it's wise to follow the same close ->
reinitialize procedure as we do for the main game loop in each
objstat/mapstat iteration.<br>
Testing has shown that this reset doesn't significantly impact objstat
performance. In the future, when I rework game loop lua reinitializaiton
to more carefully reset and load only the necessary data, we can revisit
needed to close and reopen the lua state for all game modes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1d2b83f61">e1d2b83f61</a> | 2026-01-25 18:51:29 -0330 | regret-index</pre>
Adjust morphogenic ooze slimification accumulation<br>While the original af_slimify timing was roughly based off of bat cloud
drowinsess numbers, clouds are much more consistent at applying their
effects than attack brands are in combat. It's very plausible to be killed
by a morphogenic ooze band well before one actually gets slimified in the
first place, due to each turn where an ooze fails to hit allows one to
work off the effect build-up without really bothering with any
counterplay, since each hit only applies 35-45 aut of a status that needs
to reach 100 to activate that also goes down 10 each turn. Rather than
making them apply the status in one or two hits entirely, I am doubling
the status application and threshold numbers both, which thus halves the
rate the status wears off mid-fight. As rare monsters with a singular
gimmick far less instantly lethal than other summoning or conjurations
mechanics added to the branch this version, we might as well test a
version of the monster with a functional version of the gimmick first.<br>
(This commit also adjusts the colour schema of DUR_SLIMIFYING to reduce
the ambiguity of going across multiple shades of magenta. No save-compat
code has been included with this commit, as there is rather little benefit
in tactically converting an older save mid-fight to try and prevent
slimification against exactly one encounter. I am also fixing a notable
bug where one could cancel jelly form immediately after actually getting
it, which I hope hasn't been distorting the testing of the monster
entirely....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c88066364f">c88066364f</a> | 2026-01-25 18:31:12 -0330 | regret-index</pre>
Yet further small tiles adjustments<br> * Azure jellies and colossal amoeba have had their colours and brightness
   adjusted away from each other, to help with those with poor eyesight
   and poor pixel miscaling confusing the two very different blue jellies
   in Slime.<br>
 * Antimagic Gaze no longer accidentally uses the Draining Gaze tile
   animation flash, as was introduced in 6213b69.<br>
 * The Draining Gaze animation flash from eyes of draining now lasts
   very slightly longer when it targets players, and now also lasts
   increasingly longer the more the player is drained overall.<br>
 * Fannar and player doll broad axes have had their palettes simplified.<br>
 * Rapier and broad axe randarts now have unique player doll tiles,
   based off of roctavian's good_item rapiers and broad axe doll tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c69c41b5cd">c69c41b5cd</a> | 2026-01-25 15:15:00 +1300 | Isaac Clancy</pre>
Checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d8026e12">10d8026e12</a> | 2026-01-25 15:06:43 +1300 | Isaac Clancy</pre>
Fix a crash when abandoning Gozag<br>If you had a item from one of Gozag's shops on your shopping list and it
wasn't the last item on the list, abandoning Gozag would crash. This was
caused by iterating over the items in your shopping list while removing
any that were from Gozag stuffing up the iteration.<br>
This change also fixes a bug where abandoning Gozag would remove
shopping list items from shops that weren't from Gozag if the shop was
covered with temporary terrain.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d7c6441a3">4d7c6441a3</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix temporary terrain expiring making mimics into real features<br>If you covered a feature mimic (such as a shop) in temporary terrain
(such as the lava from hell fire mortar), when the temporary terrain
expired the feature would now be real rather than a mimic (e.g. you
could now move onto and shop at what used to be a shop mimic).<br>
Also don't allow a feature mimic to disappear when covered with
temporary terrain as this would result in the mimic becoming real rather
than disappearing if the temporary terrain wasn't a mimicable feature
(e.g. shallow water from a water nymph).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21d91b71d4">21d91b71d4</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix wizmode placed shop and trap mimics not being mimics<br>The code for placing features was returning early for shops and traps
making it skip turning the placed feature into a mimic when ask to place
one.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6afee0a9b">c6afee0a9b</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix env.shop becoming filled with useless shops<br>When loading a level that had already been generated, all shops on the
level would be inserted into env.shop. However, shops from the previous
level would never be cleared (although shops with the same position
would be overridden). Generating a new level would clear env.shop
however. These extra shops weren't accessible to the player as there
weren't any entrances to them on the map.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ba9187331">8ba9187331</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Don't leak memory when adding an item to the shopping list<br>We were allocated a `CrawlHashTable` using `new` and then using it to
construct a `CrawlStoreValue`. However, `CrawlStoreValue`'s constructor
does not take ownership of the `CrawlHashTable` it takes as an argument
(but rather makes a copy).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053b306b6">2053b306b6</a> | 2026-01-24 17:53:12 -0330 | regret-index</pre>
Changelog update through f52bb6b<br>Mostly to catch the last few talisman and spell changes this version.
Copy-editing support provided by DracoOmega.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5877fddc77">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2100-g5877fddc77.zip">here</a>.]]></description>
            <pubDate>Mon, 26 Jan 2026 06:45:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2097-gc69c41b5cd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2097-gc69c41b5cd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c69c41b5cd">c69c41b5cd</a> | 2026-01-25 15:15:00 +1300 | Isaac Clancy</pre>
Checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d8026e12">10d8026e12</a> | 2026-01-25 15:06:43 +1300 | Isaac Clancy</pre>
Fix a crash when abandoning Gozag<br>If you had a item from one of Gozag's shops on your shopping list and it
wasn't the last item on the list, abandoning Gozag would crash. This was
caused by iterating over the items in your shopping list while removing
any that were from Gozag stuffing up the iteration.<br>
This change also fixes a bug where abandoning Gozag would remove
shopping list items from shops that weren't from Gozag if the shop was
covered with temporary terrain.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d7c6441a3">4d7c6441a3</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix temporary terrain expiring making mimics into real features<br>If you covered a feature mimic (such as a shop) in temporary terrain
(such as the lava from hell fire mortar), when the temporary terrain
expired the feature would now be real rather than a mimic (e.g. you
could now move onto and shop at what used to be a shop mimic).<br>
Also don't allow a feature mimic to disappear when covered with
temporary terrain as this would result in the mimic becoming real rather
than disappearing if the temporary terrain wasn't a mimicable feature
(e.g. shallow water from a water nymph).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21d91b71d4">21d91b71d4</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix wizmode placed shop and trap mimics not being mimics<br>The code for placing features was returning early for shops and traps
making it skip turning the placed feature into a mimic when ask to place
one.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6afee0a9b">c6afee0a9b</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Fix env.shop becoming filled with useless shops<br>When loading a level that had already been generated, all shops on the
level would be inserted into env.shop. However, shops from the previous
level would never be cleared (although shops with the same position
would be overridden). Generating a new level would clear env.shop
however. These extra shops weren't accessible to the player as there
weren't any entrances to them on the map.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ba9187331">8ba9187331</a> | 2026-01-25 14:07:16 +1300 | Isaac Clancy</pre>
Don't leak memory when adding an item to the shopping list<br>We were allocated a `CrawlHashTable` using `new` and then using it to
construct a `CrawlStoreValue`. However, `CrawlStoreValue`'s constructor
does not take ownership of the `CrawlHashTable` it takes as an argument
(but rather makes a copy).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053b306b6">2053b306b6</a> | 2026-01-24 17:53:12 -0330 | regret-index</pre>
Changelog update through f52bb6b<br>Mostly to catch the last few talisman and spell changes this version.
Copy-editing support provided by DracoOmega.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f52bb6b557">f52bb6b557</a> | 2026-01-23 21:18:09 -0600 | gammafunk</pre>
Fix a lua error (knorpule3001)<br>For regret_index_shop_air, add a missing string concatenation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1123133900">1123133900</a> | 2026-01-24 00:26:43 +0100 | Medrano83</pre>
Fix the enter key on TV devices<br>Android TV devices remap the enter key in hardware keyboards as the
D-Pad center (OK) button. That event is ignored by Crawl, so we are
doing the opposite remap here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23ec4249fe">23ec4249fe</a> | 2026-01-23 14:51:51 -0330 | regret-index</pre>
Fix darby_harvest_season (PsiRedEye22)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c69c41b5cd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2097-gc69c41b5cd.zip">here</a>.]]></description>
            <pubDate>Sun, 25 Jan 2026 06:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2090-gf52bb6b557.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2090-gf52bb6b557.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f52bb6b557">f52bb6b557</a> | 2026-01-23 21:18:09 -0600 | gammafunk</pre>
Fix a lua error (knorpule3001)<br>For regret_index_shop_air, add a missing string concatenation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1123133900">1123133900</a> | 2026-01-24 00:26:43 +0100 | Medrano83</pre>
Fix the enter key on TV devices<br>Android TV devices remap the enter key in hardware keyboards as the
D-Pad center (OK) button. That event is ignored by Crawl, so we are
doing the opposite remap here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23ec4249fe">23ec4249fe</a> | 2026-01-23 14:51:51 -0330 | regret-index</pre>
Fix darby_harvest_season (PsiRedEye22)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc690c27c0">cc690c27c0</a> | 2026-01-23 10:26:19 -0330 | regret-index</pre>
Fix partisan and trident doll displays<br>bf00e41's copy-pastes accidentally assigned the partisan randart paper
doll tile to tridents. While fixing this, I've also noticed that trident
randarts have never had their own paper doll rendition seperating them
from non-mundane tridents, and thus also added a new paper doll tile
modifying roctavian's non-mundane trident that should properly reflect
the appearance of roctavian's randart tridents.<br>
(There's... a lot of other weapons that evidently have never haad proper
randart paper doll tiles, which I will investigate into and make more
tiles to handle before the version release.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=288739ea82">288739ea82</a> | 2026-01-23 06:10:39 -0330 | DracoOmega</pre>
Fix a typo (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac9929eef6">ac9929eef6</a> | 2026-01-22 23:02:44 -0330 | regret-index</pre>
Quick scraped-together vault review<br>Of note:<br>
 * zot_entry_small once more no longer places on Depths:$, as was screwed
   up by eee5569 automating zot entry set-up.<br>
 * minmay_fire_ice_demons no longer places item rewards when it spawns in
   Cocytus or Gehenna.<br>
 * grunt_twist_and_shout no longer accidentally places pointless runed
   doors.<br>
 * The D:1-2 polyominoes now use a non-default rock tile so they stand out
   even slightly as highly abstract objects versus the rest of early
   Dungeon rock wall generation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc843a334e">bc843a334e</a> | 2026-01-22 22:20:29 -0330 | hellmonk</pre>
Couple of small altar vaults (#4998)<br>Adds a sealed altar containing a non-temple god that requires consumables
to access, and a zin overflow that also places a [sometimes non-overflow]
chaotic god altar with themed monsters sealed behind a runed door.<br>
[Committer's notes: Tweaked the god altar weightings for the former vault
to reflect how rare they overall should be available. Heavily adjusted
the latter vault to scale substantially more with depth rather than just
throwing slime creatures on D:3 at newcomers, completely revised the
visuals to both emphasize Zin sealing the god and to use tiles customized
per-god rather than using Tartarus stone for Jiyva and Lugonu, and adjusted
the weight of both the vault and its chance to just roll Xom over Jiyva
and Lugonu so it doesn't have to be hyper-rare in its placement.<br>
Closes #4998.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36551948a3">36551948a3</a> | 2026-01-22 20:57:45 -0330 | regret-index</pre>
Tweak worldbinder summons once more<br>When ugly things and very ugly things stopped spawning in V as of f517b90,
worldbinder summons weren't adjusted in exchange, so they still declared
themselves summoning ugly things from the Vaults. As V-convoking
worldbinders are still notably the strongest of worldbinders despite the
removal of thunderhulks from their list in 3be09a1, this could still do
with further adjustments.<br>
Worldbinders summoning from The Vaults now get polterguardians and
ironbound preservers, rather than very ugly things and ironbound
frosthearts. This should be reasonably distinct for a summoner's summons
even more directly helping its own summoner's lifespan, and not feature
quite as much spikes of resist checkecs as the previous ones.<br>
Meanwhile, I'm also trading away the Shoals' set's manticores and merfolk
aquamancers for merfolk sirens and water nymphs, which should be less
boring as support monsters compared to the projectile conjuration effects
struggling to entirely function in the Abyss's terrain pressures. Both of
these have some of the worst-performing worldbinder summons in terms of
kill stats (and aquamancers also feel pretty high tier in their own
branch), so this should continue to nudge the total worldbinder threat
pools closer together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b32a8f0ca">1b32a8f0ca</a> | 2026-01-22 16:43:05 -0330 | regret-index</pre>
One last balance adjustment for Protean Grace for now<br>Experimentation with Protean Grace's state after ad136e9 has left it off
in too weak a state to be of much interest for the average non-Xom
non-Jiyva character, as the testing of #4949 demonstrated. While we do
have a fair number of other interesting top-tier mutations available,
there are still further potential iterations of the mutation possible
that can continue to try to handle the vast gap of plausible mutation
counts provided by the mutation gods.<br>
This commit's approach is quite bluntly direct in this intent: protean
grace now no longer has scales to every two mutations as both of the
previous states did, but it also now is hard capped to not provide any
further than +7 Slay and EV+7, and it no longer counts itself. This should
still provide a bit of a tangible edge to rolling it with only a few
mutations or getting past the soft cap ceiling via mutation gods, while
still preventing the mutation gods from having a mutation that just flatly
provides +10 to +20 double stat benefits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09e6e9c6e">f09e6e9c6e</a> | 2026-01-22 14:41:11 -0330 | yrdzrfxndfvh</pre>
allow death cobs into klown kollege (#5039)<br>since 3440744 harlequin's traps no longer override the attack flavor<br>
[Committer's notes: Sure, why not. Closes #5039.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f52bb6b557">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2090-gf52bb6b557.zip">here</a>.]]></description>
            <pubDate>Sat, 24 Jan 2026 06:45:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2085-gac9929eef6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2085-gac9929eef6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac9929eef6">ac9929eef6</a> | 2026-01-22 23:02:44 -0330 | regret-index</pre>
Quick scraped-together vault review<br>Of note:<br>
 * zot_entry_small once more no longer places on Depths:$, as was screwed
   up by eee5569 automating zot entry set-up.<br>
 * minmay_fire_ice_demons no longer places item rewards when it spawns in
   Cocytus or Gehenna.<br>
 * grunt_twist_and_shout no longer accidentally places pointless runed
   doors.<br>
 * The D:1-2 polyominoes now use a non-default rock tile so they stand out
   even slightly as highly abstract objects versus the rest of early
   Dungeon rock wall generation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc843a334e">bc843a334e</a> | 2026-01-22 22:20:29 -0330 | hellmonk</pre>
Couple of small altar vaults (#4998)<br>Adds a sealed altar containing a non-temple god that requires consumables
to access, and a zin overflow that also places a [sometimes non-overflow]
chaotic god altar with themed monsters sealed behind a runed door.<br>
[Committer's notes: Tweaked the god altar weightings for the former vault
to reflect how rare they overall should be available. Heavily adjusted
the latter vault to scale substantially more with depth rather than just
throwing slime creatures on D:3 at newcomers, completely revised the
visuals to both emphasize Zin sealing the god and to use tiles customized
per-god rather than using Tartarus stone for Jiyva and Lugonu, and adjusted
the weight of both the vault and its chance to just roll Xom over Jiyva
and Lugonu so it doesn't have to be hyper-rare in its placement.<br>
Closes #4998.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36551948a3">36551948a3</a> | 2026-01-22 20:57:45 -0330 | regret-index</pre>
Tweak worldbinder summons once more<br>When ugly things and very ugly things stopped spawning in V as of f517b90,
worldbinder summons weren't adjusted in exchange, so they still declared
themselves summoning ugly things from the Vaults. As V-convoking
worldbinders are still notably the strongest of worldbinders despite the
removal of thunderhulks from their list in 3be09a1, this could still do
with further adjustments.<br>
Worldbinders summoning from The Vaults now get polterguardians and
ironbound preservers, rather than very ugly things and ironbound
frosthearts. This should be reasonably distinct for a summoner's summons
even more directly helping its own summoner's lifespan, and not feature
quite as much spikes of resist checkecs as the previous ones.<br>
Meanwhile, I'm also trading away the Shoals' set's manticores and merfolk
aquamancers for merfolk sirens and water nymphs, which should be less
boring as support monsters compared to the projectile conjuration effects
struggling to entirely function in the Abyss's terrain pressures. Both of
these have some of the worst-performing worldbinder summons in terms of
kill stats (and aquamancers also feel pretty high tier in their own
branch), so this should continue to nudge the total worldbinder threat
pools closer together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b32a8f0ca">1b32a8f0ca</a> | 2026-01-22 16:43:05 -0330 | regret-index</pre>
One last balance adjustment for Protean Grace for now<br>Experimentation with Protean Grace's state after ad136e9 has left it off
in too weak a state to be of much interest for the average non-Xom
non-Jiyva character, as the testing of #4949 demonstrated. While we do
have a fair number of other interesting top-tier mutations available,
there are still further potential iterations of the mutation possible
that can continue to try to handle the vast gap of plausible mutation
counts provided by the mutation gods.<br>
This commit's approach is quite bluntly direct in this intent: protean
grace now no longer has scales to every two mutations as both of the
previous states did, but it also now is hard capped to not provide any
further than +7 Slay and EV+7, and it no longer counts itself. This should
still provide a bit of a tangible edge to rolling it with only a few
mutations or getting past the soft cap ceiling via mutation gods, while
still preventing the mutation gods from having a mutation that just flatly
provides +10 to +20 double stat benefits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09e6e9c6e">f09e6e9c6e</a> | 2026-01-22 14:41:11 -0330 | yrdzrfxndfvh</pre>
allow death cobs into klown kollege (#5039)<br>since 3440744 harlequin's traps no longer override the attack flavor<br>
[Committer's notes: Sure, why not. Closes #5039.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3eaa6fa3b2">3eaa6fa3b2</a> | 2026-01-22 23:48:59 +1300 | Isaac Clancy</pre>
Fix recreating a automapped level leaving blank tiles<br>This was due to call to `tile_new_level` in `wizard_recreate_level`
setting all the tiles in the tile cache to TILE_DNGN_UNSEEN after the
call to `load_level`. However, this call to `tile_new_level` isn't even
needed anymore as commit ef9621c added a call to it to `load_level`
(Technically the functions were `TileNewLevel` and `load` back then).
The call to `tile_new_level` in `load_level` happens before automapping
the level so it doesn't cause this problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8f340346d">f8f340346d</a> | 2026-01-22 23:10:55 +1300 | Isaac Clancy</pre>
Fix wizmode traveling to automapped level leaving blank tiles<br>When wizmode traveling to a automapped level (such as nocropolis) that
you hadn't previously visited, all out of view tiles would appear
completely blank until you saw them or reloaded the game. This was
caused by a call to `tile_new_level` after the call to `load_level`
in `_wizard_go_to_level` setting all the tiles in the tile cache to
TILE_DNGN_UNSEEN. This call to `tile_new_level` isn't even needed
anymore as commit ef9621c added a call to it to `load_level`
(Technically the functions were `TileNewLevel` and `load` back then).
The call to `tile_new_level` in `load_level` happens before automapping
the level so it doesn't cause this problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13841c757a">13841c757a</a> | 2026-01-22 20:24:08 +1300 | Isaac Clancy</pre>
Fix some vaults not getting the colour tile they specified<br>If a vault specified a floor or rock wall tile name with no colour e.g.
floor_rough it would get that tile in the colour used by console for
floors or rock walls. If it specified a tile with a colour e.g.
floor_rough_blue it would get the tile in the colour specified. This
let us use the console colour for tiles with animated colours as these
can't be specified directly (e.g. there is no floor_rough_etc_random for
a random animated colour) while still letting tiles use a different
colour from console when it looks better.<br>
However, some coloured tiles are just aliases for the non-coloured
version e.g. floor_rough_red is an alias for floor_rough so if a vault
specified a floor as having the tile floor_rough_red it would actually
get the tile floor_rough in whatever colour console used for floors.<br>
To fix this, only apply animated console colours to floor and rock wall
tiles. This is actually what we did prier to commit 6dfb6d6 but it was
lost in the rework.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea69564c00">ea69564c00</a> | 2026-01-22 02:00:36 +0100 | Medrano83</pre>
Basic Android TV Support<br>Here I'm trying to meet the requirements for the game to be distributed
as a TV app. Most of the code is to make the launcher usable with a TV
remote. The game is not playable without an external keyboard or pointer
device, but the user is warned about it. I hope it will be enough.<br>
Other changes:
- Improved virtual D-Pad. Now it can be used to navegate menus.
- Keys in the transparent keyboard are highlighted when pressed.
- Virtual keyboard disabled by default in TV and PC devices.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=507ca58132">507ca58132</a> | 2026-01-21 16:51:28 -0600 | Memoria</pre>
Minor vault tile edits<br>Matches a couple of cases of unintended FTILE assignment with the
surrounding floor, and makes the rug in darby_raucous_goblin_parties
red in console so it will display as red in tiles, as was changed in
6dfb6d6.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ac9929eef6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2085-gac9929eef6.zip">here</a>.]]></description>
            <pubDate>Fri, 23 Jan 2026 06:45:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2077-gea69564c00.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2077-gea69564c00.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea69564c00">ea69564c00</a> | 2026-01-22 02:00:36 +0100 | Medrano83</pre>
Basic Android TV Support<br>Here I'm trying to meet the requirements for the game to be distributed
as a TV app. Most of the code is to make the launcher usable with a TV
remote. The game is not playable without an external keyboard or pointer
device, but the user is warned about it. I hope it will be enough.<br>
Other changes:
- Improved virtual D-Pad. Now it can be used to navegate menus.
- Keys in the transparent keyboard are highlighted when pressed.
- Virtual keyboard disabled by default in TV and PC devices.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=507ca58132">507ca58132</a> | 2026-01-21 16:51:28 -0600 | Memoria</pre>
Minor vault tile edits<br>Matches a couple of cases of unintended FTILE assignment with the
surrounding floor, and makes the rug in darby_raucous_goblin_parties
red in console so it will display as red in tiles, as was changed in
6dfb6d6.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53b3710f56">53b3710f56</a> | 2026-01-21 14:36:30 -0330 | regret-index</pre>
Some lingering 0.34 tile clean-up work<br> * Spore form now properly depicts fungus taking up the lower half or
   feet of various bodies, as was missed in the original implementation of
   providing such tiles in 31b8f63 due to confusion over other parts of
   the concept. This also adds additional tiles for naga, armataur,
   and djinn all avoiding the barding-slot area for the former two.<br>
 * Dragon-coil talismans now have shadows (for e.g. Shoals), as was
   accidentally left out of providing the new tile in c257eed.<br>
 * The hive-form felid tile has now been flipped to match other felid
   transformation tiles.<br>
 * The werewolf felid tile now uses part of LemurRobot's vampire felid
   tile, as the head from Denzi's cats had poor proportions in comparison.<br>
 * Orbs of mayhem now use the frenzied icon from eedf646 instead of the
   droplet of blood that e.g. vampric weapons use.<br>
 * I've adjusted ontoclasm's Death's Door icon to actually bleed past the
   spell icon frame to match the other level 9 spells doing the same, as
   was neglected back in 8d63b16.<br>
 * Monster Deflect Missiles now once more uses ontoclasm's old Deflect
   Missiles icon, to both reflect the older use of the name and to have a
   somewhat more dramatic icon for a now stronger effect.<br>
 * Planar Overlay now has a new tile made from ontoclasm's Passage of
   Golubria tile instead of just directly using that same tile.<br>
 * The plainest of the Depths stone wall tiles now has slightly more
   decoration on it to help it match more with the rest of its set.<br>
 * Detected decorative floor tiles use a less bright lower-contrast tile
   to be less gaudy when detecting them in large masses (e.g. with the
   current arrangement for weapon-inlaid floor in Elf:2's Hall of Blades).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0383675d46">0383675d46</a> | 2026-01-21 14:36:29 -0330 | regret-index</pre>
A batch of Darby's vaults<br>Sixteen neat vaults (plus subvaults) reflecting some repeated vault
desires: vaults with heavy theme components that can spawn in multiple
branches, vaults that focus on deploying newer monsters, and vaults that
can place pre-Lair or earlier to add more interest to the ever-pressured
earlygame.<br>
Alterations past the initial feedback phase for this submission included:
 * some reduced weights for early uses of wall mimics (that autoexplore
   and autopickup will activated anyway) or other aggressive gimmicks,
 * more D monster scaling and general item reward scaling versus depth,
 * syntax adjustments to continue pushing my vault header house style.<br>
Additionally, this comes with support for some decorative floor options
from tiles added in 76a730d not then integrated into other vaults- a
djembe set, a now somewhat-Yred-flavoured flag, and a pike with impaled
skulls. These aren't getting a lot of distribution quite yet (between
the impending feature freeze and their narrowed flavour), but the lua and
descriptions have been set up for these vaults, with the write-ups also
mostly written by Darby.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac8383b74f">ac8383b74f</a> | 2026-01-21 13:29:36 -0330 | DracoOmega</pre>
Fix a failing test<br>Since b9c0c7a the previous example used would fail.<br>
In theory, these body slot mutations are supposed to be able to trade off
with each other when forced, but this seems to have not been the case for
all the other ones for many years now (and correcting this while still
preventing the situation fixed by b9c0c7a is non-trivial, nor is it clear
that it is more interesting gameplay to be able to randomly swap your foot
mutation for an almost-identical one anyway).<br>
In the meantime, pick a different pair of mutations that do satisfy this
test's intent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4ca8e905a">c4ca8e905a</a> | 2026-01-21 12:23:42 -0330 | DracoOmega</pre>
Mention that draconians cannot wear helmets in-game<br>In the same place as their other armour restrictions.<br>
This closes #3012
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13570ff70c">13570ff70c</a> | 2026-01-21 12:23:42 -0330 | DracoOmega</pre>
Explicate that the Reckless mutation only affects melee weapons (dilly)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f98ad71682">f98ad71682</a> | 2026-01-21 12:23:42 -0330 | DracoOmega</pre>
Don't frenzy protected allies with an orb of Mayhem (Szymekc)<br>Allies that can't be affected by any player AoE (eg: player shadows,
ancestors) probably shouldn't be affected by this either.<br>
This incidentally stops a crash with attacking your own frenzied shadow.
If another shadow attack triggered on this attack, your old shadow would
be destroyed before your new shadow tried to hit it, resulting in it
hitting a reset monster.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ac2f9dc84">3ac2f9dc84</a> | 2026-01-21 12:23:42 -0330 | DracoOmega</pre>
Don't allow making multiple vampire thralls at once<br>If a vampire-form player stabbed multiple monsters to death at the same
time (eg: using WJC whirlwind), all of them would rise as thralls instead
of just one.<br>
Now we test 'reviving' monsters when looking for thralls as well.<br>
This fixes #5014
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07036d49a5">07036d49a5</a> | 2026-01-21 12:23:42 -0330 | DracoOmega</pre>
Don't grow burstshrooms when hitting firewood or allies<br>This isn't quite as harmful to be able to farm off allies as a bunch of
other attack triggers, but it feels more consistent with general policy.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ea69564c00">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2077-gea69564c00.zip">here</a>.]]></description>
            <pubDate>Thu, 22 Jan 2026 06:45:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2062-g69c9decb0d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2062-g69c9decb0d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69c9decb0d">69c9decb0d</a> | 2026-01-21 17:00:40 +1300 | Isaac Clancy</pre>
Fix crumbled stairs not redrawing properly in descent mode<br>We were using `force_show_update_at` followed by `view_update_at` to
redraw a square after crumbling its staircase. The call to
`force_show_update_at` isn't needed any more as staircase peaking will
have marked the square is known causing `view_update_at` to call it for
us. `view_update_at` will update the map knowledge for the square,
however, we have already updated the map knowledge of what feature is
present and do not wish to update the player's knowledge of monsters and
clouds etc. `view_update_at` also shouldn't be called for squares out of
sight and will trigger player in LOS events for the square as well as
sometimes incorrectly updating the map knowledge. It also only redraws
the foreground layer in local tiles and the old staircase and new floor
that has replaced it are both drawn in the background layer. Instead use
`redraw_view_at` to redraw the square.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82f025b3ba">82f025b3ba</a> | 2026-01-21 16:13:11 +1300 | Isaac Clancy</pre>
Fix krakens not being immune to drowning<br>This was broken when the habitat of krakens was changed from HT_WATER
(with special cases to keep them in deep water) to HT_DEEP_WATER.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=745d988918">745d988918</a> | 2026-01-21 15:41:19 +1300 | Isaac Clancy</pre>
Fix up stairs not always crumbling in descent mode<br>When you went down a staircase in descent mode and covered the up
staircase with temporary terrain (such as by casting noxius bog), the up
staircase wouldn't be destroyed and would reappear when the temporary
terrain expired.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c078dd7f92">c078dd7f92</a> | 2026-01-21 15:11:33 +1300 | Isaac Clancy</pre>
Fix shops not always closing when leaving Gozag<br>If a Gozag created shop is covered with temporary terrain such as the
lava from hell fire mortar when you abandon Gozag, the temporary terrain
will be changed into a closed shop but will be changed back into an open
shop when the temporary terrain expires. Instead, don't change the
temporary terrain but rather when it reverts back make sure it reverts
to a closed shop.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71c15dacbf">71c15dacbf</a> | 2026-01-20 14:53:20 -0330 | DracoOmega</pre>
Fix fortress crab's interaction with +MP artefacts (Lici)<br>The player's max MP wasn't properly updating when entering/leaving fortress crab
form while wearing artefact body armour with +MP on it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f7bc8203d">2f7bc8203d</a> | 2026-01-20 14:53:20 -0330 | DracoOmega</pre>
Allow fortress crab to double intrinsic properties of dragon armour (Lici)<br>Resists from dragon armour were internally handled in a way that was
neither an ego nor an artprop, and thus didn't get affected by fortress
crab. Now, we automatically map (most of) those intrinsics to the
artprop cache and do not check them in any other way. This slightly
simplifies some code and allows them to interact properly with fortress
crab.<br>
(Regen from troll leather is still handled somewhat differently - as all
regen items are - and steam resist has no artprop equivalent. Though this
latter case also doesn't matter here, since doubling it wouldn't do
anything, anyway.)<br>
In future, this sort of procedure could also be extended to intrinsic
resists from enhancer staves or even jewellery.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dbc3aad5d">9dbc3aad5d</a> | 2026-01-21 01:47:46 +1300 | Isaac Clancy</pre>
Fix the console build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a6846f12a">6a6846f12a</a> | 2026-01-20 23:55:04 +1300 | Isaac Clancy</pre>
Fix leaving Gozag not always redrawing shops that close<br>We were using `view_update_at` to update the map knowledge and redraw a
shop after closing it. However, it only redraws the foreground in local
tiles (shops are drawn in the background layer), it only properly
updates map knowledge for squares in LOS and it updates more than just
the map knowledge of the shop (e.g. it also updates monster knowledge).
Not redrawing the shop tile often wasn't noticeable as we update the
shopping list which will cause levels excursions which redraw the whole
level if it has any items on it. Instead update only the map knowledge
of what shop is on the square and then redraw the square.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2b996f8a9">a2b996f8a9</a> | 2026-01-20 06:25:59 -0330 | DracoOmega</pre>
Don't crash when attacking a banished enemy in spore form<br>Distortion banish resets an enemy before it reaches this point, resulting
in an assert when we try to check their unbreathing status.<br>
This does mean you also don't get any mushrooms for attacking an enemy on
an attack that banishes them, which is mildly unfortunate, but probably not
that big a deal (and their position is already reset, so it would require
additional special handling to work).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38f28a0205">38f28a0205</a> | 2026-01-20 06:21:14 -0330 | DracoOmega</pre>
Fix missing spore form status display on % (Rypofalem)<br>This closes #5041 (but I opted to do it without redundantly specifying the
default string)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=69c9decb0d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2062-g69c9decb0d.zip">here</a>.]]></description>
            <pubDate>Wed, 21 Jan 2026 06:45:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2051-gdafaf85d1f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2051-gdafaf85d1f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dafaf85d1f">dafaf85d1f</a> | 2026-01-19 15:02:52 -0330 | regret-index</pre>
Fix an appearance of the currently-retired Sword of Power (Lici)<br>When the Sword of Power was removed in 6326a8a for overlap with the Valour
brand in 5a1e93a, the vault minmay_guarded_unrand_sword_of_power was
missed due to our legacy standard of unrands all being listed with
underscores. (It would just function as a +9 great sword of valour and
be replaced with such on loading up a save, anyway). There's a little bit
of dev interest in keeping around the ancient name due to the inheritance
of it from pre-Stone-Soup, so rather than remove the vault entirely, the
vault just gets a highly-enchanted randart great sword of valour instead of
making the removed unrand.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53a7e0a32d">53a7e0a32d</a> | 2026-01-19 07:18:26 -0330 | coraxioU9</pre>
docs: Update spell library help screen to recommend Tab<br>Notably, ! is still left as an alternative to Tab for forward cycling.
Also, Shift-Tab's functionality is now spelled out.<br>
[Committer's note: slightly tweaked wording.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=95caa5139d">95caa5139d</a> | 2026-01-19 07:14:14 -0330 | coraxioU9</pre>
docs: Recommend Tab instead of ! for spell library navigation<br>While ! makes perfect sense to recommend here (the spell library is
normally accessed via `M`, requiring shift for most players), its main
flaw is that it can only navigate the spell library forwards (i.e. to
the right). The Tab key performs the same function as ! here, but does
not require shift -- even more critically, Shift+Tab will navigate the
spell library backwards. Along with being slightly more conveniently
placed than !, the Tab key may encourage more active use of hiding and
showing spells, as well as the auto_hide_spells option.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a20c17766b">a20c17766b</a> | 2026-01-19 06:59:41 -0330 | CrawlOdds</pre>
Fix some issues with invalid pet_target and allies<br>Previously, if the player's pet_target was set to a monster that was, for
some reason, no longer a valid target for your allies (often due to being
out of LoS, but potentially for several other reasons), we would still set
is as their foe and then later on reset their foe to MHITNOT.<br>
This manifested in a couple of negative ways. Running from a fight with a
dead ancestor could make the ancestor respawn wandering (since it is trying
to fight a now-distant monster and cannot) and newly-summoned allies would
sometimes stand around doing nothing if you had a 'leftover' pet target
from a previous battle.<br>
Now we test pet_target validity before assining it to allies. In cases
where the pet_target is invalid for them, we use the same auto-targeting
behavior we would use if there was no pet_target at all (ie: engage the
nearest visible enemy).<br>
[Commiter's note: restructured some logic to be more consistent with
typical DCSS formatting, put in a check for a possible array out-of-bounds
and rewrote the commit message/name for clarity.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa21560ab4">fa21560ab4</a> | 2026-01-19 06:22:47 -0330 | CrawlOdds</pre>
Slightly improve pathfinding code regarding doors<br>Respect traverse_doors = false when pathfinding without an explicit
monster.<br>
De-duplicate some logic in mons_is_traversable.<br>
[Committer's note: This commit was originally intended to fix an issue that
was fixed differently by 6ed2157, but it still seemed to provide a few
minor improvements, so I rewrote the commit message for the present
context.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fbcaa7cee">4fbcaa7cee</a> | 2026-01-19 06:11:34 -0330 | CrawlOdds</pre>
Stop stationary monsters pathfinding<br>This is causing a bug where you can't rest behind a translucent wall
from a stationary monster.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=724aa37818">724aa37818</a> | 2026-01-19 06:10:38 -0330 | tianmaster</pre>
Fix mouse clicks sometimes not working for Yes/No prompts on local tiles<br>A bug was causing mouse clicks on yes/no popups to be ignored on Windows.
Root cause: negative mouse keycodes (for example CK_MOUSE_B1 == -9997) were
sometimes passed to C library character functions (such as
isalpha/toupper). Those functions are defined only for EOF or values
representable as unsigned char; passing negative non-EOF values invokes
undefined behaviour and corrupted the prompt logic. The fix replaces use of
the C library character test with the project’s ASCII-only helper
isaalpha() when checking popup input. Using isaalpha() avoids invoking
undefined behaviour on negative keycodes and ensures mouse clicks are
correctly accepted.<br>
This change only replaces the character test; no other logic was changed.<br>
This hopefully fixes #4968, fixes #4590, fixes #4090, and fixes #3074<br>
[Committer's note: included PR description into the commit message and
noted issue fixes. I hadn't been able to reproduce the original bug on my
end, but the logic seems sound, so I'm keeping my fingers crossed.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d368c77e55">d368c77e55</a> | 2026-01-19 05:37:55 -0330 | CrawlOdds</pre>
Fix walking scroll skill display in talisman preview (Zigmound)<br>Also commonise the skill bonus between the preview and the actual bump.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75daf2358e">75daf2358e</a> | 2026-01-19 05:28:24 -0330 | CrawlOdds</pre>
Fix display for sphinx form airstrike damage (Zigmound)<br>This was missed in 15d368e.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19414c7176">19414c7176</a> | 2026-01-19 05:13:14 -0330 | CrawlOdds</pre>
Make revelation reveal most squares exactly.<br>This removes aliasing from features such as floors, walls, water,
statues, and fountains, which previously showed as base types when
mapped.<br>
The aliasing wasn't really doing much - vaults are already often quite
identifiable from shapes. Magic mapped levels now look prettier, and we
don't tell small lies to players.<br>
Altars and portals are still mapped to UNKNOWN_ALTAR and
UNKNOWN_PORTAL, because running after unknown altars and portals is
fun.<br>
Small consequences:
- Exclusions placed in unseen terrain now respect the opacity of that
terrain, since we know it from mapping.
- Digging targeters now know whether mapped squares are diggable,
fixing #4509.
- We note any notable features when we map them, if the aliased
feature is notable. This includes orb statues revealing the orb enemy.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=dafaf85d1f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2051-gdafaf85d1f.zip">here</a>.]]></description>
            <pubDate>Tue, 20 Jan 2026 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2037-g5558ef20da.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2037-g5558ef20da.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5558ef20da">5558ef20da</a> | 2026-01-18 19:06:03 -0600 | gammafunk</pre>
Don't place a shaft vault at branch ends<br>For billiards_dpeg, its theme requires the shaft traps, so just prevent
it placing at the end of Dungeon or Elf. This was found via objstat
error messaging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e09e3b2ff3">e09e3b2ff3</a> | 2026-01-18 17:33:50 -0330 | DracoOmega</pre>
Fix spore form burstrooms not functioning with Oka/Sac Love<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d19248046">1d19248046</a> | 2026-01-18 13:58:54 -0600 | gammafunk</pre>
Fix the build on CAO<br>The gcc on CAO can't find a template match for the sort function's
lambda if the lambda's arguments aren't const.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d7b2d6c54">5d7b2d6c54</a> | 2026-01-17 12:05:45 -0330 | DracoOmega</pre>
Fix Dith shadow mimic crashing on launcher attacks<br>65ca641 fixing this for some throwing weapons instead broke it for all
launchers. Oops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e083ed6eb1">e083ed6eb1</a> | 2026-01-17 10:23:21 -0330 | DracoOmega</pre>
Fix a couple vampire form issues<br>Bat swarm stopped unmelding your gear upon ending since the transformation
was made cancellable in 896e69c (rather to my surprise).<br>
Also using bat swarm at very low shapeshifting skill could cause a
divide-by-zero error.<br>
This closes #5037
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7bf3ca080e">7bf3ca080e</a> | 2026-01-17 08:21:37 -0330 | DracoOmega</pre>
Fix eel hands mutation description (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eecae2dc58">eecae2dc58</a> | 2026-01-17 17:46:27 +1300 | Isaac Clancy</pre>
Remove the old Blade status description<br>It is unused as the new Blade status description later in the file is
overriding it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=472da07804">472da07804</a> | 2026-01-17 17:39:10 +1300 | person50605</pre>
Remove duplicated -Cast description<br>-Cast in Status.txt is duplicated, so one should be removed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ce7d04fbe">9ce7d04fbe</a> | 2026-01-17 17:07:27 +1300 | CrawlOdds</pre>
Don't delete tentacles on terrain change<br>Friendly and unfriendly tentacles were completely destroyed by any
change to the terrain underneath them. For example, eldritch tentacles
could be deleted by casting hellfire mortar at any segment, or Summon
Forest when the generated pool touched the tentacle.<br>
We fix this by only deleting tentacles when finalizing movement in the
case that the monster has actually moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d81e0ca6b7">d81e0ca6b7</a> | 2026-01-17 16:43:37 +1300 | Isaac Clancy</pre>
Remove the _find_erase function<br>It used to return true when it erased an element and false when the
element didn't exist. However, its return value is no longer used after
commit fd489b4 so we can just use the erase method instead.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5558ef20da">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2037-g5558ef20da.zip">here</a>.]]></description>
            <pubDate>Mon, 19 Jan 2026 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2034-g5d7b2d6c54.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2034-g5d7b2d6c54.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d7b2d6c54">5d7b2d6c54</a> | 2026-01-17 12:05:45 -0330 | DracoOmega</pre>
Fix Dith shadow mimic crashing on launcher attacks<br>65ca641 fixing this for some throwing weapons instead broke it for all
launchers. Oops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e083ed6eb1">e083ed6eb1</a> | 2026-01-17 10:23:21 -0330 | DracoOmega</pre>
Fix a couple vampire form issues<br>Bat swarm stopped unmelding your gear upon ending since the transformation
was made cancellable in 896e69c (rather to my surprise).<br>
Also using bat swarm at very low shapeshifting skill could cause a
divide-by-zero error.<br>
This closes #5037
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7bf3ca080e">7bf3ca080e</a> | 2026-01-17 08:21:37 -0330 | DracoOmega</pre>
Fix eel hands mutation description (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eecae2dc58">eecae2dc58</a> | 2026-01-17 17:46:27 +1300 | Isaac Clancy</pre>
Remove the old Blade status description<br>It is unused as the new Blade status description later in the file is
overriding it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=472da07804">472da07804</a> | 2026-01-17 17:39:10 +1300 | person50605</pre>
Remove duplicated -Cast description<br>-Cast in Status.txt is duplicated, so one should be removed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ce7d04fbe">9ce7d04fbe</a> | 2026-01-17 17:07:27 +1300 | CrawlOdds</pre>
Don't delete tentacles on terrain change<br>Friendly and unfriendly tentacles were completely destroyed by any
change to the terrain underneath them. For example, eldritch tentacles
could be deleted by casting hellfire mortar at any segment, or Summon
Forest when the generated pool touched the tentacle.<br>
We fix this by only deleting tentacles when finalizing movement in the
case that the monster has actually moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d81e0ca6b7">d81e0ca6b7</a> | 2026-01-17 16:43:37 +1300 | Isaac Clancy</pre>
Remove the _find_erase function<br>It used to return true when it erased an element and false when the
element didn't exist. However, its return value is no longer used after
commit fd489b4 so we can just use the erase method instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd489b4778">fd489b4778</a> | 2026-01-17 16:32:52 +1300 | CrawlOdds</pre>
Don't re-enter shops after they reappear (Flugkiller)<br>When a shop was covered by a temporary terrain change, it
was marked as unnoticed when it came back, and therefore
reentered.<br>
This was happening because even though temporary changes
don't call unnotice_feature, their reversions do.<br>
We fix this by making unnotice_feature only work on features
which are present (which was already the case for stairs), and
fixing the one caller of this who changed features before
unnoticing them.<br>
Also make a function with an unused return type void.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26f317322f">26f317322f</a> | 2026-01-17 16:16:54 +1300 | RypoFalem</pre>
fix: Blade-form status text (Undo)<br>It was simply "hands" (or whatever similar limbs you possessed). Now it
defaults to "blade-form" since eels are the hands-replacer now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d2f7b3f20f">d2f7b3f20f</a> | 2026-01-16 14:53:27 -0330 | DracoOmega</pre>
Fix monster hellfire mortar giving the player a cooldown (Planckenstein)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5d7b2d6c54">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2034-g5d7b2d6c54.zip">here</a>.]]></description>
            <pubDate>Sun, 18 Jan 2026 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2031-geecae2dc58.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2031-geecae2dc58.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eecae2dc58">eecae2dc58</a> | 2026-01-17 17:46:27 +1300 | Isaac Clancy</pre>
Remove the old Blade status description<br>It is unused as the new Blade status description later in the file is
overriding it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=472da07804">472da07804</a> | 2026-01-17 17:39:10 +1300 | person50605</pre>
Remove duplicated -Cast description<br>-Cast in Status.txt is duplicated, so one should be removed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ce7d04fbe">9ce7d04fbe</a> | 2026-01-17 17:07:27 +1300 | CrawlOdds</pre>
Don't delete tentacles on terrain change<br>Friendly and unfriendly tentacles were completely destroyed by any
change to the terrain underneath them. For example, eldritch tentacles
could be deleted by casting hellfire mortar at any segment, or Summon
Forest when the generated pool touched the tentacle.<br>
We fix this by only deleting tentacles when finalizing movement in the
case that the monster has actually moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d81e0ca6b7">d81e0ca6b7</a> | 2026-01-17 16:43:37 +1300 | Isaac Clancy</pre>
Remove the _find_erase function<br>It used to return true when it erased an element and false when the
element didn't exist. However, its return value is no longer used after
commit fd489b4 so we can just use the erase method instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd489b4778">fd489b4778</a> | 2026-01-17 16:32:52 +1300 | CrawlOdds</pre>
Don't re-enter shops after they reappear (Flugkiller)<br>When a shop was covered by a temporary terrain change, it
was marked as unnoticed when it came back, and therefore
reentered.<br>
This was happening because even though temporary changes
don't call unnotice_feature, their reversions do.<br>
We fix this by making unnotice_feature only work on features
which are present (which was already the case for stairs), and
fixing the one caller of this who changed features before
unnoticing them.<br>
Also make a function with an unused return type void.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26f317322f">26f317322f</a> | 2026-01-17 16:16:54 +1300 | RypoFalem</pre>
fix: Blade-form status text (Undo)<br>It was simply "hands" (or whatever similar limbs you possessed). Now it
defaults to "blade-form" since eels are the hands-replacer now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d2f7b3f20f">d2f7b3f20f</a> | 2026-01-16 14:53:27 -0330 | DracoOmega</pre>
Fix monster hellfire mortar giving the player a cooldown (Planckenstein)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4ab456d0b">d4ab456d0b</a> | 2026-01-16 05:59:22 -0330 | DracoOmega</pre>
Correct protean talisman description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=65ca6418d6">65ca6418d6</a> | 2026-01-16 05:04:22 -0330 | DracoOmega</pre>
Fix a shadow mimic crash with throwing darts (Odds, Rypofalem)<br>Dith shadow mimic isn't supposed to mimic throws of darts or throwing nets,
but if the player threw the very last of a stack of darts or throwing nets,
the item would have lost its type information by the time the shadow would
try to act, resulting in the shadow attempting to throw a non-misile (and
crashing).<br>
Now, we check and save the missile type *before* shooting instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=831a5dbace">831a5dbace</a> | 2026-01-16 16:41:22 +1300 | Isaac Clancy</pre>
Fix tile picking for floor and rock wall tiles<br>We were picking the first variant of the tile less often than we should.
Also in halos around shops in bazaars, the floors tiles that were
supposed to use the first variant were instead using a random variant.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=eecae2dc58">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2031-geecae2dc58.zip">here</a>.]]></description>
            <pubDate>Sat, 17 Jan 2026 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-2022-g831a5dbace.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2022-g831a5dbace.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=831a5dbace">831a5dbace</a> | 2026-01-16 16:41:22 +1300 | Isaac Clancy</pre>
Fix tile picking for floor and rock wall tiles<br>We were picking the first variant of the tile less often than we should.
Also in halos around shops in bazaars, the floors tiles that were
supposed to use the first variant were instead using a random variant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a34795eeb1">a34795eeb1</a> | 2026-01-16 15:52:38 +1300 | Isaac Clancy</pre>
Fix bailey wall tiles being red<br>Bailey rock wall tiles aren't supposed to be the same colour as what
console uses for rock walls. However, an oversight in commit 6dfb6d6
made them use the same colour.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=51a8449324">51a8449324</a> | 2026-01-15 19:15:49 -0330 | regret-index</pre>
Vault review, mostly 0.34 Troves and talismans edition<br> * With slightly more talisman variety provided this version and the
   continued delays on much further Shapeshifting reworks that'd permit
   more divine support for talisman distribution, the unique-per-vault
   Lair end talisman chance has been nudged up from 10% to 12.5%. The
   Bailey fortress talisman chance remains 10%, but also gets a 5% chance
   to place blade talismans as well (as are now weapon skill agnostic).<br>
 * Some talismans distributed by tier have been juggled around to
   accomodate the new eel and spore talismans plus the blade talisman
   nudge upwards. The talismans have also been distributed around a
   small bit, with spore talismans in particular leaning a bit towards
   decorative fungus vaults with the lack of general plant enemies
   earlier on, and eel talismans unsurprisingly placing in water heavy
   vaults.<br>
 * A ranged weapons check has been added to troves to deal with various
   brands (like spectral and reaping) being incompatible with those
   weapons. As such, for characters with more ranged weapons skill than
   any other weapon skill, Eringya's Secret Bog provides longbows (as are
   loosely appropriate for that wooded marsh) and The Dread Knight's
   Derelict Chapel simply just focuses on draining ranged weapons.<br>
 * Rutra's Hidden Sanctum (the Hexes and Stealth trove) no longer
   generates for characters who have less than 1 Stealth skill.<br>
 * Other Trove item improvements include providing troll leather armour
   randarts whenever one would previously get normal leather randarts,
   one more spell in each book, slightly more manuals than previously,
   some slightly higher consumable stacks for many different items,
   enhancer auxes properly managed fore the The Name-Rending Infernalists'
   Reservoir and Ozocubu's Refridgerator, more Strength n randarts in
   Leda's Sunken Stockpile, and slightly higher odds to get the Octopus
   King's Garden as is the main jewellery trove.<br>
 * I've fit in a single new custom shop vault, finally providing an
   air-themed shop to parallel the earth-themed shop added 13 years ago,
   also meant to help slightly increase the amount of eel talismans
   available per game.<br>
 * wall_brick_lightred has had its colours slightly tweaked down towards
   reasonability while it is currently buggily in Bailies, just in case
   it ends up being used in other vaults anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe285fc20f">fe285fc20f</a> | 2026-01-15 16:48:31 -0330 | DracoOmega</pre>
Fix a typo (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da32257750">da32257750</a> | 2026-01-15 14:33:27 -0330 | DracoOmega</pre>
Forbid Bane of Multiplicity from cloning certain doom sources<br>I hesitated on this one a few times in past, but Multiplicity already
doesn't clone uniques due to their outsized danger level, and it was a
rather unfortunate high-roll when Multiplicity given by a raven or orb of
entropy immediately made more of them, creating this wildly spiralling doom
train.<br>
(Other sources of doom by monsters I didn't think were significant enough
to be included in this restriction.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e2d93d1b1">2e2d93d1b1</a> | 2026-01-15 14:30:53 -0330 | DracoOmega</pre>
Fix burstshrooms taking longer to explode, the faster you are (Lici)<br>I have no idea how I ended up coding it this way, but the timer was being
decremented by the length of the player's last action, but on each
normal-speed monster turn (meaning you could quadruple the timer by using
something like a speed rapier compared to waiting in place).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c248fe702d">c248fe702d</a> | 2026-01-15 13:42:19 -0330 | DracoOmega</pre>
Fix blade form parrying description<br>(The property mentioned never made it to trunk at all.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e9291b7dbb">e9291b7dbb</a> | 2026-01-15 12:18:00 -0330 | DracoOmega</pre>
Fix webtiles build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e483190f8a">e483190f8a</a> | 2026-01-15 11:41:37 -0330 | DracoOmega</pre>
Mildly nerf Cassandra's death ambush<br>Make only the first monster placed be drawn from a slightly deeper floor
(instead of all of them) and also fix a bug that resulted in creating one
more monster than was intended.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb219259bb">fb219259bb</a> | 2026-01-15 11:41:37 -0330 | DracoOmega</pre>
Mildly buff orbs of entropy<br>They have overall been lagging a little behind the other orb types, so this
nudges their acid ball damage from 3d35 to 3d38 and increases the average
Doom inflicted by their Ill Omen by 18.<br>
(Other monsters using these spells should be unaffected.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=831a5dbace">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-2022-g831a5dbace.zip">here</a>.]]></description>
            <pubDate>Fri, 16 Jan 2026 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1993-gc46cf17215.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1993-gc46cf17215.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c46cf17215">c46cf17215</a> | 2026-01-14 12:47:38 -0330 | DracoOmega</pre>
Fix getting eternally trapped in the Abyss.<br>Since 1e4f93a, any time the player transitioned to a floor of the Abyss,
the depth they were sent to was based upon their XL. However, this also
happened to include *returning* to the Abyss from a use of Okawaru's Duel
ability. If a player Duelled a monster while inside the Abyss, then
returned to a different floor of the Abyss than the one they'd started the
duel on (which is possible, due to random roll), this wouldn't pop the old
Abyss floor from the level stack. Meaning that if the player exited the
Abyss, they would instead reenter whatever floor they started the duel on.<br>
This changes Abyss default depth code to only apply specifically to taking
DNGN_ENTER_ABYSS and DNGN_EXIT_THROUGH_ABYSS, which hopefully covers all
cases it *should* apply. And also adds some 'rescue' code to pop erroneous
Abyss entries from the level stack when attempting to exit.<br>
This fixes #5025
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e14fdc65b">2e14fdc65b</a> | 2026-01-12 22:02:20 +1300 | Isaac Clancy</pre>
Fix crash with Majin Bo and death ego<br>The health cost of casting with Majin Bo or death ego is capped so that
it won't reduce your health below one. However, if you had both the
total health cost could reduce you below one health triggering an
assert.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43051b6e75">43051b6e75</a> | 2026-01-12 10:14:18 +1300 | CrawlOdds</pre>
Use projectile not item names in beams<br>This fixes messages like:
"A runed longbow appears from out of thin air!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17a993e2a6">17a993e2a6</a> | 2026-01-11 02:54:21 -0330 | DracoOmega</pre>
Update the changelog with recent changes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d38d1f0726">d38d1f0726</a> | 2026-01-09 21:05:14 -0600 | gammafunk</pre>
Revert "don't try to knockback dead felids (Peminali)"<br>This is no longer needed with 9cbdf468.<br>
This reverts commit dccbf096d503e1ce9fc1614fb407225be1621253.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053a0841c">2053a0841c</a> | 2026-01-09 21:05:04 -0600 | gammafunk</pre>
Fix gcc warnings<br>Specifically -Wswitch doesn't like it when we have unhandled cases. Use
COLOUR_UNDEF as a switch default or simply return COLOUR_UNDEF within a
case as appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cbdf468a0">9cbdf468a0</a> | 2026-01-10 15:10:05 +1300 | Isaac Clancy</pre>
Don't run bolt post hit effects on dead felids<br>The messages from affecting the player aren't well worded for a dead
player. Post hit effects can also result in a crash if they try to
knockback the player. It is also inconsistant with monsters which don't
get post hit effects from bolts if they die.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dccbf096d5">dccbf096d5</a> | 2026-01-09 19:55:57 -0600 | brandon s allbery kf8nh</pre>
don't try to knockback dead felids (Peminali)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92a84f719c">92a84f719c</a> | 2026-01-10 14:13:21 +1300 | Isaac Clancy</pre>
Simplify TabbedRegion<br>It had support for buttons that activated a command when pressed
instead of bringing up a list of commands. However, this hasn't been
used since commit d016549 and would need some fixing if it were to be
used again. It also had the remains of support for adding the regions at
arbitrary indices, but they have been added to the end of the list of
regions since commit a8d0a72. Stripping out support for both of these
things makes it much easier to see what TabbedRegion actually does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6af55ba296">6af55ba296</a> | 2026-01-10 06:49:33 +1300 | Isaac Clancy</pre>
Add variaty to icy and slimey floor tiles under features<br>When drawing a slimey floor without a feature on top of it, we choose
its tile from a number of slimey floor tile variations. However, when
drawing it under a feature (e.g. under a harlequin trap) it would always
use the same tile variation. The same was also true of icy floors from
frozen ramparts. Instead, also choose from all the variations when
drawing under a feature.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c46cf17215">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1993-gc46cf17215.zip">here</a>.]]></description>
            <pubDate>Thu, 15 Jan 2026 06:45:32 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1992-g2e14fdc65b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1992-g2e14fdc65b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e14fdc65b">2e14fdc65b</a> | 2026-01-12 22:02:20 +1300 | Isaac Clancy</pre>
Fix crash with Majin Bo and death ego<br>The health cost of casting with Majin Bo or death ego is capped so that
it won't reduce your health below one. However, if you had both the
total health cost could reduce you below one health triggering an
assert.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43051b6e75">43051b6e75</a> | 2026-01-12 10:14:18 +1300 | CrawlOdds</pre>
Use projectile not item names in beams<br>This fixes messages like:
"A runed longbow appears from out of thin air!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17a993e2a6">17a993e2a6</a> | 2026-01-11 02:54:21 -0330 | DracoOmega</pre>
Update the changelog with recent changes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d38d1f0726">d38d1f0726</a> | 2026-01-09 21:05:14 -0600 | gammafunk</pre>
Revert "don't try to knockback dead felids (Peminali)"<br>This is no longer needed with 9cbdf468.<br>
This reverts commit dccbf096d503e1ce9fc1614fb407225be1621253.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053a0841c">2053a0841c</a> | 2026-01-09 21:05:04 -0600 | gammafunk</pre>
Fix gcc warnings<br>Specifically -Wswitch doesn't like it when we have unhandled cases. Use
COLOUR_UNDEF as a switch default or simply return COLOUR_UNDEF within a
case as appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cbdf468a0">9cbdf468a0</a> | 2026-01-10 15:10:05 +1300 | Isaac Clancy</pre>
Don't run bolt post hit effects on dead felids<br>The messages from affecting the player aren't well worded for a dead
player. Post hit effects can also result in a crash if they try to
knockback the player. It is also inconsistant with monsters which don't
get post hit effects from bolts if they die.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dccbf096d5">dccbf096d5</a> | 2026-01-09 19:55:57 -0600 | brandon s allbery kf8nh</pre>
don't try to knockback dead felids (Peminali)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92a84f719c">92a84f719c</a> | 2026-01-10 14:13:21 +1300 | Isaac Clancy</pre>
Simplify TabbedRegion<br>It had support for buttons that activated a command when pressed
instead of bringing up a list of commands. However, this hasn't been
used since commit d016549 and would need some fixing if it were to be
used again. It also had the remains of support for adding the regions at
arbitrary indices, but they have been added to the end of the list of
regions since commit a8d0a72. Stripping out support for both of these
things makes it much easier to see what TabbedRegion actually does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6af55ba296">6af55ba296</a> | 2026-01-10 06:49:33 +1300 | Isaac Clancy</pre>
Add variaty to icy and slimey floor tiles under features<br>When drawing a slimey floor without a feature on top of it, we choose
its tile from a number of slimey floor tile variations. However, when
drawing it under a feature (e.g. under a harlequin trap) it would always
use the same tile variation. The same was also true of icy floors from
frozen ramparts. Instead, also choose from all the variations when
drawing under a feature.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2595f5352e">2595f5352e</a> | 2026-01-10 02:19:34 +1300 | Isaac Clancy</pre>
Fix animation of lava in local tiles<br>Animated tiles must have their weight set to 1 to work in local tiles
or some of the animation frames will not show up.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2e14fdc65b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1992-g2e14fdc65b.zip">here</a>.]]></description>
            <pubDate>Tue, 13 Jan 2026 06:45:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1991-g43051b6e75.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1991-g43051b6e75.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43051b6e75">43051b6e75</a> | 2026-01-12 10:14:18 +1300 | CrawlOdds</pre>
Use projectile not item names in beams<br>This fixes messages like:
"A runed longbow appears from out of thin air!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17a993e2a6">17a993e2a6</a> | 2026-01-11 02:54:21 -0330 | DracoOmega</pre>
Update the changelog with recent changes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d38d1f0726">d38d1f0726</a> | 2026-01-09 21:05:14 -0600 | gammafunk</pre>
Revert "don't try to knockback dead felids (Peminali)"<br>This is no longer needed with 9cbdf468.<br>
This reverts commit dccbf096d503e1ce9fc1614fb407225be1621253.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053a0841c">2053a0841c</a> | 2026-01-09 21:05:04 -0600 | gammafunk</pre>
Fix gcc warnings<br>Specifically -Wswitch doesn't like it when we have unhandled cases. Use
COLOUR_UNDEF as a switch default or simply return COLOUR_UNDEF within a
case as appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cbdf468a0">9cbdf468a0</a> | 2026-01-10 15:10:05 +1300 | Isaac Clancy</pre>
Don't run bolt post hit effects on dead felids<br>The messages from affecting the player aren't well worded for a dead
player. Post hit effects can also result in a crash if they try to
knockback the player. It is also inconsistant with monsters which don't
get post hit effects from bolts if they die.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dccbf096d5">dccbf096d5</a> | 2026-01-09 19:55:57 -0600 | brandon s allbery kf8nh</pre>
don't try to knockback dead felids (Peminali)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92a84f719c">92a84f719c</a> | 2026-01-10 14:13:21 +1300 | Isaac Clancy</pre>
Simplify TabbedRegion<br>It had support for buttons that activated a command when pressed
instead of bringing up a list of commands. However, this hasn't been
used since commit d016549 and would need some fixing if it were to be
used again. It also had the remains of support for adding the regions at
arbitrary indices, but they have been added to the end of the list of
regions since commit a8d0a72. Stripping out support for both of these
things makes it much easier to see what TabbedRegion actually does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6af55ba296">6af55ba296</a> | 2026-01-10 06:49:33 +1300 | Isaac Clancy</pre>
Add variaty to icy and slimey floor tiles under features<br>When drawing a slimey floor without a feature on top of it, we choose
its tile from a number of slimey floor tile variations. However, when
drawing it under a feature (e.g. under a harlequin trap) it would always
use the same tile variation. The same was also true of icy floors from
frozen ramparts. Instead, also choose from all the variations when
drawing under a feature.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2595f5352e">2595f5352e</a> | 2026-01-10 02:19:34 +1300 | Isaac Clancy</pre>
Fix animation of lava in local tiles<br>Animated tiles must have their weight set to 1 to work in local tiles
or some of the animation frames will not show up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1822221d7">b1822221d7</a> | 2026-01-10 00:54:06 +1300 | Isaac Clancy</pre>
Don't allow opening your inventory when it's empty<br>Opening it results in an infinite loop. There is also a comment in the
code that gets into an infinite loop saying that you shouldn't be able
to open your inventory when in is empty and you already can't open the
drop menu when your inventory is empty.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=43051b6e75">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1991-g43051b6e75.zip">here</a>.]]></description>
            <pubDate>Mon, 12 Jan 2026 06:45:30 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1990-g17a993e2a6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1990-g17a993e2a6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17a993e2a6">17a993e2a6</a> | 2026-01-11 02:54:21 -0330 | DracoOmega</pre>
Update the changelog with recent changes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d38d1f0726">d38d1f0726</a> | 2026-01-09 21:05:14 -0600 | gammafunk</pre>
Revert "don't try to knockback dead felids (Peminali)"<br>This is no longer needed with 9cbdf468.<br>
This reverts commit dccbf096d503e1ce9fc1614fb407225be1621253.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053a0841c">2053a0841c</a> | 2026-01-09 21:05:04 -0600 | gammafunk</pre>
Fix gcc warnings<br>Specifically -Wswitch doesn't like it when we have unhandled cases. Use
COLOUR_UNDEF as a switch default or simply return COLOUR_UNDEF within a
case as appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cbdf468a0">9cbdf468a0</a> | 2026-01-10 15:10:05 +1300 | Isaac Clancy</pre>
Don't run bolt post hit effects on dead felids<br>The messages from affecting the player aren't well worded for a dead
player. Post hit effects can also result in a crash if they try to
knockback the player. It is also inconsistant with monsters which don't
get post hit effects from bolts if they die.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dccbf096d5">dccbf096d5</a> | 2026-01-09 19:55:57 -0600 | brandon s allbery kf8nh</pre>
don't try to knockback dead felids (Peminali)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92a84f719c">92a84f719c</a> | 2026-01-10 14:13:21 +1300 | Isaac Clancy</pre>
Simplify TabbedRegion<br>It had support for buttons that activated a command when pressed
instead of bringing up a list of commands. However, this hasn't been
used since commit d016549 and would need some fixing if it were to be
used again. It also had the remains of support for adding the regions at
arbitrary indices, but they have been added to the end of the list of
regions since commit a8d0a72. Stripping out support for both of these
things makes it much easier to see what TabbedRegion actually does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6af55ba296">6af55ba296</a> | 2026-01-10 06:49:33 +1300 | Isaac Clancy</pre>
Add variaty to icy and slimey floor tiles under features<br>When drawing a slimey floor without a feature on top of it, we choose
its tile from a number of slimey floor tile variations. However, when
drawing it under a feature (e.g. under a harlequin trap) it would always
use the same tile variation. The same was also true of icy floors from
frozen ramparts. Instead, also choose from all the variations when
drawing under a feature.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2595f5352e">2595f5352e</a> | 2026-01-10 02:19:34 +1300 | Isaac Clancy</pre>
Fix animation of lava in local tiles<br>Animated tiles must have their weight set to 1 to work in local tiles
or some of the animation frames will not show up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1822221d7">b1822221d7</a> | 2026-01-10 00:54:06 +1300 | Isaac Clancy</pre>
Don't allow opening your inventory when it's empty<br>Opening it results in an infinite loop. There is also a comment in the
code that gets into an infinite loop saying that you shouldn't be able
to open your inventory when in is empty and you already can't open the
drop menu when your inventory is empty.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12c0fc42ba">12c0fc42ba</a> | 2026-01-09 22:45:31 +1300 | Isaac Clancy</pre>
Rework how dungeon and depths wall tiles are picked<br>When picking wall tiles for the dungeon and depths, we pick the tiles
from multiple tile groups. When deciding which tile group to choose a
tile from we would weight the tile groups by the total weight of all
the tiles in the group. However, some of the tile groups were torches
which have a cycling animation and cycling animations require special
casing if the tiles that make up the group don't all have a weight of
one. Also, adding an extra animation frame to a torch would result in
the torch becoming more common. We also couldn't easily adjust which
tile groups were more often picked based on depth in a branch but could
only really double the weight of a tile group by adding it to the list
to pick from twice. Instead, specify the weight for each tile group when
adding them to the list to pick from.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=17a993e2a6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1990-g17a993e2a6.zip">here</a>.]]></description>
            <pubDate>Sun, 11 Jan 2026 06:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1989-gd38d1f0726.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1989-gd38d1f0726.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d38d1f0726">d38d1f0726</a> | 2026-01-09 21:05:14 -0600 | gammafunk</pre>
Revert "don't try to knockback dead felids (Peminali)"<br>This is no longer needed with 9cbdf468.<br>
This reverts commit dccbf096d503e1ce9fc1614fb407225be1621253.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2053a0841c">2053a0841c</a> | 2026-01-09 21:05:04 -0600 | gammafunk</pre>
Fix gcc warnings<br>Specifically -Wswitch doesn't like it when we have unhandled cases. Use
COLOUR_UNDEF as a switch default or simply return COLOUR_UNDEF within a
case as appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9cbdf468a0">9cbdf468a0</a> | 2026-01-10 15:10:05 +1300 | Isaac Clancy</pre>
Don't run bolt post hit effects on dead felids<br>The messages from affecting the player aren't well worded for a dead
player. Post hit effects can also result in a crash if they try to
knockback the player. It is also inconsistant with monsters which don't
get post hit effects from bolts if they die.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dccbf096d5">dccbf096d5</a> | 2026-01-09 19:55:57 -0600 | brandon s allbery kf8nh</pre>
don't try to knockback dead felids (Peminali)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92a84f719c">92a84f719c</a> | 2026-01-10 14:13:21 +1300 | Isaac Clancy</pre>
Simplify TabbedRegion<br>It had support for buttons that activated a command when pressed
instead of bringing up a list of commands. However, this hasn't been
used since commit d016549 and would need some fixing if it were to be
used again. It also had the remains of support for adding the regions at
arbitrary indices, but they have been added to the end of the list of
regions since commit a8d0a72. Stripping out support for both of these
things makes it much easier to see what TabbedRegion actually does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6af55ba296">6af55ba296</a> | 2026-01-10 06:49:33 +1300 | Isaac Clancy</pre>
Add variaty to icy and slimey floor tiles under features<br>When drawing a slimey floor without a feature on top of it, we choose
its tile from a number of slimey floor tile variations. However, when
drawing it under a feature (e.g. under a harlequin trap) it would always
use the same tile variation. The same was also true of icy floors from
frozen ramparts. Instead, also choose from all the variations when
drawing under a feature.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2595f5352e">2595f5352e</a> | 2026-01-10 02:19:34 +1300 | Isaac Clancy</pre>
Fix animation of lava in local tiles<br>Animated tiles must have their weight set to 1 to work in local tiles
or some of the animation frames will not show up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1822221d7">b1822221d7</a> | 2026-01-10 00:54:06 +1300 | Isaac Clancy</pre>
Don't allow opening your inventory when it's empty<br>Opening it results in an infinite loop. There is also a comment in the
code that gets into an infinite loop saying that you shouldn't be able
to open your inventory when in is empty and you already can't open the
drop menu when your inventory is empty.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12c0fc42ba">12c0fc42ba</a> | 2026-01-09 22:45:31 +1300 | Isaac Clancy</pre>
Rework how dungeon and depths wall tiles are picked<br>When picking wall tiles for the dungeon and depths, we pick the tiles
from multiple tile groups. When deciding which tile group to choose a
tile from we would weight the tile groups by the total weight of all
the tiles in the group. However, some of the tile groups were torches
which have a cycling animation and cycling animations require special
casing if the tiles that make up the group don't all have a weight of
one. Also, adding an extra animation frame to a torch would result in
the torch becoming more common. We also couldn't easily adjust which
tile groups were more often picked based on depth in a branch but could
only really double the weight of a tile group by adding it to the list
to pick from twice. Instead, specify the weight for each tile group when
adding them to the list to pick from.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d53f75e5c">5d53f75e5c</a> | 2026-01-09 21:52:57 +1300 | Isaac Clancy</pre>
Fix corruption sometimes not recolouring stone and metal walls<br>Some branches were using coloured tiles for their stone or metal walls.
For example, Zot 2 was using TILE_DNGN_STONE_WALL_BLUE as the tile for
its stone walls. However, such tiles have no colour variations and thus
can't be coloured based on the grid colour of the square. Instead, use
the non-coloured version of the tile and when colouring based on grid
colour use a default colour based on the location and feature type if
no grid colour is set.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d38d1f0726">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1989-gd38d1f0726.zip">here</a>.]]></description>
            <pubDate>Sat, 10 Jan 2026 06:45:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1975-g332d4de64d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1975-g332d4de64d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=332d4de64d">332d4de64d</a> | 2026-01-08 02:55:00 -0330 | DracoOmega</pre>
Remove warding/paradox buffs from orc apostles after challenges are won<br>It was possible they had been given these due to banes the player had. And
as fun as it is to imagine, you *probably* shouldn't be able to get
perma-warded apostles this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e2f8220cfa">e2f8220cfa</a> | 2026-01-08 02:46:32 -0330 | DracoOmega</pre>
Make Bane of Mortality less likely to do nothing at random<br>The chance to summon a reaper when below 50% HP was 'only' 50% (and
incurred a cooldown). While reasonably high-sounding on paper, the number
of times a player is even eligable to summon one while the bane lasts may
be few, and it was very possible to win the coinflip every time.<br>
Now, a reaper will *always* be summoned when its criteria are met (but the
player must by 40% HP or less instead of 50%). This should make it more
consistently relevant, but also slightly more in the player's hands due to
the injury threshold.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d6cdb0edc">1d6cdb0edc</a> | 2026-01-08 02:28:21 -0330 | DracoOmega</pre>
Greatly increase activation chance of the elemental side-effect banes<br>These could be situational enough as-is (not every area of the game is even
capable of dealing the damage type in question) and in combination with
how much resistances lowered the application chance, they just didn't feel
relevant enough in practice. This may help.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202409afd0">202409afd0</a> | 2026-01-08 02:08:08 -0330 | DracoOmega</pre>
Cap how many things can be affected by Bane of Warding at once<br>In order to ensure the effect was relevant, when Bane of Warding triggered,
it would affect all monsters in LoS of the triggering monster at once. In
most situations this was fine, but Ziggurats in particular could cause this
to affect a fairly absurd number of monsters at a time (and a few other
circumstances like V:5 arrival could be likewise bad.)<br>
Now, cap the number of things given warding at once to 9 (starting with
those closest to the triggering monster), but increase its baseline trigger
chance very slightly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bbcbbbde35">bbcbbbde35</a> | 2026-01-08 01:58:01 -0330 | DracoOmega</pre>
Make Bane of Claustrophobia count all solid features and also affect spells<br>This should make it a little less free as a Trove cost for some characters,
as well as making it arguably more consistent about what counts as
'confined space'.<br>
(It now give -10% spellpower per adjacent solid feature, calculated based
on the final capped spellpower, just like the Diminished status is.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=241dbe38a3">241dbe38a3</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix/tweak the jewellery_prompt option (rypofalem)<br>It was still skipping the prompt when the player tried to put on a ring
while their ring slots were full of identical rings. It should now prompt
here, as expected.<br>
However, some of the original behavior of this option is difficult to
preserve. There *isn't* any concept of 'different ring slots' anymore to
force the player to choose from when multiple are empty. So, I have edited
the option description to no longer say that it does anything in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43dcba86e6">43dcba86e6</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Prevent +Blink on artefact spider talismans (tekkud)<br>It is strictly worse than their jump ability, and currently shares a
cooldown with it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=232e81ce3b">232e81ce3b</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix a crash with involuntary forms expiring over deep water (Sloweel)<br>If the player was polymorphed into a flying form, moved over terrain that
required flight, and this polymorph wore off while the player's default
form was some talisman without flight, the game would crash. (Essentially
because transforming the player back into their original talisman form
would fail due to terrain.)<br>
Instead, allow involuntary transformations to happen regardless of terrain
under the player, but veto forms which *would* require emergency flight in
player::polymorph itself, so that they won't even be attempted. This
hopefully means the only case of involuntary transformations that 'drown'
will be polymorph itself expiring.<br>
(I also removed an unused argument of ::polymorph() while I was at it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46b4082e56">46b4082e56</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Cap player sphinx form AF_AIRSTRIKE damage at 7 open spaces<br>The talisman properties table already assumed this was the max (since the
player must occupy 1 of the 8 spaces), but Manifold Assault could
technically hit something with 8 open spaces.<br>
Rather than make the talisman properties either 'lie' or give a number that
isn't practically attainable except by a specific spell, just cap the open
spaces at 7.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a61296fdad">a61296fdad</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix monster Manifold Assault changing how long a turn took (Darby)<br>When a monster cast Manifold Assault, it would change you.time_taken,
resulting in the turn appearing to be a different length of time than it
actually was from that point onward.<br>
This had less dramatic effects than one might think, since it could only
happen *after* monsters has been given their energy for the turn (which
means it could never result in an incorrect number of monster actions). But
it could affect things like the spread rate of clouds, how much time was
lost from status effects that decrement at the start of the turn (like
paralysis), damage taken by constriction, and a handful of other things.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=332d4de64d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1975-g332d4de64d.zip">here</a>.]]></description>
            <pubDate>Fri, 09 Jan 2026 06:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1970-g241dbe38a3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1970-g241dbe38a3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=241dbe38a3">241dbe38a3</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix/tweak the jewellery_prompt option (rypofalem)<br>It was still skipping the prompt when the player tried to put on a ring
while their ring slots were full of identical rings. It should now prompt
here, as expected.<br>
However, some of the original behavior of this option is difficult to
preserve. There *isn't* any concept of 'different ring slots' anymore to
force the player to choose from when multiple are empty. So, I have edited
the option description to no longer say that it does anything in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43dcba86e6">43dcba86e6</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Prevent +Blink on artefact spider talismans (tekkud)<br>It is strictly worse than their jump ability, and currently shares a
cooldown with it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=232e81ce3b">232e81ce3b</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix a crash with involuntary forms expiring over deep water (Sloweel)<br>If the player was polymorphed into a flying form, moved over terrain that
required flight, and this polymorph wore off while the player's default
form was some talisman without flight, the game would crash. (Essentially
because transforming the player back into their original talisman form
would fail due to terrain.)<br>
Instead, allow involuntary transformations to happen regardless of terrain
under the player, but veto forms which *would* require emergency flight in
player::polymorph itself, so that they won't even be attempted. This
hopefully means the only case of involuntary transformations that 'drown'
will be polymorph itself expiring.<br>
(I also removed an unused argument of ::polymorph() while I was at it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46b4082e56">46b4082e56</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Cap player sphinx form AF_AIRSTRIKE damage at 7 open spaces<br>The talisman properties table already assumed this was the max (since the
player must occupy 1 of the 8 spaces), but Manifold Assault could
technically hit something with 8 open spaces.<br>
Rather than make the talisman properties either 'lie' or give a number that
isn't practically attainable except by a specific spell, just cap the open
spaces at 7.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a61296fdad">a61296fdad</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Fix monster Manifold Assault changing how long a turn took (Darby)<br>When a monster cast Manifold Assault, it would change you.time_taken,
resulting in the turn appearing to be a different length of time than it
actually was from that point onward.<br>
This had less dramatic effects than one might think, since it could only
happen *after* monsters has been given their energy for the turn (which
means it could never result in an incorrect number of monster actions). But
it could affect things like the spread rate of clouds, how much time was
lost from status effects that decrement at the start of the turn (like
paralysis), damage taken by constriction, and a handful of other things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=211a50b041">211a50b041</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Make hostile monsters no longer aware of all player immunities<br>This was accidentally introduced by af31bf4 but I had hoped to fix it with
a more complete solution of exposing 'obvious' immunities (such as from
being undead) while still hiding resists from gear and other things. (This
would address several existing issues with monster bolt of draining and
dispel undead that currently result in monsters being unwilling to cast
them on other monsters if the *player* is immune, for example.)<br>
Unfortunately, other tasks have taken too much time this version, so I am
just rolling back to the prior state for now. I still hope to address this
properly in 0.35, but this is at least better than leaving it as-is.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be59399d3f">be59399d3f</a> | 2026-01-08 00:53:31 -0330 | DracoOmega</pre>
Reduce the speed with which the Abyss rune can be found on depth 4 and 5<br>Prior to the Abyss XL change, the rate at which the player could encounter
the rune at depths lower than 3 effectively had to factor in the length of
time it would take to find the stairs required to descend that low in the
first place (at least, most of the time). Now that endgame players skip all
that and enter Abyss:5 directly, I feel the average time-to-rune is just
too brief.<br>
The rate at Abyss:3 and 6-7 are unaffected (the latter is mostly academic
anyway, since there's no way to end up there without a rune unless you're
deliberately being weird.) But Abyss:5 should now only be ~2.2x as fast as
Abyss:3 instead of ~4.7x.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8865f5c8a7">8865f5c8a7</a> | 2026-01-07 22:50:58 -0330 | DracoOmega</pre>
Warn the player of their default Abyss depth before entering (Ge0FF)<br>The prompt for taking an Abyss entrance now includes the maximum depth that
the player could arrive at. This information is also visible when examining
the entrance itself, as well as looking up the branch with ?/b .
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=99aa80d3ce">99aa80d3ce</a> | 2026-01-07 22:36:33 -0330 | DracoOmega</pre>
Make default Abyss depth depend on skill_cost_level instead of XL<br>This makes it species-agnostic (ie: formicids don't end up tossed into a
deeper Abyss floor than a draconian who is equally far into the game) and
also avoids an issue where Ru's Sac Experience preventing a character from
reaching XL 27 would mean they would never get Abyssal loitering penalties.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=964c6d7466">964c6d7466</a> | 2026-01-07 22:08:33 -0330 | DracoOmega</pre>
Fix exiting Pan through the Abyss not using the correct depth (Hammock)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=241dbe38a3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1970-g241dbe38a3.zip">here</a>.]]></description>
            <pubDate>Thu, 08 Jan 2026 06:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1955-g0f66c09651.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1955-g0f66c09651.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f66c09651">0f66c09651</a> | 2026-01-06 17:12:08 -0600 | gammafunk</pre>
Fix some vault syntax<br>This commit fixes some of the broken calls to the scythe() function in
49a7220f. A missing comma, specifying an ego string with quotes, and
passing the wrong variable for the environment etc. This function only
produces a string via string operations and doesn't use the environment,
so I've removed that argument and refactored the calls accordingly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d8ca8e3dc3">d8ca8e3dc3</a> | 2026-01-06 14:17:15 -0600 | gammafunk</pre>
Fix melee combat (rypofalem)<br>An early return had us taking time without performing an action.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6481cf06d6">6481cf06d6</a> | 2026-01-06 14:17:15 -0600 | gammafunk</pre>
Fix the build<br>Missing include for Tiles builds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37f58606d3">37f58606d3</a> | 2026-01-06 10:46:20 -0330 | David Lawrence Ramsey</pre>
Add testing vault for redefined monster names (#4901)<br>This will more easily allow testing of whether names of redefined
monsters are handled correctly in encounter messages, on corpses, and
on zombified forms. It covers a lot of possible options (especially
"nocorpse"), many of which may produce incorrect results.<br>
[Committer's notes: Adjusted the comment's linespacing. Closes #4901.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49a7220f12">49a7220f12</a> | 2026-01-06 10:42:16 -0330 | regret-index</pre>
Further and further vault review<br>This won't be the last one for 0.34, but the current vault submissions
batch has lead to me reviewing over vaults yet once more and getting
back to my ever-endless list to address things with. Worthy of note:<br>
 * Overflow altars now have some additional buniq tags to mildly reduce
   the preponderence of displaying-things-behind-glass or the newly
   pressured animated altar space, as we've been accumulating over the
   years. Really do need to work on both more tiles and more ways to
   vary up how overflow vaults are picked on the first place....<br>
 * The Erebora trove now has chances for manuals of invocations replacing
   one of the spare dragon armour slots, to match the change made to
   the corresponding Mask of the Dragon in 089dd02, and to provide
   something for characters who don't care about possibly-low-enchantment
   dragon scale randarts.<br>
 * The Crypt:$ shop (the Gilded Reliquary) now has yet more inventory
   variety, with the high-tier weapons getting a chance for reaping-brand
   randarts, the unrand / second jewellery slot getting a chance for an
   aux armour randart with the Bane property attached, and the rare shield
   slot getting a chance for a kite shield randart also with a Bane
   attached. The chance for a shadow dragon scales randart now also a
   Bane attached so it can consistently be +6 to +11, to hopefully make
   it more interesting an option this late into the game as well.<br>
 * Another boilerplate-shrinking text function has been added to vault.lua
   to shorten defining specific-ego scythes (for e.g. reapers).<br>
 * Vaults using void oozes and eyes of devastation have been adjusted a bit
   more after their buffs in 1bf1e5d and 72556b3.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8dc4d90cb8">8dc4d90cb8</a> | 2026-01-06 10:42:16 -0330 | regret-index</pre>
Player ghost / illusion Eringya's Noxious Bog -> Hurl Sludge<br>More attempts at similiar spell parity to help ghosts and illusions
function better while avoiding hurting other allies, akin to 29182dc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4f44f9476">c4f44f9476</a> | 2026-01-06 10:42:15 -0330 | regret-index</pre>
Mild tile touch-ups and additions<br> * Toxic bog terrain (from Eringya's Noxious Bog) are no longer just
   palette swap of shallow water, so that we don't use a greenish swap
   for water long after newcomers can seen non-damaging palette swaps
   in Sewers. These new tiles combine the previous palette swap by
   ebering of enne's edit of Yurik's shallow water with a CC0 rock
   texture by Surt, a CC0 poisonous swamp map texture by Time Fantasy,
   and a CC0 alien planet wall tiling by Emcee Flesher.<br>
 * Test blobs, test statues, and non-redefined statues have their own
   tiles now to make testing with them a little less confusing sometimes
   (compareable to test spawners having their own tiles). The former
   combines Ontoclasm's test spawner with Bloax's jelly, and the latter
   two combine Ontoclasm's currently-unseen redefineable base statue tile
   with Bloax's obsidian statue.<br>
 * More rims have been adjusted from form tiles following up from
   903b294 to fix up dragon form shadow lining.<br>
 * Vampire bloodprince palettes have been simplified yet further.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=421d54dc30">421d54dc30</a> | 2026-01-06 08:53:27 -0330 | DracoOmega</pre>
Actually allow voluntarily descending in the Abyss (tswn)<br>The default Abyssal depth was accidentally being applied to any stair which
would take you to the Abyss, but this included down stairs within the Abyss
itself. Whoops!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2127eeb82">a2127eeb82</a> | 2026-01-06 08:15:25 -0330 | DracoOmega</pre>
Change how rampage attacks work somewhat<br>Attacks made while rampaging were somewhat odd in that they caused the
entire movement to use the player's attack speed instead of their movement
speed (no matter how many tiles of movement happened in the process). While
this was originally intentional, it results in several negative effects (in
my opinion) that are only exacerbated by rampage now stacking:
 -All modifiers to movement speed (both positive and negative) were
  completely ignored on this movement. This is a bit untuitive and also
  feels somewhat against the spirit of such effects in the first place.
  (It also meant that even a frozen naga of Chei with Leda's active could
  move multiple tiles in 5 aut so long as they had something to hit.)
 -Movement speed effectively become directly correlated with how fast a
  weapon one was using and things like Finesse could also double the
  player's 'movement' speed in specific scenarios.
 -The synergy with WJC Lunge attacks was fairly extreme. Martial attacks
  were performed as if the player moved at their normal movement speed, but
  then the actual time taken for the action would often be considerably
  less. A character with normal move speed and a 0.6 delay weapon would
  make 10 aut worth of lunges *and* another rampage attack on top of that,
  all in 6 aut. A naga could perform 14 aut worth of lunges in 6 aut (and
  then if one tossed on things like Leda's or -Swiftness, it was possible
  to squeeze a truly absurd number of lunges into the length of a single
  attack).
 -Nowhere in-game points out this behavior and it seems common for players
  not to realize it happens.<br>
While individual points could be addressed in other ways, collectively it
seems better for rampage attacks to simply also happen at movement speed -
which they now do. Cases where movement speed is faster than attack speed
result in proportionally weaker attacks (just as is true for martial
attacks, as of d6c3115a).<br>
However, there is one way that this new system could result in worse
playfeel than the old one, leading to a second change. Consider how timing
works out when rampaging forward against melee monsters, especially 1v1.
Let's assume a 0.6 delay weapon, for the sake of argument. In the old
system, rampaging into melee would perform an attack and then give the
target 6 aut worth of energy - the same as waiting in place and then
attacking. In the new system, rampaging into melee would perform an attack
and give the target 10 aut of energy - *worse* than waiting for them to
step close and attacking. This means that it would often become correct to
stop rampaging earlier and allow a monster to step forward, breaking a
player's flow.<br>
In the interest of keeping it 'never worse to rampage forward unless you
don't want to stand in that spot', rampage attacks now ministun the target
by 5 aut. This is a little better 1v1 with most weapons and worse against
groups (and hopefully keeps the distinction between lunges and rampage
attacks distinct - the former can result in more explosive damage, while
the latter is more about mobility and control)<br>
(I considered making the ministun proportional to the difference between
your movement speed and attack speed, up to a certain limit, but it seemed
like it might be best to try something simpler.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6c3115a2b">d6c3115a2b</a> | 2026-01-06 08:13:37 -0330 | DracoOmega</pre>
Adjust martial attack behaviour when attack speed is slower than move speed<br>WJC martial attacks perform a number of individual attack proportional to
the ratio of attack speed and the speed of the movement that triggered
them (ie: if you spend 10 aut moving but attacks only take 7 aut, you have
a ~43% chance to attack twice). This does keep the 'average' attack output
constant over time - whether one is moving or not - but also means that in
cases where one's attack speed is slower than their movement speed, martial
attacks can fail to attack at all.<br>
This can be especially jarring with lunges against sleeping targets, where
damage normally feels 'guaranteed', and failing to happen quite unexpected.
(It also does not require the player to be using untrained weapons;
spriggans move so quickly they can run into this issue even with certain
weapons at mindelay!)<br>
Instead of having a chance to completely fail in these cases, downscale the
damage caused by the martial attack to the same degree. (eg: moving at 6
aut with an attack delay of 7 aut will now result in a 100% chance of
making an attack that inflicts ~86% of its normal damage instead of an 86%
chance of making an attack that inflicts 100% of its normal damage.) This
approach was already used for spellclaw attacks and should still result in
similar overall damage output while feeling 'smoother'. Martial attacks
where attack speed is faster than move speed are unaffected, and still
attack multiple times.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0f66c09651">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1955-g0f66c09651.zip">here</a>.]]></description>
            <pubDate>Wed, 07 Jan 2026 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1932-gab3808680d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1932-gab3808680d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab3808680d">ab3808680d</a> | 2026-01-04 19:13:39 +1300 | Isaac Clancy</pre>
Fix equipped hats looking like helmets<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d6269f3a8">0d6269f3a8</a> | 2026-01-04 18:57:51 +1300 | Isaac Clancy</pre>
Fix unused function warning in webtiles build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ffbeda68b4">ffbeda68b4</a> | 2026-01-04 18:39:10 +1300 | Isaac Clancy</pre>
Fix torches not animating in local tiles<br>Torches on walls had there animation handled differently from other
animations which unfortunately didn't survive the recent tile picking
rework. Instead handle there animation in the normal way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d248d352fb">d248d352fb</a> | 2026-01-04 18:09:06 +1300 | Isaac Clancy</pre>
Fix some misc animations still running when disabled<br>This was due to missing brackets around some conditions leading to the
wrong logical operators taking precedence.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6910b0dee">c6910b0dee</a> | 2026-01-02 03:45:12 -0330 | patrick</pre>
Add an assortment of god-specific overflow altars (and more) (#4956)<br>"I have created a selection of overflow vaults for your god distribution
needs.<br>
Some of them use the elemental animated colors of the god's altars in
console, but in tiles. This creates a color-changing animation similar
to that in the Pan disco vault (and the existing Uskayaw overflow vault
that also uses the disco color). This can be a little much so I've
tried to keep the animated parts somewhat low-key in terms of size.
On the other hand, if there's any place to use flashy animated colors,
it's probably god vaults. I figure the gods can be a little
ostentatious. I'm certainly not going to be the one to tell them "no".
Most of the vaults that use this gimmick have "console" in the name.<br>
I also fixed up a few incidental things elsewhere in overflow.txt,
mostly formatting and a couple instances of my own vaults where I
noticed things were arranged out of the current prescribed directive
ordering. There was an existing vault that used an Ignis vault for
flavor, and I made a second. I've put a uniq_ tag on both to prevent
the small but nonzero chance of the gimmick showing up twice in one
game, which would make it feel slightly less special.<br>
Thank you for your time.
Love, nicolae"<br>
[Committer's notes: Much feedback on this batch on details of vault
weights or particular decoration and item levels were provided on the PR
itself, with only minor details left out by this time of merging; a few
floor tile display tweaks on further personal examination, a little bit
more inline commentary on some vault decisions, and a few final tweaks
of weight. Otherwise, this just squashes together the various commits of
feedback handling and additional generic overflow altars, to thus merge
#4956.<br>
(As alluded to in 837a7d7, I requested vaults in this space specifically
to try and reduce the predominance of generic overflow altar vaults, which
I feel have eaten away at ever-crucial earlygame flavour to keep reusing
generic decoration options repeatedly (especially in conjunction with
ecumenical altar vaults already leaning on that  space). This batch has
significantly helped things along, but we are quite late in the 0.34
dev-cycle and there's thus not the most time to assess the end results of
so many more vaults. Between this, strong desires for more tilesets to
help themes along without relying as much on glass exhibits or lategame
decor, and the everpressing desire for more earlygame monsters to work
with, I will delay adjusting such overflow temple building until the next
version.)]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b82f2e44eb">b82f2e44eb</a> | 2025-12-29 14:53:54 +1300 | Isaac Clancy</pre>
Fix offhand cleave using primary weapon brand (srcrip, tswn)<br>Cleaves with offhand weapons had a 50% chance to use the brand of your
primary weapon. This was very noticeable with a spectral weapon in your
primary hand and a non-spectral axe in your offhand as sometimes the
non-spectral axe would place a dancing weapon copy of itself leaving you
two dancing weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=903b2947ba">903b2947ba</a> | 2025-12-28 11:44:01 +0000 | RypoFalem</pre>
fix: don't outline some tiles (acrobat)<br>Felid and Octopode dragon transformation tiles used a shadow with
transparent pixels which made the generated outline a noticeably
strange.<br>
The issue revealed a couple of stray almost-transparent pixels so I
made those completely transparent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f06b3655">a8f06b3655</a> | 2025-12-27 19:53:56 -0330 | DracoOmega</pre>
Fix player ghosts still sometimes trying to cast Freezing Cloud<br>Instead of the monster equivalent spell.<br>
(In future, I would like to unify ghost/non-ghost spell unmarshalling code
a bit more, but this should fix the immediate crash for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6ec107ca1">b6ec107ca1</a> | 2025-12-27 19:49:07 -0330 | DracoOmega</pre>
Note the magnitude of current corrosion on the % screen (and chardumps)<br>A sometimes quite-relevant piece of data to pull from morgues given recent
changes to Slime.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d88770c9f">9d88770c9f</a> | 2025-12-27 19:49:00 -0330 | DracoOmega</pre>
Don't bother saying orbs 'cannot be enchanted further' (regret-index)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ab3808680d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1932-gab3808680d.zip">here</a>.]]></description>
            <pubDate>Sun, 04 Jan 2026 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1928-gc6910b0dee.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1928-gc6910b0dee.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6910b0dee">c6910b0dee</a> | 2026-01-02 03:45:12 -0330 | patrick</pre>
Add an assortment of god-specific overflow altars (and more) (#4956)<br>"I have created a selection of overflow vaults for your god distribution
needs.<br>
Some of them use the elemental animated colors of the god's altars in
console, but in tiles. This creates a color-changing animation similar
to that in the Pan disco vault (and the existing Uskayaw overflow vault
that also uses the disco color). This can be a little much so I've
tried to keep the animated parts somewhat low-key in terms of size.
On the other hand, if there's any place to use flashy animated colors,
it's probably god vaults. I figure the gods can be a little
ostentatious. I'm certainly not going to be the one to tell them "no".
Most of the vaults that use this gimmick have "console" in the name.<br>
I also fixed up a few incidental things elsewhere in overflow.txt,
mostly formatting and a couple instances of my own vaults where I
noticed things were arranged out of the current prescribed directive
ordering. There was an existing vault that used an Ignis vault for
flavor, and I made a second. I've put a uniq_ tag on both to prevent
the small but nonzero chance of the gimmick showing up twice in one
game, which would make it feel slightly less special.<br>
Thank you for your time.
Love, nicolae"<br>
[Committer's notes: Much feedback on this batch on details of vault
weights or particular decoration and item levels were provided on the PR
itself, with only minor details left out by this time of merging; a few
floor tile display tweaks on further personal examination, a little bit
more inline commentary on some vault decisions, and a few final tweaks
of weight. Otherwise, this just squashes together the various commits of
feedback handling and additional generic overflow altars, to thus merge
#4956.<br>
(As alluded to in 837a7d7, I requested vaults in this space specifically
to try and reduce the predominance of generic overflow altar vaults, which
I feel have eaten away at ever-crucial earlygame flavour to keep reusing
generic decoration options repeatedly (especially in conjunction with
ecumenical altar vaults already leaning on that  space). This batch has
significantly helped things along, but we are quite late in the 0.34
dev-cycle and there's thus not the most time to assess the end results of
so many more vaults. Between this, strong desires for more tilesets to
help themes along without relying as much on glass exhibits or lategame
decor, and the everpressing desire for more earlygame monsters to work
with, I will delay adjusting such overflow temple building until the next
version.)]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b82f2e44eb">b82f2e44eb</a> | 2025-12-29 14:53:54 +1300 | Isaac Clancy</pre>
Fix offhand cleave using primary weapon brand (srcrip, tswn)<br>Cleaves with offhand weapons had a 50% chance to use the brand of your
primary weapon. This was very noticeable with a spectral weapon in your
primary hand and a non-spectral axe in your offhand as sometimes the
non-spectral axe would place a dancing weapon copy of itself leaving you
two dancing weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=903b2947ba">903b2947ba</a> | 2025-12-28 11:44:01 +0000 | RypoFalem</pre>
fix: don't outline some tiles (acrobat)<br>Felid and Octopode dragon transformation tiles used a shadow with
transparent pixels which made the generated outline a noticeably
strange.<br>
The issue revealed a couple of stray almost-transparent pixels so I
made those completely transparent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f06b3655">a8f06b3655</a> | 2025-12-27 19:53:56 -0330 | DracoOmega</pre>
Fix player ghosts still sometimes trying to cast Freezing Cloud<br>Instead of the monster equivalent spell.<br>
(In future, I would like to unify ghost/non-ghost spell unmarshalling code
a bit more, but this should fix the immediate crash for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6ec107ca1">b6ec107ca1</a> | 2025-12-27 19:49:07 -0330 | DracoOmega</pre>
Note the magnitude of current corrosion on the % screen (and chardumps)<br>A sometimes quite-relevant piece of data to pull from morgues given recent
changes to Slime.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d88770c9f">9d88770c9f</a> | 2025-12-27 19:49:00 -0330 | DracoOmega</pre>
Don't bother saying orbs 'cannot be enchanted further' (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d720f168eb">d720f168eb</a> | 2025-12-27 19:48:53 -0330 | DracoOmega</pre>
Format multi-line egos/artprops a bit more readably<br>Now, instead of the descriptions of long egos/artprops spilling over into
the column where the names of those artprops are listed, they will attempt
to be justified in a second 'column'. This should make a number of things
a fair bit more readable, in my opinion.<br>
Unfortunately, since the text of an item description is constructed as a
single giant string, the size of the popup in which is it slated to appear
isn't even to know at the point where text justification occurs - and in
the case of webtiles, I must admit that I have no idea whatsoever how
plausible it is to pass information back to C++ about the size of a popup
handled in html. However, console ensures at least 80 characters are
available and both local tiles and webtiles default to at least that. As
far as I can tell, shrinking the window to the point that this stops being
the case has usually rendered other parts of the UI difficult to use, so
for now I am accepting it as 'good enough' to assume 80 characters are
available.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1ae2755e9">f1ae2755e9</a> | 2025-12-27 19:48:45 -0330 | DracoOmega</pre>
Remove an incorrect bit of in-game help regarding martial attacks<br>This hasn't been true since 90209b8
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7865bd9560">7865bd9560</a> | 2025-12-27 18:44:22 -0330 | DracoOmega</pre>
Use a more typical method for creating TRJ spawns and increase its range<br>TRJ's use of find_newmons_square_contiguous was unconventional and the only
use of such outside of vault code. It's also not clear that it was
necessary anymore - the function call was largely unchanged since it was
added in 2008, at which point create_monster() was unsuitable since it
gnored LoS and would happily create jellies *inside* the loot vault (where
they would eat all the loot). This hasn't been true in a very long time,
so I'm not sure there's any good reason not to use a more conventional
approach.<br>
In addition, this increases the range at which TRJ jellies can spawn, if
things are very crowded. This shouldn't matter much in the average case,
but should make it less likely for TRJ to produce nothing in confined
spaces (especially after, say, reading ?butterflies).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe9d46ad8">3fe9d46ad8</a> | 2025-12-27 18:39:10 -0330 | DracoOmega</pre>
Fix TRJ sometimes not spawning jellies when injured (kurkuma, Darby)<br>TRJ used connectivity pathfinding to place the jellies it spawned upon
being injured. Since 1e333bf, these connectivity checks (unintentionally)
considered slimy walls more expensive to traverse. This meant that,
effectively, if TRJ was next to a slimy wall itself, nowhere else would be
within range to place jellies.<br>
This plausibly had some other negative effects as well, since it affected
general connectivity code, though it's unclear what specific problems this
would cause.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c6910b0dee">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1928-gc6910b0dee.zip">here</a>.]]></description>
            <pubDate>Sat, 03 Jan 2026 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1927-gb82f2e44eb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1927-gb82f2e44eb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b82f2e44eb">b82f2e44eb</a> | 2025-12-29 14:53:54 +1300 | Isaac Clancy</pre>
Fix offhand cleave using primary weapon brand (srcrip, tswn)<br>Cleaves with offhand weapons had a 50% chance to use the brand of your
primary weapon. This was very noticeable with a spectral weapon in your
primary hand and a non-spectral axe in your offhand as sometimes the
non-spectral axe would place a dancing weapon copy of itself leaving you
two dancing weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=903b2947ba">903b2947ba</a> | 2025-12-28 11:44:01 +0000 | RypoFalem</pre>
fix: don't outline some tiles (acrobat)<br>Felid and Octopode dragon transformation tiles used a shadow with
transparent pixels which made the generated outline a noticeably
strange.<br>
The issue revealed a couple of stray almost-transparent pixels so I
made those completely transparent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f06b3655">a8f06b3655</a> | 2025-12-27 19:53:56 -0330 | DracoOmega</pre>
Fix player ghosts still sometimes trying to cast Freezing Cloud<br>Instead of the monster equivalent spell.<br>
(In future, I would like to unify ghost/non-ghost spell unmarshalling code
a bit more, but this should fix the immediate crash for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6ec107ca1">b6ec107ca1</a> | 2025-12-27 19:49:07 -0330 | DracoOmega</pre>
Note the magnitude of current corrosion on the % screen (and chardumps)<br>A sometimes quite-relevant piece of data to pull from morgues given recent
changes to Slime.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d88770c9f">9d88770c9f</a> | 2025-12-27 19:49:00 -0330 | DracoOmega</pre>
Don't bother saying orbs 'cannot be enchanted further' (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d720f168eb">d720f168eb</a> | 2025-12-27 19:48:53 -0330 | DracoOmega</pre>
Format multi-line egos/artprops a bit more readably<br>Now, instead of the descriptions of long egos/artprops spilling over into
the column where the names of those artprops are listed, they will attempt
to be justified in a second 'column'. This should make a number of things
a fair bit more readable, in my opinion.<br>
Unfortunately, since the text of an item description is constructed as a
single giant string, the size of the popup in which is it slated to appear
isn't even to know at the point where text justification occurs - and in
the case of webtiles, I must admit that I have no idea whatsoever how
plausible it is to pass information back to C++ about the size of a popup
handled in html. However, console ensures at least 80 characters are
available and both local tiles and webtiles default to at least that. As
far as I can tell, shrinking the window to the point that this stops being
the case has usually rendered other parts of the UI difficult to use, so
for now I am accepting it as 'good enough' to assume 80 characters are
available.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1ae2755e9">f1ae2755e9</a> | 2025-12-27 19:48:45 -0330 | DracoOmega</pre>
Remove an incorrect bit of in-game help regarding martial attacks<br>This hasn't been true since 90209b8
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7865bd9560">7865bd9560</a> | 2025-12-27 18:44:22 -0330 | DracoOmega</pre>
Use a more typical method for creating TRJ spawns and increase its range<br>TRJ's use of find_newmons_square_contiguous was unconventional and the only
use of such outside of vault code. It's also not clear that it was
necessary anymore - the function call was largely unchanged since it was
added in 2008, at which point create_monster() was unsuitable since it
gnored LoS and would happily create jellies *inside* the loot vault (where
they would eat all the loot). This hasn't been true in a very long time,
so I'm not sure there's any good reason not to use a more conventional
approach.<br>
In addition, this increases the range at which TRJ jellies can spawn, if
things are very crowded. This shouldn't matter much in the average case,
but should make it less likely for TRJ to produce nothing in confined
spaces (especially after, say, reading ?butterflies).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe9d46ad8">3fe9d46ad8</a> | 2025-12-27 18:39:10 -0330 | DracoOmega</pre>
Fix TRJ sometimes not spawning jellies when injured (kurkuma, Darby)<br>TRJ used connectivity pathfinding to place the jellies it spawned upon
being injured. Since 1e333bf, these connectivity checks (unintentionally)
considered slimy walls more expensive to traverse. This meant that,
effectively, if TRJ was next to a slimy wall itself, nowhere else would be
within range to place jellies.<br>
This plausibly had some other negative effects as well, since it affected
general connectivity code, though it's unclear what specific problems this
would cause.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d9ebc1a8c">6d9ebc1a8c</a> | 2025-12-27 21:49:31 +1300 | Isaac Clancy</pre>
Simplify picking player tiles with blade hands<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b82f2e44eb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1927-gb82f2e44eb.zip">here</a>.]]></description>
            <pubDate>Mon, 29 Dec 2025 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1925-ga8f06b3655.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1925-ga8f06b3655.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f06b3655">a8f06b3655</a> | 2025-12-27 19:53:56 -0330 | DracoOmega</pre>
Fix player ghosts still sometimes trying to cast Freezing Cloud<br>Instead of the monster equivalent spell.<br>
(In future, I would like to unify ghost/non-ghost spell unmarshalling code
a bit more, but this should fix the immediate crash for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6ec107ca1">b6ec107ca1</a> | 2025-12-27 19:49:07 -0330 | DracoOmega</pre>
Note the magnitude of current corrosion on the % screen (and chardumps)<br>A sometimes quite-relevant piece of data to pull from morgues given recent
changes to Slime.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d88770c9f">9d88770c9f</a> | 2025-12-27 19:49:00 -0330 | DracoOmega</pre>
Don't bother saying orbs 'cannot be enchanted further' (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d720f168eb">d720f168eb</a> | 2025-12-27 19:48:53 -0330 | DracoOmega</pre>
Format multi-line egos/artprops a bit more readably<br>Now, instead of the descriptions of long egos/artprops spilling over into
the column where the names of those artprops are listed, they will attempt
to be justified in a second 'column'. This should make a number of things
a fair bit more readable, in my opinion.<br>
Unfortunately, since the text of an item description is constructed as a
single giant string, the size of the popup in which is it slated to appear
isn't even to know at the point where text justification occurs - and in
the case of webtiles, I must admit that I have no idea whatsoever how
plausible it is to pass information back to C++ about the size of a popup
handled in html. However, console ensures at least 80 characters are
available and both local tiles and webtiles default to at least that. As
far as I can tell, shrinking the window to the point that this stops being
the case has usually rendered other parts of the UI difficult to use, so
for now I am accepting it as 'good enough' to assume 80 characters are
available.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1ae2755e9">f1ae2755e9</a> | 2025-12-27 19:48:45 -0330 | DracoOmega</pre>
Remove an incorrect bit of in-game help regarding martial attacks<br>This hasn't been true since 90209b8
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7865bd9560">7865bd9560</a> | 2025-12-27 18:44:22 -0330 | DracoOmega</pre>
Use a more typical method for creating TRJ spawns and increase its range<br>TRJ's use of find_newmons_square_contiguous was unconventional and the only
use of such outside of vault code. It's also not clear that it was
necessary anymore - the function call was largely unchanged since it was
added in 2008, at which point create_monster() was unsuitable since it
gnored LoS and would happily create jellies *inside* the loot vault (where
they would eat all the loot). This hasn't been true in a very long time,
so I'm not sure there's any good reason not to use a more conventional
approach.<br>
In addition, this increases the range at which TRJ jellies can spawn, if
things are very crowded. This shouldn't matter much in the average case,
but should make it less likely for TRJ to produce nothing in confined
spaces (especially after, say, reading ?butterflies).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe9d46ad8">3fe9d46ad8</a> | 2025-12-27 18:39:10 -0330 | DracoOmega</pre>
Fix TRJ sometimes not spawning jellies when injured (kurkuma, Darby)<br>TRJ used connectivity pathfinding to place the jellies it spawned upon
being injured. Since 1e333bf, these connectivity checks (unintentionally)
considered slimy walls more expensive to traverse. This meant that,
effectively, if TRJ was next to a slimy wall itself, nowhere else would be
within range to place jellies.<br>
This plausibly had some other negative effects as well, since it affected
general connectivity code, though it's unclear what specific problems this
would cause.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d9ebc1a8c">6d9ebc1a8c</a> | 2025-12-27 21:49:31 +1300 | Isaac Clancy</pre>
Simplify picking player tiles with blade hands<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fcc515f2a8">fcc515f2a8</a> | 2025-12-27 21:17:16 +1300 | Isaac Clancy</pre>
Fix sticky flame and halo not showing on form tiles (pisastrish)<br>Tiles for forms that melded all equipment (with the exception of storm
form) were handled in a different place that could only show a single
tile rather than a base tile and multiple tiles for each piece of
'equipment'. Unfortunately, this optimization doesn't really work as the
'equipment' tiles also include the tile for being on fire and the halo
tile behind a glowing character.<br>
Fixes #4979
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e02dda68d">4e02dda68d</a> | 2025-12-27 16:54:48 +1300 | Isaac Clancy</pre>
Fix killed monsters raised as thralls but getting xp tracking<br>When a monster is raised as a thrall we go through seperate code path to
handle its death which although it was giving you xp, it wasn't tracking
where that xp came from.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a8f06b3655">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1925-ga8f06b3655.zip">here</a>.]]></description>
            <pubDate>Sun, 28 Dec 2025 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1916-g4e02dda68d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1916-g4e02dda68d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e02dda68d">4e02dda68d</a> | 2025-12-27 16:54:48 +1300 | Isaac Clancy</pre>
Fix killed monsters raised as thralls but getting xp tracking<br>When a monster is raised as a thrall we go through seperate code path to
handle its death which although it was giving you xp, it wasn't tracking
where that xp came from.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2962e8470">c2962e8470</a> | 2025-12-27 14:35:06 +1300 | Isaac Clancy</pre>
Fix exploding mounted monsters sometimes crashing<br>When a mounted monster takes damage, sometimes the rider or the mount
dies leaving the other alive. We handle this by changing the type of the
monster to be the type of the part that survived and then killing a new
monster of the type of the part that died at the same position.
Unfortunately this means that if the code for killing a monster clears
the monster grid at the position of the monster it will leave the living
monster not on the monster grid which can lead to crashes. The monster
on death explosion code was clearing the monster grid as this used to
be needed to prevent the explosion from hitting the dead monster but can
be removed now that explosions are fineffs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7991ae8747">7991ae8747</a> | 2025-12-24 23:14:41 -0600 | gammafunk</pre>
Fix a vault that placed shafts at branch ends<br>The vault grunt_qazlal_sundering didn't have any conditioning on level
branch depth for its shaft placements.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1472609569">1472609569</a> | 2025-12-24 22:37:05 -0600 | gammafunk</pre>
Properly use seeds for objstat and mapstat<br>Currently these modes load seed 0 and just keep using the RNG
indefinitely across iterations. This is fine in terms of randomness, but
it means these runs can't be recreated exactly without rerunning exactly
the same number of iterations. When diagnosing map placement errors,
it's helpful to be able to recreate a specific seed.<br>
This commit has objstat and mapstat properly initialize the 0 seed into
a random one and picks a new seed each iteration. Also, for any Lua
errors reported to stderr, we also report the current seed. Finally, we
also respect setting a specific seed via the command line. In this case,
we only allow running one iteration. This could be a useful way to
catalog the items/maps in a specific game seed using these modes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=677bbfce32">677bbfce32</a> | 2025-12-24 21:49:17 -0600 | gammafunk</pre>
Remove two unused method definitions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15974c44ed">15974c44ed</a> | 2025-12-23 13:11:03 -0330 | regret-index</pre>
A few more recently-added mutation icons<br> * e68fdf0 accidentally left out the icon tiles I made for for Spiteful
   Blood (using the same CC0 wraith effect from DUELYST's arcane devourer
   that erthoyspites were derived from, and Denzi's old eye of draining
   tile). I have thus added them back in here.<br>
 * b55b5ce accidentally left out a second icon for Initially Attractive,
   which due to its two levels ends up making the second icon use the next
   mutation in dc-mutation.txt (Demonic Touch, before the current changes
   here). I have made a second one here.<br>
Also, I've reorganized a small amount of dc-mutation.txt to keep the
alphabetical order it deploys in the loosely-piled-together icons
sections.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71567ef324">71567ef324</a> | 2025-12-23 10:22:35 -0330 | regret-index</pre>
Fix a teleport closet in nicolae_vaults_little_squares_5 (various)<br>An issue I noticed back in 5f48996 (but neglected to handle due to the
scope of that commit), which seems to have been noticed quite a few times
recently, including in #4962. I had briefly thought it was linked to
various Lua update issues, but have since re-discovered the exact vault,
and have dealt with it via some guaranteed door placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0270d88442">0270d88442</a> | 2025-12-23 01:25:44 -0330 | DracoOmega</pre>
Make barbed movement prompt respect DIS_CONFIRMATIONS<br>To fix a test suite hang. (abyss_short_run was getting stuck waiting on
this.)<br>
It seems like a bad idea that so many of these places must check
DIS_CONFIRMATIONS manually, and we are almost certainly missing more of
these, but this fixes the immediate problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e4f93a5ba">1e4f93a5ba</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Revise Abyssal depth mechanics, make them mostly depend on player XL<br>The depth at which the player could get banished to the Abyss was based
upon the HD of the monster which banished them (or the player's XL, if it
was from a disto unwield). Unfortunately, the formulas used meant that it
was already plausible to land in Abyss:2 from a D:5 monster and yet
possible to still land no deeper than Abyss:2 by the end of Elf.<br>
Pre-Lair banishments are already extremely dangerous; there's no need to
sometimes make them even more dangerous. At the same time, lategame
banishers often can't land the player deep enough in the Abyss to be a
legitimate threat. By basing the level of Abyss the player lands on purely
on their XL, this should serve to make things a little fairer earlier and
a little more relevant (or at least quicker) later.<br>
Note: this now also affects the depth the player arrives at when taking an
Abyss entrance manually!<br>
At the same time, this commit revises behavior regarding the Abyss pulling
the player deeper and also remembering the deepest they've ever been. The
main thrust of those (as I understand it) was to simultaneously discourage
Abysscumming and to pull the player to an appropriate threat level when
entering the Abyss manually in endgame. But the behavior was a bit too
random - it might simultaneously leave an endgame player on Abyss:1 for
longer than anyone could find interesting, or rapidly pull an unlucky
earlygame character even deeper.<br>
It also created, in my opinion, some unfortunate incentives. Abyss depth
was originally added as a way for players to more quickly obtain runes and
leave, once they felt strong enough to handle the risk of doing so, but due
to the Abyss remembering the deepest floor you've ever been on, moving more
deep than strictly necessary could create future danger on the off-chance
the player was ever banished again (or escaped Pan via the Abyss). This
meant that it was often correct in a 15-rune game to leave the Abyss for
last (ensuring that it is completely trivial and also somewhat time-wasting
when finally done.)<br>
With Abyss depth automatically scaling to your XL, most of this should be
unnecessary now. However, to preserve a little of the danger of legitimate
extended Abysscumming, the player can be forcibly pulled below J:5 only
after spending a substantial amount of time there at XL 27. Any manual
excursions to deeper depth at any time will not affect the depth the player
later reenters the Abyss.<br>
(It is possible the depth formula will warrant some future tweaks, but
let's see how this feels.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72d9719738">72d9719738</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Remove some obsolete code for player cloud spells<br>Poisonous Cloud hasn't been castable by players in many years (and I am
confused why Holy Breath was ever here, since to the best of my knowledge
this was never a player-castable spell.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4e02dda68d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1916-g4e02dda68d.zip">here</a>.]]></description>
            <pubDate>Sat, 27 Dec 2025 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1914-g7991ae8747.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1914-g7991ae8747.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7991ae8747">7991ae8747</a> | 2025-12-24 23:14:41 -0600 | gammafunk</pre>
Fix a vault that placed shafts at branch ends<br>The vault grunt_qazlal_sundering didn't have any conditioning on level
branch depth for its shaft placements.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1472609569">1472609569</a> | 2025-12-24 22:37:05 -0600 | gammafunk</pre>
Properly use seeds for objstat and mapstat<br>Currently these modes load seed 0 and just keep using the RNG
indefinitely across iterations. This is fine in terms of randomness, but
it means these runs can't be recreated exactly without rerunning exactly
the same number of iterations. When diagnosing map placement errors,
it's helpful to be able to recreate a specific seed.<br>
This commit has objstat and mapstat properly initialize the 0 seed into
a random one and picks a new seed each iteration. Also, for any Lua
errors reported to stderr, we also report the current seed. Finally, we
also respect setting a specific seed via the command line. In this case,
we only allow running one iteration. This could be a useful way to
catalog the items/maps in a specific game seed using these modes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=677bbfce32">677bbfce32</a> | 2025-12-24 21:49:17 -0600 | gammafunk</pre>
Remove two unused method definitions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15974c44ed">15974c44ed</a> | 2025-12-23 13:11:03 -0330 | regret-index</pre>
A few more recently-added mutation icons<br> * e68fdf0 accidentally left out the icon tiles I made for for Spiteful
   Blood (using the same CC0 wraith effect from DUELYST's arcane devourer
   that erthoyspites were derived from, and Denzi's old eye of draining
   tile). I have thus added them back in here.<br>
 * b55b5ce accidentally left out a second icon for Initially Attractive,
   which due to its two levels ends up making the second icon use the next
   mutation in dc-mutation.txt (Demonic Touch, before the current changes
   here). I have made a second one here.<br>
Also, I've reorganized a small amount of dc-mutation.txt to keep the
alphabetical order it deploys in the loosely-piled-together icons
sections.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71567ef324">71567ef324</a> | 2025-12-23 10:22:35 -0330 | regret-index</pre>
Fix a teleport closet in nicolae_vaults_little_squares_5 (various)<br>An issue I noticed back in 5f48996 (but neglected to handle due to the
scope of that commit), which seems to have been noticed quite a few times
recently, including in #4962. I had briefly thought it was linked to
various Lua update issues, but have since re-discovered the exact vault,
and have dealt with it via some guaranteed door placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0270d88442">0270d88442</a> | 2025-12-23 01:25:44 -0330 | DracoOmega</pre>
Make barbed movement prompt respect DIS_CONFIRMATIONS<br>To fix a test suite hang. (abyss_short_run was getting stuck waiting on
this.)<br>
It seems like a bad idea that so many of these places must check
DIS_CONFIRMATIONS manually, and we are almost certainly missing more of
these, but this fixes the immediate problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e4f93a5ba">1e4f93a5ba</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Revise Abyssal depth mechanics, make them mostly depend on player XL<br>The depth at which the player could get banished to the Abyss was based
upon the HD of the monster which banished them (or the player's XL, if it
was from a disto unwield). Unfortunately, the formulas used meant that it
was already plausible to land in Abyss:2 from a D:5 monster and yet
possible to still land no deeper than Abyss:2 by the end of Elf.<br>
Pre-Lair banishments are already extremely dangerous; there's no need to
sometimes make them even more dangerous. At the same time, lategame
banishers often can't land the player deep enough in the Abyss to be a
legitimate threat. By basing the level of Abyss the player lands on purely
on their XL, this should serve to make things a little fairer earlier and
a little more relevant (or at least quicker) later.<br>
Note: this now also affects the depth the player arrives at when taking an
Abyss entrance manually!<br>
At the same time, this commit revises behavior regarding the Abyss pulling
the player deeper and also remembering the deepest they've ever been. The
main thrust of those (as I understand it) was to simultaneously discourage
Abysscumming and to pull the player to an appropriate threat level when
entering the Abyss manually in endgame. But the behavior was a bit too
random - it might simultaneously leave an endgame player on Abyss:1 for
longer than anyone could find interesting, or rapidly pull an unlucky
earlygame character even deeper.<br>
It also created, in my opinion, some unfortunate incentives. Abyss depth
was originally added as a way for players to more quickly obtain runes and
leave, once they felt strong enough to handle the risk of doing so, but due
to the Abyss remembering the deepest floor you've ever been on, moving more
deep than strictly necessary could create future danger on the off-chance
the player was ever banished again (or escaped Pan via the Abyss). This
meant that it was often correct in a 15-rune game to leave the Abyss for
last (ensuring that it is completely trivial and also somewhat time-wasting
when finally done.)<br>
With Abyss depth automatically scaling to your XL, most of this should be
unnecessary now. However, to preserve a little of the danger of legitimate
extended Abysscumming, the player can be forcibly pulled below J:5 only
after spending a substantial amount of time there at XL 27. Any manual
excursions to deeper depth at any time will not affect the depth the player
later reenters the Abyss.<br>
(It is possible the depth formula will warrant some future tweaks, but
let's see how this feels.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72d9719738">72d9719738</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Remove some obsolete code for player cloud spells<br>Poisonous Cloud hasn't been castable by players in many years (and I am
confused why Holy Breath was ever here, since to the best of my knowledge
this was never a player-castable spell.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da568b47a1">da568b47a1</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Fix Cassandra having an obsolete monster spell, rename Sprint (the spell)<br>When I gave Cassandra Swiftness, I neglected to realize that it had been
removed as a monster-castable spell for many years already - since save
compat code still allowed it to be castable with the correct effect. The
'real' spell monsters are supposed to have in its place is Sprint.<br>
...however, Sprint is a very silly name for a spell currently cast by
exactly one elephant slug (not exactly famous for sprinting). Given that
both Gastronok and Cassandra are wizardly, it makes more sense to me to
name it something Swiftness-adjacent and make it actually sound magical.
So it is now called Fleetfoot instead. (Yes, I know slugs are not exactly
famous for having feet either, but at least this one is figurative.)<br>
There should be no functional change from this commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9726027d06">9726027d06</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Rename monster Freezing Cloud to Freezing Gust<br>This behaved relatively unlike the player spell (despite both making
freezing clouds). More notably - unlike most monster clouds, the impact
damage it did was quite substantial (2/3rd of a bolt of cold!) and yet xv
did not indicate that it did any damage whatsoever! 2d22 is a lot to
pretend is 0.<br>
The impact damage of other monster spells was generally perfunctory, but
this turns out to be a significant part of its threat, so I think it would
be clearer not to act like it's the same as the player spell at all.<br>
There should be no functional change with monsters which had this spell.
Player ghosts/illusions will still receive it place of player Freezing
Cloud (but servitors no longer can cast it, since they only look for 1-to-1
matches at present, alas).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7991ae8747">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1914-g7991ae8747.zip">here</a>.]]></description>
            <pubDate>Thu, 25 Dec 2025 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1911-g15974c44ed.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1911-g15974c44ed.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15974c44ed">15974c44ed</a> | 2025-12-23 13:11:03 -0330 | regret-index</pre>
A few more recently-added mutation icons<br> * e68fdf0 accidentally left out the icon tiles I made for for Spiteful
   Blood (using the same CC0 wraith effect from DUELYST's arcane devourer
   that erthoyspites were derived from, and Denzi's old eye of draining
   tile). I have thus added them back in here.<br>
 * b55b5ce accidentally left out a second icon for Initially Attractive,
   which due to its two levels ends up making the second icon use the next
   mutation in dc-mutation.txt (Demonic Touch, before the current changes
   here). I have made a second one here.<br>
Also, I've reorganized a small amount of dc-mutation.txt to keep the
alphabetical order it deploys in the loosely-piled-together icons
sections.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71567ef324">71567ef324</a> | 2025-12-23 10:22:35 -0330 | regret-index</pre>
Fix a teleport closet in nicolae_vaults_little_squares_5 (various)<br>An issue I noticed back in 5f48996 (but neglected to handle due to the
scope of that commit), which seems to have been noticed quite a few times
recently, including in #4962. I had briefly thought it was linked to
various Lua update issues, but have since re-discovered the exact vault,
and have dealt with it via some guaranteed door placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0270d88442">0270d88442</a> | 2025-12-23 01:25:44 -0330 | DracoOmega</pre>
Make barbed movement prompt respect DIS_CONFIRMATIONS<br>To fix a test suite hang. (abyss_short_run was getting stuck waiting on
this.)<br>
It seems like a bad idea that so many of these places must check
DIS_CONFIRMATIONS manually, and we are almost certainly missing more of
these, but this fixes the immediate problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e4f93a5ba">1e4f93a5ba</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Revise Abyssal depth mechanics, make them mostly depend on player XL<br>The depth at which the player could get banished to the Abyss was based
upon the HD of the monster which banished them (or the player's XL, if it
was from a disto unwield). Unfortunately, the formulas used meant that it
was already plausible to land in Abyss:2 from a D:5 monster and yet
possible to still land no deeper than Abyss:2 by the end of Elf.<br>
Pre-Lair banishments are already extremely dangerous; there's no need to
sometimes make them even more dangerous. At the same time, lategame
banishers often can't land the player deep enough in the Abyss to be a
legitimate threat. By basing the level of Abyss the player lands on purely
on their XL, this should serve to make things a little fairer earlier and
a little more relevant (or at least quicker) later.<br>
Note: this now also affects the depth the player arrives at when taking an
Abyss entrance manually!<br>
At the same time, this commit revises behavior regarding the Abyss pulling
the player deeper and also remembering the deepest they've ever been. The
main thrust of those (as I understand it) was to simultaneously discourage
Abysscumming and to pull the player to an appropriate threat level when
entering the Abyss manually in endgame. But the behavior was a bit too
random - it might simultaneously leave an endgame player on Abyss:1 for
longer than anyone could find interesting, or rapidly pull an unlucky
earlygame character even deeper.<br>
It also created, in my opinion, some unfortunate incentives. Abyss depth
was originally added as a way for players to more quickly obtain runes and
leave, once they felt strong enough to handle the risk of doing so, but due
to the Abyss remembering the deepest floor you've ever been on, moving more
deep than strictly necessary could create future danger on the off-chance
the player was ever banished again (or escaped Pan via the Abyss). This
meant that it was often correct in a 15-rune game to leave the Abyss for
last (ensuring that it is completely trivial and also somewhat time-wasting
when finally done.)<br>
With Abyss depth automatically scaling to your XL, most of this should be
unnecessary now. However, to preserve a little of the danger of legitimate
extended Abysscumming, the player can be forcibly pulled below J:5 only
after spending a substantial amount of time there at XL 27. Any manual
excursions to deeper depth at any time will not affect the depth the player
later reenters the Abyss.<br>
(It is possible the depth formula will warrant some future tweaks, but
let's see how this feels.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72d9719738">72d9719738</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Remove some obsolete code for player cloud spells<br>Poisonous Cloud hasn't been castable by players in many years (and I am
confused why Holy Breath was ever here, since to the best of my knowledge
this was never a player-castable spell.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da568b47a1">da568b47a1</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Fix Cassandra having an obsolete monster spell, rename Sprint (the spell)<br>When I gave Cassandra Swiftness, I neglected to realize that it had been
removed as a monster-castable spell for many years already - since save
compat code still allowed it to be castable with the correct effect. The
'real' spell monsters are supposed to have in its place is Sprint.<br>
...however, Sprint is a very silly name for a spell currently cast by
exactly one elephant slug (not exactly famous for sprinting). Given that
both Gastronok and Cassandra are wizardly, it makes more sense to me to
name it something Swiftness-adjacent and make it actually sound magical.
So it is now called Fleetfoot instead. (Yes, I know slugs are not exactly
famous for having feet either, but at least this one is figurative.)<br>
There should be no functional change from this commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9726027d06">9726027d06</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Rename monster Freezing Cloud to Freezing Gust<br>This behaved relatively unlike the player spell (despite both making
freezing clouds). More notably - unlike most monster clouds, the impact
damage it did was quite substantial (2/3rd of a bolt of cold!) and yet xv
did not indicate that it did any damage whatsoever! 2d22 is a lot to
pretend is 0.<br>
The impact damage of other monster spells was generally perfunctory, but
this turns out to be a significant part of its threat, so I think it would
be clearer not to act like it's the same as the player spell at all.<br>
There should be no functional change with monsters which had this spell.
Player ghosts/illusions will still receive it place of player Freezing
Cloud (but servitors no longer can cast it, since they only look for 1-to-1
matches at present, alas).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f430026a8f">f430026a8f</a> | 2025-12-23 14:50:02 +1300 | Isaac Clancy</pre>
Fix shadowed variable warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d30bd5fa04">d30bd5fa04</a> | 2025-12-22 17:29:47 -0330 | RypoFalem</pre>
fix: missing newline in spell descriptions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d29eee84b">4d29eee84b</a> | 2025-12-22 17:29:47 -0330 | CrawlOdds</pre>
Make Brom's Barrelling Boulder autotarget<br>By changing its range. This should have no other effect except changing
the displayed range.<br>
The true range of BBB is a matter for philosophers; displaying
LoS-radius is consistent with OOD, which is another sphere-summoning
spell with projectiles that can go to LoS and beyond.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=15974c44ed">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1911-g15974c44ed.zip">here</a>.]]></description>
            <pubDate>Wed, 24 Dec 2025 06:45:32 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1909-g0270d88442.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1909-g0270d88442.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0270d88442">0270d88442</a> | 2025-12-23 01:25:44 -0330 | DracoOmega</pre>
Make barbed movement prompt respect DIS_CONFIRMATIONS<br>To fix a test suite hang. (abyss_short_run was getting stuck waiting on
this.)<br>
It seems like a bad idea that so many of these places must check
DIS_CONFIRMATIONS manually, and we are almost certainly missing more of
these, but this fixes the immediate problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e4f93a5ba">1e4f93a5ba</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Revise Abyssal depth mechanics, make them mostly depend on player XL<br>The depth at which the player could get banished to the Abyss was based
upon the HD of the monster which banished them (or the player's XL, if it
was from a disto unwield). Unfortunately, the formulas used meant that it
was already plausible to land in Abyss:2 from a D:5 monster and yet
possible to still land no deeper than Abyss:2 by the end of Elf.<br>
Pre-Lair banishments are already extremely dangerous; there's no need to
sometimes make them even more dangerous. At the same time, lategame
banishers often can't land the player deep enough in the Abyss to be a
legitimate threat. By basing the level of Abyss the player lands on purely
on their XL, this should serve to make things a little fairer earlier and
a little more relevant (or at least quicker) later.<br>
Note: this now also affects the depth the player arrives at when taking an
Abyss entrance manually!<br>
At the same time, this commit revises behavior regarding the Abyss pulling
the player deeper and also remembering the deepest they've ever been. The
main thrust of those (as I understand it) was to simultaneously discourage
Abysscumming and to pull the player to an appropriate threat level when
entering the Abyss manually in endgame. But the behavior was a bit too
random - it might simultaneously leave an endgame player on Abyss:1 for
longer than anyone could find interesting, or rapidly pull an unlucky
earlygame character even deeper.<br>
It also created, in my opinion, some unfortunate incentives. Abyss depth
was originally added as a way for players to more quickly obtain runes and
leave, once they felt strong enough to handle the risk of doing so, but due
to the Abyss remembering the deepest floor you've ever been on, moving more
deep than strictly necessary could create future danger on the off-chance
the player was ever banished again (or escaped Pan via the Abyss). This
meant that it was often correct in a 15-rune game to leave the Abyss for
last (ensuring that it is completely trivial and also somewhat time-wasting
when finally done.)<br>
With Abyss depth automatically scaling to your XL, most of this should be
unnecessary now. However, to preserve a little of the danger of legitimate
extended Abysscumming, the player can be forcibly pulled below J:5 only
after spending a substantial amount of time there at XL 27. Any manual
excursions to deeper depth at any time will not affect the depth the player
later reenters the Abyss.<br>
(It is possible the depth formula will warrant some future tweaks, but
let's see how this feels.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72d9719738">72d9719738</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Remove some obsolete code for player cloud spells<br>Poisonous Cloud hasn't been castable by players in many years (and I am
confused why Holy Breath was ever here, since to the best of my knowledge
this was never a player-castable spell.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da568b47a1">da568b47a1</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Fix Cassandra having an obsolete monster spell, rename Sprint (the spell)<br>When I gave Cassandra Swiftness, I neglected to realize that it had been
removed as a monster-castable spell for many years already - since save
compat code still allowed it to be castable with the correct effect. The
'real' spell monsters are supposed to have in its place is Sprint.<br>
...however, Sprint is a very silly name for a spell currently cast by
exactly one elephant slug (not exactly famous for sprinting). Given that
both Gastronok and Cassandra are wizardly, it makes more sense to me to
name it something Swiftness-adjacent and make it actually sound magical.
So it is now called Fleetfoot instead. (Yes, I know slugs are not exactly
famous for having feet either, but at least this one is figurative.)<br>
There should be no functional change from this commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9726027d06">9726027d06</a> | 2025-12-22 22:59:51 -0330 | DracoOmega</pre>
Rename monster Freezing Cloud to Freezing Gust<br>This behaved relatively unlike the player spell (despite both making
freezing clouds). More notably - unlike most monster clouds, the impact
damage it did was quite substantial (2/3rd of a bolt of cold!) and yet xv
did not indicate that it did any damage whatsoever! 2d22 is a lot to
pretend is 0.<br>
The impact damage of other monster spells was generally perfunctory, but
this turns out to be a significant part of its threat, so I think it would
be clearer not to act like it's the same as the player spell at all.<br>
There should be no functional change with monsters which had this spell.
Player ghosts/illusions will still receive it place of player Freezing
Cloud (but servitors no longer can cast it, since they only look for 1-to-1
matches at present, alas).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f430026a8f">f430026a8f</a> | 2025-12-23 14:50:02 +1300 | Isaac Clancy</pre>
Fix shadowed variable warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d30bd5fa04">d30bd5fa04</a> | 2025-12-22 17:29:47 -0330 | RypoFalem</pre>
fix: missing newline in spell descriptions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d29eee84b">4d29eee84b</a> | 2025-12-22 17:29:47 -0330 | CrawlOdds</pre>
Make Brom's Barrelling Boulder autotarget<br>By changing its range. This should have no other effect except changing
the displayed range.<br>
The true range of BBB is a matter for philosophers; displaying
LoS-radius is consistent with OOD, which is another sphere-summoning
spell with projectiles that can go to LoS and beyond.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc503a7b8f">dc503a7b8f</a> | 2025-12-22 17:29:47 -0330 | CrawlOdds</pre>
Display non-integer values for EV and AC in forms<br>Display fractional EV and AC gains from forms; these already provide
randomly rounded bonuses, but we were displaying them rounded down.<br>
This tweaks how EV scaling in forms works so that it is randomly
rounded in the main EV calculation rather than in the form itself.<br>
Also, allow variable numbers of decimal places in such displays - most
want 1, but regeneration wants 2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0debdd2c89">0debdd2c89</a> | 2025-12-22 14:10:17 -0600 | David Lawrence Ramsey</pre>
Fix doubled word in book description.<br>Closes #4991.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0270d88442">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1909-g0270d88442.zip">here</a>.]]></description>
            <pubDate>Tue, 23 Dec 2025 06:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1899-g04f1e15178.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1899-g04f1e15178.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04f1e15178">04f1e15178</a> | 2025-12-22 02:37:34 -0330 | DracoOmega</pre>
Some further improvements to tracers against invisible players<br>The approach of the previous commit could very slightly wrong in some
cases, since hit_count can be incremented even by actions that might not
call tracer_affect_player() (for instance, explosions prior to their
explode phase). Since what we're actually concerned about is that monsters
don't believe they can hit the player repeatedly - overpowering all
friendly fire concerns - put the check for duplicate player hits in the
tracer itself.<br>
In addition, change fuzzing behavior so that monsters will not believe the
player could be standing in a wall or on top of their own allies. While
there are probably multiple bugs this results in, one I am specifically
aware of is that monsters will stop casting healing/buffing beams near an
invisible player, since they think the player is standing on top of all
their allies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=445b766777">445b766777</a> | 2025-12-22 02:37:34 -0330 | CrawlOdds</pre>
Fix more friendly fire issues with penetrating beams against unseen players<br>Tracers with invisible players count the player in every square within
2 of their actual position, to allow firing at the wrong square when
the monster targets the wrong square. This leads to penetrating tracers
double counting the player for the purposes of friendly fire
calculations (and would lead to more than that, except that no beam can
hit anything thrice).<br>
We fix this by not counting more hits on the player than bounces+1.
This is a bit crude, but works in all cases except a bouncing beam
that misses the player on the first pass and hits twice thereafter,
which seems likely rare.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f1e48cfaa">2f1e48cfaa</a> | 2025-12-22 02:37:34 -0330 | CrawlOdds</pre>
Remove fuzz_invis_tracer<br>This updated the tracer target. This did almost nothing; the target is
not persisted because undo_tracer reverts the update, and the ray
being traced was not changed. There's a possibility it was having
more subtle effects, like changing when the ray stopped or whether
it thinks it passed its target, but if so these were almost certainly
unintended and unreliable, so it's hard to see how they could matter.<br>
We keep the other thing this function did, which was check whether
the monster is targetting somewhere near the player.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ea545e54a">8ea545e54a</a> | 2025-12-22 02:37:34 -0330 | CrawlOdds</pre>
Make javelins pierce in monster tracers<br>This was causing problems like:
- Not firing through a monster blocking the player, even if worth it
- Not caring about hitting monsters behind the player
- Complicated stuff when the player was invisible, including very
surprising levels of friendly fire.<br>
[Committer's note: Removed the last remaining use of
setup_monster_throw_beam() (Dith shadow mimic) which could use
setup_missile_beam() just as easily.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22750ce800">22750ce800</a> | 2025-12-22 02:37:21 -0330 | DracoOmega</pre>
Fix many talisman properties not scaling between integer skill levels<br>Apparently divided_scaling() was meant to be used in most cases rather than
scaling_value(). I think that's a little confusing (and also there were
very few cases that *didn't* want to divided the scaled value after
calculating), so I have refactored slightly.<br>
scaling_value() should now be the only function any form needs to interact
with directly, and in the rare cases you want to divide something by
something other than the default 100 scale, that is what you specify.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e339c7e1a8">e339c7e1a8</a> | 2025-12-22 02:37:21 -0330 | DracoOmega</pre>
Fix dragon form breath damage being wrong in the talisman preview<br>If you weren't actually in dragon form at the time, it would give
incredibly low numbers. (This is because draconian_breath_power() used -1
to denote 'use current form power' and since cd48741 the current skill
level of talisman previews also uses that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15d368e031">15d368e031</a> | 2025-12-22 02:37:21 -0330 | CrawlOdds</pre>
Fix preview of talisman attributes between integer skill levels.<br>Between integer values of shapeshifting, these were wrong - e.g.
showing -10% HP until hitting minimum shapeshifting, when in fact
things are much more continuous than that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=162c21ee31">162c21ee31</a> | 2025-12-22 16:54:47 +1300 | Isaac Clancy</pre>
Fix the build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf00e4143a">bf00e4143a</a> | 2025-12-22 15:29:57 +1300 | Isaac Clancy</pre>
Rework choosing tiles for items<br>Normal, shiny, runed, glowing and randart versions of an item can all
get their own tile. For an item with all variations we would define a
tile group with 5 tiles in it for the item and then use tile 1 for
normal, tile 2 for shiny, tile 3 for runed, tile 4 for glowing and tile
5 for randart. We could also only put 4 tiles in the group in which case
shiny and runed items would get the same tile, or 3 tile in the group so
that shiny, runed and glowing items all get the same tile, or 2 items in
the group so that all non-normal items get the same tile, or 1 item in
the group so that all items get the same tile.<br>
This usually worked well, however, there were a couple problems. First,
for an item to with one tile for artifacts and one tile for everything
else, you would either add special case tile picking code for this item
or duplicate its non-artifact tile so that its tile group consisted of
its non-artifact tile, its non-artifact tile duplicate, and then its
artifact tile. Secondly, some items have multiple tiles for normal
versions of the item or for artifacts etc. This would require special
casing the item tile picking code to handle the item. All this special
casing resulted in item tile picking being a hard to modify mess.<br>
We have a very similar problem when picking tiles for walls and floors
of different colours and the solution to that problem can easily be
used to fix our item tile picking mess by replacing colour (e.g. red,
green, etc) with enchanted level (e.g. shiny, randart etc).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8863ff3150">8863ff3150</a> | 2025-12-22 12:51:58 +1300 | Isaac Clancy</pre>
Rework how equipped tiles are specified for artifacts<br>In art-data.txt we were specifying the file for the equipped tile of
artifiacts. The tiles are defined in dc-player.txt and we need the name
of the tile so we were searching through dc-player.txt to try and find
a tile that had the given file. However, parsing tile definition files
isn't easy and the way we were doing it put some very strong
restrictions on how tiles are defined in dc-player.txt making it hard to
change. It also makes more sense for the tile names to be used in
art-data.txt as a tile can be made from modifying the file it was loaded
from or even compositing multiple files together.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=04f1e15178">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1899-g04f1e15178.zip">here</a>.]]></description>
            <pubDate>Mon, 22 Dec 2025 06:44:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1888-g79e65ea6f0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1888-g79e65ea6f0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79e65ea6f0">79e65ea6f0</a> | 2025-12-20 20:54:28 -0330 | DracoOmega</pre>
Fix encounter messages for multiple dancing weapons (Flugkiller)<br>If the player encountered multiple dancing weapons and at least one other
type of monster at the same time, you would get a message like:
"You encounter 4 dancing weapons and a deep elf knight. There is . There
is . There is . There is ."<br>
Now it should properly say what they actually are.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f86d0d48ae">f86d0d48ae</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Improve handling of permanent creations of summoned/charmed monsters<br>There has been a recurring class of bug over the years where permanent
monsters made as part of another monster behavior (for instance, protean
progenitor death spawns or mangrove fauna) would not properly inherit some
of the properties of their parents. Namely, if you charmed the original, or
summoned it (perhaps by a scroll), any monster made be it would be
permanently friendly.<br>
There was bespoke handling for a subset of these cases for some monsters,
but this was fairly incomplete (and different from monster to monster).<br>
This commit adds a simple, unified way to inherit the charm and summon
status of a given 'parent' monster. It then revises code for The Royal
Jelly, protean progenitors, shambling mangroves, and bennu revival to use
this (fixing an assortment of bugs in the process).<br>
It is possible there are other cases which should make use of it that I
have overlooked, but they would now be simple to address once pointed out.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d55ecc6db9">d55ecc6db9</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Make Gloom silent<br>A thematically appropriate very minor buff (now that its BEAM_VISUAL isn't
unexpectedly waking monsters up on its own....)<br>
It was already pretty quiet and there's no reason to cast this on a monster
which is already asleep, but in some situations there may be other sleeping
monsters nearby while the player is fighting something which is awake and
this allows the possibility of being slightly stealthier about it than
before.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86c4d5ca12">86c4d5ca12</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Make BEAM_VISUAL imply affects_nothing and refactor slightly<br>There is technically still a slight difference between using BEAM_VISUAL
and using any other beam with affects_nothing = true, which is that the
latter can still print messages for observing a beam. I am not certain this
is used meaningfully anywhere, and future refactoring might eliminate one
of the two entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cd63142a">b3cd63142a</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Allow Mace of Variability to proc even when the melee target dies<br>This is an AoE effect and it's unclear why fatal blows should be unable to
trigger it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=173bb37f72">173bb37f72</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Rework BEAM_CHAOS functionality<br>BEAM_CHAOS was rather odd in some ways and behaved like neither the weapon
brand nor the cloud. Since it applied its non-damaging effects entirely
via enchantment beams, it did not have access to the same set of secondary
effects as other sources of chaos, and unlike chaos weapons, did no damage
whatsoever if it rolled a status effect (though the hit message could
misleadingly suggest it did do damage!). Its status effects also checked
Will, unlike other chaos sources (but only when the player was the one
being hit!) and could roll irrelevant effects that other chaos sources
would exclude (such as Weakness on a monster with no attacks).<br>
Now, it instead picks a random damage element, and then has a 50% chance of
applying a status effect on top of it, using the chaos_affects_actor() code
shared by other chaos sources. (The old chance of applying a status effect
was ~62%).<br>
In addition, wording of the beam hits is changed so that it indicates what
element of damage is being done.<br>
This is a relatively significant change to the damage componant of Awaken
Flesh, which should be a little more capable of actually doing something to
the player (and will be even more relevant for some 0.35 monster plans).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22db19aefa">22db19aefa</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Remove impact damage from monster flame, noxious, and chaos cloud spells<br>This damage was very negligible and also sometimes weird: chaos cloud
impact damage followed different rules for its effects than the clouds
themselves did and noxious cloud impact could actually do poison damage
(which the clouds explicit never do). On top of this, it could print
somewhat confusing messages about 'missing' the player, regardless of
whether the player was now standing in a cloud or not.<br>
These spells now function purely as cloud delivery and the direct beam
prints no additional messages about whether they 'hit' a target or not.<br>
This comes with some additional tracer improvements where 0 damage cloud
beams will check the validity of their cloud against a monster target
(rather than assuming they will have no effect since they do no impact
damage)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9513272401">9513272401</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Make monsters a little less foolish when aiming cloud spells<br>Monster cloud spells like fire crab breath have fairly randomized cloud
placement, and their tracers would consider a target in range if there was
ANY chance at all of a cloud being placed on their tile. However, this
chance might be quite low, semi-regularly resulting in monsters breathing
clouds at the player that never actually reach them.<br>
This looks a bit foolish, so let's have them only take sure-fire shots.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4a4e20d81e">4a4e20d81e</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Don't wake monsters with BEAM_VISUAL<br>These are intended for VFX and should not have a mechanical effect. (I
wonder if this is an old simulationist relic?)<br>
In practice, it was difficult to have this matter, since most visual beams
are used by code that will also affect the monster in some way outside of
the beam anyway, but a few examples where this was possible included
pulling a corpse with Cigotuvi's Embrance or a monster being thrown over
their head with Throw Ally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a887cd52da">a887cd52da</a> | 2025-12-20 20:47:10 -0330 | DracoOmega</pre>
Tweak Awaken Flesh behaviour<br>It now prints the message about unleashing explosions *before* the
explosions happen, rather than after. It also transforms the piles of
flesh because causing damaging explosions (as another piece of insurance
against similar crashes to the one just fixed).<br>
It also takes 'ownership' over any piles of flesh animated, whether they
were originally summoned by that specific fleshcrafter or not. (Prior to
this, fleshcrafters could animate non-aligned flesh, whose abominations
would continue to be non-aligned and possibly under someone else's summon
list.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=79e65ea6f0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1888-g79e65ea6f0.zip">here</a>.]]></description>
            <pubDate>Sun, 21 Dec 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1865-gfffb249c6f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1865-gfffb249c6f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fffb249c6f">fffb249c6f</a> | 2025-12-19 23:34:49 -0600 | gammafunk</pre>
Fix cloud targeting for non-players<br>After 2322c751, the cloud targeter required having player LOS_NO_TRANS
for any potential cloud location, regardless of the agent. This doesn't
make sense for either monster agents or dungeon cloud generators. For
the latter, it meant that cloud generators wouldn't place clouds not on
their position until the player had LOS_NO_TRANS. This would give
players who could see cloud generators e.g. through glass a false
impression of how many clouds a generator would place.<br>
This commit requires drops the LOS_NO_TRANS condition when there is no
agent. When there is an agent, the requirement is based on the agent's
LOS, instead of always on the player's.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89cd473a45">89cd473a45</a> | 2025-12-19 16:56:23 -0600 | David Lawrence Ramsey</pre>
Add another graffiti short saying.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e850957c4e">e850957c4e</a> | 2025-12-19 16:23:24 -0600 | David Lawrence Ramsey</pre>
Resort graffiti "happened reasons."<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9437d6726d">9437d6726d</a> | 2025-12-19 14:27:10 -0600 | David Lawrence Ramsey</pre>
Add another rare graffiti author.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0aceb10d9a">0aceb10d9a</a> | 2025-12-19 14:20:35 -0600 | David Lawrence Ramsey</pre>
Add another graffiti duplicate option.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f78f79cf17">f78f79cf17</a> | 2025-12-19 14:18:29 -0600 | David Lawrence Ramsey</pre>
Fix wording of several graffiti rumours.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1892a10f92">1892a10f92</a> | 2025-12-19 14:16:27 -0600 | David Lawrence Ramsey</pre>
Expand graffiti "happened reasons."<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35636e3ec7">35636e3ec7</a> | 2025-12-19 14:14:31 -0600 | David Lawrence Ramsey</pre>
Expand a graffiti fight option.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=980f348b7d">980f348b7d</a> | 2025-12-19 11:31:42 -0600 | CrawlOdds</pre>
Make Teleport Other prefer not to cancel teleport<br>Fixes #3124<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e225a2cb73">e225a2cb73</a> | 2025-12-19 10:27:09 -0600 | David Lawrence Ramsey</pre>
Properly use a canned message in Brom's.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fffb249c6f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1865-gfffb249c6f.zip">here</a>.]]></description>
            <pubDate>Sat, 20 Dec 2025 06:44:32 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1851-g97f4fcf8e3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1851-g97f4fcf8e3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97f4fcf8e3">97f4fcf8e3</a> | 2025-12-19 03:03:27 -0330 | regret-index</pre>
Changelog updates through 8a85f5c<br>Pressing enough to finally update again with the new weapon brands,
mutation revisions, and Slime changes alike.<br>
(Thanks to DracoOmega for proofreading this.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a85f5c4e6">8a85f5c4e6</a> | 2025-12-19 00:08:52 -0600 | David Lawrence Ramsey</pre>
Make wizmode super-heal do more (tekkud).<br>It now heals flooding and diminished spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4dabe5d3f">a4dabe5d3f</a> | 2025-12-18 22:19:39 -0600 | David Lawrence Ramsey</pre>
Add another orc name, and update the count.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=51ba481b41">51ba481b41</a> | 2025-12-18 20:12:35 -0600 | David Lawrence Ramsey</pre>
Add another gizmo adjective.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45f4f77eb7">45f4f77eb7</a> | 2025-12-18 18:58:47 -0600 | David Lawrence Ramsey</pre>
Fix override warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28fbe87789">28fbe87789</a> | 2025-12-18 12:43:27 -0600 | David Lawrence Ramsey</pre>
Adjust artefacts' "chaos names."<br>Add Confusion, and rename Chaos to True Chaos so that it's less
confusable with the brand.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=830d4154b1">830d4154b1</a> | 2025-12-18 01:11:30 -0330 | DracoOmega</pre>
Fix all mutations being suppressed in the Abyss (tekkud)<br>Stupid logical operator precedence...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128d250200">128d250200</a> | 2025-12-17 21:30:31 -0600 | David Lawrence Ramsey</pre>
Clean up handling of some polymorphed uniques.<br>Use mons_is_mons_class() instead of looking at monster names, and add
mons_is_mons_species() to more easily check for a polymorphed Serpent of
Hell.<br>
On a related note, monster names starting with "shaped" still have their
names handled specially in name_zombie_from_class(), just in case a vault
wants to place the zombified version of a polymorphed unique.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b487be5f84">b487be5f84</a> | 2025-12-17 21:30:26 -0600 | David Lawrence Ramsey</pre>
Remove remnants of polymorphed corpse handling.<br>Since monsters have reverted to their original forms upon death for
ages now, these are no longer needed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38708d06df">38708d06df</a> | 2025-12-17 21:30:21 -0600 | David Lawrence Ramsey</pre>
Fix naming of the spectral Royal Jelly.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=97f4fcf8e3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1851-g97f4fcf8e3.zip">here</a>.]]></description>
            <pubDate>Fri, 19 Dec 2025 06:44:45 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1845-g830d4154b1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1845-g830d4154b1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=830d4154b1">830d4154b1</a> | 2025-12-18 01:11:30 -0330 | DracoOmega</pre>
Fix all mutations being suppressed in the Abyss (tekkud)<br>Stupid logical operator precedence...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=128d250200">128d250200</a> | 2025-12-17 21:30:31 -0600 | David Lawrence Ramsey</pre>
Clean up handling of some polymorphed uniques.<br>Use mons_is_mons_class() instead of looking at monster names, and add
mons_is_mons_species() to more easily check for a polymorphed Serpent of
Hell.<br>
On a related note, monster names starting with "shaped" still have their
names handled specially in name_zombie_from_class(), just in case a vault
wants to place the zombified version of a polymorphed unique.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b487be5f84">b487be5f84</a> | 2025-12-17 21:30:26 -0600 | David Lawrence Ramsey</pre>
Remove remnants of polymorphed corpse handling.<br>Since monsters have reverted to their original forms upon death for
ages now, these are no longer needed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38708d06df">38708d06df</a> | 2025-12-17 21:30:21 -0600 | David Lawrence Ramsey</pre>
Fix naming of the spectral Royal Jelly.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ab8d1c658">2ab8d1c658</a> | 2025-12-17 22:48:30 -0330 | DracoOmega</pre>
Fix hellfire mortar never actually moving (not_that_greg)<br>Accidentally broken by g6c3c90b89a though it is unclear to me now why it
was using a standard 'monster movement action' function instead of a
direct move_to call anyway, so now it just does that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f68dabf3d5">f68dabf3d5</a> | 2025-12-17 22:19:24 -0330 | DracoOmega</pre>
Use a cleaner method for checking TRJ's identity (hellmonk, gammafunk)<br>I got distracted in replicating the approach used by TRJ death code without
remembering that a better approach to this sort of problem had been
implemented in the interim.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f07f5ba3bb">f07f5ba3bb</a> | 2025-12-17 22:01:24 -0330 | DracoOmega</pre>
Don't interrupt travel when the tide changes (Lici)<br>When Shoals tides changed terrain under the player's feet, it would
interrupt autoexplore. This obviously happened quite a lot, which was
mildly obnoxious.<br>
I don't *think* there should be other cases of terrain changing under the
player's feet in more important ways at times autoexplore can actually
happen.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b5d921666">2b5d921666</a> | 2025-12-17 21:47:32 -0330 | DracoOmega</pre>
Prevent banishing The Royal Jelly<br>Banishing TRJ (often by accident) was always somewhat janky. It didn't
count as killing it for the purpose of opening the rune vault, either
forcing the player to track it down in the Abyss and kill it there or give
up on the rune entirely (or switch to Jiyva). But even if one went to the
Abyss, TRJ could still be lost forever - a single Abyss shift after
encountering it would remove it from the game altogether.<br>
But with the new addition of slimy stairs, rather than simply blocking
access to the rune, banishing TRJ now locks the played into Slime:5,
sometimes with no other recourse but to join Jiyva. This places new urgency
on an old oddity.<br>
Other alternatives were considered (such as opening an immediate portal to
the Abyss for the player to track TRJ, along with preventing them from
ever being lost), but fighting TRJ in the Abyss seems like such a mistake
in general that this would open happen to unaware players or by accident.
Ultimately, I think it's not worth preserving, and have opted for this
simple change instead. If anyone wants justification, assume that Jiyva is
keeping a special hold on their most important follower, so close to the
heart of their power.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2461231389">2461231389</a> | 2025-12-17 21:39:55 -0330 | DracoOmega</pre>
Fix an odd slymdra-related crash<br>If you were aiming a wand of polymorph at a monster which could become a
slymdra, the game would crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7be361164e">7be361164e</a> | 2025-12-17 19:49:00 -0330 | DracoOmega</pre>
Allow mutating Teleportitis even if you're currently a tree<br>Or wearing -tele gear.<br>
It won't *do* anything immediately, but presumably the player will stop
being a tree again at some point.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=830d4154b1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1845-g830d4154b1.zip">here</a>.]]></description>
            <pubDate>Thu, 18 Dec 2025 06:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1804-g99c0725460.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1804-g99c0725460.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=99c0725460">99c0725460</a> | 2025-12-14 06:29:42 -0600 | David Lawrence Ramsey</pre>
Fix mon_info unique name checks in a better way.<br>monster_info checks both type and base_type for monsters in many places,
so do that instead of manually specifying an exception for Tiamat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b780494020">b780494020</a> | 2025-12-14 06:22:16 -0600 | David Lawrence Ramsey</pre>
Treat Tiamat as a name in monster_info again.<br>Since base_type is set differently for draconians with job classes, as
well as Tiamat, when we check whether the monster's base type is unique,
we need to check for Tiamat manually.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9a8b13fb6">a9a8b13fb6</a> | 2025-12-13 16:55:05 -0600 | gammafunk</pre>
Fix crashing volcano triggers<br>This commit contains a fix for erroneous lua map marker behaviour seen
when hellmonk_volcano_collapse places as well as a fix to the event
dispatcher to prevent this behaviour from crashing the game. The first
fix will allow the map to create its markers properly when it places.
The second will prevent games from crashing where the map has generated
already with incorrect markers. I'll discuss both fixes more below.<br>
Regarding the lua map maker behaviour, something odd is happening under
lua 5.4 with a closure that's used directly as a lua map marker. In
lm_trig.lua, the funciton Triggerable.synchronized_markers() creates a
closure with an upvalue `first` that initially true and supposed to be
set to false after the first call to the closure. After that, the
markers this function makes will be so-called "replica" property
markers. What's happening in practice is that modifications to `first`
aren't being retained by subsequent calls, so all markers being placed
are primary ones (i.e. TriggerrableFunction). Strangely, this problem
goes away if the lua state context is exited from the closure before
`first` is examined. That is, if I add calls to e.g. `crawl.mpr()` or to
the `io` library, subsequent calls to the closure see the updated
(false) value for `first`. My fix was to store the primary
initialization in the Triggerable table (keyed by replica id) rather
than updating an upvalue. But this should be considered a workaround, as
it's very concerning if closures/upvalues aren't behaving properly.<br>
For the second fix to dgn_event_dispatcher, it seems that this class is
a bit naive in expecting the listeners in its internal list to be valid.
Since it fires off events to dlua that can execute arbitrary code, it's
certainly possible an arbitrary map marker in the dispatcher's list
might get removed (meaning it's an invalid listener object).
dgn_event_dispatcher::fire_event() already makes a copy of its listeners
before firing events because directly iterating over this list is unsafe
for the same reason. Since the copied list might contain a pointer to a
deleted map marker, I've added a method to verify that a listener is
actually in the master list. This is checked before attempting to fire
off a dungeon event on a listener.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53a2113884">53a2113884</a> | 2025-12-13 16:55:05 -0600 | gammafunk</pre>
Add dlua errors to crash dumps<br>Like how we do in the dlua_errors section of the morgue, print any dlua
errors. Do this before we print the back traces, since in a crash
scenario, this data is less volatile to access then the clua and dlua
states.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da3c44569b">da3c44569b</a> | 2025-12-13 10:15:55 -0600 | David Lawrence Ramsey</pre>
Add comments about possible name/word overlaps.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9247e96862">9247e96862</a> | 2025-12-13 09:50:05 -0600 | David Lawrence Ramsey</pre>
Move a glowing adjective to a writing adjective.<br>Since "pulsating" is more about movement than glowing, and writing
adjectives already reference motion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7de7c6ff57">7de7c6ff57</a> | 2025-12-13 09:46:37 -0600 | David Lawrence Ramsey</pre>
Add another writing adjective to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bcc3919a4b">bcc3919a4b</a> | 2025-12-13 09:34:33 -0600 | David Lawrence Ramsey</pre>
Add another unreadable graffiti line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8a9312393">f8a9312393</a> | 2025-12-13 09:12:18 -0600 | David Lawrence Ramsey</pre>
Add another writing adjective to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13829917ae">13829917ae</a> | 2025-12-13 09:11:48 -0600 | David Lawrence Ramsey</pre>
Reweight more god references; update a comment.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=99c0725460">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1804-g99c0725460.zip">here</a>.]]></description>
            <pubDate>Mon, 15 Dec 2025 06:41:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1802-ga9a8b13fb6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1802-ga9a8b13fb6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9a8b13fb6">a9a8b13fb6</a> | 2025-12-13 16:55:05 -0600 | gammafunk</pre>
Fix crashing volcano triggers<br>This commit contains a fix for erroneous lua map marker behaviour seen
when hellmonk_volcano_collapse places as well as a fix to the event
dispatcher to prevent this behaviour from crashing the game. The first
fix will allow the map to create its markers properly when it places.
The second will prevent games from crashing where the map has generated
already with incorrect markers. I'll discuss both fixes more below.<br>
Regarding the lua map maker behaviour, something odd is happening under
lua 5.4 with a closure that's used directly as a lua map marker. In
lm_trig.lua, the funciton Triggerable.synchronized_markers() creates a
closure with an upvalue `first` that initially true and supposed to be
set to false after the first call to the closure. After that, the
markers this function makes will be so-called "replica" property
markers. What's happening in practice is that modifications to `first`
aren't being retained by subsequent calls, so all markers being placed
are primary ones (i.e. TriggerrableFunction). Strangely, this problem
goes away if the lua state context is exited from the closure before
`first` is examined. That is, if I add calls to e.g. `crawl.mpr()` or to
the `io` library, subsequent calls to the closure see the updated
(false) value for `first`. My fix was to store the primary
initialization in the Triggerable table (keyed by replica id) rather
than updating an upvalue. But this should be considered a workaround, as
it's very concerning if closures/upvalues aren't behaving properly.<br>
For the second fix to dgn_event_dispatcher, it seems that this class is
a bit naive in expecting the listeners in its internal list to be valid.
Since it fires off events to dlua that can execute arbitrary code, it's
certainly possible an arbitrary map marker in the dispatcher's list
might get removed (meaning it's an invalid listener object).
dgn_event_dispatcher::fire_event() already makes a copy of its listeners
before firing events because directly iterating over this list is unsafe
for the same reason. Since the copied list might contain a pointer to a
deleted map marker, I've added a method to verify that a listener is
actually in the master list. This is checked before attempting to fire
off a dungeon event on a listener.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53a2113884">53a2113884</a> | 2025-12-13 16:55:05 -0600 | gammafunk</pre>
Add dlua errors to crash dumps<br>Like how we do in the dlua_errors section of the morgue, print any dlua
errors. Do this before we print the back traces, since in a crash
scenario, this data is less volatile to access then the clua and dlua
states.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da3c44569b">da3c44569b</a> | 2025-12-13 10:15:55 -0600 | David Lawrence Ramsey</pre>
Add comments about possible name/word overlaps.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9247e96862">9247e96862</a> | 2025-12-13 09:50:05 -0600 | David Lawrence Ramsey</pre>
Move a glowing adjective to a writing adjective.<br>Since "pulsating" is more about movement than glowing, and writing
adjectives already reference motion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7de7c6ff57">7de7c6ff57</a> | 2025-12-13 09:46:37 -0600 | David Lawrence Ramsey</pre>
Add another writing adjective to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bcc3919a4b">bcc3919a4b</a> | 2025-12-13 09:34:33 -0600 | David Lawrence Ramsey</pre>
Add another unreadable graffiti line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8a9312393">f8a9312393</a> | 2025-12-13 09:12:18 -0600 | David Lawrence Ramsey</pre>
Add another writing adjective to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13829917ae">13829917ae</a> | 2025-12-13 09:11:48 -0600 | David Lawrence Ramsey</pre>
Reweight more god references; update a comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd447d0384">fd447d0384</a> | 2025-12-13 08:54:45 -0600 | David Lawrence Ramsey</pre>
Move "a wagon full of pancakes" into hailed gods.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e33a68bbb2">e33a68bbb2</a> | 2025-12-13 08:47:09 -0600 | David Lawrence Ramsey</pre>
Reweight god references in unreadable graffiti.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a9a8b13fb6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1802-ga9a8b13fb6.zip">here</a>.]]></description>
            <pubDate>Sun, 14 Dec 2025 06:43:56 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1788-g328cd5380e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1788-g328cd5380e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=328cd5380e">328cd5380e</a> | 2025-12-12 22:56:20 -0600 | David Lawrence Ramsey</pre>
Add another ancestor name.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=155d693198">155d693198</a> | 2025-12-12 22:29:23 -0600 | David Lawrence Ramsey</pre>
Add more ancestor names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad0cd7acd5">ad0cd7acd5</a> | 2025-12-12 22:20:14 -0600 | David Lawrence Ramsey</pre>
Replace one West European name with another.<br>The replaced name is the Anglicised form of a name that's already in the
list of Irish names.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9eb6dac15">d9eb6dac15</a> | 2025-12-12 21:37:10 -0600 | David Lawrence Ramsey</pre>
Add a few more Beogh names, and update the count.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e2ae65739">4e2ae65739</a> | 2025-12-12 21:18:22 -0600 | David Lawrence Ramsey</pre>
Resort orc name entries.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d53419731c">d53419731c</a> | 2025-12-13 09:53:50 +1300 | Isaac Clancy</pre>
Fix tile probabilities in generated html files<br>The generated html files that give information about tiles in the game
were showing a few of the tiles as having an inf% chance of being picked
when showing the tile group they belong to.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35eea0a4d6">35eea0a4d6</a> | 2025-12-12 12:03:33 -0600 | David Lawrence Ramsey</pre>
Add underscores to non-public graffiti tags.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1a1f204d8">d1a1f204d8</a> | 2025-12-12 11:52:57 -0600 | David Lawrence Ramsey</pre>
Lower weights of individual religious graffiti.<br>So that group religious graffiti and other graffiti show up more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcab5b4b6a">dcab5b4b6a</a> | 2025-12-12 11:52:52 -0600 | David Lawrence Ramsey</pre>
Resort individual religious graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21fb4b52dd">21fb4b52dd</a> | 2025-12-12 11:46:33 -0600 | David Lawrence Ramsey</pre>
Update now-inaccurate comment.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=328cd5380e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1788-g328cd5380e.zip">here</a>.]]></description>
            <pubDate>Sat, 13 Dec 2025 06:41:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1762-gd1360b19fe.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1762-gd1360b19fe.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1360b19fe">d1360b19fe</a> | 2025-12-11 23:34:42 -0330 | DracoOmega</pre>
Fix paged inventory menu if the player has no gear (Bamboolord)<br>If the player had no gear, but did have other items, the inventory would
nonetheless display as empty and close on any keypress.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e71a4b837a">e71a4b837a</a> | 2025-12-11 23:34:42 -0330 | DracoOmega</pre>
Don't make summoned exploders explode on timeout (Flugkiller)<br>This was pointed out first for stokers (whose creeping infernos would
immediately explode upon the summoner's death). There was discussion about
canonizing this behavior (or making them function more like ball lightning
in general), but I'm still generally dissatisfied enough with stokers that
I'd want to examine their design in more detail instead, which I'm leaving
for hellpan work in 0.35.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2dd3d89425">2dd3d89425</a> | 2025-12-11 23:34:42 -0330 | DracoOmega</pre>
Mildly adjust the way petrification works<br>One of the key things that distinguishes petrification from paralysis is
that the player always gets a chance to respond to it before it happens.
Except... that technically isn't true if the player is unlucky enough:
applying petrifying to an already petrifying target instantly finishes the
petrification. With walking earthen tomes often casting it many times in a
single turn, it was very possible to get instantly petrified with no
recourse.<br>
This commit removes that behavior for both monsters and players (it wasn't
even documented in-game, to my knowledge!).<br>
At the same time, it attempts to give a consistent 30 aut to respond to
beginning to petrify (rather than it depending somewhat unintuitively on
how slow youe previous action was). This meant that while the player could
usually perform 2 normal speed actions before petrifying, sometimes they
could not (which could be very unexpected).<br>
Finally, spellpower of the monster petrify spell is increased somewhat in
compensation, as well as the chance for clouds of calcifying dust to
petrify the player.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a06fe2552">1a06fe2552</a> | 2025-12-11 23:34:36 -0330 | DracoOmega</pre>
Adjust various timing issues with Paralysis (Acrobat), and tweak Vex<br>The way paralysis timing was handled internally had some wierd and
unintuitive interactions with minipara in particular. While theoretically
intended as a 1-turn paralysis, if it happened to the player while they
were taking a 10 aut (or longer) action, it you wouldn't actually cause
them to lose any time at all! But if the action was faster than that, they
would in fact lose 10 aut. (ie: Moving and getting minipared = 10 aut,
Attacking at 0.7 delay and getting miniparaed = 17 aut). This meant that
in many 1v1 situations, minipara might have literally no effect besides
looking very scary.<br>
This situation is a result of two things:
 a) While stunned by any means, the player passed time in 10 aut
    increments (meaning 1 aut of remaining paralysis will still consume 10
    aut)
 b) Paralysis loses duration at the *start* of the player turn (meaning it
    will immediately lose duration equal to the speed of the previous
    action).<br>
(a) is easy to fix - we now pass time in 10 aut increments while stunned,
unless the remaining stun time is less than 10 aut, in which case we pass
only that much time.<br>
(b) is a bit harder. Ignoring the turn spent becoming paralysed would make
full paralysis while slowed/statue significantly worse that is right now.<br>
However minipara should do *something*, so I am opting for all player
paralysis to last 5 aut more than previously (along with not always
rounding to 10 aut intervals on decay). Considering players spend a lot of
time attacking things at faster speeds than 1.0 (for which this will often
reduce duration slightly), this isn't a strict buff to the effect, but
should hopefully make it slightly more consistent - particularly for
minipara.<br>
In addition, this rewrites some very old logic that technically allowed
paralysis from god wrath to stack in duration with other sources (except
in ways that could sometimes resulted in *reducing* how paralysed you are
instead.) This is too niche to be concerned with, and now they simply won't
attempt to paralyse you if it wouldn't work.<br>
(This will result in a minor bug in upgraded saves where the notes for
paralysis from prior to this commit will display their durations divided by
10. I decided this wasn't worth the save compat code.)<br>
Finally, this makes a modest chage to Vex behavior. Instead of the player
attacking at 1.0 speed no matter what, they will attack with their normal
attack delay (and if there isn't enough aut left at the end of the effect
for another attack, simply pass the remaining time.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d46125be1d">d46125be1d</a> | 2025-12-11 23:25:06 -0330 | DracoOmega</pre>
Slightly refactor actor::cannot_act()<br>The current behavior of ::cannot_act() is moved to ::helpless(), while
::cannot_act() gets daze and vex folded into it, instead of checking for
those manually in multiple places.<br>
The idea is that cannot_act() means "Cannot take independent action"
without any stabbability or EV penalty (which is implied by helpless())<br>
Multiple places have been given the newly correct function call, as
appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=532ac46ea7">532ac46ea7</a> | 2025-12-11 23:25:06 -0330 | DracoOmega</pre>
Don't give 0 Chei piety for kills of paralysed/petrified things<br>This may be the only case of a temporary status effect changing the reward
a monster gives. And Chei is fine with killing things in their sleep,
anyway!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1028c4b330">1028c4b330</a> | 2025-12-11 23:25:06 -0330 | DracoOmega</pre>
Print a message for curare applying slow even if the victim is paralysed<br>UI consistency is better than worrying about how physically visible slow
movement is while paralysed. You can see the icon anyway!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=749dac05c1">749dac05c1</a> | 2025-12-11 23:25:06 -0330 | DracoOmega</pre>
Prevent monster lookup sometimes displaying astronomical damage numbers<br>If we were constructing a monster_info from a monster type (rather than a
specific monster), slaying was left undefined, which could sometimes
result in xv listing arbitrarily large ints worth of melee damage.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7771e52b46">7771e52b46</a> | 2025-12-11 23:25:06 -0330 | DracoOmega</pre>
Make a Xom action use a common method<br>This use of this logic was overlooked when I pulled it out from
Gravitambourine and Sign of Ruin into its own method.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92182b59c7">92182b59c7</a> | 2025-12-11 23:25:05 -0330 | DracoOmega</pre>
Give dispersal traps a short cooldown (and fix a bug)<br>While dispersal traps have an interesting effect that can rapidly
recontextualize combat, there are many scenarios where - once they are
first triggered - it becomes impossible to prevent monsters from rapidly
retriggering it for many turns in a row, making combat overly chaotic and
uncontrollable. This can be especially true in parts of Tomb, with its
confined spaces and swarms of batty death scarabs.<br>
Now, each time a given dispersal trap activates, it goes dormant for 4-7
turns, during which it will not trigger at all. This should be often enough
to remain very relevant without leading to situations where the positions
of everything get randomized constantly.<br>
At the same time, this commit fixes another bug where monsters were blinked
by dispersal traps in expanding radius order, which could lead to the same
monster being potentially blinked many times (ie: a monster close to the
trap would be blinked slightly further away, then be found again as the
iteration continued, blinked again, etc.) This was functionally fairly
similar to blinking each monster once, but tended to produce more clouds,
more messages, (and probably had a slightly higher chance of blinking
monsters out of LoS entirely). Now it should blink each monster exactly
once.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d1360b19fe">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1762-gd1360b19fe.zip">here</a>.]]></description>
            <pubDate>Fri, 12 Dec 2025 06:44:49 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1726-g442816a090.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1726-g442816a090.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=442816a090">442816a090</a> | 2025-12-10 21:47:25 -0600 | David Lawrence Ramsey</pre>
Add another glowing adjective to colours.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f665a6ced6">f665a6ced6</a> | 2025-12-10 21:47:25 -0600 | David Lawrence Ramsey</pre>
Replace artefact names overlapping w/new egos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6311f9fec">b6311f9fec</a> | 2025-12-10 19:47:02 -0600 | David Lawrence Ramsey</pre>
Add bee-related graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dd6e265509">dd6e265509</a> | 2025-12-10 11:31:46 -0600 | gammafunk</pre>
Don't use a deprecated lua math function<br>The `math.atan()` can be used in place of the now-removed `math.atan2()`
function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3b986b07f">a3b986b07f</a> | 2025-12-10 11:10:33 -0600 | gammafunk</pre>
Don't unmarshall numeric lua marker data as float<br>Our marshalling code has apparently never worked properly for float lua
numeric values. That is, any precision in the value of a marshalled
numeric lua value would be removed, since the value is cast to integer.
In the conversion to lua 5.4, the map marker marshalling code wasn't
updated to push the unmarshalled value as an integer lua value and now
always pushes a floating point one.<br>
Going forward, we should either have a scheme for marshalling lua
numeric types properly or at least error when a caller attempts to
marshall a numerica lua value that's actually floating point. The former
probably involves having every instance of lua marshalling use
file.marshall_meta() and using the same floating point/int union kludge
we use for marshalling/unmarshalling float values elsewhere in save
files. Since there are no cases of attempted marshalling of non-integer
numeric values in the current lua marker code that I can see, maybe just
adding checks/errors is the best approach for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea148602d5">ea148602d5</a> | 2025-12-10 08:44:15 -0330 | DracoOmega</pre>
Fix a crash with failing to reach past an ally to attack empty space<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a01589ad86">a01589ad86</a> | 2025-12-10 05:42:36 -0330 | DracoOmega</pre>
Increase Shadowslip's piety cost<br>While I don't want to overly kneecap the 'backstab' Dith archetype *too*
heavily, Shadowslip provided an awful lot of both defensive and offensive
utility for its very low cost, and especially in the hands of stabbers
might be a bit too good. Let's see if this is a better spot for it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a296394e52">a296394e52</a> | 2025-12-10 05:42:36 -0330 | DracoOmega</pre>
Don't refresh shadow mimic HP on each trigger while Misdirect is active<br>Since the shadow mimic is recreated every time it triggers, each proc
effectively fully heals it. This is more or less intentional in normal
usage (and it's not very durable anyway), but Shadowslip's misdirection
effect is specifically intended to end when the shadow is killed and also
gives a invo-based max hp boost to make it more durable. Being able to
repeatedly trigger full heals in this state probably contributes a bit too
much to its longevity in stabbing scenarios (and also in an RNG-prone way)<br>
Instead, preserve its current health during misdirection, each time it
respawns (but increase the invo-based max HP bonus very slightly).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50e11f7a32">50e11f7a32</a> | 2025-12-10 05:42:36 -0330 | DracoOmega</pre>
Clarify the invis static targeter a little<br>There's been some confusion from players unfamiliar with the new behavior
for quaffing !invis, and think they are actually being asked to use the
potion on an enemy.<br>
Hopefully by changing some wording and being more a little wordy elsewhere,
there will be less confusion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1dcac194a">d1dcac194a</a> | 2025-12-10 05:42:36 -0330 | DracoOmega</pre>
Update beholders at the start of the player's turn, too (Acrobat)<br>We primarily scanned for whether to break mesmerisation/fear at the end of
the player's action. This meant that many things which happened on the
monster's turn to change LoS would not break the effect until the end of
the *following* turn (even if the player clearly could not see the
beholder at all on their turn).<br>
This could even lead to perceived inconsistencies. For example, if reading
?fog created enough clouds to immediately break LoS with a beholder,
mesmerisation would end. But if they did so via spreading later on (in
manage_clouds()), LoS would often still appear to be immediately obscured
to the player, but mesmerisation would *not* end.<br>
Now in addition to checking at the end of the player's turn, we also check
at its start, which should fix these issues.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=442816a090">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1726-g442816a090.zip">here</a>.]]></description>
            <pubDate>Thu, 11 Dec 2025 06:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1708-g7ff6a84f6d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1708-g7ff6a84f6d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ff6a84f6d">7ff6a84f6d</a> | 2025-12-10 01:47:45 -0330 | DracoOmega</pre>
Fix Dith shadow mimic triggering 100% of the time (kawtan)<br>Left a testing statement in by accident, whoops!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0303b11c4a">0303b11c4a</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Fix all allies refusing to fire piercing beams the player isn't immune to<br>Regardless of whether they were remotely aimed in your direction or not.<br>
(Was broken by 302e8de)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0dc9bb31b6">0dc9bb31b6</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Fix a couple Xom banishment-related issues and simplify<br>When e2fda63 fixed Xom only ever fake-banishing (regardless of player XL),
it also accidentally mostly prevented fake-banishing from happening at low
XL *and* left a very, very small chance to get banished for real at low XL
too. But the code was very old, and mildly confusing in its application,
so I have simplified.<br>
Fake banishment can happen without any XL check (it's harmless, after all!)
Real banishment now becomes *more* common with XL rather than less (this
behavior long predates the Abyss having depth-scaling, so late banishment
was very harmless, whereas late Xom banishment now should still remain
dangerous.)<br>
Overall rate of banishment should be fairly minimally affected on the
whole.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26fa380849">26fa380849</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Remove extra whitespace in the middle of encounter message for Abyss spawns<br>(At least the ones that have equipment, which is admittedly not many.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe91ba9648">fe91ba9648</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Don't do level catchup after exiting Okawaru's Arena (Odds)<br>Time technically always passed outside while one was Duelling, but old
level catchup code was unreliable, so this wasn't always obvious. However,
new level catchup code is quite reliable, so Duelling a monster would
often result in returning to the level completely surrounded by whatever
other monsters were nearby.<br>
Now time outside the arena should be 'frozen' for most purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01a83188f7">01a83188f7</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Don't give monster alerts for firewood (Flugkiller)<br>Even if the player has (for whatever reason) enabled
monster_alert += trivial they probably still don't want a message-less
--more-- for every plant they see.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae26fadbda">ae26fadbda</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Properly do kill effects when you kill a dormant tesseract<br>Instead of leaving the other one still alive (and able to activate, even!)<br>
This fixes #4952 and #4953
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5aa594d948">5aa594d948</a> | 2025-12-09 16:05:36 -0330 | DracoOmega</pre>
Don't daze friendly monsters when a tesseract dies<br>This was originally unintentional, though I did ponder keeping it for a
while (ie: Zot's power overwhelms *all* monsters, not just those on its
side). In the end, I think it creates more niche awkwardnesses than it
probably adds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3a4ceb0d75">3a4ceb0d75</a> | 2025-12-09 12:13:04 -0600 | David Lawrence Ramsey</pre>
Add another type of graffiti ordinary meeting.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fa3c52c39">2fa3c52c39</a> | 2025-12-09 12:05:44 -0600 | David Lawrence Ramsey</pre>
Add another type of graffiti relative.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ff6a84f6d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1708-g7ff6a84f6d.zip">here</a>.]]></description>
            <pubDate>Wed, 10 Dec 2025 06:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1656-g07c986e9b8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1656-g07c986e9b8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07c986e9b8">07c986e9b8</a> | 2025-12-07 21:34:42 -0600 | David Lawrence Ramsey</pre>
Use mon-info for single uniques/renamed monsters.<br>This removes the need for manual handling of "the " monsters, fixes
zombified uniques' not having their zombified types described, and fixes
renamed monsters' not getting proper articles.<br>
Closes #4958.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ca6f04dbe">2ca6f04dbe</a> | 2025-12-07 18:48:01 -0600 | David Lawrence Ramsey</pre>
Simplify comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5360cee6f2">5360cee6f2</a> | 2025-12-07 18:33:36 -0600 | David Lawrence Ramsey</pre>
Return apply_description() for "the " monsters.<br>Since the unmodified name isn't used for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a51edffe0">8a51edffe0</a> | 2025-12-07 18:19:33 -0600 | David Lawrence Ramsey</pre>
Use apply_description() for "the " monsters.<br>As is done elsewhere, instead of manually adding "the " to accomplish
the same thing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=096706bd77">096706bd77</a> | 2025-12-07 15:03:32 -0600 | gammafunk</pre>
Fix lua Worley noise functions (PanSaczeczos and others)<br>A few values in the Worley noise output were actually floating point
values despite having names like "pos" and "distance" that more implied
integers. This is my fault for not checking this more carefully when
converting lua API code to lua 5.4. The end result was that many layouts
that use procedural code based on Worley noise were broken. I'll need to
do a second pass on the changed lua api functions to confirm that I
didn't miss any other data that needs lua_pushnumber() instead of
lua_pushinteger().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43b89d6d4f">43b89d6d4f</a> | 2025-12-07 10:31:02 -0600 | David Lawrence Ramsey</pre>
Handle spectral SoH in encounter messages.<br>Since its name is removed from its zombified form, but it should still
be treated as named for the purposes of encounter messages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54a9d63e33">54a9d63e33</a> | 2025-12-07 09:51:35 -0600 | David Lawrence Ramsey</pre>
Handle zombified "the " names in monster info.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec69589a7c">ec69589a7c</a> | 2025-12-07 09:06:49 -0600 | David Lawrence Ramsey</pre>
Handle zombified "the " names in encounter msgs.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4625f0624b">4625f0624b</a> | 2025-12-07 07:59:43 -0600 | tianmaster</pre>
Explicitly load the coroutine library<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1ee126873">b1ee126873</a> | 2025-12-06 16:17:08 -0600 | gammafunk</pre>
Lua 5.4: Updates to crawl.setfenv()<br>Add checks for the arguments as well as documentation.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=07c986e9b8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1656-g07c986e9b8.zip">here</a>.]]></description>
            <pubDate>Mon, 08 Dec 2025 06:41:41 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1647-gb1ee126873.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1647-gb1ee126873.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1ee126873">b1ee126873</a> | 2025-12-06 16:17:08 -0600 | gammafunk</pre>
Lua 5.4: Updates to crawl.setfenv()<br>Add checks for the arguments as well as documentation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08e86b12f2">08e86b12f2</a> | 2025-12-06 16:17:08 -0600 | gammafunk</pre>
Update the prebuilt DES compiler<br>Due to changes in util/levcomp.ypp, we need a new version of the
generated cc files, which are used for systems that don't have
flex/bison.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b9214b6d7">2b9214b6d7</a> | 2025-12-06 16:17:08 -0600 | gammafunk</pre>
Add stack traces to dlua error reporting<br>The switch to Lua 5.4 has uncovered a few previously silent bugs in dlua
layout code. Even with the error message, which includes source file and
line number where the error occurred, it can be difficult to assess how
an error arose. Furthermore we have no permanent record of these errors
after they occur.<br>
This commit implements backtrace reporting for errors in dlua, as well
as a section in the morgue where these are permanently saved. This new
"dlua_errors" morgue section will be enabled by default in trunk. For
non-game modes like objstat/mapstat where errors are reported to stderr,
we always include a dlua backtrace on stderr after the error message.<br>
Finally, we simplify the call to any persistant score function used for
Sprint. Now we avoid erroring when the function doesn't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=584c47a44f">584c47a44f</a> | 2025-12-06 16:17:08 -0600 | gammafunk</pre>
Improve vault dlua error reporting<br>For lua errors that ultimately arose from a vault map_def, include the
map name in the final error string. This way we can always know which
vault originated the error even when the error occurred in a lua
function not created in the vault.<br>
Also improve reporting for errors that originate in a global prelude by
rewriting the errors in these chunks the same way we do for chunks
contained directly in the map. Now we get accurate line numbers and a
map name for errors in functions defined in a DES file's global prelude.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae8e9aa288">ae8e9aa288</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Remove an unused method and refactor<br>The map_def::resolve() method hasn't been meaningfully used for some
time. It used to directly manage resolution of map lines, but this is no
longer the case. The only current use is during map validation, where it
effectively acts as a test of a lua-side function that's already used
previously during map validation. Hence I'm removing this method.<br>
Also refactor out an unused method argument and clean up use of an RAII
variable.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb67b9711e">eb67b9711e</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Refactor a save file macro<br>Don't use `short` and `long` as macro variable names, since these are
reserved keywords in C++.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7863f101d">c7863f101d</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Refactor the CLua class<br>The CLua class manages dlua and clua states, including initialization
and use of lua_pcall(). Despite it storing the lua state as a member,
various non-static methods required a lua state argument. Additionally,
the setup of an RAII throttling class is copied in many places. This
commit standardizes use of ::state() to check/initialize the lua state
followed by subsequent use of the private _state member. It adds a
::pcall() method to centralize setup of the throttler and any future
lua_pcall setup.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0b26c84e2">d0b26c84e2</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Lua 5.4: DES cache regeneration<br>Add a minor version check for any DES bytecode generated with Lua 5.1
and discard it. Also remove some unused variables.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00ee42f782">00ee42f782</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Lua 5.4: Improve usage of integers in the API<br>Lua now has separate integer and float storage for numbers
internally, Using the correct type of number allows us to more
precisely document the API return values and allows better implicit
conversion of numbers to strings, since integer numbers will convert to
strings without a decimal point. Such a conversion actually broke the
vault_catalog.lua test initially in the conversion to Lua 5.4.<br>
Hence I've modified our lua API code to push integer numbers when
appropriate. This is the vast majority of use cases are integer values,
with very few things in the API actually use floats. In a few cases,
the API can only generate integer values, but the context (e.g. the
relevant API name) strongly implies a floating point value, so I've
retained use of number.<br>
A future commit should change all the doxygen comments to indicate when
a return value is integer. Some additional future work could simplify
the many checks that a number value is in fact an integer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5fdcaf828">c5fdcaf828</a> | 2025-12-06 16:17:07 -0600 | gammafunk</pre>
Lua 5.4: Update a Lua test<br>The `unpack()` lua function is now `table.unpack()`.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b1ee126873">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1647-gb1ee126873.zip">here</a>.]]></description>
            <pubDate>Sun, 07 Dec 2025 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1609-g02767520ef.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1609-g02767520ef.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=02767520ef">02767520ef</a> | 2025-12-05 09:05:55 -0600 | David Lawrence Ramsey</pre>
Fix name replacements on steelspirits (oops).<br>So that they actually get random names instead of @RANDGEN@.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b47c7c858c">b47c7c858c</a> | 2025-12-05 01:13:58 -0600 | David Lawrence Ramsey</pre>
Add more comments on uniques to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cbf3b60332">cbf3b60332</a> | 2025-12-05 01:01:30 -0600 | David Lawrence Ramsey</pre>
Rename a graffiti tag.<br>Not all statements on uniques are complaints.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcd2fbcaa3">dcd2fbcaa3</a> | 2025-12-05 00:52:22 -0600 | David Lawrence Ramsey</pre>
Expand a few graffiti fight messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ff7190a8b">8ff7190a8b</a> | 2025-12-05 00:51:16 -0600 | David Lawrence Ramsey</pre>
Fix a graffiti message formatting error.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80ceb91cdd">80ceb91cdd</a> | 2025-12-04 22:13:56 -0600 | David Lawrence Ramsey</pre>
Add another wacky armour name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86c9246aa5">86c9246aa5</a> | 2025-12-04 21:33:40 -0600 | David Lawrence Ramsey</pre>
Add another "other" name to artefact weapons.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3b72777757">3b72777757</a> | 2025-12-04 13:53:41 -0600 | Claus Mouse</pre>
Updated options_txt with talismans for autopickup<br>[Committer's note: Removed "%" from the default list, as talismans are
not actually picked up by default.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4d16ab83">3d4d16ab83</a> | 2025-12-04 15:21:49 -0330 | DracoOmega</pre>
Fix player orbs often preventing blocks from working (WizardIke)<br>An orb the player had equipped would be returned by you.shield(), despite
not being a shield. This had the indirect effect of preventing the player
from blocking many things, due to the block limit of an orb being 0.
(Whereas not having any 'shield' at all gives a block limit of 1). This
meant that, no matter how many other sources of SH the player might have,
such as amulets of reflection, Qazlal, or mutations, they would be unable
to block. Even Divine Shield didn't work on spell projectiles (though, by
coincidental differences in codepath, it did work on melee and ranged
attacks).<br>
Now player::shield() can only return actual shields (amusingly enough,
monster::shield() did already work properly). actor::offhand_item() is
added for the few cases where we just want to know if some non-weapon is
taking up that slot, whether a shield or not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5710f06dab">5710f06dab</a> | 2025-12-04 12:08:47 -0500 | patrick</pre>
Make a few small fixes to overflow altars<br>fedhas_altar_fruit_tree: remove a spurious C that got slipped into the
    map somehow
vehumet_statue: put back a removed SHUFFLE so now the second kind of
    statue can appear
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=02767520ef">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1609-g02767520ef.zip">here</a>.]]></description>
            <pubDate>Sat, 06 Dec 2025 06:44:46 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1604-g80ceb91cdd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1604-g80ceb91cdd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80ceb91cdd">80ceb91cdd</a> | 2025-12-04 22:13:56 -0600 | David Lawrence Ramsey</pre>
Add another wacky armour name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86c9246aa5">86c9246aa5</a> | 2025-12-04 21:33:40 -0600 | David Lawrence Ramsey</pre>
Add another "other" name to artefact weapons.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3b72777757">3b72777757</a> | 2025-12-04 13:53:41 -0600 | Claus Mouse</pre>
Updated options_txt with talismans for autopickup<br>[Committer's note: Removed "%" from the default list, as talismans are
not actually picked up by default.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4d16ab83">3d4d16ab83</a> | 2025-12-04 15:21:49 -0330 | DracoOmega</pre>
Fix player orbs often preventing blocks from working (WizardIke)<br>An orb the player had equipped would be returned by you.shield(), despite
not being a shield. This had the indirect effect of preventing the player
from blocking many things, due to the block limit of an orb being 0.
(Whereas not having any 'shield' at all gives a block limit of 1). This
meant that, no matter how many other sources of SH the player might have,
such as amulets of reflection, Qazlal, or mutations, they would be unable
to block. Even Divine Shield didn't work on spell projectiles (though, by
coincidental differences in codepath, it did work on melee and ranged
attacks).<br>
Now player::shield() can only return actual shields (amusingly enough,
monster::shield() did already work properly). actor::offhand_item() is
added for the few cases where we just want to know if some non-weapon is
taking up that slot, whether a shield or not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5710f06dab">5710f06dab</a> | 2025-12-04 12:08:47 -0500 | patrick</pre>
Make a few small fixes to overflow altars<br>fedhas_altar_fruit_tree: remove a spurious C that got slipped into the
    map somehow
vehumet_statue: put back a removed SHUFFLE so now the second kind of
    statue can appear
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9e2179861e">9e2179861e</a> | 2025-12-04 19:55:40 +1300 | Isaac Clancy</pre>
Fix "input" messages from client being reordered<br>All the messages that the webtiles client sends back to the server
should arrive in the order they were send. However, due to the way in
which we were converting messages of type "input" into console input, it
could be reordered with respect to other messages. Commit fc0747a made
it common for "input" messages to be reordered before other messages
that give keycodes instead of being extremely rare making this
reordering problem very noticeable. To fix this, add a new "text_input"
message type which doesn't suffer from reordering and use it instead
(the old "input" messages type needs to remain unchanged so that
servers can still run old versions of the game).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7418c7e04">d7418c7e04</a> | 2025-12-03 19:08:49 -0600 | David Lawrence Ramsey</pre>
Handle singular "the " names in encounter msgs.<br>So we get e.g. "You encounter the Serpent of Hell." instead of "You
encounter Serpent of Hell."<br>
Note that a hypothetical unique monster with both a "the " name and a
title (none currently exist) will have its title take precedence.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d34c7c2060">d34c7c2060</a> | 2025-12-03 21:04:08 -0330 | DracoOmega</pre>
Fix uniques' titles not being used in encounter messages (Snakku)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=765122c258">765122c258</a> | 2025-12-03 19:47:18 -0330 | DracoOmega</pre>
Remove some oddly well-commented dead code<br>This statement was seemingly never live in trunk, and doesn't seem relevant
for how golem currently operates. It already can act immediately on the
turn you move towards it, regardless of this.<br>
Perhaps this is a remnant of an older version of it that never made it to
trunk at all?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1ffbecd877">1ffbecd877</a> | 2025-12-03 19:35:41 -0330 | DracoOmega</pre>
Fix a couple tiny tesseract bugs<br>Due to function ordering, only one of the two tesseracts was actually being
woken up when they activated (the only effect this had was on stabability,
if that one somehow remained unalerted long enough to walk up to it).<br>
Also, fix the second tesseract still not disappearing from monster memory
when the first was killed.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=80ceb91cdd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1604-g80ceb91cdd.zip">here</a>.]]></description>
            <pubDate>Fri, 05 Dec 2025 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1598-gd7418c7e04.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1598-gd7418c7e04.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7418c7e04">d7418c7e04</a> | 2025-12-03 19:08:49 -0600 | David Lawrence Ramsey</pre>
Handle singular "the " names in encounter msgs.<br>So we get e.g. "You encounter the Serpent of Hell." instead of "You
encounter Serpent of Hell."<br>
Note that a hypothetical unique monster with both a "the " name and a
title (none currently exist) will have its title take precedence.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d34c7c2060">d34c7c2060</a> | 2025-12-03 21:04:08 -0330 | DracoOmega</pre>
Fix uniques' titles not being used in encounter messages (Snakku)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=765122c258">765122c258</a> | 2025-12-03 19:47:18 -0330 | DracoOmega</pre>
Remove some oddly well-commented dead code<br>This statement was seemingly never live in trunk, and doesn't seem relevant
for how golem currently operates. It already can act immediately on the
turn you move towards it, regardless of this.<br>
Perhaps this is a remnant of an older version of it that never made it to
trunk at all?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1ffbecd877">1ffbecd877</a> | 2025-12-03 19:35:41 -0330 | DracoOmega</pre>
Fix a couple tiny tesseract bugs<br>Due to function ordering, only one of the two tesseracts was actually being
woken up when they activated (the only effect this had was on stabability,
if that one somehow remained unalerted long enough to walk up to it).<br>
Also, fix the second tesseract still not disappearing from monster memory
when the first was killed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=865ad28f68">865ad28f68</a> | 2025-12-03 18:28:53 -0330 | DracoOmega</pre>
Make lua you.contaminated() return something more useful<br>It is renamed you.contamination() and returns the player's current
contamination percentage. (Instead of merely whether this was above 0%)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2ad6df003">a2ad6df003</a> | 2025-12-03 18:27:16 -0330 | DracoOmega</pre>
Improve the UI regarding contamination explosion damage (Odds)<br>The % screen now indicates the maximum damage the player could take from
their current level of contamination, if it were to explode. They are also
prevented from resting if this explosion is capable of killing them.<br>
This number is also exposed to lua via you.max_contam_damage() (mostly so
that the Contam status tooltip can also list this number). A very minor bug
with how the tooltips are refreshed means that if the player gains an XL
without any status changes, the tooltip may very slightly underestimate the
max damage (but % will still be accurate).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1ef7c00ed">a1ef7c00ed</a> | 2025-12-03 17:42:18 -0330 | DracoOmega</pre>
Give monster alerts even if a monster causes an interrupt<br>Many interrupts will cause a prompt on their own, which made this
additional more seem somewhat superfluous, but travel won't, so probably
it's more consistent if it always does.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0403af7a57">0403af7a57</a> | 2025-12-03 17:41:08 -0330 | DracoOmega</pre>
Mark erythrospites as no_poly_to<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1c35e6711">c1c35e6711</a> | 2025-12-03 21:07:53 +1300 | Isaac Clancy</pre>
Don't special case handling of green water<br>Instead, use the same colour override code used for other tiles to
select the correct tiles for green and light green water.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38ba4db094">38ba4db094</a> | 2025-12-03 01:20:58 -0330 | regret-index</pre>
Yet further very brief vault review<br>Worthy of note:<br>
 * Pan entries now guarantee a tier 2 demon, instead of presenting the
   entirely harmless premise of being interrupted in exploration to find
   a vault containing exactly one Lair-portal threat of a tier 3 demon.<br>
 * muffindrake_necropolis_ghost_three_little_ghosts has had its terrain
   shuffles fixed to no longer require as much digging charges to access.<br>
 * Orc special rooms in V now match the threat level of Elf's, to match
   how the orc warlord bands in V no longer use nearly as much low-tier
   orc chaff as previously.<br>
 * wad_dig_loot uses a cacodemon in Elf alongside a demonologist, since
   the elementalist placed in there can no longer dig itself out.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d7418c7e04">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1598-gd7418c7e04.zip">here</a>.]]></description>
            <pubDate>Thu, 04 Dec 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1589-g38ba4db094.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1589-g38ba4db094.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38ba4db094">38ba4db094</a> | 2025-12-03 01:20:58 -0330 | regret-index</pre>
Yet further very brief vault review<br>Worthy of note:<br>
 * Pan entries now guarantee a tier 2 demon, instead of presenting the
   entirely harmless premise of being interrupted in exploration to find
   a vault containing exactly one Lair-portal threat of a tier 3 demon.<br>
 * muffindrake_necropolis_ghost_three_little_ghosts has had its terrain
   shuffles fixed to no longer require as much digging charges to access.<br>
 * Orc special rooms in V now match the threat level of Elf's, to match
   how the orc warlord bands in V no longer use nearly as much low-tier
   orc chaff as previously.<br>
 * wad_dig_loot uses a cacodemon in Elf alongside a demonologist, since
   the elementalist placed in there can no longer dig itself out.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf93559967">cf93559967</a> | 2025-12-02 21:19:54 +1300 | Isaac Clancy</pre>
Fix sometimes getting incorect monster leaves view messages<br>If a monster enters view and then isn't in view at the start of the
player's next turn, we print a message so that the player isn't confused
about things like auto explore being interrupted with no monster in view
etc. However, because we printed the messages about monster's leaving
view before decaying clouds, a monster could move behind enough fog
clouds to be out of view and then we would print the message and then
the fog clouds would decay putting the monster back in view. This would
leave the player with a confusing message about a monster leaving view
when all the monster's were still in view.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40ba7039b0">40ba7039b0</a> | 2025-12-01 23:50:52 -0600 | David Lawrence Ramsey</pre>
Add another name change option for graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd82ec16b2">fd82ec16b2</a> | 2025-12-01 22:37:02 -0600 | David Lawrence Ramsey</pre>
Add Shapeshifting professors to graffiti.<br>Use "talismancer" as one of the names for them, so that fewer of them
sound like shapeshifters as in the monster type. (It's taken from an old
Evocations title that was removed in 1880023187 when talismans and
shapeshifting were added. It seems appropriate here since shapeshifting
requires talismans.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70931cf0f5">70931cf0f5</a> | 2025-12-01 22:25:56 -0600 | David Lawrence Ramsey</pre>
Add another ordinary meeting to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf55fa2170">cf55fa2170</a> | 2025-12-01 22:08:41 -0600 | David Lawrence Ramsey</pre>
Add Invocations/Evocations professors to graffiti<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ed2d023a4">7ed2d023a4</a> | 2025-12-01 21:55:02 -0600 | David Lawrence Ramsey</pre>
Reorder a graffiti professor section.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc0747a131">fc0747a131</a> | 2025-12-02 15:37:09 +1300 | Isaac Clancy</pre>
Fix resizing the console in webtiles<br>When playing webtiles on a console, the game has to wait for input from
the console as well as from the websocket connection (to handle tiles
spectators joining). We were doing this by using `select` on stdin and
the websocket, however, we wouldn't stop waiting when a window resize
signal was triggered. To fix this, use `pselect` and handle the `EINTR`
result it returns to stop waiting and handle resize signals when they
arrive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a2acc8fe4">8a2acc8fe4</a> | 2025-12-01 15:50:45 -0600 | hellmonk</pre>
Better name finding for Jiyva beam absorption.<br>Fall back to beam flavor name if the beam name is empty.
Closes #3717.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc70594c8b">cc70594c8b</a> | 2025-12-01 14:31:23 -0600 | hellmonk</pre>
Reduce resonance damage.<br>Now provides 1.5% per sklevel, down from 2%.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=38ba4db094">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1589-g38ba4db094.zip">here</a>.]]></description>
            <pubDate>Wed, 03 Dec 2025 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1587-g40ba7039b0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1587-g40ba7039b0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40ba7039b0">40ba7039b0</a> | 2025-12-01 23:50:52 -0600 | David Lawrence Ramsey</pre>
Add another name change option for graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd82ec16b2">fd82ec16b2</a> | 2025-12-01 22:37:02 -0600 | David Lawrence Ramsey</pre>
Add Shapeshifting professors to graffiti.<br>Use "talismancer" as one of the names for them, so that fewer of them
sound like shapeshifters as in the monster type. (It's taken from an old
Evocations title that was removed in 1880023187 when talismans and
shapeshifting were added. It seems appropriate here since shapeshifting
requires talismans.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70931cf0f5">70931cf0f5</a> | 2025-12-01 22:25:56 -0600 | David Lawrence Ramsey</pre>
Add another ordinary meeting to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf55fa2170">cf55fa2170</a> | 2025-12-01 22:08:41 -0600 | David Lawrence Ramsey</pre>
Add Invocations/Evocations professors to graffiti<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ed2d023a4">7ed2d023a4</a> | 2025-12-01 21:55:02 -0600 | David Lawrence Ramsey</pre>
Reorder a graffiti professor section.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc0747a131">fc0747a131</a> | 2025-12-02 15:37:09 +1300 | Isaac Clancy</pre>
Fix resizing the console in webtiles<br>When playing webtiles on a console, the game has to wait for input from
the console as well as from the websocket connection (to handle tiles
spectators joining). We were doing this by using `select` on stdin and
the websocket, however, we wouldn't stop waiting when a window resize
signal was triggered. To fix this, use `pselect` and handle the `EINTR`
result it returns to stop waiting and handle resize signals when they
arrive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a2acc8fe4">8a2acc8fe4</a> | 2025-12-01 15:50:45 -0600 | hellmonk</pre>
Better name finding for Jiyva beam absorption.<br>Fall back to beam flavor name if the beam name is empty.
Closes #3717.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc70594c8b">cc70594c8b</a> | 2025-12-01 14:31:23 -0600 | hellmonk</pre>
Reduce resonance damage.<br>Now provides 1.5% per sklevel, down from 2%.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6ab66b0f8">b6ab66b0f8</a> | 2025-12-01 14:21:50 -0600 | Zhang Haocheng</pre>
feat: show failure rates of abilities in chardump (#4821)<br>Shows failure rates of abilities in the chardump `a:` list, e.g. `a:
Oozemancy (3%), Slimify (12%)`, similar to the passive effects list in
format.<br>
There were a couple of times that either me or my friends wanted to know
the failure rates of abilities without having to start the game. I'm not
sure if it's intuitive enough so that most people won't mistake it for
success rate, or something else. Maybe showing a table like the spell
library can be better?<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f00789f1cf">f00789f1cf</a> | 2025-12-01 13:30:11 -0600 | hellmonk</pre>
Fix: adjust the nameless infernalist trove.<br>Don't spawn monsters on the inside.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=40ba7039b0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1587-g40ba7039b0.zip">here</a>.]]></description>
            <pubDate>Tue, 02 Dec 2025 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1573-gd5195eb00b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1573-gd5195eb00b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5195eb00b">d5195eb00b</a> | 2025-12-01 00:21:19 -0600 | hellmonk</pre>
fix a spell menu description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77ab2cbb74">77ab2cbb74</a> | 2025-11-30 21:39:23 -0600 | David Lawrence Ramsey</pre>
Add a few more bland names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b05235fbd5">b05235fbd5</a> | 2025-11-30 20:59:22 -0600 | David Lawrence Ramsey</pre>
Let necromancers be professors in graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28c287d660">28c287d660</a> | 2025-11-30 20:45:14 -0600 | David Lawrence Ramsey</pre>
Adjust titles for people/professors in graffiti.<br>They now get more options.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35a784107e">35a784107e</a> | 2025-11-30 18:54:41 -0600 | David Lawrence Ramsey</pre>
Fix errant newline in lindwurm quote.<br>Closes #4934.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2a305e635e">2a305e635e</a> | 2025-11-30 18:14:49 -0600 | David Lawrence Ramsey</pre>
Simplify some graffiti messages.<br>Don't explicitly mention that some things are local. It's implied.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1999af99">4b1999af99</a> | 2025-11-30 15:34:07 -0600 | David Lawrence Ramsey</pre>
Expand Dith & equivalent graffiti a bit.<br>Assume the ones practising thievery are using code phrases so as not to
bring the authorities down on them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9242a29595">9242a29595</a> | 2025-11-30 14:07:18 -0600 | David Lawrence Ramsey</pre>
Add Lugonu & equivalent to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ed36cee4f">5ed36cee4f</a> | 2025-11-30 13:35:32 -0600 | David Lawrence Ramsey</pre>
Add the Shining One & equivalent to graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb347f68f2">fb347f68f2</a> | 2025-11-30 13:32:15 -0600 | David Lawrence Ramsey</pre>
Tweak a Wu Jian Council graffiti message.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d5195eb00b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1573-gd5195eb00b.zip">here</a>.]]></description>
            <pubDate>Mon, 01 Dec 2025 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1551-ge87b8e010b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1551-ge87b8e010b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e87b8e010b">e87b8e010b</a> | 2025-11-29 22:54:08 -0600 | David Lawrence Ramsey</pre>
Add Dithmenos to religious, etc. graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e2cc7e140">5e2cc7e140</a> | 2025-11-29 22:38:33 -0600 | David Lawrence Ramsey</pre>
Add Uskayaw to religious graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d2d6d5144a">d2d6d5144a</a> | 2025-11-29 22:33:12 -0600 | David Lawrence Ramsey</pre>
Add Hepliaklqana to religious graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2a8f48977b">2a8f48977b</a> | 2025-11-29 22:15:11 -0600 | David Lawrence Ramsey</pre>
Add Fedhas to religious graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8b2951e71f">8b2951e71f</a> | 2025-11-29 18:33:52 -0600 | David Lawrence Ramsey</pre>
Add Makhleb to religious graffiti.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ccaf28445">8ccaf28445</a> | 2025-11-29 18:09:36 -0600 | David Lawrence Ramsey</pre>
Add clarifying comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a4a1a89be">7a4a1a89be</a> | 2025-11-29 14:10:28 -0600 | David Lawrence Ramsey</pre>
Fix errant newlines in oklob plant quote.<br>Closes #4930.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71f7a30ef5">71f7a30ef5</a> | 2025-11-29 12:45:29 -0600 | David Lawrence Ramsey</pre>
Add a few more bland names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cc77bdd50">3cc77bdd50</a> | 2025-11-29 12:30:17 -0600 | David Lawrence Ramsey</pre>
Sort bland names alphabetically.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3d230b921">a3d230b921</a> | 2025-11-29 11:25:12 -0600 | David Lawrence Ramsey</pre>
Add another graffiti section.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e87b8e010b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1551-ge87b8e010b.zip">here</a>.]]></description>
            <pubDate>Sun, 30 Nov 2025 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1526-gc462ad971b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1526-gc462ad971b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c462ad971b">c462ad971b</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Suppress Time-Warped Blood while worshipping Chei<br>It hastes things, after all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b245e025e5">b245e025e5</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Fix monster ranged attacks not producing ME_WHACK events<br>It turns out that monster ranged attacks didn't wake monsters because of
actually hitting them; no events were fired for doing this at all. They
woke monsters because they happened to also produce noise at the target
cell. (This is why Dith shadow shot was failing to off-screen monsters that
it was buggily shooting - their actions are always silent.)<br>
But there are other consequences to using only ME_ALERT events from noise:
monster ranged attacks could not break fear or daze on other monsters, and
they were probably also incapable of distracting them.<br>
Now monster ranged attacks should alert their targets in more or less the
same way that monster melee attacks do.<br>
This fixes #4503 (along with the previous commit)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6eb045a156">6eb045a156</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Fix Dithmenos shadow archer mimic rarely being able to shoot out of LoS<br>This generally required that the player trigger the mimic by a shot that
killed their primary target, and with an out-of-los enemy directly in the
path of a ray fired at the now-dead target, while the shadow was not yet
visible on the field. (Most other methods of getting the shadow to pick a
random target did respect your LoS, but this method of determining the
'primary shot direction' could be fooled.<br>
This fixes part of #4503
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4a27cd49de">4a27cd49de</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Fix autoexplore trying to cross deep water when in non-swimming temp forms<br>If the player's base form was able to swim, but their current form was not
(for instance, if they were normally a rime yak, but currently in flux
form), autoexplore would still try to move them into water, resulting in a
flurry of "Why would you want to do that?"<br>
This fixes #4532
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=27dcef3582">27dcef3582</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Don't remove paragon status when a phantom mirror copy dies<br>This prevented using your paragon's charge-up move, giving it additional
attacks whenever you attack, and getting the defense bonus.<br>
This fixes #4717
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb9c8ca51c">eb9c8ca51c</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Fix monsters not casting LRD through grates<br>This fixes #4840
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d60ff12479">d60ff12479</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Wake monsters on attack, even if the attacker is now dead (Ge0FF)<br>As an example, if a walking alembic hit a sleeping monster as the final hit
of their potion countdown and immediately died, the monster they hit would
not wake up or otherwise notice the damage they'd just taken.<br>
This is not the only way an attacker can die in the process of attacking,
and probably it is correct in all cases to actually alert/wake the
defender (I hope).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459f5e9821">459f5e9821</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Flag Warp Body and Mutagenic Gaze as chaotic (Acrobat, Darby)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=373f1e3468">373f1e3468</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Have explore alarm traps make noise immediately<br>Since 372a382 made explore traps happen at start of turn, the noise from an
alarm trap wouldn't happen until the *end* of the current turn, resulting
in confusing messaging (ie: the monsters will all shout *after* you did
whatever it was you were doing).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0397b53e73">0397b53e73</a> | 2025-11-29 02:06:24 -0330 | DracoOmega</pre>
Don't let Dazed monsters follow the player across stairs (Acrobat)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c462ad971b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1526-gc462ad971b.zip">here</a>.]]></description>
            <pubDate>Sat, 29 Nov 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1486-g1ff4e0022e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1486-g1ff4e0022e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1ff4e0022e">1ff4e0022e</a> | 2025-11-27 19:38:39 -0600 | David Lawrence Ramsey</pre>
Add another orc name, and update the count.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2661ed3baf">2661ed3baf</a> | 2025-11-27 19:38:39 -0600 | David Lawrence Ramsey</pre>
Add another rare graffiti name.<br>It's deliberately ambiguous, and so begins with Dead and not Undead.
Having an ambiguously dead or undead person as a rare name should keep
things interesting if there are rumours that they deserve life, death,
or undeath; worship the Shining One, etc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10247e2f1a">10247e2f1a</a> | 2025-11-27 21:08:13 -0330 | DracoOmega</pre>
Fix magnestised icon having no defined size (regret-index)<br>...which also means that it wasn't rendering in webtiles at all before...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7611a8d01a">7611a8d01a</a> | 2025-11-27 21:08:08 -0330 | DracoOmega</pre>
Fix a crash with notes about removed mutations (regret-index)<br>If the character had previously gained a now-removed mutation, it would
have no defined name, and trying to make a note about it would crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1326f0c51a">1326f0c51a</a> | 2025-11-27 13:39:57 -0600 | David Lawrence Ramsey</pre>
Add another rumour and rare name to graffiti.<br>The rumour is sufficiently out there, and having a god as a rare name
should keep things... interesting if there are rumours that they worship
another god or that they're secretly an atheist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f75c2d302f">f75c2d302f</a> | 2025-11-27 12:40:29 -0600 | David Lawrence Ramsey</pre>
Consolidate comments.<br>Since all the graffiti professor entries are next to each other.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=99f07cf4e7">99f07cf4e7</a> | 2025-11-27 12:16:41 -0600 | David Lawrence Ramsey</pre>
Add graffiti about more locally held classes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74423d8be5">74423d8be5</a> | 2025-11-27 12:16:35 -0600 | David Lawrence Ramsey</pre>
Add a way to get a random type of skill name.<br>And update the associated documentation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c4d950c9a">7c4d950c9a</a> | 2025-11-27 12:15:46 -0600 | David Lawrence Ramsey</pre>
Tweak a graffiti line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09dd00ec69">09dd00ec69</a> | 2025-11-27 12:09:37 -0600 | David Lawrence Ramsey</pre>
Clarify comment.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1ff4e0022e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1486-g1ff4e0022e.zip">here</a>.]]></description>
            <pubDate>Fri, 28 Nov 2025 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1466-gbd04e754fb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1466-gbd04e754fb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd04e754fb">bd04e754fb</a> | 2025-11-26 22:47:28 -0600 | David Lawrence Ramsey</pre>
Fix a graffiti ref: rock fish, not rock worm.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42c14a4c3c">42c14a4c3c</a> | 2025-11-26 22:39:44 -0600 | David Lawrence Ramsey</pre>
Add graffiti short sayings about who worships who<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c57224007">7c57224007</a> | 2025-11-26 22:39:27 -0600 | David Lawrence Ramsey</pre>
Expand monster speech/monster name replacements.<br>Add @RANDGEN@ and @random_god@ to monster speech (they're currently
unused there, but we want monster names to support a small subset of
what monster speech supports, and this will accomplish that). Also add
@random_god@, @random_god_chaotic@, @random_god_good@, and
@random_god_evil@ to monster names.<br>
@RANDGEN@ is still specifically mentioned in monname.txt and
colourname.txt, and with this change, it should be mentioned in
docs/decelop/monster_speech.txt instead, but it isn't yet because
that document's list of hardcoded tags is currently out of date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=84c8332686">84c8332686</a> | 2025-11-26 22:38:20 -0600 | David Lawrence Ramsey</pre>
Add/clarify comments.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98b02a6f55">98b02a6f55</a> | 2025-11-27 00:00:44 -0330 | regret-index</pre>
Tweak some more recent monsters<br> * Bes kemwar, while flatly increasing the previous threat of some early
   D spawns by banding with them, and while also trying to be monsters
   tutorializing their new gimmick more than anything else, could also
   do with being more notable as threats in-and-of themselves rather than
   solely serving as support. As such, they've gotten a higher cast rate
   as well as slightly higher stats- still somewhat reserved as an early
   D monster, but enough for their debuff to mean more than just resting
   it off if they get unlucky with their bands.<br>
 * Cognitogaunts and screaming refractions, while both reasonably
   mechanically distinct Abyss monsters, are both somewhat rare in Abyss
   and not super dangerous compared to the most dangerous Abyss spawns.
   (The formers' Crypt appearances cutting from more harmless undead
   doesn't also entirely override how they're a bit behind the curve
   there.) I'm reluctant to flatly increase Abyss's overall threat level
   considering a lot of it is baked into the overall branch structure,
   so I'm just tweaking both of their spell rates up.<br>
 * Death knights having turned out to be stand-out threats in V since
   they got their new stats and spells in 76c8eab feels fine to me, as
   their rare appearances also provide more notable encounters in V's
   inherently-pressured lengthy floors, though I'd also prefer not to
   push the threat level of V by too much. As a result, I've shifted
   their scaling to be even less common on the first few floors of V (but
   only mildly less common overall), resembling other top-tier V threats
   like peacekeeper bands and sphinx bands. This comes with a very mild
   reduction in glowing orange brain weight to compensate, which already
   appear in enough branches as is.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=276a97dd07">276a97dd07</a> | 2025-11-26 23:55:14 -0330 | DracoOmega</pre>
End constriction immediately when a felid dies (Oneirical)<br>This was mostly a visual glitch, since it wouldn't actually do any damage
and would end on its own the following turn (though could still prevent you
from moving for a single action - something more relevant if felids didn't
tend to revive in safety).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8576378178">8576378178</a> | 2025-11-26 23:55:14 -0330 | DracoOmega</pre>
Don't place Xom cloud trails at your own feet when you Vhi's (Flugkiller)<br>This was a consequence of trying to draw the *spark* trail there, but it's
rather nastier to end up with miasma at your own feet after this (and
quite unexpected).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d3fe04a3a">0d3fe04a3a</a> | 2025-11-26 23:55:14 -0330 | DracoOmega</pre>
Don't crash when trying to place a Xom cloud trail in a solid feature<br>Instead, just don't place one.<br>
(This could happen when the player was pushed out of a door by a vault
warden. It wasn't solid when you were *there*.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15573fcf2e">15573fcf2e</a> | 2025-11-26 23:55:14 -0330 | DracoOmega</pre>
Buff rock fish very mildly<br>They're not intended to be an especially scary threat, but feedback
suggests they're underperforming even when considering that.<br>
(Also toss rF+ onto them, which is underrepresented in the earlygame and
which certain other rock monsters famously have.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71870dcc3d">71870dcc3d</a> | 2025-11-26 23:55:14 -0330 | DracoOmega</pre>
Make orbs of winter a little better against necromancers (Acrobat)<br>While orbs of winter seem to be providing a roughly suitable threat
against players in general, concern has been expressed about how little
they can do against anyone who can surround them with zombies or other
undead. Their flash freeze isn't penetrating, refrigeration does very
little to the zombies due to a combination of their cold resistance and
the huddling bonus (while the player is also benefitting from) and
Ostracism can't reach past things. It is fine for builds to be better or
worse against given monsters, but it seems reasonable that they are *too*
weak to this particular strategy.<br>
So, in hopes to hit this most directly, without overly buffing them against
other people, I am:
 -Reducing the huddle bonus that the player themselves benefits from.
  Instead of taking 100/70/40% damage, the player now takes 100/85/70%
  damage. This hopefully makes allies still a relevant and useful bonus,
  but not in a way that can trivilize this.
 -Ostracism is now smite-targeted range 3 (but inflicts less ostracism per
  cast). This is a minor buff for players already fighting them in melee,
  while a nerf for those hiding behind other things.<br>
We'll see how effective this ends up being.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bd04e754fb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1466-gbd04e754fb.zip">here</a>.]]></description>
            <pubDate>Thu, 27 Nov 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1426-g65699bd8dd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1426-g65699bd8dd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=65699bd8dd">65699bd8dd</a> | 2025-11-26 02:30:31 -0330 | regret-index</pre>
Tweak new mutation icons and description<br>This adds new tiles for Meek and Spatial Entanglement, and fixes another
typo in the description for the latter.<br>
Tile credits:
 * Meek: CanofWorm's Weapon Gift invocation icon
 * Spatial Entanglement: Roctavian's Portal Projectile icon, a CC0 ribbon
   by Shade, and a CC0 gun by SnoopethDuckDuck.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad136e9815">ad136e9815</a> | 2025-11-26 02:30:31 -0330 | regret-index</pre>
Nerf protean grace<br>With the removal of berserkitis in 143df15, the dual reworks of inability
to drink and read terminating in 1ae03d7 and c8003b0, and the nerf of
teleportitis in 18b0d3c, the ceiling of bad mutations has been lowered a
fair bit. When combined with the reduced permanent malmutation across the
game under the current strategic damage schema, as well as more good
mutations just this version like Lucky (e722901), the expected value of
potions of mutation has risen by a lot. I had added the Protean Grace
mutation in a229ff6 as a valuable high-roll before such bad mutation
reworks, but the numbers in practice can easily go quite high, and both
mutation gods are far from weak at the moment, so I'd prefer to nudge this
mutation back down.<br>
Previously, the mutation had a soft cap of 7, where it'd halve the
scaling of mutations to Slaying and EV to every other mutation. Now, it
applies this halving at all times, and also rounds up by default: just
having one or two mutations provides +1/+1, three or four provides +2/+2,
and so on upwards. This should both be a little less kludgy with the
absence of an exact cap, and still get some benefit from having good
and bad mutations alike, but still avoiding the extremely high benefits
for temporary whiles under Xom and Jiyva. It's a bit of a shame of a
nerf, but potion of mutation gambling has become quite rewarding
currently, and it's better than cutting out more possibilities entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=96a837e430">96a837e430</a> | 2025-11-26 02:14:31 -0330 | DracoOmega</pre>
Fix webbed players sometimes getted netted instead (TheMagicFish)<br>Since we were applying 'damage' to your ATTR_HELD from stuggling against it
*before* removing the held status, if the damage done to the net exactly
erased its remaining HP, you would appear not to be held by anything at all
by the time stop_being_caught() was checking if you were in a net. And
since you were not in a net, it would not clean up the prop that indicated
you were in a net, causing the next time you were webbed actually net you
instead.<br>
It was even possible to obtain a net this way by blinking out again!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4cf6b3df37">4cf6b3df37</a> | 2025-11-25 23:21:32 -0330 | DracoOmega</pre>
Fix explore teleport traps being silent and non-hostile (tswn)<br>They were printing no message whatsoever when triggering (at least if you
weren't with Ash), and then not even bothering to teleport you to monsters.<br>
Whoops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa326d1aa7">fa326d1aa7</a> | 2025-11-25 22:58:49 -0330 | DracoOmega</pre>
Fix Lucky having a 1% trigger chance for everyone (tswn)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f644c8a04a">f644c8a04a</a> | 2025-11-25 19:08:24 -0600 | David Lawrence Ramsey</pre>
Allow graffiti to use colour patterns.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abf7843ac3">abf7843ac3</a> | 2025-11-25 19:02:30 -0600 | David Lawrence Ramsey</pre>
Restore a sparkling fountain decor message.<br>Now that coloured graffiti (and its subset of coloured text) are
separate from coloured patterns, and all patterns are consistently
plural, make it pulsate any colour pattern again.<br>
Tweak it slightly to account for the plural.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9984e0d16">b9984e0d16</a> | 2025-11-25 21:05:12 -0330 | DracoOmega</pre>
Fix description of stat-loss mutations (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adf9b88fe9">adf9b88fe9</a> | 2025-11-25 21:05:12 -0330 | DracoOmega</pre>
Unbreak windows builds<br>As near as I can tell, S_NORMAL (used for some monster shouts) conflicts
with... *something* SDL/OpenGL-related and 03cf731 very incidentally
resulted in an include path where glwrapper-ogl.cc now transitively
includes mon-enum.h, which tries to redefine this and fails.<br>
It looked like this problem may have been run into before, and 'fixed' by
7376cb9 undefining S_NORMAL, but I have opted to just rename the enum
instead. (It's barely used anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c830d8106">2c830d8106</a> | 2025-11-25 21:05:12 -0330 | DracoOmega</pre>
Fix header-build-tests<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=65699bd8dd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1426-g65699bd8dd.zip">here</a>.]]></description>
            <pubDate>Wed, 26 Nov 2025 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1340-g7f9cb3418f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1340-g7f9cb3418f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f9cb3418f">7f9cb3418f</a> | 2025-11-24 23:06:19 -0600 | David Lawrence Ramsey</pre>
Add more graffiti options, including a Xom ref.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20867ea25e">20867ea25e</a> | 2025-11-24 23:05:21 -0600 | David Lawrence Ramsey</pre>
Adjust bland graffiti author names.<br>They get the occasional suffix now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=58661db901">58661db901</a> | 2025-11-24 16:33:03 -0600 | David Lawrence Ramsey</pre>
Add orc-specific graffiti messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=862cb55072">862cb55072</a> | 2025-11-24 16:32:58 -0600 | David Lawrence Ramsey</pre>
Consolidate and reorder some graffiti messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0394f3beba">0394f3beba</a> | 2025-11-24 10:19:59 -0600 | David Lawrence Ramsey</pre>
Add yet more graffiti message options.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe5d85416">3fe5d85416</a> | 2025-11-24 10:15:41 -0600 | David Lawrence Ramsey</pre>
Tweak a graffiti image name.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2eeb4252c8">2eeb4252c8</a> | 2025-11-24 09:50:46 -0600 | David Lawrence Ramsey</pre>
Add another misplaced card for goblin sharpers.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=323b765f6f">323b765f6f</a> | 2025-11-24 09:47:29 -0600 | David Lawrence Ramsey</pre>
Reorder a section of goblin sharper dialogue.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=957281411c">957281411c</a> | 2025-11-24 09:30:06 -0600 | David Lawrence Ramsey</pre>
Handle multiple @RANDGEN@s in the same line.<br>Instead of replacing them all with the same string, replace each
instance with a newly generated string.<br>
Add replace_all_func() to accomplish this (which acts like replace_all()
except that it takes a function that returns its replacement string) and
make_name_randgen() (a simple wrapper around make_name()) to get the
value of @RANDGEN@.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b388f059b">5b388f059b</a> | 2025-11-24 07:40:34 -0600 | David Lawrence Ramsey</pre>
Note an obsolete bit in a Xom comment.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f9cb3418f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1340-g7f9cb3418f.zip">here</a>.]]></description>
            <pubDate>Tue, 25 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1321-g09d2b57a99.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1321-g09d2b57a99.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09d2b57a99">09d2b57a99</a> | 2025-11-24 00:14:16 -0600 | David Lawrence Ramsey</pre>
Rename tag for colour patterns w/writing&graffiti<br>Since writing and graffiti are differentiated now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d8f323b4b0">d8f323b4b0</a> | 2025-11-24 00:02:58 -0600 | David Lawrence Ramsey</pre>
Add still more graffiti message options.<br>A few more things don't need to be signed, a wording tweak, and more on
the Orb of Zot and other things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10335afb66">10335afb66</a> | 2025-11-23 23:37:59 -0600 | David Lawrence Ramsey</pre>
Add more graffiti message options.<br>They shouldn't always be signed anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6322b6498">e6322b6498</a> | 2025-11-23 23:24:43 -0600 | David Lawrence Ramsey</pre>
Add clarifying comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20421e7286">20421e7286</a> | 2025-11-23 23:20:00 -0600 | David Lawrence Ramsey</pre>
Rarely mention graffiti in decor messages.<br>And add the appropriate hooks so it works.<br>
It currently only shows up on peaceful blue and sparkling fountains.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55f4209a7d">55f4209a7d</a> | 2025-11-23 23:00:26 -0600 | David Lawrence Ramsey</pre>
Restructure coloured writing/graffiti a bit.<br>So that they can reuse some text, and so there can be a few more
graffiti options.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=baf1ee2142">baf1ee2142</a> | 2025-11-23 22:08:48 -0600 | David Lawrence Ramsey</pre>
Add a few more colour names to the database.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37e427be7c">37e427be7c</a> | 2025-11-23 19:32:45 -0600 | David Lawrence Ramsey</pre>
Allow randomly named graffiti authors (again).<br>Now it should work, since @RANDGEN@ works with all monster names.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6d1ede5ff">e6d1ede5ff</a> | 2025-11-23 19:31:33 -0600 | David Lawrence Ramsey</pre>
Allow substitutions in monster names.<br>Similarly to how we allow them for monster shouts and monster speech,
but much simpler. It currently only substitutes @RANDGEN@ with a name
randomly generated by make_name()<br>
Accordingly, the minor hack substituting RANDGEN with a name randomly
generated by make_name(), and only for steelspirits, has been removed
and replaced with this method.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59cc89b9aa">59cc89b9aa</a> | 2025-11-23 19:26:55 -0600 | David Lawrence Ramsey</pre>
Fix some spacing inconsistencies wrt references.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=09d2b57a99">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1321-g09d2b57a99.zip">here</a>.]]></description>
            <pubDate>Mon, 24 Nov 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1299-g403807c238.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1299-g403807c238.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=403807c238">403807c238</a> | 2025-11-22 19:03:32 -0600 | David Lawrence Ramsey</pre>
Fix wizmode monster placement for "the " monsters<br>An initial "the " needs to be removed for partial monster name matches
to be interpreted properly, so that e.g. "lern" will match "Lernaean
hydra" again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dfb6d6681">6dfb6d6681</a> | 2025-11-22 20:03:28 +1300 | Isaac Clancy</pre>
Simplify and fix how colours are applied to features<br>We had multiple ways of applying colours to grid features. The first way
was to update the floor and rock wall flavours of the square when
changing the grid colour of the square. This only works for floor and
rock wall features but we want the grid colour to affect other features
such as stone walls. This brings us to the second way used, which was
to use take into account the grid colour of a feature in
`apply_variations` and change its tile accordingly. However, we only did
this for a hardcoded list of tiles which was very hard to tell if it
included all tiles that weren't handled in another way. Neither of
these ways handled animated colours (although the second way could with
a small modification), instead, animated colours were handled when
picking the tile for a feature but only for a hardcoded list of grid
features. This was also done before adding the tile to our tile cache
and as the cache doesn't usualy get invalidated for out of view tiles
this resulted in the colours of out of view tiles not usually animating.
It also happens before we change the tiles used by features based on the
branch and we need to apply the colour after this which resulted in very
hacky code to handle this.<br>
Instead, expand the code in `apply_variations` to handle animated
colours and always try to apply the colour to the tile instead of only
if the tile is on a hardcoded list.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5f1874545">d5f1874545</a> | 2025-11-21 14:45:27 -0600 | CrawlOdds</pre>
Fix IMB uselessness check<br>Fixes the case where we want to cast IMB with a friendly monster
between ourself and a hostile one; this should be a warning not a
useless cast.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=91728b37d5">91728b37d5</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Move clockroaches out of two sewers, add a new clockroach sewer<br>The clockroach distribution adjustments in d75a07f resulted in two seperate
Sewer layouts with very long moats for clockroaches to hide behind, in
`sewer_fruit_machine` and `sewer_frog_island_01`. In the abstract, I think
shorter clockroach deep water moats would be fine- we've got plenty of
liquid abuse emphasized in early portals as is, and there's countless ways
to cross such. (Their use of Sandblast also makes their damage quite
unimpressive versus those wearing anything heavier than ring mail.) In
practice, the potentially extremely early nature of Sewers makes it
unfortunately too inconsistent to have much access to much, and the extra
long moats further worsen this (making it hard to retreat, making it
difficult to gauge one's chances to survive, and encouraging waiting very
long times to try and have them wander away).<br>
As such, I have removed clockroaches from both of these sewer layouts, with
mild compensatory buffs to both of them as previously-underperforming
sewers. I have also made a new Sewer layout reliably forefronting this
gimmick with a fair bit more caution (using a much shorter moat with some
minimal reliable cover, limits on clockroach firing counts, and narrow
space for them to roam) and some distinct flavour (with kobolds having a
semi-magical insect collection as earlygame has incidentally picked up).
This should serve as a far better test for how reasonable the gimmick is,
and can be trivially swapped out in the future for other ranged enemies if
these restrictions make the gimmick still too much.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5dad2313f">b5dad2313f</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Ever more mutation icons<br>These are mostly borne from some loose further ideas after I did work on
other icons and tiles for upcoming further bad mutation revisions. Still
going to take a long whiles yet to fully catch up on the remaining three
dozen or so icons without unique icons, alas.<br>
 * Bedevilling: A rejected tentacled monstrosity tile by roctavian,
   combined with ontoclasm's Hexes skill icon and Summon Demon icons.<br>
 * Black Mark: Sastreii's robust mutation icons.<br>
 * Double potion heal: A CC0 potion by Shade combined with ontoclasm's
   local tiles number font and potion of heal wounds icon.<br>
 * In touch with death: Denzi's original mummy tile and Tomb rock tiles,
   combined with Darby's ossuary stone tiles.<br>
 * Naga tail mutation: ontoclasm's mermaid statue, a rejected naga tileset
   by roctavian, and XuaXua's constriction status icon.<br>
 * Sanguine Armour: CanOfWorms's icemail icons, combined with a public
   domain waterfall from the Open Pixel Project.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5381b52e2">e5381b52e2</a> | 2025-11-20 15:32:27 +1300 | CrawlOdds</pre>
Make spell name lookup prefer spells that exist<br>This makes it easier to memorise Freezing Cloud in wizmode, for example.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5498a261d">c5498a261d</a> | 2025-11-19 16:54:39 -0330 | DracoOmega</pre>
Remove some broken logic regarding monsters picking up launchers (Acrobat)<br>Monsters that had damage-dealing spells were supposed to not bother picking
up ranged weapons. This was ancient behavior that ended up broken by
7ec163d (due to the new function using an && instead of an & in one
place...)<br>
However, on reflection, perhaps there is not a sufficiently compelling
reason that conjurer monsters *not* pick up launchers. The original idea
(I presume) was to avoid needless overlap between their spells and another
means of firing damaging projectiles, but we don't stop conjurers from
picking up *wands* and those are even more similar. A handful of monsters
with direct damage spells already can even spawn *with* launchers (eg:
kobold blastminers, deep elf knights), so in the rare chance this happens,
it seems probably fine?<br>
So I am simply removing all logic related to this rather than do a more
exhaustive cleanup of what spells do damage or not. If in future we want
to limit this a bit moreso, there are other ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f56f43775">7f56f43775</a> | 2025-11-18 18:23:11 -0330 | DracoOmega</pre>
Fix some friendly-fire warnings (Odds)<br>When af31bf4 refactored code for tracers hitting the player, it
incidentally relied more on the beam's own attitude while ignoring the
agent. However, we don't actually set beam attitude correctly in many
places, so certain spells (including Fire Storm and Freezing Cloud) treated
the player as a hostile target and didn't warn for aiming at yourself.<br>
A more correct solution overall would be to review uses of beam attitude
and generally have beams determine their attitude automatically from their
agent. But in the meantime, this should fix the immediate bug.<br>
This fixes #4915
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae57460154">ae57460154</a> | 2025-11-18 15:51:03 -0600 | David Lawrence Ramsey</pre>
Add another people name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44485375a">c44485375a</a> | 2025-11-18 11:37:43 -0600 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=403807c238">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1299-g403807c238.zip">here</a>.]]></description>
            <pubDate>Sun, 23 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1297-gd5f1874545.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1297-gd5f1874545.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5f1874545">d5f1874545</a> | 2025-11-21 14:45:27 -0600 | CrawlOdds</pre>
Fix IMB uselessness check<br>Fixes the case where we want to cast IMB with a friendly monster
between ourself and a hostile one; this should be a warning not a
useless cast.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=91728b37d5">91728b37d5</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Move clockroaches out of two sewers, add a new clockroach sewer<br>The clockroach distribution adjustments in d75a07f resulted in two seperate
Sewer layouts with very long moats for clockroaches to hide behind, in
`sewer_fruit_machine` and `sewer_frog_island_01`. In the abstract, I think
shorter clockroach deep water moats would be fine- we've got plenty of
liquid abuse emphasized in early portals as is, and there's countless ways
to cross such. (Their use of Sandblast also makes their damage quite
unimpressive versus those wearing anything heavier than ring mail.) In
practice, the potentially extremely early nature of Sewers makes it
unfortunately too inconsistent to have much access to much, and the extra
long moats further worsen this (making it hard to retreat, making it
difficult to gauge one's chances to survive, and encouraging waiting very
long times to try and have them wander away).<br>
As such, I have removed clockroaches from both of these sewer layouts, with
mild compensatory buffs to both of them as previously-underperforming
sewers. I have also made a new Sewer layout reliably forefronting this
gimmick with a fair bit more caution (using a much shorter moat with some
minimal reliable cover, limits on clockroach firing counts, and narrow
space for them to roam) and some distinct flavour (with kobolds having a
semi-magical insect collection as earlygame has incidentally picked up).
This should serve as a far better test for how reasonable the gimmick is,
and can be trivially swapped out in the future for other ranged enemies if
these restrictions make the gimmick still too much.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5dad2313f">b5dad2313f</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Ever more mutation icons<br>These are mostly borne from some loose further ideas after I did work on
other icons and tiles for upcoming further bad mutation revisions. Still
going to take a long whiles yet to fully catch up on the remaining three
dozen or so icons without unique icons, alas.<br>
 * Bedevilling: A rejected tentacled monstrosity tile by roctavian,
   combined with ontoclasm's Hexes skill icon and Summon Demon icons.<br>
 * Black Mark: Sastreii's robust mutation icons.<br>
 * Double potion heal: A CC0 potion by Shade combined with ontoclasm's
   local tiles number font and potion of heal wounds icon.<br>
 * In touch with death: Denzi's original mummy tile and Tomb rock tiles,
   combined with Darby's ossuary stone tiles.<br>
 * Naga tail mutation: ontoclasm's mermaid statue, a rejected naga tileset
   by roctavian, and XuaXua's constriction status icon.<br>
 * Sanguine Armour: CanOfWorms's icemail icons, combined with a public
   domain waterfall from the Open Pixel Project.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5381b52e2">e5381b52e2</a> | 2025-11-20 15:32:27 +1300 | CrawlOdds</pre>
Make spell name lookup prefer spells that exist<br>This makes it easier to memorise Freezing Cloud in wizmode, for example.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5498a261d">c5498a261d</a> | 2025-11-19 16:54:39 -0330 | DracoOmega</pre>
Remove some broken logic regarding monsters picking up launchers (Acrobat)<br>Monsters that had damage-dealing spells were supposed to not bother picking
up ranged weapons. This was ancient behavior that ended up broken by
7ec163d (due to the new function using an && instead of an & in one
place...)<br>
However, on reflection, perhaps there is not a sufficiently compelling
reason that conjurer monsters *not* pick up launchers. The original idea
(I presume) was to avoid needless overlap between their spells and another
means of firing damaging projectiles, but we don't stop conjurers from
picking up *wands* and those are even more similar. A handful of monsters
with direct damage spells already can even spawn *with* launchers (eg:
kobold blastminers, deep elf knights), so in the rare chance this happens,
it seems probably fine?<br>
So I am simply removing all logic related to this rather than do a more
exhaustive cleanup of what spells do damage or not. If in future we want
to limit this a bit moreso, there are other ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f56f43775">7f56f43775</a> | 2025-11-18 18:23:11 -0330 | DracoOmega</pre>
Fix some friendly-fire warnings (Odds)<br>When af31bf4 refactored code for tracers hitting the player, it
incidentally relied more on the beam's own attitude while ignoring the
agent. However, we don't actually set beam attitude correctly in many
places, so certain spells (including Fire Storm and Freezing Cloud) treated
the player as a hostile target and didn't warn for aiming at yourself.<br>
A more correct solution overall would be to review uses of beam attitude
and generally have beams determine their attitude automatically from their
agent. But in the meantime, this should fix the immediate bug.<br>
This fixes #4915
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae57460154">ae57460154</a> | 2025-11-18 15:51:03 -0600 | David Lawrence Ramsey</pre>
Add another people name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44485375a">c44485375a</a> | 2025-11-18 11:37:43 -0600 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77c13a3788">77c13a3788</a> | 2025-11-19 00:47:24 +1300 | Isaac Clancy</pre>
Fix the tiles for webs sometimes fail to connect<br>Webs are meant to connect to adjacent webs and solid features. So as
not to leak information that a console player wouldn't know, they can
only be shown connected to other tiles that you have seen or magic
mapped. This means that when a tile first comes into view we need to
redraw the webs around it as they might now connect to it. However,
because we were caching the tile for webs after applying the web
connectivity checks and the tile cache for a square isn't invalidated
when a neighboring square is seen, we sometimes wouldn't redraw. To fix
this move applying the connectivity checks to after we retrieve the tile
from the cache.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6de63240e">c6de63240e</a> | 2025-11-19 00:27:23 +1300 | Isaac Clancy</pre>
Apply branch tile overrides before caching tiles<br>We were storing tiles in the tile cache without branch overrides and
then applying the overrides every time we accessed the cache. However,
it's fine to apply the overrides to the tiles before storing them in the
cache as we invalidate the whole tile cache when changing levels.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d5f1874545">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1297-gd5f1874545.zip">here</a>.]]></description>
            <pubDate>Sat, 22 Nov 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1296-g91728b37d5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1296-g91728b37d5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=91728b37d5">91728b37d5</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Move clockroaches out of two sewers, add a new clockroach sewer<br>The clockroach distribution adjustments in d75a07f resulted in two seperate
Sewer layouts with very long moats for clockroaches to hide behind, in
`sewer_fruit_machine` and `sewer_frog_island_01`. In the abstract, I think
shorter clockroach deep water moats would be fine- we've got plenty of
liquid abuse emphasized in early portals as is, and there's countless ways
to cross such. (Their use of Sandblast also makes their damage quite
unimpressive versus those wearing anything heavier than ring mail.) In
practice, the potentially extremely early nature of Sewers makes it
unfortunately too inconsistent to have much access to much, and the extra
long moats further worsen this (making it hard to retreat, making it
difficult to gauge one's chances to survive, and encouraging waiting very
long times to try and have them wander away).<br>
As such, I have removed clockroaches from both of these sewer layouts, with
mild compensatory buffs to both of them as previously-underperforming
sewers. I have also made a new Sewer layout reliably forefronting this
gimmick with a fair bit more caution (using a much shorter moat with some
minimal reliable cover, limits on clockroach firing counts, and narrow
space for them to roam) and some distinct flavour (with kobolds having a
semi-magical insect collection as earlygame has incidentally picked up).
This should serve as a far better test for how reasonable the gimmick is,
and can be trivially swapped out in the future for other ranged enemies if
these restrictions make the gimmick still too much.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5dad2313f">b5dad2313f</a> | 2025-11-20 18:36:41 -0330 | regret-index</pre>
Ever more mutation icons<br>These are mostly borne from some loose further ideas after I did work on
other icons and tiles for upcoming further bad mutation revisions. Still
going to take a long whiles yet to fully catch up on the remaining three
dozen or so icons without unique icons, alas.<br>
 * Bedevilling: A rejected tentacled monstrosity tile by roctavian,
   combined with ontoclasm's Hexes skill icon and Summon Demon icons.<br>
 * Black Mark: Sastreii's robust mutation icons.<br>
 * Double potion heal: A CC0 potion by Shade combined with ontoclasm's
   local tiles number font and potion of heal wounds icon.<br>
 * In touch with death: Denzi's original mummy tile and Tomb rock tiles,
   combined with Darby's ossuary stone tiles.<br>
 * Naga tail mutation: ontoclasm's mermaid statue, a rejected naga tileset
   by roctavian, and XuaXua's constriction status icon.<br>
 * Sanguine Armour: CanOfWorms's icemail icons, combined with a public
   domain waterfall from the Open Pixel Project.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5381b52e2">e5381b52e2</a> | 2025-11-20 15:32:27 +1300 | CrawlOdds</pre>
Make spell name lookup prefer spells that exist<br>This makes it easier to memorise Freezing Cloud in wizmode, for example.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5498a261d">c5498a261d</a> | 2025-11-19 16:54:39 -0330 | DracoOmega</pre>
Remove some broken logic regarding monsters picking up launchers (Acrobat)<br>Monsters that had damage-dealing spells were supposed to not bother picking
up ranged weapons. This was ancient behavior that ended up broken by
7ec163d (due to the new function using an && instead of an & in one
place...)<br>
However, on reflection, perhaps there is not a sufficiently compelling
reason that conjurer monsters *not* pick up launchers. The original idea
(I presume) was to avoid needless overlap between their spells and another
means of firing damaging projectiles, but we don't stop conjurers from
picking up *wands* and those are even more similar. A handful of monsters
with direct damage spells already can even spawn *with* launchers (eg:
kobold blastminers, deep elf knights), so in the rare chance this happens,
it seems probably fine?<br>
So I am simply removing all logic related to this rather than do a more
exhaustive cleanup of what spells do damage or not. If in future we want
to limit this a bit moreso, there are other ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f56f43775">7f56f43775</a> | 2025-11-18 18:23:11 -0330 | DracoOmega</pre>
Fix some friendly-fire warnings (Odds)<br>When af31bf4 refactored code for tracers hitting the player, it
incidentally relied more on the beam's own attitude while ignoring the
agent. However, we don't actually set beam attitude correctly in many
places, so certain spells (including Fire Storm and Freezing Cloud) treated
the player as a hostile target and didn't warn for aiming at yourself.<br>
A more correct solution overall would be to review uses of beam attitude
and generally have beams determine their attitude automatically from their
agent. But in the meantime, this should fix the immediate bug.<br>
This fixes #4915
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae57460154">ae57460154</a> | 2025-11-18 15:51:03 -0600 | David Lawrence Ramsey</pre>
Add another people name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44485375a">c44485375a</a> | 2025-11-18 11:37:43 -0600 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77c13a3788">77c13a3788</a> | 2025-11-19 00:47:24 +1300 | Isaac Clancy</pre>
Fix the tiles for webs sometimes fail to connect<br>Webs are meant to connect to adjacent webs and solid features. So as
not to leak information that a console player wouldn't know, they can
only be shown connected to other tiles that you have seen or magic
mapped. This means that when a tile first comes into view we need to
redraw the webs around it as they might now connect to it. However,
because we were caching the tile for webs after applying the web
connectivity checks and the tile cache for a square isn't invalidated
when a neighboring square is seen, we sometimes wouldn't redraw. To fix
this move applying the connectivity checks to after we retrieve the tile
from the cache.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6de63240e">c6de63240e</a> | 2025-11-19 00:27:23 +1300 | Isaac Clancy</pre>
Apply branch tile overrides before caching tiles<br>We were storing tiles in the tile cache without branch overrides and
then applying the overrides every time we accessed the cache. However,
it's fine to apply the overrides to the tiles before storing them in the
cache as we invalidate the whole tile cache when changing levels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0c88c3b9a">e0c88c3b9a</a> | 2025-11-17 15:18:28 -0600 | David Lawrence Ramsey</pre>
Fix failing Lua monster name test (oops).<br>Add "name_nocorpse" to the kobold wearing mittens so that it properly
leaves a kobold corpse again.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=91728b37d5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1296-g91728b37d5.zip">here</a>.]]></description>
            <pubDate>Fri, 21 Nov 2025 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1294-ge5381b52e2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1294-ge5381b52e2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5381b52e2">e5381b52e2</a> | 2025-11-20 15:32:27 +1300 | CrawlOdds</pre>
Make spell name lookup prefer spells that exist<br>This makes it easier to memorise Freezing Cloud in wizmode, for example.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5498a261d">c5498a261d</a> | 2025-11-19 16:54:39 -0330 | DracoOmega</pre>
Remove some broken logic regarding monsters picking up launchers (Acrobat)<br>Monsters that had damage-dealing spells were supposed to not bother picking
up ranged weapons. This was ancient behavior that ended up broken by
7ec163d (due to the new function using an && instead of an & in one
place...)<br>
However, on reflection, perhaps there is not a sufficiently compelling
reason that conjurer monsters *not* pick up launchers. The original idea
(I presume) was to avoid needless overlap between their spells and another
means of firing damaging projectiles, but we don't stop conjurers from
picking up *wands* and those are even more similar. A handful of monsters
with direct damage spells already can even spawn *with* launchers (eg:
kobold blastminers, deep elf knights), so in the rare chance this happens,
it seems probably fine?<br>
So I am simply removing all logic related to this rather than do a more
exhaustive cleanup of what spells do damage or not. If in future we want
to limit this a bit moreso, there are other ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f56f43775">7f56f43775</a> | 2025-11-18 18:23:11 -0330 | DracoOmega</pre>
Fix some friendly-fire warnings (Odds)<br>When af31bf4 refactored code for tracers hitting the player, it
incidentally relied more on the beam's own attitude while ignoring the
agent. However, we don't actually set beam attitude correctly in many
places, so certain spells (including Fire Storm and Freezing Cloud) treated
the player as a hostile target and didn't warn for aiming at yourself.<br>
A more correct solution overall would be to review uses of beam attitude
and generally have beams determine their attitude automatically from their
agent. But in the meantime, this should fix the immediate bug.<br>
This fixes #4915
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae57460154">ae57460154</a> | 2025-11-18 15:51:03 -0600 | David Lawrence Ramsey</pre>
Add another people name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44485375a">c44485375a</a> | 2025-11-18 11:37:43 -0600 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77c13a3788">77c13a3788</a> | 2025-11-19 00:47:24 +1300 | Isaac Clancy</pre>
Fix the tiles for webs sometimes fail to connect<br>Webs are meant to connect to adjacent webs and solid features. So as
not to leak information that a console player wouldn't know, they can
only be shown connected to other tiles that you have seen or magic
mapped. This means that when a tile first comes into view we need to
redraw the webs around it as they might now connect to it. However,
because we were caching the tile for webs after applying the web
connectivity checks and the tile cache for a square isn't invalidated
when a neighboring square is seen, we sometimes wouldn't redraw. To fix
this move applying the connectivity checks to after we retrieve the tile
from the cache.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6de63240e">c6de63240e</a> | 2025-11-19 00:27:23 +1300 | Isaac Clancy</pre>
Apply branch tile overrides before caching tiles<br>We were storing tiles in the tile cache without branch overrides and
then applying the overrides every time we accessed the cache. However,
it's fine to apply the overrides to the tiles before storing them in the
cache as we invalidate the whole tile cache when changing levels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0c88c3b9a">e0c88c3b9a</a> | 2025-11-17 15:18:28 -0600 | David Lawrence Ramsey</pre>
Fix failing Lua monster name test (oops).<br>Add "name_nocorpse" to the kobold wearing mittens so that it properly
leaves a kobold corpse again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1a48c6843">c1a48c6843</a> | 2025-11-17 14:59:01 -0600 | David Lawrence Ramsey</pre>
Fix MF_SUFFIX monster corpse oddity (#4908).<br>Don't erroneously ignore the suffixes of corpses of monsters with
"n_suf" lacking "n_noc", since we don't do that with corpses of monsters
with "n_adj" lacking "n_noc".<br>
Accordingly, adjust the one redefined monster we currently have that
uses "n_suf" without "n_noc" and leaves a corpse, the spriggan baker, to
use "n_noc" so that it will still properly leave a spriggan corpse
instead of a spriggan baker corpse.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8453784959">8453784959</a> | 2025-11-17 14:53:56 -0600 | David Lawrence Ramsey</pre>
Fix MF_ADJECTIVE monster corpse oddity (#4908).<br>Don't erroneously display "the" instead of "a" with corpses of monsters
with "n_adj" lacking "n_noc", since we don't do that with corpses of
monsters with "n_suf" lacking "n_noc".
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e5381b52e2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1294-ge5381b52e2.zip">here</a>.]]></description>
            <pubDate>Thu, 20 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1292-g7f56f43775.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1292-g7f56f43775.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f56f43775">7f56f43775</a> | 2025-11-18 18:23:11 -0330 | DracoOmega</pre>
Fix some friendly-fire warnings (Odds)<br>When af31bf4 refactored code for tracers hitting the player, it
incidentally relied more on the beam's own attitude while ignoring the
agent. However, we don't actually set beam attitude correctly in many
places, so certain spells (including Fire Storm and Freezing Cloud) treated
the player as a hostile target and didn't warn for aiming at yourself.<br>
A more correct solution overall would be to review uses of beam attitude
and generally have beams determine their attitude automatically from their
agent. But in the meantime, this should fix the immediate bug.<br>
This fixes #4915
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae57460154">ae57460154</a> | 2025-11-18 15:51:03 -0600 | David Lawrence Ramsey</pre>
Add another people name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44485375a">c44485375a</a> | 2025-11-18 11:37:43 -0600 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77c13a3788">77c13a3788</a> | 2025-11-19 00:47:24 +1300 | Isaac Clancy</pre>
Fix the tiles for webs sometimes fail to connect<br>Webs are meant to connect to adjacent webs and solid features. So as
not to leak information that a console player wouldn't know, they can
only be shown connected to other tiles that you have seen or magic
mapped. This means that when a tile first comes into view we need to
redraw the webs around it as they might now connect to it. However,
because we were caching the tile for webs after applying the web
connectivity checks and the tile cache for a square isn't invalidated
when a neighboring square is seen, we sometimes wouldn't redraw. To fix
this move applying the connectivity checks to after we retrieve the tile
from the cache.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6de63240e">c6de63240e</a> | 2025-11-19 00:27:23 +1300 | Isaac Clancy</pre>
Apply branch tile overrides before caching tiles<br>We were storing tiles in the tile cache without branch overrides and
then applying the overrides every time we accessed the cache. However,
it's fine to apply the overrides to the tiles before storing them in the
cache as we invalidate the whole tile cache when changing levels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0c88c3b9a">e0c88c3b9a</a> | 2025-11-17 15:18:28 -0600 | David Lawrence Ramsey</pre>
Fix failing Lua monster name test (oops).<br>Add "name_nocorpse" to the kobold wearing mittens so that it properly
leaves a kobold corpse again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1a48c6843">c1a48c6843</a> | 2025-11-17 14:59:01 -0600 | David Lawrence Ramsey</pre>
Fix MF_SUFFIX monster corpse oddity (#4908).<br>Don't erroneously ignore the suffixes of corpses of monsters with
"n_suf" lacking "n_noc", since we don't do that with corpses of monsters
with "n_adj" lacking "n_noc".<br>
Accordingly, adjust the one redefined monster we currently have that
uses "n_suf" without "n_noc" and leaves a corpse, the spriggan baker, to
use "n_noc" so that it will still properly leave a spriggan corpse
instead of a spriggan baker corpse.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8453784959">8453784959</a> | 2025-11-17 14:53:56 -0600 | David Lawrence Ramsey</pre>
Fix MF_ADJECTIVE monster corpse oddity (#4908).<br>Don't erroneously display "the" instead of "a" with corpses of monsters
with "n_adj" lacking "n_noc", since we don't do that with corpses of
monsters with "n_suf" lacking "n_noc".
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74290eaedb">74290eaedb</a> | 2025-11-17 14:47:59 -0600 | David Lawrence Ramsey</pre>
Replace obsolete ref to "wizard" monster in docs.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb7a264d33">fb7a264d33</a> | 2025-11-16 18:15:12 -0330 | DracoOmega</pre>
Fix formicids being able to dig into the level border (and then crash)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f56f43775">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1292-g7f56f43775.zip">here</a>.]]></description>
            <pubDate>Wed, 19 Nov 2025 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1287-ge0c88c3b9a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1287-ge0c88c3b9a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0c88c3b9a">e0c88c3b9a</a> | 2025-11-17 15:18:28 -0600 | David Lawrence Ramsey</pre>
Fix failing Lua monster name test (oops).<br>Add "name_nocorpse" to the kobold wearing mittens so that it properly
leaves a kobold corpse again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1a48c6843">c1a48c6843</a> | 2025-11-17 14:59:01 -0600 | David Lawrence Ramsey</pre>
Fix MF_SUFFIX monster corpse oddity (#4908).<br>Don't erroneously ignore the suffixes of corpses of monsters with
"n_suf" lacking "n_noc", since we don't do that with corpses of monsters
with "n_adj" lacking "n_noc".<br>
Accordingly, adjust the one redefined monster we currently have that
uses "n_suf" without "n_noc" and leaves a corpse, the spriggan baker, to
use "n_noc" so that it will still properly leave a spriggan corpse
instead of a spriggan baker corpse.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8453784959">8453784959</a> | 2025-11-17 14:53:56 -0600 | David Lawrence Ramsey</pre>
Fix MF_ADJECTIVE monster corpse oddity (#4908).<br>Don't erroneously display "the" instead of "a" with corpses of monsters
with "n_adj" lacking "n_noc", since we don't do that with corpses of
monsters with "n_suf" lacking "n_noc".
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74290eaedb">74290eaedb</a> | 2025-11-17 14:47:59 -0600 | David Lawrence Ramsey</pre>
Replace obsolete ref to "wizard" monster in docs.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb7a264d33">fb7a264d33</a> | 2025-11-16 18:15:12 -0330 | DracoOmega</pre>
Fix formicids being able to dig into the level border (and then crash)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fdd75ac4f6">fdd75ac4f6</a> | 2025-11-16 15:06:54 -0330 | DracoOmega</pre>
Fix inverted logic<br>Oops >.>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=028126efb3">028126efb3</a> | 2025-11-16 15:06:18 -0330 | DracoOmega</pre>
Temporarily change an assert to a no-op (various)<br>While you.turn_is_over really *should* be false any time
move_player_action() is reached, this assert uncovered some input bugs that
can rarely allow for mouse commands to try performing an action while the
player's turn is theoretically over.<br>
That bug has more widespread consequences than just this function, but is
also non-trivial to fix, so in the meantime let's have this method just
abort instead of crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2aef843f5c">2aef843f5c</a> | 2025-11-16 00:52:13 -0600 | David Lawrence Ramsey</pre>
Properly name uniques wrt derived undead (#4908).<br>Use name_zombie_from_mon(): make a fake monster to hold the name and
name flags we'll get, and then copy them to the mgen_data.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d23ca1161">7d23ca1161</a> | 2025-11-15 23:35:51 -0600 | David Lawrence Ramsey</pre>
Improve _make_derived_undead()'s naming (#4908).<br>Make its logic duplicated from name_zombie_from_mon() closer to that of
name_zombie_from_mon(), so that its behaviour is closer to correct (e.g.
it will now only add the usual suffix to uniques instead of both them
and named monsters without the MF_NOCORPSE flag set).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8682a6176f">8682a6176f</a> | 2025-11-15 23:35:45 -0600 | David Lawrence Ramsey</pre>
Fix some monster naming wrt MF_NOCORPSE (#4908).<br>In name_zombie_from_mon() and _make_derived_undead(), if the MF_NOCORPSE
flag is set and the monster's name is discarded, clear all its name
flags as well, so we don't e.g. display spurious spaces for prefixes and
suffixes in the monster's former name.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e0c88c3b9a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1287-ge0c88c3b9a.zip">here</a>.]]></description>
            <pubDate>Tue, 18 Nov 2025 06:45:32 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1283-gfb7a264d33.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1283-gfb7a264d33.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb7a264d33">fb7a264d33</a> | 2025-11-16 18:15:12 -0330 | DracoOmega</pre>
Fix formicids being able to dig into the level border (and then crash)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fdd75ac4f6">fdd75ac4f6</a> | 2025-11-16 15:06:54 -0330 | DracoOmega</pre>
Fix inverted logic<br>Oops >.>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=028126efb3">028126efb3</a> | 2025-11-16 15:06:18 -0330 | DracoOmega</pre>
Temporarily change an assert to a no-op (various)<br>While you.turn_is_over really *should* be false any time
move_player_action() is reached, this assert uncovered some input bugs that
can rarely allow for mouse commands to try performing an action while the
player's turn is theoretically over.<br>
That bug has more widespread consequences than just this function, but is
also non-trivial to fix, so in the meantime let's have this method just
abort instead of crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2aef843f5c">2aef843f5c</a> | 2025-11-16 00:52:13 -0600 | David Lawrence Ramsey</pre>
Properly name uniques wrt derived undead (#4908).<br>Use name_zombie_from_mon(): make a fake monster to hold the name and
name flags we'll get, and then copy them to the mgen_data.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d23ca1161">7d23ca1161</a> | 2025-11-15 23:35:51 -0600 | David Lawrence Ramsey</pre>
Improve _make_derived_undead()'s naming (#4908).<br>Make its logic duplicated from name_zombie_from_mon() closer to that of
name_zombie_from_mon(), so that its behaviour is closer to correct (e.g.
it will now only add the usual suffix to uniques instead of both them
and named monsters without the MF_NOCORPSE flag set).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8682a6176f">8682a6176f</a> | 2025-11-15 23:35:45 -0600 | David Lawrence Ramsey</pre>
Fix some monster naming wrt MF_NOCORPSE (#4908).<br>In name_zombie_from_mon() and _make_derived_undead(), if the MF_NOCORPSE
flag is set and the monster's name is discarded, clear all its name
flags as well, so we don't e.g. display spurious spaces for prefixes and
suffixes in the monster's former name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7bf8d8ed5">a7bf8d8ed5</a> | 2025-11-16 16:15:53 +1300 | Isaac Clancy</pre>
Fix show_update_at setting a square as not in view<br>This was mainly causing monster positions to not be correct during force
mores that happen on monster turns in console. This was broken in
commit af76f80
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f62dfb2e50">f62dfb2e50</a> | 2025-11-15 20:54:19 -0600 | David Lawrence Ramsey</pre>
Fix zombified Gehenna SoH losing its name (#4908)<br>By putting a minor hack into common_name(). It's the only case of a
monster with the same base_type and species where its name shouldn't be
discarded; the other Serpent of Hell varieties have different base
types, and so don't lose their names here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6cdf2f81c">f6cdf2f81c</a> | 2025-11-15 22:37:44 -0330 | DracoOmega</pre>
Fix ?summoning band members disappearing instantly (tekkud)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=27e3a25e67">27e3a25e67</a> | 2025-11-15 18:32:21 -0600 | David Lawrence Ramsey</pre>
And #ifdef out insubstantial wisp enum (oops).<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fb7a264d33">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1283-gfb7a264d33.zip">here</a>.]]></description>
            <pubDate>Mon, 17 Nov 2025 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1279-g7d23ca1161.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1279-g7d23ca1161.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d23ca1161">7d23ca1161</a> | 2025-11-15 23:35:51 -0600 | David Lawrence Ramsey</pre>
Improve _make_derived_undead()'s naming (#4908).<br>Make its logic duplicated from name_zombie_from_mon() closer to that of
name_zombie_from_mon(), so that its behaviour is closer to correct (e.g.
it will now only add the usual suffix to uniques instead of both them
and named monsters without the MF_NOCORPSE flag set).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8682a6176f">8682a6176f</a> | 2025-11-15 23:35:45 -0600 | David Lawrence Ramsey</pre>
Fix some monster naming wrt MF_NOCORPSE (#4908).<br>In name_zombie_from_mon() and _make_derived_undead(), if the MF_NOCORPSE
flag is set and the monster's name is discarded, clear all its name
flags as well, so we don't e.g. display spurious spaces for prefixes and
suffixes in the monster's former name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7bf8d8ed5">a7bf8d8ed5</a> | 2025-11-16 16:15:53 +1300 | Isaac Clancy</pre>
Fix show_update_at setting a square as not in view<br>This was mainly causing monster positions to not be correct during force
mores that happen on monster turns in console. This was broken in
commit af76f80
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f62dfb2e50">f62dfb2e50</a> | 2025-11-15 20:54:19 -0600 | David Lawrence Ramsey</pre>
Fix zombified Gehenna SoH losing its name (#4908)<br>By putting a minor hack into common_name(). It's the only case of a
monster with the same base_type and species where its name shouldn't be
discarded; the other Serpent of Hell varieties have different base
types, and so don't lose their names here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6cdf2f81c">f6cdf2f81c</a> | 2025-11-15 22:37:44 -0330 | DracoOmega</pre>
Fix ?summoning band members disappearing instantly (tekkud)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=27e3a25e67">27e3a25e67</a> | 2025-11-15 18:32:21 -0600 | David Lawrence Ramsey</pre>
And #ifdef out insubstantial wisp enum (oops).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a87bae979">5a87bae979</a> | 2025-11-15 17:38:49 -0600 | David Lawrence Ramsey</pre>
Remove insubstantial wisps.<br>They're not used for anything except as a tile reference for wisp form,
so use their current tile for that directly.<br>
Change its default monster to twister, since it's a vortex-type and it's
nearly the same colour as the original monster.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fe8c44f3a">4fe8c44f3a</a> | 2025-11-15 17:02:58 -0600 | David Lawrence Ramsey</pre>
Remove has_corpse from some more monsters.<br>Which are non-living, demonic, or either of those. and also
non-spawning due to being genus-only or used just for their tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d68f2b6bc">2d68f2b6bc</a> | 2025-11-15 12:47:53 -0600 | David Lawrence Ramsey</pre>
Rename the two versions of name_zombie().<br>To better differentiate them. name_zombie(mon, mc, mon_name) is now
name_zombie_from_class(), and name_zombie(mon, orig) is now
name_zombie_from_mon().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e49427c560">e49427c560</a> | 2025-11-15 11:04:50 -0600 | David Lawrence Ramsey</pre>
Fix warnings.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7d23ca1161">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1279-g7d23ca1161.zip">here</a>.]]></description>
            <pubDate>Sun, 16 Nov 2025 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1264-gf19d277d5e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1264-gf19d277d5e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f19d277d5e">f19d277d5e</a> | 2025-11-14 19:53:03 -0600 | David Lawrence Ramsey</pre>
Clarify comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=893d6a15a9">893d6a15a9</a> | 2025-11-14 21:15:40 -0330 | DracoOmega</pre>
Fix a crash with monsters escaping constriction<br>When monsters escaped ranged constriction forcibly, the codepath resulted
in deleting ENCH_CONSTRICTED in the middle of actor::stop_constricting(),
potentially invalidating a reference still being used. This should
hopefully fix that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be73c500f2">be73c500f2</a> | 2025-11-14 20:57:46 -0330 | DracoOmega</pre>
Don't warn players about moving onto traps under enemies (not_that_greg)<br>Since the movement action won't actually move you there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d851663aa">2d851663aa</a> | 2025-11-14 17:59:42 -0600 | David Lawrence Ramsey</pre>
Remove unneeded blank line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09b92a94c4">09b92a94c4</a> | 2025-11-14 17:57:27 -0600 | David Lawrence Ramsey</pre>
Mention spider form's new immunity to webs.<br>In the spider talisman's description.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03264fdafe">03264fdafe</a> | 2025-11-14 17:52:13 -0600 | Implojin</pre>
Remove an obsolete barbs rampage warning<br>Following 90209b8f76, rampage only deals barbs damage once no matter the
distance travelled, so we no longer need a special-cased prompt message
about huge barbs damage here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90209b8f76">90209b8f76</a> | 2025-11-14 17:05:55 -0330 | DracoOmega</pre>
Rewrite move_player_action and general rampage movement handling<br>The way rampage movement was implemented was somewhat brittle and resulted
in a handful of inconsistencies (that have become even more obvious now
that players can stack rampage to move multiple tiles at once). Internally,
it performed an 'instant' movement directly to the second-last tile of the
full rampage, then attempted to do a single normal movement in that same
direction. This resulted in a number of issues:
 -Rampaging would skip over traps on any but the final two tiles (unless
  you were attacking a monster, in which case it would skip over all traps
  except the final one)
 -The time spent moving when crossing slow terrain would depend very
  idiosyncratically on what *order* the terrain was encountered in.
 -Whether you would whirlwind a monster you appeared to pass alongside
  varied based on precisely how distant you were from them - if you
  'jumped' too far, you would not attack them at all, despite arriving
  beside them.
 -If the initial movement displaced the player somehow (such as a dispersal
  trap), the second movement would still automatically procede from the
  player's new location; it was possible to perform dangerous attacks
  without a prompt this way, or accidentally open runed doors (or even
  move at instant speed movement if you happened to bump into a neutral
  monster).
 -Rampage would jump 'over' invisible monsters, unless they were at the
  player's destination, in which case the player would take only a single
  step and stop (no matter how far away the invisible monster was).<br>
On top of all this, there were checks needed in many places to make sure
the movement actually took time if the player was interrupted before the
'normal' movement could happen.<br>
move_player_action() (with which it was deeply entwined) is also very old
code that has had so many additions and removals over the decades that the
resulting logic was needlessly difficult to follow (and contained a lot of
highly dubious statements like resetting local variables immediately before
exiting...)<br>
This commit is an attempt to clean up both, rewriting move_player_action()
to be clearer, while making rampaging more of a first-class citizen within
it. Rampaging now actually performs an arbitrary number of individual steps
in sequence (rather than one instant jump and one normal move). Anything
that would stop the player's ability to move in the middle will cancel the
rest of the sequence (including arriving somewhere unexpected). The
movement cost of the rampage is calculated as the *average* movement cost
of all steps along the movement path, and it now only triggers barbs and
sticky flame shake-off a single time (instead of often precisely twice, no
matter the distance travelled).<br>
In addition, this fixes several other issues with move_player_action():
 -Fungus form was permitted to move in sight of enemies, so long as this
  was done by swapping with something.
 -Winding a clockwork bee took no time (!)
 -Shallow water could be entered at normal speed, but *exiting* it was slow
  (Possibly unknowingly changed by d469af4, whose reasons for reordering
  the relevant no longer apply to the current version of pursuit attacks)
 -Martial attacks did not reset the player's berserk non-attack penalty
  properly (merely pausing it temporarily).<br>
Finally, this makes it possible to perform martial attacks while digging.
This interaction was probably deliberate, but very obscure and doesn't feel
like an exception worth preserving; if dig-lunge-stabbing really is too
strong, we can always make the noise digging already does alert adjacent
things first.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4844f47519">4844f47519</a> | 2025-11-14 17:05:55 -0330 | DracoOmega</pre>
Fix can_pass_through() for wall-walking monsters (Sergey)<br>can_pass_through() returned false for anything *but* walls for
wall-walkers, resulting in a handful of incorrect behaviors, which
included at least:
 -Wall-walkers were unable to swap with other monsters on open ground
 -They could not be pulled by harpoon shot
 -Transference would fail on them<br>
There were fewer consequences for this than one might expect, as
monster_habitable_grid() and similar functions controlled most of this sort
of thing. (In fact, there are already comments that the difference between
the two ought to be refactored in future....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9c97a39cf">c9c97a39cf</a> | 2025-11-14 17:05:55 -0330 | DracoOmega</pre>
Remove a misleading parameter from wielded_weapon_check()<br>Only the player's mainhand weapon was passed to this function, but it would
pull out the player's offhand weapon on its own. Since literally every
single call of this function passes you.weapon() as the first parameter,
remove that parameter entirely and obtain it inside the function just as is
done for offhand weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=754c8a666e">754c8a666e</a> | 2025-11-14 17:05:55 -0330 | DracoOmega</pre>
Fix the Diminished Spells status missing a description (Snakku)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f19d277d5e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1264-gf19d277d5e.zip">here</a>.]]></description>
            <pubDate>Sat, 15 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1184-gf20446e8b0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1184-gf20446e8b0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f20446e8b0">f20446e8b0</a> | 2025-11-13 20:00:34 -0600 | David Lawrence Ramsey</pre>
Fix crash when looking up "serpent of hell".<br>In the help lookup.<br>
If the serpent of hell we look up has no branch or no valid branch
specified, we now default to Gehenna instead of asserting.<br>
(I don't know how the old routine got the right serpent of hell without
a specified branch before the monster lost "the " from its name, but
this does seem to work, and being able to trigger an assert by mistyping
a hell branch name is a worse problem.)<br>
Closes #4905.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ace6acc8d7">ace6acc8d7</a> | 2025-11-13 19:15:18 -0600 | David Lawrence Ramsey</pre>
Remove obsolete ref to SoH casting LCS in zh too.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6d26d3853">f6d26d3853</a> | 2025-11-13 16:52:03 -0600 | David Lawrence Ramsey</pre>
Remove obsolete ref to SoH casting LCS.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1bae87cbb">d1bae87cbb</a> | 2025-11-13 16:41:53 -0600 | David Lawrence Ramsey</pre>
Fix spell message lookups for "the " monsters.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac7b574f70">ac7b574f70</a> | 2025-11-13 16:07:35 -0600 | David Lawrence Ramsey</pre>
Put 'prepended "the " removal' in its own func.<br>So that the same bit of code isn't copied all over the place. This uses
erase() instead of substr(), but should work the same way (and one
instance used erase() too).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2439a7204">a2439a7204</a> | 2025-11-13 15:19:38 -0600 | David Lawrence Ramsey</pre>
Fix key-based searches for "the " monsters.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1d8492f13">a1d8492f13</a> | 2025-11-13 14:49:12 -0600 | David Lawrence Ramsey</pre>
Fix simulacrum movement messages again.<br>While "the " is usually tacked on properly, it needs to be removed for
this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a2a1e7401">5a2a1e7401</a> | 2025-11-13 14:42:33 -0600 | David Lawrence Ramsey</pre>
Remove "the " from Serpent of Hell help lookups.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6eb87179c3">6eb87179c3</a> | 2025-11-13 11:17:03 -0600 | David Lawrence Ramsey</pre>
Remove now-redundant monster enum setting.<br>Since the Enchantress, the Lernaean hydra, the Royal Jelly, and the
(Gehenna) Serpent of Hell now have names that match their enums.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd5d032a44">fd5d032a44</a> | 2025-11-13 11:04:12 -0600 | David Lawrence Ramsey</pre>
Fix naming of the placed zombified Enchantress.<br>With "the " tacked on properly, "Enchantress" needs to be treated as an
adjective again.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f20446e8b0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1184-gf20446e8b0.zip">here</a>.]]></description>
            <pubDate>Fri, 14 Nov 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1169-gab067d3732.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1169-gab067d3732.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab067d3732">ab067d3732</a> | 2025-11-12 23:47:40 -0600 | David Lawrence Ramsey</pre>
Add another triumphant Terence line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e2fda637c3">e2fda637c3</a> | 2025-11-12 23:50:18 -0330 | regret-index</pre>
Some banishment + Doom Xom adjustments (adelrune)<br>* After the large refactoring of 6874458, one of the enum entries in the
  vector list of Xom's potential actions was filled with a function
  instead: xom_maybe_reverts_banishment. Due to being assembled as an
  enum at the start of loading up Crawl, this meant that Xom lost the
  capability to banish players entirely unless they started the game
  at the valid true banishment XL (>=6 with wrath, >=9 without). This
  should fix this up to re-enable Xom-sourced banishment for Xom
  worshippers (at an even rarer chance than previously), with slightly
  more likeliness of seeing pseudo-banishment as chance compensation.
  (There are some dev concerns of those XLs being spoilery magic numbers,
  but nobody ever needs to fully understand Xom in many other aspects,
  scaling Xom's threat level versus one's XL in other ways has succeeded
  heavily in making them more fun and popular in de-emphasizing
  unavoidable deaths, and pacifist Xom runs to avoid gaining XP are
  decidedly impractical anyway).<br>
* Through the simplest solution of duplicating an entry and giving it
  some long documentation for such, Xom is now slightly more likely to
  apply Doom to the undead even more than they otherwise are for missing
  both drain and mutation effects. While there are further reworks to
  Xom still planned that should completely remove Xomscumming concerns
  entirely, this still seems fine for now both in terms of letting undead
  Xom worshippers see a reasonably-varied strategic damage system and
  in terms of mostly threatening scumming strategies (since the Xom Doom
  effect can't directly give banes without reaching boredom or wrath).<br>
(While I'm here, I've also renamed the debug-side "bad mutations" effect
to the more accurate "random mutations", to help those reading the wizmode
Xom debug output. It's a little inaccurate- there's a bad mutation
guaranteed only if one's in wrath- but it should be less confusing than
implying Xom's raw bad mutation rate is that particularly high.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75fabc873b">75fabc873b</a> | 2025-11-13 15:35:09 +1300 | Isaac Clancy</pre>
Fix looking up rock walls in Pandemonium<br>Searching for "rock" in the feature lookup menu while in Pandemonium
would show a list of features with one of them being "A wall of the
weird stuff which makes up Pandemonium" and no entry for rock walls.
The tile for this entry was missing and going into the entry would show
a description box that was blank apart from a single off centered full
stop.<br>
As the rest of the feature search is independent of the branch you are
in (e.g. search for doors in crypt shows generic door tiles not crypt
ones) I think it's best to show the normal description for rock walls
while in Pandemonium.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6352ea329">e6352ea329</a> | 2025-11-13 14:02:22 +1300 | Isaac Clancy</pre>
Show actual feature tile flavour in more menus<br>Show the actual flavour of a feature in all menus that show a feature on
the map. For example when examining a dagger in an open door in crypt,
show the right door tile for crypt rather than a generic door tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=655ffec7b1">655ffec7b1</a> | 2025-11-12 18:59:41 -0330 | regret-index</pre>
Micro vault review<br>Most notably, this clears up two bug reports from cool 3 / tekkud:
player-facing debug statements were left after bugfixing Trove books in
a086fab, and depth-scaling for ebering_necropolis_ghost_xom has been using
absdepth instead of dgn.persist.necropolis_difficulty() as far back as the
original Necropolis transfer in 72caabb.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25542d231b">25542d231b</a> | 2025-11-12 18:59:40 -0330 | regret-index</pre>
Another small targeted vault batch<br>Four vaults: a Nemelex gimmick overflow and a Qazlal decorative overflow to
try and raise the average of the god-specific overflow altars up, another
Shoals decor vault since I'd like to have that branch get a decor
arrangement next to vary up Shoals:4 serial-rune-vault floors, and another
Abyss entrance vault to try and deal with a previous count of 9 being too
low for something that appear multiple times in each game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7cf73b23f">b7cf73b23f</a> | 2025-11-12 18:59:40 -0330 | regret-index</pre>
Move fire bats out of Depths lava and into D lava<br>Fire bats are essentially doing absolutely nothing in Depths in any real
threat capacity, aside from providing variety in a harmless-monster
fashion we've moved quite far away from over the past decade's worth of
branch updates. The weight of their cutting from Depths is given to the
other harmless Depths lava monster choices, fire elementals and molten
gargoyles, which also are unlikely to do much at the depth but which
provide some less-comically-weak variety versus the full Snake
salamander selection Depths uses.<br>
Meanwhile, in a place that could always use more variety, I'm putting a
very tiny amount of fire bats to spawn in D:7-15, in the same depth as
when lava snakes start spawning and two floors past when the somewhat
comparable ice beast spawns (which have better AC and HP + rPois, but
worse speed). A fiery monster has been conspicuously missing from D for a
long while (outside of crimson imps, cut in 60f854e), and these can
easily fulfill such in the branch where we already prominently use bats
at a time where their statlines can actually be meaningfully relevant. It
does lower the novelty of Volcanoes very slightly, but those have more
than enough monster set options that I'm not nearly as concerned about
those as I've been with the earliest portals.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e2540d371">7e2540d371</a> | 2025-11-12 15:53:34 -0600 | David Lawrence Ramsey</pre>
Simplify all-name-related mask handling a bit.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7925ddab22">7925ddab22</a> | 2025-11-12 15:44:30 -0600 | David Lawrence Ramsey</pre>
Add flag mask for all name-related flags.<br>Copied over from where they're all used in
mon-poly.cc:change_monster_type(), since such a mask could be useful
elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbe7a93f4e">fbe7a93f4e</a> | 2025-11-12 15:08:18 -0600 | David Lawrence Ramsey</pre>
Disallow zombifying Grunn, since he's undead.<br>Closes #4898.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ab067d3732">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1169-gab067d3732.zip">here</a>.]]></description>
            <pubDate>Thu, 13 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1150-gb1a7a50d98.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1150-gb1a7a50d98.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1a7a50d98">b1a7a50d98</a> | 2025-11-11 23:24:30 -0600 | David Lawrence Ramsey</pre>
Add missing species to Gehenna Serpent of Hell.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=94ae4be39d">94ae4be39d</a> | 2025-11-12 16:24:22 +1300 | Isaac Clancy</pre>
Fix crash when Blork dies as a vengeance target<br>When worshipping Beogh and Blorkula kills one of your orcs, he will be
marked as a vengeance target. If you then beat him up and he turned into
bats, it would count as you killing the last vengeance target and end
your vengeance. When he then reformed (including reforming dead when you
killed his last bat) he would still count as a vengeance target which
would result in a crash when he died as you weren't under vengeance.
Instead, transfer the vengeance to the bats when he splits and then back
to him when he reforms.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=84510d75b0">84510d75b0</a> | 2025-11-11 18:56:39 -0600 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab8dd1b751">ab8dd1b751</a> | 2025-11-11 18:56:35 -0600 | David Lawrence Ramsey</pre>
Update an outdated comment.<br>Since undead skeletons are no longer a thing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bcb7b9790">8bcb7b9790</a> | 2025-11-10 23:25:27 -0600 | David Lawrence Ramsey</pre>
Add another Donald line for Vehumet.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9a0f1e6c0">c9a0f1e6c0</a> | 2025-11-10 22:31:45 -0600 | guillaume</pre>
Add revenant's first spell to their library<br>This fixes an issue where revenants could have messages like
"You add the spell X to your library" when picking up parchment and books
for a spell that they already had learned. This also affected the book inspection
ui where the spell was both greyed out but not considered known.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f84a12ef02">f84a12ef02</a> | 2025-11-11 13:55:31 +1300 | Isaac Clancy</pre>
Fix crash when pending revival as a felid<br>When a monster tries to attack a dead felid player, we were canceling
the attack but not spending any energy. This caused the monster to try
taking infinite turns attacking which triggered an assert.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6f5bdc043">a6f5bdc043</a> | 2025-11-10 16:57:21 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87edb97778">87edb97778</a> | 2025-11-10 07:59:10 -0600 | David Lawrence Ramsey</pre>
Pluralise a weather name for artefacts.<br>So that it matches the other weather names.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89123b03c1">89123b03c1</a> | 2025-11-10 07:58:12 -0600 | David Lawrence Ramsey</pre>
Add another instrument name to artefacts.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b1a7a50d98">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1150-gb1a7a50d98.zip">here</a>.]]></description>
            <pubDate>Wed, 12 Nov 2025 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1146-g8bcb7b9790.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1146-g8bcb7b9790.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bcb7b9790">8bcb7b9790</a> | 2025-11-10 23:25:27 -0600 | David Lawrence Ramsey</pre>
Add another Donald line for Vehumet.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9a0f1e6c0">c9a0f1e6c0</a> | 2025-11-10 22:31:45 -0600 | guillaume</pre>
Add revenant's first spell to their library<br>This fixes an issue where revenants could have messages like
"You add the spell X to your library" when picking up parchment and books
for a spell that they already had learned. This also affected the book inspection
ui where the spell was both greyed out but not considered known.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f84a12ef02">f84a12ef02</a> | 2025-11-11 13:55:31 +1300 | Isaac Clancy</pre>
Fix crash when pending revival as a felid<br>When a monster tries to attack a dead felid player, we were canceling
the attack but not spending any energy. This caused the monster to try
taking infinite turns attacking which triggered an assert.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6f5bdc043">a6f5bdc043</a> | 2025-11-10 16:57:21 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87edb97778">87edb97778</a> | 2025-11-10 07:59:10 -0600 | David Lawrence Ramsey</pre>
Pluralise a weather name for artefacts.<br>So that it matches the other weather names.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89123b03c1">89123b03c1</a> | 2025-11-10 07:58:12 -0600 | David Lawrence Ramsey</pre>
Add another instrument name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72e09e7ad3">72e09e7ad3</a> | 2025-11-10 16:01:45 +1300 | Isaac Clancy</pre>
Fix felids receiving attacks while dead<br>Unlike monster's that count as dead while pending revival, the player
counted as alive. This caused them to to receive attacks while dead,
which usually didn't matter as most of the effects from the attacks were
cleaned up when reviving. However, not all effects are cleared on
reviving and you do end up with messages in the message log that don't
make a log of sense for a dead character. Instead, count felids that are
pending revival as dead and fix up any of the checks that should still
affect them (or a monster) when pending revival.<br>
Fixes #4845
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f358fb7c0">0f358fb7c0</a> | 2025-11-09 15:51:15 -0600 | David Lawrence Ramsey</pre>
Fix a Crazy Yiuf quote.<br>Properly transcribe the line from the Principia Discordia exactly as
written.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9efe5695e">b9efe5695e</a> | 2025-11-09 13:57:35 -0600 | RypoFalem</pre>
art: Make exclusions more readable<br>As someone that is partially colorblind, exclusions were very difficult
for me to read when placed over certain tiles. Shoals was the biggest
culprit since the exclusions are hard to make out on top of sand and
shallow/deep sea water tiles. Exclusions were also very difficult to see
when placed over lava tiles. To address this, exclusions were given a
transparent black outline and a central white gradient.<br>
Exclusion tiles connected with each other in a way that made it
difficult to see where the center of a tile was, since the corners had
the same crisscross pattern as the centers. I've seperated the corners
so they are no longer connected. It's possible this might be more of an
issue with the background tiles not having clear edges in some cases but
this at least makes excluded zones easier to quickly evaluate.<br>
[Committer's notes: I've tweaked the tiles in rypofalem's PR a bit to try
to help them stand out more in areas with red backgrounds like Volcano,
and edited the above commit message accordingly. If anyone reading this
has further suggestions or graphical tweaks to help colourblind folks,
they're always welcome.<br>
Closes #4880.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea88c4b8bb">ea88c4b8bb</a> | 2025-11-09 09:04:31 -0600 | David Lawrence Ramsey</pre>
Adjust description of the book of Transmutation.<br>Make it reference now-gone sludge elves, since they were known as
transmuters when both the species and the job existed in-game, and the
book has Fulsome Fusillade in it, which is thematically similar to the
now-gone Fulsome Distillation spell.<br>
Also, at mumra's suggestion, replace the author's spider obsession with
a butterfly obsession, since spider form is currently accessible via
talisman, and butterfly form is not a thing at all.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8bcb7b9790">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1146-g8bcb7b9790.zip">here</a>.]]></description>
            <pubDate>Tue, 11 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1140-g72e09e7ad3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1140-g72e09e7ad3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72e09e7ad3">72e09e7ad3</a> | 2025-11-10 16:01:45 +1300 | Isaac Clancy</pre>
Fix felids receiving attacks while dead<br>Unlike monster's that count as dead while pending revival, the player
counted as alive. This caused them to to receive attacks while dead,
which usually didn't matter as most of the effects from the attacks were
cleaned up when reviving. However, not all effects are cleared on
reviving and you do end up with messages in the message log that don't
make a log of sense for a dead character. Instead, count felids that are
pending revival as dead and fix up any of the checks that should still
affect them (or a monster) when pending revival.<br>
Fixes #4845
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f358fb7c0">0f358fb7c0</a> | 2025-11-09 15:51:15 -0600 | David Lawrence Ramsey</pre>
Fix a Crazy Yiuf quote.<br>Properly transcribe the line from the Principia Discordia exactly as
written.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9efe5695e">b9efe5695e</a> | 2025-11-09 13:57:35 -0600 | RypoFalem</pre>
art: Make exclusions more readable<br>As someone that is partially colorblind, exclusions were very difficult
for me to read when placed over certain tiles. Shoals was the biggest
culprit since the exclusions are hard to make out on top of sand and
shallow/deep sea water tiles. Exclusions were also very difficult to see
when placed over lava tiles. To address this, exclusions were given a
transparent black outline and a central white gradient.<br>
Exclusion tiles connected with each other in a way that made it
difficult to see where the center of a tile was, since the corners had
the same crisscross pattern as the centers. I've seperated the corners
so they are no longer connected. It's possible this might be more of an
issue with the background tiles not having clear edges in some cases but
this at least makes excluded zones easier to quickly evaluate.<br>
[Committer's notes: I've tweaked the tiles in rypofalem's PR a bit to try
to help them stand out more in areas with red backgrounds like Volcano,
and edited the above commit message accordingly. If anyone reading this
has further suggestions or graphical tweaks to help colourblind folks,
they're always welcome.<br>
Closes #4880.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea88c4b8bb">ea88c4b8bb</a> | 2025-11-09 09:04:31 -0600 | David Lawrence Ramsey</pre>
Adjust description of the book of Transmutation.<br>Make it reference now-gone sludge elves, since they were known as
transmuters when both the species and the job existed in-game, and the
book has Fulsome Fusillade in it, which is thematically similar to the
now-gone Fulsome Distillation spell.<br>
Also, at mumra's suggestion, replace the author's spider obsession with
a butterfly obsession, since spider form is currently accessible via
talisman, and butterfly form is not a thing at all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bbcba9398f">bbcba9398f</a> | 2025-11-09 06:06:27 -0600 | David Lawrence Ramsey</pre>
Mark transformed protean talismans as seen.<br>So that the talismans they transform into don't incorrectly get a higher
chance of acquirement if we haven't seen their subtype before.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d0d760c15">7d0d760c15</a> | 2025-11-09 05:48:17 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1e2a20661">e1e2a20661</a> | 2025-11-08 22:47:25 -0600 | gammafunk</pre>
Don't use the deprecated `math.pow()` function<br>There's a built-in exponentiation operator already available in Lua 5.1.
We're hoping to convert to Lua 5.4 soon, and math.pow() is only
available there via a compile-time option. Instead of doing that,
convert the few uses of math.pow() to the ^ exponentiation operator.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41f2f78647">41f2f78647</a> | 2025-11-08 21:56:38 -0600 | Implojin</pre>
Remove a duplicate dlua function<br>`you.silenced()` was setup to return the same information as both a clua
and a dlua function, but the clua bind is usable in dlua and there's no
reason to duplicate it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1aad769bac">1aad769bac</a> | 2025-11-09 14:29:06 +1300 | Isaac Clancy</pre>
Fix bane of succour sometimes clearing xp tracking<br>When a monster was killed, bane of succour would heal it before we hand
out xp for the kill. If the monster died from banishment this could heal
it to full reseting its `damage_friendly` and `damage_total` that we use
to decide if the player should get xp for the kill. Fix this by not
healing the dead monster.<br>
Fixes #4889
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f5ec7c178">7f5ec7c178</a> | 2025-11-08 18:20:01 -0600 | David Lawrence Ramsey</pre>
Add another instrumental and weapon noise.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=72e09e7ad3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1140-g72e09e7ad3.zip">here</a>.]]></description>
            <pubDate>Mon, 10 Nov 2025 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1134-ge1e2a20661.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1134-ge1e2a20661.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1e2a20661">e1e2a20661</a> | 2025-11-08 22:47:25 -0600 | gammafunk</pre>
Don't use the deprecated `math.pow()` function<br>There's a built-in exponentiation operator already available in Lua 5.1.
We're hoping to convert to Lua 5.4 soon, and math.pow() is only
available there via a compile-time option. Instead of doing that,
convert the few uses of math.pow() to the ^ exponentiation operator.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41f2f78647">41f2f78647</a> | 2025-11-08 21:56:38 -0600 | Implojin</pre>
Remove a duplicate dlua function<br>`you.silenced()` was setup to return the same information as both a clua
and a dlua function, but the clua bind is usable in dlua and there's no
reason to duplicate it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1aad769bac">1aad769bac</a> | 2025-11-09 14:29:06 +1300 | Isaac Clancy</pre>
Fix bane of succour sometimes clearing xp tracking<br>When a monster was killed, bane of succour would heal it before we hand
out xp for the kill. If the monster died from banishment this could heal
it to full reseting its `damage_friendly` and `damage_total` that we use
to decide if the player should get xp for the kill. Fix this by not
healing the dead monster.<br>
Fixes #4889
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f5ec7c178">7f5ec7c178</a> | 2025-11-08 18:20:01 -0600 | David Lawrence Ramsey</pre>
Add another instrumental and weapon noise.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=02ecae1eed">02ecae1eed</a> | 2025-11-08 18:11:44 -0600 | David Lawrence Ramsey</pre>
Add another name for Hexes spellbooks.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd4135b882">fd4135b882</a> | 2025-11-08 17:14:42 -0600 | gammafunk</pre>
Fix a DES typo (Odds)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7442039ac">c7442039ac</a> | 2025-11-08 12:51:36 -0600 | David Lawrence Ramsey</pre>
Remove unneeded blank line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48a9863432">48a9863432</a> | 2025-11-08 12:47:27 -0600 | David Lawrence Ramsey</pre>
Change other now-gone weapons' names internally.<br>To "old [weapon name]". This is done for the spiked flail, cutlass,
blowgun, and fustibalus.<br>
This means that &o) with "s" in wizard mode will no longer produce the
now-gone spiked flail by default (there's more than one option for "s",
and you'll have to type in "old sp", at least, to get the spiked flail
specifically), and having all now-gone weapons' internal names start
with "old " is a more visible indicator that they're deprecated.<br>
Closes #4890.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8256e9c32">c8256e9c32</a> | 2025-11-08 12:22:35 -0600 | David Lawrence Ramsey</pre>
Change now-gone scythes'/hammers' internal names.<br>To "old scythe"/"old hammer," as is done for some other now-gone weapons
like TSO's specially blessed long blades.<br>
With this change, looking up information on the current scythe (a.k.a.
redefined halberd) will show the proper stats of a halberd, and looking
up information on the current hammer (a.k.a. redefined mace) will show
the proper stats of a mace, in case any monsters ever wield hammers.
(I've verified that the latter works by temporarily making Sigmund do
so.)<br>
Closes #4133.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fab7be54b3">fab7be54b3</a> | 2025-11-08 01:29:53 -0600 | RypoFalem</pre>
fix: Hep's ancestor names checking the wrong DB<br>They were generated every time. :c<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e1e2a20661">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1134-ge1e2a20661.zip">here</a>.]]></description>
            <pubDate>Sun, 09 Nov 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1123-g7c3e7ee1c7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1123-g7c3e7ee1c7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3e7ee1c7">7c3e7ee1c7</a> | 2025-11-07 13:01:29 -0600 | David Lawrence Ramsey</pre>
Search for/display created items w/DESC_DBNAME.<br>Using DESC_PLAIN adds articles, quantities, and enchantments to the
names, which won't produce accurate results for names including them.
(For example, putting in "+6 ring of slaying" at the "What type of
jewellery?" prompt in wizard mode's &o= prompt will silently produce
a +6 ring of strength.)<br>
Also, looking up an item via a partial name creates and displays the
name of a dummy item with all of the matching item's major qualities
(including its plus) set to zero, which is inaccurate for items that
have their own non-zero default plus (e.g. rings of slaying). We
can't display the proper default plus at that point because the real
item hasn't been created yet.<br>
Use DESC_DBNAME instead, which doesn't have articles, quantities, or
enchantments. You'll still have to pick up a ring of slaying created
via &o= and "slay" to see what its default plus is, but at least the
dummy item created and displayed beforehand will no longer display an
inaccurate plus of zero.<br>
Closes #4886.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1844fab789">1844fab789</a> | 2025-11-07 02:14:00 -0600 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f141f716d">4f141f716d</a> | 2025-11-07 00:53:36 -0600 | David Lawrence Ramsey</pre>
Add a few more writing adjectives and nouns.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30376c0ee6">30376c0ee6</a> | 2025-11-07 00:33:43 -0600 | David Lawrence Ramsey</pre>
Move colour patterns before coloured writing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5c53252f6f">5c53252f6f</a> | 2025-11-06 23:58:10 -0600 | Implojin</pre>
Fix an ldoc lua api comment (Omniraptor)<br>This should allow the `you.xl()` docstring to show up in the generated api
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74d9ffc8be">74d9ffc8be</a> | 2025-11-06 23:56:47 -0600 | David Lawrence Ramsey</pre>
Adjust a sparkling fountain decor message.<br>Make it pulsate any colour instead of any colour pattern, as the latter
can produce bad grammar with some patterns (e.g. it can pulsate "a
strange purple polka dots" or "a strange orange hieroglyphics").
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8fd88fbf24">8fd88fbf24</a> | 2025-11-06 23:46:57 -0600 | David Lawrence Ramsey</pre>
Add coloured writing as a colour pattern option.<br>Pull writing nouns and adjectives from the text used by the old Tome of
Destruction, with "faded" changed to "swirling" and "glowing" changed to
"jagged" to thematically overlap less with glowing colour adjectives.<br>
This partially reverts commit 7c428e64889cc3b410080acbca99d6fb6fa891c1.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f51bd3897e">f51bd3897e</a> | 2025-11-06 23:33:53 -0600 | David Lawrence Ramsey</pre>
Move glowing colours before colour patterns.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7087b09c79">7087b09c79</a> | 2025-11-07 17:58:59 +1300 | Isaac Clancy</pre>
Fix warning about redefining integer limits in MSVC<br>We were checking if the c language version was at least c99 otherwise we
were defining our own integer limits. However, we were doing this in a
c++ file and MSVC doesn't define a c version when compiling c++. We
can't use a c++ version check either as MSVC always defined its c++
version as before c++11. Instead skip defining these limits if the c
version is high enough or if compiling with MSVC.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5523e3846a">5523e3846a</a> | 2025-11-07 17:06:07 +1300 | Isaac Clancy</pre>
Don't leak info about polar vortex casters<br>Polar vortex clouds have a phase that is based on the caster's location
or random if the spell has ended. This could help locate the caster
after teleporting away or otherwise moving out of sight (although if
playing tiles you had to reload the game to get out of view clouds to
update their phase due to a bug). Instead, only update the phase of
polar vortex clouds you can see, so you only gain information from in
view clouds.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7c3e7ee1c7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1123-g7c3e7ee1c7.zip">here</a>.]]></description>
            <pubDate>Sat, 08 Nov 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1119-g5c53252f6f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1119-g5c53252f6f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5c53252f6f">5c53252f6f</a> | 2025-11-06 23:58:10 -0600 | Implojin</pre>
Fix an ldoc lua api comment (Omniraptor)<br>This should allow the `you.xl()` docstring to show up in the generated api
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74d9ffc8be">74d9ffc8be</a> | 2025-11-06 23:56:47 -0600 | David Lawrence Ramsey</pre>
Adjust a sparkling fountain decor message.<br>Make it pulsate any colour instead of any colour pattern, as the latter
can produce bad grammar with some patterns (e.g. it can pulsate "a
strange purple polka dots" or "a strange orange hieroglyphics").
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8fd88fbf24">8fd88fbf24</a> | 2025-11-06 23:46:57 -0600 | David Lawrence Ramsey</pre>
Add coloured writing as a colour pattern option.<br>Pull writing nouns and adjectives from the text used by the old Tome of
Destruction, with "faded" changed to "swirling" and "glowing" changed to
"jagged" to thematically overlap less with glowing colour adjectives.<br>
This partially reverts commit 7c428e64889cc3b410080acbca99d6fb6fa891c1.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f51bd3897e">f51bd3897e</a> | 2025-11-06 23:33:53 -0600 | David Lawrence Ramsey</pre>
Move glowing colours before colour patterns.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7087b09c79">7087b09c79</a> | 2025-11-07 17:58:59 +1300 | Isaac Clancy</pre>
Fix warning about redefining integer limits in MSVC<br>We were checking if the c language version was at least c99 otherwise we
were defining our own integer limits. However, we were doing this in a
c++ file and MSVC doesn't define a c version when compiling c++. We
can't use a c++ version check either as MSVC always defined its c++
version as before c++11. Instead skip defining these limits if the c
version is high enough or if compiling with MSVC.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5523e3846a">5523e3846a</a> | 2025-11-07 17:06:07 +1300 | Isaac Clancy</pre>
Don't leak info about polar vortex casters<br>Polar vortex clouds have a phase that is based on the caster's location
or random if the spell has ended. This could help locate the caster
after teleporting away or otherwise moving out of sight (although if
playing tiles you had to reload the game to get out of view clouds to
update their phase due to a bug). Instead, only update the phase of
polar vortex clouds you can see, so you only gain information from in
view clouds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f391d15d98">f391d15d98</a> | 2025-11-06 20:14:22 -0600 | David Lawrence Ramsey</pre>
Describe conditions for sniping ego (RypoFalem).<br>This ports the text change from #4745 (plus a spelling fix) to current
trunk.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21ff419876">21ff419876</a> | 2025-11-06 18:55:27 -0600 | Implojin</pre>
feat: Rampage stacking<br>Here we let most sources of rampage stack up to 3, with the appropriate
handling for the overlay UI and Armataur rollpage regen. Stabs are
enabled(!) for stacked rampage under the reasoning that players still have
to find and equip multiple sources of rampage to benefit from this, which
is far from guaranteed in any given game.<br>
Should multi-tile sleep stabbing prove too powerful we can revisit the
chance to wake as a function of distance travelled in the future, but for
now I'm fully enabling stacked rampage stab behavior.<br>
Seven-league boots still have the special-cased no-sleep-stab behavior for
now, as they get all of their rampage from one slot.<br>
Enjoy folks!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd72e070ad">bd72e070ad</a> | 2025-11-06 17:05:53 -0600 | David Lawrence Ramsey</pre>
Add another Xom "send in the clones" message.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8cfb72bb48">8cfb72bb48</a> | 2025-11-06 17:05:42 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5c53252f6f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1119-g5c53252f6f.zip">here</a>.]]></description>
            <pubDate>Fri, 07 Nov 2025 06:45:27 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1062-g464970fc77.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1062-g464970fc77.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=464970fc77">464970fc77</a> | 2025-11-01 12:10:41 -0500 | CrawlOdds</pre>
Fix phantom tentacles<br>These were broken in the case of cloning an eldritch tentacle which had
moved, because the base position was being cloned.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=47010ebcb2">47010ebcb2</a> | 2025-10-31 19:31:23 -0500 | David Lawrence Ramsey</pre>
Allow &% in wizmode to produce excluded items.<br>create_item_named() is currently only used in wizard mode, so it now
always creates the specified item regardless of whether it's excluded.<br>
Closes #4422.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97ec47c46e">97ec47c46e</a> | 2025-10-31 17:42:51 -0500 | David Lawrence Ramsey</pre>
Add another real song to the Singing Sword.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37a67de41f">37a67de41f</a> | 2025-10-31 17:21:49 -0500 | David Lawrence Ramsey</pre>
Destroy shafts when pacified monsters use them.<br>As is done with shafts everywhere else.<br>
Closes #4356.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4a3910f1f">c4a3910f1f</a> | 2025-10-31 16:20:47 -0500 | David Lawrence Ramsey</pre>
Identify items created via &% in wizmode.<br>Closes #4420.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f5091ce2d">7f5091ce2d</a> | 2025-10-31 15:45:45 -0500 | David Lawrence Ramsey</pre>
Fix FTILE entry.<br>So that the special flooring is also under the door, the glass walls,
and the monster, as is done in the zin_angel vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=400cb8a32e">400cb8a32e</a> | 2025-10-31 12:59:42 -0500 | CrawlOdds</pre>
Fix log on zero contamination<br>The contamination level for small amounts of contamination is zero,
so this was not triggering.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=108ed1e39b">108ed1e39b</a> | 2025-10-31 15:22:36 -0230 | David Lawrence Ramsey</pre>
Add another Nemelex overflow altar (#4852)<br>This has the goblin sharper on its own, without the Zin angel.<br>
[Committer's notes: Mildly lowered the weight, due to the vault using
distinct decorative tiles, a special decorative statue type, and a
nearly-unique talkative monster. This isn't inappropriate for the excess
one can attach to the gambling-themed Nemelex, but it's enough that I
want to hold back just a _little_ on it.<br>
Merges #4852.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83739b9f38">83739b9f38</a> | 2025-10-31 15:22:36 -0230 | regret-index</pre>
Tweak some monster elemental spell text<br> * "Fire Summon" is an awful name for a top-tier spell cast by two
   seperate demon lords guarding runes of Zot- it's about as bad as if
   Dispater had a unique spell called "Earth Conjuration". In anticipation
   of other possible high-level elemental group summons for randlords in
   the future, I am renaming the spell to "Hellfire Court"- a precedent
   set up by Hellfire Mortar as well as a nod to long-past older names for
   2/3 of the summons' attacks. It also now actually has a cast message,
   instead of just "Cerebov gestures." (Really, most summon spells could
   probably do with such?)<br>
 * Beckoning Gale's damage number on monster displays is now light gray
   instead of dark gray, matching the colouration of Airstrike.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42ad3b43e5">42ad3b43e5</a> | 2025-10-31 15:22:36 -0230 | regret-index</pre>
Let wizmode make food caches (Monkooky)<br>The internal vaultname for food caches didn't use underscores like other
features do (e.g. altars, fountains), which made &( unable to make any of
them (as it'd fill in spaces with underscores). Since this was already
an inconsistent approach between feature names, I've changed those internal
vaultnames for fruit, meat, and baked caches to use underscores, which
requires far less effort than it looks to produce such consistency and
let wizmode access them both.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=464970fc77">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1062-g464970fc77.zip">here</a>.]]></description>
            <pubDate>Sun, 02 Nov 2025 06:44:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1061-g47010ebcb2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1061-g47010ebcb2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=47010ebcb2">47010ebcb2</a> | 2025-10-31 19:31:23 -0500 | David Lawrence Ramsey</pre>
Allow &% in wizmode to produce excluded items.<br>create_item_named() is currently only used in wizard mode, so it now
always creates the specified item regardless of whether it's excluded.<br>
Closes #4422.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97ec47c46e">97ec47c46e</a> | 2025-10-31 17:42:51 -0500 | David Lawrence Ramsey</pre>
Add another real song to the Singing Sword.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37a67de41f">37a67de41f</a> | 2025-10-31 17:21:49 -0500 | David Lawrence Ramsey</pre>
Destroy shafts when pacified monsters use them.<br>As is done with shafts everywhere else.<br>
Closes #4356.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4a3910f1f">c4a3910f1f</a> | 2025-10-31 16:20:47 -0500 | David Lawrence Ramsey</pre>
Identify items created via &% in wizmode.<br>Closes #4420.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f5091ce2d">7f5091ce2d</a> | 2025-10-31 15:45:45 -0500 | David Lawrence Ramsey</pre>
Fix FTILE entry.<br>So that the special flooring is also under the door, the glass walls,
and the monster, as is done in the zin_angel vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=400cb8a32e">400cb8a32e</a> | 2025-10-31 12:59:42 -0500 | CrawlOdds</pre>
Fix log on zero contamination<br>The contamination level for small amounts of contamination is zero,
so this was not triggering.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=108ed1e39b">108ed1e39b</a> | 2025-10-31 15:22:36 -0230 | David Lawrence Ramsey</pre>
Add another Nemelex overflow altar (#4852)<br>This has the goblin sharper on its own, without the Zin angel.<br>
[Committer's notes: Mildly lowered the weight, due to the vault using
distinct decorative tiles, a special decorative statue type, and a
nearly-unique talkative monster. This isn't inappropriate for the excess
one can attach to the gambling-themed Nemelex, but it's enough that I
want to hold back just a _little_ on it.<br>
Merges #4852.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83739b9f38">83739b9f38</a> | 2025-10-31 15:22:36 -0230 | regret-index</pre>
Tweak some monster elemental spell text<br> * "Fire Summon" is an awful name for a top-tier spell cast by two
   seperate demon lords guarding runes of Zot- it's about as bad as if
   Dispater had a unique spell called "Earth Conjuration". In anticipation
   of other possible high-level elemental group summons for randlords in
   the future, I am renaming the spell to "Hellfire Court"- a precedent
   set up by Hellfire Mortar as well as a nod to long-past older names for
   2/3 of the summons' attacks. It also now actually has a cast message,
   instead of just "Cerebov gestures." (Really, most summon spells could
   probably do with such?)<br>
 * Beckoning Gale's damage number on monster displays is now light gray
   instead of dark gray, matching the colouration of Airstrike.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42ad3b43e5">42ad3b43e5</a> | 2025-10-31 15:22:36 -0230 | regret-index</pre>
Let wizmode make food caches (Monkooky)<br>The internal vaultname for food caches didn't use underscores like other
features do (e.g. altars, fountains), which made &( unable to make any of
them (as it'd fill in spaces with underscores). Since this was already
an inconsistent approach between feature names, I've changed those internal
vaultnames for fruit, meat, and baked caches to use underscores, which
requires far less effort than it looks to produce such consistency and
let wizmode access them both.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=143df15cc6">143df15cc6</a> | 2025-10-31 15:22:35 -0230 | regret-index</pre>
Remove berserkitis (DracoOmega)<br>The majority of other bad mutations are substantially less lethal than
constantly having to monitor one's combat actions later on to avoid
situations where the slim chance of going Berserk also disabling
consumables, invocations, and spells can directly result in one's death.
(It also can be very lethal when received mid-combat without noticing it,
which makes it fairly awkward to always make an option for malmutators.)
As a downside, it strongly encourages tedious luring far more directly than
the generalized maluses of other mutation or equipment penalties, since
there's far less need to escape when berserk provides net direct help with
one-on-one combats. As a mechanic, the mutation directly overlaps with how
randarts already have *Rage as a direct re-use, which somewhat function
with a much higher chance to happen there as one thus opts into.<br>
Berserkitis may have been kept for a long time for legacy reasons, but
as both the spree of good mutations over the past few versions and the
new elemental orb monsters demonstrate for strategic damage, there's
enough design space still left in downsides we can reasonably come up with
more for the sake of mutation variety. (We could even plausibly have more
mutations that specifically worsen melee combat enough to get the one
positive component of berserkitis, in making characters rely more on
Throwing and Evocations when particularly endangered).<br>
Outside of that one positive bit, however, berserkitis as a mutation is
inherently troubled enough that multiple devs would prefer to cut it
entirely and work on new bad mutations instead. Such work, alongside more
review for the other large outliers of dangerous mutations, is slated to
be done relative soon this version.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=47010ebcb2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1061-g47010ebcb2.zip">here</a>.]]></description>
            <pubDate>Sat, 01 Nov 2025 06:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1048-g5e2657f105.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1048-g5e2657f105.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e2657f105">5e2657f105</a> | 2025-10-31 05:44:23 +1300 | Isaac Clancy</pre>
Fix changed terrain counting as known<br>Changed terrain that the player hadn't seen or otherwise revealed would
show the blue magic mapped background when excluded, it would also cause
the minimap to be centered as if you had seen the terrain causing it to
sometimes be off center.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5074f317b0">5074f317b0</a> | 2025-10-29 15:07:54 -0500 | Implojin</pre>
Add Odds to the credits<br>For 7267fc8787, b014eb5195, and hopefully more PRs yet-to-be-merged.
Thanks for your help!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc77645148">bc77645148</a> | 2025-10-29 13:22:23 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2f504d12d">c2f504d12d</a> | 2025-10-29 12:50:37 +0000 | Kate</pre>
Fix Warlock's Mirror reflecting charm under Okawaru<br>Also prevents applying charm to monsters with Ru's Sacrifice Love.
Fixes #4837.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4d9ab44da">f4d9ab44da</a> | 2025-10-28 18:50:22 -0500 | David Lawrence Ramsey</pre>
Update regen talisman comment again.<br>Mention the hurdle that regen attunement checks currently require all
the items they check to have corresponding equipment slots, and
talismans are slotless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=643edf1ca2">643edf1ca2</a> | 2025-10-28 17:00:20 -0500 | David Lawrence Ramsey</pre>
Fix slightly misleading wording (DracoOmega).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1d4b5324">2c1d4b5324</a> | 2025-10-28 16:53:22 -0500 | David Lawrence Ramsey</pre>
Update comment on talismans' not getting regen.<br>Due to major code changes, trying to do so will no longer crash on
untransforming. Instead, regen currently does nothing on artefacts.
It's gone from an XXX to a TODO, for anyone who can figure out how
to handle regen on artprops as well as elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a70d8a9cb">7a70d8a9cb</a> | 2025-10-28 14:44:34 -0500 | David Lawrence Ramsey</pre>
Replace a few artefact adjectives with synonyms.<br>Since Brilliance is already used for an unrand (a weapon and not armour,
but still), and Resonance is an actual armour ego now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=409a2a9a61">409a2a9a61</a> | 2025-10-28 13:39:49 -0500 | David Lawrence Ramsey</pre>
Mention amphibiousness in fortress talisman desc.<br>Describe it as "well-adapted to the water," as is done elsewhere.<br>
Closes #4843.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=66040a7279">66040a7279</a> | 2025-10-28 16:58:11 +0300 | Nikolai Lavsky</pre>
fix: colourise the Body Armour AC modifier in talisman descriptions<br>This was the only table field where negative values had no red
highlight.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5e2657f105">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1048-g5e2657f105.zip">here</a>.]]></description>
            <pubDate>Fri, 31 Oct 2025 06:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1047-g5074f317b0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1047-g5074f317b0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5074f317b0">5074f317b0</a> | 2025-10-29 15:07:54 -0500 | Implojin</pre>
Add Odds to the credits<br>For 7267fc8787, b014eb5195, and hopefully more PRs yet-to-be-merged.
Thanks for your help!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc77645148">bc77645148</a> | 2025-10-29 13:22:23 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2f504d12d">c2f504d12d</a> | 2025-10-29 12:50:37 +0000 | Kate</pre>
Fix Warlock's Mirror reflecting charm under Okawaru<br>Also prevents applying charm to monsters with Ru's Sacrifice Love.
Fixes #4837.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4d9ab44da">f4d9ab44da</a> | 2025-10-28 18:50:22 -0500 | David Lawrence Ramsey</pre>
Update regen talisman comment again.<br>Mention the hurdle that regen attunement checks currently require all
the items they check to have corresponding equipment slots, and
talismans are slotless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=643edf1ca2">643edf1ca2</a> | 2025-10-28 17:00:20 -0500 | David Lawrence Ramsey</pre>
Fix slightly misleading wording (DracoOmega).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1d4b5324">2c1d4b5324</a> | 2025-10-28 16:53:22 -0500 | David Lawrence Ramsey</pre>
Update comment on talismans' not getting regen.<br>Due to major code changes, trying to do so will no longer crash on
untransforming. Instead, regen currently does nothing on artefacts.
It's gone from an XXX to a TODO, for anyone who can figure out how
to handle regen on artprops as well as elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a70d8a9cb">7a70d8a9cb</a> | 2025-10-28 14:44:34 -0500 | David Lawrence Ramsey</pre>
Replace a few artefact adjectives with synonyms.<br>Since Brilliance is already used for an unrand (a weapon and not armour,
but still), and Resonance is an actual armour ego now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=409a2a9a61">409a2a9a61</a> | 2025-10-28 13:39:49 -0500 | David Lawrence Ramsey</pre>
Mention amphibiousness in fortress talisman desc.<br>Describe it as "well-adapted to the water," as is done elsewhere.<br>
Closes #4843.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=66040a7279">66040a7279</a> | 2025-10-28 16:58:11 +0300 | Nikolai Lavsky</pre>
fix: colourise the Body Armour AC modifier in talisman descriptions<br>This was the only table field where negative values had no red
highlight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b014eb5195">b014eb5195</a> | 2025-10-29 01:31:38 +1300 | CrawlOdds</pre>
Fix display of HP penalty in flux preview<br>Fix incorrect HP display in flux preview<br>
We do this by moving the special casing for flux HP to a form field,
which is probably a cleaner place to have it anyway.<br>
Closes #4817.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5074f317b0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1047-g5074f317b0.zip">here</a>.]]></description>
            <pubDate>Thu, 30 Oct 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1044-gf4d9ab44da.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1044-gf4d9ab44da.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4d9ab44da">f4d9ab44da</a> | 2025-10-28 18:50:22 -0500 | David Lawrence Ramsey</pre>
Update regen talisman comment again.<br>Mention the hurdle that regen attunement checks currently require all
the items they check to have corresponding equipment slots, and
talismans are slotless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=643edf1ca2">643edf1ca2</a> | 2025-10-28 17:00:20 -0500 | David Lawrence Ramsey</pre>
Fix slightly misleading wording (DracoOmega).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1d4b5324">2c1d4b5324</a> | 2025-10-28 16:53:22 -0500 | David Lawrence Ramsey</pre>
Update comment on talismans' not getting regen.<br>Due to major code changes, trying to do so will no longer crash on
untransforming. Instead, regen currently does nothing on artefacts.
It's gone from an XXX to a TODO, for anyone who can figure out how
to handle regen on artprops as well as elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a70d8a9cb">7a70d8a9cb</a> | 2025-10-28 14:44:34 -0500 | David Lawrence Ramsey</pre>
Replace a few artefact adjectives with synonyms.<br>Since Brilliance is already used for an unrand (a weapon and not armour,
but still), and Resonance is an actual armour ego now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=409a2a9a61">409a2a9a61</a> | 2025-10-28 13:39:49 -0500 | David Lawrence Ramsey</pre>
Mention amphibiousness in fortress talisman desc.<br>Describe it as "well-adapted to the water," as is done elsewhere.<br>
Closes #4843.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=66040a7279">66040a7279</a> | 2025-10-28 16:58:11 +0300 | Nikolai Lavsky</pre>
fix: colourise the Body Armour AC modifier in talisman descriptions<br>This was the only table field where negative values had no red
highlight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b014eb5195">b014eb5195</a> | 2025-10-29 01:31:38 +1300 | CrawlOdds</pre>
Fix display of HP penalty in flux preview<br>Fix incorrect HP display in flux preview<br>
We do this by moving the special casing for flux HP to a form field,
which is probably a cleaner place to have it anyway.<br>
Closes #4817.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7267fc8787">7267fc8787</a> | 2025-10-29 00:18:54 +1300 | CrawlOdds</pre>
Don't offer Ash curses while ostracised from full piety<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3a176dd0d6">3a176dd0d6</a> | 2025-10-29 00:10:55 +1300 | Isaac Clancy</pre>
Add Brian 'buehler' Faires to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=296a76d0c2">296a76d0c2</a> | 2025-10-27 18:41:12 -0500 | David Lawrence Ramsey</pre>
Revert "Don't display short lived frames in console"<br>This reverts commit 43d75eb032ea8f541d626128d98292c72e8e2019.<br>
Revert "Fix the skills menu not redrawing in webtiles"<br>
This reverts commit 7d1d168b820ed48fe0ea894ca7768725fb032e63.<br>
Revert "Fix webtiles not redrawing when showing a prompt"<br>
This reverts commit 34f3ec3571aa16531bdaf3b2e93e7ba208ec510a.<br>
Revert "Fix console being blank after resizing"<br>
This reverts commit 36bea8176d57879d19a396090300a65207c2537a.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f4d9ab44da">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1044-gf4d9ab44da.zip">here</a>.]]></description>
            <pubDate>Wed, 29 Oct 2025 06:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1035-g296a76d0c2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1035-g296a76d0c2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=296a76d0c2">296a76d0c2</a> | 2025-10-27 18:41:12 -0500 | David Lawrence Ramsey</pre>
Revert "Don't display short lived frames in console"<br>This reverts commit 43d75eb032ea8f541d626128d98292c72e8e2019.<br>
Revert "Fix the skills menu not redrawing in webtiles"<br>
This reverts commit 7d1d168b820ed48fe0ea894ca7768725fb032e63.<br>
Revert "Fix webtiles not redrawing when showing a prompt"<br>
This reverts commit 34f3ec3571aa16531bdaf3b2e93e7ba208ec510a.<br>
Revert "Fix console being blank after resizing"<br>
This reverts commit 36bea8176d57879d19a396090300a65207c2537a.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=139a29855b">139a29855b</a> | 2025-10-27 13:23:58 -0500 | David Lawrence Ramsey</pre>
Add another mythical animal to randarts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79c33e419b">79c33e419b</a> | 2025-10-28 07:13:32 +1300 | Isaac Clancy</pre>
Fix walking into map border with primordial nightfall<br>Walking into unpassible terrain with a vision radius of zero is supposed
to magic map the terrain. However, there was a seperate code path for
walking into the map border that didn't do this. Unify both these code
paths so that they both call the same function. This has the side effect
of giving messages when trying to walk into endless lava/sea as the old
code for handling non-border squares had these messages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5826c218a5">5826c218a5</a> | 2025-10-27 14:17:07 -0230 | DracoOmega</pre>
Don't leash dead monsters (Wolpertinger)<br>If a summoned monster fell down a shaft, catching up its enchantments upon
placing it on its new floor would likely cause its summon timer to run out
and immediately die (which made trying to leash it assert).<br>
Possibly we shouldn't be trying to transit summoned monsters that way in
the first place, but I could imagine other ways that a monster might be
dead by the time leashing sees it, so this is good policy anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f66a3a5d15">f66a3a5d15</a> | 2025-10-28 03:04:55 +1300 | Isaac Clancy</pre>
Remove duplicate include statement<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c79c924ce">9c79c924ce</a> | 2025-10-28 02:40:16 +1300 | Isaac Clancy</pre>
Don't use gameplay rng to draw polar vortex clouds<br>We should use the ui rng to draw them so that the number of times you
refresh your screen doesn't affect gameplay.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36bea8176d">36bea8176d</a> | 2025-10-28 02:28:06 +1300 | Isaac Clancy</pre>
Fix console being blank after resizing<br>The console would be blank after resizing it until you pressed a key.
This seemed to only happen if you weren't in a menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e55e93cc1e">e55e93cc1e</a> | 2025-10-27 08:43:26 -0230 | DracoOmega</pre>
Fix deeply broken behavior with monster leashing and improve (Acrobat)<br>The monster leashing behavior added by 5afa24a was broken in several ways,
the most notable of which was that we were *never unmarshalling* a
monster's origin level and simultaneously never resetting a monster
object's origin level when it died. In combination, this meant that a
monster's origin floor was treated as the floor of the last monster that
was generated with that mindex()! Due to branch pre-generation not
following the same order that the player will enter those branches, this
frequently resulted in monsters on the current floor believing their home
was somewhere very far away. (eg: if you enter Swamp before Snake, the
monsters in Snake when you later go there will commonly think their home
is deep in Swamp, and leave to return there when you take even a single
stair with them)<br>
In addition, the function used to calculate the distance between levels was
using functions intended for interlevel travel and relied on the player's
knowledge of stairs and would consider branches the player didn't know the
path to *before* taking a stair to be infinitely distant, resulting in
monsters immediately leashing. I am not sure if it is currently possible to
trigger this outside of wizmode, but it's trivial to do it unintentionally
there (and a few proposed future effects could result in it happening in
real games). The distance is now calculated independent of player
knowledge, and purely based on dungeon structure.<br>
Also, the previous behavior regarding monsters from portals is that they
would never leash anywhere, which feels inconsistent (ie: if you pull an
orc out of a Bailey, or anything out of the Abyss, they will follow you
forever). Now, when monsters whose origin floor is from a portal branch
arrive on a connected branch, they will change their origin floor to that
(so that, eg: whatever floor you exit the Abyss onto is where monsters that
came with you will leash.)<br>
Finally, don't print a message about a monster retreating if you cannot see
it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c17688385">1c17688385</a> | 2025-10-26 23:31:26 -0500 | hellmonk</pre>
Refactor weapon handedness description (projectNoob)<br>Don't claim that weapons are both two-handed and too large to wield, and don't
print handedness messages for felids since they cannot wield weapons at all.<br>
Closes #4188.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5afa24a926">5afa24a926</a> | 2025-10-26 22:15:58 -0500 | hellmonk</pre>
Dismiss monsters that are lured too far.<br>Experimental change. Store the origin level of each monster in its
structure, and track how far away from the origin we are on transit to a
new floor. If the monster is 3 or more floors away after transit, it goes
away forever, yielding no items or exp. This only applies to hostile
monsters in connected branches, and is turned off for the orbrun.<br>
This is a thing that shouldn't be noticeable for most players. It prevents
the sort of degenerate exploits that happened with eg. silent spectres,
without having to either tag every monster with an exploitable mechanic to
not use stairs or to avoid using those mechanics altogether. So now making
an earlygame digging monster, or monsters with double-edged auras or other
symmetrical mechanics should be possible.<br>
Send lured monsters home instead of dismissing<br>
Probably works better, and makes more sense. Suggested independently
by DracoOmega and np7.<br>
Messaging cleanup and distance rework<br>
Use a greater distance for monsters that get shafted or otherwise non-stair
transited, so that shafts can work properly. Remove test messages and add
proper messaging for monsters returning home.<br>
[Committer's notes: This branch was getting pretty stale and had some merge
conflicts, so I've resolved those, squashed it, and I'm just slamming it.
If there are any remaining issues, we'll take care of them in trunk.<br>
Resolves #4659.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=296a76d0c2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1035-g296a76d0c2.zip">here</a>.]]></description>
            <pubDate>Tue, 28 Oct 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1027-g1c17688385.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1027-g1c17688385.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c17688385">1c17688385</a> | 2025-10-26 23:31:26 -0500 | hellmonk</pre>
Refactor weapon handedness description (projectNoob)<br>Don't claim that weapons are both two-handed and too large to wield, and don't
print handedness messages for felids since they cannot wield weapons at all.<br>
Closes #4188.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5afa24a926">5afa24a926</a> | 2025-10-26 22:15:58 -0500 | hellmonk</pre>
Dismiss monsters that are lured too far.<br>Experimental change. Store the origin level of each monster in its
structure, and track how far away from the origin we are on transit to a
new floor. If the monster is 3 or more floors away after transit, it goes
away forever, yielding no items or exp. This only applies to hostile
monsters in connected branches, and is turned off for the orbrun.<br>
This is a thing that shouldn't be noticeable for most players. It prevents
the sort of degenerate exploits that happened with eg. silent spectres,
without having to either tag every monster with an exploitable mechanic to
not use stairs or to avoid using those mechanics altogether. So now making
an earlygame digging monster, or monsters with double-edged auras or other
symmetrical mechanics should be possible.<br>
Send lured monsters home instead of dismissing<br>
Probably works better, and makes more sense. Suggested independently
by DracoOmega and np7.<br>
Messaging cleanup and distance rework<br>
Use a greater distance for monsters that get shafted or otherwise non-stair
transited, so that shafts can work properly. Remove test messages and add
proper messaging for monsters returning home.<br>
[Committer's notes: This branch was getting pretty stale and had some merge
conflicts, so I've resolved those, squashed it, and I'm just slamming it.
If there are any remaining issues, we'll take care of them in trunk.<br>
Resolves #4659.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e37d8b8bd">0e37d8b8bd</a> | 2025-10-26 20:47:10 -0500 | Implojin</pre>
Refactor abilities to be less confused (gammafunk)<br>Here we simplify some params out of various ability calls, and refactor
several clua api ability binds to provide a single, consistent point of
access for players to get info on whether an ability is usable:
`you.ability_info()`.<br>
This bind returns a nested table containing all of the abilities that the
player has, whether they can currently be used, and their keybinds. You
can pass a single ability name into this bind to get the same info about
that ability.<br>
Regarding the confusion bool removed from the C++ side of this commit:
Previously, we were manually hacking all abilities that didn't have
`conf_ok` to return ABIL_NON_ABILITY whenever the player was confused.<br>
This was super weird and dated back to ancient times -- we have a
separate confusion check that's run when abilities are actually activated,
and as near as I can tell we didn't seem to actually need the ability
hack anymore. I've moved the confusion check above the berserk checks
there to preserve the prior logic ordering.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=585a46375a">585a46375a</a> | 2025-10-26 18:58:50 -0500 | David Lawrence Ramsey</pre>
Remove unneeded KFEAT.<br>Since unmapped glyphs are turned into floor, they don't need to be
explicitly turned into it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa14095d15">fa14095d15</a> | 2025-10-26 13:09:58 -0500 | David Lawrence Ramsey</pre>
Add another Crazy Yiuf line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ded6fd1253">ded6fd1253</a> | 2025-10-26 13:00:16 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3efdd9a134">3efdd9a134</a> | 2025-10-26 12:52:06 -0500 | David Lawrence Ramsey</pre>
Remove duplicate "extra" tag.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6459b0655c">6459b0655c</a> | 2025-10-26 11:14:31 -0500 | David Lawrence Ramsey</pre>
Add three more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f94a36935">1f94a36935</a> | 2025-10-26 07:05:30 -0500 | Implojin</pre>
Add a clua bind: you.ability_available() (CarefulOdds)<br>Here we let players check whether an ability is currently available using
clua. Some abilities currently report as "available" here while not
necessarily being targetable; `_check_ability_possible` does not have
accurate prerequisite checks for every ability.<br>
(One broken example I hit in testing this was Line Pass: The game happily
considers Line Pass possible to use without an adjacent target.)<br>
However, I'm going to treat anything missing from `check_ability_possible`
as separate bugs, as this codepath is what we use internally for the
ability menu, and so any missing hitfuncs etc. there should really be
fixed independently of this commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9bf671e83b">9bf671e83b</a> | 2025-10-26 02:07:13 -0500 | Memoria</pre>
Prevent Lair ends from placing on prior floors<br>When f5338f2 gave all Lair vaults a default-depth of "Lair", it applied
this to Lair ends also, allowing them to place as normal vaults, gem and
all. Puts a blank default-depth before all Lair ends.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1c17688385">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1027-g1c17688385.zip">here</a>.]]></description>
            <pubDate>Mon, 27 Oct 2025 06:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1017-g604a682237.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1017-g604a682237.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=604a682237">604a682237</a> | 2025-10-25 23:05:24 -0500 | David Lawrence Ramsey</pre>
Fix header build tests?<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=102135d2eb">102135d2eb</a> | 2025-10-25 22:38:39 -0500 | David Lawrence Ramsey</pre>
Fix FTILE and COLOUR references.<br>So that dolorous_temple_overflow_order_and_chaos_3's path between altars
is shown properly again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f22d455bdd">f22d455bdd</a> | 2025-10-25 23:53:24 -0230 | regret-index</pre>
Further catch-up vault review<br>Worthy of note:<br>
 * A decent amount more vaults with zero or minimal threats have been
   tagged "extra" or "extra_post_overflow" in the wake of the previous
   commit, to try and make Depths contain a fair bit more monster
   minivaults. This doesn't raise the odds of a monster minivault on
   Depths:1 to a full 100%- decorative serial vaults can make it fail on
   occasion, mostly- but alongside fulfilling more of the vault-based
   branch identity, it should make the use of "extra" be more consistent
   across our many, many vaults.<br>
 * due_megacathedral's Lua would allow for up to hundreds of bats well
   past their danger level points to spawn inside the vault if moving
   through the floor enough times, which was both broken and not any
   particularly interesting. (It also contained some baffling unsuccessful
   attempts at randomization warped by previously having secret doors).
   I have significantly revised the vault to place with several different
   configurations mostly earlier than previously (so the bats actually
   mean much at all), with decorative stained glass instead of one-off
   lua messages about bats swooping out of wall crevices, which also
   sidesteps the need for a separate file or nonfunctional Lua.<br>
 * Since death scarabs only place naturally in Spider and Tomb, I have
   made mon-place look for avoiding the former instead of looking for
   the latter, which should make hellmonk_scarab_ruin function again.<br>
 * As further follow-up to 717b963, the large vaults without monsters
   that could using up the primary slot in Depths no longer can spawn
   in the floors guaranteeing vaults (Depths:2-4). My preferred solution
   for this would be a Lua function to have it deliberately place monster
   minivaults when on Depths:2 or Depths:3, but making Depths be more
   consistent is a key priority for this and previous commits, and they
   usually still can spawn readily in D.<br>
 * guarded_unrand vaults now consistently deploy no_pickup if the vault
   doesn't put the unrand in a monster's hands, instead of missing from
   a small but non-zero number of vaults.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bcc460914b">bcc460914b</a> | 2025-10-25 23:47:27 -0230 | regret-index</pre>
Adjust and clean up later overflow altar placement<br> * As was discovered by DracoOmega, the : interest_check(_G) function in
   overflow.des added over a decade ago does not actually work,
   due to how Crawl's initialization of vaults leads to not properly
   tagging the vault as `extra` as it's placed. Most notably, this
   interferes with Depths:1's attempt at consistently placing a minivault
   (in e3cb86a), which hurts the vault-centric identity of Depths and
   goes against the `extra` tag's intent.<br>
 * The deployment of the `uniq_altar_[god]` tag is overzealous with
   blocking themed altar vaults past late D, as while it avoids multiple
   vaults to a given god appearing in earlygame, there is enough time past
   in later branches to already place altar vaults not used in the
   overflow range (whether large and dangerous, or particularly themed to
   that branch). In particular, this interferes with ce7c55b's use of
   various overflow vaults as decoration in V, as well as the occasaional
   additions of appropriately scaling altar vaults like in 837a7d7.<br>
To address these ends and more, I have added a new `extra_post_overflow`
tag that functions as the previous interest_check function intended.
Deploying it or not per overflow altar is managed with a new function-
standard_overflow_setup(_G)- which also both saves various vault header
lines and consistently manages of the four seperate canned tags most
overflow altar vaults end up deploying most of the time. (It also applies
the previous commit's `buniq` tag, which the map_selector now checks,
instead a `uniq` tag.) The additional documentation shouldn't be much
lengthier than what overflow.des already did to explain the different
tags, and it should hopefully also make matters like extra tagging be
handled consistently for the future.<br>
Most notably for players, this should make Depths floor consistently
contain more non-decorative minivaults in general, which should help
a mild bit with the branch's difficulty otherwise being innately spiky
between Depths's high vault and band focus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cba18e0499">cba18e0499</a> | 2025-10-25 23:47:26 -0230 | mumra</pre>
Implement a buniq ("branch unique") vault tag<br>Like the luniq_* tag, but for branch-unique map placement. Maps with
this tag will not place if a map with the same tag placed already in
the same branch.<br>
[Commiter's notes: This was extracted from PR #4406, as the functionality
of such a tag can help deal with other Crawl matters beyond the PR's scope,
and the thrust of the PR's rebalancing is easily decoupled from such.
I've not done much else here, aside from squashing related commits
together and making sure &K works properly, but follow-up commits will make
use of this new tag.]<br>
squash this into the buniq commit
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6544a15d2e">6544a15d2e</a> | 2025-10-25 23:47:26 -0230 | regret-index</pre>
Add and adjust Depths entry and Zot / entry tiles<br> * To compliment the deployment of floor_depthstone and depths_column
   tiles in Depths entrances in e431911, as well as the unique crystal
   wall tiles of Depths used in Depths entrances in 011df5c, I am
   adding a new set of wall tiles mixing together Sastreii's Depths stone
   with roctavian's edits of Denzi's default stone. This should help with
   the transitional aspect of each Depths entry vault, by incorporating
   visual motifs present in Depths stone walls into the default / D stone
   wall appearance, while also helping the relatively understated nature
   of the more common entries stand out a bit compared to the rest of D.<br>
 * To both give Zot vaults a little more visual flair and to avoid using
   Elf's floor_hall in Zot entry vaults, I've also made a new set of floor
   tiles made from mixing CC0 stone pattern from TextureNinja with the
   fringes of Denzi's original floor_rough tiles. These diamond patterns,
   contrasting with the squares and rectangles emphasized in other
   branch vault floor tiles, are deployed both inside a slice of the Zot
   vaults both somewhat dangerous and somewhat building-like, as well as
   in all Depths entrances in place of floor_marble or the aforementioned
   floor_hall.<br>
 * To both help establish more visual continuity across Depths and to
   add further flair to the end of Depths, most Zot entry vaults now
   deploy also floor_depthstone (as previously used in Depths entry vaults
   and Depths encompass vaults) in many places where they would previously
   use the standard D and Depths floor tiles. (I'm reluctant to use them
   by default through Depths- they make for weirdly high contrast versus
   the current old dark and high-detail Depths rock walls- but they do
   work reasonably fine contrasting against most other rock tiles.)<br>
Further tilework would be a good idea in the future- like unique Zot:1-4
stone Zot entry vaults can borrow instead of just the generic Zot rock
with occasional usage of disorientingly-shiny void metal- but this should
function for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2936fdb91c">2936fdb91c</a> | 2025-10-25 23:47:26 -0230 | regret-index</pre>
Adjust wall_brick_vines<br>This tries to add better shadowing, better-matching damaged brick, and a
fifth variant to Due's edit of Denzi's brick walls, which should hopefully
make the rather prominent tile (in Swamp ruin decor vaults) fit more with
the steady tile improvements done to the rest of the game over the decade
since the tiles were first made.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddf4669d2d">ddf4669d2d</a> | 2025-10-25 23:47:25 -0230 | regret-index</pre>
Update a few bits of level documentation<br>Most notably, this corrects some lines on how luniq_foo works, and adds
explicit notes on lairdec / snakedec / zotdec tags.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=858c4e97e9">858c4e97e9</a> | 2025-10-25 23:47:25 -0230 | regret-index</pre>
Increase the odds of placing Lair decor vaults on Lair:4-5<br>A delayed follow-up to the work of 663a982, in the vein of f5be29c and
d8fb119, somewhat bolstered by the parent commit. This adds a 25% chance
to place some of the 80+ decorative vaults on Lair:4-5, brandishing a
wide variety of the newer decorative + default tiles and features. (This
is less high than either decorative vault explicit placement: this is
half due to the sheer volume of Lair vaults making their odds high to
begin with, and half due to being somewhat wary of earlygame having
particularly excessive amounts of purely decorative vaults. The range is
also just past the Lair branch roulette entry vaults, and thus gives a
little more flashiness specifically to the less innately-distinct Lair
floors.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f11f8beb4">2f11f8beb4</a> | 2025-10-25 23:47:25 -0230 | regret-index</pre>
Another decor vault batch for Lair and Swamp<br>Fifteen Lair decor vaults, to be used in the following commit. The
majority of vaults in this commit are negative space experiments, of a
style akin to 7638400- but with Lair's ruinous appearance it should be
less like "weird mystic deliberate building patterns" and more like
"collapsed, overgrown caverns". This also comes with another two Swamp
ruin vaults, to help vary up the rather restrained pool for
swamp_ruins_default.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=604a682237">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1017-g604a682237.zip">here</a>.]]></description>
            <pubDate>Sun, 26 Oct 2025 06:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1006-ga86d0c5963.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1006-ga86d0c5963.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a86d0c5963">a86d0c5963</a> | 2025-10-24 08:19:30 -0500 | David Lawrence Ramsey</pre>
Fix warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17b9c6f5ef">17b9c6f5ef</a> | 2025-10-24 22:57:17 +1300 | Isaac Clancy</pre>
Do a better job of excluding an entire large door<br>If you have seen all the squares that make up a large door and you
exclude one square of the door the exclusion will spread to the rest of
the door. However, if you have only seen part of a large door and you
exclude it, the parts that you hadn't seen will remain unexcluded when
you see them. Instead, spread exclusions on large doors to new squares
that make up the door when you seen them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9b90cd0b">5f9b90cd0b</a> | 2025-10-23 21:55:22 -0230 | DracoOmega</pre>
Fix being able to freeze time on other floors by peeking at them (Darby)<br>eb2233f344 made it so that peeking at an adjacent floor, and then returning
to your current one, would save the *current* turn as the last time the
player was on that floor. This meant that if the player peeked immediately
before reentering the floor, the game would treat it as if almost no time
had passed, no matter how much time had actually passed.<br>
This had a plethora of applications, like being able to freeze portal
timers, preserve poison on monsters when looping around to a different
staircase, negate all monster HP regen, or ensure that monsters chasing
where you last left the floor would have barely moved from their original
locations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34f3ec3571">34f3ec3571</a> | 2025-10-24 09:05:48 +1300 | Isaac Clancy</pre>
Fix webtiles not redrawing when showing a prompt<br>When showing a prompt in the message panel such as the one from using a
faded altar, webtiles wouldn't redraw resulting in you not seeing the
prompt until after you had answered it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d1d168b82">7d1d168b82</a> | 2025-10-24 02:25:15 +1300 | Isaac Clancy</pre>
Fix the skills menu not redrawing in webtiles<br>Making changes to the skills menu such as enabling or disabling a skill
wouldn't show until you reopened the menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43d75eb032">43d75eb032</a> | 2025-10-23 23:52:29 +1300 | Isaac Clancy</pre>
Don't display short lived frames in console<br>We render multiple frames for every player turn, e.g. after the player
takes an action, after a monster takes an action, start of the player's
turn, when going through menus etc. However, most of these frames are
replaced with a new frame before the next monitor vblank and are thus
discarded. If we discard these short lived frames ourself, it should
look better than having one occasionally pop up briefly while
simplifying the code as tiles already discards these frames.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79be30a44c">79be30a44c</a> | 2025-10-23 07:53:00 +0100 | mumra</pre>
Set a default value for game_version in client.html<br>This prevents a 500 Server Error if the webtiles server hasn't been
restarted (and therefore game_version is unavailable).<br>
This commit can safely be reverted once all webtiles admins have had
a chance to restart their server with the updated server.py in place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1bb3f14039">1bb3f14039</a> | 2025-10-23 05:46:21 +0100 | mumra</pre>
Don't try to checkwhite font files<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82b4fbf79d">82b4fbf79d</a> | 2025-10-23 05:24:08 +0100 | mumra</pre>
Copy webfonts permanently into static<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cb0159e603">cb0159e603</a> | 2025-10-22 23:04:17 -0500 | Implojin</pre>
Document some clua api functions<br>These were previously added for internal autofight use and had no entries
in `make api`. As they are being used, we might as well document them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a86d0c5963">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1006-ga86d0c5963.zip">here</a>.]]></description>
            <pubDate>Sat, 25 Oct 2025 05:44:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-1004-g5f9b90cd0b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1004-g5f9b90cd0b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9b90cd0b">5f9b90cd0b</a> | 2025-10-23 21:55:22 -0230 | DracoOmega</pre>
Fix being able to freeze time on other floors by peeking at them (Darby)<br>eb2233f344 made it so that peeking at an adjacent floor, and then returning
to your current one, would save the *current* turn as the last time the
player was on that floor. This meant that if the player peeked immediately
before reentering the floor, the game would treat it as if almost no time
had passed, no matter how much time had actually passed.<br>
This had a plethora of applications, like being able to freeze portal
timers, preserve poison on monsters when looping around to a different
staircase, negate all monster HP regen, or ensure that monsters chasing
where you last left the floor would have barely moved from their original
locations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34f3ec3571">34f3ec3571</a> | 2025-10-24 09:05:48 +1300 | Isaac Clancy</pre>
Fix webtiles not redrawing when showing a prompt<br>When showing a prompt in the message panel such as the one from using a
faded altar, webtiles wouldn't redraw resulting in you not seeing the
prompt until after you had answered it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7d1d168b82">7d1d168b82</a> | 2025-10-24 02:25:15 +1300 | Isaac Clancy</pre>
Fix the skills menu not redrawing in webtiles<br>Making changes to the skills menu such as enabling or disabling a skill
wouldn't show until you reopened the menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43d75eb032">43d75eb032</a> | 2025-10-23 23:52:29 +1300 | Isaac Clancy</pre>
Don't display short lived frames in console<br>We render multiple frames for every player turn, e.g. after the player
takes an action, after a monster takes an action, start of the player's
turn, when going through menus etc. However, most of these frames are
replaced with a new frame before the next monitor vblank and are thus
discarded. If we discard these short lived frames ourself, it should
look better than having one occasionally pop up briefly while
simplifying the code as tiles already discards these frames.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79be30a44c">79be30a44c</a> | 2025-10-23 07:53:00 +0100 | mumra</pre>
Set a default value for game_version in client.html<br>This prevents a 500 Server Error if the webtiles server hasn't been
restarted (and therefore game_version is unavailable).<br>
This commit can safely be reverted once all webtiles admins have had
a chance to restart their server with the updated server.py in place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1bb3f14039">1bb3f14039</a> | 2025-10-23 05:46:21 +0100 | mumra</pre>
Don't try to checkwhite font files<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82b4fbf79d">82b4fbf79d</a> | 2025-10-23 05:24:08 +0100 | mumra</pre>
Copy webfonts permanently into static<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cb0159e603">cb0159e603</a> | 2025-10-22 23:04:17 -0500 | Implojin</pre>
Document some clua api functions<br>These were previously added for internal autofight use and had no entries
in `make api`. As they are being used, we might as well document them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6560e084f">f6560e084f</a> | 2025-10-22 23:04:17 -0500 | Implojin</pre>
Remove a dead comment from 2012<br>We're using absdepth in way too many places to ever consider this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b57addf1e">7b57addf1e</a> | 2025-10-23 16:40:05 +1300 | Isaac Clancy</pre>
Add missing includes to fineff.h<br>This was broken in the refactor and was causing our header build test to
fail.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5f9b90cd0b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-1004-g5f9b90cd0b.zip">here</a>.]]></description>
            <pubDate>Fri, 24 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-999-g1bb3f14039.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-999-g1bb3f14039.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1bb3f14039">1bb3f14039</a> | 2025-10-23 05:46:21 +0100 | mumra</pre>
Don't try to checkwhite font files<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=82b4fbf79d">82b4fbf79d</a> | 2025-10-23 05:24:08 +0100 | mumra</pre>
Copy webfonts permanently into static<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cb0159e603">cb0159e603</a> | 2025-10-22 23:04:17 -0500 | Implojin</pre>
Document some clua api functions<br>These were previously added for internal autofight use and had no entries
in `make api`. As they are being used, we might as well document them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6560e084f">f6560e084f</a> | 2025-10-22 23:04:17 -0500 | Implojin</pre>
Remove a dead comment from 2012<br>We're using absdepth in way too many places to ever consider this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b57addf1e">7b57addf1e</a> | 2025-10-23 16:40:05 +1300 | Isaac Clancy</pre>
Add missing includes to fineff.h<br>This was broken in the refactor and was causing our header build test to
fail.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=99e36ef0dd">99e36ef0dd</a> | 2025-10-22 22:05:46 -0500 | Implojin</pre>
Let CMD_DROP_LAST ('D') automatically disable autopickup<br>Following from 32dc36160e, here we allow dropping the last-picked item
to disable autopickup using the same rules as CMD_DROP.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=855d04f7d5">855d04f7d5</a> | 2025-10-23 15:40:25 +1300 | Isaac Clancy</pre>
Refactor: move final effects out of the header<br>This should make it so that we don't have to rebuild everything that
uses final effects whenever something that final effects depends on
changes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2470553f75">2470553f75</a> | 2025-10-22 21:25:23 -0500 | Implojin</pre>
Show artefact enchant limit in item descs for Mountain Dwarves<br>As a bonus, we get to mildly dedent and simplify.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3133c6b059">3133c6b059</a> | 2025-10-22 11:21:58 -0500 | David Lawrence Ramsey</pre>
Add another Xom esteem name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43e0034f20">43e0034f20</a> | 2025-10-22 11:17:54 +0100 | mumra</pre>
Add a cachebusting key to lobby static assets<br>Adding a version string to all the lobby assets ensures that, if the
server rebuilds and there is an update to client scripts, players will
definitely get the update when they reload the browser, and not get
a locally-cached copy of the file.<br>
This enables use of more aggressive caching strategies, longer cache
times, in-memory caching with nginx/Apache, or even pushing static
assets over to CDN, if server admins wish to configure thing way,
without worrying about the client browser potentially serving stale
assets.<br>
It would be even better to either a) keep a separate version number for
the lobby client or b) compute a hash key to use for this cachebusting
string, so that assets can be reused from cache when they haven't
changed (which is usually the case) but given the small size of these
assets (compared to e.g. the game client and tiles images) it seems like
a lot of work and complexity for a small gain. It's much more important
to ensure that players at least don't have a stale client.<br>
(For the styles and the require.js include, static_url at least ensures
a stable hash; but for the other scripts loaded by require, I have to
pass a key into config, so it can't be computed per asset like these
ones.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1bb3f14039">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-999-g1bb3f14039.zip">here</a>.]]></description>
            <pubDate>Thu, 23 Oct 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-988-gdad79eb2a5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-988-gdad79eb2a5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dad79eb2a5">dad79eb2a5</a> | 2025-10-21 19:56:41 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7a429eae4">e7a429eae4</a> | 2025-10-22 01:22:24 +0100 | mumra</pre>
Use DejaVu Sans font by default in webtiles<br>The adds the font as an embedded webfont, so webtiles now appears the
same as the default desktop font.<br>
The font is still overridable in configuration should anybody prefer to
use their own system or other font, but this certainly looks much nicer
than the default monospace font on browsers in Windows!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=934f5e3708">934f5e3708</a> | 2025-10-22 01:08:04 +1300 | Isaac Clancy</pre>
Fix graphical glitch with some doors created in wizmode<br>When placing a door above or below an existing door in wizmode, the old
door wouldn't change its tile even though it is now part of a large door
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09e2fcb399">09e2fcb399</a> | 2025-10-21 23:47:31 +1300 | Isaac Clancy</pre>
Remove old unused targeting overlays<br>They now just use the normal overlay code and all the old code to handle
them is dead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=469e5f41f7">469e5f41f7</a> | 2025-10-21 22:46:46 +1300 | Isaac Clancy</pre>
Fix flash_view in tiles<br>It wasn't redrawing the tiles, so if you didn't call a function that
redraws tiles (e.g. delay, scaled_delay) before the next call to
viewwindow, the flash would never be seen.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4236cc629">c4236cc629</a> | 2025-10-21 01:57:10 -0500 | Memoria</pre>
Remove 4 of the 5 ladies of the lake<br>The grunt_lady_of_the_lake vault spawns a merfolk avatar in a lake when
the player approaches a sword in the center. If the player left and
re-entered the floor beforehand, each tile by the sword would spawn its
own merfolk avatar, spawning up to 5 avatars near the player. It seems
reasonable to only spawn the Lady of the Lake upon stepping on the sword
itself, as the player will generally autotravel there to identify the
sword anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a50f8efd80">a50f8efd80</a> | 2025-10-21 16:59:03 +1300 | Isaac Clancy</pre>
Remove unused code from discover_mimic<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6892638188">6892638188</a> | 2025-10-21 16:46:50 +1300 | Isaac Clancy</pre>
Change parameter type of put_colour_ch to char32_t<br>The parameter type was `unsigned int` previously but should have been
updated to char32_t when moving to c++11
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7b9d59e62">d7b9d59e62</a> | 2025-10-21 15:49:49 +1300 | Isaac Clancy</pre>
refactor cloud_tile_variation<br>cloud_tile_variation is an enum that determines how a cloud chooses its
tile. It has an entry called CTVARY_NONE which is used for clouds with a
fixed tile that doesn't vary. However, some clouds with it were special
cased to not have a fixed tile, which adds extra complexity over givng
them their own enum entries and also makes it harder to determine which
clouds are animated.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c143c1dcc">7c143c1dcc</a> | 2025-10-21 15:16:10 +1300 | Isaac Clancy</pre>
Add an invert method to FixedBitArray<br>Previously we were rolling our own implementation in abyss.cc
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=dad79eb2a5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-988-gdad79eb2a5.zip">here</a>.]]></description>
            <pubDate>Wed, 22 Oct 2025 05:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-982-ga50f8efd80.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-982-ga50f8efd80.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a50f8efd80">a50f8efd80</a> | 2025-10-21 16:59:03 +1300 | Isaac Clancy</pre>
Remove unused code from discover_mimic<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6892638188">6892638188</a> | 2025-10-21 16:46:50 +1300 | Isaac Clancy</pre>
Change parameter type of put_colour_ch to char32_t<br>The parameter type was `unsigned int` previously but should have been
updated to char32_t when moving to c++11
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7b9d59e62">d7b9d59e62</a> | 2025-10-21 15:49:49 +1300 | Isaac Clancy</pre>
refactor cloud_tile_variation<br>cloud_tile_variation is an enum that determines how a cloud chooses its
tile. It has an entry called CTVARY_NONE which is used for clouds with a
fixed tile that doesn't vary. However, some clouds with it were special
cased to not have a fixed tile, which adds extra complexity over givng
them their own enum entries and also makes it harder to determine which
clouds are animated.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c143c1dcc">7c143c1dcc</a> | 2025-10-21 15:16:10 +1300 | Isaac Clancy</pre>
Add an invert method to FixedBitArray<br>Previously we were rolling our own implementation in abyss.cc
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b2b1f96eb">7b2b1f96eb</a> | 2025-10-20 11:35:28 -0500 | David Lawrence Ramsey</pre>
Add support for partial bane name matches.<br>Used only in wizard mode, as partial mutation name matches also are.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=65985d8095">65985d8095</a> | 2025-10-20 10:03:43 -0500 | unutbu</pre>
Add the ability to toggle banes in wizmode.<br>To use, type `&}` then the name of the bane.<br>
[Committer's note: Adjusted commit message, and did checkwhite and
unbrace.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34f68e377c">34f68e377c</a> | 2025-10-20 00:23:09 -0500 | Implojin</pre>
Let autofight prioritize good stabs<br>This commit allows autofight attacks when wielding high stab damage
weapons to prioritize stab attempts, when available. This targeting
prefers tier 1 stabs (sleep/paralysis/petrify) but will attempt to make
any available stab. Autofight with stab weapons will now try to move the
player closer to the nearest stab target, if one exists and there is no
higher priority target that prevents the move.<br>
This will *not* continue to move the player if a different target is
adjacent: In my estimation, moving past adjacent monsters seemed likely
to cause player deaths to unexpected autofight behavior, so I haven't
done that.<br>
The motivation here was that I'd like autofight to be a bit smarter about
stab targeting -- previously, it would often ignore perfectly good stabs
because the only thing it cared about was whether a tier 1 stab existed,
and its prioritization for that was fairly low.<br>
I might want to do further tweaks here: As mentioned, I'd somewhat prefer
these positioning choices to be even more aggressive, but I'm hesitant to
surprise players with unexpected autofight pathing.<br>
This commit adds a new clua bind to expose more stab info to autofight:
`you.has_good_stab()`, which will return true if the player has a short
blade equipped (or otherwise has good stabs enabled, as through
spiderform etc.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a32e351020">a32e351020</a> | 2025-10-19 21:41:02 -0500 | Memoria</pre>
Fix player ghost tiles constantly re-randomising<br>The inclusion of title size to seed ghost doll randomisation was causing
the hash function to output different results every time the ghost was
redrawn, continuously changing its appearance. Subtracting its size is a
hacky, temporary fix, but resolves the issue for the time being.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a051f2b509">a051f2b509</a> | 2025-10-20 14:19:35 +1300 | Isaac Clancy</pre>
Fix console not showing the last message on windows<br>If you did can action that generated a message such as pressing the
escape key to generate an "Unknown command" message, the message
wouldn't appear until you pressed another key.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00c038fbf2">00c038fbf2</a> | 2025-10-19 15:16:34 -0500 | Implojin</pre>
Fix CMD_AUTOFIRE (shift+tab) to check wall transparency<br>Previously, autofire considered things blocked behind transparent walls
as valid ranged targets, which led to some awkward targeting situations:<br>
Y#..
c#..
...@<br>
This setup would print "There's something in the way.", as autofire
considered both targets valid and prioritized targeting the elephant.<br>
Following this commit, blocked CMD_AUTOFIRE targets will return AF_FAILS,
which should correct the targeting and messaging here.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a50f8efd80">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-982-ga50f8efd80.zip">here</a>.]]></description>
            <pubDate>Tue, 21 Oct 2025 05:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-976-g34f68e377c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-976-g34f68e377c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34f68e377c">34f68e377c</a> | 2025-10-20 00:23:09 -0500 | Implojin</pre>
Let autofight prioritize good stabs<br>This commit allows autofight attacks when wielding high stab damage
weapons to prioritize stab attempts, when available. This targeting
prefers tier 1 stabs (sleep/paralysis/petrify) but will attempt to make
any available stab. Autofight with stab weapons will now try to move the
player closer to the nearest stab target, if one exists and there is no
higher priority target that prevents the move.<br>
This will *not* continue to move the player if a different target is
adjacent: In my estimation, moving past adjacent monsters seemed likely
to cause player deaths to unexpected autofight behavior, so I haven't
done that.<br>
The motivation here was that I'd like autofight to be a bit smarter about
stab targeting -- previously, it would often ignore perfectly good stabs
because the only thing it cared about was whether a tier 1 stab existed,
and its prioritization for that was fairly low.<br>
I might want to do further tweaks here: As mentioned, I'd somewhat prefer
these positioning choices to be even more aggressive, but I'm hesitant to
surprise players with unexpected autofight pathing.<br>
This commit adds a new clua bind to expose more stab info to autofight:
`you.has_good_stab()`, which will return true if the player has a short
blade equipped (or otherwise has good stabs enabled, as through
spiderform etc.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a32e351020">a32e351020</a> | 2025-10-19 21:41:02 -0500 | Memoria</pre>
Fix player ghost tiles constantly re-randomising<br>The inclusion of title size to seed ghost doll randomisation was causing
the hash function to output different results every time the ghost was
redrawn, continuously changing its appearance. Subtracting its size is a
hacky, temporary fix, but resolves the issue for the time being.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a051f2b509">a051f2b509</a> | 2025-10-20 14:19:35 +1300 | Isaac Clancy</pre>
Fix console not showing the last message on windows<br>If you did can action that generated a message such as pressing the
escape key to generate an "Unknown command" message, the message
wouldn't appear until you pressed another key.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00c038fbf2">00c038fbf2</a> | 2025-10-19 15:16:34 -0500 | Implojin</pre>
Fix CMD_AUTOFIRE (shift+tab) to check wall transparency<br>Previously, autofire considered things blocked behind transparent walls
as valid ranged targets, which led to some awkward targeting situations:<br>
Y#..
c#..
...@<br>
This setup would print "There's something in the way.", as autofire
considered both targets valid and prioritized targeting the elephant.<br>
Following this commit, blocked CMD_AUTOFIRE targets will return AF_FAILS,
which should correct the targeting and messaging here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a42d9e8aaf">a42d9e8aaf</a> | 2025-10-18 22:44:55 +0200 | Medrano83</pre>
Android: Mods<br>Implements a simple file manager to make the SAVEDIR/dat accessible on
Android. This is useful to install fonts and override the game data
files.<br>
I have also improved the launcher's error handling and updated some
deprecated code.<br>
Closes #4748
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce176cf9e">7ce176cf9e</a> | 2025-10-18 12:30:14 -0500 | David Lawrence Ramsey</pre>
Fix crashes in arena fights set in the Abyss.<br>Closes #4838.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b963787">717b963787</a> | 2025-10-18 12:01:41 -0400 | patrick</pre>
Adjust placements for my various big tiling vaults (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44303a282">c44303a282</a> | 2025-10-18 11:19:27 -0400 | patrick</pre>
Add another large decor vault based on tilings<br>I saw an interesting pattern on a tile floor recently, so I made a
vault based on it. Then I entered a vault fugue and made 15 other
subvaults that would also fit into the same main vault and would
make interesting tiling patterns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36487f65ea">36487f65ea</a> | 2025-10-18 23:14:51 +1300 | Isaac Clancy</pre>
Add blood rotation to map knowledge<br>We used to use the actually rotation of blood on a square when drawing
it. However, the rotation of blood on an out of sight square can be
changed and we don't want to leak this change to the player. Instead,
store a copy of the blood rotation in the map knowledge and only update
it for squares the player can see.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8f90621be">b8f90621be</a> | 2025-10-18 21:36:35 +1300 | brianfaires</pre>
equip_slot_by_name(): Catch "Body Armour"<br>Allows Lua API's item.equip_type to work with:
- l_item_equipped_at()
- l_slot_is_available()
Previously didn't work for body armour. equip_type = "Body Armour",
Both functions only check for "Armour"<br>
s_equip_slot_names was only created to support this function afaict,
and just duplicates `enum equipment_slot`<br>
Backward compatible: equip_type returns the same strings, but functions
will now check for both varieties of names.<br>
Tested locally and everything works as before but catches body armour.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=34f68e377c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-976-g34f68e377c.zip">here</a>.]]></description>
            <pubDate>Mon, 20 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-972-ga42d9e8aaf.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-972-ga42d9e8aaf.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a42d9e8aaf">a42d9e8aaf</a> | 2025-10-18 22:44:55 +0200 | Medrano83</pre>
Android: Mods<br>Implements a simple file manager to make the SAVEDIR/dat accessible on
Android. This is useful to install fonts and override the game data
files.<br>
I have also improved the launcher's error handling and updated some
deprecated code.<br>
Closes #4748
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce176cf9e">7ce176cf9e</a> | 2025-10-18 12:30:14 -0500 | David Lawrence Ramsey</pre>
Fix crashes in arena fights set in the Abyss.<br>Closes #4838.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b963787">717b963787</a> | 2025-10-18 12:01:41 -0400 | patrick</pre>
Adjust placements for my various big tiling vaults (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c44303a282">c44303a282</a> | 2025-10-18 11:19:27 -0400 | patrick</pre>
Add another large decor vault based on tilings<br>I saw an interesting pattern on a tile floor recently, so I made a
vault based on it. Then I entered a vault fugue and made 15 other
subvaults that would also fit into the same main vault and would
make interesting tiling patterns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36487f65ea">36487f65ea</a> | 2025-10-18 23:14:51 +1300 | Isaac Clancy</pre>
Add blood rotation to map knowledge<br>We used to use the actually rotation of blood on a square when drawing
it. However, the rotation of blood on an out of sight square can be
changed and we don't want to leak this change to the player. Instead,
store a copy of the blood rotation in the map knowledge and only update
it for squares the player can see.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8f90621be">b8f90621be</a> | 2025-10-18 21:36:35 +1300 | brianfaires</pre>
equip_slot_by_name(): Catch "Body Armour"<br>Allows Lua API's item.equip_type to work with:
- l_item_equipped_at()
- l_slot_is_available()
Previously didn't work for body armour. equip_type = "Body Armour",
Both functions only check for "Armour"<br>
s_equip_slot_names was only created to support this function afaict,
and just duplicates `enum equipment_slot`<br>
Backward compatible: equip_type returns the same strings, but functions
will now check for both varieties of names.<br>
Tested locally and everything works as before but catches body armour.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac57078213">ac57078213</a> | 2025-10-18 20:44:41 +1300 | Isaac Clancy</pre>
Don't use env.level_state when drawing tiles<br>env.level_state is based on the actually level, whereas what we draw is
based on what the map remembers of a level. So for example, if a
Jiyva worshipper uses oozemancy, moves out of sight of the slime walls,
waits for oozemancy to end, and then reloads the game, the
LSTATE_SLIMY_WALL flag will not be set on env.level_state but now out of
sight slimey walls will still be drawn as thats what the map remembers
being there. Luckily we don't actually need to use env.level_state in
the drawing code and there isn't any benefit to using it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3beb288adb">3beb288adb</a> | 2025-10-18 00:49:40 -0500 | Implojin</pre>
ci: Bump android and mingw runs to ubuntu-latest<br>We need libpng-dev in the ci environment to generate tilesheets; the
android run sets up its dependencies in gradle, and the mingw run
generates crosscompiled contribs, both of which were no good to use here.<br>
(See also a53296f351 for a previous instance of the crosscompile issue.)<br>
As far as I can tell, these runs in ubuntu-22.04 must have had a libpng
available that we now need to explicitly specify in ubuntu-24.04.<br>
I also forgot to update the source packages run to ubuntu-latest in
c80b890e59, so here we bump that as well.<br>
After this commit, the only run still on 22.04 is catch2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc34600443">bc34600443</a> | 2025-10-18 17:19:53 +1300 | Isaac Clancy</pre>
Don't restrict telling the player about acidic slime to floors<br>When examing a floor next to a slime wall, it tells you that it is
covered in acidic slime. However, this was restricted to floor squares
only as console only shows acidic slime on floors. This was misleading
as a shaft for example next to a slime wall would still corrode you when
standing on it. It also isn't that uncommon for you not to be able to
see that something is effecting a non-floor square in console without
examining the square so it should exceptable for that to be the case
with slime from walls as well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9630a171c0">9630a171c0</a> | 2025-10-18 16:50:03 +1300 | Isaac Clancy</pre>
Fix scrolls being wasted when losing connection (mumra)<br>When reading an an unidentified scroll that requires you to make a
choose such as enchant weapon that requires you to choose a weapon, if
you save and quit before making the choose the scroll would be wasted.
The game can save and quit on its on when losing connection in webtiles
resulting in the player losing a scroll at no fault of their own. To fix
this restore the choose on loading the game like we do with other
uncancelable chooses.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a42d9e8aaf">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-972-ga42d9e8aaf.zip">here</a>.]]></description>
            <pubDate>Sun, 19 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-964-gbc34600443.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-964-gbc34600443.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc34600443">bc34600443</a> | 2025-10-18 17:19:53 +1300 | Isaac Clancy</pre>
Don't restrict telling the player about acidic slime to floors<br>When examing a floor next to a slime wall, it tells you that it is
covered in acidic slime. However, this was restricted to floor squares
only as console only shows acidic slime on floors. This was misleading
as a shaft for example next to a slime wall would still corrode you when
standing on it. It also isn't that uncommon for you not to be able to
see that something is effecting a non-floor square in console without
examining the square so it should exceptable for that to be the case
with slime from walls as well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9630a171c0">9630a171c0</a> | 2025-10-18 16:50:03 +1300 | Isaac Clancy</pre>
Fix scrolls being wasted when losing connection (mumra)<br>When reading an an unidentified scroll that requires you to make a
choose such as enchant weapon that requires you to choose a weapon, if
you save and quit before making the choose the scroll would be wasted.
The game can save and quit on its on when losing connection in webtiles
resulting in the player losing a scroll at no fault of their own. To fix
this restore the choose on loading the game like we do with other
uncancelable chooses.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c80b890e59">c80b890e59</a> | 2025-10-17 19:04:23 -0500 | Implojin</pre>
Bump most CI to ubuntu-latest, python to 3.13<br>Here we bump python versions to 3.13 so that we can test webtiles with
crypt-r, and we bump as many runners as we can back up to ubuntu-latest.<br>
Webtiles runners now test with python 3.8, 3.11, and 3.13, with older
versions using crypt, and 3.13 using crypt-r following 7c3bd3c27620.<br>
We still have some issues with the mingw, catch2, and android runners
under ubuntu-latest, so these runs remain using ubuntu-22.04 until we
can get those sorted.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3bd3c276">7c3bd3c276</a> | 2025-10-17 18:07:45 -0500 | gammafunk</pre>
Roll back python package requirements<br>All our CI tests with python 3.8, even for non-WebTiles builds. Hence
these updated requirements weren't satisfiable in the github ubuntu linux
runner. Python 3.8 is the oldest version WebTiles formally supports, so
it does make some sense to work with this version in CI. Since I don't
want to require a more current python for CI until we've discussed that,
I'm reverting back most of the requirement changes. I'm keeping the
`crypt-r` requirement, but conditioned on a python version of at least
3.13.<br>
This partially reverts 13813543c0.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f182cc49eb">f182cc49eb</a> | 2025-10-17 19:21:51 -0230 | regret-index</pre>
Fix trove_leda body armour (Monkooky)<br>An error of string concatenation resulting in items like<br>
"plate armour plus:"<br>
which, inexplicably, itemspec raised no concerns over. To try to make this
a little less repetitious as item drops in the trove otherwise, the trove
now also has slightly higher chances of boots of earth.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13813543c0">13813543c0</a> | 2025-10-17 16:25:13 -0500 | gammafunk</pre>
Document requirement changes for WebTiles server<br>We now require the `crypt-r` python package for python versions 3.13 and
later, since the `crypt` module was removed from the standard library.
Also update the WebTiles changelog and README.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0e9a9ddd5">d0e9a9ddd5</a> | 2025-10-17 10:44:37 -0500 | David Lawrence Ramsey</pre>
Add references to baubles in Zin speech.<br>Since they're effectively temporary talismans, despite being named
differently. (There may be only one type of bauble now, but that
could change at some point.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b018e8e09e">b018e8e09e</a> | 2025-10-17 09:59:59 -0500 | David Lawrence Ramsey</pre>
Add status dexcription for "Gem (*)".<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0af764086a">0af764086a</a> | 2025-10-16 18:41:01 -0230 | DracoOmega</pre>
Don't trigger Trickster against firewood (Sergey)<br>I am amazed this oversight went so long without being noticed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26e05f8c72">26e05f8c72</a> | 2025-10-16 12:28:54 -0500 | Implojin</pre>
Fix Marionette targeter infoleaking illusions (radio-gra)<br>As reported in #4682, players with Dith could reveal which targets were
rakshasa and mara illusions by opening the Aphotic Marionette targeter.<br>
This commit stops the marionette targeter from leaking this info,
and allows illusions to now be valid marionette targets.<br>
(Excluding illusions as targets here should be unnecessary, and doesn't
meaningfully change the balance of the ability.)<br>
Fixes #4682.
Closes #4683.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bc34600443">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-964-gbc34600443.zip">here</a>.]]></description>
            <pubDate>Sat, 18 Oct 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-956-g0af764086a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-956-g0af764086a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0af764086a">0af764086a</a> | 2025-10-16 18:41:01 -0230 | DracoOmega</pre>
Don't trigger Trickster against firewood (Sergey)<br>I am amazed this oversight went so long without being noticed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26e05f8c72">26e05f8c72</a> | 2025-10-16 12:28:54 -0500 | Implojin</pre>
Fix Marionette targeter infoleaking illusions (radio-gra)<br>As reported in #4682, players with Dith could reveal which targets were
rakshasa and mara illusions by opening the Aphotic Marionette targeter.<br>
This commit stops the marionette targeter from leaking this info,
and allows illusions to now be valid marionette targets.<br>
(Excluding illusions as targets here should be unnecessary, and doesn't
meaningfully change the balance of the ability.)<br>
Fixes #4682.
Closes #4683.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59ef0daa6d">59ef0daa6d</a> | 2025-10-16 11:54:12 -0500 | Implojin</pre>
Remove Silence's stealth penalty (rypofalem, hellmonk)<br>This was a weird simulationist relic from an earlier era of crawl.<br>
This penalty was inconsequential in practice, and doesn't need to become
more consequential: the drawback of casting Silence is that the player
then needs to deal with being silenced!<br>
It'll make no difference to cut this, so let's simplify it out.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=637f7d0b85">637f7d0b85</a> | 2025-10-15 01:19:29 -0500 | David Lawrence Ramsey</pre>
Fix typo/indentation of shadow dragon quote.<br>Adjust indentation based on scroll of teleportation quote.<br>
Closes #4835.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaba0656bb">eaba0656bb</a> | 2025-10-14 12:01:31 -0500 | person50605</pre>
Use Lua-friendly functions<br>Use you.in_branch instead of you.where_are_you, as ../es/monsters.txt
uses you.in_branch as well.<br>
[Committer's note: Squashed and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec41f428ff">ec41f428ff</a> | 2025-10-13 23:16:45 -0500 | David Lawrence Ramsey</pre>
Move _preferred_max_level() to art-data.txt.<br>Using the new field name MAX_LEVEL, and with a default value of 0
instead of -1 since art-data.pl makes all default number values 0.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d9baa426d">2d9baa426d</a> | 2025-10-13 22:30:28 -0500 | David Lawrence Ramsey</pre>
Sort art-data fields alphabetically.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07a09a4f98">07a09a4f98</a> | 2025-10-13 21:50:05 -0500 | David Lawrence Ramsey</pre>
Add proper #ifdefs for scarves of spirit shield.<br>Since they shouldn't exist anymore once we break binary
compatibility, as is assumed by other #ifdefs elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f66e048957">f66e048957</a> | 2025-10-13 15:43:20 -0500 | David Lawrence Ramsey</pre>
Make Reflect ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92558d7288">92558d7288</a> | 2025-10-13 12:45:39 -0500 | LiciTheCrawler</pre>
feat: Adjust Body Armour acquirement<br>Currently body armour acqurement is dominated by robes, ring mails,
troll leather, plate and crystal plate. Higher armour skill makes plate
and crystal plate more likely, but the chance to get one of those five
is about the same even at 27 skill.
Additionally scale mail and chain mail are very rare. This version
brings several new body armour egos that spawn on scale, chain or plate
so it makes sense to make those slightly more likely.
Okawaru gifts also tend to leave a bad feeling after being offered a
robe or troll leather on your heavy armour using char.<br>
This commit changes the weights of ring, scale, chain, plate and cpa.
It also changes the formula for body armour acquirement so low base AC
body armours become significantly less likely at higher armour skill.
For example: Body size restricted species still had ~27% to acquire
robes or TLA at 27 Armour skill. With the new formula at 27 skill
that chance is ~2.5%. For normal size species robe + tla + ring
mail went from ~23% at 27 with the old formula to ~4% with the new
formula.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0af764086a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-956-g0af764086a.zip">here</a>.]]></description>
            <pubDate>Fri, 17 Oct 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-953-g637f7d0b85.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-953-g637f7d0b85.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=637f7d0b85">637f7d0b85</a> | 2025-10-15 01:19:29 -0500 | David Lawrence Ramsey</pre>
Fix typo/indentation of shadow dragon quote.<br>Adjust indentation based on scroll of teleportation quote.<br>
Closes #4835.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaba0656bb">eaba0656bb</a> | 2025-10-14 12:01:31 -0500 | person50605</pre>
Use Lua-friendly functions<br>Use you.in_branch instead of you.where_are_you, as ../es/monsters.txt
uses you.in_branch as well.<br>
[Committer's note: Squashed and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec41f428ff">ec41f428ff</a> | 2025-10-13 23:16:45 -0500 | David Lawrence Ramsey</pre>
Move _preferred_max_level() to art-data.txt.<br>Using the new field name MAX_LEVEL, and with a default value of 0
instead of -1 since art-data.pl makes all default number values 0.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d9baa426d">2d9baa426d</a> | 2025-10-13 22:30:28 -0500 | David Lawrence Ramsey</pre>
Sort art-data fields alphabetically.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07a09a4f98">07a09a4f98</a> | 2025-10-13 21:50:05 -0500 | David Lawrence Ramsey</pre>
Add proper #ifdefs for scarves of spirit shield.<br>Since they shouldn't exist anymore once we break binary
compatibility, as is assumed by other #ifdefs elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f66e048957">f66e048957</a> | 2025-10-13 15:43:20 -0500 | David Lawrence Ramsey</pre>
Make Reflect ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92558d7288">92558d7288</a> | 2025-10-13 12:45:39 -0500 | LiciTheCrawler</pre>
feat: Adjust Body Armour acquirement<br>Currently body armour acqurement is dominated by robes, ring mails,
troll leather, plate and crystal plate. Higher armour skill makes plate
and crystal plate more likely, but the chance to get one of those five
is about the same even at 27 skill.
Additionally scale mail and chain mail are very rare. This version
brings several new body armour egos that spawn on scale, chain or plate
so it makes sense to make those slightly more likely.
Okawaru gifts also tend to leave a bad feeling after being offered a
robe or troll leather on your heavy armour using char.<br>
This commit changes the weights of ring, scale, chain, plate and cpa.
It also changes the formula for body armour acquirement so low base AC
body armours become significantly less likely at higher armour skill.
For example: Body size restricted species still had ~27% to acquire
robes or TLA at 27 Armour skill. With the new formula at 27 skill
that chance is ~2.5%. For normal size species robe + tla + ring
mail went from ~23% at 27 with the old formula to ~4% with the new
formula.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d8feda9de">2d8feda9de</a> | 2025-10-13 05:14:46 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=587c5a4573">587c5a4573</a> | 2025-10-13 22:57:08 +1300 | Isaac Clancy</pre>
Bring umbra animation to web-tiles<br>local-tiles has animated umbras. Bring this to web-tiles
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e4d60c372">5e4d60c372</a> | 2025-10-13 22:52:24 +1300 | Isaac Clancy</pre>
Don't use gameplay random to draw umbras<br>We don't won't redrawing the screen to have an effect on gameplay
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=637f7d0b85">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-953-g637f7d0b85.zip">here</a>.]]></description>
            <pubDate>Thu, 16 Oct 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-952-geaba0656bb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-952-geaba0656bb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaba0656bb">eaba0656bb</a> | 2025-10-14 12:01:31 -0500 | person50605</pre>
Use Lua-friendly functions<br>Use you.in_branch instead of you.where_are_you, as ../es/monsters.txt
uses you.in_branch as well.<br>
[Committer's note: Squashed and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec41f428ff">ec41f428ff</a> | 2025-10-13 23:16:45 -0500 | David Lawrence Ramsey</pre>
Move _preferred_max_level() to art-data.txt.<br>Using the new field name MAX_LEVEL, and with a default value of 0
instead of -1 since art-data.pl makes all default number values 0.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d9baa426d">2d9baa426d</a> | 2025-10-13 22:30:28 -0500 | David Lawrence Ramsey</pre>
Sort art-data fields alphabetically.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07a09a4f98">07a09a4f98</a> | 2025-10-13 21:50:05 -0500 | David Lawrence Ramsey</pre>
Add proper #ifdefs for scarves of spirit shield.<br>Since they shouldn't exist anymore once we break binary
compatibility, as is assumed by other #ifdefs elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f66e048957">f66e048957</a> | 2025-10-13 15:43:20 -0500 | David Lawrence Ramsey</pre>
Make Reflect ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92558d7288">92558d7288</a> | 2025-10-13 12:45:39 -0500 | LiciTheCrawler</pre>
feat: Adjust Body Armour acquirement<br>Currently body armour acqurement is dominated by robes, ring mails,
troll leather, plate and crystal plate. Higher armour skill makes plate
and crystal plate more likely, but the chance to get one of those five
is about the same even at 27 skill.
Additionally scale mail and chain mail are very rare. This version
brings several new body armour egos that spawn on scale, chain or plate
so it makes sense to make those slightly more likely.
Okawaru gifts also tend to leave a bad feeling after being offered a
robe or troll leather on your heavy armour using char.<br>
This commit changes the weights of ring, scale, chain, plate and cpa.
It also changes the formula for body armour acquirement so low base AC
body armours become significantly less likely at higher armour skill.
For example: Body size restricted species still had ~27% to acquire
robes or TLA at 27 Armour skill. With the new formula at 27 skill
that chance is ~2.5%. For normal size species robe + tla + ring
mail went from ~23% at 27 with the old formula to ~4% with the new
formula.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d8feda9de">2d8feda9de</a> | 2025-10-13 05:14:46 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=587c5a4573">587c5a4573</a> | 2025-10-13 22:57:08 +1300 | Isaac Clancy</pre>
Bring umbra animation to web-tiles<br>local-tiles has animated umbras. Bring this to web-tiles
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e4d60c372">5e4d60c372</a> | 2025-10-13 22:52:24 +1300 | Isaac Clancy</pre>
Don't use gameplay random to draw umbras<br>We don't won't redrawing the screen to have an effect on gameplay
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3357b45eb">a3357b45eb</a> | 2025-10-13 21:11:27 +1300 | Isaac Clancy</pre>
Fix parchment highlights not drawing correctly in water/clouds<br>The coloured highlights on the edges of parchments were drawing as if
they were above the water or clouds instead of in them
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=eaba0656bb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-952-geaba0656bb.zip">here</a>.]]></description>
            <pubDate>Wed, 15 Oct 2025 05:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-951-gec41f428ff.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-951-gec41f428ff.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec41f428ff">ec41f428ff</a> | 2025-10-13 23:16:45 -0500 | David Lawrence Ramsey</pre>
Move _preferred_max_level() to art-data.txt.<br>Using the new field name MAX_LEVEL, and with a default value of 0
instead of -1 since art-data.pl makes all default number values 0.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d9baa426d">2d9baa426d</a> | 2025-10-13 22:30:28 -0500 | David Lawrence Ramsey</pre>
Sort art-data fields alphabetically.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07a09a4f98">07a09a4f98</a> | 2025-10-13 21:50:05 -0500 | David Lawrence Ramsey</pre>
Add proper #ifdefs for scarves of spirit shield.<br>Since they shouldn't exist anymore once we break binary
compatibility, as is assumed by other #ifdefs elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f66e048957">f66e048957</a> | 2025-10-13 15:43:20 -0500 | David Lawrence Ramsey</pre>
Make Reflect ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92558d7288">92558d7288</a> | 2025-10-13 12:45:39 -0500 | LiciTheCrawler</pre>
feat: Adjust Body Armour acquirement<br>Currently body armour acqurement is dominated by robes, ring mails,
troll leather, plate and crystal plate. Higher armour skill makes plate
and crystal plate more likely, but the chance to get one of those five
is about the same even at 27 skill.
Additionally scale mail and chain mail are very rare. This version
brings several new body armour egos that spawn on scale, chain or plate
so it makes sense to make those slightly more likely.
Okawaru gifts also tend to leave a bad feeling after being offered a
robe or troll leather on your heavy armour using char.<br>
This commit changes the weights of ring, scale, chain, plate and cpa.
It also changes the formula for body armour acquirement so low base AC
body armours become significantly less likely at higher armour skill.
For example: Body size restricted species still had ~27% to acquire
robes or TLA at 27 Armour skill. With the new formula at 27 skill
that chance is ~2.5%. For normal size species robe + tla + ring
mail went from ~23% at 27 with the old formula to ~4% with the new
formula.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d8feda9de">2d8feda9de</a> | 2025-10-13 05:14:46 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=587c5a4573">587c5a4573</a> | 2025-10-13 22:57:08 +1300 | Isaac Clancy</pre>
Bring umbra animation to web-tiles<br>local-tiles has animated umbras. Bring this to web-tiles
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e4d60c372">5e4d60c372</a> | 2025-10-13 22:52:24 +1300 | Isaac Clancy</pre>
Don't use gameplay random to draw umbras<br>We don't won't redrawing the screen to have an effect on gameplay
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3357b45eb">a3357b45eb</a> | 2025-10-13 21:11:27 +1300 | Isaac Clancy</pre>
Fix parchment highlights not drawing correctly in water/clouds<br>The coloured highlights on the edges of parchments were drawing as if
they were above the water or clouds instead of in them
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1dbdc781f8">1dbdc781f8</a> | 2025-10-13 05:07:13 -0230 | regret-index</pre>
Cut down the Shoals (entrance) sun<br>This edit to white_noise's Shoals entrance tile is mostly meant as a
delayed follow-up to 85a6fcb. Whatever degree and excuse of magic permits
the Shoals tides of an underground sea to be bordered on all level sides
by more sea is still substantially removed from there being magical
underground suns on each floor, and I'd rather just focus on what that
"underground sea" already implies without inviting comparisons to portals,
demon dimensions, or indefinite non-serious arguments about how one could
have such underground suns work.<br>
(Ideally, heavier edits to this tile would show the sea being underground
in the entrance tile, but the branch in general could do with an art
update, so I will leave that to the discretion of whoever picks up
such desired adjustments to its entrance / floor / rock walls.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ec41f428ff">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-951-gec41f428ff.zip">here</a>.]]></description>
            <pubDate>Tue, 14 Oct 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-940-g473fb080b9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-940-g473fb080b9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=473fb080b9">473fb080b9</a> | 2025-10-12 22:07:40 -0500 | David Lawrence Ramsey</pre>
Don't mention "standing" in Cloud status desc.<br>Per ad1f891, you may not have any feet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa53f958eb">fa53f958eb</a> | 2025-10-12 18:50:00 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9201133964">9201133964</a> | 2025-10-12 09:11:30 -0500 | David Lawrence Ramsey</pre>
Add missing space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85a5aa5d54">85a5aa5d54</a> | 2025-10-12 08:45:52 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=154c593529">154c593529</a> | 2025-10-12 08:36:14 -0500 | David Lawrence Ramsey</pre>
Remove unneeded blank line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04fd3a23e9">04fd3a23e9</a> | 2025-10-12 03:00:20 -0230 | DracoOmega</pre>
Fix wall monster pathfinding considering walls opaque (gammafunk, various)<br>This only affected certain types of pathfinding, but significantly that
included the one done for the danger check used to control autoexplore.
This meant that autoexplore would consider rock fish on the other side of
glass to be unable to reach the player until they actually crossed over to
the other side of the wall.<br>
(I've also removed a misleading comment.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b29d69663">5b29d69663</a> | 2025-10-11 21:20:51 +0200 | Medrano83</pre>
Update description for tile_use_small_layout option<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22c0543b7e">22c0543b7e</a> | 2025-10-11 16:13:44 -0230 | DracoOmega</pre>
Actually fix the aforementioned issue properly (ASCIIPhilia)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd4178987c">fd4178987c</a> | 2025-10-11 15:20:20 -0230 | regret-index</pre>
Fix a bad copy-paste for Webtiles (ASCIIPhillia)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2d90bad4c">c2d90bad4c</a> | 2025-10-11 12:30:19 -0230 | regret-index</pre>
New vault tile sets + adjacent vault review<br>This includes:<br>
 * Three sparser styles of grass, overlaid over rough stones or ceramic
   tiles, made from a rejected Swamp floor of roctavian's and crystal
   tiled floors by Denzi. These are meant to provide less lush grass tile
   sets for various different tones (e.g. building interiors, overgrown
   gardens and tighter caves, lava effects, etc) for more overgrown
   branches (Lair, Swamp, Shoals) with only occasional uses elsewhere.<br>
 * A more unique and chaotic rock wall for Gloorx Vloq's realm (replacing
   a 3-rune-branch's wall tile recolouring for extended branch use) and
   other vaults meant to invoke the lord, mixing together Denzi's
   wall_relief and wall_undead with white_noise's recolouring of
   ontoclasm's Crypt stone walls and Darby's ossuary stone walls.<br>
 * A haphazard dark magical "pit" of floor, heavily remixing co's old Lair
   floor tiles after those were replaced in 011df5c. These are deployed in
   various magical and antimagic vaults (such as Abyss mage vaults, Snake
   mana viper vaults, and Spider ghost moth vaults).<br>
 * Two more magical wall types- one derived from roctavian's earlier
   form of V's stone walls and various rpg assets by finalbossblues,
   experimentally producing shelves with more prominent objects on them
   compared to the ones in e.g. Bloax vaults_stone_12 and _13 or Darby's
   vaults-crystal2 and 3, plus one derived from roctavian's rejected
   stone walls for Lair repurposed to have glowing magic tangled within
   them. The shelves are a non-book option for various magical humanoids,
   while the crackling walls provide another magic-looking option besides
   the somewhat over-used state of crystal.<br>
This also removes two different ancient floor tile options that weren't
actually in use, and alters various other vaults as I passed by them
while distributing each of these new tiles. Aside from fixing up
bazaar_lake's fish population, making a few more branch ends show off
more unique tiles, moving another vault from Depths to Vaults, and
cleaning up winding_woodlands.des, not too much should be worth noting.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=473fb080b9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-940-g473fb080b9.zip">here</a>.]]></description>
            <pubDate>Mon, 13 Oct 2025 05:44:43 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-935-g04fd3a23e9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-935-g04fd3a23e9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04fd3a23e9">04fd3a23e9</a> | 2025-10-12 03:00:20 -0230 | DracoOmega</pre>
Fix wall monster pathfinding considering walls opaque (gammafunk, various)<br>This only affected certain types of pathfinding, but significantly that
included the one done for the danger check used to control autoexplore.
This meant that autoexplore would consider rock fish on the other side of
glass to be unable to reach the player until they actually crossed over to
the other side of the wall.<br>
(I've also removed a misleading comment.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b29d69663">5b29d69663</a> | 2025-10-11 21:20:51 +0200 | Medrano83</pre>
Update description for tile_use_small_layout option<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22c0543b7e">22c0543b7e</a> | 2025-10-11 16:13:44 -0230 | DracoOmega</pre>
Actually fix the aforementioned issue properly (ASCIIPhilia)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd4178987c">fd4178987c</a> | 2025-10-11 15:20:20 -0230 | regret-index</pre>
Fix a bad copy-paste for Webtiles (ASCIIPhillia)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2d90bad4c">c2d90bad4c</a> | 2025-10-11 12:30:19 -0230 | regret-index</pre>
New vault tile sets + adjacent vault review<br>This includes:<br>
 * Three sparser styles of grass, overlaid over rough stones or ceramic
   tiles, made from a rejected Swamp floor of roctavian's and crystal
   tiled floors by Denzi. These are meant to provide less lush grass tile
   sets for various different tones (e.g. building interiors, overgrown
   gardens and tighter caves, lava effects, etc) for more overgrown
   branches (Lair, Swamp, Shoals) with only occasional uses elsewhere.<br>
 * A more unique and chaotic rock wall for Gloorx Vloq's realm (replacing
   a 3-rune-branch's wall tile recolouring for extended branch use) and
   other vaults meant to invoke the lord, mixing together Denzi's
   wall_relief and wall_undead with white_noise's recolouring of
   ontoclasm's Crypt stone walls and Darby's ossuary stone walls.<br>
 * A haphazard dark magical "pit" of floor, heavily remixing co's old Lair
   floor tiles after those were replaced in 011df5c. These are deployed in
   various magical and antimagic vaults (such as Abyss mage vaults, Snake
   mana viper vaults, and Spider ghost moth vaults).<br>
 * Two more magical wall types- one derived from roctavian's earlier
   form of V's stone walls and various rpg assets by finalbossblues,
   experimentally producing shelves with more prominent objects on them
   compared to the ones in e.g. Bloax vaults_stone_12 and _13 or Darby's
   vaults-crystal2 and 3, plus one derived from roctavian's rejected
   stone walls for Lair repurposed to have glowing magic tangled within
   them. The shelves are a non-book option for various magical humanoids,
   while the crackling walls provide another magic-looking option besides
   the somewhat over-used state of crystal.<br>
This also removes two different ancient floor tile options that weren't
actually in use, and alters various other vaults as I passed by them
while distributing each of these new tiles. Aside from fixing up
bazaar_lake's fish population, making a few more branch ends show off
more unique tiles, moving another vault from Depths to Vaults, and
cleaning up winding_woodlands.des, not too much should be worth noting.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08d3286d27">08d3286d27</a> | 2025-10-11 11:57:28 +0200 | Medrano83</pre>
Android: Calculate scale ignoring the navigation bar<br>The Android navigation bar may alter the screen height. This is a
problem in landscape mode, where height restricts the scale and fonts
size. This fix obtains the real screen dimensions via JNI.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be1bb89a5e">be1bb89a5e</a> | 2025-10-11 11:56:41 +0200 | Medrano83</pre>
Android UI adjustments<br>- Automatic full layout on Android if the screen is big enough.
- Maximize popups in small layout.
- Fine tune map scale to match default LOS in reference resolutions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64110d9d53">64110d9d53</a> | 2025-10-10 09:39:24 -0500 | Implojin</pre>
Add a new tile for darts of disjunction<br>I was surprised we didn't have a custom dart tile for these; In my head,
dispersal was previously translocations-coloured at some point, but
apparently that wasn't the case and I was just thinking of the icon.<br>
Anyway, it's using the disjunction palette now and I've found an excuse
to make one more thing in crawl purple.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35f8af1e77">35f8af1e77</a> | 2025-10-10 08:44:37 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75e778cf4b">75e778cf4b</a> | 2025-10-10 08:43:40 -0500 | person50605</pre>
Update translation guide<br>Since the Transifex project has been removed, we now need to edit the
text files directly.<br>
[Committer's note: Adjusted commit message and ran checkwhite.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=04fd3a23e9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-935-g04fd3a23e9.zip">here</a>.]]></description>
            <pubDate>Sun, 12 Oct 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-928-g64110d9d53.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-928-g64110d9d53.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64110d9d53">64110d9d53</a> | 2025-10-10 09:39:24 -0500 | Implojin</pre>
Add a new tile for darts of disjunction<br>I was surprised we didn't have a custom dart tile for these; In my head,
dispersal was previously translocations-coloured at some point, but
apparently that wasn't the case and I was just thinking of the icon.<br>
Anyway, it's using the disjunction palette now and I've found an excuse
to make one more thing in crawl purple.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35f8af1e77">35f8af1e77</a> | 2025-10-10 08:44:37 -0500 | David Lawrence Ramsey</pre>
Checkwhite.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75e778cf4b">75e778cf4b</a> | 2025-10-10 08:43:40 -0500 | person50605</pre>
Update translation guide<br>Since the Transifex project has been removed, we now need to edit the
text files directly.<br>
[Committer's note: Adjusted commit message and ran checkwhite.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c4840ae45">2c4840ae45</a> | 2025-10-09 20:08:27 -0500 | David Lawrence Ramsey</pre>
Add another time name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48bd0ad4f3">48bd0ad4f3</a> | 2025-10-09 15:19:05 -0230 | DracoOmega</pre>
Fix protean grace description including demonspawn mutations (Bamboolord)<br>This didn't reflect the bonus actually granted (the A screen itself was
accurate).<br>
It would probably be best if this was properly exported to lua instead of
copy-pasted from C++, but this is a quick fix for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42f622490f">42f622490f</a> | 2025-10-09 12:04:20 -0500 | person50605</pre>
Add line breaks to floor desc<br>For branch-specific descriptions, add a line-break before the
branch-specific part.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf32860caa">cf32860caa</a> | 2025-10-09 12:03:48 -0500 | person50605</pre>
Fix comments in floor desc<br>Oops, I used // instead of -- for comments in the floor translation.
This fixes that.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa3fc790c8">fa3fc790c8</a> | 2025-10-09 11:58:23 -0500 | David Lawrence Ramsey</pre>
Add person50605 to the credits.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c381c6311">8c381c6311</a> | 2025-10-08 12:04:11 -0500 | person50605</pre>
Update Spanish translation.<br>[Committer's note: Squashed, ran checkwhite, and adjusted commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54748a22c8">54748a22c8</a> | 2025-10-08 11:58:26 -0500 | person50605</pre>
Fix German Lair description.<br>It's gone from eight to five levels deep.<br>
[Committer's note: Split this patch out separately, and adjusted commit
message.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=64110d9d53">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-928-g64110d9d53.zip">here</a>.]]></description>
            <pubDate>Sat, 11 Oct 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-925-g2c4840ae45.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-925-g2c4840ae45.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c4840ae45">2c4840ae45</a> | 2025-10-09 20:08:27 -0500 | David Lawrence Ramsey</pre>
Add another time name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48bd0ad4f3">48bd0ad4f3</a> | 2025-10-09 15:19:05 -0230 | DracoOmega</pre>
Fix protean grace description including demonspawn mutations (Bamboolord)<br>This didn't reflect the bonus actually granted (the A screen itself was
accurate).<br>
It would probably be best if this was properly exported to lua instead of
copy-pasted from C++, but this is a quick fix for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42f622490f">42f622490f</a> | 2025-10-09 12:04:20 -0500 | person50605</pre>
Add line breaks to floor desc<br>For branch-specific descriptions, add a line-break before the
branch-specific part.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf32860caa">cf32860caa</a> | 2025-10-09 12:03:48 -0500 | person50605</pre>
Fix comments in floor desc<br>Oops, I used // instead of -- for comments in the floor translation.
This fixes that.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa3fc790c8">fa3fc790c8</a> | 2025-10-09 11:58:23 -0500 | David Lawrence Ramsey</pre>
Add person50605 to the credits.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c381c6311">8c381c6311</a> | 2025-10-08 12:04:11 -0500 | person50605</pre>
Update Spanish translation.<br>[Committer's note: Squashed, ran checkwhite, and adjusted commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54748a22c8">54748a22c8</a> | 2025-10-08 11:58:26 -0500 | person50605</pre>
Fix German Lair description.<br>It's gone from eight to five levels deep.<br>
[Committer's note: Split this patch out separately, and adjusted commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4347b36f16">4347b36f16</a> | 2025-10-08 08:11:04 -0500 | code2828</pre>
Fix indentation of breath_to_spell map.<br>[Committer's note: Pulled out of previous patch, and edited commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25954c103f">25954c103f</a> | 2025-10-08 08:09:32 -0500 | code2828</pre>
Make classed draconians' base_type their usual color.<br>Instead of randomly chosen.<br>
[Committer's note: Squashed, moved indentation change to another patch,
and edited commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a168a4e2c1">a168a4e2c1</a> | 2025-10-07 22:13:06 +1300 | Isaac Clancy</pre>
Fix slimy floors tiles not always being correct<br>They wouldn't show if the slimy wall producing them hadn't ever been
seen and they wouldn't disappear from floors in sight when a wall
stopped producing then until the wall was next seen. This is
inconsistent with how they are shown in console and also inconsistent
with the new description you get when examining the floor.<br>
Fixes #4021
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2c4840ae45">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-925-g2c4840ae45.zip">here</a>.]]></description>
            <pubDate>Fri, 10 Oct 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-920-g8c381c6311.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-920-g8c381c6311.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c381c6311">8c381c6311</a> | 2025-10-08 12:04:11 -0500 | person50605</pre>
Update Spanish translation.<br>[Committer's note: Squashed, ran checkwhite, and adjusted commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54748a22c8">54748a22c8</a> | 2025-10-08 11:58:26 -0500 | person50605</pre>
Fix German Lair description.<br>It's gone from eight to five levels deep.<br>
[Committer's note: Split this patch out separately, and adjusted commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4347b36f16">4347b36f16</a> | 2025-10-08 08:11:04 -0500 | code2828</pre>
Fix indentation of breath_to_spell map.<br>[Committer's note: Pulled out of previous patch, and edited commit
message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25954c103f">25954c103f</a> | 2025-10-08 08:09:32 -0500 | code2828</pre>
Make classed draconians' base_type their usual color.<br>Instead of randomly chosen.<br>
[Committer's note: Squashed, moved indentation change to another patch,
and edited commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a168a4e2c1">a168a4e2c1</a> | 2025-10-07 22:13:06 +1300 | Isaac Clancy</pre>
Fix slimy floors tiles not always being correct<br>They wouldn't show if the slimy wall producing them hadn't ever been
seen and they wouldn't disappear from floors in sight when a wall
stopped producing then until the wall was next seen. This is
inconsistent with how they are shown in console and also inconsistent
with the new description you get when examining the floor.<br>
Fixes #4021
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2aa5b7787d">2aa5b7787d</a> | 2025-10-07 05:28:26 -0230 | DracoOmega</pre>
Fix missing line break in description of enkindled spells (Namsan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34d59673ce">34d59673ce</a> | 2025-10-07 18:59:10 +1300 | Isaac Clancy</pre>
Say if a floor square is covered in slime when examining it<br>Floor squares near walls in the Slime Pits are covered in acidic slime
that corrodes you when on them. However in console, this was only shown
by changing their colour and can be hidden by other things that change
the colour of a square like silence and halos. There isn't a perfect
solution to this, but we can let the player know that the square is
covered in acidic slime when they examine it like what we do for silence
and halos etc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d34000703d">d34000703d</a> | 2025-10-06 22:45:54 -0500 | Implojin</pre>
Make Slime floors default brown in console (WizardIke)<br>Previously, the slime walls were causing adjacent acidic floors to
be highlighted in lightgreen in console, while the base floor colour
being used in Slime was green. These lightgreen highlights were hard to
see considering they're both just a bunch of little dots, so here we set
the base colour to brown so that players can more easily distinguish
which tiles are affected by wall acid.<br>
I don't think this changes the branch aesthetics significantly when
played in console -- it'll still have the lightgreen walls and
wall-adjacent floors.<br>
Note that these floor colours are set at level generation, so to see the
updated colour you'll need to check it in a level that hasn't generated
yet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef1816a107">ef1816a107</a> | 2025-10-06 20:30:06 -0500 | Implojin</pre>
Let (e)quip menu also unequip by default<br>Here we default `equip_unequip = true`, allowing players to unequip items
through the (e)quip menu by simply pressing the item key by default,
instead of needing to go through the various other unequip menus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b463225636">b463225636</a> | 2025-10-07 01:02:30 +0100 | mumra</pre>
Let Spike Launcher shoot wall monsters on same tile<br>It seemed a little unfair the spike trap couldn't hit a monster at
literal point blank range, but fair_adjacent_iterator simply doesn't
have a way to include the origin.<br>
I did consider *always* hitting the monster if you can lure it right
onto the spike trap (and it might look better really) but it'd be such
obscure behaviour it seemed unneccessary.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8c381c6311">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-920-g8c381c6311.zip">here</a>.]]></description>
            <pubDate>Thu, 09 Oct 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-916-ga168a4e2c1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-916-ga168a4e2c1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a168a4e2c1">a168a4e2c1</a> | 2025-10-07 22:13:06 +1300 | Isaac Clancy</pre>
Fix slimy floors tiles not always being correct<br>They wouldn't show if the slimy wall producing them hadn't ever been
seen and they wouldn't disappear from floors in sight when a wall
stopped producing then until the wall was next seen. This is
inconsistent with how they are shown in console and also inconsistent
with the new description you get when examining the floor.<br>
Fixes #4021
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2aa5b7787d">2aa5b7787d</a> | 2025-10-07 05:28:26 -0230 | DracoOmega</pre>
Fix missing line break in description of enkindled spells (Namsan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34d59673ce">34d59673ce</a> | 2025-10-07 18:59:10 +1300 | Isaac Clancy</pre>
Say if a floor square is covered in slime when examining it<br>Floor squares near walls in the Slime Pits are covered in acidic slime
that corrodes you when on them. However in console, this was only shown
by changing their colour and can be hidden by other things that change
the colour of a square like silence and halos. There isn't a perfect
solution to this, but we can let the player know that the square is
covered in acidic slime when they examine it like what we do for silence
and halos etc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d34000703d">d34000703d</a> | 2025-10-06 22:45:54 -0500 | Implojin</pre>
Make Slime floors default brown in console (WizardIke)<br>Previously, the slime walls were causing adjacent acidic floors to
be highlighted in lightgreen in console, while the base floor colour
being used in Slime was green. These lightgreen highlights were hard to
see considering they're both just a bunch of little dots, so here we set
the base colour to brown so that players can more easily distinguish
which tiles are affected by wall acid.<br>
I don't think this changes the branch aesthetics significantly when
played in console -- it'll still have the lightgreen walls and
wall-adjacent floors.<br>
Note that these floor colours are set at level generation, so to see the
updated colour you'll need to check it in a level that hasn't generated
yet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef1816a107">ef1816a107</a> | 2025-10-06 20:30:06 -0500 | Implojin</pre>
Let (e)quip menu also unequip by default<br>Here we default `equip_unequip = true`, allowing players to unequip items
through the (e)quip menu by simply pressing the item key by default,
instead of needing to go through the various other unequip menus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b463225636">b463225636</a> | 2025-10-07 01:02:30 +0100 | mumra</pre>
Let Spike Launcher shoot wall monsters on same tile<br>It seemed a little unfair the spike trap couldn't hit a monster at
literal point blank range, but fair_adjacent_iterator simply doesn't
have a way to include the origin.<br>
I did consider *always* hitting the monster if you can lure it right
onto the spike trap (and it might look better really) but it'd be such
obscure behaviour it seemed unneccessary.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf84d1853f">cf84d1853f</a> | 2025-10-06 18:52:10 -0500 | David Lawrence Ramsey</pre>
Fix fallback artefact brand handling (hellmonk).<br>Check against force_type instead of item.sub_type() in
_setup_fallback_randart(), since the forced type doesn't get transferred
to the actual item until after we return from _setup_fallback_randart().<br>
So, among other things, the hat of the Bear Spirit's fallback should now
properly have the spirit shield ego (at least until we break binary
compatibility and only allow the spirit shield ego on offhand items).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca541438bd">ca541438bd</a> | 2025-10-07 00:23:19 +0100 | mumra</pre>
Fix targeter_explosive_beam behaviour with wall monsters<br>Bugginess was reported around Mercury Arrow when aiming at a rock fish.
The issue is the explosion map was never getting initialised when the
targetted cell was solid; switched to is_invalid_target to account for
possible monsters. The fix should also apply to Combustion and Noxious
draconian breaths.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0d0a7eb03">c0d0a7eb03</a> | 2025-10-06 16:54:22 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1eab771e70">1eab771e70</a> | 2025-10-06 16:52:07 -0500 | David Lawrence Ramsey</pre>
Add missing space.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a168a4e2c1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-916-ga168a4e2c1.zip">here</a>.]]></description>
            <pubDate>Wed, 08 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-913-gd34000703d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-913-gd34000703d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d34000703d">d34000703d</a> | 2025-10-06 22:45:54 -0500 | Implojin</pre>
Make Slime floors default brown in console (WizardIke)<br>Previously, the slime walls were causing adjacent acidic floors to
be highlighted in lightgreen in console, while the base floor colour
being used in Slime was green. These lightgreen highlights were hard to
see considering they're both just a bunch of little dots, so here we set
the base colour to brown so that players can more easily distinguish
which tiles are affected by wall acid.<br>
I don't think this changes the branch aesthetics significantly when
played in console -- it'll still have the lightgreen walls and
wall-adjacent floors.<br>
Note that these floor colours are set at level generation, so to see the
updated colour you'll need to check it in a level that hasn't generated
yet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef1816a107">ef1816a107</a> | 2025-10-06 20:30:06 -0500 | Implojin</pre>
Let (e)quip menu also unequip by default<br>Here we default `equip_unequip = true`, allowing players to unequip items
through the (e)quip menu by simply pressing the item key by default,
instead of needing to go through the various other unequip menus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b463225636">b463225636</a> | 2025-10-07 01:02:30 +0100 | mumra</pre>
Let Spike Launcher shoot wall monsters on same tile<br>It seemed a little unfair the spike trap couldn't hit a monster at
literal point blank range, but fair_adjacent_iterator simply doesn't
have a way to include the origin.<br>
I did consider *always* hitting the monster if you can lure it right
onto the spike trap (and it might look better really) but it'd be such
obscure behaviour it seemed unneccessary.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf84d1853f">cf84d1853f</a> | 2025-10-06 18:52:10 -0500 | David Lawrence Ramsey</pre>
Fix fallback artefact brand handling (hellmonk).<br>Check against force_type instead of item.sub_type() in
_setup_fallback_randart(), since the forced type doesn't get transferred
to the actual item until after we return from _setup_fallback_randart().<br>
So, among other things, the hat of the Bear Spirit's fallback should now
properly have the spirit shield ego (at least until we break binary
compatibility and only allow the spirit shield ego on offhand items).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca541438bd">ca541438bd</a> | 2025-10-07 00:23:19 +0100 | mumra</pre>
Fix targeter_explosive_beam behaviour with wall monsters<br>Bugginess was reported around Mercury Arrow when aiming at a rock fish.
The issue is the explosion map was never getting initialised when the
targetted cell was solid; switched to is_invalid_target to account for
possible monsters. The fix should also apply to Combustion and Noxious
draconian breaths.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0d0a7eb03">c0d0a7eb03</a> | 2025-10-06 16:54:22 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1eab771e70">1eab771e70</a> | 2025-10-06 16:52:07 -0500 | David Lawrence Ramsey</pre>
Add missing space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=94098a172f">94098a172f</a> | 2025-10-04 17:39:49 -0500 | David Lawrence Ramsey</pre>
Make Rampage ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5901921300">5901921300</a> | 2025-10-04 17:31:14 -0500 | David Lawrence Ramsey</pre>
Reword ego descs to consistently be first-person.<br>This matches jewellery and artprop descriptions, and is consistent with
the first-person descriptions already in ego descriptions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f382c6734">9f382c6734</a> | 2025-10-04 01:37:15 -0500 | David Lawrence Ramsey</pre>
Fix vampirism and spectralising ego names (mumra).<br>They were using the adjective name instead of the verbose one.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d34000703d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-913-gd34000703d.zip">here</a>.]]></description>
            <pubDate>Tue, 07 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-906-g94098a172f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-906-g94098a172f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=94098a172f">94098a172f</a> | 2025-10-04 17:39:49 -0500 | David Lawrence Ramsey</pre>
Make Rampage ego desc match artprop ego desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5901921300">5901921300</a> | 2025-10-04 17:31:14 -0500 | David Lawrence Ramsey</pre>
Reword ego descs to consistently be first-person.<br>This matches jewellery and artprop descriptions, and is consistent with
the first-person descriptions already in ego descriptions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f382c6734">9f382c6734</a> | 2025-10-04 01:37:15 -0500 | David Lawrence Ramsey</pre>
Fix vampirism and spectralising ego names (mumra).<br>They were using the adjective name instead of the verbose one.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3e737eca7e">3e737eca7e</a> | 2025-10-03 22:20:25 -0500 | Implojin</pre>
Give baubles a console glyph<br>16aa5c7703 didn't add console glyph handling for baubles, and although
7c3ebb11f0 added autopickup option compatibility for baubles, they were
still displaying as '0' in console.<br>
Here we map baubles to U+2022 '•' in crawl's default character set, with
'|' as a backup ASCII character set glyph (to ape talismans).<br>
Note that gizmos are also missing a console glyph, but I haven't added
that here, because gizmos are also missing a bunch of other plumbing
that would be needed to function as dungeon-placeable items.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5e6b2775c">e5e6b2775c</a> | 2025-10-03 17:08:27 -0500 | David Lawrence Ramsey</pre>
Disallow acquiring foul flame brand if holy.<br>Since it won't work for you the same way a holy weapon won't work for
you if you're demonic or undead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85a6fcb57f">85a6fcb57f</a> | 2025-10-02 16:39:53 -0500 | David Lawrence Ramsey</pre>
Revert "Improve plants mon descriptions"<br>This reverts commit 374f6ec268afb495de7454641bc4e4a9c19ffd5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f6ec268">374f6ec268</a> | 2025-10-02 15:23:19 -0500 | code2828</pre>
Improve plants mon descriptions<br>There's sunlight in shoals so note that when describing a plant, fungus,
ballistomycete, or tree.<br>
Closes #4452.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76d92dc445">76d92dc445</a> | 2025-10-02 15:10:27 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=047248ea71">047248ea71</a> | 2025-10-02 13:18:17 -0500 | LiciTheCrawler</pre>
fix: Prevent acquiring a few things with certain sacrifices<br>Prevents Mask of the Dragon with Love sac, Death ego with Necro
sac, Command ego with Armour, Summoning or Love sac and Resonance ego
with Forgecraft sac.<br>
[Committer's note: Squashed and tweaked punctuation.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaea44af37">eaea44af37</a> | 2025-10-02 11:24:34 -0500 | David Lawrence Ramsey</pre>
Deduplicate terse jewellery ego descs.<br>Make jewellery_base_ability_string() use jewellery_effect_name()
now that it's been properly updated and disentangled from the former,
instead of including the same descriptions in two places.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=94098a172f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-906-g94098a172f.zip">here</a>.]]></description>
            <pubDate>Sun, 05 Oct 2025 05:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-903-g3e737eca7e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-903-g3e737eca7e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3e737eca7e">3e737eca7e</a> | 2025-10-03 22:20:25 -0500 | Implojin</pre>
Give baubles a console glyph<br>16aa5c7703 didn't add console glyph handling for baubles, and although
7c3ebb11f0 added autopickup option compatibility for baubles, they were
still displaying as '0' in console.<br>
Here we map baubles to U+2022 '•' in crawl's default character set, with
'|' as a backup ASCII character set glyph (to ape talismans).<br>
Note that gizmos are also missing a console glyph, but I haven't added
that here, because gizmos are also missing a bunch of other plumbing
that would be needed to function as dungeon-placeable items.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5e6b2775c">e5e6b2775c</a> | 2025-10-03 17:08:27 -0500 | David Lawrence Ramsey</pre>
Disallow acquiring foul flame brand if holy.<br>Since it won't work for you the same way a holy weapon won't work for
you if you're demonic or undead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85a6fcb57f">85a6fcb57f</a> | 2025-10-02 16:39:53 -0500 | David Lawrence Ramsey</pre>
Revert "Improve plants mon descriptions"<br>This reverts commit 374f6ec268afb495de7454641bc4e4a9c19ffd5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f6ec268">374f6ec268</a> | 2025-10-02 15:23:19 -0500 | code2828</pre>
Improve plants mon descriptions<br>There's sunlight in shoals so note that when describing a plant, fungus,
ballistomycete, or tree.<br>
Closes #4452.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76d92dc445">76d92dc445</a> | 2025-10-02 15:10:27 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=047248ea71">047248ea71</a> | 2025-10-02 13:18:17 -0500 | LiciTheCrawler</pre>
fix: Prevent acquiring a few things with certain sacrifices<br>Prevents Mask of the Dragon with Love sac, Death ego with Necro
sac, Command ego with Armour, Summoning or Love sac and Resonance ego
with Forgecraft sac.<br>
[Committer's note: Squashed and tweaked punctuation.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaea44af37">eaea44af37</a> | 2025-10-02 11:24:34 -0500 | David Lawrence Ramsey</pre>
Deduplicate terse jewellery ego descs.<br>Make jewellery_base_ability_string() use jewellery_effect_name()
now that it's been properly updated and disentangled from the former,
instead of including the same descriptions in two places.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b46ca96979">b46ca96979</a> | 2025-10-02 11:24:29 -0500 | David Lawrence Ramsey</pre>
Disentangle jewellery_effect_name().<br>Make it no longer depend on jewellery_base_ability_string() to fill in
blank entries, since it now covers all entries.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3bcf35f0e">a3bcf35f0e</a> | 2025-10-02 11:23:34 -0500 | David Lawrence Ramsey</pre>
Organise jewellery base ability strings/descs.<br>So that they're in the same order as in jewellery_effect_name(),
and so that if we're in a game old enough to still have amulets of
controlled flight(!!!) it won't malfunction.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a09cb41c20">a09cb41c20</a> | 2025-10-02 00:46:39 -0500 | Aliscans</pre>
Add an option for item.subtype() to return the subtype of armour.<br>By default, item.subtype() returns the name of an armour slot for
armour. Add an option to make it return the subtype name (so "robe" for
Victory) instead.<br>
[Committer's notes: I'm also cherry-picking this one from #4686,
because in an ideal world this item.subtype lua wouldn't *need* to be
munging the slotname as the subtype, and we're only doing that to allow
historical user aux-item-autopickup scripts to continue to work.<br>
Thanks to Aliscans for this PR!]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3e737eca7e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-903-g3e737eca7e.zip">here</a>.]]></description>
            <pubDate>Sat, 04 Oct 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-901-g85a6fcb57f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-901-g85a6fcb57f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85a6fcb57f">85a6fcb57f</a> | 2025-10-02 16:39:53 -0500 | David Lawrence Ramsey</pre>
Revert "Improve plants mon descriptions"<br>This reverts commit 374f6ec268afb495de7454641bc4e4a9c19ffd5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f6ec268">374f6ec268</a> | 2025-10-02 15:23:19 -0500 | code2828</pre>
Improve plants mon descriptions<br>There's sunlight in shoals so note that when describing a plant, fungus,
ballistomycete, or tree.<br>
Closes #4452.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76d92dc445">76d92dc445</a> | 2025-10-02 15:10:27 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=047248ea71">047248ea71</a> | 2025-10-02 13:18:17 -0500 | LiciTheCrawler</pre>
fix: Prevent acquiring a few things with certain sacrifices<br>Prevents Mask of the Dragon with Love sac, Death ego with Necro
sac, Command ego with Armour, Summoning or Love sac and Resonance ego
with Forgecraft sac.<br>
[Committer's note: Squashed and tweaked punctuation.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaea44af37">eaea44af37</a> | 2025-10-02 11:24:34 -0500 | David Lawrence Ramsey</pre>
Deduplicate terse jewellery ego descs.<br>Make jewellery_base_ability_string() use jewellery_effect_name()
now that it's been properly updated and disentangled from the former,
instead of including the same descriptions in two places.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b46ca96979">b46ca96979</a> | 2025-10-02 11:24:29 -0500 | David Lawrence Ramsey</pre>
Disentangle jewellery_effect_name().<br>Make it no longer depend on jewellery_base_ability_string() to fill in
blank entries, since it now covers all entries.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3bcf35f0e">a3bcf35f0e</a> | 2025-10-02 11:23:34 -0500 | David Lawrence Ramsey</pre>
Organise jewellery base ability strings/descs.<br>So that they're in the same order as in jewellery_effect_name(),
and so that if we're in a game old enough to still have amulets of
controlled flight(!!!) it won't malfunction.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a09cb41c20">a09cb41c20</a> | 2025-10-02 00:46:39 -0500 | Aliscans</pre>
Add an option for item.subtype() to return the subtype of armour.<br>By default, item.subtype() returns the name of an armour slot for
armour. Add an option to make it return the subtype name (so "robe" for
Victory) instead.<br>
[Committer's notes: I'm also cherry-picking this one from #4686,
because in an ideal world this item.subtype lua wouldn't *need* to be
munging the slotname as the subtype, and we're only doing that to allow
historical user aux-item-autopickup scripts to continue to work.<br>
Thanks to Aliscans for this PR!]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17c18ac9d2">17c18ac9d2</a> | 2025-10-02 00:59:49 -0230 | regret-index</pre>
Fix a mismatched zot_orb_type() to orb placement check (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4782afe4e0">4782afe4e0</a> | 2025-10-01 20:06:20 -0500 | Aliscans</pre>
Let the Lua item.name() function return DESC_DBNAME.<br>Adjust description_type_by_name() so that item.name('db') returns the
name given by DESC_DBNAME (calling, e.g., Victory a robe). The other
DESC values could already be specified with item.name().<br>
[Committer's notes: As far as I can tell, this lua bind was intentionally
left out when the others were added in 2007 - 2009. No idea why, but
after discussion with DO I've decided to merge this as it seems unlikely
to cause issues.<br>
Closes #4686.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=85a6fcb57f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-901-g85a6fcb57f.zip">here</a>.]]></description>
            <pubDate>Fri, 03 Oct 2025 05:44:46 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-893-g17c18ac9d2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-893-g17c18ac9d2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17c18ac9d2">17c18ac9d2</a> | 2025-10-02 00:59:49 -0230 | regret-index</pre>
Fix a mismatched zot_orb_type() to orb placement check (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4782afe4e0">4782afe4e0</a> | 2025-10-01 20:06:20 -0500 | Aliscans</pre>
Let the Lua item.name() function return DESC_DBNAME.<br>Adjust description_type_by_name() so that item.name('db') returns the
name given by DESC_DBNAME (calling, e.g., Victory a robe). The other
DESC values could already be specified with item.name().<br>
[Committer's notes: As far as I can tell, this lua bind was intentionally
left out when the others were added in 2007 - 2009. No idea why, but
after discussion with DO I've decided to merge this as it seems unlikely
to cause issues.<br>
Closes #4686.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fdb7e1e2a">2fdb7e1e2a</a> | 2025-10-01 19:36:33 -0500 | Implojin</pre>
Make lua item.equip_type return a string (Aliscans)<br>Previously, this field returned a number corresponding to the item's
internal equipment slot, which wasn't a terribly useful format for
end-user scripts. Instead, we now return the lowercase string of the
item's equipment slot; e.g. "weapon", "body armour", "gizmo", etc.<br>
Ordinarily I'd be cautious about changing the return signature of an
api call like this, but searches for uses of this both internally and
in qw turned up nothing, and at least one github user seemed to have no
idea this existed (#4686), so I think we're okay just changing this to
be more obviously-useful.<br>
If you're a user and this breaks your rcfile (who are you?!?!), you
simply need to do a string comparison now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d9beec91c">8d9beec91c</a> | 2025-10-01 18:06:50 -0500 | Implojin</pre>
Fix clua api item.is_redundant documentation<br>When generating the clua api, this string is used to generate the api
entry name for the function, so previously our api docs had two separate
entries for item.description (and none for item.is_redundant).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3333b5090">a3333b5090</a> | 2025-10-01 18:06:50 -0500 | Implojin</pre>
Fix lua item.name description type by number (Aliscans)<br>As reported in #4686, lua_isstring was always returning true for
numbers here. To quote the Lua 5.1 manual:<br>
"Returns 1 if the value at the given acceptable index is a string or a
number (which is always convertible to a string), and 0 otherwise."<br>
Instead we compare with lua_type, which seems to be the intended way to
do this (and which we already use in l-debug).<br>
Fixing this may reveal other underlying bugs, as these desc-by-number
checks have apparently just always been broken, but I'd rather fix those
up as we find them, as we were *trying* to use this in objstat, among
other places.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7dd2cff76d">7dd2cff76d</a> | 2025-10-01 14:48:46 -0500 | David Lawrence Ramsey</pre>
Add more words to Crazy Yiuf's speech.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2673f4c4b1">2673f4c4b1</a> | 2025-10-01 14:38:35 -0500 | David Lawrence Ramsey</pre>
Properly mark more obsolete egos.<br>So that they're obsolete both in non-terse and terse mode.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdf5c94360">cdf5c94360</a> | 2025-10-01 14:06:31 -0500 | David Lawrence Ramsey</pre>
Update comments in is_weapon_brand_ok().<br>To match the ones in item-prop-enum.h.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1d8365279">b1d8365279</a> | 2025-10-01 14:04:37 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e4f29185cc">e4f29185cc</a> | 2025-10-01 13:53:44 -0500 | David Lawrence Ramsey</pre>
Add/organise jewellery_effect_name() entries.<br>Now it covers all jewellery types (including the obsolete ones) in both
non-terse and terse mode, and all in the same order. The missing terse
names are taken from describe.cc:jewellery_base_ability_string().
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=17c18ac9d2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-893-g17c18ac9d2.zip">here</a>.]]></description>
            <pubDate>Thu, 02 Oct 2025 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-879-g9aa3bd820c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-879-g9aa3bd820c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9aa3bd820c">9aa3bd820c</a> | 2025-09-30 20:12:49 -0500 | Implojin</pre>
Add a clua bind for you.is_useless_skill (dolorous)<br>This makes the C++ side skill uselessness check available in lua contexts
by calling `you.is_useless_skill("skillname")`.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=521a7a493f">521a7a493f</a> | 2025-09-30 11:49:19 -0500 | David Lawrence Ramsey</pre>
Fix missing punctuation in Wildshape desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4192e25726">4192e25726</a> | 2025-09-30 08:51:23 -0500 | David Lawrence Ramsey</pre>
Add weapon brand comment.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5eed0d1197">5eed0d1197</a> | 2025-10-01 00:40:14 +1300 | Isaac Clancy</pre>
Make invis indicators accurate<br>Usually, when we show invis indicators we show them where the monster
is. However, when a monster turns invisible and then moves in just
one player turn, we would show the invis indicator at the square
where the monster went invisible (or an adjacent square if there is now
a monster in this square). This happened rarely enough that players
usually thought that it was a bug. Instead, when showing an invis
indicator, we should always show it on the square with the monster.<br>
This also brings some sanity to the `show_update_at` function as it now
only affects the location that we told it to affect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c848183b9">1c848183b9</a> | 2025-10-01 00:26:58 +1300 | tianmaster</pre>
Fix merfolk fish-tail clipping in Quill form (#4804)<br>Quill form is not a full-body polymorph like Dragon or Fortress Crab; it
only alters certain body parts, similar to Hive or Maw. Therefore the
tile should preserve the player's original species silhouette.
Genies and nagas already have bespoke lower-body tiles for this purpose,
but merfolk were left wearing a humanoid "legs" layer on top of their
fish tail. Copy the approach used for Hive: when a merfolk is in water
(fishtail active) simply crop the bottom of the Quill armour tile so the
tail remains the only visible lower extremity. This produces a clean,
species-consistent sprite.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21e52a9974">21e52a9974</a> | 2025-09-30 04:13:59 -0500 | Implojin</pre>
Add a species title (Darby)<br>🐸
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42e6ae0925">42e6ae0925</a> | 2025-09-30 02:55:30 -0500 | David Lawrence Ramsey</pre>
Revert "Add menu functionality for Gozag's potion petitions and merchant calls."<br>This reverts commit 0d9fc5886c60552a2990c88f5580f9ba99974c3f.<br>
Revert "Remove redundant check, and adjust comments."<br>
This reverts commit 68a8e45f2931e104fc1e6480478b9d381eaedf75.<br>
Revert "Sort Gozag-menu-related includes."<br>
This reverts commit 19b71b184affbd07b5148ff45f4cbec595890116.<br>
Revert "Remove now-unused Gozag non-menu shop functions."<br>
This reverts commit 4aeee8c786d6a1fd7f09bdd84c3126cd3f5e64de.<br>
Revert "Clear Gozag potion petitions/shops when escaped."<br>
This reverts commit 0d94558edf84aea71c52ebde45ffdacae482d2da.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d94558edf">0d94558edf</a> | 2025-09-30 02:35:05 -0500 | David Lawrence Ramsey</pre>
Clear Gozag potion petitions/shops when escaped.<br>So that we get new ones when we invoke them again, instead of the same
ones over and over until we choose something instead of escaping.<br>
Closes #4819.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aeee8c786">4aeee8c786</a> | 2025-09-30 02:13:11 -0500 | David Lawrence Ramsey</pre>
Remove now-unused Gozag non-menu shop functions.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19b71b184a">19b71b184a</a> | 2025-09-30 01:59:00 -0500 | David Lawrence Ramsey</pre>
Sort Gozag-menu-related includes.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9aa3bd820c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-879-g9aa3bd820c.zip">here</a>.]]></description>
            <pubDate>Wed, 01 Oct 2025 05:45:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-868-g7f2bc5db9b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-868-g7f2bc5db9b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f2bc5db9b">7f2bc5db9b</a> | 2025-09-29 22:57:59 -0500 | person50605</pre>
Update !Berserk and Berserk status description.<br>Make the former describe what the berserk status does. It now mentions
HP, speed, and damage buffs; action restrictions (everything but move
and kill); buff extension (or rather, how it wears off quicker if you
don't attack enemies), and -Berserk status.<br>
Make the latter mention that only melee attacks are allowed, and not
ranged weapons or thrown projectiles; use "perform" instead of "make";
and mention that you are slowed when it expires.<br>
[Committer's note: Squashed and edited/consolidated commit messages.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3ebb11f0">7c3ebb11f0</a> | 2025-09-29 21:31:07 -0500 | Implojin</pre>
Add baubles and gems to wizmode &o menu<br>Previously, this wasn't working because neither of these item types
had an item symbol defined that could reasonably be input in-game.<br>
Here we map B and G to baubles and gems for this purpose, allowing
this menu to work, and hopefully not creating problems elsewhere.<br>
If this breaks console in unexpected ways, y'all know who to yell at.<br>
Fixes #4816.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=089dd02ed7">089dd02ed7</a> | 2025-09-29 17:33:06 -0500 | LiciTheCrawler</pre>
feat: Rework Mask of the Dragon<br>Mask of the Dragon is one of the boring unrands. This changes it to have
a chance to summon a dragon when using an Invocation with enemies in LoS.<br>
The chance to summon goes up with the piety cost of the ability used,
and the dragons summoned scale with XL.<br>
The Mask's base AC is increased to +2, and it loses Will+ and +3 Slay.<br>
(Okawaru is prevented from gifting it.)<br>
[Committer's notes: Rebased, squashed, minor style tweaks, and edited the
resulting commit message.<br>
Big thanks to Lici for doing this design and implementation!<br>
Closes #4769.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b6faae6c0">4b6faae6c0</a> | 2025-09-29 16:42:51 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4977470e7c">4977470e7c</a> | 2025-09-29 14:32:17 -0500 | David Lawrence Ramsey</pre>
Update CREDITS.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d9fc5886c">0d9fc5886c</a> | 2025-09-29 05:23:40 -0500 | tianmaster</pre>
Add menu functionality for Gozag's potion petitions and merchant calls.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4a9301aaf">a4a9301aaf</a> | 2025-09-28 18:26:09 -0500 | Implojin</pre>
Fix many teleport closets in wad_woods<br>As reported in #4811, the wad_woods series of vaults was able to drop the
player into various teleport closets and islands. It looks to me like
this was primarily caused by these vaults having multiple disjoint
pockets of space abutting the edge of the vaultdefs: As best as I can
tell, level connectivity here was only guaranteeing one path into these
vaults in the absence of `@` glyphs, so when they were emplaced, these
little pockets on the edges of the vaults could turn into closets if the
vaults were placed overlapping something solid.<br>
There were 10 closets and 2 islands (thanks to gammafunk for noticing the
islands) here that I've patched; I'm no grand vaultsmythe, so this series
of vaults may yet want another pass.<br>
wad_woods_tower     (2 closets)
wad_woods_01        (1 closet)
wad_woods_04        (3 closets)
wad_woods_river_01  (split island)
wad_woods_river_03  (split island)
wad_woods_road_01   (1 closet)
wad_woods_minihive  (3 closets, including the central hive!)<br>
minihive now has no_tele_into in its central hive, and I've also made
some stylistic adjustments to woods_04 and woods_06 with the intent of
reducing some of their autoexplore pain points -- it seemed quite
unfriendly to force the player to bash their way through quite that many
plants and bushes.<br>
Ideally I'd like to make this entire series of vaults more autoexplore
friendly, but I'm done poking at this for now. Maybe later!<br>
Fixes #4811.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba8827eb1e">ba8827eb1e</a> | 2025-09-28 16:46:36 +0200 | Medrano83</pre>
Android: Update to NDK r28 and other dependencies<br>This is required to publish the app on Google Play after November.
https://android-developers.googleblog.com/2025/07/
transition-to-16-kb-page-sizes-android-apps-games-android-studio.html
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ccb7d8ce">30ccb7d8ce</a> | 2025-09-28 16:44:26 +0200 | Vincent Cheng</pre>
Bring upstream packages closer to Debian/Ubuntu distributed packages<br>Hi, I'm the new maintainer for crawl in Debian, and I'd like to sync up
the upstream Debian packaging with what's currently released in [Debian
sid](https://packages.debian.org/source/sid/crawl). I merged a handful
of changes from the upstream packaging into the Debian version (thanks
to @robertxgray in particular for the changes to use
`install-xdg-data`), and I'd like to contribute back some of the changes
I made. The goal here is to reduce the diff as much as I can (outside of
debian/changelog) to make it easier for me to package newer versions of
crawl in Debian going forwards, and also to reduce the likelihood that
the Debian/Ubuntu vs upstream packages diverge enough to cause problems
e.g. APT upgrade conflicts, although that's already highly unlikely.
Thanks for considering!<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d88e050752">d88e050752</a> | 2025-09-28 08:18:05 -0500 | David Lawrence Ramsey</pre>
Add some draugr-related Donald lines.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f2bc5db9b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-868-g7f2bc5db9b.zip">here</a>.]]></description>
            <pubDate>Tue, 30 Sep 2025 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-862-ga4a9301aaf.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-862-ga4a9301aaf.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4a9301aaf">a4a9301aaf</a> | 2025-09-28 18:26:09 -0500 | Implojin</pre>
Fix many teleport closets in wad_woods<br>As reported in #4811, the wad_woods series of vaults was able to drop the
player into various teleport closets and islands. It looks to me like
this was primarily caused by these vaults having multiple disjoint
pockets of space abutting the edge of the vaultdefs: As best as I can
tell, level connectivity here was only guaranteeing one path into these
vaults in the absence of `@` glyphs, so when they were emplaced, these
little pockets on the edges of the vaults could turn into closets if the
vaults were placed overlapping something solid.<br>
There were 10 closets and 2 islands (thanks to gammafunk for noticing the
islands) here that I've patched; I'm no grand vaultsmythe, so this series
of vaults may yet want another pass.<br>
wad_woods_tower     (2 closets)
wad_woods_01        (1 closet)
wad_woods_04        (3 closets)
wad_woods_river_01  (split island)
wad_woods_river_03  (split island)
wad_woods_road_01   (1 closet)
wad_woods_minihive  (3 closets, including the central hive!)<br>
minihive now has no_tele_into in its central hive, and I've also made
some stylistic adjustments to woods_04 and woods_06 with the intent of
reducing some of their autoexplore pain points -- it seemed quite
unfriendly to force the player to bash their way through quite that many
plants and bushes.<br>
Ideally I'd like to make this entire series of vaults more autoexplore
friendly, but I'm done poking at this for now. Maybe later!<br>
Fixes #4811.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba8827eb1e">ba8827eb1e</a> | 2025-09-28 16:46:36 +0200 | Medrano83</pre>
Android: Update to NDK r28 and other dependencies<br>This is required to publish the app on Google Play after November.
https://android-developers.googleblog.com/2025/07/
transition-to-16-kb-page-sizes-android-apps-games-android-studio.html
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ccb7d8ce">30ccb7d8ce</a> | 2025-09-28 16:44:26 +0200 | Vincent Cheng</pre>
Bring upstream packages closer to Debian/Ubuntu distributed packages<br>Hi, I'm the new maintainer for crawl in Debian, and I'd like to sync up
the upstream Debian packaging with what's currently released in [Debian
sid](https://packages.debian.org/source/sid/crawl). I merged a handful
of changes from the upstream packaging into the Debian version (thanks
to @robertxgray in particular for the changes to use
`install-xdg-data`), and I'd like to contribute back some of the changes
I made. The goal here is to reduce the diff as much as I can (outside of
debian/changelog) to make it easier for me to package newer versions of
crawl in Debian going forwards, and also to reduce the likelihood that
the Debian/Ubuntu vs upstream packages diverge enough to cause problems
e.g. APT upgrade conflicts, although that's already highly unlikely.
Thanks for considering!<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d88e050752">d88e050752</a> | 2025-09-28 08:18:05 -0500 | David Lawrence Ramsey</pre>
Add some draugr-related Donald lines.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87a9c9a43c">87a9c9a43c</a> | 2025-09-27 20:48:12 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e6508596a">6e6508596a</a> | 2025-09-27 19:54:21 -0500 | Implojin</pre>
Update des syntax documentation<br>Specifically, add a section describing typical use of the ^ glyph,
(traps were weirdly missing from this!), and update the use of = , as
that's defaulted to runed clear doors since b3145dc118.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f307c94c40">f307c94c40</a> | 2025-09-27 15:37:37 -0500 | Implojin</pre>
Move mark of execution's rampage check into player::rampaging<br>This check was added to the wrong method in a31ef7ce32.<br>
There is no existing implementation of monster rampage, so this didn't
matter for now, but if that ever changes it would be good to have this
check in the right place so that all actors don't start rampaging while
the player's mark of execution is active.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4770884fd2">4770884fd2</a> | 2025-09-27 03:05:37 -0230 | DracoOmega</pre>
Allow reaching attacks against monsters in walls<br>(As well as ctrl+direction attacks.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f287e4c00f">f287e4c00f</a> | 2025-09-26 23:02:08 -0500 | Implojin</pre>
Add an assert to player::how_mutated<br>There are a few places where returning a negative result here would
cause nonsense to happen, and this shouldn't be doing so anyway.<br>
Let's just add an assert here to make sure the bugs in fd47f0a967
are caught if they ever return in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=473ba29e1b">473ba29e1b</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Don't hide rC+ / rF+ on randart armour with resistance ego (oxeimon)<br>And more properly fold them into artprops, like was done for many other
egos in 4f6ac0d.<br>
Also, do a little validation so that it isn't possible to produce an item
with rF++++ this way.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a4a9301aaf">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-862-ga4a9301aaf.zip">here</a>.]]></description>
            <pubDate>Mon, 29 Sep 2025 05:45:29 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-858-g87a9c9a43c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-858-g87a9c9a43c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87a9c9a43c">87a9c9a43c</a> | 2025-09-27 20:48:12 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e6508596a">6e6508596a</a> | 2025-09-27 19:54:21 -0500 | Implojin</pre>
Update des syntax documentation<br>Specifically, add a section describing typical use of the ^ glyph,
(traps were weirdly missing from this!), and update the use of = , as
that's defaulted to runed clear doors since b3145dc118.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f307c94c40">f307c94c40</a> | 2025-09-27 15:37:37 -0500 | Implojin</pre>
Move mark of execution's rampage check into player::rampaging<br>This check was added to the wrong method in a31ef7ce32.<br>
There is no existing implementation of monster rampage, so this didn't
matter for now, but if that ever changes it would be good to have this
check in the right place so that all actors don't start rampaging while
the player's mark of execution is active.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4770884fd2">4770884fd2</a> | 2025-09-27 03:05:37 -0230 | DracoOmega</pre>
Allow reaching attacks against monsters in walls<br>(As well as ctrl+direction attacks.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f287e4c00f">f287e4c00f</a> | 2025-09-26 23:02:08 -0500 | Implojin</pre>
Add an assert to player::how_mutated<br>There are a few places where returning a negative result here would
cause nonsense to happen, and this shouldn't be doing so anyway.<br>
Let's just add an assert here to make sure the bugs in fd47f0a967
are caught if they ever return in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=473ba29e1b">473ba29e1b</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Don't hide rC+ / rF+ on randart armour with resistance ego (oxeimon)<br>And more properly fold them into artprops, like was done for many other
egos in 4f6ac0d.<br>
Also, do a little validation so that it isn't possible to produce an item
with rF++++ this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=468f62f02d">468f62f02d</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Make a function actually return what it claims to return.<br>(Not that this return value is really used for anything, but it's
consistent with similar functions, some of whom do have their return values
used.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd47f0a967">fd47f0a967</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Refactor to fix some issues with player::how_mutated()<br>The most critical of these was that code added by b9f27a8 (11 years ago!)
would result in any how_mutated() returning an extremely negative number
for any demonspawn with any Ru sacrifice (...because the code to subtract
the number of sacrifices was in the mutation iteration loop....)<br>
This resulted in several problems: silver doing no additional damage to
them (no matter how mutated), diminishing returns on normal mutations never
happening, and (most visibly) getting huge negative EV and Slaying if they
also had Protean Grace. Which, finally, made this problem visible.<br>
But there were also a few more subtle issues with how 'non-innate' and
'silver affecting' were conflated, that caused Makhleb marks to count
against the player's normal mutation count for purposes of making normal
mutation sources fail. But also, *temporary* mutations also counted for
this, which seems incorrect to me.<br>
So I have slightly refactored how_mutated, disentangling silver checks a
little more, and making only normal mutation count have any effect on
mutation chance.<br>
This fixes #4813
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d341bd4f2c">d341bd4f2c</a> | 2025-09-26 14:43:34 -0500 | coraxioU9</pre>
Note Okawaru's joy of hard battles in Powers screen<br>Piety gain for Okawaru scales with the difficulty of the monster faced;
the gain is otherwise identical to that of other gods. This commit adds
a special mention that Okawaru "really likes" it when you kill tougher
monsters.<br>
(Author notes: Okawaru is placed at the end of the switch statement,
specifically to line up with the comment that "unique/unusual piety gain
methods [should go] first" -- killing stronger foes isn't *that* unusual
or unintuitive.)<br>
Closes #4656.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adde8f3e0b">adde8f3e0b</a> | 2025-09-26 14:42:04 -0500 | David Lawrence Ramsey</pre>
Fix punctuation in god favour message.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=87a9c9a43c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-858-g87a9c9a43c.zip">here</a>.]]></description>
            <pubDate>Sun, 28 Sep 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-855-g4770884fd2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-855-g4770884fd2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4770884fd2">4770884fd2</a> | 2025-09-27 03:05:37 -0230 | DracoOmega</pre>
Allow reaching attacks against monsters in walls<br>(As well as ctrl+direction attacks.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f287e4c00f">f287e4c00f</a> | 2025-09-26 23:02:08 -0500 | Implojin</pre>
Add an assert to player::how_mutated<br>There are a few places where returning a negative result here would
cause nonsense to happen, and this shouldn't be doing so anyway.<br>
Let's just add an assert here to make sure the bugs in fd47f0a967
are caught if they ever return in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=473ba29e1b">473ba29e1b</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Don't hide rC+ / rF+ on randart armour with resistance ego (oxeimon)<br>And more properly fold them into artprops, like was done for many other
egos in 4f6ac0d.<br>
Also, do a little validation so that it isn't possible to produce an item
with rF++++ this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=468f62f02d">468f62f02d</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Make a function actually return what it claims to return.<br>(Not that this return value is really used for anything, but it's
consistent with similar functions, some of whom do have their return values
used.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd47f0a967">fd47f0a967</a> | 2025-09-27 01:02:56 -0230 | DracoOmega</pre>
Refactor to fix some issues with player::how_mutated()<br>The most critical of these was that code added by b9f27a8 (11 years ago!)
would result in any how_mutated() returning an extremely negative number
for any demonspawn with any Ru sacrifice (...because the code to subtract
the number of sacrifices was in the mutation iteration loop....)<br>
This resulted in several problems: silver doing no additional damage to
them (no matter how mutated), diminishing returns on normal mutations never
happening, and (most visibly) getting huge negative EV and Slaying if they
also had Protean Grace. Which, finally, made this problem visible.<br>
But there were also a few more subtle issues with how 'non-innate' and
'silver affecting' were conflated, that caused Makhleb marks to count
against the player's normal mutation count for purposes of making normal
mutation sources fail. But also, *temporary* mutations also counted for
this, which seems incorrect to me.<br>
So I have slightly refactored how_mutated, disentangling silver checks a
little more, and making only normal mutation count have any effect on
mutation chance.<br>
This fixes #4813
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d341bd4f2c">d341bd4f2c</a> | 2025-09-26 14:43:34 -0500 | coraxioU9</pre>
Note Okawaru's joy of hard battles in Powers screen<br>Piety gain for Okawaru scales with the difficulty of the monster faced;
the gain is otherwise identical to that of other gods. This commit adds
a special mention that Okawaru "really likes" it when you kill tougher
monsters.<br>
(Author notes: Okawaru is placed at the end of the switch statement,
specifically to line up with the comment that "unique/unusual piety gain
methods [should go] first" -- killing stronger foes isn't *that* unusual
or unintuitive.)<br>
Closes #4656.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adde8f3e0b">adde8f3e0b</a> | 2025-09-26 14:42:04 -0500 | David Lawrence Ramsey</pre>
Fix punctuation in god favour message.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a9f7ce033">7a9f7ce033</a> | 2025-09-26 14:07:08 -0500 | coraxioU9</pre>
Add baubles to "autopickup toggle" menu<br>(Note: the autopickup toggle menu is primarily/internally intended for
"known items" in comparison to unknown items)<br>
Baubles were previously not in this menu, and it seemed logical to add
them. In particular, the entire "Baubles" category is added,
futureproofing if other baubles besides flux are created.<br>
Closes #4619.<br>
[Committer's note: Moved the bauble check in check_item_knowledge() to
just after the talisman check, removed sorting of baubles to match
talismans (since added bauble types are likely to have tiers
eventually), and adjusted a comment regarding the latter.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9e89a6c8f2">9e89a6c8f2</a> | 2025-09-26 05:27:47 -0230 | DracoOmega</pre>
Fix message for hitting an rC- monster with ice (Wandering mushroom)<br>When I made this message less misleading for pure cold beams in 7bd8858, I
forgot to do so for ice ones.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fce907168a">fce907168a</a> | 2025-09-25 14:20:39 -0500 | brianfaires</pre>
crawl_regex_find -> crawl_regex_matches<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4770884fd2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-855-g4770884fd2.zip">here</a>.]]></description>
            <pubDate>Sat, 27 Sep 2025 05:45:27 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-846-gfce907168a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-846-gfce907168a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fce907168a">fce907168a</a> | 2025-09-25 14:20:39 -0500 | brianfaires</pre>
crawl_regex_find -> crawl_regex_matches<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ef1f922e4">6ef1f922e4</a> | 2025-09-25 00:31:19 -0230 | DracoOmega</pre>
Disable animations during fsim<br>While there were no screen redraws during fsim, a lot of animation code
would still include full delays, greatly slowing down fsim for a variety
of artefacts that could produce spell-like effects from attacking. In fact,
this behavior was so non-linear with the number of simulations performed
that I suspect it might have something to do with overlays stacking up
enormously with no screen refresh to clear them. So instead, let's not do
that.<br>
As an example, this commit reduces the length of time it takes my computer
to produce a full fsim chart with Arc Blade to ~3 seconds from a previous
**23 minutes!**
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=acf2245ded">acf2245ded</a> | 2025-09-23 18:36:49 -0500 | Memoria</pre>
Give bee octopodes and jellyfish cats haircuts<br>When in several forms, including quill, flux, hive, and medusa, felid
and octopode player dolls had default humanoid hair drawn over the top-
center of their tiles. As all but flux meld helmets, do not draw hair
for anyone in those forms, and for flux, exclude it for both felid and
octopode player dolls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1d6a90be8">d1d6a90be8</a> | 2025-09-22 16:16:25 -0500 | David Lawrence Ramsey</pre>
Alias the small abom. quote for the large abom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e495c5c0ca">e495c5c0ca</a> | 2025-09-22 15:59:36 -0500 | person50605</pre>
Add reference to bloodless to !Lignification<br>Tweak the !Lignification description to reference the user's blood
turning to sap., thereby making them bloodless<br>
Fixes #4752<br>
[Committer's note: Reformatted and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2c00fc3ce">f2c00fc3ce</a> | 2025-09-22 13:07:14 -0500 | Implojin</pre>
Cut talisman shop prices in half (Darby)<br>These were really high. Half is completely arbitrary here based on
nothing but vibes. Fiat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d19f5fe6d">9d19f5fe6d</a> | 2025-09-22 21:00:16 +1200 | Isaac Clancy</pre>
Fix console screen tearing on Windows<br>On Windows we were writing the output to the console line by line which
allowed the screen to refresh when only part of the frame was written
out to the console. This resulted in part of the current frame showing
and part of the previous frame. To fix this, update the whole dirty
region of the console at once with a single call to
`WriteConsoleOutputW`.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7725fd915e">7725fd915e</a> | 2025-09-22 20:38:07 +1200 | Isaac Clancy</pre>
Fix incorrect message about losing your capstone with Ignis (code2828)<br>If you start as a monk and then get Ignis from a faded altar, you will
have 6 stars of piety. If you then drop to 5 stars you would get a
message saying that you can no longer use rising flame which is
incorrect as unlike other capstone abilities, rising flame can be used
at any level of piety.<br>
Fixes #4681
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2141946dcd">2141946dcd</a> | 2025-09-22 02:50:28 -0230 | regret-index</pre>
Very scatter-shot vault review<br>Of note:<br>
 * Yet further adjustments have been made to ossuaries to mildly buff the
   weakest ones and mildly nerf the strongest ones.<br>
 * cryptofortress_bobbens has more monster set option variety.<br>
 * To make nicolae_qazlal_style_of_elements more consistent in its
   monster grouping while still preserving the spirit of having the earth
   monster in the set actually escape the glass confines so many other
   vaults use as just decoration, the D set uses other early elemental
   animals (as Qazlal wrath and Qazlal vaults both deploy), and a new Elf
   set-up has been added to place regular elementals in their native
   branch.<br>
 * grated_community_mu has been moved from Depths to D:12-14 and
   Vaults:1-4, alongside immense header clean-up. The monster set has been
   extremely out of date for a long while on both threat levels (plain
   kobolds, centaurs, gargoyles) and on branch differentiation levels
   (orcs, elves)- rather than try to 100% revise its contents, I've made
   two seperate sets of somewhat-overlapping contents placed earlier. This
   comes with notable layout revisions (so it can place in V), some heavy
   tile changes (including fix-ups for using early D rock tiles for stone),
   and a hopefully much easier to parse header that doesn't constantly
   redirect assignments to their console glyphs instead of the default
   vault glyphs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac725a8d5">9ac725a8d5</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Recent-ish mutation icon tilework<br>New icons for the Reckless mutation (made from Ontoclasm's Divine Shield
invocation icon and CanofWorm's Weapon Gift invocation icon) and the Lucky
mutation (made from Ontoclasm's recharging icon and Denzi's rejected Charms
skill icon). Also, some brightening of Makhleb's Dis-destruction mutation,
to help it stand out a bit more and be of potential palette matching with
other future icons.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fce907168a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-846-gfce907168a.zip">here</a>.]]></description>
            <pubDate>Fri, 26 Sep 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-845-g6ef1f922e4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-845-g6ef1f922e4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ef1f922e4">6ef1f922e4</a> | 2025-09-25 00:31:19 -0230 | DracoOmega</pre>
Disable animations during fsim<br>While there were no screen redraws during fsim, a lot of animation code
would still include full delays, greatly slowing down fsim for a variety
of artefacts that could produce spell-like effects from attacking. In fact,
this behavior was so non-linear with the number of simulations performed
that I suspect it might have something to do with overlays stacking up
enormously with no screen refresh to clear them. So instead, let's not do
that.<br>
As an example, this commit reduces the length of time it takes my computer
to produce a full fsim chart with Arc Blade to ~3 seconds from a previous
**23 minutes!**
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=acf2245ded">acf2245ded</a> | 2025-09-23 18:36:49 -0500 | Memoria</pre>
Give bee octopodes and jellyfish cats haircuts<br>When in several forms, including quill, flux, hive, and medusa, felid
and octopode player dolls had default humanoid hair drawn over the top-
center of their tiles. As all but flux meld helmets, do not draw hair
for anyone in those forms, and for flux, exclude it for both felid and
octopode player dolls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1d6a90be8">d1d6a90be8</a> | 2025-09-22 16:16:25 -0500 | David Lawrence Ramsey</pre>
Alias the small abom. quote for the large abom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e495c5c0ca">e495c5c0ca</a> | 2025-09-22 15:59:36 -0500 | person50605</pre>
Add reference to bloodless to !Lignification<br>Tweak the !Lignification description to reference the user's blood
turning to sap., thereby making them bloodless<br>
Fixes #4752<br>
[Committer's note: Reformatted and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2c00fc3ce">f2c00fc3ce</a> | 2025-09-22 13:07:14 -0500 | Implojin</pre>
Cut talisman shop prices in half (Darby)<br>These were really high. Half is completely arbitrary here based on
nothing but vibes. Fiat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d19f5fe6d">9d19f5fe6d</a> | 2025-09-22 21:00:16 +1200 | Isaac Clancy</pre>
Fix console screen tearing on Windows<br>On Windows we were writing the output to the console line by line which
allowed the screen to refresh when only part of the frame was written
out to the console. This resulted in part of the current frame showing
and part of the previous frame. To fix this, update the whole dirty
region of the console at once with a single call to
`WriteConsoleOutputW`.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7725fd915e">7725fd915e</a> | 2025-09-22 20:38:07 +1200 | Isaac Clancy</pre>
Fix incorrect message about losing your capstone with Ignis (code2828)<br>If you start as a monk and then get Ignis from a faded altar, you will
have 6 stars of piety. If you then drop to 5 stars you would get a
message saying that you can no longer use rising flame which is
incorrect as unlike other capstone abilities, rising flame can be used
at any level of piety.<br>
Fixes #4681
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2141946dcd">2141946dcd</a> | 2025-09-22 02:50:28 -0230 | regret-index</pre>
Very scatter-shot vault review<br>Of note:<br>
 * Yet further adjustments have been made to ossuaries to mildly buff the
   weakest ones and mildly nerf the strongest ones.<br>
 * cryptofortress_bobbens has more monster set option variety.<br>
 * To make nicolae_qazlal_style_of_elements more consistent in its
   monster grouping while still preserving the spirit of having the earth
   monster in the set actually escape the glass confines so many other
   vaults use as just decoration, the D set uses other early elemental
   animals (as Qazlal wrath and Qazlal vaults both deploy), and a new Elf
   set-up has been added to place regular elementals in their native
   branch.<br>
 * grated_community_mu has been moved from Depths to D:12-14 and
   Vaults:1-4, alongside immense header clean-up. The monster set has been
   extremely out of date for a long while on both threat levels (plain
   kobolds, centaurs, gargoyles) and on branch differentiation levels
   (orcs, elves)- rather than try to 100% revise its contents, I've made
   two seperate sets of somewhat-overlapping contents placed earlier. This
   comes with notable layout revisions (so it can place in V), some heavy
   tile changes (including fix-ups for using early D rock tiles for stone),
   and a hopefully much easier to parse header that doesn't constantly
   redirect assignments to their console glyphs instead of the default
   vault glyphs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac725a8d5">9ac725a8d5</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Recent-ish mutation icon tilework<br>New icons for the Reckless mutation (made from Ontoclasm's Divine Shield
invocation icon and CanofWorm's Weapon Gift invocation icon) and the Lucky
mutation (made from Ontoclasm's recharging icon and Denzi's rejected Charms
skill icon). Also, some brightening of Makhleb's Dis-destruction mutation,
to help it stand out a bit more and be of potential palette matching with
other future icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a3148c77">e6a3148c77</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Prevent several egos in "any armour ego:X" from picking orbs or scarves<br>This prevents eight or so vaults using "any armour ego:[something]" from
placing e.g. orbs of rPois or scarves of rF without the normal orb or
scarf ego properties. While other aux slot armour getting egos like rF
and rC are fine for portals, the rF and rC scarves are strictly worse than
scarves of resistance and the orbs are a very hard sell versus just using
e.g. a buckler of the given resistance (or an orb randart with resists,
which is probably also more common in comparison). It'd also require a lot
of specifications in both past and future vaults to avoid placing items
that shouldn't otherwise generate anyway. As such, we might as well
prevent these generating in the first place.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6ef1f922e4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-845-g6ef1f922e4.zip">here</a>.]]></description>
            <pubDate>Thu, 25 Sep 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-844-gacf2245ded.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-844-gacf2245ded.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=acf2245ded">acf2245ded</a> | 2025-09-23 18:36:49 -0500 | Memoria</pre>
Give bee octopodes and jellyfish cats haircuts<br>When in several forms, including quill, flux, hive, and medusa, felid
and octopode player dolls had default humanoid hair drawn over the top-
center of their tiles. As all but flux meld helmets, do not draw hair
for anyone in those forms, and for flux, exclude it for both felid and
octopode player dolls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1d6a90be8">d1d6a90be8</a> | 2025-09-22 16:16:25 -0500 | David Lawrence Ramsey</pre>
Alias the small abom. quote for the large abom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e495c5c0ca">e495c5c0ca</a> | 2025-09-22 15:59:36 -0500 | person50605</pre>
Add reference to bloodless to !Lignification<br>Tweak the !Lignification description to reference the user's blood
turning to sap., thereby making them bloodless<br>
Fixes #4752<br>
[Committer's note: Reformatted and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2c00fc3ce">f2c00fc3ce</a> | 2025-09-22 13:07:14 -0500 | Implojin</pre>
Cut talisman shop prices in half (Darby)<br>These were really high. Half is completely arbitrary here based on
nothing but vibes. Fiat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d19f5fe6d">9d19f5fe6d</a> | 2025-09-22 21:00:16 +1200 | Isaac Clancy</pre>
Fix console screen tearing on Windows<br>On Windows we were writing the output to the console line by line which
allowed the screen to refresh when only part of the frame was written
out to the console. This resulted in part of the current frame showing
and part of the previous frame. To fix this, update the whole dirty
region of the console at once with a single call to
`WriteConsoleOutputW`.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7725fd915e">7725fd915e</a> | 2025-09-22 20:38:07 +1200 | Isaac Clancy</pre>
Fix incorrect message about losing your capstone with Ignis (code2828)<br>If you start as a monk and then get Ignis from a faded altar, you will
have 6 stars of piety. If you then drop to 5 stars you would get a
message saying that you can no longer use rising flame which is
incorrect as unlike other capstone abilities, rising flame can be used
at any level of piety.<br>
Fixes #4681
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2141946dcd">2141946dcd</a> | 2025-09-22 02:50:28 -0230 | regret-index</pre>
Very scatter-shot vault review<br>Of note:<br>
 * Yet further adjustments have been made to ossuaries to mildly buff the
   weakest ones and mildly nerf the strongest ones.<br>
 * cryptofortress_bobbens has more monster set option variety.<br>
 * To make nicolae_qazlal_style_of_elements more consistent in its
   monster grouping while still preserving the spirit of having the earth
   monster in the set actually escape the glass confines so many other
   vaults use as just decoration, the D set uses other early elemental
   animals (as Qazlal wrath and Qazlal vaults both deploy), and a new Elf
   set-up has been added to place regular elementals in their native
   branch.<br>
 * grated_community_mu has been moved from Depths to D:12-14 and
   Vaults:1-4, alongside immense header clean-up. The monster set has been
   extremely out of date for a long while on both threat levels (plain
   kobolds, centaurs, gargoyles) and on branch differentiation levels
   (orcs, elves)- rather than try to 100% revise its contents, I've made
   two seperate sets of somewhat-overlapping contents placed earlier. This
   comes with notable layout revisions (so it can place in V), some heavy
   tile changes (including fix-ups for using early D rock tiles for stone),
   and a hopefully much easier to parse header that doesn't constantly
   redirect assignments to their console glyphs instead of the default
   vault glyphs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac725a8d5">9ac725a8d5</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Recent-ish mutation icon tilework<br>New icons for the Reckless mutation (made from Ontoclasm's Divine Shield
invocation icon and CanofWorm's Weapon Gift invocation icon) and the Lucky
mutation (made from Ontoclasm's recharging icon and Denzi's rejected Charms
skill icon). Also, some brightening of Makhleb's Dis-destruction mutation,
to help it stand out a bit more and be of potential palette matching with
other future icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a3148c77">e6a3148c77</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Prevent several egos in "any armour ego:X" from picking orbs or scarves<br>This prevents eight or so vaults using "any armour ego:[something]" from
placing e.g. orbs of rPois or scarves of rF without the normal orb or
scarf ego properties. While other aux slot armour getting egos like rF
and rC are fine for portals, the rF and rC scarves are strictly worse than
scarves of resistance and the orbs are a very hard sell versus just using
e.g. a buckler of the given resistance (or an orb randart with resists,
which is probably also more common in comparison). It'd also require a lot
of specifications in both past and future vaults to avoid placing items
that shouldn't otherwise generate anyway. As such, we might as well
prevent these generating in the first place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92f08d0a1f">92f08d0a1f</a> | 2025-09-21 16:18:04 -0500 | David Lawrence Ramsey</pre>
Adjust msg for spells not added to the library.<br>It's now "you learned nothing new or useful," in case the spell you
tried to add to your library is new but you're unable to memorise it.<br>
Closes #4665.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=acf2245ded">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-844-gacf2245ded.zip">here</a>.]]></description>
            <pubDate>Wed, 24 Sep 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-843-gd1d6a90be8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-843-gd1d6a90be8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1d6a90be8">d1d6a90be8</a> | 2025-09-22 16:16:25 -0500 | David Lawrence Ramsey</pre>
Alias the small abom. quote for the large abom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e495c5c0ca">e495c5c0ca</a> | 2025-09-22 15:59:36 -0500 | person50605</pre>
Add reference to bloodless to !Lignification<br>Tweak the !Lignification description to reference the user's blood
turning to sap., thereby making them bloodless<br>
Fixes #4752<br>
[Committer's note: Reformatted and adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2c00fc3ce">f2c00fc3ce</a> | 2025-09-22 13:07:14 -0500 | Implojin</pre>
Cut talisman shop prices in half (Darby)<br>These were really high. Half is completely arbitrary here based on
nothing but vibes. Fiat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d19f5fe6d">9d19f5fe6d</a> | 2025-09-22 21:00:16 +1200 | Isaac Clancy</pre>
Fix console screen tearing on Windows<br>On Windows we were writing the output to the console line by line which
allowed the screen to refresh when only part of the frame was written
out to the console. This resulted in part of the current frame showing
and part of the previous frame. To fix this, update the whole dirty
region of the console at once with a single call to
`WriteConsoleOutputW`.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7725fd915e">7725fd915e</a> | 2025-09-22 20:38:07 +1200 | Isaac Clancy</pre>
Fix incorrect message about losing your capstone with Ignis (code2828)<br>If you start as a monk and then get Ignis from a faded altar, you will
have 6 stars of piety. If you then drop to 5 stars you would get a
message saying that you can no longer use rising flame which is
incorrect as unlike other capstone abilities, rising flame can be used
at any level of piety.<br>
Fixes #4681
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2141946dcd">2141946dcd</a> | 2025-09-22 02:50:28 -0230 | regret-index</pre>
Very scatter-shot vault review<br>Of note:<br>
 * Yet further adjustments have been made to ossuaries to mildly buff the
   weakest ones and mildly nerf the strongest ones.<br>
 * cryptofortress_bobbens has more monster set option variety.<br>
 * To make nicolae_qazlal_style_of_elements more consistent in its
   monster grouping while still preserving the spirit of having the earth
   monster in the set actually escape the glass confines so many other
   vaults use as just decoration, the D set uses other early elemental
   animals (as Qazlal wrath and Qazlal vaults both deploy), and a new Elf
   set-up has been added to place regular elementals in their native
   branch.<br>
 * grated_community_mu has been moved from Depths to D:12-14 and
   Vaults:1-4, alongside immense header clean-up. The monster set has been
   extremely out of date for a long while on both threat levels (plain
   kobolds, centaurs, gargoyles) and on branch differentiation levels
   (orcs, elves)- rather than try to 100% revise its contents, I've made
   two seperate sets of somewhat-overlapping contents placed earlier. This
   comes with notable layout revisions (so it can place in V), some heavy
   tile changes (including fix-ups for using early D rock tiles for stone),
   and a hopefully much easier to parse header that doesn't constantly
   redirect assignments to their console glyphs instead of the default
   vault glyphs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac725a8d5">9ac725a8d5</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Recent-ish mutation icon tilework<br>New icons for the Reckless mutation (made from Ontoclasm's Divine Shield
invocation icon and CanofWorm's Weapon Gift invocation icon) and the Lucky
mutation (made from Ontoclasm's recharging icon and Denzi's rejected Charms
skill icon). Also, some brightening of Makhleb's Dis-destruction mutation,
to help it stand out a bit more and be of potential palette matching with
other future icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a3148c77">e6a3148c77</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Prevent several egos in "any armour ego:X" from picking orbs or scarves<br>This prevents eight or so vaults using "any armour ego:[something]" from
placing e.g. orbs of rPois or scarves of rF without the normal orb or
scarf ego properties. While other aux slot armour getting egos like rF
and rC are fine for portals, the rF and rC scarves are strictly worse than
scarves of resistance and the orbs are a very hard sell versus just using
e.g. a buckler of the given resistance (or an orb randart with resists,
which is probably also more common in comparison). It'd also require a lot
of specifications in both past and future vaults to avoid placing items
that shouldn't otherwise generate anyway. As such, we might as well
prevent these generating in the first place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92f08d0a1f">92f08d0a1f</a> | 2025-09-21 16:18:04 -0500 | David Lawrence Ramsey</pre>
Adjust msg for spells not added to the library.<br>It's now "you learned nothing new or useful," in case the spell you
tried to add to your library is new but you're unable to memorise it.<br>
Closes #4665.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59adca7514">59adca7514</a> | 2025-09-21 15:40:43 -0500 | Implojin</pre>
Reduce prompts when attacking peripheral summons (CarefulOdds)<br>With this commit we no longer prompt the player when they try to attack
self-summoned, peripheral monsters, unless doing so would cause an
explosion or penance. (I don't think it was currently possible to cause
penance by attacking these targets because they're all nonliving and
brainless, but this should be more future-proof, at least.)<br>
The context here is that previously, players casting things like
fire storm > fridge would have to deal with a ton of nonsense prompts
about damaging their own conjured monsters. Yes, the player knows.
No, the player likely doesn't care.<br>
We do continue to warn about damaging non-peripheral summons, under the
logic that if the player is using spells that are primarily summons
they'd probably prefer the prompt.<br>
Re: prompting about explosive monsters and penance: There's an argument
that the penance case should prevent the cast instead of prompting, and
that might happen in a future commit.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d1d6a90be8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-843-gd1d6a90be8.zip">here</a>.]]></description>
            <pubDate>Tue, 23 Sep 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-838-g2141946dcd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-838-g2141946dcd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2141946dcd">2141946dcd</a> | 2025-09-22 02:50:28 -0230 | regret-index</pre>
Very scatter-shot vault review<br>Of note:<br>
 * Yet further adjustments have been made to ossuaries to mildly buff the
   weakest ones and mildly nerf the strongest ones.<br>
 * cryptofortress_bobbens has more monster set option variety.<br>
 * To make nicolae_qazlal_style_of_elements more consistent in its
   monster grouping while still preserving the spirit of having the earth
   monster in the set actually escape the glass confines so many other
   vaults use as just decoration, the D set uses other early elemental
   animals (as Qazlal wrath and Qazlal vaults both deploy), and a new Elf
   set-up has been added to place regular elementals in their native
   branch.<br>
 * grated_community_mu has been moved from Depths to D:12-14 and
   Vaults:1-4, alongside immense header clean-up. The monster set has been
   extremely out of date for a long while on both threat levels (plain
   kobolds, centaurs, gargoyles) and on branch differentiation levels
   (orcs, elves)- rather than try to 100% revise its contents, I've made
   two seperate sets of somewhat-overlapping contents placed earlier. This
   comes with notable layout revisions (so it can place in V), some heavy
   tile changes (including fix-ups for using early D rock tiles for stone),
   and a hopefully much easier to parse header that doesn't constantly
   redirect assignments to their console glyphs instead of the default
   vault glyphs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac725a8d5">9ac725a8d5</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Recent-ish mutation icon tilework<br>New icons for the Reckless mutation (made from Ontoclasm's Divine Shield
invocation icon and CanofWorm's Weapon Gift invocation icon) and the Lucky
mutation (made from Ontoclasm's recharging icon and Denzi's rejected Charms
skill icon). Also, some brightening of Makhleb's Dis-destruction mutation,
to help it stand out a bit more and be of potential palette matching with
other future icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a3148c77">e6a3148c77</a> | 2025-09-22 02:50:27 -0230 | regret-index</pre>
Prevent several egos in "any armour ego:X" from picking orbs or scarves<br>This prevents eight or so vaults using "any armour ego:[something]" from
placing e.g. orbs of rPois or scarves of rF without the normal orb or
scarf ego properties. While other aux slot armour getting egos like rF
and rC are fine for portals, the rF and rC scarves are strictly worse than
scarves of resistance and the orbs are a very hard sell versus just using
e.g. a buckler of the given resistance (or an orb randart with resists,
which is probably also more common in comparison). It'd also require a lot
of specifications in both past and future vaults to avoid placing items
that shouldn't otherwise generate anyway. As such, we might as well
prevent these generating in the first place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92f08d0a1f">92f08d0a1f</a> | 2025-09-21 16:18:04 -0500 | David Lawrence Ramsey</pre>
Adjust msg for spells not added to the library.<br>It's now "you learned nothing new or useful," in case the spell you
tried to add to your library is new but you're unable to memorise it.<br>
Closes #4665.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59adca7514">59adca7514</a> | 2025-09-21 15:40:43 -0500 | Implojin</pre>
Reduce prompts when attacking peripheral summons (CarefulOdds)<br>With this commit we no longer prompt the player when they try to attack
self-summoned, peripheral monsters, unless doing so would cause an
explosion or penance. (I don't think it was currently possible to cause
penance by attacking these targets because they're all nonliving and
brainless, but this should be more future-proof, at least.)<br>
The context here is that previously, players casting things like
fire storm > fridge would have to deal with a ton of nonsense prompts
about damaging their own conjured monsters. Yes, the player knows.
No, the player likely doesn't care.<br>
We do continue to warn about damaging non-peripheral summons, under the
logic that if the player is using spells that are primarily summons
they'd probably prefer the prompt.<br>
Re: prompting about explosive monsters and penance: There's an argument
that the penance case should prevent the cast instead of prompting, and
that might happen in a future commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbd95ee8bf">fbd95ee8bf</a> | 2025-09-21 09:54:02 -0500 | Implojin</pre>
Squelch OTR's ally immunity messaging<br>As an aoe spell with a duration, this gets *very* spammy -- we don't
need it! Players can figure out their allies aren't being hurt by seeing
them not be hurt.<br>
Low-SNR message spam like this really bothers me, it just trains
players not to read messages which eventually catches them in a gotcha
moment when something important happens. I'd like to try to reduce this.<br>
(It looks like the OTR messaging was previously *intended* to be quieted,
but it wasn't being passed through properly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7e061af33">e7e061af33</a> | 2025-09-21 09:15:26 -0500 | Memoria</pre>
Fix OTR ignoring ally protection (CarefulOdds)<br>Ally protection, such as on ancestors and demonic guardians, prevented
the impact damage of Olgreb's Toxic Radiance, but not the subsequent
poisoning effect. This was easy to miss because most protected allies
were also rPois. This commit addresses the exceptions to that rule.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=757fed6239">757fed6239</a> | 2025-09-21 21:20:54 +1200 | Isaac Clancy</pre>
Fix a vault failing to place an orb of light<br>The lugonu_bribe vault is supposed to place an orb of light on its alter
when the player first sees it if the player worships The Shining One,
however, it was using the wrong item spec for creating one which
resulted in an error showing up in the player's message log instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c084f1ff9f">c084f1ff9f</a> | 2025-09-21 03:40:46 -0500 | Memoria</pre>
Fix Ru penance title checking current piety<br>When abandoning a god with Invocations as their highest skill, a player
gets their penance title even if not under penance, as with Ru, and ends
it only when the penance ends: in Ru's case, never. However, the title
checked their current piety and overrode it afterward only if under real
penance, giving ex-Ru Invocations masters normal Ru piety titles, such
as Drop of Water. Simply give traitors zero-piety titles from the start.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b27ca99f2">5b27ca99f2</a> | 2025-09-20 23:38:51 -0500 | gammafunk</pre>
Make boulder immune to petrification (powerbf)<br>Fixes #4799.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2141946dcd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-838-g2141946dcd.zip">here</a>.]]></description>
            <pubDate>Mon, 22 Sep 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-829-g5b27ca99f2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-829-g5b27ca99f2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b27ca99f2">5b27ca99f2</a> | 2025-09-20 23:38:51 -0500 | gammafunk</pre>
Make boulder immune to petrification (powerbf)<br>Fixes #4799.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202509a6c5">202509a6c5</a> | 2025-09-21 15:25:59 +1200 | Isaac Clancy</pre>
Fix comes into view messages for named orcs (cfcfcfcfcfcfcfcfcfcf)<br>When Beogh wrath sent a named orc after you with other orcs, the "comes
into view" message would have a stray 'a' or 'an' before the orc name,
for example "An Olfrun and 2 orcs come into view."<br>
Fixes #4724
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d97c707fbc">d97c707fbc</a> | 2025-09-20 18:49:56 -0230 | DracoOmega</pre>
Slightly improve Nemelex card targeting around plants (not_that_greg)<br>The tracer used for aiming destruction cards treated all possible bolts as
non-penetrating, which had particularly awkward behavior with plants;
the game literally wouldn't let you aim at a target behind a plant, even
when the majority result of a card could shoot through it just fine.<br>
Instead, treat the default as penetrating, and if the player happens to
roll the lowest power tier that can't actually penetrate, that's just the
(un)luck of the draw.<br>
(In the future, some proposed Nemelex tweaks will probably make it more
unambiguous what type of effect you're getting at the point you're aiming
it, but this seems an improvement for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f853087cd1">f853087cd1</a> | 2025-09-20 16:54:41 -0230 | DracoOmega</pre>
Don't leave items thrown at wall monsters stuck in walls (Planckenstein)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7b1b26e73">a7b1b26e73</a> | 2025-09-20 12:24:32 -0500 | Implojin</pre>
Tweak potion and scroll shops in grated_community_mu<br>This vault has the unfortunate theming of telling a joke that's only
funny once: The inhabitants *really* want to keep out the riffraff,
so they setup a gated community and charge exorbitant prices to get you
to turn around and leave. Ha-ha.<br>
Here we lower the prices for the scroll and potion shops in this vault
from greed 50 to greed 35 to match its preexisting slightly-lower smithy
shop greed, and we extend their set of available items to include more
questionably-useful consumables, hopefully allowing the player to maybe
want to buy something from them occasionally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=550f29803e">550f29803e</a> | 2025-09-20 19:24:54 +1200 | Isaac Clancy</pre>
Add Zhang Haocheng to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d66d47428">3d66d47428</a> | 2025-09-20 18:56:33 +1200 | Isaac Clancy</pre>
Fix swapping between Release and Debug builds in MSVC<br>Some of the dlls that crawl depends on in the MSVC build weren't always
being rebuilt when swapping between Release and Debug configurations,
which resulted in a crash when e.g. loading release crawl.exe with debug
libpng.dll.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f34567225">9f34567225</a> | 2025-09-20 18:51:14 +1200 | Isaac Clancy</pre>
Fix crash with Jiyva spawning slimes on damage (code2828)<br>When Jiyva creates slime creatures as a result of taking damage, they
are meant to target the creature that caused damage to you. However, if
the damage was from a cloud placed by a dead ally (e.g. fire clouds from
a blaze-heart golem), the target would be set to ANON_FRIENDLY_MONSTER
which isn't a valid target and resulted in a crash. To fix this, don't
spawn slime creatures when damaged by a dead ally (we already don't when
damaged by a dead enemy).<br>
Fixes #4733
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f04e93277">7f04e93277</a> | 2025-09-20 01:37:56 -0500 | gammafunk</pre>
Fix generation of certain ring artefect properties<br>The code for specifying fixed randart properties relies on having an
accurate value for any intrinsic properties for the item's base type.
Certain rings like strength and slaying store use their plus value to
store how much they increase the relevant property, but this isn't yet
available when checking fixed artprops for item defs like `any ring...`.
We have a map to store the needed intrinsic properties and values for
jewellery items, but rings using plus had values of 0 in this data.
Hence an item def like `any ring artprops:Str:4` could roll a ring of
strength as its subtype, initially pass the artprop validity test, but
subsequently fail that test after its plus was set and the rest of the
properties were being filled in. This would lead to an error message and
the fixed properties being ignored.<br>
This commit adds the standard plus values to the intrinsic property
values for the relevant rings and refactors related code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d4a0e7ad0">0d4a0e7ad0</a> | 2025-09-20 16:36:24 +1200 | Zhang Haocheng</pre>
Fix various wizmode trap placement issues (#4773)<br>When using wizmode terrain placement to place a trap, fix the
following problems<br>
1. Don't ask which trap to make if already specified.<br>
2. Fix trap always made at you.pos() even when told to make it at
another place.<br>
3. When the player places a shaft on a branch end, game awkwardly says
"Vault [nothing] tried to place a shaft at a branch end". It now says
"Something" if env.placing_vault is empty (dungeon.cc:6493). Hopefully
it looks better.<br>
Fixes #4757.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5b27ca99f2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-829-g5b27ca99f2.zip">here</a>.]]></description>
            <pubDate>Sun, 21 Sep 2025 05:45:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-820-g0d4a0e7ad0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-820-g0d4a0e7ad0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d4a0e7ad0">0d4a0e7ad0</a> | 2025-09-20 16:36:24 +1200 | Zhang Haocheng</pre>
Fix various wizmode trap placement issues (#4773)<br>When using wizmode terrain placement to place a trap, fix the
following problems<br>
1. Don't ask which trap to make if already specified.<br>
2. Fix trap always made at you.pos() even when told to make it at
another place.<br>
3. When the player places a shaft on a branch end, game awkwardly says
"Vault [nothing] tried to place a shaft at a branch end". It now says
"Something" if env.placing_vault is empty (dungeon.cc:6493). Hopefully
it looks better.<br>
Fixes #4757.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=372a382c62">372a382c62</a> | 2025-09-20 00:36:59 -0230 | DracoOmega</pre>
Make explore traps trigger at start of player turn instead of end<br>This simultaneously improves two things:<br>
1) A very weird timing issue existed where tiles revealed during monster
   actions could queue up a trap effect that would only happen after the
   next *player* action. For instance, a swamp worm could harpoon shot the
   player into unexplored territory, then the player could attack the swamp
   worm and immediately get teleported, despite no new tiles being revealed
   on that turn.<br>
2) Teleport traps allowed monsters at the player's new location to get an
   immediate action, before the player was given any chance to respond.
   While this was relatively unlikely to be overly punishing, in rare
   situations could result in the player being one-shot without any
   realistic chance to do anything about it. (In a worst-case scenario,
   a Chei worshipper moving through water might give monsters at their
   destination many turns worth of actions before the player got another
   one!)<br>
This should hopefully be both slightly less weird and less unfair in those
situations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=704fe40cd5">704fe40cd5</a> | 2025-09-20 00:14:10 -0230 | DracoOmega</pre>
Fix parrying SH bonus not being correctly considered temporary<br>(Only affected HUD coloring, I believe.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00d5cd5258">00d5cd5258</a> | 2025-09-19 23:08:36 -0230 | DracoOmega</pre>
Remove some (hopefully) needless special-casing of webtiles status export<br>I cannot find any current reason these statuses are special-cased (one of
them didn't even display properly in webtiles until the previous commit).<br>
Looking through the history, there is some suggestion acrobat was done this
way to make the timing of it turning blue work in webtiles, but it
currently seems to have no effect on that, either way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e2feb06e7">4e2feb06e7</a> | 2025-09-19 23:08:36 -0230 | DracoOmega</pre>
Improve colouring of temp AC/EV/SH modifiers, refactor webtiles handling<br>If player defenses are reduced below their normal levels via temporary
effect, they will now be colored red in the HUD (this was done previously
only for corrosion's effect on AC, and not if there were any positive
temporary effects of any kind active at the same time).<br>
Also, export the boosted/normal/penalized defenses status to webtiles
directly instead of asking it to do its wn string comparisons on statuses,
which constantly resulted in things being overlooked or drifting out of
date. Now they should be in constant agreement with console/local tiles.<br>
(I did not extend this to temporary changes to HP/stats, since those are
much rarer, but they could also be done the same way in theory.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22f87b5890">22f87b5890</a> | 2025-09-19 20:00:59 -0500 | David Lawrence Ramsey</pre>
Properly consider dead Prince Ribbit human.<br>Both in terms of tile and zombification message.<br>
Closes #4496.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9ef2968d0">c9ef2968d0</a> | 2025-09-19 18:58:14 -0500 | David Lawrence Ramsey</pre>
Remove redundant #ifdef.<br>The removed electroferric vortex is already covered by it once.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e9053afd9e">e9053afd9e</a> | 2025-09-19 15:56:05 -0500 | Aliscans</pre>
Stop debug_xom_effects() (&^X) from trying to run -1 times.<br>prompt_for_int() signals an error to debug_xom_effects() by returning
-1, which caused it to create a nonsensical xom_debug.stat file.<br>
Fix this by only generating a file if the user requests a positive
number of iterations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fd328712a">7fd328712a</a> | 2025-09-18 20:02:42 -0500 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9faca2a39">d9faca2a39</a> | 2025-09-18 21:51:41 -0230 | DracoOmega</pre>
Fix an Arenasprint softlock (regret-index)<br>The dlua call to directly change terrain ignored temporary terrain changes
altogether, making it possible for situations like trying to place the
dungeon exit on top of a tree from Summon Forest, and that exit thus
disappearing entirely when the forest effect expired (and returned it to
its original underlying terrain).<br>
Instead, immediately revert terrain changes at that tile.<br>
(This may affect some things in other uses of this function, but I feel in
general that if a vault wants a terrain change to happen, that it really
actually should.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0d4a0e7ad0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-820-g0d4a0e7ad0.zip">here</a>.]]></description>
            <pubDate>Sat, 20 Sep 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-812-g7fd328712a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-812-g7fd328712a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fd328712a">7fd328712a</a> | 2025-09-18 20:02:42 -0500 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9faca2a39">d9faca2a39</a> | 2025-09-18 21:51:41 -0230 | DracoOmega</pre>
Fix an Arenasprint softlock (regret-index)<br>The dlua call to directly change terrain ignored temporary terrain changes
altogether, making it possible for situations like trying to place the
dungeon exit on top of a tree from Summon Forest, and that exit thus
disappearing entirely when the forest effect expired (and returned it to
its original underlying terrain).<br>
Instead, immediately revert terrain changes at that tile.<br>
(This may affect some things in other uses of this function, but I feel in
general that if a vault wants a terrain change to happen, that it really
actually should.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73db0cba50">73db0cba50</a> | 2025-09-18 21:51:35 -0230 | DracoOmega</pre>
Fix the Lernaean Hydra destroying stone walls (regret-index)<br>A combination of Summon Forest and the Lernaean hydra could be used to
permanently destroy walls - even stone or metal ones - since wall
destruction done via monster movement lacked the underlying terrain check
that spell digging does.<br>
The behavior with diggers was sightly odder in that the original wall would
return, leaving Xak standing inside stone that you'd temporarily frozen
with rime yak form (for instance).<br>
Both of them should now only be able to dig into terrain whose original
feature they could either also dig or occupy.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ab3afe60a">9ab3afe60a</a> | 2025-09-18 08:02:26 -0230 | DracoOmega</pre>
Mention Bane of the Dilettante in the skill menu when affected by it<br>Also, perform a somewhat unsatisfying fix to prevent it being nearly
impossible to read this help text if too many bonuses and penalties were
activate at once, since it would overflow into the command list at the
bottom of the menu.<br>
(It currently does this by no longer tying to put bonuses and penalties on
separate lines. I wanted to only do this when they'd otherwise overflow,
but it is remarkably difficult to know how much text space we have at the
point of assembling the text, and all of our frontends disagree with each
other. But the bonus from manuals always went on the same line, so
hopefully this is okay enough.)<br>
This fixes #4674
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cbb4ff4ceb">cbb4ff4ceb</a> | 2025-09-18 06:59:10 -0230 | DracoOmega</pre>
Fix Bane of the Dilettante not affecting unarmed combat (various)<br>I always considered this a 'weapon skill' and it was an oversight of mine
that it wasn't actually in the enum range.<br>
This fixes #4653
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef8bedc22d">ef8bedc22d</a> | 2025-09-17 09:08:12 -0500 | Implojin</pre>
Make Maurice slightly less greedy (acrobat)<br>Here we remove the tech where players could throw non-mulching darts,
javelins, etc. at Maurice indefinitely, locking him into an item pickup
loop until he died.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ccb4c9eb4">8ccb4c9eb4</a> | 2025-09-17 00:35:39 -0500 | David Lawrence Ramsey</pre>
Disallow the hive talisman for the loveless.<br>According to commentary in PR #4633, lovelessness' not being accounted
for here is a bug.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=378a922e91">378a922e91</a> | 2025-09-16 21:28:38 -0500 | David Lawrence Ramsey</pre>
Remove erroneous extra space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=685023a0f2">685023a0f2</a> | 2025-09-16 18:45:07 -0500 | David Lawrence Ramsey</pre>
Add another valour name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=788241d4c1">788241d4c1</a> | 2025-09-16 14:28:49 -0500 | David Lawrence Ramsey</pre>
Properly warn when memorising spells under Trog.<br>god_spell_warn_string() has been expanded to account for memorising
spells, and it's now used for the warning prompt instead of a warning
message beforehand. Rhe warning message is displayed on its own in
interactive mode, as before, but not in wizard mode, since wizard mode
bypasses the conduct checks.<br>
(Currently, only Trog hates both memorising spells and casting
them, so god_spell_warn_string() is a bit redundant now, but if it
differentiates between memorising and casting spells at some point in
the future, the distinction will be useful.)<br>
Also, actually use the "no memorising spells" conduct, instead of
faking it with "spell casting" conduct.<br>
Closes #4791.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7fd328712a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-812-g7fd328712a.zip">here</a>.]]></description>
            <pubDate>Fri, 19 Sep 2025 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-807-gef8bedc22d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-807-gef8bedc22d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef8bedc22d">ef8bedc22d</a> | 2025-09-17 09:08:12 -0500 | Implojin</pre>
Make Maurice slightly less greedy (acrobat)<br>Here we remove the tech where players could throw non-mulching darts,
javelins, etc. at Maurice indefinitely, locking him into an item pickup
loop until he died.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ccb4c9eb4">8ccb4c9eb4</a> | 2025-09-17 00:35:39 -0500 | David Lawrence Ramsey</pre>
Disallow the hive talisman for the loveless.<br>According to commentary in PR #4633, lovelessness' not being accounted
for here is a bug.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=378a922e91">378a922e91</a> | 2025-09-16 21:28:38 -0500 | David Lawrence Ramsey</pre>
Remove erroneous extra space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=685023a0f2">685023a0f2</a> | 2025-09-16 18:45:07 -0500 | David Lawrence Ramsey</pre>
Add another valour name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=788241d4c1">788241d4c1</a> | 2025-09-16 14:28:49 -0500 | David Lawrence Ramsey</pre>
Properly warn when memorising spells under Trog.<br>god_spell_warn_string() has been expanded to account for memorising
spells, and it's now used for the warning prompt instead of a warning
message beforehand. Rhe warning message is displayed on its own in
interactive mode, as before, but not in wizard mode, since wizard mode
bypasses the conduct checks.<br>
(Currently, only Trog hates both memorising spells and casting
them, so god_spell_warn_string() is a bit redundant now, but if it
differentiates between memorising and casting spells at some point in
the future, the distinction will be useful.)<br>
Also, actually use the "no memorising spells" conduct, instead of
faking it with "spell casting" conduct.<br>
Closes #4791.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0fe1b3c525">0fe1b3c525</a> | 2025-09-16 14:17:03 -0230 | regret-index</pre>
Tweak some newer tiles<br>Adjust one of the sheen pixels on the front half of clockroaches, and
simplify the palette of vampire bloodprinces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b498173eb">7b498173eb</a> | 2025-09-16 14:17:03 -0230 | regret-index</pre>
Arenasprint: more balance work, more tiles<br>While I personally prefer the Sprints based on highly randomized monster
sets (arenasprint, pitsprint, zigsprint) for having substantially less
spoiler issues and more inherent variety than the others, they also will
continuously need more work than the rest of them for having previously
been highly reliant on generic "place:Branch" calls. (Such calls, of
course, have scaled poorly with the past decade-plus since these sprints
were first made trying to buff most later branches.)<br>
Alongside heavy adjustments across earlier sets and tweaks to later sets,
I've also tweaked the spellbook shop once more, added some explicit
evokers for mildly attractive additional options, and replaced the
now-useless scroll of identify shop with a shop selling each orb type.
Boss kills now also give out random parchments, so magic-using characters
not using spell-gift gods can get some variety between each run past the
fixed book shop without upending the overall balance.<br>
Additionally, I've made a small number of quick tile-hybrids to show
monster variants as arenasprint notably relies upon. There's quite a few
more to do in the future if these work out, but I'd like to rethink the
current inconsistent threat level of the sprint's "bosses" being high-HP
regular enemies versus uniques not announcing they're given more HP.
(Maybe sticking to mostly uniques and giving them a consistent adjective?)<br>
 * Flame-cult kobolds: Sastreii's kobolds / demonologists tiles.
 * Witches: Sastreii's arcanist and occultist tiles.
 * Orb golems: Sastreii's iron golems and nargun tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=797e1778c9">797e1778c9</a> | 2025-09-16 14:19:58 +0300 | Nikolai Lavsky</pre>
fix: remove an unused variable<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5195f5fa9f">5195f5fa9f</a> | 2025-09-16 14:19:27 +0300 | Nikolai Lavsky</pre>
feat: add Warded flag to the monster utility<br>A followup to 668f0552 and 1509c973.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc4ca33cb1">bc4ca33cb1</a> | 2025-09-15 23:20:44 -0500 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ef8bedc22d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-807-gef8bedc22d.zip">here</a>.]]></description>
            <pubDate>Thu, 18 Sep 2025 05:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-805-g378a922e91.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-805-g378a922e91.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=378a922e91">378a922e91</a> | 2025-09-16 21:28:38 -0500 | David Lawrence Ramsey</pre>
Remove erroneous extra space.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=685023a0f2">685023a0f2</a> | 2025-09-16 18:45:07 -0500 | David Lawrence Ramsey</pre>
Add another valour name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=788241d4c1">788241d4c1</a> | 2025-09-16 14:28:49 -0500 | David Lawrence Ramsey</pre>
Properly warn when memorising spells under Trog.<br>god_spell_warn_string() has been expanded to account for memorising
spells, and it's now used for the warning prompt instead of a warning
message beforehand. Rhe warning message is displayed on its own in
interactive mode, as before, but not in wizard mode, since wizard mode
bypasses the conduct checks.<br>
(Currently, only Trog hates both memorising spells and casting
them, so god_spell_warn_string() is a bit redundant now, but if it
differentiates between memorising and casting spells at some point in
the future, the distinction will be useful.)<br>
Also, actually use the "no memorising spells" conduct, instead of
faking it with "spell casting" conduct.<br>
Closes #4791.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0fe1b3c525">0fe1b3c525</a> | 2025-09-16 14:17:03 -0230 | regret-index</pre>
Tweak some newer tiles<br>Adjust one of the sheen pixels on the front half of clockroaches, and
simplify the palette of vampire bloodprinces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b498173eb">7b498173eb</a> | 2025-09-16 14:17:03 -0230 | regret-index</pre>
Arenasprint: more balance work, more tiles<br>While I personally prefer the Sprints based on highly randomized monster
sets (arenasprint, pitsprint, zigsprint) for having substantially less
spoiler issues and more inherent variety than the others, they also will
continuously need more work than the rest of them for having previously
been highly reliant on generic "place:Branch" calls. (Such calls, of
course, have scaled poorly with the past decade-plus since these sprints
were first made trying to buff most later branches.)<br>
Alongside heavy adjustments across earlier sets and tweaks to later sets,
I've also tweaked the spellbook shop once more, added some explicit
evokers for mildly attractive additional options, and replaced the
now-useless scroll of identify shop with a shop selling each orb type.
Boss kills now also give out random parchments, so magic-using characters
not using spell-gift gods can get some variety between each run past the
fixed book shop without upending the overall balance.<br>
Additionally, I've made a small number of quick tile-hybrids to show
monster variants as arenasprint notably relies upon. There's quite a few
more to do in the future if these work out, but I'd like to rethink the
current inconsistent threat level of the sprint's "bosses" being high-HP
regular enemies versus uniques not announcing they're given more HP.
(Maybe sticking to mostly uniques and giving them a consistent adjective?)<br>
 * Flame-cult kobolds: Sastreii's kobolds / demonologists tiles.
 * Witches: Sastreii's arcanist and occultist tiles.
 * Orb golems: Sastreii's iron golems and nargun tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=797e1778c9">797e1778c9</a> | 2025-09-16 14:19:58 +0300 | Nikolai Lavsky</pre>
fix: remove an unused variable<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5195f5fa9f">5195f5fa9f</a> | 2025-09-16 14:19:27 +0300 | Nikolai Lavsky</pre>
feat: add Warded flag to the monster utility<br>A followup to 668f0552 and 1509c973.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc4ca33cb1">bc4ca33cb1</a> | 2025-09-15 23:20:44 -0500 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e184829fb3">e184829fb3</a> | 2025-09-15 21:27:26 -0500 | Memoria</pre>
Double disjunction dart mulch rate (DracoOmega)<br>They were originally balanced around the assumption that they mulched at
curare rates, but it was left out at the time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=05f6c35849">05f6c35849</a> | 2025-09-15 21:13:12 -0500 | Memoria</pre>
De-spoiler throwable mulch rates (Ge0ff)<br>Instead of saying "It may be destroyed on impact," state the chance of
destruction on impact as a fraction (as many of the percentages are non-
integers or less visibly round). Refactors to get the brand-modified
mulch rate in a separate function from the actual check to mulch, so it
can be displayed to the player without code duplication.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=378a922e91">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-805-g378a922e91.zip">here</a>.]]></description>
            <pubDate>Wed, 17 Sep 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-798-gbc4ca33cb1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-798-gbc4ca33cb1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc4ca33cb1">bc4ca33cb1</a> | 2025-09-15 23:20:44 -0500 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e184829fb3">e184829fb3</a> | 2025-09-15 21:27:26 -0500 | Memoria</pre>
Double disjunction dart mulch rate (DracoOmega)<br>They were originally balanced around the assumption that they mulched at
curare rates, but it was left out at the time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=05f6c35849">05f6c35849</a> | 2025-09-15 21:13:12 -0500 | Memoria</pre>
De-spoiler throwable mulch rates (Ge0ff)<br>Instead of saying "It may be destroyed on impact," state the chance of
destruction on impact as a fraction (as many of the percentages are non-
integers or less visibly round). Refactors to get the brand-modified
mulch rate in a separate function from the actual check to mulch, so it
can be displayed to the player without code duplication.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5fa5d96457">5fa5d96457</a> | 2025-09-15 19:26:57 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adfededa23">adfededa23</a> | 2025-09-15 19:47:36 -0230 | DracoOmega</pre>
Tweak wording of scarves of repulsion (hellmonk)<br>Some players interpreted 'missiles' to mean only those fired by ranged
weapons and not all forms of dodgeable projectile, so let's be a little
more explicit. (And also show the magnitude of the bonus.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a93910155b">a93910155b</a> | 2025-09-15 19:03:36 -0230 | DracoOmega</pre>
Refactor place_cloud to do its own validity checking, fix inconsistencies<br>place_cloud would assert if it tried to place a cloud inside a wall, which
has recently become possible to trigger in many more circumstances via wall
monsters. However, there were already many, many places where the code
depended upon the caller manually checking cell_is_solid() first and this
feels very needless to me in a situation where silently not placing a cloud
is already the behavior we want.<br>
So now place_cloud does its own checking for in_bounds() and
cell_is_solid() and should be safe to call under any circumstance. I have
gone through and removed now-redundant checks from countless calls of this
method.<br>
In addition, I have removed cases of vetoing place_cloud if a pre-existing
cloud was at that spot. Most of these predate the modern consistent cloud
priority behavior, meaning that quite a few effects (effectively at random)
would be blocked by purely cosmetic clouds (eg: foul stench, Frostbite, and
air-flavored Upheaval, to name just a few)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fb57b8551">6fb57b8551</a> | 2025-09-15 14:47:22 -0500 | Isaac Clancy</pre>
Fix tile mismatch on monster lookup menu<br>When typing part of a monster's type into the ?/m menu, it will list all
monsters who's type is similar to what you typed in. In this list,
monsters that usually have a randomized tile will always show the same
tile. However, after selecting one of these monsters to view its
description, it will have a randomized tile. To fix this tile mismatch,
also don't randomize the tile when viewing the description.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04a43924b8">04a43924b8</a> | 2025-09-15 14:21:54 -0500 | David Lawrence Ramsey</pre>
Fix verb conjugation in sticky flame msg (oops).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8624165a17">8624165a17</a> | 2025-09-15 14:05:29 -0500 | David Lawrence Ramsey</pre>
Use proper pronoun in sticky flame msg (#4790).<br>Closes #4790.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1517b53afc">1517b53afc</a> | 2025-09-15 12:01:27 -0500 | David Lawrence Ramsey</pre>
Fix wording and punctuation.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bc4ca33cb1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-798-gbc4ca33cb1.zip">here</a>.]]></description>
            <pubDate>Tue, 16 Sep 2025 05:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-786-ge5b59a6c5f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-786-ge5b59a6c5f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5b59a6c5f">e5b59a6c5f</a> | 2025-09-15 02:45:33 -0230 | DracoOmega</pre>
Fix find_newmons_square_contiguous<br>Accidentally broken by me rebasing wall monster code against new habitat
code in dea4f60.<br>
Though this is used much less often than one might think from the name, and
may only have affected Arena and TRJ spawns (which could no longer appear
on any non-adjacent tile).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83c447b6d4">83c447b6d4</a> | 2025-09-15 02:45:33 -0230 | DracoOmega</pre>
Fix a very minor bug with wizmode monster placement<br>It would only attempt to place using the monster's actual habitat at a
distance of 2 from the player, and only expand its search beyond that using
HT_LAND.<br>
This had the very minor effect of refusing to place wall monsters inside
walls that were more than 2 tiles away from the player.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d59a36a5fb">d59a36a5fb</a> | 2025-09-14 22:22:14 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12e3b08ebc">12e3b08ebc</a> | 2025-09-14 21:48:49 -0500 | David Lawrence Ramsey</pre>
Update pluralisation tests.<br>Orc skeletons are no longer a thing, and neither are cockroaches.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dcbb0502f">6dcbb0502f</a> | 2025-09-14 21:21:54 -0500 | David Lawrence Ramsey</pre>
Make roach-type monsters use roach zombie tiles.<br>Do this for both clockroaches and radroaches, now that the two no longer
share a genus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3c9c7c7d2">b3c9c7c7d2</a> | 2025-09-14 21:10:38 -0500 | David Lawrence Ramsey</pre>
Remove one last giant cockroach reference.<br>Radroaches no longer have it as a genus, and clockroach is not an
appropriate replacement for it here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=899332cdcb">899332cdcb</a> | 2025-09-14 20:57:01 -0500 | David Lawrence Ramsey</pre>
Fix missing instance of cockroach -> clockroach.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae7c7d41fc">ae7c7d41fc</a> | 2025-09-14 20:44:10 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da7a6dae43">da7a6dae43</a> | 2025-09-14 20:43:12 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d441ead689">d441ead689</a> | 2025-09-14 20:40:34 -0500 | David Lawrence Ramsey</pre>
Remove erroneous "/".<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e5b59a6c5f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-786-ge5b59a6c5f.zip">here</a>.]]></description>
            <pubDate>Mon, 15 Sep 2025 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-760-gc40730ba34.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-760-gc40730ba34.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c40730ba34">c40730ba34</a> | 2025-09-13 23:51:53 -0500 | RypoFalem</pre>
Fix spell failure display with '!' in talisman descriptions<br>Talismans were changed from evokable to wearable but there was still a
check to see if the talisman was evokable before players could preview
spell failure rates. Now it checks if the talisman is wearable when
determining if spell failure changes should be shown.<br>
Fixes #4756.<br>
[Committer's notes: Reworded commit title and squashed.<br>
Closes #4788.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3927eee56e">3927eee56e</a> | 2025-09-12 23:53:45 -0230 | DracoOmega</pre>
Fix ktype string for KILLED_BY_DEATH_EXPLOSION just being 'spore'<br>It apparently was named this ever since it was first introduced 17 years
ago (by a commit which even talked about ball lightning, for that matter!)<br>
The enum itself also hasn't been KILLED_BY_SPORE in quite a few years and
this is just confusing when doing sequel queries.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=93f52a107a">93f52a107a</a> | 2025-09-12 06:39:50 -0500 | Implojin</pre>
Fix a ?/m crash when looking up Nobody (various)<br>Previously, when trying to lookup Nobody's description before they'd
actually generated in a game, their descriptor was trying to access an
uninitialized vector.<br>
Fixes #4766.
Closes #4768.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd17588e6">dbd17588e6</a> | 2025-09-11 09:08:32 -0230 | regret-index</pre>
Fix logo border transparency issues in title_lemurrobot_gozag_vaults<br>Also properly center the logo by a few pixels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f87ab926f">4f87ab926f</a> | 2025-09-10 23:14:33 -0500 | David Lawrence Ramsey</pre>
Remove unneeded backslash.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46761a3f36">46761a3f36</a> | 2025-09-10 22:46:31 -0500 | Implojin</pre>
Add LemurRobot to the CREDITS<br>We've used several of your tiles (and now your nice gozag splash),
this should have happened sooner! Thank you!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cb60a99e0">5cb60a99e0</a> | 2025-09-10 22:40:56 -0500 | Implojin</pre>
Add a new gozag splash by LemurRobot<br>Pretty nice! 💰💰💰
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fc263de82">9fc263de82</a> | 2025-09-10 17:09:09 -0230 | regret-index</pre>
Fix water replacing Ziggurat stairs and exits (dillyguru)<br>c1aa15e adding elemental wellsprings to the Summoners ziggurat set ends up
with Crawl trying to make sure said water-bound monsters actually start
off with a permanent source of water underneath them, which has a small
chance of replacing Ziggurat stairs and exits with water if the rare set
then decides to place that on the stairs or exit. (Wellsprings are placed
via the water monster set in Cocytus rather than the regular floor
placement code, so this never came up for the Cocytus ziggurat set). The
Summoners set already has a reasonable amount of variety for something so
rare, so it can just lose wellsprings to avoid this being an issue.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48490cfe52">48490cfe52</a> | 2025-09-10 20:38:41 +1200 | Isaac Clancy</pre>
Fix a crash when shooting a ranged weapon<br>In commit 2b4b8e2 I introduced a crash when firing a ranged weapon with
no weapon in your offhand
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b74a43c243">b74a43c243</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Remove superfluous power arguments from permafrost/bog targeters<br>They have no power-scaling effects to their targeting (and at least in
Permafrost's case, never did).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c40730ba34">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-760-gc40730ba34.zip">here</a>.]]></description>
            <pubDate>Sun, 14 Sep 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-759-g3927eee56e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-759-g3927eee56e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3927eee56e">3927eee56e</a> | 2025-09-12 23:53:45 -0230 | DracoOmega</pre>
Fix ktype string for KILLED_BY_DEATH_EXPLOSION just being 'spore'<br>It apparently was named this ever since it was first introduced 17 years
ago (by a commit which even talked about ball lightning, for that matter!)<br>
The enum itself also hasn't been KILLED_BY_SPORE in quite a few years and
this is just confusing when doing sequel queries.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=93f52a107a">93f52a107a</a> | 2025-09-12 06:39:50 -0500 | Implojin</pre>
Fix a ?/m crash when looking up Nobody (various)<br>Previously, when trying to lookup Nobody's description before they'd
actually generated in a game, their descriptor was trying to access an
uninitialized vector.<br>
Fixes #4766.
Closes #4768.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd17588e6">dbd17588e6</a> | 2025-09-11 09:08:32 -0230 | regret-index</pre>
Fix logo border transparency issues in title_lemurrobot_gozag_vaults<br>Also properly center the logo by a few pixels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f87ab926f">4f87ab926f</a> | 2025-09-10 23:14:33 -0500 | David Lawrence Ramsey</pre>
Remove unneeded backslash.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46761a3f36">46761a3f36</a> | 2025-09-10 22:46:31 -0500 | Implojin</pre>
Add LemurRobot to the CREDITS<br>We've used several of your tiles (and now your nice gozag splash),
this should have happened sooner! Thank you!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cb60a99e0">5cb60a99e0</a> | 2025-09-10 22:40:56 -0500 | Implojin</pre>
Add a new gozag splash by LemurRobot<br>Pretty nice! 💰💰💰
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fc263de82">9fc263de82</a> | 2025-09-10 17:09:09 -0230 | regret-index</pre>
Fix water replacing Ziggurat stairs and exits (dillyguru)<br>c1aa15e adding elemental wellsprings to the Summoners ziggurat set ends up
with Crawl trying to make sure said water-bound monsters actually start
off with a permanent source of water underneath them, which has a small
chance of replacing Ziggurat stairs and exits with water if the rare set
then decides to place that on the stairs or exit. (Wellsprings are placed
via the water monster set in Cocytus rather than the regular floor
placement code, so this never came up for the Cocytus ziggurat set). The
Summoners set already has a reasonable amount of variety for something so
rare, so it can just lose wellsprings to avoid this being an issue.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48490cfe52">48490cfe52</a> | 2025-09-10 20:38:41 +1200 | Isaac Clancy</pre>
Fix a crash when shooting a ranged weapon<br>In commit 2b4b8e2 I introduced a crash when firing a ranged weapon with
no weapon in your offhand
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b74a43c243">b74a43c243</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Remove superfluous power arguments from permafrost/bog targeters<br>They have no power-scaling effects to their targeting (and at least in
Permafrost's case, never did).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15f2ed07ff">15f2ed07ff</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Fix Vehumet's range bonus not properly affecting Arcjolt (Bamboolord)<br>The game would claim its range was 3, but not actually jump to targets
beyond range 2.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3927eee56e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-759-g3927eee56e.zip">here</a>.]]></description>
            <pubDate>Sat, 13 Sep 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-757-gdbd17588e6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-757-gdbd17588e6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd17588e6">dbd17588e6</a> | 2025-09-11 09:08:32 -0230 | regret-index</pre>
Fix logo border transparency issues in title_lemurrobot_gozag_vaults<br>Also properly center the logo by a few pixels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f87ab926f">4f87ab926f</a> | 2025-09-10 23:14:33 -0500 | David Lawrence Ramsey</pre>
Remove unneeded backslash.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46761a3f36">46761a3f36</a> | 2025-09-10 22:46:31 -0500 | Implojin</pre>
Add LemurRobot to the CREDITS<br>We've used several of your tiles (and now your nice gozag splash),
this should have happened sooner! Thank you!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cb60a99e0">5cb60a99e0</a> | 2025-09-10 22:40:56 -0500 | Implojin</pre>
Add a new gozag splash by LemurRobot<br>Pretty nice! 💰💰💰
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fc263de82">9fc263de82</a> | 2025-09-10 17:09:09 -0230 | regret-index</pre>
Fix water replacing Ziggurat stairs and exits (dillyguru)<br>c1aa15e adding elemental wellsprings to the Summoners ziggurat set ends up
with Crawl trying to make sure said water-bound monsters actually start
off with a permanent source of water underneath them, which has a small
chance of replacing Ziggurat stairs and exits with water if the rare set
then decides to place that on the stairs or exit. (Wellsprings are placed
via the water monster set in Cocytus rather than the regular floor
placement code, so this never came up for the Cocytus ziggurat set). The
Summoners set already has a reasonable amount of variety for something so
rare, so it can just lose wellsprings to avoid this being an issue.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48490cfe52">48490cfe52</a> | 2025-09-10 20:38:41 +1200 | Isaac Clancy</pre>
Fix a crash when shooting a ranged weapon<br>In commit 2b4b8e2 I introduced a crash when firing a ranged weapon with
no weapon in your offhand
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b74a43c243">b74a43c243</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Remove superfluous power arguments from permafrost/bog targeters<br>They have no power-scaling effects to their targeting (and at least in
Permafrost's case, never did).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15f2ed07ff">15f2ed07ff</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Fix Vehumet's range bonus not properly affecting Arcjolt (Bamboolord)<br>The game would claim its range was 3, but not actually jump to targets
beyond range 2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5cd0e1a86">d5cd0e1a86</a> | 2025-09-10 02:10:45 -0230 | DracoOmega</pre>
Refactor to fix Vehumet range bonus benefitting monsters<br>spell_range() was, by default, player-centric, yet used in many places for
monster casters. This meant that Vehumet's range extension incorrectly also
applied to monsters for a small handful of different things, including:
glaciate, permafrost eruption, searing ray (after the first turn it is
cast), fulminant prism, the post-bounce range of many bouncing beams, and
a the return value of couple clua functions. The bug with glaciate
(ie: worshipping Vehumet increasing Lom's range) may have existed as far
back as 0.25!<br>
This commit fixes those bugs, as well as hopefully improving some of the
methods involved. Old Crawl had many spells with power-based ranges, but
few of them remain, so it is no longer required to specify power for every
range check (many, many spells used completely arbitrary numbers for it
just to satisfy the method signature), but it is now easier to specify the
*caster* you're checking range for, which can automatically calculate power
as well, when required.<br>
An agent should be specified for any call to spell_range() where Vehumet's
range bonus *might* apply to some caster, but is otherwise optional for a
little less boilerplate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d9aeb82da">4d9aeb82da</a> | 2025-09-10 02:02:38 -0230 | DracoOmega</pre>
Remove two meaningless variable spell ranges from monsters<br>Lightning bolt could be as short as range 4 at low power, but the lowest
HD caster of it already has enough power to reach 8.<br>
Beckoning Gale was never even meant to be anything other than full LoS
range and only had variable range by accident. The lowest caster already
reached range 7, though, so technically only barachi could see any
difference.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=dbd17588e6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-757-gdbd17588e6.zip">here</a>.]]></description>
            <pubDate>Fri, 12 Sep 2025 05:44:43 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-756-g4f87ab926f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-756-g4f87ab926f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f87ab926f">4f87ab926f</a> | 2025-09-10 23:14:33 -0500 | David Lawrence Ramsey</pre>
Remove unneeded backslash.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46761a3f36">46761a3f36</a> | 2025-09-10 22:46:31 -0500 | Implojin</pre>
Add LemurRobot to the CREDITS<br>We've used several of your tiles (and now your nice gozag splash),
this should have happened sooner! Thank you!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cb60a99e0">5cb60a99e0</a> | 2025-09-10 22:40:56 -0500 | Implojin</pre>
Add a new gozag splash by LemurRobot<br>Pretty nice! 💰💰💰
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fc263de82">9fc263de82</a> | 2025-09-10 17:09:09 -0230 | regret-index</pre>
Fix water replacing Ziggurat stairs and exits (dillyguru)<br>c1aa15e adding elemental wellsprings to the Summoners ziggurat set ends up
with Crawl trying to make sure said water-bound monsters actually start
off with a permanent source of water underneath them, which has a small
chance of replacing Ziggurat stairs and exits with water if the rare set
then decides to place that on the stairs or exit. (Wellsprings are placed
via the water monster set in Cocytus rather than the regular floor
placement code, so this never came up for the Cocytus ziggurat set). The
Summoners set already has a reasonable amount of variety for something so
rare, so it can just lose wellsprings to avoid this being an issue.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48490cfe52">48490cfe52</a> | 2025-09-10 20:38:41 +1200 | Isaac Clancy</pre>
Fix a crash when shooting a ranged weapon<br>In commit 2b4b8e2 I introduced a crash when firing a ranged weapon with
no weapon in your offhand
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b74a43c243">b74a43c243</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Remove superfluous power arguments from permafrost/bog targeters<br>They have no power-scaling effects to their targeting (and at least in
Permafrost's case, never did).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15f2ed07ff">15f2ed07ff</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Fix Vehumet's range bonus not properly affecting Arcjolt (Bamboolord)<br>The game would claim its range was 3, but not actually jump to targets
beyond range 2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5cd0e1a86">d5cd0e1a86</a> | 2025-09-10 02:10:45 -0230 | DracoOmega</pre>
Refactor to fix Vehumet range bonus benefitting monsters<br>spell_range() was, by default, player-centric, yet used in many places for
monster casters. This meant that Vehumet's range extension incorrectly also
applied to monsters for a small handful of different things, including:
glaciate, permafrost eruption, searing ray (after the first turn it is
cast), fulminant prism, the post-bounce range of many bouncing beams, and
a the return value of couple clua functions. The bug with glaciate
(ie: worshipping Vehumet increasing Lom's range) may have existed as far
back as 0.25!<br>
This commit fixes those bugs, as well as hopefully improving some of the
methods involved. Old Crawl had many spells with power-based ranges, but
few of them remain, so it is no longer required to specify power for every
range check (many, many spells used completely arbitrary numbers for it
just to satisfy the method signature), but it is now easier to specify the
*caster* you're checking range for, which can automatically calculate power
as well, when required.<br>
An agent should be specified for any call to spell_range() where Vehumet's
range bonus *might* apply to some caster, but is otherwise optional for a
little less boilerplate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d9aeb82da">4d9aeb82da</a> | 2025-09-10 02:02:38 -0230 | DracoOmega</pre>
Remove two meaningless variable spell ranges from monsters<br>Lightning bolt could be as short as range 4 at low power, but the lowest
HD caster of it already has enough power to reach 8.<br>
Beckoning Gale was never even meant to be anything other than full LoS
range and only had variable range by accident. The lowest caster already
reached range 7, though, so technically only barachi could see any
difference.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2449f45e1b">2449f45e1b</a> | 2025-09-09 23:28:11 -0500 | David Lawrence Ramsey</pre>
Fix unused parameter warning.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4f87ab926f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-756-g4f87ab926f.zip">here</a>.]]></description>
            <pubDate>Thu, 11 Sep 2025 05:44:49 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-751-gb74a43c243.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-751-gb74a43c243.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b74a43c243">b74a43c243</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Remove superfluous power arguments from permafrost/bog targeters<br>They have no power-scaling effects to their targeting (and at least in
Permafrost's case, never did).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15f2ed07ff">15f2ed07ff</a> | 2025-09-10 02:10:50 -0230 | DracoOmega</pre>
Fix Vehumet's range bonus not properly affecting Arcjolt (Bamboolord)<br>The game would claim its range was 3, but not actually jump to targets
beyond range 2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d5cd0e1a86">d5cd0e1a86</a> | 2025-09-10 02:10:45 -0230 | DracoOmega</pre>
Refactor to fix Vehumet range bonus benefitting monsters<br>spell_range() was, by default, player-centric, yet used in many places for
monster casters. This meant that Vehumet's range extension incorrectly also
applied to monsters for a small handful of different things, including:
glaciate, permafrost eruption, searing ray (after the first turn it is
cast), fulminant prism, the post-bounce range of many bouncing beams, and
a the return value of couple clua functions. The bug with glaciate
(ie: worshipping Vehumet increasing Lom's range) may have existed as far
back as 0.25!<br>
This commit fixes those bugs, as well as hopefully improving some of the
methods involved. Old Crawl had many spells with power-based ranges, but
few of them remain, so it is no longer required to specify power for every
range check (many, many spells used completely arbitrary numbers for it
just to satisfy the method signature), but it is now easier to specify the
*caster* you're checking range for, which can automatically calculate power
as well, when required.<br>
An agent should be specified for any call to spell_range() where Vehumet's
range bonus *might* apply to some caster, but is otherwise optional for a
little less boilerplate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d9aeb82da">4d9aeb82da</a> | 2025-09-10 02:02:38 -0230 | DracoOmega</pre>
Remove two meaningless variable spell ranges from monsters<br>Lightning bolt could be as short as range 4 at low power, but the lowest
HD caster of it already has enough power to reach 8.<br>
Beckoning Gale was never even meant to be anything other than full LoS
range and only had variable range by accident. The lowest caster already
reached range 7, though, so technically only barachi could see any
difference.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2449f45e1b">2449f45e1b</a> | 2025-09-09 23:28:11 -0500 | David Lawrence Ramsey</pre>
Fix unused parameter warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b4b8e2f9e">2b4b8e2f9e</a> | 2025-09-10 16:06:39 +1200 | Isaac Clancy</pre>
Fix penetrating weapons being blocked on coglins (cfcfcfcfcfcfcfcfcfcf)<br>When using a penetrating weapon in one hand and a non-penetrating weapon
in the other, coglins would get a message saying the path to their
target was blocked half the time when shooting through a plant.<br>
Fixes #4528
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f61ba0e50">0f61ba0e50</a> | 2025-09-09 16:02:45 -0230 | DracoOmega</pre>
Let autofight move towards warded enemies (various)<br>Autofight understood that it was impossible to damage warded enemies while
at range and would not consider attacking them. This is desireable for
ranged combat (so that it will shoot other things instead), but more
awkward for melee characters or when there is only one enemy in sight.<br>
Now autofight should move towards a warded enemy if there are no other
valid targets the player can currently damage.<br>
(This will be even more important in the near future when warded enemies
will exist beyond one bane and one wizlab.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f63fd7415a">f63fd7415a</a> | 2025-09-09 22:57:22 +1200 | RypoFalem</pre>
Display delay on throwing weapons (Planckenstein)<br>Just like with other weapons. Not only is this convenient but it also
makes it clearer that your throwing delay is effected by shields which
wasn't apparent to some players.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a7b8500d">c6a7b8500d</a> | 2025-09-09 22:57:22 +1200 | RypoFalem</pre>
Always display weapon delay in item descriptions<br>Previously it was displayed only when the displayed delay would be
different from the base delay. Normally, this was when you had zero
skill but it could also be hidden if your armour/shield delay canceled
out your weapon skill delay reductions. This was unexpected and I think
it's a good idea to always show the current delay anyway. It's short and
when it's absent, I need to spend time looking for it so I can be sure
that it's absent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35a1f1af79">35a1f1af79</a> | 2025-09-06 20:53:37 -0500 | gammafunk</pre>
Welcome Wizard Ike to the Dev Team!<br>Welcome aboard! 🥳
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b74a43c243">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-751-gb74a43c243.zip">here</a>.]]></description>
            <pubDate>Wed, 10 Sep 2025 05:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-742-g35a1f1af79.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-742-g35a1f1af79.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35a1f1af79">35a1f1af79</a> | 2025-09-06 20:53:37 -0500 | gammafunk</pre>
Welcome Wizard Ike to the Dev Team!<br>Welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a5e4eafc">c6a5e4eafc</a> | 2025-09-06 14:37:50 -0230 | regret-index</pre>
Mostly catch-up vault review<br>This vault review is mostly accumulated fix-ups of small reports and pieces
I've noticed over time regarding newer tile adjustments or Trove clean-up
since the big overhaul, as well as a few other pieces like distributing
this version's newer equipment types in more vaults / troves / portals.
There's not a lot of other individual matters worthy of note, but:<br>
 * Wizlab entrances and Borgjnor's Mausoleum have more visual fanciness,<br>
 * The Crypt:3 shop now has more orb types and a chance for plate armour
   of death randarts,<br>
 * and Tomb entrances no longer place plain mummes in exchange for various
   Ossuary monsters (that could at least hypothetically be relevant in
   support capacities) plus slightly more sphinx draugr.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3737fe9480">3737fe9480</a> | 2025-09-06 02:11:23 -0500 | Memoria</pre>
Allow one-handed small species to acquire spears<br>Previously, if acquirement generated a polearm for a one-handed spriggan
or kobold, this would lead to a crash, as their only option, spears, are
acquirement weight 0. As it is their best and only polearm option, and
allowing at least one polearm type is the only way such a character can
acquire usable and powerful unrand polearms such as Wyrmbane, give basic
spears an effective weight of 1 in this case only.<br>
It might be cleaner to give starter weapons weight 1 by default, or to
forbid characters in this situation from acquiring Wyrmbane, but either
seems comparatively sad for the player, so this exception is made here
for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=868e30f2ff">868e30f2ff</a> | 2025-09-05 16:24:58 -0500 | David Lawrence Ramsey</pre>
Fix erroneous item entry.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b00f08be49">b00f08be49</a> | 2025-09-05 18:07:15 -0230 | DracoOmega</pre>
Remove undefined equipment behavior when transiting monsters (Xolotl)<br>In general, monster inventories are not stored inside the monster
themselves, but in env.items and the monster just stores references to
indicies in that array that correspond to their equipment.<br>
When monsters are transited from one floor to another, their old inventory
is copied and new links set up when they are placed. *However*, determining
where to put them has to check if the monster is flying, which has to check
their equipment, *which isn't set up yet, and is thus pointing to random
items on the new floor*. In most cases, this is invisible, since most items
are either empty or have no relevant properties, but in theory a monster
*could* incorrectly think it was flying if one of its links pointed to a
flight item on the new floor.<br>
Or, as led to this being discovered, could crash if the monster thought it
was wearing an artefact spellbook.<br>
I believe this bug has probably existed approximatetly forever, but just
been very hard to trigger in a relevant way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0061d6f5e">b0061d6f5e</a> | 2025-09-05 14:42:46 -0230 | regret-index</pre>
New level document: a list of monsters not meant to leave their branches<br>A suggestion made a few years ago by elliptic, which I had him proofread
back then and which I've tailored to my own preferences afterward. Most of
this is meant to make sure extended branches still get to have their own
notable highlights compared to the rest of a 3-rune game, as well as to
not overly use monsters that readily injure and debuff other monsters.<br>
As the document itself notes, a vault's monster choices can end up being
rejected or changed for reasons outside of this list- it is meant to
mostly to provide an offhand quick piece of reference material for both
vault submissions and vault edits. There are also a fair number of
specific exceptions, like Ziggurats and the Vestibule of Hell- reading
the full document is recommended.<br>
(Ideally, this list would be expanded in the future for earlier branches
after getting a sufficiently varied monster pool readied for the each of
them, but it has been a slow process over the past versions to
sufficiently fill out other goals of D and endgame / extended branches.
So it goes.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8f1bfb782">f8f1bfb782</a> | 2025-09-05 14:42:40 -0230 | yrdzrfxndfvh</pre>
small assortment of vaults (#4747)<br>adds some vaults across various branches<br>
[Committer's notes: To be precise, this contains an Elf arrival
vault, a minivault each for Orc and Depths + Crypt, an entry vault each
for Tomb and Ziggurats, a Necropolis subvault, and a new lategame
guarded_unrand vault.<br>
Initial feedback was provided privately and handled in follow-up
commits that have been squashed into the one commit. This included
leaving out a Dis non-end encompass vault using ironbound mechanists,
which has been rejected for now for putting living midgame branch guest
monsters in a Hell, but which will be accepted after the Hell-Pan roulette
project most likely ends up adding a Nazja's Tempering monster for Dis.<br>
This submitter has assented to regular vault edits previously and
recently, which has lead a fair bit of header clean-up. Other notable
changes include:<br>
 * Making _all_or_nothing_shop use a fair bit of Lua to read fairly better
   than constantly going over the header character limit repeating the
   word "randart" constantly- I really should make some formalized vault
   functions for this sort of super-long weapons list sometime.<br>
 * Moving klown_kollege to Zot.des where it belongs, upgrading its rewards
   in an appropriate fashion, and significantly adjusting its aesthetics.<br>
 * Replacing enter_ziggurat_h's moths of wrath (too much bleed-over
   between Depths and Zot for something as common as a ziggurat entrance,
   too dangerous to allow deep troll earth mages to dig out) and lost
   souls (functional but not really anything presented as common monsters
   these days) for some weaker support monsters in higher quantities-
   torpor snails, soul eaters, glass eyes, and rakshasa.<br>
Resolves #4747.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0e6fa1765">a0e6fa1765</a> | 2025-09-05 14:26:24 -0230 | regret-index</pre>
Adjust a few semi / recent tiles<br> * I've changed the accursed mutation (which gives undead species their
   rDoom-) tile to use the Doom red-black palette of drudes / ravens /
   cacodemon extremities / Doom bolt icon and vfx, as well as the patterns
   used in Ill-Omen and Doom Bolt icon / vfx tiles, rather than just
   matching regular Yred invocation colours entirely.<br>
 * I've also changed the contamination suceptibility icon away from the
   maze patterns of draining to instead the speckles of the Mutagenic Gaze
   icon, though with colours from the current Flux Form / contamination
   explosion tiles instead.<br>
 * Discussions of deploying the Mass Regeneration spell on a future holy
   has lead to me noticing it never got its own icon in e97a2a3, so I've
   put together a quick one combining ontoclasm's Heal Other icon with
   roctavian's Regeneration icon.<br>
(Also, I've removed yred_dark_bargain.png from the unused folder, due to
being used now thrice- Malign Offering, Shadow Draining, and this accursed
mutation icon. To help other devs without their own collections of removed
tiles, I've added some more spell icons to the folder: roctavian's Flame
Tongue / Controlled Blink / Phase Shift, and ontoclasm's Deflect Missiles
plus Excruiating Wounds.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77b2a6e07e">77b2a6e07e</a> | 2025-09-05 14:26:24 -0230 | David Lawrence Ramsey</pre>
Add eyeball-themed entry vault (#4750)<br>[Committer's notes: While the vault's fountains of eyes are very gimmicky
features to put at the very start of the game and lack for any obvious
connection to Jiyva and Lugonu as the other eye fountain vaults lean upon,
we have over 300 arrival vaults as is and it's a good summation of some
of Crawl's weirder flavour to occasionally put unique decoration earlier,
so I'm fine with merging this with only a mild downweighting. Also, since
apostrophes work in vault names (c.f. bddc013), I added one in.<br>
Resolves #4750.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1aa15e374">c1aa15e374</a> | 2025-09-05 14:26:24 -0230 | yrdzrfxndfvh</pre>
Adjustments to zig sets (#4638)<br> * Shoals: Small boost to formless jellyfish and sphinx marauders
           (two of the more dangerous enemies in the branch)
 * Orc: Loses iron trolls (which don't really spawn in there), gains
        ettins
 * Crypt: Small boost to cognitogaunts and ancient champions
 * Ice: Reduces scaling for (former) top tier monsters so
        orbs of winter can be more prominent
 * Earth: Add walking crystal/earthen tomes and the iron trolls that Orc
          lost
 * Chaos: Add blood saints, fleshcrafters and zykzyl
 * Archers: Add cherubim
 * Summoners: Add elemental wellsprings<br>
Also some minor formatting tweaks<br>
[Committer's notes:<br>
 * Crypt: Slightly lowered cognitogaunt scaling, as they're not that much
   difficult for megazig players to destroy and we've got enough sets
   trying to hate on mages as is.<br>
 * Earth: Rejected putting obsidian bats over gargoyles, as they're more
   tangential + demonic than necessary, and zig levels are already using
   harmless monsters in the first Zig for the sake of letting people only
   briefly dipping into Zigs to not be completely destroyed (see Fire
   floor efreets, Ice floor ice devils, Air floor raiju, Lair itself.)<br>
 * Negative Energy changes were ignored due to this submission managing to
   be between eee5569 and 9245ba7, the latter of which already added the
   orbs. (I'm also holding back alderkings from the floor due to planning
   a less plant / fae themed monster with Siphon Essence with Hell-Pan
   Roulette).<br>
Also did my own further formatting adjustments to the above commit message
and ziggurat.lua itself. Resolves #4638.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=35a1f1af79">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-742-g35a1f1af79.zip">here</a>.]]></description>
            <pubDate>Sun, 07 Sep 2025 05:46:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-739-g868e30f2ff.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-739-g868e30f2ff.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=868e30f2ff">868e30f2ff</a> | 2025-09-05 16:24:58 -0500 | David Lawrence Ramsey</pre>
Fix erroneous item entry.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b00f08be49">b00f08be49</a> | 2025-09-05 18:07:15 -0230 | DracoOmega</pre>
Remove undefined equipment behavior when transiting monsters (Xolotl)<br>In general, monster inventories are not stored inside the monster
themselves, but in env.items and the monster just stores references to
indicies in that array that correspond to their equipment.<br>
When monsters are transited from one floor to another, their old inventory
is copied and new links set up when they are placed. *However*, determining
where to put them has to check if the monster is flying, which has to check
their equipment, *which isn't set up yet, and is thus pointing to random
items on the new floor*. In most cases, this is invisible, since most items
are either empty or have no relevant properties, but in theory a monster
*could* incorrectly think it was flying if one of its links pointed to a
flight item on the new floor.<br>
Or, as led to this being discovered, could crash if the monster thought it
was wearing an artefact spellbook.<br>
I believe this bug has probably existed approximatetly forever, but just
been very hard to trigger in a relevant way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0061d6f5e">b0061d6f5e</a> | 2025-09-05 14:42:46 -0230 | regret-index</pre>
New level document: a list of monsters not meant to leave their branches<br>A suggestion made a few years ago by elliptic, which I had him proofread
back then and which I've tailored to my own preferences afterward. Most of
this is meant to make sure extended branches still get to have their own
notable highlights compared to the rest of a 3-rune game, as well as to
not overly use monsters that readily injure and debuff other monsters.<br>
As the document itself notes, a vault's monster choices can end up being
rejected or changed for reasons outside of this list- it is meant to
mostly to provide an offhand quick piece of reference material for both
vault submissions and vault edits. There are also a fair number of
specific exceptions, like Ziggurats and the Vestibule of Hell- reading
the full document is recommended.<br>
(Ideally, this list would be expanded in the future for earlier branches
after getting a sufficiently varied monster pool readied for the each of
them, but it has been a slow process over the past versions to
sufficiently fill out other goals of D and endgame / extended branches.
So it goes.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8f1bfb782">f8f1bfb782</a> | 2025-09-05 14:42:40 -0230 | yrdzrfxndfvh</pre>
small assortment of vaults (#4747)<br>adds some vaults across various branches<br>
[Committer's notes: To be precise, this contains an Elf arrival
vault, a minivault each for Orc and Depths + Crypt, an entry vault each
for Tomb and Ziggurats, a Necropolis subvault, and a new lategame
guarded_unrand vault.<br>
Initial feedback was provided privately and handled in follow-up
commits that have been squashed into the one commit. This included
leaving out a Dis non-end encompass vault using ironbound mechanists,
which has been rejected for now for putting living midgame branch guest
monsters in a Hell, but which will be accepted after the Hell-Pan roulette
project most likely ends up adding a Nazja's Tempering monster for Dis.<br>
This submitter has assented to regular vault edits previously and
recently, which has lead a fair bit of header clean-up. Other notable
changes include:<br>
 * Making _all_or_nothing_shop use a fair bit of Lua to read fairly better
   than constantly going over the header character limit repeating the
   word "randart" constantly- I really should make some formalized vault
   functions for this sort of super-long weapons list sometime.<br>
 * Moving klown_kollege to Zot.des where it belongs, upgrading its rewards
   in an appropriate fashion, and significantly adjusting its aesthetics.<br>
 * Replacing enter_ziggurat_h's moths of wrath (too much bleed-over
   between Depths and Zot for something as common as a ziggurat entrance,
   too dangerous to allow deep troll earth mages to dig out) and lost
   souls (functional but not really anything presented as common monsters
   these days) for some weaker support monsters in higher quantities-
   torpor snails, soul eaters, glass eyes, and rakshasa.<br>
Resolves #4747.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0e6fa1765">a0e6fa1765</a> | 2025-09-05 14:26:24 -0230 | regret-index</pre>
Adjust a few semi / recent tiles<br> * I've changed the accursed mutation (which gives undead species their
   rDoom-) tile to use the Doom red-black palette of drudes / ravens /
   cacodemon extremities / Doom bolt icon and vfx, as well as the patterns
   used in Ill-Omen and Doom Bolt icon / vfx tiles, rather than just
   matching regular Yred invocation colours entirely.<br>
 * I've also changed the contamination suceptibility icon away from the
   maze patterns of draining to instead the speckles of the Mutagenic Gaze
   icon, though with colours from the current Flux Form / contamination
   explosion tiles instead.<br>
 * Discussions of deploying the Mass Regeneration spell on a future holy
   has lead to me noticing it never got its own icon in e97a2a3, so I've
   put together a quick one combining ontoclasm's Heal Other icon with
   roctavian's Regeneration icon.<br>
(Also, I've removed yred_dark_bargain.png from the unused folder, due to
being used now thrice- Malign Offering, Shadow Draining, and this accursed
mutation icon. To help other devs without their own collections of removed
tiles, I've added some more spell icons to the folder: roctavian's Flame
Tongue / Controlled Blink / Phase Shift, and ontoclasm's Deflect Missiles
plus Excruiating Wounds.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77b2a6e07e">77b2a6e07e</a> | 2025-09-05 14:26:24 -0230 | David Lawrence Ramsey</pre>
Add eyeball-themed entry vault (#4750)<br>[Committer's notes: While the vault's fountains of eyes are very gimmicky
features to put at the very start of the game and lack for any obvious
connection to Jiyva and Lugonu as the other eye fountain vaults lean upon,
we have over 300 arrival vaults as is and it's a good summation of some
of Crawl's weirder flavour to occasionally put unique decoration earlier,
so I'm fine with merging this with only a mild downweighting. Also, since
apostrophes work in vault names (c.f. bddc013), I added one in.<br>
Resolves #4750.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1aa15e374">c1aa15e374</a> | 2025-09-05 14:26:24 -0230 | yrdzrfxndfvh</pre>
Adjustments to zig sets (#4638)<br> * Shoals: Small boost to formless jellyfish and sphinx marauders
           (two of the more dangerous enemies in the branch)
 * Orc: Loses iron trolls (which don't really spawn in there), gains
        ettins
 * Crypt: Small boost to cognitogaunts and ancient champions
 * Ice: Reduces scaling for (former) top tier monsters so
        orbs of winter can be more prominent
 * Earth: Add walking crystal/earthen tomes and the iron trolls that Orc
          lost
 * Chaos: Add blood saints, fleshcrafters and zykzyl
 * Archers: Add cherubim
 * Summoners: Add elemental wellsprings<br>
Also some minor formatting tweaks<br>
[Committer's notes:<br>
 * Crypt: Slightly lowered cognitogaunt scaling, as they're not that much
   difficult for megazig players to destroy and we've got enough sets
   trying to hate on mages as is.<br>
 * Earth: Rejected putting obsidian bats over gargoyles, as they're more
   tangential + demonic than necessary, and zig levels are already using
   harmless monsters in the first Zig for the sake of letting people only
   briefly dipping into Zigs to not be completely destroyed (see Fire
   floor efreets, Ice floor ice devils, Air floor raiju, Lair itself.)<br>
 * Negative Energy changes were ignored due to this submission managing to
   be between eee5569 and 9245ba7, the latter of which already added the
   orbs. (I'm also holding back alderkings from the floor due to planning
   a less plant / fae themed monster with Siphon Essence with Hell-Pan
   Roulette).<br>
Also did my own further formatting adjustments to the above commit message
and ziggurat.lua itself. Resolves #4638.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7224c163e6">7224c163e6</a> | 2025-09-04 21:06:43 -0500 | code2828</pre>
fix DjWn starting note missing a spacer<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=51e9893999">51e9893999</a> | 2025-09-04 20:57:44 -0230 | DracoOmega</pre>
Make warn_contam_cost default to true (various)<br>This was frequently asked about and we prompt for less important things
by default already, so this may possibly be correct.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f293c4eec6">f293c4eec6</a> | 2025-09-04 20:56:50 -0230 | DracoOmega</pre>
Don't prompt the player when a monster casts Irradiate (tekkud)<br>The warn_contam_cost option was apply even to monster-cast Irradiate.
Worse, if the player said no, the spell would in fact be aborted!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=868e30f2ff">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-739-g868e30f2ff.zip">here</a>.]]></description>
            <pubDate>Sat, 06 Sep 2025 05:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-732-g7224c163e6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-732-g7224c163e6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7224c163e6">7224c163e6</a> | 2025-09-04 21:06:43 -0500 | code2828</pre>
fix DjWn starting note missing a spacer<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=51e9893999">51e9893999</a> | 2025-09-04 20:57:44 -0230 | DracoOmega</pre>
Make warn_contam_cost default to true (various)<br>This was frequently asked about and we prompt for less important things
by default already, so this may possibly be correct.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f293c4eec6">f293c4eec6</a> | 2025-09-04 20:56:50 -0230 | DracoOmega</pre>
Don't prompt the player when a monster casts Irradiate (tekkud)<br>The warn_contam_cost option was apply even to monster-cast Irradiate.
Worse, if the player said no, the spell would in fact be aborted!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=feca0caa60">feca0caa60</a> | 2025-09-04 01:02:06 -0500 | Memoria</pre>
Prevent Spit Poison self-target<br>If the only valid targets were immune to Spit Poison, it would default
to targeting the player, needlessly prompting for self-damage when there
was no good reason to self-target anyway, and no meaningful benefit to
allowing this manually while many other effects do not. The T2 mutation
upgrade, Breathe Poison, is untouched because it can place defensive
clouds under and around the player.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fad36595ba">fad36595ba</a> | 2025-09-04 02:13:56 -0230 | DracoOmega</pre>
Fix Golden Breath tracer only warning about the first target hit (Darby)<br>Despite the breath being penetrating, the tracer was not, and so would
ignore penancy or ally-hit prompts if anything at all else was in the way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=edf5e7425e">edf5e7425e</a> | 2025-09-03 22:56:07 -0230 | DracoOmega</pre>
Ignore artefacts when checking if floor jewelry is redundant (tekkud)<br>This could lead to minor info leaks when unID'd non-artefact jewelry on
the floor had autopickup disabled because a randart of the same base type
was in the player's inventory, but this is probably not correct behavior
anyway, since randarts are not guaranteed to be better than non-randarts
(if the player has rolled a poor enough one).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=138740454e">138740454e</a> | 2025-09-02 21:07:47 -0500 | Memoria</pre>
Give spark wasp zombies the hornet zombie tile<br>They were using the killer bee zombie tile by default, despite the live
spark wasp tile closely resembling the live hornet tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7730aa224">f7730aa224</a> | 2025-09-02 02:43:44 -0230 | DracoOmega</pre>
Fix a crash with examining submerged shops (Omelet, Darby)<br>If the player had seen a shop on a given tile (or had it pre-revealed to
them in a Necropolis), but that tile was not currently in view and had
also had its terrain changed (such as by a nearby water nymph) examining
that tile (or even just moving your mouse over it in local tiles) would
crash.<br>
This is a little bit of a cludgy fix (and still imperfect, since trying to
examine such a shop will show a question mark instead of its normal icon),
but a lot of code calls shop_at as a way of checking if there *is* a shop
at some arbitrary space, rather than in situations where it 'knows' there
is one, and this avoids disrupting any of that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1007c679b5">1007c679b5</a> | 2025-09-01 21:09:33 -0500 | code2828</pre>
unify capitalization of Blorkula the orcula<br>...except in the 0.32 changelog. There are far more 'o'rculas than
'O'rculas throughout the code, and Blork the orc used small o's.<br>
Fixes #4758.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e448dd4f9f">e448dd4f9f</a> | 2025-08-31 12:50:07 -0500 | Steinar Darri Þorgilsson</pre>
fix: correct typo 'Mahkleb' to 'Makhleb'<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7224c163e6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-732-g7224c163e6.zip">here</a>.]]></description>
            <pubDate>Fri, 05 Sep 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-728-gfad36595ba.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-728-gfad36595ba.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fad36595ba">fad36595ba</a> | 2025-09-04 02:13:56 -0230 | DracoOmega</pre>
Fix Golden Breath tracer only warning about the first target hit (Darby)<br>Despite the breath being penetrating, the tracer was not, and so would
ignore penancy or ally-hit prompts if anything at all else was in the way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=edf5e7425e">edf5e7425e</a> | 2025-09-03 22:56:07 -0230 | DracoOmega</pre>
Ignore artefacts when checking if floor jewelry is redundant (tekkud)<br>This could lead to minor info leaks when unID'd non-artefact jewelry on
the floor had autopickup disabled because a randart of the same base type
was in the player's inventory, but this is probably not correct behavior
anyway, since randarts are not guaranteed to be better than non-randarts
(if the player has rolled a poor enough one).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=138740454e">138740454e</a> | 2025-09-02 21:07:47 -0500 | Memoria</pre>
Give spark wasp zombies the hornet zombie tile<br>They were using the killer bee zombie tile by default, despite the live
spark wasp tile closely resembling the live hornet tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7730aa224">f7730aa224</a> | 2025-09-02 02:43:44 -0230 | DracoOmega</pre>
Fix a crash with examining submerged shops (Omelet, Darby)<br>If the player had seen a shop on a given tile (or had it pre-revealed to
them in a Necropolis), but that tile was not currently in view and had
also had its terrain changed (such as by a nearby water nymph) examining
that tile (or even just moving your mouse over it in local tiles) would
crash.<br>
This is a little bit of a cludgy fix (and still imperfect, since trying to
examine such a shop will show a question mark instead of its normal icon),
but a lot of code calls shop_at as a way of checking if there *is* a shop
at some arbitrary space, rather than in situations where it 'knows' there
is one, and this avoids disrupting any of that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1007c679b5">1007c679b5</a> | 2025-09-01 21:09:33 -0500 | code2828</pre>
unify capitalization of Blorkula the orcula<br>...except in the 0.32 changelog. There are far more 'o'rculas than
'O'rculas throughout the code, and Blork the orc used small o's.<br>
Fixes #4758.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e448dd4f9f">e448dd4f9f</a> | 2025-08-31 12:50:07 -0500 | Steinar Darri Þorgilsson</pre>
fix: correct typo 'Mahkleb' to 'Makhleb'<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0c3d34337">a0c3d34337</a> | 2025-08-31 07:50:01 -0500 | Memoria</pre>
Correctly draw shadows in levels with slimy walls<br>Whenever there was at least one slimy wall anywhere in the level, all
wall shadows everywhere would fail to draw, when the intent was to only
remove shadows around the slimy walls to draw their corrosive border
tiles instead. Besides being a visual bug also seen after Oozemancy, it
also leaked information to tiles players on whether a Slime entry vault
was on Lair:4 or Lair:5.<br>
It now uses similar logic to the visually similar Frozen Ramparts tile
effects.<br>
Resolves #2668.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b454e72584">b454e72584</a> | 2025-08-30 10:51:23 -0230 | DracoOmega</pre>
Account for certain allies being immune when autotargeting (CarefulOdds)<br>So that, for instance, it won't attempt to avoid aiming fireballs near Hep
ancestors or similar.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fad36595ba">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-728-gfad36595ba.zip">here</a>.]]></description>
            <pubDate>Thu, 04 Sep 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-726-g138740454e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-726-g138740454e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=138740454e">138740454e</a> | 2025-09-02 21:07:47 -0500 | Memoria</pre>
Give spark wasp zombies the hornet zombie tile<br>They were using the killer bee zombie tile by default, despite the live
spark wasp tile closely resembling the live hornet tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7730aa224">f7730aa224</a> | 2025-09-02 02:43:44 -0230 | DracoOmega</pre>
Fix a crash with examining submerged shops (Omelet, Darby)<br>If the player had seen a shop on a given tile (or had it pre-revealed to
them in a Necropolis), but that tile was not currently in view and had
also had its terrain changed (such as by a nearby water nymph) examining
that tile (or even just moving your mouse over it in local tiles) would
crash.<br>
This is a little bit of a cludgy fix (and still imperfect, since trying to
examine such a shop will show a question mark instead of its normal icon),
but a lot of code calls shop_at as a way of checking if there *is* a shop
at some arbitrary space, rather than in situations where it 'knows' there
is one, and this avoids disrupting any of that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1007c679b5">1007c679b5</a> | 2025-09-01 21:09:33 -0500 | code2828</pre>
unify capitalization of Blorkula the orcula<br>...except in the 0.32 changelog. There are far more 'o'rculas than
'O'rculas throughout the code, and Blork the orc used small o's.<br>
Fixes #4758.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e448dd4f9f">e448dd4f9f</a> | 2025-08-31 12:50:07 -0500 | Steinar Darri Þorgilsson</pre>
fix: correct typo 'Mahkleb' to 'Makhleb'<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0c3d34337">a0c3d34337</a> | 2025-08-31 07:50:01 -0500 | Memoria</pre>
Correctly draw shadows in levels with slimy walls<br>Whenever there was at least one slimy wall anywhere in the level, all
wall shadows everywhere would fail to draw, when the intent was to only
remove shadows around the slimy walls to draw their corrosive border
tiles instead. Besides being a visual bug also seen after Oozemancy, it
also leaked information to tiles players on whether a Slime entry vault
was on Lair:4 or Lair:5.<br>
It now uses similar logic to the visually similar Frozen Ramparts tile
effects.<br>
Resolves #2668.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b454e72584">b454e72584</a> | 2025-08-30 10:51:23 -0230 | DracoOmega</pre>
Account for certain allies being immune when autotargeting (CarefulOdds)<br>So that, for instance, it won't attempt to avoid aiming fireballs near Hep
ancestors or similar.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fd3e0fab4">1fd3e0fab4</a> | 2025-08-28 15:32:58 -0230 | DracoOmega</pre>
Fix inverted logic in solar flare check (Acrobat)<br>It was triggering *only* if the player attacked firewood.<br>
(Also extend the firewood check to several other post-attack effects like
Paragon and duration extensions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb6d2ffd9a">fb6d2ffd9a</a> | 2025-08-28 10:48:03 -0500 | Implojin</pre>
Update new dev onboarding docs for 2025<br>No reason at all for this commit, there's nothing to see here.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=138740454e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-726-g138740454e.zip">here</a>.]]></description>
            <pubDate>Wed, 03 Sep 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-725-gf7730aa224.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-725-gf7730aa224.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7730aa224">f7730aa224</a> | 2025-09-02 02:43:44 -0230 | DracoOmega</pre>
Fix a crash with examining submerged shops (Omelet, Darby)<br>If the player had seen a shop on a given tile (or had it pre-revealed to
them in a Necropolis), but that tile was not currently in view and had
also had its terrain changed (such as by a nearby water nymph) examining
that tile (or even just moving your mouse over it in local tiles) would
crash.<br>
This is a little bit of a cludgy fix (and still imperfect, since trying to
examine such a shop will show a question mark instead of its normal icon),
but a lot of code calls shop_at as a way of checking if there *is* a shop
at some arbitrary space, rather than in situations where it 'knows' there
is one, and this avoids disrupting any of that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1007c679b5">1007c679b5</a> | 2025-09-01 21:09:33 -0500 | code2828</pre>
unify capitalization of Blorkula the orcula<br>...except in the 0.32 changelog. There are far more 'o'rculas than
'O'rculas throughout the code, and Blork the orc used small o's.<br>
Fixes #4758.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e448dd4f9f">e448dd4f9f</a> | 2025-08-31 12:50:07 -0500 | Steinar Darri Þorgilsson</pre>
fix: correct typo 'Mahkleb' to 'Makhleb'<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0c3d34337">a0c3d34337</a> | 2025-08-31 07:50:01 -0500 | Memoria</pre>
Correctly draw shadows in levels with slimy walls<br>Whenever there was at least one slimy wall anywhere in the level, all
wall shadows everywhere would fail to draw, when the intent was to only
remove shadows around the slimy walls to draw their corrosive border
tiles instead. Besides being a visual bug also seen after Oozemancy, it
also leaked information to tiles players on whether a Slime entry vault
was on Lair:4 or Lair:5.<br>
It now uses similar logic to the visually similar Frozen Ramparts tile
effects.<br>
Resolves #2668.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b454e72584">b454e72584</a> | 2025-08-30 10:51:23 -0230 | DracoOmega</pre>
Account for certain allies being immune when autotargeting (CarefulOdds)<br>So that, for instance, it won't attempt to avoid aiming fireballs near Hep
ancestors or similar.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fd3e0fab4">1fd3e0fab4</a> | 2025-08-28 15:32:58 -0230 | DracoOmega</pre>
Fix inverted logic in solar flare check (Acrobat)<br>It was triggering *only* if the player attacked firewood.<br>
(Also extend the firewood check to several other post-attack effects like
Paragon and duration extensions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb6d2ffd9a">fb6d2ffd9a</a> | 2025-08-28 10:48:03 -0500 | Implojin</pre>
Update new dev onboarding docs for 2025<br>No reason at all for this commit, there's nothing to see here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9b9cd8368">b9b9cd8368</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
Adjust trove.des (rypofalem, gammafunk)<br> * As #4746 brought up, it's a little awkward for the Dread Knight's trove
   to be the only lowered weight trove without any documentation as to
   why. (It has no spellcaster support due to the -CAST propert of the
   unrand, which leaves it unlike the majority of other troves, and
   reaping weapons can clash with conjurations builds.) Rutra's trove is
   now also lowered in weight (as the wall mimics are quite gimmicky to
   have made much more common, and the stealth / stabbing / hexes rewards
   clash with other builds), and both now have brief inline comments
   explaining why they're less common.<br>
 * The lua for generating trove shields has been adjusted to no longer
   have syntax issues for characters with high shields skill, trolls, or
   oni.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f7730aa224">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-725-gf7730aa224.zip">here</a>.]]></description>
            <pubDate>Tue, 02 Sep 2025 05:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-723-ge448dd4f9f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-723-ge448dd4f9f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e448dd4f9f">e448dd4f9f</a> | 2025-08-31 12:50:07 -0500 | Steinar Darri Þorgilsson</pre>
fix: correct typo 'Mahkleb' to 'Makhleb'<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0c3d34337">a0c3d34337</a> | 2025-08-31 07:50:01 -0500 | Memoria</pre>
Correctly draw shadows in levels with slimy walls<br>Whenever there was at least one slimy wall anywhere in the level, all
wall shadows everywhere would fail to draw, when the intent was to only
remove shadows around the slimy walls to draw their corrosive border
tiles instead. Besides being a visual bug also seen after Oozemancy, it
also leaked information to tiles players on whether a Slime entry vault
was on Lair:4 or Lair:5.<br>
It now uses similar logic to the visually similar Frozen Ramparts tile
effects.<br>
Resolves #2668.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b454e72584">b454e72584</a> | 2025-08-30 10:51:23 -0230 | DracoOmega</pre>
Account for certain allies being immune when autotargeting (CarefulOdds)<br>So that, for instance, it won't attempt to avoid aiming fireballs near Hep
ancestors or similar.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fd3e0fab4">1fd3e0fab4</a> | 2025-08-28 15:32:58 -0230 | DracoOmega</pre>
Fix inverted logic in solar flare check (Acrobat)<br>It was triggering *only* if the player attacked firewood.<br>
(Also extend the firewood check to several other post-attack effects like
Paragon and duration extensions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb6d2ffd9a">fb6d2ffd9a</a> | 2025-08-28 10:48:03 -0500 | Implojin</pre>
Update new dev onboarding docs for 2025<br>No reason at all for this commit, there's nothing to see here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9b9cd8368">b9b9cd8368</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
Adjust trove.des (rypofalem, gammafunk)<br> * As #4746 brought up, it's a little awkward for the Dread Knight's trove
   to be the only lowered weight trove without any documentation as to
   why. (It has no spellcaster support due to the -CAST propert of the
   unrand, which leaves it unlike the majority of other troves, and
   reaping weapons can clash with conjurations builds.) Rutra's trove is
   now also lowered in weight (as the wall mimics are quite gimmicky to
   have made much more common, and the stealth / stabbing / hexes rewards
   clash with other builds), and both now have brief inline comments
   explaining why they're less common.<br>
 * The lua for generating trove shields has been adjusted to no longer
   have syntax issues for characters with high shields skill, trolls, or
   oni.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=837a7d7d13">837a7d7d13</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
A handful of new overflow-and-beyond altar vaults<br>These vaults try to get some more homes for recently added or changed
monsters, a little more variety earlier on as overflow altars once
struggled with, and with settings to place later on to add more divine
flavour to later branches. (On that second point: I'm not the most fond of
the altar counts of current overflow temples, but it will take quite a
few more earlier vaults, early monsters, and more tiles to justify
emphasizing otherwise-insufficiently-varied individual overflow altar
vaults again.)<br>
The list includes:<br>
 * a serpent's hoard for Gozag,
 * loose abstract lightning and clouds for Qazlal,
 * the aftermath of some bloody battle for Trog,
 * a Doom-spreading dais for Xom,
 * and both a burned-down ghostly prison and bone-lined pool for Yred.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=343d659c68">343d659c68</a> | 2025-08-28 00:57:50 -0500 | David Lawrence Ramsey</pre>
Add another ancestor name.<br>Not really common, but apparently it's from Germanic roots meaning
"earth/world ruler," and there are similar actual names in the Western
European name list already.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e448dd4f9f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-723-ge448dd4f9f.zip">here</a>.]]></description>
            <pubDate>Mon, 01 Sep 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-721-gb454e72584.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-721-gb454e72584.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b454e72584">b454e72584</a> | 2025-08-30 10:51:23 -0230 | DracoOmega</pre>
Account for certain allies being immune when autotargeting (CarefulOdds)<br>So that, for instance, it won't attempt to avoid aiming fireballs near Hep
ancestors or similar.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fd3e0fab4">1fd3e0fab4</a> | 2025-08-28 15:32:58 -0230 | DracoOmega</pre>
Fix inverted logic in solar flare check (Acrobat)<br>It was triggering *only* if the player attacked firewood.<br>
(Also extend the firewood check to several other post-attack effects like
Paragon and duration extensions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb6d2ffd9a">fb6d2ffd9a</a> | 2025-08-28 10:48:03 -0500 | Implojin</pre>
Update new dev onboarding docs for 2025<br>No reason at all for this commit, there's nothing to see here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9b9cd8368">b9b9cd8368</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
Adjust trove.des (rypofalem, gammafunk)<br> * As #4746 brought up, it's a little awkward for the Dread Knight's trove
   to be the only lowered weight trove without any documentation as to
   why. (It has no spellcaster support due to the -CAST propert of the
   unrand, which leaves it unlike the majority of other troves, and
   reaping weapons can clash with conjurations builds.) Rutra's trove is
   now also lowered in weight (as the wall mimics are quite gimmicky to
   have made much more common, and the stealth / stabbing / hexes rewards
   clash with other builds), and both now have brief inline comments
   explaining why they're less common.<br>
 * The lua for generating trove shields has been adjusted to no longer
   have syntax issues for characters with high shields skill, trolls, or
   oni.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=837a7d7d13">837a7d7d13</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
A handful of new overflow-and-beyond altar vaults<br>These vaults try to get some more homes for recently added or changed
monsters, a little more variety earlier on as overflow altars once
struggled with, and with settings to place later on to add more divine
flavour to later branches. (On that second point: I'm not the most fond of
the altar counts of current overflow temples, but it will take quite a
few more earlier vaults, early monsters, and more tiles to justify
emphasizing otherwise-insufficiently-varied individual overflow altar
vaults again.)<br>
The list includes:<br>
 * a serpent's hoard for Gozag,
 * loose abstract lightning and clouds for Qazlal,
 * the aftermath of some bloody battle for Trog,
 * a Doom-spreading dais for Xom,
 * and both a burned-down ghostly prison and bone-lined pool for Yred.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=343d659c68">343d659c68</a> | 2025-08-28 00:57:50 -0500 | David Lawrence Ramsey</pre>
Add another ancestor name.<br>Not really common, but apparently it's from Germanic roots meaning
"earth/world ruler," and there are similar actual names in the Western
European name list already.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f5b5987f2">8f5b5987f2</a> | 2025-08-28 02:40:46 -0230 | DracoOmega</pre>
Adjust monster door-smashing behavior (various)<br>While monsters smashing closed doors was intended to stop the weird dance
of the player opening a door as rapidly as another monster closes it (to
regenerate while staying safe) and did fairly well in that capacity, due
to specifics of monster behavior code, a monster would never become
eligable to smash a door unless they had physically seen the player before.
Some configurations of door allowed the player to do this indefinitely.<br>
Instead, require the monster be targeting the player and the player be
adjacent to the door (otherwise, they can't close it again anyway!). This
should solve the potentially degenerate case while preventing a swath of
broken doors from wandering monsters elsewhere on the level.<br>
(But berserking monsters can just break doors whether you're near them or
not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aed3dd789">4aed3dd789</a> | 2025-08-28 01:34:48 -0230 | DracoOmega</pre>
Fix a crash in Glaciate's tracer during Primordial Nightfall (Shadow_Rider)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b454e72584">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-721-gb454e72584.zip">here</a>.]]></description>
            <pubDate>Sun, 31 Aug 2025 05:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-720-g7fb7e31020.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-720-g7fb7e31020.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fb7e31020">7fb7e31020</a> | 2025-08-28 21:29:18 -0500 | Implojin</pre>
Welcome Darby to the devteam!<br>Truly excellent artwork, welcome aboard! 🥳
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a43761e04">1a43761e04</a> | 2025-08-28 20:59:43 -0500 | NormalPerson7</pre>
Track runed doors in stashes again (#4533)<br>This was broken by 01fb971, which made runed doors no longer be
considered notable features.<br>
Resolves #4533.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fd3e0fab4">1fd3e0fab4</a> | 2025-08-28 15:32:58 -0230 | DracoOmega</pre>
Fix inverted logic in solar flare check (Acrobat)<br>It was triggering *only* if the player attacked firewood.<br>
(Also extend the firewood check to several other post-attack effects like
Paragon and duration extensions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb6d2ffd9a">fb6d2ffd9a</a> | 2025-08-28 10:48:03 -0500 | Implojin</pre>
Update new dev onboarding docs for 2025<br>No reason at all for this commit, there's nothing to see here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9b9cd8368">b9b9cd8368</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
Adjust trove.des (rypofalem, gammafunk)<br> * As #4746 brought up, it's a little awkward for the Dread Knight's trove
   to be the only lowered weight trove without any documentation as to
   why. (It has no spellcaster support due to the -CAST propert of the
   unrand, which leaves it unlike the majority of other troves, and
   reaping weapons can clash with conjurations builds.) Rutra's trove is
   now also lowered in weight (as the wall mimics are quite gimmicky to
   have made much more common, and the stealth / stabbing / hexes rewards
   clash with other builds), and both now have brief inline comments
   explaining why they're less common.<br>
 * The lua for generating trove shields has been adjusted to no longer
   have syntax issues for characters with high shields skill, trolls, or
   oni.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=837a7d7d13">837a7d7d13</a> | 2025-08-28 05:31:21 -0230 | regret-index</pre>
A handful of new overflow-and-beyond altar vaults<br>These vaults try to get some more homes for recently added or changed
monsters, a little more variety earlier on as overflow altars once
struggled with, and with settings to place later on to add more divine
flavour to later branches. (On that second point: I'm not the most fond of
the altar counts of current overflow temples, but it will take quite a
few more earlier vaults, early monsters, and more tiles to justify
emphasizing otherwise-insufficiently-varied individual overflow altar
vaults again.)<br>
The list includes:<br>
 * a serpent's hoard for Gozag,
 * loose abstract lightning and clouds for Qazlal,
 * the aftermath of some bloody battle for Trog,
 * a Doom-spreading dais for Xom,
 * and both a burned-down ghostly prison and bone-lined pool for Yred.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=343d659c68">343d659c68</a> | 2025-08-28 00:57:50 -0500 | David Lawrence Ramsey</pre>
Add another ancestor name.<br>Not really common, but apparently it's from Germanic roots meaning
"earth/world ruler," and there are similar actual names in the Western
European name list already.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f5b5987f2">8f5b5987f2</a> | 2025-08-28 02:40:46 -0230 | DracoOmega</pre>
Adjust monster door-smashing behavior (various)<br>While monsters smashing closed doors was intended to stop the weird dance
of the player opening a door as rapidly as another monster closes it (to
regenerate while staying safe) and did fairly well in that capacity, due
to specifics of monster behavior code, a monster would never become
eligable to smash a door unless they had physically seen the player before.
Some configurations of door allowed the player to do this indefinitely.<br>
Instead, require the monster be targeting the player and the player be
adjacent to the door (otherwise, they can't close it again anyway!). This
should solve the potentially degenerate case while preventing a swath of
broken doors from wandering monsters elsewhere on the level.<br>
(But berserking monsters can just break doors whether you're near them or
not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aed3dd789">4aed3dd789</a> | 2025-08-28 01:34:48 -0230 | DracoOmega</pre>
Fix a crash in Glaciate's tracer during Primordial Nightfall (Shadow_Rider)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49e4d3ded1">49e4d3ded1</a> | 2025-08-28 01:32:27 -0230 | DracoOmega</pre>
Fix most attacks not triggering several things (Acrobat)<br>Most notably coglin rev, but also scarab beetle flare, gloves of parrying,
and possibly something else.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7fb7e31020">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-720-g7fb7e31020.zip">here</a>.]]></description>
            <pubDate>Fri, 29 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-713-g8f5b5987f2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-713-g8f5b5987f2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f5b5987f2">8f5b5987f2</a> | 2025-08-28 02:40:46 -0230 | DracoOmega</pre>
Adjust monster door-smashing behavior (various)<br>While monsters smashing closed doors was intended to stop the weird dance
of the player opening a door as rapidly as another monster closes it (to
regenerate while staying safe) and did fairly well in that capacity, due
to specifics of monster behavior code, a monster would never become
eligable to smash a door unless they had physically seen the player before.
Some configurations of door allowed the player to do this indefinitely.<br>
Instead, require the monster be targeting the player and the player be
adjacent to the door (otherwise, they can't close it again anyway!). This
should solve the potentially degenerate case while preventing a swath of
broken doors from wandering monsters elsewhere on the level.<br>
(But berserking monsters can just break doors whether you're near them or
not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aed3dd789">4aed3dd789</a> | 2025-08-28 01:34:48 -0230 | DracoOmega</pre>
Fix a crash in Glaciate's tracer during Primordial Nightfall (Shadow_Rider)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49e4d3ded1">49e4d3ded1</a> | 2025-08-28 01:32:27 -0230 | DracoOmega</pre>
Fix most attacks not triggering several things (Acrobat)<br>Most notably coglin rev, but also scarab beetle flare, gloves of parrying,
and possibly something else.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ab0f24893">5ab0f24893</a> | 2025-08-27 23:05:00 -0230 | DracoOmega</pre>
Fix a possible quick blade crash<br>If a coglin killed a monster with their first weapon, there would be a null
defender for the second weapon swing - which normally isn't an issue, since
this is used deliberately to setup possible cleaving on that weapon and
bails out before it actually tries to *attack* that null defender.<br>
But if the second weapon a quick blade, and its first attack fumbled in
water, it could try to perform a second attack against that defender
without first checking if it was valid, resulting in a crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4be6608664">4be6608664</a> | 2025-08-27 21:08:53 -0230 | DracoOmega</pre>
Don't trigger Lucky mutation on artefacts (adelrune)<br>This was harmless, since it didn't do anything, but produced silly (and
possibly confusing) messages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca918cc23e">ca918cc23e</a> | 2025-08-27 06:01:12 -0230 | DracoOmega</pre>
Fix quick blades performing infinitely many attacks<br>Whether in player *or* monster hands. Some vine stalkers may eat well
tonight - but watch out!<br>
(I'm so sorry.)<br>
This fixes #4753
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc09c138cc">fc09c138cc</a> | 2025-08-26 20:51:45 -0500 | David Lawrence Ramsey</pre>
Fix typo (SentientSupper).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=761b20fccc">761b20fccc</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Expand action counts for consumables<br>All action counts could tell one for scrolls and potions was that you had
used 'some scroll' or 'some potion'. Given how wildly these vary in value,
this isn't terribly useful!<br>
Now there is a seperate CACT_DRINK and CACT_READ, tracking specifically
which potion or scroll was used. Wands likewise get the same treatment
(evokers were already separated, but all wands lumped into one category).<br>
I have left the old CACT_USE action tracking around (but omitted from the
dump) since this is used for title tracking and scorefile fields, though
possibly some further refactoring ought to make those use the new action
count instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c72e55c811">c72e55c811</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Slightly improve the wording of some action counts<br>Being hit while not wearing armour now says 'None' for the armour type
instead of 'Skin' (several species don't have any skin!).<br>
Transforming back to your default form now says 'Default' instead of a
blank entry.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3e62a86d1c">3e62a86d1c</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Revise tracking of melee action counts<br>Currently, melee action counts track something slightly muddled between
'number of independent attacks made' and 'number of times you swung X
weapon at something'. For instance, hitting 8 adjacent monsters with an
axe counts as 1 melee action, while hitting 8 monsters with oni potion
cleave or Manifold Assault counts as 8 melee actions. Attacks caused by
riposting are also in a completely separate category from melee in general
while several other sources of getting bonus attacks are untracked.<br>
This commit attempts to improve the situation a little by making a clear
seperation:
 -CACT_MELEE is for 'swung a specific weapon at something'. Attacking 8
  targets with an axe bump attack will count the same as 8 targets from
  Manifold Assault.
 -CACT_ATTACK is for 'performed an action that resulted in swinging some
  weapon at something' and tracks the *category* of this - whether it was
  a standard attack, a riposte, spellclaws, spellmotor, drunken brawling,
  or Wu Jian lunge or whirlwind (which are no longer tracked by 'fake'
  ability action counts). Things like Manifold Assault are not included,
  since there is already an unambiguous way to track their usage via spell
  counts. But future weapon arts will also be able to use this.<br>
Hopefully this is a little bit less muddled than the current situation
while presenting some relevant new information.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8f5b5987f2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-713-g8f5b5987f2.zip">here</a>.]]></description>
            <pubDate>Thu, 28 Aug 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-707-gfc09c138cc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-707-gfc09c138cc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc09c138cc">fc09c138cc</a> | 2025-08-26 20:51:45 -0500 | David Lawrence Ramsey</pre>
Fix typo (SentientSupper).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=761b20fccc">761b20fccc</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Expand action counts for consumables<br>All action counts could tell one for scrolls and potions was that you had
used 'some scroll' or 'some potion'. Given how wildly these vary in value,
this isn't terribly useful!<br>
Now there is a seperate CACT_DRINK and CACT_READ, tracking specifically
which potion or scroll was used. Wands likewise get the same treatment
(evokers were already separated, but all wands lumped into one category).<br>
I have left the old CACT_USE action tracking around (but omitted from the
dump) since this is used for title tracking and scorefile fields, though
possibly some further refactoring ought to make those use the new action
count instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c72e55c811">c72e55c811</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Slightly improve the wording of some action counts<br>Being hit while not wearing armour now says 'None' for the armour type
instead of 'Skin' (several species don't have any skin!).<br>
Transforming back to your default form now says 'Default' instead of a
blank entry.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3e62a86d1c">3e62a86d1c</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Revise tracking of melee action counts<br>Currently, melee action counts track something slightly muddled between
'number of independent attacks made' and 'number of times you swung X
weapon at something'. For instance, hitting 8 adjacent monsters with an
axe counts as 1 melee action, while hitting 8 monsters with oni potion
cleave or Manifold Assault counts as 8 melee actions. Attacks caused by
riposting are also in a completely separate category from melee in general
while several other sources of getting bonus attacks are untracked.<br>
This commit attempts to improve the situation a little by making a clear
seperation:
 -CACT_MELEE is for 'swung a specific weapon at something'. Attacking 8
  targets with an axe bump attack will count the same as 8 targets from
  Manifold Assault.
 -CACT_ATTACK is for 'performed an action that resulted in swinging some
  weapon at something' and tracks the *category* of this - whether it was
  a standard attack, a riposte, spellclaws, spellmotor, drunken brawling,
  or Wu Jian lunge or whirlwind (which are no longer tracked by 'fake'
  ability action counts). Things like Manifold Assault are not included,
  since there is already an unambiguous way to track their usage via spell
  counts. But future weapon arts will also be able to use this.<br>
Hopefully this is a little bit less muddled than the current situation
while presenting some relevant new information.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=172d15ff22">172d15ff22</a> | 2025-08-26 22:23:23 -0230 | DracoOmega</pre>
Refactor a bunch of melee_attack code to fix a multitude of issues<br>A non-exhaustive list of issues hopefully fixed by this commit:
 -Dual-wielding coglins recieved no damage bonus from Vhi's or Bestial
  Takedown.
 -Bestial Takedown attacked with only the first of two weapons.
 -Spellclaw damage bonus (from Enkindle) or malus (from slow weapons) was
  not applying to secondary cleave targets or a second quick blade attack.
  The same was true of Bestial Takedown's damage bonus.
 -Fumbling the first of a series of quick blade attacks would cancel all
  remaining ones (even though each one already had an independent chance to
  fumble)
 -Berserkitis and *Rage could only trigger if the primary target of a
  cleave was non-firewood. This meant that you could attack a plant while
  cleaving other monsters completely safely (or use ctrl+direction to
  attack an empty space slightly to the side of the monster you were
  fighting)
 -Attacking monsters the player was afraid of could cancel an entire attack
  sequence if they were the primary target, but had no effect if they
  weren't (similar to above).
 -Coglins using ctrl+direction targeting an empty space while wielding a
  cleaving weapon would attack with only their first weapon and not both.
 -Ctrl+direction cleave did not trigger many post-attack effects, even when
  it attacked monsters (ie: extending status durations, triggering medusa
  tendrils and Paragon)<br>
In general, it is now possible to query whether a complete 'attack set'
(ie: including cleave followups) contains a hostile non-firewood target and
most effects that trigger once-per-complete-swing against non-firewood
should check this instead of caring specifically about the primary target.<br>
One other minor change is that it's no longer possible to trigger
berserkitis by attacking a friendly target (partially for code consistency
with Coglin Rev, and partially because this would possibly lead to very
silly behavior in specific circumstances anyway).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=849d61fbae">849d61fbae</a> | 2025-08-26 18:17:05 +0300 | Nikolai Lavsky</pre>
fix: gray out Call Merchant when the player can't use it (ragingrage)<br>This ability isn't grayed out on the abilities screen even when
the player is in the Abyss or is not on an open tile.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6325da0c74">6325da0c74</a> | 2025-08-25 23:49:36 -0500 | David Lawrence Ramsey</pre>
Tweak Orb Guardians' unseen psychic alarm message.<br>Don't mention whether they disappeared or died, since you can't see
which happened. This is so e.g. an Ely-pacified Orb Guardian that leaves
Zot:5 offscreen is no longer erroneously described as dying.<br>
Found by TwillAffirmer on Reddit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=60c5172c02">60c5172c02</a> | 2025-08-25 15:20:06 +0300 | Nikolai Lavsky</pre>
docs: replace obsolete species and backgrounds in the options guide<br>Also, convert a bunch of stray tabs to spaces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dddbb4fcd7">dddbb4fcd7</a> | 2025-08-25 15:18:13 +0300 | Nikolai Lavsky</pre>
docs: more updates to the vault documentation<br>Update an example that uses a ring of ice, since these rings were
removed in dcdeeda76.<br>
Also, fix spacing and a few typos.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f2da9b363">2f2da9b363</a> | 2025-08-24 23:52:57 -0500 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fc09c138cc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-707-gfc09c138cc.zip">here</a>.]]></description>
            <pubDate>Wed, 27 Aug 2025 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-701-g6325da0c74.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-701-g6325da0c74.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6325da0c74">6325da0c74</a> | 2025-08-25 23:49:36 -0500 | David Lawrence Ramsey</pre>
Tweak Orb Guardians' unseen psychic alarm message.<br>Don't mention whether they disappeared or died, since you can't see
which happened. This is so e.g. an Ely-pacified Orb Guardian that leaves
Zot:5 offscreen is no longer erroneously described as dying.<br>
Found by TwillAffirmer on Reddit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=60c5172c02">60c5172c02</a> | 2025-08-25 15:20:06 +0300 | Nikolai Lavsky</pre>
docs: replace obsolete species and backgrounds in the options guide<br>Also, convert a bunch of stray tabs to spaces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dddbb4fcd7">dddbb4fcd7</a> | 2025-08-25 15:18:13 +0300 | Nikolai Lavsky</pre>
docs: more updates to the vault documentation<br>Update an example that uses a ring of ice, since these rings were
removed in dcdeeda76.<br>
Also, fix spacing and a few typos.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f2da9b363">2f2da9b363</a> | 2025-08-24 23:52:57 -0500 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f4bf3d2fb">5f4bf3d2fb</a> | 2025-08-24 23:50:46 -0500 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2aaf4483c">a2aaf4483c</a> | 2025-08-24 23:48:53 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48b70b31e5">48b70b31e5</a> | 2025-08-24 23:45:33 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b103728f7f">b103728f7f</a> | 2025-08-25 00:37:21 -0230 | Lulu</pre>
Make Mass Market heavier (#4742)<br>ft. control-f-ing the item descs for the word 'heavy'<br>
[Committer's notes: The brand certainly helps with the identity of the
shop, I suppose, and so do the non-equipment additions. Squashed together
commits, while cleaned up a fair bit of line spacing / item ordering. Also
adjusted non-weapon weights to be a bit higher with the addition of more
weapon types.<br>
Closes #4742.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=101ab87f62">101ab87f62</a> | 2025-08-24 19:09:10 -0230 | Matt Smith</pre>
Add Edmund's armoury Gozag overflow vault (#4715)<br>[Committer's notes: As the vault submitter said adjusting the vault would
be fine for the sake of studying this commit, I've given this a full
review. I've rearranged the header to the order stated in 1e59046,
slightly adjusted tabbing and the name, and gave two of the monsters body
armour as is lost when only specifying weapons for them. It's pretty
dangerous to reliably deploy uniques in early overflow altar vaults,
though the very narrow depth range should make this somewhat reasonable;
to try and lessen such concerns, I've also lowered the overall weight of
the vault a bit.<br>
Closes #4715.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71d2dffe0f">71d2dffe0f</a> | 2025-08-24 18:19:55 -0230 | Matt Smith</pre>
Adds a handful of small entry vaults (#4713)<br>[Commiter's notes: Squashed together commits done in response to provided
feedback, and slightly adjusts some alignment and line lengths.<br>
Closes #4713.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6325da0c74">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-701-g6325da0c74.zip">here</a>.]]></description>
            <pubDate>Tue, 26 Aug 2025 05:44:45 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-698-g2f2da9b363.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-698-g2f2da9b363.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f2da9b363">2f2da9b363</a> | 2025-08-24 23:52:57 -0500 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f4bf3d2fb">5f4bf3d2fb</a> | 2025-08-24 23:50:46 -0500 | David Lawrence Ramsey</pre>
Fix spacing.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2aaf4483c">a2aaf4483c</a> | 2025-08-24 23:48:53 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48b70b31e5">48b70b31e5</a> | 2025-08-24 23:45:33 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b103728f7f">b103728f7f</a> | 2025-08-25 00:37:21 -0230 | Lulu</pre>
Make Mass Market heavier (#4742)<br>ft. control-f-ing the item descs for the word 'heavy'<br>
[Committer's notes: The brand certainly helps with the identity of the
shop, I suppose, and so do the non-equipment additions. Squashed together
commits, while cleaned up a fair bit of line spacing / item ordering. Also
adjusted non-weapon weights to be a bit higher with the addition of more
weapon types.<br>
Closes #4742.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=101ab87f62">101ab87f62</a> | 2025-08-24 19:09:10 -0230 | Matt Smith</pre>
Add Edmund's armoury Gozag overflow vault (#4715)<br>[Committer's notes: As the vault submitter said adjusting the vault would
be fine for the sake of studying this commit, I've given this a full
review. I've rearranged the header to the order stated in 1e59046,
slightly adjusted tabbing and the name, and gave two of the monsters body
armour as is lost when only specifying weapons for them. It's pretty
dangerous to reliably deploy uniques in early overflow altar vaults,
though the very narrow depth range should make this somewhat reasonable;
to try and lessen such concerns, I've also lowered the overall weight of
the vault a bit.<br>
Closes #4715.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71d2dffe0f">71d2dffe0f</a> | 2025-08-24 18:19:55 -0230 | Matt Smith</pre>
Adds a handful of small entry vaults (#4713)<br>[Commiter's notes: Squashed together commits done in response to provided
feedback, and slightly adjusts some alignment and line lengths.<br>
Closes #4713.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d390f7e422">d390f7e422</a> | 2025-08-24 02:21:56 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a7cbd1967">9a7cbd1967</a> | 2025-08-23 18:09:49 -0500 | David Lawrence Ramsey</pre>
Fix vault branch typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bba17d133">8bba17d133</a> | 2025-08-23 18:07:44 -0500 | David Lawrence Ramsey</pre>
Add missing Makefile title splash (Goratrix)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2f2da9b363">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-698-g2f2da9b363.zip">here</a>.]]></description>
            <pubDate>Mon, 25 Aug 2025 05:44:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-690-g9a7cbd1967.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-690-g9a7cbd1967.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a7cbd1967">9a7cbd1967</a> | 2025-08-23 18:09:49 -0500 | David Lawrence Ramsey</pre>
Fix vault branch typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bba17d133">8bba17d133</a> | 2025-08-23 18:07:44 -0500 | David Lawrence Ramsey</pre>
Add missing Makefile title splash (Goratrix)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1ad0e0334e">1ad0e0334e</a> | 2025-08-23 18:00:28 -0400 | patrick</pre>
Make another small edit to a hard Vaults vault<br>I removed this shuffle because I couldn't remember what it was for
and figured it was just complicating things for no reason. But then
I did remember, and realized I wanted it back in there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4652e73e1c">4652e73e1c</a> | 2025-08-23 16:49:48 -0230 | regret-index</pre>
Fix up weapon-inlaid floor tiles in blades_alternative (Darby)<br>Basically just a header order matter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=872437d217">872437d217</a> | 2025-08-23 13:32:54 -0400 | patrick</pre>
Add another 22-altar temple layout.<br>why does inspiration always strike right after
i've already pushed the damn commit
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2490ed292b">2490ed292b</a> | 2025-08-23 13:01:40 -0400 | patrick</pre>
Add a few more options for 22-altar temples<br>After regret-index's recent commit (9db2fe2), I decided to add
a few more options for temples with 22 altars.<br>
I made one temple layout with a simple arrangement of 22 altars,
nothing too fancy, and also added more options to
nicolae_temple_bog_church, which can now handle up to 25 gods,
which now that I think about it is probably impossible for
temple layouts. Oh well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ad57854a0">2ad57854a0</a> | 2025-08-23 12:25:16 -0400 | patrick</pre>
Hopefully fix a small but nonzero chance for a teleport closet<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e59046dbc">1e59046dbc</a> | 2025-08-22 23:29:45 -0230 | regret-index</pre>
Update some of develop/level docs<br>Much of these documents are well over a decade out of date in terms of
their examples and standards alike. I'm not overhauling the entirety of
them on a whim quite yet, due to the thousands and thousands of words
written up in each of the documents, but there are bits here and there
I can quickly adjust. Of note:<br>
 * Much of the introduction.txt/section F. Principles of vault making/
   write-ups have been fleshed out to be more precise about what is and
   isn't a good idea this many years later, to be more useful as
   guidelines and inspiration alike.<br>
 * Quite a few examples used various pieces of content that don't exist
   (e.g. deep elf priests, as removed in 0310ae4), which I've adjusted
   as I've noticed them.<br>
 * The cross-document section lettering order was broken back in 55beb4d,
   and b5f8d22 added a fourth document out of sync with the rest of the
   other headers. I've reset both, though it might be warranted to further
   adjust them for readability and reference alike (e.g. "V2-A: Glyphs")?<br>
 * We've used "primary" and "replica" for synchronized lua markers since
   967258e, so I updated triggerables.txt to match. (I've also removed
   the sample provided, since it is astonishingly out of date from what
   we actually use now and "primary_name" isn't really used in the
   codebase; if anybody else could add an appropriate example, I'd be
   grateful.)<br>
Outside of this, I have also placed an explicit preferred vault header
order, in develop/level/syntax.txt's Section I. Header information.
I've been trying to reorganize vaults in my many vault reviews to fit a
single unified house style, and it should be useful to have a specific
place to refer to for future submissions.<br>
These write-ups almost certainly need more proofreading in the future,
but so much of these documents are out of date that even this day's random
work should be more than they've seen since they were first made. They're
also probably only very rarely noticed, since we haven't changed a lot of
vault syntax in many years and they've fallen into such disarray.
Hopefully, I can get around to doing more in the future, while also adding
new bits like e.g. listing off newer decorative walls / floors / features.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b638385c18">b638385c18</a> | 2025-08-22 23:29:45 -0230 | regret-index</pre>
Handle swamp_mist_pool teleport closets (#4735)<br>The chances of getting a teleport closet here when the vault is pressed
up against a wall are slim (since surrounding tiles also have to roll for
trees instead of water), but not impossible. As such, I am using two
different ways to address the matter in a randomized fashion: forced level
connection points (which doesn't always make corridors in many open
layouts, but does it enough times I'm avoiding it being the default), and
using the CLEAR syntax (which then relies on the default level connection
checks). While I'm here, I also cleaned up the header a little.<br>
Closes #4735.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9454bdcae6">9454bdcae6</a> | 2025-08-22 23:29:44 -0230 | Nicholas Wilson</pre>
Place a statue on `nicolae_hells_hurtin_island` (#4501)<br>... so people don't accidentally walk into it.<br>
[Committer's notes: Squashed the commits together. I am fine with both
this and tekkud's branch-fitting notion thereupon as a reasonable
autoexclusion approach for the vault.<br>
Closes #4501.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9a7cbd1967">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-690-g9a7cbd1967.zip">here</a>.]]></description>
            <pubDate>Sun, 24 Aug 2025 05:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-683-g1e59046dbc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-683-g1e59046dbc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e59046dbc">1e59046dbc</a> | 2025-08-22 23:29:45 -0230 | regret-index</pre>
Update some of develop/level docs<br>Much of these documents are well over a decade out of date in terms of
their examples and standards alike. I'm not overhauling the entirety of
them on a whim quite yet, due to the thousands and thousands of words
written up in each of the documents, but there are bits here and there
I can quickly adjust. Of note:<br>
 * Much of the introduction.txt/section F. Principles of vault making/
   write-ups have been fleshed out to be more precise about what is and
   isn't a good idea this many years later, to be more useful as
   guidelines and inspiration alike.<br>
 * Quite a few examples used various pieces of content that don't exist
   (e.g. deep elf priests, as removed in 0310ae4), which I've adjusted
   as I've noticed them.<br>
 * The cross-document section lettering order was broken back in 55beb4d,
   and b5f8d22 added a fourth document out of sync with the rest of the
   other headers. I've reset both, though it might be warranted to further
   adjust them for readability and reference alike (e.g. "V2-A: Glyphs")?<br>
 * We've used "primary" and "replica" for synchronized lua markers since
   967258e, so I updated triggerables.txt to match. (I've also removed
   the sample provided, since it is astonishingly out of date from what
   we actually use now and "primary_name" isn't really used in the
   codebase; if anybody else could add an appropriate example, I'd be
   grateful.)<br>
Outside of this, I have also placed an explicit preferred vault header
order, in develop/level/syntax.txt's Section I. Header information.
I've been trying to reorganize vaults in my many vault reviews to fit a
single unified house style, and it should be useful to have a specific
place to refer to for future submissions.<br>
These write-ups almost certainly need more proofreading in the future,
but so much of these documents are out of date that even this day's random
work should be more than they've seen since they were first made. They're
also probably only very rarely noticed, since we haven't changed a lot of
vault syntax in many years and they've fallen into such disarray.
Hopefully, I can get around to doing more in the future, while also adding
new bits like e.g. listing off newer decorative walls / floors / features.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b638385c18">b638385c18</a> | 2025-08-22 23:29:45 -0230 | regret-index</pre>
Handle swamp_mist_pool teleport closets (#4735)<br>The chances of getting a teleport closet here when the vault is pressed
up against a wall are slim (since surrounding tiles also have to roll for
trees instead of water), but not impossible. As such, I am using two
different ways to address the matter in a randomized fashion: forced level
connection points (which doesn't always make corridors in many open
layouts, but does it enough times I'm avoiding it being the default), and
using the CLEAR syntax (which then relies on the default level connection
checks). While I'm here, I also cleaned up the header a little.<br>
Closes #4735.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9454bdcae6">9454bdcae6</a> | 2025-08-22 23:29:44 -0230 | Nicholas Wilson</pre>
Place a statue on `nicolae_hells_hurtin_island` (#4501)<br>... so people don't accidentally walk into it.<br>
[Committer's notes: Squashed the commits together. I am fine with both
this and tekkud's branch-fitting notion thereupon as a reasonable
autoexclusion approach for the vault.<br>
Closes #4501.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35dfe5f7e9">35dfe5f7e9</a> | 2025-08-22 18:10:39 -0500 | David Lawrence Ramsey</pre>
Don't allow orc priest conversion if under wrath.<br>Since b6bfbb2, converting to a non-good god is disallowed if you're
under that god's wrath; make orc priest conversion account for this.<br>
(Otherwise, you could dump Beogh for no god, Beogh could send a band of
hostile orcs including a priest, the priest could try to convert you,
and it would fail because you'd still be under Beogh's wrath, which
makes no sense.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f3593e490">6f3593e490</a> | 2025-08-22 12:02:32 -0500 | David Lawrence Ramsey</pre>
Don't warn about attacking god-protected monsters<br>Done for both neutral and non-hostile monsters, as is already done for
friendly monsters. Notably, the latter applies to slimes under Jiyva.
The former doesn't apply to anything yet, but handle it just in case.<br>
Closes #4722.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6e5444794">a6e5444794</a> | 2025-08-22 03:31:31 -0230 | DracoOmega</pre>
Don't display Tesseract status without a tesseract (Planckenstein)<br>Killing an orb guardian with no tesseracts left alive could still cause
the Tesseract status to start being displayed on the status bar. This had
no actual effect, but players cannot be expected to know that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f37eb42a8f">f37eb42a8f</a> | 2025-08-22 00:51:48 -0230 | mainiacjoe</pre>
Add a title splash by YLam (#4712)<br>This is a commissioned art piece.  The artist is a coworker of mine that
loves to draw.<br>
[Committer's notes: The offerred art, while very nice, didn't fit the
format Crawl's title art uses in scale or logo deployment. As such, I
shrunk it down to a resolution roughly comparable to similiar styles like
baconkid's, fit one of the standard logo images onto it, and edited the
top of the image to have room for said logo. Also, I squashed in the
CREDITS.txt update commit into one commit, and updated webtiles to also
deploy this art<br>
Closes #4712.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c72611b26b">c72611b26b</a> | 2025-08-22 00:51:48 -0230 | regret-index</pre>
Fiddle with Josephine's depth some more<br>While Josephine was nudged up earlier in 005a376 already, her killratio
statistics continue to underperform both overall and on the earliest floor
she places on. With Nergalle cleaned up in 0a50e04, we've got enough of a
solid early necromancer unique we don't to emphasize another one for
longer; it's also good to further distance her away from the alt-timeline
Josephina at the other end of the game.<br>
(While I'm herre, I've fiddled some more with some more unique depth
syntax arrangements, and pushed Yiuf down an entry alphabetically.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9087eac00d">9087eac00d</a> | 2025-08-22 00:02:39 -0230 | DracoOmega</pre>
Adjust boundless tesseract behavior once more<br>While discussions with numerous players have indicated that many people
enjoy the change to Zot:5's dynamics that tesseracts bring in the average
case, I remain a bit concerned about the gamefeel of the more extreme
'failure states' (where, for whatever reason, a player ends up spending an
inordinate amount of time failing to kill them - especially if this
happens before they'd cleared out many non-tesseract spawns from the
floor.)<br>
Even after the recent change to reduce maximum spawn rate and cap total
unrewarding spawns, it can still leave players feeling 'softlocked' by the
floor - unable to make any progress because of mistakes that were made
earlier. Now, tesseracts should still represent real danger (or it's
pointless for them to exist), but I feel they may be able to do this while
lessening their worst-case scenarios *and* making them more likely to just
kill the player outright once it is reached instead of wall them off.<br>
Key changes:<br>
-Tesseract spawn rate no longer increases over time at all. The baseline
 spawn rate is 1 per ~50 turns (nearly twice as slow as the previous
 maximum).
-Tesseract spawns are capped at 60 active at once in total, with no more
 than 100 *total* monsters on the floor (regardless of how many of them
 came from the tesseract)
-The first handful of monsters the tesseract spawns appear *faster* than
 before (but slow down after each one, reaching minimal baseline rate by
 15 monsters).<br>
This is aimed at making tesseracts do just a little bit more to those who
deal with them efficiently, and much less against those who do the worst
against them. The new worst-case scenario may no longer be that scary to
strong players, but those aren't the players who were encountering it in
the first place, so this is hopefully more equitable (while still being
impactful enough to continue to influence the behavior of strong players in
the ways they've already said they enjoy it doing).<br>
-The off-level timer now runs for a maximum of 500 turns instead of 1000.<br>
 (The only reason it ran off-level at all was to prevent forcing players
 to return to Zot:4 every time they want to rest. It was not intended to
 penalize going somewhere else and some players did not even realize it was
 happening - potentially creating massive problems for their future self.
 500 turns is about the most time anyone can realistically spend resting,
 and with the general reduction in spawn rate, should be much more gentle)<br>
-After spawning 80 monsters, new monsters have a 1-in-4 chance of spawning
 in the player's LoS instead of outside it (indicated by purple tesseract
 status).<br>
Note that this is above the maximum spawn cap for the floor, so requires
the player to have been killing many tesseract spawns *and* still have
spent ~4000+ turns doing so. This is unlikely to come up for most people,
but is aimed at 'just killing' the player instead of walling them. For all
the reasons listed above, the opposition keeping you away from the
tesseract will be much less and regenerate much less quickly, so it should
always remain *possible* to get there. But there's additional risk.<br>
-Tesseracts no longer generate awake (and can, in fact, not be woken up by
 anything short of the death of an orb guardian - stab away to your heart's
 content, should you manage to get there in one piece!)<br>
-The monster weights for tesseract spawns have been adjusted to make storm
 dragons less overwhelmingly common (and classed draconians more common).
 This is probably an overall increase in danger level, not just variety
 (but more than compensated for by the other changes).<br>
-Some messages for orb guardians being banished/pacified/dying off-screen
 have been improved.<br>
Hopefully, all together, this is closer to striking a balance that feels
fun to play against without feeling overly punishing to slip up against
(while still being a credible threat all the while).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b189c638a0">b189c638a0</a> | 2025-08-21 23:32:29 -0230 | DracoOmega</pre>
Make becoming Dazed interrupt monster channelled spells<br>ie: Word of Recall, Launch Clockwork Bee, and Searing Ray
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1e59046dbc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-683-g1e59046dbc.zip">here</a>.]]></description>
            <pubDate>Sat, 23 Aug 2025 05:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-677-gf37eb42a8f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-677-gf37eb42a8f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f37eb42a8f">f37eb42a8f</a> | 2025-08-22 00:51:48 -0230 | mainiacjoe</pre>
Add a title splash by YLam (#4712)<br>This is a commissioned art piece.  The artist is a coworker of mine that
loves to draw.<br>
[Committer's notes: The offerred art, while very nice, didn't fit the
format Crawl's title art uses in scale or logo deployment. As such, I
shrunk it down to a resolution roughly comparable to similiar styles like
baconkid's, fit one of the standard logo images onto it, and edited the
top of the image to have room for said logo. Also, I squashed in the
CREDITS.txt update commit into one commit, and updated webtiles to also
deploy this art<br>
Closes #4712.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c72611b26b">c72611b26b</a> | 2025-08-22 00:51:48 -0230 | regret-index</pre>
Fiddle with Josephine's depth some more<br>While Josephine was nudged up earlier in 005a376 already, her killratio
statistics continue to underperform both overall and on the earliest floor
she places on. With Nergalle cleaned up in 0a50e04, we've got enough of a
solid early necromancer unique we don't to emphasize another one for
longer; it's also good to further distance her away from the alt-timeline
Josephina at the other end of the game.<br>
(While I'm herre, I've fiddled some more with some more unique depth
syntax arrangements, and pushed Yiuf down an entry alphabetically.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9087eac00d">9087eac00d</a> | 2025-08-22 00:02:39 -0230 | DracoOmega</pre>
Adjust boundless tesseract behavior once more<br>While discussions with numerous players have indicated that many people
enjoy the change to Zot:5's dynamics that tesseracts bring in the average
case, I remain a bit concerned about the gamefeel of the more extreme
'failure states' (where, for whatever reason, a player ends up spending an
inordinate amount of time failing to kill them - especially if this
happens before they'd cleared out many non-tesseract spawns from the
floor.)<br>
Even after the recent change to reduce maximum spawn rate and cap total
unrewarding spawns, it can still leave players feeling 'softlocked' by the
floor - unable to make any progress because of mistakes that were made
earlier. Now, tesseracts should still represent real danger (or it's
pointless for them to exist), but I feel they may be able to do this while
lessening their worst-case scenarios *and* making them more likely to just
kill the player outright once it is reached instead of wall them off.<br>
Key changes:<br>
-Tesseract spawn rate no longer increases over time at all. The baseline
 spawn rate is 1 per ~50 turns (nearly twice as slow as the previous
 maximum).
-Tesseract spawns are capped at 60 active at once in total, with no more
 than 100 *total* monsters on the floor (regardless of how many of them
 came from the tesseract)
-The first handful of monsters the tesseract spawns appear *faster* than
 before (but slow down after each one, reaching minimal baseline rate by
 15 monsters).<br>
This is aimed at making tesseracts do just a little bit more to those who
deal with them efficiently, and much less against those who do the worst
against them. The new worst-case scenario may no longer be that scary to
strong players, but those aren't the players who were encountering it in
the first place, so this is hopefully more equitable (while still being
impactful enough to continue to influence the behavior of strong players in
the ways they've already said they enjoy it doing).<br>
-The off-level timer now runs for a maximum of 500 turns instead of 1000.<br>
 (The only reason it ran off-level at all was to prevent forcing players
 to return to Zot:4 every time they want to rest. It was not intended to
 penalize going somewhere else and some players did not even realize it was
 happening - potentially creating massive problems for their future self.
 500 turns is about the most time anyone can realistically spend resting,
 and with the general reduction in spawn rate, should be much more gentle)<br>
-After spawning 80 monsters, new monsters have a 1-in-4 chance of spawning
 in the player's LoS instead of outside it (indicated by purple tesseract
 status).<br>
Note that this is above the maximum spawn cap for the floor, so requires
the player to have been killing many tesseract spawns *and* still have
spent ~4000+ turns doing so. This is unlikely to come up for most people,
but is aimed at 'just killing' the player instead of walling them. For all
the reasons listed above, the opposition keeping you away from the
tesseract will be much less and regenerate much less quickly, so it should
always remain *possible* to get there. But there's additional risk.<br>
-Tesseracts no longer generate awake (and can, in fact, not be woken up by
 anything short of the death of an orb guardian - stab away to your heart's
 content, should you manage to get there in one piece!)<br>
-The monster weights for tesseract spawns have been adjusted to make storm
 dragons less overwhelmingly common (and classed draconians more common).
 This is probably an overall increase in danger level, not just variety
 (but more than compensated for by the other changes).<br>
-Some messages for orb guardians being banished/pacified/dying off-screen
 have been improved.<br>
Hopefully, all together, this is closer to striking a balance that feels
fun to play against without feeling overly punishing to slip up against
(while still being a credible threat all the while).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b189c638a0">b189c638a0</a> | 2025-08-21 23:32:29 -0230 | DracoOmega</pre>
Make becoming Dazed interrupt monster channelled spells<br>ie: Word of Recall, Launch Clockwork Bee, and Searing Ray
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=852368a59e">852368a59e</a> | 2025-08-21 23:32:01 -0230 | DracoOmega</pre>
Fix a variety of issues due to ordering of handle_monster_move<br>Due to how handle_monster_move was ordered, a variety of monsters with
atypical behavior would exit the function prematurely (to skip 'standard'
monster action code), but it was bailing out before the code to handle
monster regeneration and many passive damage sources was handled (ie:
clouds, bog, frozen ramparts, oozemancy). This means that the following
monsters could never regenerate or be affected by any of those things:<br>
Prisms, boulders, hellfire mortars, diamond sawblades, lightning spires,
solar embers (but only while currently adjacent to the player),
rending blades (that triggered that turn), boundless tesseracts, and player
shadows. Note that tesseracts were supposed to regenerate 10 HP/turn and
instead effective had 0 regen at all....<br>
In addition, multiple monsters could still act while Paralyzed (including
any of the above, but also any Vexed monster!)<br>
These issues should hopefully be fixed now (and without breaking anything
else...)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8cf676ac6">e8cf676ac6</a> | 2025-08-21 16:39:36 -0230 | DracoOmega</pre>
Fix xv lying about monster wand power in webtiles (mysticsailboat)<br>This issue was fixed by daee816b5679 for console and local tiles, but
webtiles (of course) used a different codepath to display monster spells
on xv and it hadn't gotten the memo yet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d12c6b02fd">d12c6b02fd</a> | 2025-08-21 16:14:24 -0230 | regret-index</pre>
Don't give jewellery out in Justicar troves to Coglins (Quasar471)<br>The various Lua clauses for controlling species-limited items were
incomplete regarding Coglins being unable to wear jewellery.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee87135f2d">ee87135f2d</a> | 2025-08-20 20:58:04 -0500 | RypoFalem</pre>
Remove a duplicate yaml key (no functional changes)<br>The generated form-data.h is identical.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8778ee6be">e8778ee6be</a> | 2025-08-20 18:00:37 -0500 | David Lawrence Ramsey</pre>
Fix warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cf2f3ce0b">2cf2f3ce0b</a> | 2025-08-20 17:47:26 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f37eb42a8f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-677-gf37eb42a8f.zip">here</a>.]]></description>
            <pubDate>Fri, 22 Aug 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-670-gee87135f2d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-670-gee87135f2d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee87135f2d">ee87135f2d</a> | 2025-08-20 20:58:04 -0500 | RypoFalem</pre>
Remove a duplicate yaml key (no functional changes)<br>The generated form-data.h is identical.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8778ee6be">e8778ee6be</a> | 2025-08-20 18:00:37 -0500 | David Lawrence Ramsey</pre>
Fix warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cf2f3ce0b">2cf2f3ce0b</a> | 2025-08-20 17:47:26 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=646a485ab0">646a485ab0</a> | 2025-08-20 17:42:07 -0500 | David Lawrence Ramsey</pre>
Add missing ENDMAP.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56b9c373c2">56b9c373c2</a> | 2025-08-20 17:31:23 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=657cd509c9">657cd509c9</a> | 2025-08-20 17:23:43 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d8561dace">5d8561dace</a> | 2025-08-20 19:31:26 -0230 | regret-index</pre>
Changelog updates through 818337ce7c<br>Covering inventory changes, new item egos, and the huge amount of new
tiles. Proofread by Darby and DracoOmega.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8b06f4ccb">e8b06f4ccb</a> | 2025-08-20 19:31:26 -0230 | regret-index</pre>
Further tweak Okawaru wrath<br>04553db expanding Okawaru's wrath options while also smoothening out the
XL curve also added the thematically-severely-awkward possibility of
getting orc priests, spriggan berserkers, or draconian stormcallers from
Okawaru's wrath via band attendees. I have removed most of these from
the top end, as the wrath is already quite vicious with more consistently
placing 5 or 6 endgame serious threats at once ontop of the player
compared to previously still rolling things like deep elf knights, deep
elf archers, and frost giants at XL 27.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0751984624">0751984624</a> | 2025-08-20 19:31:25 -0230 | regret-index</pre>
Name the HP*2 status back to "doubled vigour"<br>This mostly rolls back 13cf121.<br>
 * With 76c1861 and bb01f63 having provided in-game descriptions for
   monster statuses, clarifying what exactly the status does (in just
   multiplying HP) to players otherwise unaware of the mechanic is very
   straightforward (and getting people to read that tab in general would
   be good policy).<br>
   - Due to the monstatus tab using database looks-ups, database
     translation PR efforts could fill in for those failing to parse
     Crawl via external translators, though admittedly this has fallen
     immensely behind in recent versions.<br>
 * The messaging actually used for the effect can read quite awkwardly
   otherwise, with lines like "Your toenail golem looks doubled in
   health".<br>
 * Loose future plans to update more of Elyvilon's abilities while making
   them a bit more expensive, in particular potentially making Divine
   Vigour give this doubled health buff to one's allies (both making the
   capstone ability more flashy and letting the healer god actually be any
   good for one's allies), which would more closely connect the effect to
   its in-game use in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35c39e4809">35c39e4809</a> | 2025-08-20 19:31:25 -0230 | regret-index</pre>
New monster: bes kemwar, for early D<br>These Malaysian maggot spirits, or green Ws in console, are meant to
cover two different goals at once.<br>
 * Their highly-variable disease-spreading mythos is deployed here in a
   highly magical setting to inflict the Diminished Spell debuff on
   players, much earlier than Zykzyls summoned post-Lair-Branches or
   encountered directly in Pan. (They cast it as an irresistable
   line-of-fire needing beam effect, since the spell is in many ways
   weaker than actually preventing one from casting spells via mp
   draining or Silence or Sap; compare to how gnoll boudas get their
   irresistable Weakening Gaze.)<br>
 * They're very early-game undead with passable but not much notable
   offenses outside of their spell-weakening trick, which lets them fit
   into early Yredelemnul Torch summons as something fairly weaker than
   the current high-rolls of wights or marrowcuda, and which can also
   help eventually remove necrophages as became somewhat obsolete with
   rot's removal (c.f. e446cd8).<br>
They rarely place on D:4-8 with an 80% chance of banding with one of
phantoms, jellies, sleepcaps, or another bes super rarely, taking
equivalent weight from the each of those (and a tiny bit of ogre weight
even things out), to make their spell weakening effect actually have some
relevance beyond the individual encounter. They otherwise have stats
slightly worse than bullfrogs, with less speed but undead resists and
their debuff mildly compensating. They also take some of the necrophage
and marrowcuda weight out of the low-level XL summons made by Raising the
Black Torch, as Yredelemnul's strength is very high early on just for
the zombies and can use a little more early variety + weakening both.
Most notably, they also replace necrophages appearing in the Summon
Undead list still, which gives the spell a little more texture compared to
all the other melee-only bodies it uses.<br>
(Their debuff is honestly a little weak early, as halving spellpower
doesn't do a lot very eaarly versus the base damage of spells themselves,
but between introducing the hex as is deployed later and being weaker
Yred spawns, I'm fine with them mostly being tutorializing enemies that
aren't super dangerous- the nudging up of ball pythons with constriction
reworks in b1b5fd0 ended up needing a nerf in b1b5fd0, and bombardier
beetles from 0fc8318 were a significant killer for quite a few months
until most players learnt the gimmick they were tutorializing.)<br>
Their tile is a combination of Ploomutoo's hungry ghost tile and
roctavian's old mana viper tile, while the Diminish Spells spell icon
uses ontoclasm's old Pakellas Sap Magic icon, CanofWorms's magic
mutation icons, and Sastreii's Weakness status effect icon.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ee87135f2d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-670-gee87135f2d.zip">here</a>.]]></description>
            <pubDate>Thu, 21 Aug 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-648-g849ecb78a7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-648-g849ecb78a7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=849ecb78a7">849ecb78a7</a> | 2025-08-19 15:23:39 -0500 | David Lawrence Ramsey</pre>
Move species' orcification messages to YAML.<br>This is only used when a given species' physiology doesn't fit the
default orcification message. Demigods get a message referencing
bugginess, since they shouldn't be able to worship Beogh in the first
place.<br>
Also update documentation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a76b00939b">a76b00939b</a> | 2025-08-19 15:11:38 -0500 | David Lawrence Ramsey</pre>
Sort a few species-specific entries.<br>So that they're all in the same order.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d0a83b6f5">8d0a83b6f5</a> | 2025-08-19 14:33:45 -0500 | David Lawrence Ramsey</pre>
Adjust Xom ring slot messages.<br>Don't reference hands there so that it doesn't end up incorrect when it
applies to a ring on the macabre finger necklace.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=39c64e2046">39c64e2046</a> | 2025-08-19 14:01:12 -0230 | DracoOmega</pre>
Cap daze duration from mesmerisation on monsters<br>To a little less than the average of being dazed twice.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d8ceb4c3b0">d8ceb4c3b0</a> | 2025-08-19 14:01:12 -0230 | DracoOmega</pre>
Cut Siren/Avatar song cast rate in half<br>When 523f668 refactored mesmerisation code, it unified cast rate behavior
between siren/avatar song and spell mesmerisation, removing an oddity that
made sirens/avatars try to mesmerise you *more* often if you were already
affected, rather than less.<br>
But, in effect, this doubled their base cast rate against players that
resisted, which was probably not intended (and affected the monster-dazing
effect fairly heavily). Let's cut it in half again, hopefully making it
more similar in practice to before that commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c4b8e283e">6c4b8e283e</a> | 2025-08-19 00:58:31 -0500 | RypoFalem</pre>
Give Command to scales of the Dragon King<br>I think the new Command heavy armour ego is fitting thematically since
kings give commands and the Command ego would allow many characters to
cast Dragon's Call in golden dragon scales with extreme training.<br>
I removed will+ because it's boring. Although an identical artefact
could be still be randomly generated, hopfully this is more interesting
thematically and has more impact on players' strategic decisions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8822f1ac5b">8822f1ac5b</a> | 2025-08-18 21:03:36 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef0d768926">ef0d768926</a> | 2025-08-18 20:44:55 -0500 | David Lawrence Ramsey</pre>
Fix monster build.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db517aa4a4">db517aa4a4</a> | 2025-08-18 20:34:51 -0500 | Matt Smith</pre>
Attune w/Elemental Staff and Staff of Olgreb.<br>Closes #4730.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ba179bf4a">5ba179bf4a</a> | 2025-08-18 20:24:23 -0500 | David Lawrence Ramsey</pre>
Fix capitalisation.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=849ecb78a7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-648-g849ecb78a7.zip">here</a>.]]></description>
            <pubDate>Wed, 20 Aug 2025 05:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-642-g8822f1ac5b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-642-g8822f1ac5b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8822f1ac5b">8822f1ac5b</a> | 2025-08-18 21:03:36 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef0d768926">ef0d768926</a> | 2025-08-18 20:44:55 -0500 | David Lawrence Ramsey</pre>
Fix monster build.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db517aa4a4">db517aa4a4</a> | 2025-08-18 20:34:51 -0500 | Matt Smith</pre>
Attune w/Elemental Staff and Staff of Olgreb.<br>Closes #4730.<br>
[Committer's note: Adjusted commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ba179bf4a">5ba179bf4a</a> | 2025-08-18 20:24:23 -0500 | David Lawrence Ramsey</pre>
Fix capitalisation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fceee19c30">fceee19c30</a> | 2025-08-18 00:27:09 -0230 | regret-index</pre>
Assign the proper altar total to a Temple (Oneirical, Darby)<br>There are 22 B glyphs, but one is replaced with a staircase, so there are
21 altars placed in total for altar distribution assessment purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=32fe679a33">32fe679a33</a> | 2025-08-17 20:42:24 -0230 | DracoOmega</pre>
Replace Antaeus's Flash Freeze with Sleetstrike (also for Blizzard Demons!)<br>With Flash Freeze's effect fairly heavily nerfed, it felt like Antaeus
could still use an accurate slowing tool in his arsenal. Drawing upon his
titan heritage, Sleetstrike is an ice-infused Airstrike that additionally
slows the target's movements for a little while. Its base damage is fairly
higher than Airstrike of equivalent power (to compensate for being
partially irresistable).<br>
Blizzard demons are also given this; they've never been one of the more
threatening tier-2 demons and the slowing effect gives them a better
support tool for their uses in Pan.<br>
(Sleetstrike spell icon by regret-index, combining ontoclasm's Airstrike
icon with cc0 sample pixel card art by Mumu.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8292378173">8292378173</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Fix monster airstrike damage flagrantly lying in xv<br>The listed damage for monster airstrike was extremely inaccurate in
multiple ways, treating it as though it used the same formula as player
airstrike when it very much did not. For instance, wind drakes claimed that
they did 2d(7-23) damage, but their actual damage range with 0 empty spaces
was 0-15 and with 8 empty spaces was 16-31. This is a very similar average,
but much lower variance (and a maximum damage that is a whole 33% lower
than claimed!)<br>
This is a result of:
 -Using a function of random2avg() instead of roll_dice() for the
  power-based componant, which is extremely similar but not identical to
  the displayed numbers.
 -Not randomizing the space-based componant at all. You just flatly take
  +2 damage per empty space (unlike the player version).<br>
While I considered changing the formula to match the player version, I feel
that the difference between how the open space bonus is handled makes
mechanical sense: the player is more predictably punished for being out of
position, while not being able to so consistently punish enemies for the
same 'mistake' (since enemies will make no attempt to avoid this). Also,
fixing it would mean giving multiple enemies significantly higher max
damage (which is something past commits already worried out loud about).<br>
It's not clear that Gastronok needs to hit for 16 more damage than he
currently does, so I am instead opting to change xv to convey the true
behavior about space, while leaving it unchanged. (I did replace the use of
random2avg with roll_dice, since that difference is too unimportant not to
make consistent).<br>
(This commit also fixes a minor bug where the player was considered 'open
space' for purposes of a monster airstriking something adjacent to you.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25f427f668">25f427f668</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Greatly reduce the noise of ioods hitting each other<br>It's not at all clear why this was *much louder than Shatter* (and, in
fact, tied for the loudest noise in the game, along with things like Gong
and alarm traps....)<br>
Orb/orb collisions are a lot more likely with the revised Orb card than
they used to be (though not all bad - since they will often be next to an
enemy when they collide!), and that level of noise seemed unexpected and
undesireable. They're still very loud, but no louder than Storm card.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c60c41f43">8c60c41f43</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Attempt to improve the Orb card again<br>The 'starburst' effect from the Orb card was always more flashy than
effective - none of the orbs were launched with respect to the player's
chosen aim, and yet it was overly aggressive about telling orbs to attempt
to home in on that target anyway (instead of targets they might have a
chance of actually hitting). This meant that 6 orbs were often less good
at hitting anything at all than 1 orb.<br>
When f4014ab attempted to fix a seperate issue with the starburst being the
'low' power effect of the card, it greatly exacerbated this problem; not
only did the single-orb version become much rarer at high power, but the
starburst effect could now fire just 1 or 2 orbs - usually aimed at nothing
in particular - making it dramatically ineffective.<br>
This commit makes the following changes:
 -The 'center' of the starburst effect is always aligned with the player's
  aim (so that one orb always follows the direct path)
 -Non-center orbs will now choose targets based on 'closest angle' rather
  than 'closest distance within a moderate angle'. In general, this makes
  them a lot more likely to hit something (or at least make a reasonable
  attempt at doing so).
 -Burst orbs that lose their target lock (often due to another orb killing
  their target first) will try to reacquire the best one for their current
  angle and position.
 -Card power 1 always fires 3 orbs (in a narrower spread), while power 2
  fires 6 in a wider spread.<br>
In general, higher power effects should now almost always be strictly
better than low power ones (instead of worse) and considerably more
effective. One downside is that the new target lock behavior does make the
orbs more likely to perform a full 180 and return in the player's
direction (provided an enemy is in the way), though one can usually still
safely maneuver them into hitting that enemy in this circumstance (and
surely a little bit of danger is appropriate for the gambler god -
especially when the payoff is large).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=24aa0edc3b">24aa0edc3b</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Greatly reduce Flash Freeze accuracy at high power (and also damage)<br>Orbs of winter have been consistently outperforming other orb types, and
while I first assume this may have been the way Refrigeration damage stacks
up with multiple orbs on screen at once, a closer analysis suggests Flash
Freeze may be the larger culprit, accounting for ~80% of their direct
kills.<br>
Flash Freeze's accuracy scaling was always a little weird, being hugely
affected by HD. Rime drake breath is merely 'pretty accurate', but orbs
of winter had 125 to-hit with it! (Contrast orb of fire's bolt of fire
having 31). Combined with its partial-irresistability, despite its
meaningfully lower base damage than bolt of fire, a character with rC++
and 32 EV would be taking nearly *3 times* the effective average damage
per flash freeze compared to someone with rF++ against an orb of fire's
bolt of fire.<br>
This changes Flash Freeze scaling to massively reduce orb of winter's
accuracy (and also its damage to a lesser degree). It will still be more
accurate than comparable bolts, but hopefully a little more in line? (As
a side-effect, rime drake breath gets a small bit less accurate and a tiny
bit more damage, but I don't think it will be a significant effect.)<br>
Antaeus is the greater casualty in this, who to some degree relied on the
freeze effect to catch up to the player, but that is slated for a change in
a subsequent commit.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8822f1ac5b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-642-g8822f1ac5b.zip">here</a>.]]></description>
            <pubDate>Tue, 19 Aug 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-638-gfceee19c30.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-638-gfceee19c30.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fceee19c30">fceee19c30</a> | 2025-08-18 00:27:09 -0230 | regret-index</pre>
Assign the proper altar total to a Temple (Oneirical, Darby)<br>There are 22 B glyphs, but one is replaced with a staircase, so there are
21 altars placed in total for altar distribution assessment purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=32fe679a33">32fe679a33</a> | 2025-08-17 20:42:24 -0230 | DracoOmega</pre>
Replace Antaeus's Flash Freeze with Sleetstrike (also for Blizzard Demons!)<br>With Flash Freeze's effect fairly heavily nerfed, it felt like Antaeus
could still use an accurate slowing tool in his arsenal. Drawing upon his
titan heritage, Sleetstrike is an ice-infused Airstrike that additionally
slows the target's movements for a little while. Its base damage is fairly
higher than Airstrike of equivalent power (to compensate for being
partially irresistable).<br>
Blizzard demons are also given this; they've never been one of the more
threatening tier-2 demons and the slowing effect gives them a better
support tool for their uses in Pan.<br>
(Sleetstrike spell icon by regret-index, combining ontoclasm's Airstrike
icon with cc0 sample pixel card art by Mumu.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8292378173">8292378173</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Fix monster airstrike damage flagrantly lying in xv<br>The listed damage for monster airstrike was extremely inaccurate in
multiple ways, treating it as though it used the same formula as player
airstrike when it very much did not. For instance, wind drakes claimed that
they did 2d(7-23) damage, but their actual damage range with 0 empty spaces
was 0-15 and with 8 empty spaces was 16-31. This is a very similar average,
but much lower variance (and a maximum damage that is a whole 33% lower
than claimed!)<br>
This is a result of:
 -Using a function of random2avg() instead of roll_dice() for the
  power-based componant, which is extremely similar but not identical to
  the displayed numbers.
 -Not randomizing the space-based componant at all. You just flatly take
  +2 damage per empty space (unlike the player version).<br>
While I considered changing the formula to match the player version, I feel
that the difference between how the open space bonus is handled makes
mechanical sense: the player is more predictably punished for being out of
position, while not being able to so consistently punish enemies for the
same 'mistake' (since enemies will make no attempt to avoid this). Also,
fixing it would mean giving multiple enemies significantly higher max
damage (which is something past commits already worried out loud about).<br>
It's not clear that Gastronok needs to hit for 16 more damage than he
currently does, so I am instead opting to change xv to convey the true
behavior about space, while leaving it unchanged. (I did replace the use of
random2avg with roll_dice, since that difference is too unimportant not to
make consistent).<br>
(This commit also fixes a minor bug where the player was considered 'open
space' for purposes of a monster airstriking something adjacent to you.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25f427f668">25f427f668</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Greatly reduce the noise of ioods hitting each other<br>It's not at all clear why this was *much louder than Shatter* (and, in
fact, tied for the loudest noise in the game, along with things like Gong
and alarm traps....)<br>
Orb/orb collisions are a lot more likely with the revised Orb card than
they used to be (though not all bad - since they will often be next to an
enemy when they collide!), and that level of noise seemed unexpected and
undesireable. They're still very loud, but no louder than Storm card.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c60c41f43">8c60c41f43</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Attempt to improve the Orb card again<br>The 'starburst' effect from the Orb card was always more flashy than
effective - none of the orbs were launched with respect to the player's
chosen aim, and yet it was overly aggressive about telling orbs to attempt
to home in on that target anyway (instead of targets they might have a
chance of actually hitting). This meant that 6 orbs were often less good
at hitting anything at all than 1 orb.<br>
When f4014ab attempted to fix a seperate issue with the starburst being the
'low' power effect of the card, it greatly exacerbated this problem; not
only did the single-orb version become much rarer at high power, but the
starburst effect could now fire just 1 or 2 orbs - usually aimed at nothing
in particular - making it dramatically ineffective.<br>
This commit makes the following changes:
 -The 'center' of the starburst effect is always aligned with the player's
  aim (so that one orb always follows the direct path)
 -Non-center orbs will now choose targets based on 'closest angle' rather
  than 'closest distance within a moderate angle'. In general, this makes
  them a lot more likely to hit something (or at least make a reasonable
  attempt at doing so).
 -Burst orbs that lose their target lock (often due to another orb killing
  their target first) will try to reacquire the best one for their current
  angle and position.
 -Card power 1 always fires 3 orbs (in a narrower spread), while power 2
  fires 6 in a wider spread.<br>
In general, higher power effects should now almost always be strictly
better than low power ones (instead of worse) and considerably more
effective. One downside is that the new target lock behavior does make the
orbs more likely to perform a full 180 and return in the player's
direction (provided an enemy is in the way), though one can usually still
safely maneuver them into hitting that enemy in this circumstance (and
surely a little bit of danger is appropriate for the gambler god -
especially when the payoff is large).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=24aa0edc3b">24aa0edc3b</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Greatly reduce Flash Freeze accuracy at high power (and also damage)<br>Orbs of winter have been consistently outperforming other orb types, and
while I first assume this may have been the way Refrigeration damage stacks
up with multiple orbs on screen at once, a closer analysis suggests Flash
Freeze may be the larger culprit, accounting for ~80% of their direct
kills.<br>
Flash Freeze's accuracy scaling was always a little weird, being hugely
affected by HD. Rime drake breath is merely 'pretty accurate', but orbs
of winter had 125 to-hit with it! (Contrast orb of fire's bolt of fire
having 31). Combined with its partial-irresistability, despite its
meaningfully lower base damage than bolt of fire, a character with rC++
and 32 EV would be taking nearly *3 times* the effective average damage
per flash freeze compared to someone with rF++ against an orb of fire's
bolt of fire.<br>
This changes Flash Freeze scaling to massively reduce orb of winter's
accuracy (and also its damage to a lesser degree). It will still be more
accurate than comparable bolts, but hopefully a little more in line? (As
a side-effect, rime drake breath gets a small bit less accurate and a tiny
bit more damage, but I don't think it will be a significant effect.)<br>
Antaeus is the greater casualty in this, who to some degree relied on the
freeze effect to catch up to the player, but that is slated for a change in
a subsequent commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aebba8ef85">aebba8ef85</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Actually display Cassandra's weapon<br>Accidentally omitted.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20cf034aca">20cf034aca</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Split _artp_can_go_on_item into two functions<br>_artp_can_go_on_item was used to both control what artprops were eligible
to randomly generate on a given item as well as what artprops *must* be
vetoed for functional/implementation purposes. But by bundling these
together, it became impossible to specify non-standard artprops (via
itemspec or certain backend methods) for an item that would work perfectly
well and just not *naturally* appear.<br>
For instance, Noisy doesn't function outside of melee weapons (so putting
it on a non-weapon doesn't make sense), but Fragile can function on
anything and shouldn't be vetoed when forcibly requested on an item (and,
in fact, could be paired with some 'slow swap only' artprops that are also
vetoed on rings). So now these are split into two functions:
 -_artp_can_randomly_generate is used for 'soft' vetoes, preventing the
  artprop from generating on particular random items, but not overriding
  manual artprop specification
 -_artp_can_go_on_item should only be used for 'hard' vetoes, including
  conflicts with other artprops or things that simply don't work properly<br>
There should be no functional change to normal item generation, but a few
more possibilities are opened up for the future (including one used in the
next commit).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7bd1a5da2">a7bd1a5da2</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Try changing Boundless Tesseract's activation condition, tweak slightly<br>While overall reaction to tesseracts, now that the dust has settled a bit,
seems to be moderately positive, but one pain point in particular stands
out: when the tesseracts actually activate.<br>
Currently they respond to noise and stealth checks the same as any other
monster (even if many people has ascribed custom behavior to them), and
this works okay in *most* situations, but there's some opacity in when
noise will actually reach them (ie: chains of monsters shouting can awaken
it from further away than expected, and it may not be clear why this
happens sometimes but not others), but also they will reliably get woken up
by alarm traps (even from exploration - possibly as soon as one enters the
floor!) and sometimes weirder situations like a passively made Jiyva jelly
bumping into one on the other side of the level. In general, this can feel
a bit arbitrary and unsatisfying.<br>
So instead, this is an attempt to link the activation to something directly
observable by the player and more transparent, while hopefully also not
being gameable in as many ways as some other proposals: tesseracts now
activate the first time an orb guardian is killed (and orb guardians no
longer follow the player off Zot:5 unless the orb run has been started, so
that the player is not *forced* to activate the tesseract on an unlucky
Zot:5 entrance)<br>
While it is technically possible to lure them away from the orb vault to
another staircase, the fact that they are all patrolling (and fast) means
that it's nearly impossible to 'cheese' anything in this way. Early alarm
traps can still be nasty, but the player may have options to avoid
triggering the tesseracts (and the orb guardians in the initial chamber
have been nudged backwards to make them less likely to pour out
immediately.)<br>
In addition, since I expect the distance the player is from the tesseract
when it activates to be shorter in the average case (and due to certain
feedback about throwing/ranged weapons), I have moved the tesseracts one
tile around the corner into the upper lung. This is far more gentle than
some suggestions about giving them warding, since it is still possible to
damage them at range from the back of the lower lungs (and with large AoE
spells), but will require the player to expose themselves to a bit more
danger in the process.<br>
Finally, the total number of tesseract-made spawns on the floor is now
capped at 100 (already rather out of control, but likely sufficiently bad
that we don't need to make outliers even more absurd), the maximum spawn
rate is slightly reduced, and it takes slightly more turns to reach it
(1200 instead of 1000).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=926ad0bca6">926ad0bca6</a> | 2025-08-17 20:02:32 -0230 | DracoOmega</pre>
Rework Cassandra's death ambush effect<br>The on-death Word of Recall, while incorporating the floor Cassandra was
found on in a meaningful way, had variance that a number of players found
very unsatisfying - if a scary vault was on the floor, it was possible to
pull very out of depth monsters (and if they were already awake, they might
even act immediately). It's not clear to me that this was materially worse
than a teletrap (and Cassandra's kill rate has not been outsized so far),
but clearly not fun to a number of people, so let's try something else.<br>
Killing Cassandra now creates several random bandless monsters (of the
current Depth + 2) at some nearby distance that is out of the player's
sight (but traversable to those monsters) and gives those monsters unerring
knowledge of the player's location. In addition, all stairs on the floor
will become sealed for a short period of time (to prevent the obvious
answer of immediately leaving the floor and ignoring them). This should
still give the player a scary problem to answer, but one that is literally
incapable of damaging them immediately (and likely not for several turns),
allowing the player some time to size up the situation and a wider variety
of viable responses.<br>
In addition, there is now a small chance that her amulet may be a randart
with Bane on it. (While Bane does not generate normally on amulets, since
there's not additional compensation on them, simply being an early randart
may make it highly tempting nonetheless.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fceee19c30">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-638-gfceee19c30.zip">here</a>.]]></description>
            <pubDate>Mon, 18 Aug 2025 05:45:29 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-628-gb9eed9ed82.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-628-gb9eed9ed82.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9eed9ed82">b9eed9ed82</a> | 2025-08-16 18:46:36 -0230 | regret-index</pre>
Fix Trove armour placement for draconians (DillyGuru)<br>The condition functions to give given species different sets of items in
troves missed the difference between you.race() and you.genus(), as is
otherwise done in e.g. trove.get_trove_item since 6f326f6.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aa3bf59b2">4aa3bf59b2</a> | 2025-08-16 15:25:46 -0500 | David Lawrence Ramsey</pre>
Make Y-worshipping players immune to torchlight.<br>Found by 7sidedmarble on Reddit.<br>
The check for whether the umbral torchlight beam is the player's has been
replaced with a check for whether the player worships Yred, since the only
way to throw umbral torchlight is through the Yred ability.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8215933f1f">8215933f1f</a> | 2025-08-16 15:22:58 -0500 | David Lawrence Ramsey</pre>
Add missing check for Yred-worshipping monsters.<br>Since they're supposed to be immune to umbral torchlight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a5a901316">8a5a901316</a> | 2025-08-16 11:42:27 -0500 | gammafunk</pre>
Fix a missing floor tile in a vault (tekkud)<br>In pdpol_temple_overflow_zin_treasury_gozag_greed, the Gozag altar was
missing a floor tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73f07e0534">73f07e0534</a> | 2025-08-15 14:50:29 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1302c14e92">1302c14e92</a> | 2025-08-15 13:59:41 -0500 | David Lawrence Ramsey</pre>
Reorder a monster check wrt umbral torchlight.<br>So that it looks at the monster's god before the monster's holiness, as
is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6778cbbdf0">6778cbbdf0</a> | 2025-08-14 22:46:28 -0500 | David Lawrence Ramsey</pre>
Add another Donald line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008d05bb96">008d05bb96</a> | 2025-08-14 22:31:47 -0500 | David Lawrence Ramsey</pre>
Tweak goblin sharper Cloud message.<br>Since unbreathing won't shield enemies from all those cloud types.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f41eeba">374f41eeba</a> | 2025-08-14 21:41:30 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c975815f2">8c975815f2</a> | 2025-08-14 21:41:15 -0500 | David Lawrence Ramsey</pre>
Fix obsolete Cloud card description (Monkooky).<br>Also update the goblin sharper dialogue referencing it.<br>
Closes #4729.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b9eed9ed82">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-628-gb9eed9ed82.zip">here</a>.]]></description>
            <pubDate>Sun, 17 Aug 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-624-g73f07e0534.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-624-g73f07e0534.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73f07e0534">73f07e0534</a> | 2025-08-15 14:50:29 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1302c14e92">1302c14e92</a> | 2025-08-15 13:59:41 -0500 | David Lawrence Ramsey</pre>
Reorder a monster check wrt umbral torchlight.<br>So that it looks at the monster's god before the monster's holiness, as
is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6778cbbdf0">6778cbbdf0</a> | 2025-08-14 22:46:28 -0500 | David Lawrence Ramsey</pre>
Add another Donald line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008d05bb96">008d05bb96</a> | 2025-08-14 22:31:47 -0500 | David Lawrence Ramsey</pre>
Tweak goblin sharper Cloud message.<br>Since unbreathing won't shield enemies from all those cloud types.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f41eeba">374f41eeba</a> | 2025-08-14 21:41:30 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c975815f2">8c975815f2</a> | 2025-08-14 21:41:15 -0500 | David Lawrence Ramsey</pre>
Fix obsolete Cloud card description (Monkooky).<br>Also update the goblin sharper dialogue referencing it.<br>
Closes #4729.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c67ce7006d">c67ce7006d</a> | 2025-08-14 20:24:11 -0500 | Implojin</pre>
Clarify ostracise trove entry prompt (kuniqsX)<br>Piety troves were changed in 6a75ce48ae to use the new ostracize
mechanic instead, but they were still using the old prompt message,
creating player confusion about what would happen upon entering while
under gods with nonstandard piety.<br>
The xv feature text here should already be showing that it uses
ostracism, but let's clarify the prompt, too.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae34898536">ae34898536</a> | 2025-08-14 02:38:08 -0230 | regret-index</pre>
Update some transporter documentation<br>Our no_tele_rules do in fact regularly worry over many transporter vaults
by default these days, and newcomers should be dissauded from making
transporters block off regular connectivity in many circumstances.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee6a24ebf6">ee6a24ebf6</a> | 2025-08-14 02:28:45 -0230 | regret-index</pre>
Clean up spin_cycle and fix its gem hopefully for good (implojin)<br>With eee5569 as the most recent attempt to fix spin_cycle's gem issues
managing to place multiple gems instead, I have opted to sidestep the
vault's room rotation system entirely: both the Depths and the Zot branch
entrance and the gem are now always in the central garden (as was made
accessible via transporters in acbe401). This shouldn't be a problem for
connectivity, since 9dbac83 handles transporters for level connectivity
matters. The branch entrances themselves should be visible from outside,
too.<br>
(While I'm here, I've also re-arranged the header a fair bit and left some
comments throughout; while it has been a relatively well-recieved vault
over the years, it is also one of the most complex in its definition
enough to require multiple fix-ups, so this should hopefully prevent more
errors in future commits.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccc6c5c14">2ccc6c5c14</a> | 2025-08-14 01:06:36 -0230 | DracoOmega</pre>
More consistently capitalize skill names in ego descriptions<br>This seems to be the general norm elsewhere.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=73f07e0534">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-624-g73f07e0534.zip">here</a>.]]></description>
            <pubDate>Sat, 16 Aug 2025 05:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-622-g6778cbbdf0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-622-g6778cbbdf0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6778cbbdf0">6778cbbdf0</a> | 2025-08-14 22:46:28 -0500 | David Lawrence Ramsey</pre>
Add another Donald line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008d05bb96">008d05bb96</a> | 2025-08-14 22:31:47 -0500 | David Lawrence Ramsey</pre>
Tweak goblin sharper Cloud message.<br>Since unbreathing won't shield enemies from all those cloud types.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=374f41eeba">374f41eeba</a> | 2025-08-14 21:41:30 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c975815f2">8c975815f2</a> | 2025-08-14 21:41:15 -0500 | David Lawrence Ramsey</pre>
Fix obsolete Cloud card description (Monkooky).<br>Also update the goblin sharper dialogue referencing it.<br>
Closes #4729.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c67ce7006d">c67ce7006d</a> | 2025-08-14 20:24:11 -0500 | Implojin</pre>
Clarify ostracise trove entry prompt (kuniqsX)<br>Piety troves were changed in 6a75ce48ae to use the new ostracize
mechanic instead, but they were still using the old prompt message,
creating player confusion about what would happen upon entering while
under gods with nonstandard piety.<br>
The xv feature text here should already be showing that it uses
ostracism, but let's clarify the prompt, too.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae34898536">ae34898536</a> | 2025-08-14 02:38:08 -0230 | regret-index</pre>
Update some transporter documentation<br>Our no_tele_rules do in fact regularly worry over many transporter vaults
by default these days, and newcomers should be dissauded from making
transporters block off regular connectivity in many circumstances.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee6a24ebf6">ee6a24ebf6</a> | 2025-08-14 02:28:45 -0230 | regret-index</pre>
Clean up spin_cycle and fix its gem hopefully for good (implojin)<br>With eee5569 as the most recent attempt to fix spin_cycle's gem issues
managing to place multiple gems instead, I have opted to sidestep the
vault's room rotation system entirely: both the Depths and the Zot branch
entrance and the gem are now always in the central garden (as was made
accessible via transporters in acbe401). This shouldn't be a problem for
connectivity, since 9dbac83 handles transporters for level connectivity
matters. The branch entrances themselves should be visible from outside,
too.<br>
(While I'm here, I've also re-arranged the header a fair bit and left some
comments throughout; while it has been a relatively well-recieved vault
over the years, it is also one of the most complex in its definition
enough to require multiple fix-ups, so this should hopefully prevent more
errors in future commits.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccc6c5c14">2ccc6c5c14</a> | 2025-08-14 01:06:36 -0230 | DracoOmega</pre>
More consistently capitalize skill names in ego descriptions<br>This seems to be the general norm elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c43b61291d">c43b61291d</a> | 2025-08-14 01:04:48 -0230 | DracoOmega</pre>
Fix a typo (mysticsailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dbac838b9">9dbac838b9</a> | 2025-08-14 01:01:35 -0230 | DracoOmega</pre>
Allow transporters to count for level connectivity checks (regret-index)<br>The part of map generation that verifies all critical parts of a floor are
reachable (such as branch entrances) did not understand transporters (and
in fact was performed before transporters were properly set up, so it
couldn't see them even if it tried).<br>
It seems to me like these should count for connectivity the same as
anywhere else the player can walk, so now we set up transporters slightly
earlier in level generation and allow connectivity floodfill to traverse
them in a similar way that travel already did.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6778cbbdf0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-622-g6778cbbdf0.zip">here</a>.]]></description>
            <pubDate>Fri, 15 Aug 2025 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-617-gae34898536.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-617-gae34898536.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae34898536">ae34898536</a> | 2025-08-14 02:38:08 -0230 | regret-index</pre>
Update some transporter documentation<br>Our no_tele_rules do in fact regularly worry over many transporter vaults
by default these days, and newcomers should be dissauded from making
transporters block off regular connectivity in many circumstances.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee6a24ebf6">ee6a24ebf6</a> | 2025-08-14 02:28:45 -0230 | regret-index</pre>
Clean up spin_cycle and fix its gem hopefully for good (implojin)<br>With eee5569 as the most recent attempt to fix spin_cycle's gem issues
managing to place multiple gems instead, I have opted to sidestep the
vault's room rotation system entirely: both the Depths and the Zot branch
entrance and the gem are now always in the central garden (as was made
accessible via transporters in acbe401). This shouldn't be a problem for
connectivity, since 9dbac83 handles transporters for level connectivity
matters. The branch entrances themselves should be visible from outside,
too.<br>
(While I'm here, I've also re-arranged the header a fair bit and left some
comments throughout; while it has been a relatively well-recieved vault
over the years, it is also one of the most complex in its definition
enough to require multiple fix-ups, so this should hopefully prevent more
errors in future commits.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccc6c5c14">2ccc6c5c14</a> | 2025-08-14 01:06:36 -0230 | DracoOmega</pre>
More consistently capitalize skill names in ego descriptions<br>This seems to be the general norm elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c43b61291d">c43b61291d</a> | 2025-08-14 01:04:48 -0230 | DracoOmega</pre>
Fix a typo (mysticsailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dbac838b9">9dbac838b9</a> | 2025-08-14 01:01:35 -0230 | DracoOmega</pre>
Allow transporters to count for level connectivity checks (regret-index)<br>The part of map generation that verifies all critical parts of a floor are
reachable (such as branch entrances) did not understand transporters (and
in fact was performed before transporters were properly set up, so it
couldn't see them even if it tried).<br>
It seems to me like these should count for connectivity the same as
anywhere else the player can walk, so now we set up transporters slightly
earlier in level generation and allow connectivity floodfill to traverse
them in a similar way that travel already did.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2a02ca1f9d">2a02ca1f9d</a> | 2025-08-13 20:26:35 -0500 | Implojin</pre>
Thoroughly prevent acq from offering useless manuals (Midn8)<br>Previously it was possible to read acquirement and be offered a manual
that was useless under your current religion, so long as your god did
not actively hate the skill being offered. We had some code in place
here to reduce the weight of these offerings, but the chance of players
being offered e.g. an invo manual under a non-invo god and it being a
good idea to actually god-swap for such a manual didn't make for a very
compelling choice.<br>
As mentioned in e7282f2625, this code is quite silly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=819bfcb938">819bfcb938</a> | 2025-08-13 17:30:06 -0230 | DracoOmega</pre>
Fix FTILE not respecting tile variant weights (regret-index)<br>When FTILE was used to define vault floor tiles, it picked its tile
variations completely at random, ignoring the weight values defined for
them (and thus making rare variants much more common than they should be).
And then, perhaps even more weirdly, when the game was saved and loaded,
all those tiles would be sustituted for different ones that actually
respected weights properly.<br>
(Non-floor tiles seem to also not choose weighted variants properly in this
function, and yet don't have this problem. Maybe some later point is
updating those, but not floors?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa3920e165">fa3920e165</a> | 2025-08-13 01:29:34 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f91f8d1e3">1f91f8d1e3</a> | 2025-08-13 00:21:44 -0500 | hellmonk</pre>
Rephrase shadow dragon scales.<br>Players don't intuitively know how much stealth ER 15 with stealth++++ is
(it's equal to ER 0 with stealth+). Change shadow dragon scales to have no
ER penalty for the purpose of stealth and stealth+ instead for clarity.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=273c62b75a">273c62b75a</a> | 2025-08-13 00:20:17 -0500 | RypoFalem</pre>
Don't allow Command armour in Okawaru capstone gifts (55-ENN)<br>Okawaru worshipers cannot make use of this armour ego without abandoning
Okawaru. Surely Oka wouldn't encourage the player to abandon!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ae34898536">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-617-gae34898536.zip">here</a>.]]></description>
            <pubDate>Thu, 14 Aug 2025 05:44:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-609-g1f91f8d1e3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-609-g1f91f8d1e3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f91f8d1e3">1f91f8d1e3</a> | 2025-08-13 00:21:44 -0500 | hellmonk</pre>
Rephrase shadow dragon scales.<br>Players don't intuitively know how much stealth ER 15 with stealth++++ is
(it's equal to ER 0 with stealth+). Change shadow dragon scales to have no
ER penalty for the purpose of stealth and stealth+ instead for clarity.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=273c62b75a">273c62b75a</a> | 2025-08-13 00:20:17 -0500 | RypoFalem</pre>
Don't allow Command armour in Okawaru capstone gifts (55-ENN)<br>Okawaru worshipers cannot make use of this armour ego without abandoning
Okawaru. Surely Oka wouldn't encourage the player to abandon!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f2b8cf1c1">4f2b8cf1c1</a> | 2025-08-12 23:24:36 -0500 | LiciTheCrawler</pre>
Fix: Add missing INSCRIP to the Plutonium Sword<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ca7427ebf">9ca7427ebf</a> | 2025-08-12 23:04:47 -0500 | Implojin</pre>
Let wizmode super heal clear doom<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5718d9dcf2">5718d9dcf2</a> | 2025-08-12 22:43:32 -0500 | RypoFalem</pre>
Let single-tile exclusions block destination stairs. (CrawlOdds, Darby,<br>riverfiend splats spriggans, Zewo)<br>
For some reason single-tile exclusions on the destination side of stairs
didn't give warnings or prevent autotravel while multi-tile exclusions
did. This was done intentionally according to code comments but it's not
clear what benefits this had.<br>
On the other hand it caused several people confusion over the years when
their exclusions didn't stop them from going into dangerous situations
that they had marked.<br>
Closes #3115 and #3415
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2518ba41e4">2518ba41e4</a> | 2025-08-12 21:41:59 -0500 | RypoFalem</pre>
fix: A temple with the wrong number of altars<br>dpeg_three_leaves_temple places [9 or 21] not [9 or 18] altars.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50ae0a3e31">50ae0a3e31</a> | 2025-08-11 20:08:06 -0500 | David Lawrence Ramsey</pre>
Add a priest override flag for Cassandra.<br>Since she doesn't have any priest spells (Ashenzari is passively helping
her cast wizard spells), but still needs to be flagged as a priest for
e.g. Beogh's purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8cb0afb7d">b8cb0afb7d</a> | 2025-08-11 19:08:18 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7ac84236b">c7ac84236b</a> | 2025-08-11 20:02:40 -0400 | patrick</pre>
Add some new nouns and adjectives for Forgecraft randbooks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=781da5af3e">781da5af3e</a> | 2025-08-11 21:00:42 -0230 | DracoOmega</pre>
Give Cassandra ikiller credit for death summons (gammafunk)<br>I want to preserve the death message not directly stating her involvement
(the flavor is important!) but for the sake of bot tracking, I am
attempting to give her ikiller credit regardless.<br>
Even if this works (I... am not sure how to test logfile generation
locally), this is still imperfect, since it cannot track monsters recalled
upon her death. It's not exactly straightforward to think about how one
might do this, even.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1f91f8d1e3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-609-g1f91f8d1e3.zip">here</a>.]]></description>
            <pubDate>Wed, 13 Aug 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-603-g50ae0a3e31.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-603-g50ae0a3e31.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50ae0a3e31">50ae0a3e31</a> | 2025-08-11 20:08:06 -0500 | David Lawrence Ramsey</pre>
Add a priest override flag for Cassandra.<br>Since she doesn't have any priest spells (Ashenzari is passively helping
her cast wizard spells), but still needs to be flagged as a priest for
e.g. Beogh's purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8cb0afb7d">b8cb0afb7d</a> | 2025-08-11 19:08:18 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7ac84236b">c7ac84236b</a> | 2025-08-11 20:02:40 -0400 | patrick</pre>
Add some new nouns and adjectives for Forgecraft randbooks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=781da5af3e">781da5af3e</a> | 2025-08-11 21:00:42 -0230 | DracoOmega</pre>
Give Cassandra ikiller credit for death summons (gammafunk)<br>I want to preserve the death message not directly stating her involvement
(the flavor is important!) but for the sake of bot tracking, I am
attempting to give her ikiller credit regardless.<br>
Even if this works (I... am not sure how to test logfile generation
locally), this is still imperfect, since it cannot track monsters recalled
upon her death. It's not exactly straightforward to think about how one
might do this, even.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ce4d9079b">6ce4d9079b</a> | 2025-08-11 20:55:20 -0230 | DracoOmega</pre>
Don't hide the evocable item drop page with Sac Artifice (gammafunk)<br>Items that were impossible to ever evoke weren't showing up there at all,
which could result in autoexplore still trying to stack charges of wands
you can never use nor easily drop.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bf5c0297e">4bf5c0297e</a> | 2025-08-10 22:54:02 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=765ce0cfc4">765ce0cfc4</a> | 2025-08-10 22:16:30 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=078533993e">078533993e</a> | 2025-08-10 23:18:24 -0230 | DracoOmega</pre>
Reduce doom cost of Summon Horrible Things (oneirical)<br>With Doom wearing off many times more slowly now, it's plausible the cost
for this spell is a little steep now, so let's lower it a bit. (It will
still be more dangerous than it was yesterday.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c991726cd9">c991726cd9</a> | 2025-08-10 20:41:21 -0500 | David Lawrence Ramsey</pre>
Tweak Cassandra line again.<br>To properly cover both good and ill fortune.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20e1c13e1b">20e1c13e1b</a> | 2025-08-10 20:27:19 -0500 | David Lawrence Ramsey</pre>
Add another Cassandra line.<br>Adjusted from the original to be two sentences and not three.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=50ae0a3e31">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-603-g50ae0a3e31.zip">here</a>.]]></description>
            <pubDate>Tue, 12 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-598-g4bf5c0297e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-598-g4bf5c0297e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bf5c0297e">4bf5c0297e</a> | 2025-08-10 22:54:02 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=765ce0cfc4">765ce0cfc4</a> | 2025-08-10 22:16:30 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=078533993e">078533993e</a> | 2025-08-10 23:18:24 -0230 | DracoOmega</pre>
Reduce doom cost of Summon Horrible Things (oneirical)<br>With Doom wearing off many times more slowly now, it's plausible the cost
for this spell is a little steep now, so let's lower it a bit. (It will
still be more dangerous than it was yesterday.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c991726cd9">c991726cd9</a> | 2025-08-10 20:41:21 -0500 | David Lawrence Ramsey</pre>
Tweak Cassandra line again.<br>To properly cover both good and ill fortune.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20e1c13e1b">20e1c13e1b</a> | 2025-08-10 20:27:19 -0500 | David Lawrence Ramsey</pre>
Add another Cassandra line.<br>Adjusted from the original to be two sentences and not three.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce4935aeb3">ce4935aeb3</a> | 2025-08-10 22:39:27 -0230 | DracoOmega</pre>
Allow monsters killed in their sleep to still say their death lines<br>Surely being violently stabbed can jolt them awake long enough to mutter
something at you.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c78ead9e7f">c78ead9e7f</a> | 2025-08-10 22:39:27 -0230 | DracoOmega</pre>
Mention jewellery worn by monsters that come into sight<br>Monsters wearing jewllery is rare enough that it's surely at least as worth
mentioning as branded weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=522d93ce03">522d93ce03</a> | 2025-08-10 22:39:27 -0230 | DracoOmega</pre>
Replace Psyche with Cassandra, the Doomed Oracle<br>Psyche was one of the last remaining uniques with little flavor beyond
"Wow, I'm insane!". Her signature spell, Chain of Chaos, was also
incredibly hard to reason about (either in terms of what it would hit, how
many times it would hit, how much damage it would do, or what status
effects it even could inflict - which still includes things like Berserk
or full Paralysis that were removed from chaos weapons). The latter part
could be somewhat ignored in practice because she simply wasn't very
threatening, but all of that together doesn't make a very good monster
design.<br>
So let's replace her with another woman from Greek myth with a much
stronger concept for Crawl: Cassandra, doomed to speak prophecy that no one
heeds.<br>
Designed as the first doom-wielding unique, Cassandra is a priest of
Ashenzari who casts Doom Bolt and Swiftness, has Clarity and See Invis, and
also a couple mechanics unique to her: when first encountered, she inflicts
Doom on the player equal to half of what is needed to bring them to 100%
(eg: she will take the player from 0%-50% or 70%->85%). When she is killed,
some of the bad future she tried to warn you away from comes to pass: the
player will be ambushed by monsters drawn from elsewhere on the floor (and
recalled to places 3-4 tiles away). If none are left alive (perhaps because
you dragged her upstairs), floor-appropriate unrewarding ones will be
summoned instead.<br>
The initial doom should make her doom bolts potentially threatening on
their own, and the doom she inflicts should make the player reluctant to
simply avoid killing her lest they suffer an even worse fate. But to
sweeten the pot slightly, she also has a 50% chance to spawn with a random
amulet. She appears slightly deeper than Psyche once did (since, while
frail, she naturally scales with the floor she's on). I have not placed
her in most sprints, since her death recall works poorly there.<br>
(I would have been happy to remove Chain of Chaos and its confusing code
from the game altogether, but it's still used by the Mace of Variability.
It seems very reasonable to rewrite that to use something simpler in the
future, but I've left it there for now, where being hard to reason about it
is less of an issue.)<br>
---------------<br>
Cassandra tile by regret-index, made using roctavian's Harold and Psyche
tiles, CanofWorms's Servant of Whispers tile, plus Denzi's old deep elf
blademaster and naga mage tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1f22f6449">b1f22f6449</a> | 2025-08-10 22:35:24 -0230 | DracoOmega</pre>
Turn Bane of Recklessness into a mutation instead<br>While 0 SH can be a very relevant penalty on some characters, it was the
bane most likely to do literally nothing (and very little to many others;
3->0 SH is barely an inconvenience after accumulating that much doom).
Such situational downsides might be more relevant as mutations (where doing
'barely anything' is considered fine), and now it can come with an upside
as well: increasing two-hander damage by 15%! If life gives you lemons,
smack life upside the head with a triple sword.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98edc186fe">98edc186fe</a> | 2025-08-10 22:35:24 -0230 | DracoOmega</pre>
Further increase trove bane duration, convey this in advance<br>While the general bane duration increases will make these feel less 'free'
than they currently do, I suspect it may still not be quite enough, so
banes obtained from troves now last longer than those from other sources.<br>
In addition, the prompt when entering such a trove will now tell the
player how many XLs they will be cursed for in advance.<br>
Hopefully this feels like a more equitable tradeoff for the (now fairly
better!) trove loot.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4bf5c0297e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-598-g4bf5c0297e.zip">here</a>.]]></description>
            <pubDate>Mon, 11 Aug 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-585-gf915fd9588.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-585-gf915fd9588.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f915fd9588">f915fd9588</a> | 2025-08-09 19:42:32 -0230 | DracoOmega</pre>
Fix incorrect chance for orbs of energy being on % screen (mysticsailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dd7f91d1c4">dd7f91d1c4</a> | 2025-08-08 22:45:46 -0500 | David Lawrence Ramsey</pre>
Add missing Phobia status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6ea85272a">c6ea85272a</a> | 2025-08-08 14:12:59 -0500 | Implojin</pre>
Fix a teleport closet in trove_rift (dilly)<br>As reported in the roguelikes discord, it was possible for players
to enter any of the teleport traps in this trove and become
stuck in the central cross.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15649fa837">15649fa837</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix category multidrop hotkeys no longer working (Ge0FF)<br>Broken by 7fc1e07
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=247caf9a7c">247caf9a7c</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Rework orb of stardust somewhat<br>While initial numbers for the orb of stardust effect were overtuned, rather
than simply reduce them, I decided to try a slightly wider change in light
of certain properties: namely that conjuring a fixed number of projectiles
was by *far* at its strongest against a single target (potentially doing
extra to encourage fighting very small battles and retreating often for
the big burst damage).<br>
Instead, the orb now conjures one star plus one for *each nearby enemy*
(capped by a factor of your evocations skill). This means that the orb is
at its strongest when facing a lot of enemies at once (while always
'1 per enemy, at most', that firepower gets concentrated at the front, and
potentially buys the player space to keep casting).<br>
To retain the relevance of MP spent, the MP used to activate the orb now
directly boost shooting star damage instead (by 25% per MP).<br>
While (hopefully) a fair bit weaker than its current effect, the hope is
that the dynamics this produces are interesting and the orb still feels
like it rewards the investment.<br>
(Since enemies with orbs of stardust will now usually be firing only 2
stars in the usual case, their star damage now scales non-linearly. For
sake of clarity, Jeremiah now does 4d4 while Frederick does ~4d14)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8c28444c0">e8c28444c0</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix new orb of pyromania timing issues and tweak (Acrobat)<br>While 0dae1da fixed certain timing issues, it introduced new ones:
explosions could happen with no more enemies in range if there were enemies
in range at the moment the first monster died, and the explosion would
happen at the location the player occupied at the time the triggering death
occured, *not* when the explosion fired. Meaning that spells like
bombard could knock the player into their own explosion, damaging them.
This commit should fix that.<br>
At the same time, I'd extended the effect radius from 2 to 3, while
reducing the damage slightly. It's intended that it only work at 'close
range' (a range closer than one's spells can operate at), but 2 may have
been a little bit *too* restrictive. Let's try it like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6930c24efb">6930c24efb</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Have the rElec- mut mention the resist in its short desc (Planckenstein)<br>As is standard for all the others.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ae0b2bbc">30ae0b2bbc</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix staves of necromancy not showing up when searching rN+ (salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fab65de6a">2fab65de6a</a> | 2025-08-07 16:42:15 -0500 | David Lawrence Ramsey</pre>
Fix typo/Clang compile warning.<br>Closes #4711.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8c24cd5c8">b8c24cd5c8</a> | 2025-08-06 18:54:27 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f915fd9588">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-585-gf915fd9588.zip">here</a>.]]></description>
            <pubDate>Sun, 10 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-584-gdd7f91d1c4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-584-gdd7f91d1c4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dd7f91d1c4">dd7f91d1c4</a> | 2025-08-08 22:45:46 -0500 | David Lawrence Ramsey</pre>
Add missing Phobia status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6ea85272a">c6ea85272a</a> | 2025-08-08 14:12:59 -0500 | Implojin</pre>
Fix a teleport closet in trove_rift (dilly)<br>As reported in the roguelikes discord, it was possible for players
to enter any of the teleport traps in this trove and become
stuck in the central cross.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15649fa837">15649fa837</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix category multidrop hotkeys no longer working (Ge0FF)<br>Broken by 7fc1e07
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=247caf9a7c">247caf9a7c</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Rework orb of stardust somewhat<br>While initial numbers for the orb of stardust effect were overtuned, rather
than simply reduce them, I decided to try a slightly wider change in light
of certain properties: namely that conjuring a fixed number of projectiles
was by *far* at its strongest against a single target (potentially doing
extra to encourage fighting very small battles and retreating often for
the big burst damage).<br>
Instead, the orb now conjures one star plus one for *each nearby enemy*
(capped by a factor of your evocations skill). This means that the orb is
at its strongest when facing a lot of enemies at once (while always
'1 per enemy, at most', that firepower gets concentrated at the front, and
potentially buys the player space to keep casting).<br>
To retain the relevance of MP spent, the MP used to activate the orb now
directly boost shooting star damage instead (by 25% per MP).<br>
While (hopefully) a fair bit weaker than its current effect, the hope is
that the dynamics this produces are interesting and the orb still feels
like it rewards the investment.<br>
(Since enemies with orbs of stardust will now usually be firing only 2
stars in the usual case, their star damage now scales non-linearly. For
sake of clarity, Jeremiah now does 4d4 while Frederick does ~4d14)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8c28444c0">e8c28444c0</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix new orb of pyromania timing issues and tweak (Acrobat)<br>While 0dae1da fixed certain timing issues, it introduced new ones:
explosions could happen with no more enemies in range if there were enemies
in range at the moment the first monster died, and the explosion would
happen at the location the player occupied at the time the triggering death
occured, *not* when the explosion fired. Meaning that spells like
bombard could knock the player into their own explosion, damaging them.
This commit should fix that.<br>
At the same time, I'd extended the effect radius from 2 to 3, while
reducing the damage slightly. It's intended that it only work at 'close
range' (a range closer than one's spells can operate at), but 2 may have
been a little bit *too* restrictive. Let's try it like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6930c24efb">6930c24efb</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Have the rElec- mut mention the resist in its short desc (Planckenstein)<br>As is standard for all the others.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ae0b2bbc">30ae0b2bbc</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix staves of necromancy not showing up when searching rN+ (salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fab65de6a">2fab65de6a</a> | 2025-08-07 16:42:15 -0500 | David Lawrence Ramsey</pre>
Fix typo/Clang compile warning.<br>Closes #4711.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8c24cd5c8">b8c24cd5c8</a> | 2025-08-06 18:54:27 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cac2c8ad3">3cac2c8ad3</a> | 2025-08-06 18:53:33 -0500 | RypoFalem</pre>
fix: xom speech head variable (55-ENN)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=dd7f91d1c4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-584-gdd7f91d1c4.zip">here</a>.]]></description>
            <pubDate>Sat, 09 Aug 2025 05:45:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-582-g15649fa837.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-582-g15649fa837.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=15649fa837">15649fa837</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix category multidrop hotkeys no longer working (Ge0FF)<br>Broken by 7fc1e07
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=247caf9a7c">247caf9a7c</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Rework orb of stardust somewhat<br>While initial numbers for the orb of stardust effect were overtuned, rather
than simply reduce them, I decided to try a slightly wider change in light
of certain properties: namely that conjuring a fixed number of projectiles
was by *far* at its strongest against a single target (potentially doing
extra to encourage fighting very small battles and retreating often for
the big burst damage).<br>
Instead, the orb now conjures one star plus one for *each nearby enemy*
(capped by a factor of your evocations skill). This means that the orb is
at its strongest when facing a lot of enemies at once (while always
'1 per enemy, at most', that firepower gets concentrated at the front, and
potentially buys the player space to keep casting).<br>
To retain the relevance of MP spent, the MP used to activate the orb now
directly boost shooting star damage instead (by 25% per MP).<br>
While (hopefully) a fair bit weaker than its current effect, the hope is
that the dynamics this produces are interesting and the orb still feels
like it rewards the investment.<br>
(Since enemies with orbs of stardust will now usually be firing only 2
stars in the usual case, their star damage now scales non-linearly. For
sake of clarity, Jeremiah now does 4d4 while Frederick does ~4d14)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8c28444c0">e8c28444c0</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix new orb of pyromania timing issues and tweak (Acrobat)<br>While 0dae1da fixed certain timing issues, it introduced new ones:
explosions could happen with no more enemies in range if there were enemies
in range at the moment the first monster died, and the explosion would
happen at the location the player occupied at the time the triggering death
occured, *not* when the explosion fired. Meaning that spells like
bombard could knock the player into their own explosion, damaging them.
This commit should fix that.<br>
At the same time, I'd extended the effect radius from 2 to 3, while
reducing the damage slightly. It's intended that it only work at 'close
range' (a range closer than one's spells can operate at), but 2 may have
been a little bit *too* restrictive. Let's try it like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6930c24efb">6930c24efb</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Have the rElec- mut mention the resist in its short desc (Planckenstein)<br>As is standard for all the others.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ae0b2bbc">30ae0b2bbc</a> | 2025-08-07 21:11:47 -0230 | DracoOmega</pre>
Fix staves of necromancy not showing up when searching rN+ (salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fab65de6a">2fab65de6a</a> | 2025-08-07 16:42:15 -0500 | David Lawrence Ramsey</pre>
Fix typo/Clang compile warning.<br>Closes #4711.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8c24cd5c8">b8c24cd5c8</a> | 2025-08-06 18:54:27 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cac2c8ad3">3cac2c8ad3</a> | 2025-08-06 18:53:33 -0500 | RypoFalem</pre>
fix: xom speech head variable (55-ENN)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90fa8076ef">90fa8076ef</a> | 2025-08-06 22:49:12 +0300 | Nikolai Lavsky</pre>
fix: don't leak the ego of unidentified orbs in xv (acrobat)<br>Item descriptions were showing the effects of Evocations even for
unidentified orbs.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddf292f8a0">ddf292f8a0</a> | 2025-08-06 00:45:00 -0500 | hellmonk</pre>
Reduce orb of glass vitrify chance.<br>Was a bit overkill at reasonable skill values.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=15649fa837">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-582-g15649fa837.zip">here</a>.]]></description>
            <pubDate>Fri, 08 Aug 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-576-gb8c24cd5c8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-576-gb8c24cd5c8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8c24cd5c8">b8c24cd5c8</a> | 2025-08-06 18:54:27 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cac2c8ad3">3cac2c8ad3</a> | 2025-08-06 18:53:33 -0500 | RypoFalem</pre>
fix: xom speech head variable (55-ENN)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90fa8076ef">90fa8076ef</a> | 2025-08-06 22:49:12 +0300 | Nikolai Lavsky</pre>
fix: don't leak the ego of unidentified orbs in xv (acrobat)<br>Item descriptions were showing the effects of Evocations even for
unidentified orbs.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddf292f8a0">ddf292f8a0</a> | 2025-08-06 00:45:00 -0500 | hellmonk</pre>
Reduce orb of glass vitrify chance.<br>Was a bit overkill at reasonable skill values.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=780caf05a1">780caf05a1</a> | 2025-08-05 18:39:26 -0500 | David Lawrence Ramsey</pre>
Fix typos, spelling, and wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75dcb34f46">75dcb34f46</a> | 2025-08-05 20:08:30 -0230 | regret-index</pre>
A quick new sky beast zombie tile (Bn)<br>The current fish zombie tile assigned to sky beast zombies (as of 34aa4bc
moving them to the F glyph) doesn't really resemble the current feathered
manta ray design (made in f2ebe9a). To make their tile match the proper
body shape, I've done a quick edit of that current tile that tears away
at it a bit and match zombie colours.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb01f63bd2">bb01f63bd2</a> | 2025-08-05 20:08:30 -0230 | regret-index</pre>
Write the rest of the monster status descriptions<br>Hopefully, these couple thousand words for less than a couple hundred
status lines should be helpful for newcomers and new features alike.<br>
A few notes:
 * While I'd like to use individual monster pronouns here, there are
   enough subject-verb-tense agreement issues and enough ambiguity issues
   when mentioning another subject (e.g. affecting attackers) that we're
   just defaulting to just using it/its here.<br>
 * "summoned" is left out due being already at the bottom of the default
   monster examination screen.<br>
 * A few other indicators of behaviour versus stealth, like "unaware",
   have been left out due to having many different ambiguous use cases.<br>
 * Some of Zin's Recite-exclusive statuses (e.g. mute, stupified, lost in
   madness) have descriptions but don't currently display in-game and
   instead use their matching regular status (e.g. silenced, paralyzed,
   confused). They are, however, effectively permanent, which would also
   be good to communicate to players; since Recite needs some review in
   general to be more parseable in possibilities, I have left these status
   description in just in case they do end up getting used.<br>
Many thanks to DracoOmega for proofreading this write-up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=279f6177dc">279f6177dc</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Don't mention that a monster can't see you if it's blind<br>Of course it can't; it can't see anyone!<br>
(But also: it will nearly duplicates the single-largest block of info on
the monster status tab, which seems unnecessary.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=424bcd54a1">424bcd54a1</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Rename internal name for monster Sign of Ruin enchant<br>Still accidentally called black_mark.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76c186180a">76c186180a</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Add framework for a monster status description tab on xv<br>This is to allow the player to read more specific details of the status
effects currently active on a given monster (some of whom are only
loosely described in the one or two words of room we normally have for
them.)<br>
This is currently done by database lookup of the string visible when
looking at a monster with x.<br>
Actual descriptions pending in a future commit.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b8c24cd5c8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-576-gb8c24cd5c8.zip">here</a>.]]></description>
            <pubDate>Thu, 07 Aug 2025 05:44:39 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-572-g780caf05a1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-572-g780caf05a1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=780caf05a1">780caf05a1</a> | 2025-08-05 18:39:26 -0500 | David Lawrence Ramsey</pre>
Fix typos, spelling, and wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75dcb34f46">75dcb34f46</a> | 2025-08-05 20:08:30 -0230 | regret-index</pre>
A quick new sky beast zombie tile (Bn)<br>The current fish zombie tile assigned to sky beast zombies (as of 34aa4bc
moving them to the F glyph) doesn't really resemble the current feathered
manta ray design (made in f2ebe9a). To make their tile match the proper
body shape, I've done a quick edit of that current tile that tears away
at it a bit and match zombie colours.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb01f63bd2">bb01f63bd2</a> | 2025-08-05 20:08:30 -0230 | regret-index</pre>
Write the rest of the monster status descriptions<br>Hopefully, these couple thousand words for less than a couple hundred
status lines should be helpful for newcomers and new features alike.<br>
A few notes:
 * While I'd like to use individual monster pronouns here, there are
   enough subject-verb-tense agreement issues and enough ambiguity issues
   when mentioning another subject (e.g. affecting attackers) that we're
   just defaulting to just using it/its here.<br>
 * "summoned" is left out due being already at the bottom of the default
   monster examination screen.<br>
 * A few other indicators of behaviour versus stealth, like "unaware",
   have been left out due to having many different ambiguous use cases.<br>
 * Some of Zin's Recite-exclusive statuses (e.g. mute, stupified, lost in
   madness) have descriptions but don't currently display in-game and
   instead use their matching regular status (e.g. silenced, paralyzed,
   confused). They are, however, effectively permanent, which would also
   be good to communicate to players; since Recite needs some review in
   general to be more parseable in possibilities, I have left these status
   description in just in case they do end up getting used.<br>
Many thanks to DracoOmega for proofreading this write-up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=279f6177dc">279f6177dc</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Don't mention that a monster can't see you if it's blind<br>Of course it can't; it can't see anyone!<br>
(But also: it will nearly duplicates the single-largest block of info on
the monster status tab, which seems unnecessary.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=424bcd54a1">424bcd54a1</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Rename internal name for monster Sign of Ruin enchant<br>Still accidentally called black_mark.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76c186180a">76c186180a</a> | 2025-08-05 20:08:30 -0230 | DracoOmega</pre>
Add framework for a monster status description tab on xv<br>This is to allow the player to read more specific details of the status
effects currently active on a given monster (some of whom are only
loosely described in the one or two words of room we normally have for
them.)<br>
This is currently done by database lookup of the string visible when
looking at a monster with x.<br>
Actual descriptions pending in a future commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e81f80b2e1">e81f80b2e1</a> | 2025-08-05 20:08:29 -0230 | DracoOmega</pre>
Rename an oddly-pluralized function<br>It only describes one!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43d37e0709">43d37e0709</a> | 2025-08-05 20:08:29 -0230 | DracoOmega</pre>
Refactor a bunch of code related to local tiles mouseover descriptions<br>There was a chunk of monster description code seemingly used *only* for
printing to the message log when you move the mouse over something in local
tiles while *not* aiming anything (ie: if you are targeting an ability or
had previously pressed x, it would print the same messages that console and
webtiles sees, but if you had not, it would print something completely
different.)<br>
Not only did this duplicate a bunch of other code, but in some cases it did
so in a way that produced obvious awkwardnesses like:
	It has been summoned.
	It is filled with an inner flame.
	It is summoned and inner flame.<br>
It also attempted to print full monster descriptions to the message long,
which are now far too large to fit there. (This may have made sense 15+
years ago, which was the last time some of this was changed.)<br>
Now it instead prints something very similar to if you were examining the
tile with x instead, and several methods of direction_chooser have been
pulled out to faciliate this.<br>
(This also improves how many different functions with confusingly-similar
names there were, by renaming some and removing/replacing others.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c73acace97">c73acace97</a> | 2025-08-05 20:06:26 -0230 | DracoOmega</pre>
Clear custom tile flavors when ruining vaults<br>One of the things _ruin_level does is sometimes replace tiles with the
feature type of a random adjacent tile. But this is done *after* the vault
definition is fully processed, and if special tiles were applied to the
ruined tile, it would retain them after the feature was converted to
something else (which could, for instance, result in water looking just
like the wall it used to be).<br>
This is not the only place where features are changed post-vault-placement,
but I think this bug was somewhat disguised by how tile redefinitions may
simply be ignored if the feature is changed to 'floor' instead of anything
else.<br>
I don't think this is a comprehensive fix, but it's possible any remaining
problems are only theoretical, as nobody has reported seeing them (and it
seems hard to examine exhaustively).<br>
This fixes #4695
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce694dbfb0">ce694dbfb0</a> | 2025-08-05 16:10:28 -0230 | DracoOmega</pre>
Fix inverted logic in Nobody memory display (Ge0FF)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=780caf05a1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-572-g780caf05a1.zip">here</a>.]]></description>
            <pubDate>Wed, 06 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-556-g32989d1883.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-556-g32989d1883.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=32989d1883">32989d1883</a> | 2025-08-05 00:06:55 -0230 | DracoOmega</pre>
Fix not being able to disassemble tempered forgecraft allies<br>ie: you were unable to remove a lightning spire from your way by attacking
it if it was currently Tempered.<br>
This fixes #4689
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4ef15595ec">4ef15595ec</a> | 2025-08-05 00:04:12 -0230 | DracoOmega</pre>
Fix zot orb statues having no tile when searched for<br>For some reason, we were doing feature lookup by string (which failed for
features with dynamic names, like this one) instead of using the feature
type that *we already had*.<br>
Looking at the original commit of 276b176 this code may predate storing the
feature type, but it seems almost surely correct to actually use it now
that we have it (ie: since at least 6 years ago...)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=78fe029cce">78fe029cce</a> | 2025-08-04 23:32:40 -0230 | DracoOmega</pre>
Fix some timing issues with Beckoning Gale<br>It did damage before moving the creature or printing a message, which would
result in the message about a monster dying being printed *before* the
message about what killed it (which would then also say that it happened to
DEAD MONSTER, making the result further incoherent).<br>
Now it moves first, then prints messages, then applies damage, (and finally
applies traps at the destination, if the victim is still alive).<br>
This fixes #4526
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=888cd41090">888cd41090</a> | 2025-08-04 23:21:58 -0230 | DracoOmega</pre>
Fix EV change preview for granite talismans ignoring EV malus (salticid)<br>It was incorrectly categorized as a 'temporary' EV modifier and ignored.<br>
(I don't think there were any other effects from this.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=387ebad2a6">387ebad2a6</a> | 2025-08-04 23:15:17 -0230 | DracoOmega</pre>
Make Deformed Body and talisman base AC modifiers stack multiplicatively<br>Currently they are additive, so maw (-75%) + deformed body (-40%) results
in -115% body armour AC. This is capped at 0, so it can never actually
*reduce* your AC, but is arguably not the best way for these to stack. (The
current behavior also makes blade talisman take a moderate amount of skill
before you gain any AC back from training it, if you have Deformed Body.)<br>
Now they stack multiplicatively, so maw + deformed body results in -85%
AC.<br>
This also adjusts some potentially confusing information in the form
properties table where the base AC listing considered your current armour
but *not* whether you had Deformed Body, overstating the penalty (though
the full AC change information at the bottom was still correct).<br>
This fixes #4541 and #4535
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34431122f1">34431122f1</a> | 2025-08-04 23:09:02 -0230 | DracoOmega</pre>
Reorder a confusing message regarding Sprozz and meph clouds<br>While meph cloud confusion did actually reliably interrupt Sprozz casting
Launch Clockwork Bee, the timing was such that the game would say they
were confused by the cloud, then say they continued winding the bee, and
then stop on the next turn.<br>
Instead, print the winding message earlier in the turn. (There should be
no functional change.)<br>
This closes #4563.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75deb09d92">75deb09d92</a> | 2025-08-04 22:11:58 -0230 | DracoOmega</pre>
Remove spaces from a few internal enchant names<br>So that mapspec could actually give them to a monster (primarily in
wizmode).<br>
This is admittedly not useful for almost any of these, since they won't
function without other infrastructure, but it's the principle of the thing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ddf3a15b4">7ddf3a15b4</a> | 2025-08-04 22:10:40 -0230 | DracoOmega</pre>
Fix seismosaurus egg sometimes not hatching (MixedVeggies)<br>The conditions for this were a bit opaque, but essentially: if the egg
somehow had a monster foe that wasn't in LoS of it, it wouldn't hatch -
even if its normal conditions were fully met. Having *no* foe was fine (and
it does not normally care about its own LoS, so long as its summoner has
LoS to a target), but having any foe it could not see would be completely
shut it down.<br>
And there are a bunch of ways for it to get a foe that is out of sight, via
pet targets. Obviously through ta but the summoner simply being hit by a
monster out of the egg's LoS could sometimes set its target to that monster
and halt its hatching completely.<br>
There are a bunch of things in mon_special_ability that probably don't work
properly in some situations due to this sort of behavior (and monster
spells as well). I'd like to review and refactor some of that in future,
but in the short-term it's vital that the egg behave consistently for
players (and it hopefully now should).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4eba9be41">a4eba9be41</a> | 2025-08-04 21:28:12 -0230 | DracoOmega</pre>
Don't wait until the player is in LoS to regenerate Nobody's memories<br>When a large amount of time passes, Nobody will recover enough memories to
fully regenerate, but this wasn't being done until the player was in LoS
(and Nobody was aware of them), which could briefly result the game
claiming they had few/no memories left and then appearing to spontaneously
generate them as soon as they noticed you. Now, it should restore itself
in a more player-indifferent fashion.<br>
Also fix a minor typo.<br>
This fixes #4673
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f5554e8e2">6f5554e8e2</a> | 2025-08-04 21:09:21 -0230 | DracoOmega</pre>
Update artprop cache when the Toga of Victory grows<br>This is potentially the only case where the artprops of an item the player
has equipped can change while they are wearing it, and failing to update
the cache meant that the increased slaying and int bonuses would not apply
until the next time it was updated for some other reason.<br>
Since this happens on every equipment change and also every save (meaning
every time the player changes floor) and many other cases, in practice a
player was unlikely to be denied their rightful bonus for too long, but
it would still lag behind what stats the toga appeared to have.<br>
This fixes #4690
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=32989d1883">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-556-g32989d1883.zip">here</a>.]]></description>
            <pubDate>Tue, 05 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-524-g117922889b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-524-g117922889b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=117922889b">117922889b</a> | 2025-08-03 17:18:20 -0230 | DracoOmega</pre>
Mark Amulets of Wildshape as useless to undead<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abe1577ac2">abe1577ac2</a> | 2025-08-03 14:41:46 -0500 | David Lawrence Ramsey</pre>
Add useless item checks for new egos.<br>These account for Ru sacrifices.<br>
Amulet of wildshape: useless if you've sacrificed shapeshifting.<br>
Amulet of alchemy: useless if you've sacrificed alchemy (primary effect)
and can't drink potions (secondary effect).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0115154d79">0115154d79</a> | 2025-08-03 16:51:35 -0230 | DracoOmega</pre>
Mark orbs of stardust as useless to Djinn (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f01f3a26ca">f01f3a26ca</a> | 2025-08-03 16:51:23 -0230 | DracoOmega</pre>
Don't trigger Stardust by using Sanctuary (Lici)<br>Not likely to come up much in a real scenario, since it would need to be
your first use of MP in a given battle, and still doesn't result in penance
if enemies are near you (since Zin suppresses all seeker hits inside a
sanctuary).<br>
But technically, if there's only monsters *outside* the sanctuary, they
can fly out and hit *those* and give you penance. So let's just avoid that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=523f668748">523f668748</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Refactor mesmerisation effects, make it Daze monsters (regret-index)<br>Mesmerisation currently has no effect on monsters whatsoever. Rather than
being completely player-centric, a thematically appropriate effect that
could be applied to monsters instead is Dazed (which also makes for an
interesting anti-ally ability that isn't just 'abjuration', and we'd like
more of those).<br>
All player mesmerisation effects now also attempt to daze all hostile
monsters in LoS of the caster at the same time.<br>
I have also heavily refactored the spell code involved; siren song and
mesmerise used essentially completely disjoint codepaths and there were
multiple issues inolved:
 -Mesmerise had a tracer argument that was never used by its tracer,
  resulting in monsters casting it when it would be impossible to ever do
  anything.
 -But the tracer argument itself was bugged so that if it ever *had* been
  called, it would have irresistably mesmerised the player - even bypassing
  Clarity!
 -Code to reduce cast rate depending on whether the player was mesmerised
  or not had inverted logic for the two spells (Mesmerisation was less
  likely to be cast if the player was already mesmerised, while Siren Song
  was *more* likely to be cast if the player was already mesmerised; now
  they will both reduce cast rate only when all targets in sight are
  affected.)
 -The mesmerisation spell would fail to work on the player if the *player*
  was silenced, for entirely opaque reasons (this makes some sense for
  Siren Song, since it is a sound-based effect, and has been tentatively
  retained there, but no longer applies to Mesmerise)
 -And in general, both functions were *similar enough* that it was hard
  to notice or reason about many of their differences.<br>
Both spells now use a single, shared function to handle their mesmerisation
effects (with seperate code only for messaging and handling Avatar
effects). Several redundant checks (like asking if the caster is confused)
have been removed, messaging mildly improved for Mesmerise, and Avatars
will be a little less picky about singing so that their drowned soul summon
can operate even in cases where the player is otherwise unaffectable (they
already ignored Berserk, but now they only care that a foe is in sight).<br>
Spell descriptions have been rewritten (in some cases, mentioning
properties that were always true, but never mentioned before now).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a562f9f791">a562f9f791</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Fix a few remaining reference to Doom Howl<br>Now that it's called Oblivion Howl.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89fc6cea23">89fc6cea23</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Make Orb of Energy scale with evocations, adjust Wucad Mu<br>Orbs of energy were a little underwhelming - sometimes useable, but
generally considered not worth abandoning a shield for. Scaling their
effect with evocations may make them more tempting to use. It reaches its
current level of power with 4.5 skill and can greatly exceed it with
significant investment (currently up to 45% chance at 27 evo).<br>
Wucad Mu's effect is currently 'orb of energy x2' and obviously this would
be absurd to double at this point, so I've given it something else. Leaning
into both the monastic flavor of the wizlab, and how the named statue there
drains MP, the crystal ball of Wucad Mu is now an orb of energy that has
a chance to drain additional MP (and briefly antimagic) any hostile
spellcasters in sight whenever the MP refund effect triggers.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49353e1f95">49353e1f95</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Make Orbs of Guile scale with evocations<br>Guile was by far the most successful of the previous orb designs, being
extremely worth the tradeoff of a shield for specific playstyles. But it
was also arguably *too* powerful - singlehandedly making an entire
repertoir of spells strong the whole game long, reducing many lategame
enemies to 0 will, and generally making it feel night and day whether your
hexer found this specific item.<br>
It is still a cool and exciting effect, and the situations it generates are
interesting, but requiring additional investment may make its power level
more reasonable. So, in keeping with the majority of orbs, it now scales
directly with evocations skill - requiring 16 skill to reach its old level
of power (though also being able to exceed it, for an even higher
investment).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7586918c8d">7586918c8d</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Make orbs more common<br>Finding an orb the player would actually want to use before they felt
committed to something else was always a bit of a problem, and now there
are even more orbs to choose from. While those orbs are also more
individually appealing, it might still help to have a higher chance to find
one earlier in the game.<br>
(The code to do this takes a somewhat hacky approach, but our cascading
probabilities for body armour generation are somewhat hard to reason about
and I didn't want to take the weight out of items people were likely to
care about.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddee564bc0">ddee564bc0</a> | 2025-08-03 15:22:42 -0230 | DracoOmega</pre>
Allow appropriate elemental enhancers to appear on artefact aux armour<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=117922889b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-524-g117922889b.zip">here</a>.]]></description>
            <pubDate>Mon, 04 Aug 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-479-g899ac32913.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-479-g899ac32913.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=899ac32913">899ac32913</a> | 2025-08-02 21:27:55 -0500 | Implojin</pre>
Fix Platinum Paragon's displayed noise (acrobat)<br>Bit of a hack here: Platinum Paragon doesn't use the noise set in its
spell data. Instead, it relies on the default explosion noise for a
radius 1 bolt::explode when it fires its shockwave. Fixing this
properly would mean passing spell noise data into bolt::explode
(we have multiple other preexisting beam noise hacks there already)
but as I've not written any of this code I'm taking the easy way out
and setting the displayed noise to match its explosion noise (which
seems mildly less bad than adding another post-hoc explosion noise
hack to the pile).<br>
If you're looking at this in the future and you're like "Why wasn't
this fixed properly?" I apologize for nothing. Good luck!<br>
Fixes #4696
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6a5eb91fd">f6a5eb91fd</a> | 2025-08-02 16:17:26 -0500 | Implojin</pre>
Update species descs in the manual<br>Following from 4f8d8800e0 and 03986a22e6.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f8d8800e0">4f8d8800e0</a> | 2025-08-02 16:08:11 -0500 | Implojin</pre>
Tweak Gr and Dj descriptions (regret-index)<br>To hopefully make it a little more obvious to newer players that
there are magic-casting species options beyond Deep Elf.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03986a22e6">03986a22e6</a> | 2025-08-02 15:33:38 -0500 | Implojin</pre>
Bump gnolls to top-left at character creation<br>Gnolls offer a great advantage to newer players learning the game --
They don't have to learn about skilling while simultaneously learning
about monsters and items. This advantage is large enough that gnolls
are a common community recommendation, so let's try canonizing it.<br>
This will probably spark off another community rehash of species
ordering, and it's trivial to change these if we want to.<br>
Here I've bumped MD down a bit because Mi still have the advantage of
retaliation and more generically-applicable melee apts.
The order is now: Gn > Mi > Mf > Gr > MD.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86861419c1">86861419c1</a> | 2025-08-01 15:11:53 -0500 | Implojin</pre>
Don't set invis stab UI for firewood<br>Deeply silly to display a bunch of ?s and (can't see you)s for plants
while the player was invis.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92e3e6f1b1">92e3e6f1b1</a> | 2025-07-31 17:35:43 -0500 | Implojin</pre>
Add AtCj as a suggested combo<br>Iskenderun might have been adopted by an Armataur, for all we know.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2135b4bea5">2135b4bea5</a> | 2025-07-31 17:29:34 -0500 | Implojin</pre>
Don't give inhibited regen to Armataurs (mysticsailboat)<br>Apparently it's been possible for Armataurs to be hit with inhibited
regen, preventing regeneration when enemies were visible. Given that
Armataurs were rebalanced around having access to the core gimmick
of rollpage, this was *really* rough for any game hit with it, and
this should have been prevented from the beginning.<br>
Sorry about that!<br>
Here we do save compat in addition to making the muts exclusive,
to help out any affected games in-progress.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80739182b4">80739182b4</a> | 2025-07-30 13:11:30 -0500 | Implojin</pre>
Re-bump zlib<br>Accidentally changed in f537972d3b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f39f5e5c1">3f39f5e5c1</a> | 2025-07-29 21:53:07 +0200 | Medrano83</pre>
Fix freetype and libpng not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=899ac32913">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-479-g899ac32913.zip">here</a>.]]></description>
            <pubDate>Sun, 03 Aug 2025 05:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-475-g86861419c1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-475-g86861419c1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86861419c1">86861419c1</a> | 2025-08-01 15:11:53 -0500 | Implojin</pre>
Don't set invis stab UI for firewood<br>Deeply silly to display a bunch of ?s and (can't see you)s for plants
while the player was invis.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92e3e6f1b1">92e3e6f1b1</a> | 2025-07-31 17:35:43 -0500 | Implojin</pre>
Add AtCj as a suggested combo<br>Iskenderun might have been adopted by an Armataur, for all we know.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2135b4bea5">2135b4bea5</a> | 2025-07-31 17:29:34 -0500 | Implojin</pre>
Don't give inhibited regen to Armataurs (mysticsailboat)<br>Apparently it's been possible for Armataurs to be hit with inhibited
regen, preventing regeneration when enemies were visible. Given that
Armataurs were rebalanced around having access to the core gimmick
of rollpage, this was *really* rough for any game hit with it, and
this should have been prevented from the beginning.<br>
Sorry about that!<br>
Here we do save compat in addition to making the muts exclusive,
to help out any affected games in-progress.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80739182b4">80739182b4</a> | 2025-07-30 13:11:30 -0500 | Implojin</pre>
Re-bump zlib<br>Accidentally changed in f537972d3b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f39f5e5c1">3f39f5e5c1</a> | 2025-07-29 21:53:07 +0200 | Medrano83</pre>
Fix freetype and libpng not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=204c02f503">204c02f503</a> | 2025-07-28 10:40:39 +0200 | Medrano83</pre>
Update to Android SDK 35<br>Starting August 31 2025, new apps and app updates must target Android
15 (API level 35) or higher to be submitted to Google Play.<br>
There are two changes related to window insets in Android 15:
edge-to-edge is enforced by default, and there are also configuration
changes, such as the default configuration of system bars.<br>
I'm also reworking the code to control the virtual keyboard
visibility because it's a mess.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec60261d0a">ec60261d0a</a> | 2025-07-28 01:12:43 -0500 | hellmonk</pre>
Let gods protect neutrals from bog (yrdzrfxndfvh)<br>Notably, you could kill TRJ with Jiyva using this method.
Closes #4289.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f537972d3b">f537972d3b</a> | 2025-07-28 00:53:50 -0500 | hellmonk</pre>
Improve a tempering message (projectNoob)<br>Don't claim that you can't see that place when you can see that place.
Closes #4626.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=86861419c1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-475-g86861419c1.zip">here</a>.]]></description>
            <pubDate>Sat, 02 Aug 2025 05:44:56 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-474-g92e3e6f1b1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-474-g92e3e6f1b1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92e3e6f1b1">92e3e6f1b1</a> | 2025-07-31 17:35:43 -0500 | Implojin</pre>
Add AtCj as a suggested combo<br>Iskenderun might have been adopted by an Armataur, for all we know.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2135b4bea5">2135b4bea5</a> | 2025-07-31 17:29:34 -0500 | Implojin</pre>
Don't give inhibited regen to Armataurs (mysticsailboat)<br>Apparently it's been possible for Armataurs to be hit with inhibited
regen, preventing regeneration when enemies were visible. Given that
Armataurs were rebalanced around having access to the core gimmick
of rollpage, this was *really* rough for any game hit with it, and
this should have been prevented from the beginning.<br>
Sorry about that!<br>
Here we do save compat in addition to making the muts exclusive,
to help out any affected games in-progress.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80739182b4">80739182b4</a> | 2025-07-30 13:11:30 -0500 | Implojin</pre>
Re-bump zlib<br>Accidentally changed in f537972d3b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f39f5e5c1">3f39f5e5c1</a> | 2025-07-29 21:53:07 +0200 | Medrano83</pre>
Fix freetype and libpng not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=204c02f503">204c02f503</a> | 2025-07-28 10:40:39 +0200 | Medrano83</pre>
Update to Android SDK 35<br>Starting August 31 2025, new apps and app updates must target Android
15 (API level 35) or higher to be submitted to Google Play.<br>
There are two changes related to window insets in Android 15:
edge-to-edge is enforced by default, and there are also configuration
changes, such as the default configuration of system bars.<br>
I'm also reworking the code to control the virtual keyboard
visibility because it's a mess.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec60261d0a">ec60261d0a</a> | 2025-07-28 01:12:43 -0500 | hellmonk</pre>
Let gods protect neutrals from bog (yrdzrfxndfvh)<br>Notably, you could kill TRJ with Jiyva using this method.
Closes #4289.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f537972d3b">f537972d3b</a> | 2025-07-28 00:53:50 -0500 | hellmonk</pre>
Improve a tempering message (projectNoob)<br>Don't claim that you can't see that place when you can see that place.
Closes #4626.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e21796be">a9e21796be</a> | 2025-07-27 12:20:41 -0500 | Implojin</pre>
Further tweak a devouring rift (regret-index)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=92e3e6f1b1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-474-g92e3e6f1b1.zip">here</a>.]]></description>
            <pubDate>Fri, 01 Aug 2025 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-472-g80739182b4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-472-g80739182b4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80739182b4">80739182b4</a> | 2025-07-30 13:11:30 -0500 | Implojin</pre>
Re-bump zlib<br>Accidentally changed in f537972d3b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f39f5e5c1">3f39f5e5c1</a> | 2025-07-29 21:53:07 +0200 | Medrano83</pre>
Fix freetype and libpng not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=204c02f503">204c02f503</a> | 2025-07-28 10:40:39 +0200 | Medrano83</pre>
Update to Android SDK 35<br>Starting August 31 2025, new apps and app updates must target Android
15 (API level 35) or higher to be submitted to Google Play.<br>
There are two changes related to window insets in Android 15:
edge-to-edge is enforced by default, and there are also configuration
changes, such as the default configuration of system bars.<br>
I'm also reworking the code to control the virtual keyboard
visibility because it's a mess.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec60261d0a">ec60261d0a</a> | 2025-07-28 01:12:43 -0500 | hellmonk</pre>
Let gods protect neutrals from bog (yrdzrfxndfvh)<br>Notably, you could kill TRJ with Jiyva using this method.
Closes #4289.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f537972d3b">f537972d3b</a> | 2025-07-28 00:53:50 -0500 | hellmonk</pre>
Improve a tempering message (projectNoob)<br>Don't claim that you can't see that place when you can see that place.
Closes #4626.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e21796be">a9e21796be</a> | 2025-07-27 12:20:41 -0500 | Implojin</pre>
Further tweak a devouring rift (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1851050">cfd1851050</a> | 2025-07-27 12:10:38 -0500 | Implojin</pre>
Tweak a trove layout (particleface)<br>The level exit in the devouring rift was being placed in the
direction of the loot vault, contributing to some of the confusion
about which portal was the exit and which the transporter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69ce87f4c0">69ce87f4c0</a> | 2025-07-27 10:38:55 -0500 | Implojin</pre>
Remove some optional lua<br>Following 75a88694f0, trove exits prompt by default.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=80739182b4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-472-g80739182b4.zip">here</a>.]]></description>
            <pubDate>Thu, 31 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-471-g3f39f5e5c1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-471-g3f39f5e5c1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f39f5e5c1">3f39f5e5c1</a> | 2025-07-29 21:53:07 +0200 | Medrano83</pre>
Fix freetype and libpng not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=204c02f503">204c02f503</a> | 2025-07-28 10:40:39 +0200 | Medrano83</pre>
Update to Android SDK 35<br>Starting August 31 2025, new apps and app updates must target Android
15 (API level 35) or higher to be submitted to Google Play.<br>
There are two changes related to window insets in Android 15:
edge-to-edge is enforced by default, and there are also configuration
changes, such as the default configuration of system bars.<br>
I'm also reworking the code to control the virtual keyboard
visibility because it's a mess.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec60261d0a">ec60261d0a</a> | 2025-07-28 01:12:43 -0500 | hellmonk</pre>
Let gods protect neutrals from bog (yrdzrfxndfvh)<br>Notably, you could kill TRJ with Jiyva using this method.
Closes #4289.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f537972d3b">f537972d3b</a> | 2025-07-28 00:53:50 -0500 | hellmonk</pre>
Improve a tempering message (projectNoob)<br>Don't claim that you can't see that place when you can see that place.
Closes #4626.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e21796be">a9e21796be</a> | 2025-07-27 12:20:41 -0500 | Implojin</pre>
Further tweak a devouring rift (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1851050">cfd1851050</a> | 2025-07-27 12:10:38 -0500 | Implojin</pre>
Tweak a trove layout (particleface)<br>The level exit in the devouring rift was being placed in the
direction of the loot vault, contributing to some of the confusion
about which portal was the exit and which the transporter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69ce87f4c0">69ce87f4c0</a> | 2025-07-27 10:38:55 -0500 | Implojin</pre>
Remove some optional lua<br>Following 75a88694f0, trove exits prompt by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75a88694f0">75a88694f0</a> | 2025-07-27 10:24:05 -0500 | Implojin</pre>
Add a confirm prompt to trove exits (dilly, particleface)<br>Players have had some unfortunate confusion about trove exits vs.
transporters, leading to players unintentionally exiting troves
early, and adding a prompt here is reasonable behavior.<br>
It would probably also be nice to differentiate the trove exit portal
tile from the transporter tile a bit more?
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3f39f5e5c1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-471-g3f39f5e5c1.zip">here</a>.]]></description>
            <pubDate>Wed, 30 Jul 2025 05:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-470-g33c2588a93.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-470-g33c2588a93.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33c2588a93">33c2588a93</a> | 2025-07-28 11:59:39 -0400 | patrick</pre>
Tweak Tiny Tomes<br>The Tiny Tomes bookshop sells spellbooks with only one spell
in them. With the advent of parchments, there's not really much
of a distinction between those and a spellbook with one spell,
except that the spellbook requires more keypresses to figure out
what the hell is in it.<br>
Rather than completely cut the entire shop, since people seem to
like it, instead it now sells the second-tiniest spellbooks, with
two spells each.<br>
Also, lower the weighting on two of my spellbook shops, since their
frequency was stepping on part of the purpose of parchments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=204c02f503">204c02f503</a> | 2025-07-28 10:40:39 +0200 | Medrano83</pre>
Update to Android SDK 35<br>Starting August 31 2025, new apps and app updates must target Android
15 (API level 35) or higher to be submitted to Google Play.<br>
There are two changes related to window insets in Android 15:
edge-to-edge is enforced by default, and there are also configuration
changes, such as the default configuration of system bars.<br>
I'm also reworking the code to control the virtual keyboard
visibility because it's a mess.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec60261d0a">ec60261d0a</a> | 2025-07-28 01:12:43 -0500 | hellmonk</pre>
Let gods protect neutrals from bog (yrdzrfxndfvh)<br>Notably, you could kill TRJ with Jiyva using this method.
Closes #4289.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f537972d3b">f537972d3b</a> | 2025-07-28 00:53:50 -0500 | hellmonk</pre>
Improve a tempering message (projectNoob)<br>Don't claim that you can't see that place when you can see that place.
Closes #4626.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e21796be">a9e21796be</a> | 2025-07-27 12:20:41 -0500 | Implojin</pre>
Further tweak a devouring rift (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1851050">cfd1851050</a> | 2025-07-27 12:10:38 -0500 | Implojin</pre>
Tweak a trove layout (particleface)<br>The level exit in the devouring rift was being placed in the
direction of the loot vault, contributing to some of the confusion
about which portal was the exit and which the transporter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69ce87f4c0">69ce87f4c0</a> | 2025-07-27 10:38:55 -0500 | Implojin</pre>
Remove some optional lua<br>Following 75a88694f0, trove exits prompt by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75a88694f0">75a88694f0</a> | 2025-07-27 10:24:05 -0500 | Implojin</pre>
Add a confirm prompt to trove exits (dilly, particleface)<br>Players have had some unfortunate confusion about trove exits vs.
transporters, leading to players unintentionally exiting troves
early, and adding a prompt here is reasonable behavior.<br>
It would probably also be nice to differentiate the trove exit portal
tile from the transporter tile a bit more?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09bc62600">f09bc62600</a> | 2025-07-26 10:55:38 -0230 | DracoOmega</pre>
Prevent casting Surprising Crocodile while a tree (Acrobat)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=33c2588a93">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-470-g33c2588a93.zip">here</a>.]]></description>
            <pubDate>Tue, 29 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-466-g202f19ae06.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-466-g202f19ae06.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=202f19ae06">202f19ae06</a> | 2025-07-28 00:18:18 -0500 | Perry Fraser</pre>
fix: make '[X] to wear' text coloring gray (#4675)<br>The text for `easy_floor_use` in the case of floor items didn't have any
explicit color information set, causing the color of the nearby cyan
text to partially overlap. This fixes that by just explicitly setting it
as lightgray.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e21796be">a9e21796be</a> | 2025-07-27 12:20:41 -0500 | Implojin</pre>
Further tweak a devouring rift (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1851050">cfd1851050</a> | 2025-07-27 12:10:38 -0500 | Implojin</pre>
Tweak a trove layout (particleface)<br>The level exit in the devouring rift was being placed in the
direction of the loot vault, contributing to some of the confusion
about which portal was the exit and which the transporter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69ce87f4c0">69ce87f4c0</a> | 2025-07-27 10:38:55 -0500 | Implojin</pre>
Remove some optional lua<br>Following 75a88694f0, trove exits prompt by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75a88694f0">75a88694f0</a> | 2025-07-27 10:24:05 -0500 | Implojin</pre>
Add a confirm prompt to trove exits (dilly, particleface)<br>Players have had some unfortunate confusion about trove exits vs.
transporters, leading to players unintentionally exiting troves
early, and adding a prompt here is reasonable behavior.<br>
It would probably also be nice to differentiate the trove exit portal
tile from the transporter tile a bit more?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09bc62600">f09bc62600</a> | 2025-07-26 10:55:38 -0230 | DracoOmega</pre>
Prevent casting Surprising Crocodile while a tree (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac1049ab15">ac1049ab15</a> | 2025-07-26 10:17:21 -0230 | DracoOmega</pre>
Fix !f inscription not working for weapons on (a) (code2828)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=872aa19456">872aa19456</a> | 2025-07-26 10:16:48 -0230 | DracoOmega</pre>
Remove an out-of-date part of talisman descriptions (mysticsailboat)<br>Technically they're still slow, but this is no different than other things
you put on, like amulets, that don't get a special note about this when
examined.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2effaad7b1">2effaad7b1</a> | 2025-07-26 10:15:52 -0230 | DracoOmega</pre>
Fix Sacrifice Words giving the wrong mutation<br>Whoops >.>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e9fc4eb682">e9fc4eb682</a> | 2025-07-26 00:44:17 -0230 | DracoOmega</pre>
Fix Frozen Ramparts incorrectly persisting on the level border (tswn)<br>Apparently distance_iterator skips 'out of bounds' tiles (which the level
border counts as), meaning that while the level border could get affected
by ramparts, FPROP_ICY would never get cleared for it, causing it to
reappear there whenever the player cast ramparts again later on, even from
a great distance.<br>
I am frankly amazed this bug went so long without being discovered, since
it seems that it may have always existed!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=202f19ae06">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-466-g202f19ae06.zip">here</a>.]]></description>
            <pubDate>Mon, 28 Jul 2025 05:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-461-gf09bc62600.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-461-gf09bc62600.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09bc62600">f09bc62600</a> | 2025-07-26 10:55:38 -0230 | DracoOmega</pre>
Prevent casting Surprising Crocodile while a tree (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac1049ab15">ac1049ab15</a> | 2025-07-26 10:17:21 -0230 | DracoOmega</pre>
Fix !f inscription not working for weapons on (a) (code2828)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=872aa19456">872aa19456</a> | 2025-07-26 10:16:48 -0230 | DracoOmega</pre>
Remove an out-of-date part of talisman descriptions (mysticsailboat)<br>Technically they're still slow, but this is no different than other things
you put on, like amulets, that don't get a special note about this when
examined.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2effaad7b1">2effaad7b1</a> | 2025-07-26 10:15:52 -0230 | DracoOmega</pre>
Fix Sacrifice Words giving the wrong mutation<br>Whoops >.>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e9fc4eb682">e9fc4eb682</a> | 2025-07-26 00:44:17 -0230 | DracoOmega</pre>
Fix Frozen Ramparts incorrectly persisting on the level border (tswn)<br>Apparently distance_iterator skips 'out of bounds' tiles (which the level
border counts as), meaning that while the level border could get affected
by ramparts, FPROP_ICY would never get cleared for it, causing it to
reappear there whenever the player cast ramparts again later on, even from
a great distance.<br>
I am frankly amazed this bug went so long without being discovered, since
it seems that it may have always existed!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2092a5b95c">2092a5b95c</a> | 2025-07-26 00:13:39 -0230 | DracoOmega</pre>
Fix a typo (mysticsailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbc83c92bf">fbc83c92bf</a> | 2025-07-25 20:35:25 -0230 | DracoOmega</pre>
Show diminished spells icon in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8340f1be1c">8340f1be1c</a> | 2025-07-25 20:35:20 -0230 | DracoOmega</pre>
Sort talismans adjacent to other gear in the full inventory menu<br>So that letters will work for examining gear by default first, instead of
consumables (as it works in the other menu mode).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1290f79c6">f1290f79c6</a> | 2025-07-25 20:35:14 -0230 | DracoOmega</pre>
Fix consumable_shortcut option not properly resetting when asked<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=932838a434">932838a434</a> | 2025-07-25 20:35:09 -0230 | DracoOmega</pre>
Fix opening drop menu onto an empty page (dilly)<br>If the player had no gear, but some other items, the drop menu would still
default to an empty list of gear. Worse, because the menu had no entries,
all keypresses would automatically close it instead of allowing you to
switch to other pages.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f09bc62600">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-461-gf09bc62600.zip">here</a>.]]></description>
            <pubDate>Sun, 27 Jul 2025 05:44:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-457-ge9fc4eb682.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-457-ge9fc4eb682.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e9fc4eb682">e9fc4eb682</a> | 2025-07-26 00:44:17 -0230 | DracoOmega</pre>
Fix Frozen Ramparts incorrectly persisting on the level border (tswn)<br>Apparently distance_iterator skips 'out of bounds' tiles (which the level
border counts as), meaning that while the level border could get affected
by ramparts, FPROP_ICY would never get cleared for it, causing it to
reappear there whenever the player cast ramparts again later on, even from
a great distance.<br>
I am frankly amazed this bug went so long without being discovered, since
it seems that it may have always existed!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2092a5b95c">2092a5b95c</a> | 2025-07-26 00:13:39 -0230 | DracoOmega</pre>
Fix a typo (mysticsailboat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbc83c92bf">fbc83c92bf</a> | 2025-07-25 20:35:25 -0230 | DracoOmega</pre>
Show diminished spells icon in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8340f1be1c">8340f1be1c</a> | 2025-07-25 20:35:20 -0230 | DracoOmega</pre>
Sort talismans adjacent to other gear in the full inventory menu<br>So that letters will work for examining gear by default first, instead of
consumables (as it works in the other menu mode).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1290f79c6">f1290f79c6</a> | 2025-07-25 20:35:14 -0230 | DracoOmega</pre>
Fix consumable_shortcut option not properly resetting when asked<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=932838a434">932838a434</a> | 2025-07-25 20:35:09 -0230 | DracoOmega</pre>
Fix opening drop menu onto an empty page (dilly)<br>If the player had no gear, but some other items, the drop menu would still
default to an empty list of gear. Worse, because the menu had no entries,
all keypresses would automatically close it instead of allowing you to
switch to other pages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25a487ff23">25a487ff23</a> | 2025-07-25 20:35:04 -0230 | DracoOmega</pre>
Fix further issues with baubles getting inappropriate letters (dilly)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=525ab0ce3c">525ab0ce3c</a> | 2025-07-25 17:15:09 -0500 | Implojin</pre>
Fix a typo<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc5aa0c1">b3cc5aa0c1</a> | 2025-07-25 10:28:52 +0200 | Medrano83</pre>
Fix zlib not building on macOS<br>Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe01774196">fe01774196</a> | 2025-07-24 23:44:43 -0230 | regret-index</pre>
Fix a trove mutation check (Oneirical)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e9fc4eb682">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-457-ge9fc4eb682.zip">here</a>.]]></description>
            <pubDate>Sat, 26 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-448-gfe01774196.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-448-gfe01774196.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe01774196">fe01774196</a> | 2025-07-24 23:44:43 -0230 | regret-index</pre>
Fix a trove mutation check (Oneirical)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a178a525af">a178a525af</a> | 2025-07-24 17:49:06 -0230 | regret-index</pre>
Further adjust Kiku's wrath (Oneirical)<br>When b6bfbb2 reduced Kikubaaqudgha's draining wrath effect (from a range
between ~23.3% to 40% max hp to a new range of ~16.6% to 30% max hp) and
removed the ability to resist it via rN simultaneously (so an rN+++
character couldn't ignore a large part of the wrath), it made the wrath
still capable of dragging former worshippers down to single-digit percents
of their max HP (through the randomness of when the wrath actually
triggers), but without very much potential recourse to handle such.
Gifting god wrath should be dangerous, but even Okawaru wrath summons have
more potential responses than this, so I'm further adjusting the numbers
and adding another angle.<br>
The new Kiku zero-tension wrath effect is mildly reduced at the top end,
with a range of ~16.6% to ~26.6% max HP, and more importantly will not
apply at all if the player is already drained for 50% or more of their max
HP. In exchange, Kiku wrath now also directly inflicts 35% to 50% Doom
regardless of whether or not draining occurred, as is somewhat linked to
the undead between draugr attacks and mummy death curses. Banes are still
reasonably rare to encounter currently (without entering optional /
extended branches), are evidently currently reasonably survivable, and
add to the strategic-damage emphasis prior; as such, it should be safe to
emphasize these over the relatively conventional draining angle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e3327b29e">2e3327b29e</a> | 2025-07-22 17:01:50 -0500 | gammafunk</pre>
Fix a typo in option defaults<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a1bca78f6">7a1bca78f6</a> | 2025-07-22 11:36:02 -0500 | WizardIke</pre>
Fix tele trap + stash tracker interaction (#4613)<br>When moving into a teleport trap, If you revealed an item just before
the trap was set off, the item would be missing from the stash tracker
and its description when you examined the square that is was in would
say it was the floor. This was because the map knowledge (which can be
used to quickly lookup the top item the player remembers in any square)
and the stash tracker (which stores all rememberd items) were getting
updated at different times and were becoming out of sync.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4655a737c7">4655a737c7</a> | 2025-07-22 11:31:43 -0230 | DracoOmega</pre>
Improve message for failing a reaching attack (Midn8)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fc8f02bfa">4fc8f02bfa</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Give a more helpful message when the player is trapped behind allies<br>The situation where a player cannot swap with their allies is a rare one,
but often confusing when it happens (usually due to a pileup of zombies
that cannot cross deep water and a player who can). Try to give a more
specific message, along with a helpful suggestion.<br>
(While it ordinarily would not be ideal to give the player advice instead
of solving a problem directly, I don't think it would be appropriate for
swapping to behave differently in this specific scenario than all others
- eg: by blinking the monster away or displacing the entire crowd
backwards - especially when it's easy to miss that one has gotten into
this situation in the first place.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd2f4b8c0">dbd2f4b8c0</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Improve wording of Bane artprop slightly (Flugkiller)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9775fd51f">f9775fd51f</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Prefer not to remove a Bane item when gear is forced off<br>In the same way that ^Drain and ^Contam were already handled.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e90cadbcb8">e90cadbcb8</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Change 'i' menu hotkey behavior yet again (Acrobat)<br>Instead of 'first match below the cursor' do 'first match within the
current sub-section in which the cursor is located'. (ie: if the player is
hovering a potion, (c) will first select a potion on (c), if one exists,
regardless of whether the cursor is below it.<br>
I apologize for how unstable the interface has been these past few days,
but I hope we're narrowing in on a stable final version of everything now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d75d46d45">5d75d46d45</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Allow ',' to work on all pages of the drop menu at once (particleface)<br>If the player wants to drop all useless items, they can do so without
needing to cycle through pages at all.<br>
(The implementation is a little hacky - as perhaps this all is - but
hopefully still clear and functional enough.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fe01774196">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-448-gfe01774196.zip">here</a>.]]></description>
            <pubDate>Fri, 25 Jul 2025 05:44:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-446-g2e3327b29e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-446-g2e3327b29e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e3327b29e">2e3327b29e</a> | 2025-07-22 17:01:50 -0500 | gammafunk</pre>
Fix a typo in option defaults<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7a1bca78f6">7a1bca78f6</a> | 2025-07-22 11:36:02 -0500 | WizardIke</pre>
Fix tele trap + stash tracker interaction (#4613)<br>When moving into a teleport trap, If you revealed an item just before
the trap was set off, the item would be missing from the stash tracker
and its description when you examined the square that is was in would
say it was the floor. This was because the map knowledge (which can be
used to quickly lookup the top item the player remembers in any square)
and the stash tracker (which stores all rememberd items) were getting
updated at different times and were becoming out of sync.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4655a737c7">4655a737c7</a> | 2025-07-22 11:31:43 -0230 | DracoOmega</pre>
Improve message for failing a reaching attack (Midn8)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fc8f02bfa">4fc8f02bfa</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Give a more helpful message when the player is trapped behind allies<br>The situation where a player cannot swap with their allies is a rare one,
but often confusing when it happens (usually due to a pileup of zombies
that cannot cross deep water and a player who can). Try to give a more
specific message, along with a helpful suggestion.<br>
(While it ordinarily would not be ideal to give the player advice instead
of solving a problem directly, I don't think it would be appropriate for
swapping to behave differently in this specific scenario than all others
- eg: by blinking the monster away or displacing the entire crowd
backwards - especially when it's easy to miss that one has gotten into
this situation in the first place.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd2f4b8c0">dbd2f4b8c0</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Improve wording of Bane artprop slightly (Flugkiller)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9775fd51f">f9775fd51f</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Prefer not to remove a Bane item when gear is forced off<br>In the same way that ^Drain and ^Contam were already handled.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e90cadbcb8">e90cadbcb8</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Change 'i' menu hotkey behavior yet again (Acrobat)<br>Instead of 'first match below the cursor' do 'first match within the
current sub-section in which the cursor is located'. (ie: if the player is
hovering a potion, (c) will first select a potion on (c), if one exists,
regardless of whether the cursor is below it.<br>
I apologize for how unstable the interface has been these past few days,
but I hope we're narrowing in on a stable final version of everything now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d75d46d45">5d75d46d45</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Allow ',' to work on all pages of the drop menu at once (particleface)<br>If the player wants to drop all useless items, they can do so without
needing to cycle through pages at all.<br>
(The implementation is a little hacky - as perhaps this all is - but
hopefully still clear and functional enough.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e02c2b2bd4">e02c2b2bd4</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
Allow monster_unusual_items to hilight dangerous brands in some scenarios<br>Holy wrath weapons are wildly more dangerous than other brands against
those they work on, and remain dangerous even into lategame. But they are
also harmless to most characters, making including them in
monster_unusual_items awkward. Some players have resorted to custom lua to
add/remove holy wrath from that list depending on what they're playing, but
it feels like this should be supported by default, so I have made the
following simple addition to the option:<br>
"vulnerable:" followed by the name of a brand can now be used to mark a
monster as unusual only while non-immune to this brand. Additionally, it
can optionally be used to specify an XL above which to stop marking the
monster. For instance, "vulnerable:holy_wrath" will hilight monsters with
holy wrath weapons, only while the player is vulnerable to them.
"vulnerable:venom:5" will hilight monsters with venom weapons while the
player is non-immune to them and XL 5 or below.<br>
While unnoticed venom weapons are a common souce of earlygame deaths, the
threshold at which they stop mattering is subjective enough that I have not
set this by default, but "vulnerable:holy_wrath" now *is* default, since
they are always very dangerous (moreso than most default-marked items, in
fact!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71121d7308">71121d7308</a> | 2025-07-22 10:50:43 -0230 | DracoOmega</pre>
New command: CMD_EXPLORE_NO_REST<br>Causes the player to autoexplore *without* resting for their HP/MP/status
to heal, even if those options are normally set to true. This is useful
in multiple situations where the player is just a little injured, but wants
to capitalize on temporary statuses like Animate Dead / Death Channel or
temporary god allies, rather than rest up and let those expire.<br>
This sort of thing happens somewhat commonly to certain characters and
typically means having to manually explore for a while (even if you don't
otherwise care where you go), so I think this might be helpful.<br>
...it's not currently bound to anything since I'm genuinely unsure what
reasonable default keybind is still available (I'm open to suggestions!)
Though perhaps it's somewhat risky to end up anywhere it could be hit by
accident since it is a button that bypasses normal 'safeties'?
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2e3327b29e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-446-g2e3327b29e.zip">here</a>.]]></description>
            <pubDate>Wed, 23 Jul 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-435-g561764f35a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-435-g561764f35a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=561764f35a">561764f35a</a> | 2025-07-21 22:39:28 -0500 | Implojin</pre>
qvfnyybj nabgure ehqr vgrz anzr<br>Sbyybjvat sebz n0o03r459q.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=da159a28c5">da159a28c5</a> | 2025-07-21 21:51:32 -0500 | hellmonk</pre>
Allow default targeting harmless friends<br>Don't check that the monster is threatening when deciding whether or not to
target them with ally-targeting spells, since those spells can be assumed to be
beneficial. As far as I can tell, this only affects Percussive Tempering at
the moment.<br>
Closes #4434.
Fixes #4343.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d36b845a40">d36b845a40</a> | 2025-07-21 21:40:33 -0500 | hellmonk</pre>
Fix ally cloud death attribution (RypoFalem)<br>Using a slightly different attribution message.
Closes #4671.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=525eb42237">525eb42237</a> | 2025-07-21 21:03:50 -0500 | WizardIke</pre>
Fix a crash when examining a monster with unknown wand (#4499)<br>There are various bugs that can result in a monster being in view with
an unidentified wand and it would be better not to crash when examining
them. For example, monsters opening doors or peeking down a stairscase
in descent mode etc can result in you seeing monsters with unidentified
wands.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4ac789b628">4ac789b628</a> | 2025-07-21 19:03:11 -0500 | David Lawrence Ramsey</pre>
Fix typo (Flugkiller).<br>Closes #4672.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17903823d9">17903823d9</a> | 2025-07-21 19:42:47 -0230 | regret-index</pre>
Quick fix-ups vault review (+ #4572, #4574, #4649)<br>A fistful of minor adjustments, like fixing up some hidden or missing
monsters, tweaking the flavour displays of various vaults, and moving a
vault to the right file after its depths were changed. Alongside this,
I've also put the midnight gem back in spin_cycle after eee5569 broke
it (which fixes #4649), added a little bit of connectors to
due_jungle_book after 57f10a3 introduced a teleport closet (which fixes
#4574, and fixed up bad connector placements in swamp_pool_[3|4|5]
as eadf994 mishandled (which fixes #4572).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f1afc118e7">f1afc118e7</a> | 2025-07-21 19:40:04 -0230 | regret-index</pre>
Juggernaut simulacrum tile (LemurRobot)<br>Adjusted a little bit in colour and details from the submission. Now we
just need a spectral juggernaut tile to finish off the full set.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c60012f9c2">c60012f9c2</a> | 2025-07-21 19:40:04 -0230 | regret-index</pre>
Adjust various tiles old and new<br> * The spell icon for Gloom was missed in 589dcd5, which this adds in
   properly. As before, it is composited from Denzi's old Abjuration icon
   plus ontoclasm's previous Dazzling Flash tile.<br>
 * I've got some interest in making a new cyclops monster later this
   version, which inevitably ends up highlighting how CanOfWorms's
   Polyphemus tile added in de3053d isn't very easy to distinguish from
   the base cyclops itself. To try and help this state for the future,
   I've recoloured his cape and bracelets to hopefully stand out more
   against the default terrain colours of Shoals.<br>
 * An accidental older draft of the dragon draugr tile added in 98bede3
   and missed for being misspelt has been removed from the repository,
   while the old arenasprint orbs have been moved to rltiles/UNUSED after
   being removed in 9245ba7.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8c058ed60">c8c058ed60</a> | 2025-07-21 18:23:26 -0230 | DracoOmega</pre>
Fix show_paged_inventory option<br>It was still showing the merged inventory immediately after opening.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e980eeb3ff">e980eeb3ff</a> | 2025-07-21 18:22:35 -0230 | DracoOmega</pre>
Allow using tab/shift+tab to switch between inventory pages (hollowman)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=561764f35a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-435-g561764f35a.zip">here</a>.]]></description>
            <pubDate>Tue, 22 Jul 2025 05:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-416-g345f232843.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-416-g345f232843.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=345f232843">345f232843</a> | 2025-07-20 19:18:06 -0230 | DracoOmega</pre>
Fix consumable_shortcut not working properly for evokers (PaperRat)<br>And potentially overwriting wand mappings in rare cases, even!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e651354df7">e651354df7</a> | 2025-07-20 19:07:16 -0230 | DracoOmega</pre>
Fix outdated description for Sac Drink/Words (Oneirical)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=121333a485">121333a485</a> | 2025-07-20 19:07:16 -0230 | DracoOmega</pre>
Fix broken colour tag on % screen while ostracised (Oneirical)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be495c2c6e">be495c2c6e</a> | 2025-07-20 19:06:26 -0230 | DracoOmega</pre>
Don't prevent dropping unequippable gear (dilly)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=725f2bf89b">725f2bf89b</a> | 2025-07-19 20:20:50 -0230 | regret-index</pre>
Fix Ozocubu's trove failing to place (#4118)<br>RypoFalem is correct that the shield egos shouldn't specify two weights
for the same item, which entirely fails to place. To try and get some
of the original intent of making the shields rarer, most of the other
other items in its slot have been increased in total weight. Fixes #4118.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d9b2a2d9d">1d9b2a2d9d</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Don't prevent page up/down from working normally in drop menu.<br>Yes, this makes < and > no longer swap pages (as had been requested), but
I think interfering with pgup/pgdown is a worse sin.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8052acedee">8052acedee</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix a rare Nobody / shadow mimic crash (DewdropsOTG)<br>If you brought Nobody to 0 HP, triggered Pyrric Recollection, rolled for
a Dith shadow melee followup, and Nobody landed somewhere still in melee
range of your shadow, the attack would crash (since Nobody still looked
'dead')<br>
Rather than check for this in shadow mimic specifically, I think it may be
better to change the behavior of this assert (since there are several other
things that can trigger it, and probably will be more in future).<br>
Now, attempting to attack a mid-revival monster just does nothing (but
still takes time). It's perfectly valid for those to be on the grid, so
this isn't really a 'bug', per se, and doesn't need to crash.<br>
This fixes #4668
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=302e0d9ae3">302e0d9ae3</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix drop menu not sorting properly (Ogregutan)<br>Apparently it was only using the default sort conditions at all because its
type wasn't yet set to 'drop menu' until after items were added and sorted.
This stopped being the case in 1ca2ae5. (But this also means that the
sort_menu option for drop menus likely never worked properly before now,
either.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5969bbf2d0">5969bbf2d0</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix drop menu defaulting to wrong page sometimes<br>If the player had zero items of a given inventory category (ie: gear,
potions, scrolls, evocables), cycling through each page at start would
land on something other then gear (since cycling skips empty pages.)<br>
Instead, view each page manually, to make sure we end up at the same
default every time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=820aee5b56">820aee5b56</a> | 2025-07-19 09:28:55 -0230 | DracoOmega</pre>
Fix misleading warning prompts when changing gear letters (DewdropsOTG)<br>Adjusting the letter of 'dangerous' gear in your inventory would prompt you
as if you were about to equip or unequip them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=345f232843">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-416-g345f232843.zip">here</a>.]]></description>
            <pubDate>Mon, 21 Jul 2025 05:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-412-g725f2bf89b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-412-g725f2bf89b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=725f2bf89b">725f2bf89b</a> | 2025-07-19 20:20:50 -0230 | regret-index</pre>
Fix Ozocubu's trove failing to place (#4118)<br>RypoFalem is correct that the shield egos shouldn't specify two weights
for the same item, which entirely fails to place. To try and get some
of the original intent of making the shields rarer, most of the other
other items in its slot have been increased in total weight. Fixes #4118.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d9b2a2d9d">1d9b2a2d9d</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Don't prevent page up/down from working normally in drop menu.<br>Yes, this makes < and > no longer swap pages (as had been requested), but
I think interfering with pgup/pgdown is a worse sin.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8052acedee">8052acedee</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix a rare Nobody / shadow mimic crash (DewdropsOTG)<br>If you brought Nobody to 0 HP, triggered Pyrric Recollection, rolled for
a Dith shadow melee followup, and Nobody landed somewhere still in melee
range of your shadow, the attack would crash (since Nobody still looked
'dead')<br>
Rather than check for this in shadow mimic specifically, I think it may be
better to change the behavior of this assert (since there are several other
things that can trigger it, and probably will be more in future).<br>
Now, attempting to attack a mid-revival monster just does nothing (but
still takes time). It's perfectly valid for those to be on the grid, so
this isn't really a 'bug', per se, and doesn't need to crash.<br>
This fixes #4668
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=302e0d9ae3">302e0d9ae3</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix drop menu not sorting properly (Ogregutan)<br>Apparently it was only using the default sort conditions at all because its
type wasn't yet set to 'drop menu' until after items were added and sorted.
This stopped being the case in 1ca2ae5. (But this also means that the
sort_menu option for drop menus likely never worked properly before now,
either.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5969bbf2d0">5969bbf2d0</a> | 2025-07-19 09:29:11 -0230 | DracoOmega</pre>
Fix drop menu defaulting to wrong page sometimes<br>If the player had zero items of a given inventory category (ie: gear,
potions, scrolls, evocables), cycling through each page at start would
land on something other then gear (since cycling skips empty pages.)<br>
Instead, view each page manually, to make sure we end up at the same
default every time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=820aee5b56">820aee5b56</a> | 2025-07-19 09:28:55 -0230 | DracoOmega</pre>
Fix misleading warning prompts when changing gear letters (DewdropsOTG)<br>Adjusting the letter of 'dangerous' gear in your inventory would prompt you
as if you were about to equip or unequip them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd44c153c2">bd44c153c2</a> | 2025-07-18 15:41:38 -0230 | DracoOmega</pre>
Allow < > to additionally switch pages in drop menu (dilly)<br>And also refactor slightly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddc175b71d">ddc175b71d</a> | 2025-07-18 15:41:00 -0230 | DracoOmega</pre>
Return 'i' menu to previous behavior<br>Perhaps at some point of shuffling deck chairs, we will arrive at a
better future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c270478f4">7c270478f4</a> | 2025-07-18 15:33:41 -0230 | DracoOmega</pre>
Fix showing incorrect inventory pages in a number of menus (dilly)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b117d8a9e7">b117d8a9e7</a> | 2025-07-18 12:50:16 -0230 | DracoOmega</pre>
More thoroughly prevent some crashes with inventory menus<br>89b82f3 was apparently insufficient (even if 0 was the most common case by
far). I'm not 100% sure where non-zero non-letter slots are coming from,
so I don't entirely like papering over it like this, but it's possible
they're harmless.<br>
(Or at least, we can wait and see if any other problem happens besides this
sort issue.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=725f2bf89b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-412-g725f2bf89b.zip">here</a>.]]></description>
            <pubDate>Sun, 20 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-406-gbd44c153c2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-406-gbd44c153c2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd44c153c2">bd44c153c2</a> | 2025-07-18 15:41:38 -0230 | DracoOmega</pre>
Allow < > to additionally switch pages in drop menu (dilly)<br>And also refactor slightly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddc175b71d">ddc175b71d</a> | 2025-07-18 15:41:00 -0230 | DracoOmega</pre>
Return 'i' menu to previous behavior<br>Perhaps at some point of shuffling deck chairs, we will arrive at a
better future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c270478f4">7c270478f4</a> | 2025-07-18 15:33:41 -0230 | DracoOmega</pre>
Fix showing incorrect inventory pages in a number of menus (dilly)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b117d8a9e7">b117d8a9e7</a> | 2025-07-18 12:50:16 -0230 | DracoOmega</pre>
More thoroughly prevent some crashes with inventory menus<br>89b82f3 was apparently insufficient (even if 0 was the most common case by
far). I'm not 100% sure where non-zero non-letter slots are coming from,
so I don't entirely like papering over it like this, but it's possible
they're harmless.<br>
(Or at least, we can wait and see if any other problem happens besides this
sort issue.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13e22a4e1b">13e22a4e1b</a> | 2025-07-18 12:44:23 -0230 | DracoOmega</pre>
Don't indefinitely wait to heal off poison in nonliving forms (Ogregutan)<br>Transforming into something with infinite rPois while already poisoned
merely suspends the poison, and it cannot be rested off in those forms.
So don't waste time trying.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8fab406d75">8fab406d75</a> | 2025-07-18 12:42:13 -0230 | DracoOmega</pre>
Don't automap a consumable to an occupied letter (Moanerette)<br>Autoassignments set by consumable_shortcut neglected to consider that a
player could have manually remapped an item to a reserved letter, and would
give that out to the new item anyway.<br>
Now, it should fall back on another slot in this case, as if no default was
set.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1ca2ae5227">1ca2ae5227</a> | 2025-07-18 12:39:51 -0230 | DracoOmega</pre>
Change how the drop/'i' menus work (various)<br>In response to repeated struggles players expressed with the current setup
(which can map multiple items to the same letter on 'd'/'i'), this changes
these menus over to a multi-paged model.<br>
Each of the 4 inventory sub-types (gear, potions, scrolls, evocables) now
display on a seperate page, which is accessed by left/right arrows. This
means that each letter uniquely maps to a single item on each of these
pages. Selections on previous pages are remembered (so the player can still
multi-drop items of multiple categories).<br>
Some downsides is that it's no longer possible to see your complete
inventory in a single list, and using ',' to drop all useless items no
longer works (you'd need to cycle through each of the 4 pages manually to
drop useless items of each type). But after discussing this with several
players, I think this is the lesser of two evils; hopefully this will feel
more intuitive for players to interact with.<br>
The implementation is a little rough, but a more elegant approach would
seem to require considerably more menu code rewriting, and hopefully this
can suffice.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a83e6f9d55">a83e6f9d55</a> | 2025-07-18 08:47:19 -0230 | DracoOmega</pre>
Fix =g not letting you remap throwables (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5bb89448b4">5bb89448b4</a> | 2025-07-18 07:41:05 -0230 | DracoOmega</pre>
Fix draining Trove cost being 'be buggy' on overview screen (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40270de24b">40270de24b</a> | 2025-07-18 01:12:23 -0500 | David Lawrence Ramsey</pre>
Add a tile for the accursed mutation.<br>Based on a palette-tweaked and edited version of
UNUSED/gui/yred_dark_bargain.png.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bd44c153c2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-406-gbd44c153c2.zip">here</a>.]]></description>
            <pubDate>Sat, 19 Jul 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-395-g81d314105f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-395-g81d314105f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=81d314105f">81d314105f</a> | 2025-07-17 23:45:12 -0230 | DracoOmega</pre>
Display the (P)ut on action when examining a talisman (Planckenstein)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89b82f3d1c">89b82f3d1c</a> | 2025-07-17 23:45:12 -0230 | DracoOmega</pre>
Fix a crash with displaying floor items in some item menus (Kush)<br>One of the sort comparators only worked properly for items in the player's
inventory, and if there were enough valid items on the ground (which had
never been in the player's inventory before) to need sorting, the game
would crash tying to populate the menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2adacdb53a">2adacdb53a</a> | 2025-07-17 21:11:29 -0500 | David Lawrence Ramsey</pre>
Stop adding "pair of" to gloves in Xom msgs.<br>Since gloves' names all start with +0 and the like now, which produces
incorrect messaging.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b98de362c2">b98de362c2</a> | 2025-07-17 21:10:00 -0500 | David Lawrence Ramsey</pre>
Choose more random slot items for Xom msgs.<br>For cloaks, helmets, gloves, and boots, since multiple sets of them can
be worn now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1b205f4a7a">1b205f4a7a</a> | 2025-07-17 20:40:50 -0500 | David Lawrence Ramsey</pre>
Rearrange Xom message item checks.<br>Check the offhand slot right after the weapon slot.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9fd00228f">d9fd00228f</a> | 2025-07-17 20:40:49 -0500 | David Lawrence Ramsey</pre>
Genericise a Xom msg random item check.<br>Instead of checking only the ring slot, have it take a slot.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6208bf039e">6208bf039e</a> | 2025-07-17 20:40:49 -0500 | David Lawrence Ramsey</pre>
Fix Xom msg refs to poltergeists' having heads.<br>Use "form" instead of "head" for them. Adding an entire head_name()
function for only the one species seems like overkill, so do it
manually for now.<br>
Also, add another amulet message referencing the head.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f817d26c1">2f817d26c1</a> | 2025-07-17 19:18:52 -0500 | David Lawrence Ramsey</pre>
Add Xom messages for the amulet slot.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=84388fc241">84388fc241</a> | 2025-07-17 17:35:32 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c30cb724a">2c30cb724a</a> | 2025-07-17 19:15:27 -0230 | DracoOmega</pre>
Don't forbid Coglins from putting on talismans<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=81d314105f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-395-g81d314105f.zip">here</a>.]]></description>
            <pubDate>Fri, 18 Jul 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-365-g1673ddcb0a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-365-g1673ddcb0a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1673ddcb0a">1673ddcb0a</a> | 2025-07-15 02:36:09 -0500 | David Lawrence Ramsey</pre>
Make Zonguldrok's reaping count as evil (#4655).<br>Since it's not a weapon, but armour that adds the reaping brand to
whatever attack you're using, manually trigger the evil god conduct for
it, just as we do with Damnation. But do this after all other brand
checks, since it effectively gives your weapon the reaping brand on top
of whatever brand it has.<br>
NOTE: Regarding brands with manual conduct triggers, one-shotting a
monster with Damnation, Zonguldrok, or a chaos effect that doesn't
resolve to a brand that works on dead monsters will not trigger the
appropriate conduct when it should, but that's a separate issue, and
this change still brings us closer to the correct behaviour. Also,
there's no warning prompt about potential penance when wielding
Zonguldrok, because all the warning prompt code is written with
the assumption that only weapons can trigger conducts, not armour,
but that's also a separate issue.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90afa8895f">90afa8895f</a> | 2025-07-14 18:09:07 -0230 | DracoOmega</pre>
Fix monsters sometimes not waking from spell damage (Planckenstein)<br>Accidentally broken by 77f475f
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f269bfe75">3f269bfe75</a> | 2025-07-13 17:37:48 -0500 | hellmonk</pre>
Update credits.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f73b091665">f73b091665</a> | 2025-07-12 16:37:27 -0230 | DracoOmega</pre>
Don't generate buggy mundane unrands (BlackTorch)<br>The 'mundane' itemspec tag causes an item to lose its plusses and ego
*after* it goes through the normal generation process. But nothing
(apparently) stopped the item from generating as an artefact before having
its plusses/ego squashed. For randarts, this just resulted in a +0 randart
with the rest of its properties intact (even its ego, since randarts don't
store it in the same field as non-artefacts!). But unrands repurpose the
brand field as their unrand ID, meaning that having its 'ego' set to 0
turned the item into 'DUMMY UNRANDART 1' (which would eventually assert
since it doesn't have a colour defined...)<br>
Now 'mundane' necessarily also forbids the itemspec from generating an
artefact, which should fix these problems.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77f475f057">77f475f057</a> | 2025-07-12 06:27:27 -0230 | DracoOmega</pre>
Blame the player for fewer actions by confused enemies (Acrobat)<br>The actions of enemies confused by the player are attributed to the player
in many cases so that the player will still get credit for damage/kills
done by monsters you confused. However, this had the negative result of
allies also mistakenly believing that actions of confused enemies were
being done directly by the player.<br>
So, for instance, you could summon a tarantella, it could confuse a chaos
spawn in melee, and that confused chaos spawn could hit it back and apply
a debuff, which the tarantella would then blame you for and disappear
(you'd even get penance if you were worshipping a good god!)<br>
This didn't apply harmfully in all cases, but chaos flavored attacks in
particular used beam code for debuffs internally, resulting in this issue.
It is possible some other manifestations of this were also fixed in the
process.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c8910b83b">1c8910b83b</a> | 2025-07-11 14:50:20 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hat of the Alchemist and the crown of vainglory.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=534c8d5034">534c8d5034</a> | 2025-07-11 14:24:35 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hood of the Assassin and the mask of the Dragon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fa925810a">1fa925810a</a> | 2025-07-11 16:11:39 -0230 | DracoOmega</pre>
Fix broken force_more for tesseracts activating. (Acrobat)<br>I forgot to update it when I rephrased the message they give.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a680ef8428">a680ef8428</a> | 2025-07-11 12:18:18 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for more artefact hats.<br>Specifically, the crown of Dyrovepreva and the hat of the Bear Spirit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77d58bd210">77d58bd210</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix Figment icon not rendering in webtiles<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1673ddcb0a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-365-g1673ddcb0a.zip">here</a>.]]></description>
            <pubDate>Wed, 16 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-364-g90afa8895f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-364-g90afa8895f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90afa8895f">90afa8895f</a> | 2025-07-14 18:09:07 -0230 | DracoOmega</pre>
Fix monsters sometimes not waking from spell damage (Planckenstein)<br>Accidentally broken by 77f475f
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f269bfe75">3f269bfe75</a> | 2025-07-13 17:37:48 -0500 | hellmonk</pre>
Update credits.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f73b091665">f73b091665</a> | 2025-07-12 16:37:27 -0230 | DracoOmega</pre>
Don't generate buggy mundane unrands (BlackTorch)<br>The 'mundane' itemspec tag causes an item to lose its plusses and ego
*after* it goes through the normal generation process. But nothing
(apparently) stopped the item from generating as an artefact before having
its plusses/ego squashed. For randarts, this just resulted in a +0 randart
with the rest of its properties intact (even its ego, since randarts don't
store it in the same field as non-artefacts!). But unrands repurpose the
brand field as their unrand ID, meaning that having its 'ego' set to 0
turned the item into 'DUMMY UNRANDART 1' (which would eventually assert
since it doesn't have a colour defined...)<br>
Now 'mundane' necessarily also forbids the itemspec from generating an
artefact, which should fix these problems.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77f475f057">77f475f057</a> | 2025-07-12 06:27:27 -0230 | DracoOmega</pre>
Blame the player for fewer actions by confused enemies (Acrobat)<br>The actions of enemies confused by the player are attributed to the player
in many cases so that the player will still get credit for damage/kills
done by monsters you confused. However, this had the negative result of
allies also mistakenly believing that actions of confused enemies were
being done directly by the player.<br>
So, for instance, you could summon a tarantella, it could confuse a chaos
spawn in melee, and that confused chaos spawn could hit it back and apply
a debuff, which the tarantella would then blame you for and disappear
(you'd even get penance if you were worshipping a good god!)<br>
This didn't apply harmfully in all cases, but chaos flavored attacks in
particular used beam code for debuffs internally, resulting in this issue.
It is possible some other manifestations of this were also fixed in the
process.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c8910b83b">1c8910b83b</a> | 2025-07-11 14:50:20 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hat of the Alchemist and the crown of vainglory.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=534c8d5034">534c8d5034</a> | 2025-07-11 14:24:35 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hood of the Assassin and the mask of the Dragon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fa925810a">1fa925810a</a> | 2025-07-11 16:11:39 -0230 | DracoOmega</pre>
Fix broken force_more for tesseracts activating. (Acrobat)<br>I forgot to update it when I rephrased the message they give.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a680ef8428">a680ef8428</a> | 2025-07-11 12:18:18 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for more artefact hats.<br>Specifically, the crown of Dyrovepreva and the hat of the Bear Spirit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77d58bd210">77d58bd210</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix Figment icon not rendering in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7c2e1d855">b7c2e1d855</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix piety troves reporting their cost as "be buggy" (Ogregutan)<br>(On the dungeon overview screen)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=90afa8895f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-364-g90afa8895f.zip">here</a>.]]></description>
            <pubDate>Tue, 15 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-363-g3f269bfe75.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-363-g3f269bfe75.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f269bfe75">3f269bfe75</a> | 2025-07-13 17:37:48 -0500 | hellmonk</pre>
Update credits.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f73b091665">f73b091665</a> | 2025-07-12 16:37:27 -0230 | DracoOmega</pre>
Don't generate buggy mundane unrands (BlackTorch)<br>The 'mundane' itemspec tag causes an item to lose its plusses and ego
*after* it goes through the normal generation process. But nothing
(apparently) stopped the item from generating as an artefact before having
its plusses/ego squashed. For randarts, this just resulted in a +0 randart
with the rest of its properties intact (even its ego, since randarts don't
store it in the same field as non-artefacts!). But unrands repurpose the
brand field as their unrand ID, meaning that having its 'ego' set to 0
turned the item into 'DUMMY UNRANDART 1' (which would eventually assert
since it doesn't have a colour defined...)<br>
Now 'mundane' necessarily also forbids the itemspec from generating an
artefact, which should fix these problems.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77f475f057">77f475f057</a> | 2025-07-12 06:27:27 -0230 | DracoOmega</pre>
Blame the player for fewer actions by confused enemies (Acrobat)<br>The actions of enemies confused by the player are attributed to the player
in many cases so that the player will still get credit for damage/kills
done by monsters you confused. However, this had the negative result of
allies also mistakenly believing that actions of confused enemies were
being done directly by the player.<br>
So, for instance, you could summon a tarantella, it could confuse a chaos
spawn in melee, and that confused chaos spawn could hit it back and apply
a debuff, which the tarantella would then blame you for and disappear
(you'd even get penance if you were worshipping a good god!)<br>
This didn't apply harmfully in all cases, but chaos flavored attacks in
particular used beam code for debuffs internally, resulting in this issue.
It is possible some other manifestations of this were also fixed in the
process.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c8910b83b">1c8910b83b</a> | 2025-07-11 14:50:20 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hat of the Alchemist and the crown of vainglory.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=534c8d5034">534c8d5034</a> | 2025-07-11 14:24:35 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hood of the Assassin and the mask of the Dragon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fa925810a">1fa925810a</a> | 2025-07-11 16:11:39 -0230 | DracoOmega</pre>
Fix broken force_more for tesseracts activating. (Acrobat)<br>I forgot to update it when I rephrased the message they give.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a680ef8428">a680ef8428</a> | 2025-07-11 12:18:18 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for more artefact hats.<br>Specifically, the crown of Dyrovepreva and the hat of the Bear Spirit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77d58bd210">77d58bd210</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix Figment icon not rendering in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7c2e1d855">b7c2e1d855</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix piety troves reporting their cost as "be buggy" (Ogregutan)<br>(On the dungeon overview screen)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c6d325bc2">7c6d325bc2</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix a Yred reaping crash if Ostracised to 0 piety (Ogregutan)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3f269bfe75">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-363-g3f269bfe75.zip">here</a>.]]></description>
            <pubDate>Mon, 14 Jul 2025 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-362-gf73b091665.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-362-gf73b091665.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f73b091665">f73b091665</a> | 2025-07-12 16:37:27 -0230 | DracoOmega</pre>
Don't generate buggy mundane unrands (BlackTorch)<br>The 'mundane' itemspec tag causes an item to lose its plusses and ego
*after* it goes through the normal generation process. But nothing
(apparently) stopped the item from generating as an artefact before having
its plusses/ego squashed. For randarts, this just resulted in a +0 randart
with the rest of its properties intact (even its ego, since randarts don't
store it in the same field as non-artefacts!). But unrands repurpose the
brand field as their unrand ID, meaning that having its 'ego' set to 0
turned the item into 'DUMMY UNRANDART 1' (which would eventually assert
since it doesn't have a colour defined...)<br>
Now 'mundane' necessarily also forbids the itemspec from generating an
artefact, which should fix these problems.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77f475f057">77f475f057</a> | 2025-07-12 06:27:27 -0230 | DracoOmega</pre>
Blame the player for fewer actions by confused enemies (Acrobat)<br>The actions of enemies confused by the player are attributed to the player
in many cases so that the player will still get credit for damage/kills
done by monsters you confused. However, this had the negative result of
allies also mistakenly believing that actions of confused enemies were
being done directly by the player.<br>
So, for instance, you could summon a tarantella, it could confuse a chaos
spawn in melee, and that confused chaos spawn could hit it back and apply
a debuff, which the tarantella would then blame you for and disappear
(you'd even get penance if you were worshipping a good god!)<br>
This didn't apply harmfully in all cases, but chaos flavored attacks in
particular used beam code for debuffs internally, resulting in this issue.
It is possible some other manifestations of this were also fixed in the
process.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c8910b83b">1c8910b83b</a> | 2025-07-11 14:50:20 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hat of the Alchemist and the crown of vainglory.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=534c8d5034">534c8d5034</a> | 2025-07-11 14:24:35 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hood of the Assassin and the mask of the Dragon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fa925810a">1fa925810a</a> | 2025-07-11 16:11:39 -0230 | DracoOmega</pre>
Fix broken force_more for tesseracts activating. (Acrobat)<br>I forgot to update it when I rephrased the message they give.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a680ef8428">a680ef8428</a> | 2025-07-11 12:18:18 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for more artefact hats.<br>Specifically, the crown of Dyrovepreva and the hat of the Bear Spirit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77d58bd210">77d58bd210</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix Figment icon not rendering in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7c2e1d855">b7c2e1d855</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix piety troves reporting their cost as "be buggy" (Ogregutan)<br>(On the dungeon overview screen)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c6d325bc2">7c6d325bc2</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix a Yred reaping crash if Ostracised to 0 piety (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6894e477c">c6894e477c</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix a force_more on allies getting banes (Lici)<br>Turns out 'Doom befalls you' also matches 'Doom befalls your [something]'.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f73b091665">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-362-gf73b091665.zip">here</a>.]]></description>
            <pubDate>Sun, 13 Jul 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-360-g1c8910b83b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-360-g1c8910b83b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c8910b83b">1c8910b83b</a> | 2025-07-11 14:50:20 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hat of the Alchemist and the crown of vainglory.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=534c8d5034">534c8d5034</a> | 2025-07-11 14:24:35 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for yet more artefact hats.<br>Specifically, the hood of the Assassin and the mask of the Dragon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1fa925810a">1fa925810a</a> | 2025-07-11 16:11:39 -0230 | DracoOmega</pre>
Fix broken force_more for tesseracts activating. (Acrobat)<br>I forgot to update it when I rephrased the message they give.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a680ef8428">a680ef8428</a> | 2025-07-11 12:18:18 -0500 | David Lawrence Ramsey</pre>
Add Zonguldrok speech for more artefact hats.<br>Specifically, the crown of Dyrovepreva and the hat of the Bear Spirit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77d58bd210">77d58bd210</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix Figment icon not rendering in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7c2e1d855">b7c2e1d855</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix piety troves reporting their cost as "be buggy" (Ogregutan)<br>(On the dungeon overview screen)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c6d325bc2">7c6d325bc2</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix a Yred reaping crash if Ostracised to 0 piety (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6894e477c">c6894e477c</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Fix a force_more on allies getting banes (Lici)<br>Turns out 'Doom befalls you' also matches 'Doom befalls your [something]'.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b873afd9ec">b873afd9ec</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
New option: always_show_doom_contam (Particleface)<br>If true, this displays the doom and contam meters in the upper-right of
the sidebar, regardless of whether the player currently has any doom or
contam.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff7e82441f">ff7e82441f</a> | 2025-07-11 08:07:53 -0230 | DracoOmega</pre>
Don't announce "You feel the reach of Zot diminish." for both tesseracts<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1c8910b83b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-360-g1c8910b83b.zip">here</a>.]]></description>
            <pubDate>Sat, 12 Jul 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-348-g79144c6770.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-348-g79144c6770.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79144c6770">79144c6770</a> | 2025-07-10 14:16:10 -0230 | DracoOmega</pre>
Add an actual message to the tesseract milestones<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb92c9d704">bb92c9d704</a> | 2025-07-10 10:00:55 -0230 | DracoOmega</pre>
Adjust offlevel tesseract turn cap (acrobat)<br>The comment mistakenly talk about turns when the value involved was in aut,
but that made me also realize the cap was too small (since it was aut.)<br>
I have raised the cap to 1000 turns (ie: 10,000 aut). The comment should
now also be accurate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f72e9069bf">f72e9069bf</a> | 2025-07-10 10:00:55 -0230 | DracoOmega</pre>
Add milestones for tesseracts activating/dying (gammafunk)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e64c27fa7c">e64c27fa7c</a> | 2025-07-10 10:00:42 -0230 | Isaac Clancy</pre>
Fix a webtiles desync when a spectator joins<br>When a spectactor joins we send the full map data to the spectator that
just joined and record this map data is the last sent map data. However,
the player and any pre-exiting spectators might not have received this
map data yet and as we set it as the last sent map data it won't be sent
again until it changes. To fix this, make sure all the pre-existing
clients have the most up to date map data before sending the full map
data to the new spectator.<br>
Fixes #1474
Fixes #1637
Fixes #2473
Fixes #2499
Fixes #2704
Fixes #3153
Fixes #3222
Fixes #3489
Fixes #3974
Fixes #4013
Fixes #4169
Fixes #4536
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8c5cb908cf">8c5cb908cf</a> | 2025-07-10 07:49:24 -0230 | DracoOmega</pre>
Various adjustments to Boundless Tesseracts<br>In response to assorted feedback (and noticing at least one bug in the
original code), I have made the following adjustments:<br>
-While a tesseract is active, there is now a status light indicating this
 effect (and describing it, for those who overlooked the monster itself).
 Its color grows more intense the faster the spawn timer has become.
-Tesseract spawn rate increases more slowly with time, but starts slightly
 faster. (This is a nerf, unless one was very fast.)
-Tesseract spawns now properly 'catch up' while off-level, so there is no
 incentive to rest there as opposed to on Zot:5 itself (but this effect is
 capped to 3000 turns, just in case someone wanders off to do extended in
 the meantime).
-Killing a tesseract immediately removes all unrewarding spawns created by
 the tesseract (to help with overcoming extremely monster pileups in the
 worst case, and maybe making things slightly more satisfying to players in
 general). XP-granting spawns are unaffected (since it is otherwise
 impossible for the player to differentiate them from regular monsters).
-Zot:5 comes with slightly fewer natural spawns (to compensate for some of
 the tesseract's output; if you kill them fairly quickly, there may even be
 fewer monsters in total than in 0.33!)
-Tesseracts are a little more durable, but have a larger XP pool to grant.
-The message for tesseracts activating is a little less emphatic about the
 need to rush (which seemed to be frequently misinterpreted by players).
-Tesseract spawns are now attributed to the tesseract itself, for death
 attribution.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1c27173d8">b1c27173d8</a> | 2025-07-10 05:35:06 -0230 | DracoOmega</pre>
Don't resend the full Doom tooltip every single webtiles update<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=309a5445d7">309a5445d7</a> | 2025-07-10 05:31:49 -0230 | DracoOmega</pre>
Don't crash if explore_auto_rest_status is given invalid text (Ogregutan)<br>Giving it text that couldn't be parsed into a valid duration was resulting
in it trying to rest to wear off NUM_DURATIONS (which is out of bounds and
caused an assert).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17b53af623">17b53af623</a> | 2025-07-09 19:39:16 -0500 | David Lawrence Ramsey</pre>
Rename: persistent contam. -> contam susceptible.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2db4d66fed">2db4d66fed</a> | 2025-07-09 16:13:55 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=baadf7e5a7">baadf7e5a7</a> | 2025-07-09 14:25:33 -0500 | David Lawrence Ramsey</pre>
New mutation: persistent contamination.<br>This mutation makes the player absorb twice as much mutagenic energy
from being contaminated than they would otherwise, just as they would if
they were wielding the old Maxwell's Etheric Cage unrand. (Having the
mutation and wielding the unrand do not stack.)<br>
It has the same rarity as the persistent draining mutation. The tile is
currently a palette-tweaked version of the persistent draining mutation
tile.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=79144c6770">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-348-g79144c6770.zip">here</a>.]]></description>
            <pubDate>Fri, 11 Jul 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-341-g17b53af623.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-341-g17b53af623.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17b53af623">17b53af623</a> | 2025-07-09 19:39:16 -0500 | David Lawrence Ramsey</pre>
Rename: persistent contam. -> contam susceptible.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2db4d66fed">2db4d66fed</a> | 2025-07-09 16:13:55 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=baadf7e5a7">baadf7e5a7</a> | 2025-07-09 14:25:33 -0500 | David Lawrence Ramsey</pre>
New mutation: persistent contamination.<br>This mutation makes the player absorb twice as much mutagenic energy
from being contaminated than they would otherwise, just as they would if
they were wielding the old Maxwell's Etheric Cage unrand. (Having the
mutation and wielding the unrand do not stack.)<br>
It has the same rarity as the persistent draining mutation. The tile is
currently a palette-tweaked version of the persistent draining mutation
tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=88f5475926">88f5475926</a> | 2025-07-09 15:25:26 -0230 | DracoOmega</pre>
Fix the infinite autorest protection being overzealous (not_that_greg)<br>It wasn't checking that the player was stuck in place, merely that they had
been autoexploring for 500 turns without interruption. Which doesn't happen
*often*, but can sometimes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7acc8d57e8">7acc8d57e8</a> | 2025-07-09 13:46:46 -0230 | DracoOmega</pre>
Prevent explore_auto_rest_status from resting an infinite length of time<br>This shouldn't be possible with default (or sane) settings, but the option
does not exhaustively prevent the player from manually adding effects that
do not expire with time (generally positive ones). In which case,
autoexplore can wait so long for them to go away that the game will crash.<br>
This is a bit of a clunky solution, but it prevents a crash-on-demand that
also shouldn't happen unless the player is trying to do something very
silly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=118629b06a">118629b06a</a> | 2025-07-09 13:46:46 -0230 | DracoOmega</pre>
feat: option to make autoexplore wait while listed durations are active<br>Resolves #3210 from (laserbat)<br>
Added new rc option
    - explore_auto_rest_status (LIST)
    	Checks list and converts to known durations based on
	short_text and name_text.<br>
Added two new duration_flags that signify negative effects and
cooldowns that affect the explore_auto_rest_status_set option<br>
[Committer's note: updated to account for statuses added/removed since this
was first written, squashed two options into one, fixed several bugs,
added handling of resting off badforms and magic contamination, allowed
subtracting statuses from large sets (instead of having to manually
specify dozens of effects just to remove a single negative one), removed
inclusion of several statuses that do not expire with time, cleaned up
unncessary flag changes for removed status effects and rewrote the
options_guide entry.<br>
I also made the option default to all negative effects, cooldowns, and
magic contamination. I think this is the most sensible default for average
players and only a very few will care about taking a tiny amount more turns
on some unimportant things.<br>
Note that the new D_NEGATIVE flag is used on a handful of effects that are
not time-based or for which this option does not meaningfully apply (eg:
Paralysis). But even if there is no present use of this, I think
categorizing negative effects has future design applications.]<br>
# Conflicts:
#	crawl-ref/docs/options_guide.txt
#	crawl-ref/source/duration-data.h
#	crawl-ref/source/initfile.cc
#	crawl-ref/source/options.h
#	crawl-ref/source/status.cc
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d11ae09b5d">d11ae09b5d</a> | 2025-07-09 13:37:07 -0230 | DracoOmega</pre>
Mark 'bad' forms as such in form-data<br>To be used in a follow-up commit to allow automatically resting them off
before autoexploring.<br>
(It's a little ambiguous whether tree form is good or bad, but I decided
that it should count as such for this purpose.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22a848724c">22a848724c</a> | 2025-07-09 05:15:33 -0230 | DracoOmega</pre>
Remove a leftover debugging statement (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=740026549f">740026549f</a> | 2025-07-08 15:11:58 -0230 | DracoOmega</pre>
Let vampire bloodprinces fly (Lightli)<br>This was possibly an oversight to begin with; they even have wings in their
tile!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f559632a36">f559632a36</a> | 2025-07-08 15:08:11 -0230 | DracoOmega</pre>
Fix sometimes knowing Zot orb monster at game start (hyperactiveChipmunk)<br>I continue to forget that one can't assume bools actually start false.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=17b53af623">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-341-g17b53af623.zip">here</a>.]]></description>
            <pubDate>Thu, 10 Jul 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-333-g740026549f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-333-g740026549f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=740026549f">740026549f</a> | 2025-07-08 15:11:58 -0230 | DracoOmega</pre>
Let vampire bloodprinces fly (Lightli)<br>This was possibly an oversight to begin with; they even have wings in their
tile!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f559632a36">f559632a36</a> | 2025-07-08 15:08:11 -0230 | DracoOmega</pre>
Fix sometimes knowing Zot orb monster at game start (hyperactiveChipmunk)<br>I continue to forget that one can't assume bools actually start false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92974b8de6">92974b8de6</a> | 2025-07-08 12:22:55 -0500 | RypoFalem</pre>
fix: equipment truncation with show_resist_percent (adinsx)<br>It just needed 3 fewer characters so it didn't overflow to the next
line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a00341b0ce">a00341b0ce</a> | 2025-07-08 12:59:21 -0230 | regret-index</pre>
Changelog updates for 0.34<br>Timed a little late for the big Doom and Troves and Zot updates, but still
relevant for helping people read about such nonetheless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8829d1dcf">c8829d1dcf</a> | 2025-07-08 12:32:27 -0230 | regret-index</pre>
Add a Sentinel's Mark icon, display it on players by default<br>While there is technically a force_more involved with alarm traps since
0644d94 and a unique flash over the player for the spell since 82142fb, it
is possible to miss both in the walls of animations, tiles, and text one
can get on a turn, and it's one of the most relevant debuffs one can
otherwise miss. With this new icon being enabled by default in the
tile_player_status_icons option, it will hopefully be yet more difficult
for players to miss it in a relatively non-obtrusive fashion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7335e6a58e">7335e6a58e</a> | 2025-07-08 12:32:26 -0230 | regret-index</pre>
Recent tile adjustments<br> * To help with parsing their outlines, the bottom fringe of reaper robes
   has been brightened.<br>
 * To help it be more obvious and more readily resemble other current vfx
   tiles, ostracism's bolt effect now has brighter highlights.<br>
 * To help with parsing each of them as traps and not new decorations or
   item tiles, archmage's traps, tyrant's traps, and devourer's traps now
   all use the same old trap plate / pit graphic Denzi used for many traps
   and which still survives currently with pressure plate + net traps.
   It's still a bit of a weird rift to have such a style versus the
   monochromatic ground-sigil types of trap graphics, but I'd prefer to
   emphasize such shared language over raising confusion between traps
   types as currently exists between teleportation trap variations and
   dispersal traps.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb4d5816a9">bb4d5816a9</a> | 2025-07-08 12:32:26 -0230 | regret-index</pre>
Nudge up devourer's traps<br>In line with 70c6c67 trying to make rarer and less consistent sources of
corrosion be more effective so they're more noticeable when they do
happen, and with the introduction of a corrosion effect doing more than 4
at a time, I'm nudging up devourer's traps to match the Corrosive Bolt
changes: 75% chance of -6 AC and slaying, as opposed to ~66% for -4.
They're far less directly effective (or anecdotally noticed) than the
other traps of their quartet, but are also inherently themed towards a
very late placement; as such, they can take the buff.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad3b09032c">ad3b09032c</a> | 2025-07-08 12:32:26 -0230 | regret-index</pre>
Fix a rare temple entry removing its own orb statues (Darby)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a6fec6d82">9a6fec6d82</a> | 2025-07-08 08:55:54 -0230 | DracoOmega</pre>
Don't double-note entering a Trove (regret-index)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0396ba8ddb">0396ba8ddb</a> | 2025-07-08 08:55:37 -0230 | DracoOmega</pre>
Make notes in the log for gaining/losing banes<br>Not exactly queryable by the bots, but might still help me get a better
sense of how often (and for how long) players are encountering banes.<br>
(Also: it's probably a sufficiently noteworthy event in general.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=740026549f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-333-g740026549f.zip">here</a>.]]></description>
            <pubDate>Wed, 09 Jul 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-322-gb9c99e84c2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-322-gb9c99e84c2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9c99e84c2">b9c99e84c2</a> | 2025-07-07 22:30:35 -0500 | Jared Miller</pre>
Handle ?-key spell description from cast menu (#4586)<br>This change adds `[?] help` to the cast menu, similar to the
memorization menu.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=826fe50d78">826fe50d78</a> | 2025-07-07 22:30:13 -0500 | WizardIke</pre>
Fix resizing the console while in a menu on windows (#4506)<br>Responding to console resize events in menus was disabled in 9746042 as
the way we were handling them lead to generating another resize event
resulting in an infinite loop. However, this results in the menu
becoming fairly unreadable until you exit it and go back in. With a
slight adjustment we can use the normal resize handling code in menus as
well which doesn't have this problem.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=747caa52fd">747caa52fd</a> | 2025-07-07 22:30:01 -0500 | WizardIke</pre>
Fix clear_to_end_of_line for windows console builds (#4504)<br>It isn't meant to change the cursor position. However, it was changing
it which meant we had to disable some asserts on windows in b0d7ede<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ecf20f4ee">6ecf20f4ee</a> | 2025-07-07 22:23:56 -0500 | RypoFalem</pre>
update options guide documentation (#4640)<br>of force_spell_targeter and force_ability_targeter defaults.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d528656974">d528656974</a> | 2025-07-07 21:25:08 -0500 | David Lawrence Ramsey</pre>
Fix missing pixel on inert gravitambourine tile.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87ee97bf79">87ee97bf79</a> | 2025-07-07 14:28:05 -0500 | gammafunk</pre>
Fix a typo (Oneirical)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19c559dd15">19c559dd15</a> | 2025-07-07 14:17:37 -0500 | hellmonk</pre>
fix a title bug<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0cc2c75a63">0cc2c75a63</a> | 2025-07-07 06:22:36 -0230 | DracoOmega</pre>
Ensure a Temple entry vault is always placed (staticshock)<br>In general, if an attempt to place a branch entry vault fails, the fallback
simply places the entry feature on its own on a random tile on the map. But
this is no longer adequate for Temple, as this means the Zot orb statues
outside may never be shown to the player.<br>
Now, when a Temple entry vault fails to place, it will fall back on placing
the smallest possible vault (just the entrance + 2 statues) and if that
also fails, the level will be vetoed entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7298f496d">a7298f496d</a> | 2025-07-07 04:50:50 -0230 | DracoOmega</pre>
Add Dewdrops on the Grass to credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f252c72f2">6f252c72f2</a> | 2025-07-07 04:30:06 -0230 | DracoOmega</pre>
Don't ask which item to remove when all are identical (Back-form)<br>This behavior (ie: not prompting to pick a ring on ring swap when both are
identical) was seemingly lost in 2dbd7c1 and now it is back again in an
mildly enhanced form. (It should now work on any number of any type of
equipment, provided that all swap candidates are identical to each other.
So formicids with 2 identical gloves get the same treatment.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b9c99e84c2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-322-gb9c99e84c2.zip">here</a>.]]></description>
            <pubDate>Tue, 08 Jul 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-300-ge6c66e347d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-300-ge6c66e347d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6c66e347d">e6c66e347d</a> | 2025-07-06 23:56:39 -0500 | Hellmonk</pre>
Add support for conduct titles (#4634)<br>Allow title handling outside the species/skill/god/stat paradigm. It should be
possible to make titles for various challenge conducts or unusual playstyles.
These titles will also be saved for player ghosts.<br>
Includes a selection of such titles:
"Flawless", for holding all gems intact
"True Ascetic", for never using a potion or scroll
"Incurious", for 15 rune deathless Felid
"Ruthless", for having the Orb at xl 18 or lower
"Miser", for Gozag runs which never purchase from shops
"Chaos Fanatic", for 15 rune CK runs without abandoning Xom
"Keeper of the Flame", as above for Cinder Acolytes of Ignis<br>
More will be added over time.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28cf5388ae">28cf5388ae</a> | 2025-07-06 16:58:26 -0230 | DracoOmega</pre>
Remove a stray debugging statement<br>Leftover from 5232bdb. I'm honestly surprised no one ran into it in-game
in the meantime (since it's actually visible if playing console).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d700b1d6c5">d700b1d6c5</a> | 2025-07-06 16:58:26 -0230 | DracoOmega</pre>
Fix Platinum Paragon targeter sometimes aiming at the player (Lici)<br>If the first habitable space near the desired enemy happened to be where
the player was already standing, it could aim it at you (which isn't
actually a valid target for it).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e53ad14149">e53ad14149</a> | 2025-07-06 12:47:38 -0500 | David Lawrence Ramsey</pre>
Update comment regarding Terence.<br>Since he's no longer a mass murderer in hiding.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d0e656495">3d0e656495</a> | 2025-07-06 11:05:47 -0500 | Isaac Clancy</pre>
Make diamond sawblades splatter more blood (GnomeSayin)<br>Shredding enemies with sawblades feels like it should result in a lot of
blood, which it wasn't producing before. I limited each sawblade to only
spraying blood in a small area around its victims as its hard to tell
where the blood is coming from otherwise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b37bdf94e">4b37bdf94e</a> | 2025-07-06 13:06:40 -0230 | DracoOmega</pre>
Fix a typo (staticshock)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8edd070e86">8edd070e86</a> | 2025-07-06 08:59:15 -0230 | DracoOmega</pre>
Don't crash on % screen with rF/rC less than -1 (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=052753400f">052753400f</a> | 2025-07-06 07:20:53 -0230 | DracoOmega</pre>
Don't consider all parchments identical on the shopping list (Ogregutan)<br>Picking up any parchment would remove all other parchments from the
shopping list, not just ones of the same spell.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba080413bb">ba080413bb</a> | 2025-07-06 03:30:28 -0230 | DracoOmega</pre>
Fix %s screen showing the wrong resist values for rN (Planckenstein)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a82abc1eca">a82abc1eca</a> | 2025-07-06 03:29:37 -0230 | DracoOmega</pre>
Fix parchments being more expensive than intended (Darby)<br>They were getting both the higher per-spell rate they were intended to have
*and* the cost of being in a book of one spell (making them nearly twice
as expensive as their apparent intention).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e6c66e347d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-300-ge6c66e347d.zip">here</a>.]]></description>
            <pubDate>Mon, 07 Jul 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-290-g0ac7050e40.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-290-g0ac7050e40.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0ac7050e40">0ac7050e40</a> | 2025-07-05 23:26:08 -0500 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9245ba7e0e">9245ba7e0e</a> | 2025-07-06 01:39:51 -0230 | regret-index</pre>
Variant orb vault distribution<br>A chunk of vault review accidentally not properly merged into eee5569.<br>
Unthemed Zot vaults using orbs of fire just freely use whatever orb Zot
has that game, vaults with mostly just orbs of fire as threats only place
when said orbs are available, and old fiery / cold / negative energy and
acid vaults are each adjusted to have a chance of placing their orb only
if that orb is available. Most notably, this removes some old arenasprint
monsters trying to make its own vault monster variants of orbs of fire,
and adds the new cold and negative energy orbs to the corresponding
ziggurat floors to correspond to the current orb of fire set.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=58bce5c09a">58bce5c09a</a> | 2025-07-05 17:39:11 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br>Crystallizing Shot -> Crystallising Shot.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49f3ece09a">49f3ece09a</a> | 2025-07-05 18:52:51 -0230 | DracoOmega</pre>
Properly make only spellbooks inedible<br>Instead of only parchments, the literal inverse of what I meant to do.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f259bd188">9f259bd188</a> | 2025-07-05 18:52:16 -0230 | DracoOmega</pre>
Improve a webtiles parchment rendering check (WizardIke)<br>Apparently next_pc and next_mc can sometimes get out of sync with each
other, which may have been the source of the crash in the first place.
Instead, make sure to use the same map_knowledge from which the tile was
derived.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e5ef21555">2e5ef21555</a> | 2025-07-05 18:12:33 -0230 | DracoOmega</pre>
Remove a failing test case<br>It's no longer possible for an arbitrary species to mutate Tough Skin as of
724dfb3, so this test would always fail.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6afd62ccd5">6afd62ccd5</a> | 2025-07-05 16:20:06 -0400 | patrick</pre>
Add two abstract decorative float vaults<br>In the vein of nicolae_hitomezashi, two big vaults based on
simple tilings of a single subvault. Nothing fancy.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eef651f67a">eef651f67a</a> | 2025-07-05 17:34:21 -0230 | DracoOmega</pre>
Fix EV just being V on the console sidebar (Lightli)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a6bba5181">9a6bba5181</a> | 2025-07-05 17:19:57 -0230 | DracoOmega</pre>
(Maybe) fix a webtiles parchment rendering crash<br>I'm not yet sure how it's possible to be told to draw a parchment without
there being a parchment there to draw, but in the meantime this will
hopefully allow any affected player to proceed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=02f3d51f4c">02f3d51f4c</a> | 2025-07-05 15:02:23 -0230 | DracoOmega</pre>
Don't upgrade shop items via Lucky if they can't fit in one's inventory<br>While shop purchases are normally unaffected, if the player's inventory was
full at the time, they geet dropped on the ground instead, which *did*
allow Lucky to see them to upgrade. Now, it should not.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0ac7050e40">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-290-g0ac7050e40.zip">here</a>.]]></description>
            <pubDate>Sun, 06 Jul 2025 05:47:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-180-gd61037341e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-180-gd61037341e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d61037341e">d61037341e</a> | 2025-07-04 18:09:20 -0500 | hellmonk</pre>
update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=93b359f467">93b359f467</a> | 2025-07-04 17:54:33 -0500 | WizardIke</pre>
Fix trolls not keeping claws with fungal fisticloak (#4600)<br>While wearing the fungal fisticloak with gloves on it, trolls would lose
the damage from their claws.<br>
Fixes #4598 and #4631<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe8c342c43">fe8c342c43</a> | 2025-07-04 17:26:00 -0500 | WizardIke</pre>
Fix missing weapon prompts on coglin (#4568)<br>As a coglin, when attacking with an unrand weapon that should give a
prompt due to its unrand property (e.g. singing from the singing sword
hiting allies) in your primary hand, you would only get a prompt half
the time.<br>
Fixes #4558<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d49d735587">d49d735587</a> | 2025-07-04 17:03:38 -0500 | WizardIke</pre>
Spend a turn when failing to rampage over sigils (#4614)<br>When you rampage over a sigil of binding, still spend a turn on the move
even though you only moved one space instead of two due to the -move
from the sigil.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f30dc1df9">8f30dc1df9</a> | 2025-07-04 16:45:12 -0500 | WizardIke</pre>
Fix no warning when rampaging over trap (CrawlOdds) (#4469)<br>When you rampage over a trap, the trap will be set off, so you should
receive a warning. This was broken in 18e1206<br>
Fixes #4459<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb2233f344">eb2233f344</a> | 2025-07-04 16:43:55 -0500 | WizardIke</pre>
Fix viewing off level monsters, items, and clouds (#4519)<br>When viewing a level that you weren't currently on monsters, items, and
clouds sometimes wouldn't show as the place that clears these from in
view tiles was incorrectly countly the area around the player's position
as in view on all levels and the place that redraws in view tiles was
correct.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f3e65b18df">f3e65b18df</a> | 2025-07-04 16:41:02 -0500 | Hellmonk</pre>
Fix: make vouchers usable from shopping list (#4612)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4ea9b77528">4ea9b77528</a> | 2025-07-04 16:39:57 -0500 | WizardIke</pre>
Fix krakens not flopping around on land (#4630)<br>A kraken can move into temporary deep water such as that created by the
summon forest spell and then be left on land when the water reverts
back. This should result in the kraken flopping around on land taking
damage. However, the check for this was checking if the monster's
habitat was HT_WATER and krakens are HT_DEEP_WATER now.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d323970338">d323970338</a> | 2025-07-04 16:23:07 -0500 | Nicholas Wilson</pre>
Make `more_gem_info` show unacquired gems (#4560)<br>So that people do not forget to pick them up once they have the orb of Zot.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3e33581886">3e33581886</a> | 2025-07-04 16:08:55 -0500 | Peter McLarnan</pre>
Remove random items from alpha shops (#4576)<br>When alphashops selects an excluded item from an item set (e.g. Wand of
Light in a Wand of Acid game), the shop will fill the slot with a random
item instead, which will probably not match the theme.<br>
Filter out excluded items to preserve purity.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d61037341e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-180-gd61037341e.zip">here</a>.]]></description>
            <pubDate>Sat, 05 Jul 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-168-g25cbcda860.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-168-g25cbcda860.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=25cbcda860">25cbcda860</a> | 2025-07-02 09:20:41 -0500 | hellmonk</pre>
add missing breaks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=585f80a30c">585f80a30c</a> | 2025-07-01 12:28:30 -0500 | antimachina</pre>
Add several new skill titles (#4601)<br>Octopode 27 UC from Crusher to Kraken
Octopode/Merfolk 27 Invo Lugonu gets Abyssopelagic
Merfolk 27 Hexes gets Siren
Octopode 27 Invo with an evil god gets Leviathan
Human of Yred 27 Fighting gets Death Knight
Demigod 27 Spellcasting gets Ascendant
Demigod 27 Stealth gets Thief of Divinity<br>
(Octopode Crusher title moved to 2nd highest bracket UC,
and I cut the PR's minotaur title based on dev feedback) - hellmonk
---------<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0397c6d773">0397c6d773</a> | 2025-07-01 00:01:45 -0500 | hellmonk</pre>
Minor skill title refactor and two new titles.<br>Adds functionality for checking intelligence and form in skill titles.
Add the "Herculean" title for high strength max unarmed demigods.
Add the "Pinnacle of Evolution" title for max shapeshifting crabs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d01ceb9fa2">d01ceb9fa2</a> | 2025-06-28 16:03:33 -0500 | Weston Odom</pre>
add missing words to section 6-a of the options guide<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b288c88578">b288c88578</a> | 2025-06-24 14:24:39 +0300 | Isaac Clancy</pre>
Fix old player marker being left on minimap after tele<br>After a teleport goes off, the old player marker wouldn't be cleared
from their minimap.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=25cbcda860">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-168-g25cbcda860.zip">here</a>.]]></description>
            <pubDate>Thu, 03 Jul 2025 05:44:49 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-167-g585f80a30c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-167-g585f80a30c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=585f80a30c">585f80a30c</a> | 2025-07-01 12:28:30 -0500 | antimachina</pre>
Add several new skill titles (#4601)<br>Octopode 27 UC from Crusher to Kraken
Octopode/Merfolk 27 Invo Lugonu gets Abyssopelagic
Merfolk 27 Hexes gets Siren
Octopode 27 Invo with an evil god gets Leviathan
Human of Yred 27 Fighting gets Death Knight
Demigod 27 Spellcasting gets Ascendant
Demigod 27 Stealth gets Thief of Divinity<br>
(Octopode Crusher title moved to 2nd highest bracket UC,
and I cut the PR's minotaur title based on dev feedback) - hellmonk
---------<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0397c6d773">0397c6d773</a> | 2025-07-01 00:01:45 -0500 | hellmonk</pre>
Minor skill title refactor and two new titles.<br>Adds functionality for checking intelligence and form in skill titles.
Add the "Herculean" title for high strength max unarmed demigods.
Add the "Pinnacle of Evolution" title for max shapeshifting crabs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d01ceb9fa2">d01ceb9fa2</a> | 2025-06-28 16:03:33 -0500 | Weston Odom</pre>
add missing words to section 6-a of the options guide<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b288c88578">b288c88578</a> | 2025-06-24 14:24:39 +0300 | Isaac Clancy</pre>
Fix old player marker being left on minimap after tele<br>After a teleport goes off, the old player marker wouldn't be cleared
from their minimap.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=585f80a30c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-167-g585f80a30c.zip">here</a>.]]></description>
            <pubDate>Wed, 02 Jul 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-166-g0397c6d773.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-166-g0397c6d773.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0397c6d773">0397c6d773</a> | 2025-07-01 00:01:45 -0500 | hellmonk</pre>
Minor skill title refactor and two new titles.<br>Adds functionality for checking intelligence and form in skill titles.
Add the "Herculean" title for high strength max unarmed demigods.
Add the "Pinnacle of Evolution" title for max shapeshifting crabs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d01ceb9fa2">d01ceb9fa2</a> | 2025-06-28 16:03:33 -0500 | Weston Odom</pre>
add missing words to section 6-a of the options guide<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b288c88578">b288c88578</a> | 2025-06-24 14:24:39 +0300 | Isaac Clancy</pre>
Fix old player marker being left on minimap after tele<br>After a teleport goes off, the old player marker wouldn't be cleared
from their minimap.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0397c6d773">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-166-g0397c6d773.zip">here</a>.]]></description>
            <pubDate>Tue, 01 Jul 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-165-gd01ceb9fa2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-165-gd01ceb9fa2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d01ceb9fa2">d01ceb9fa2</a> | 2025-06-28 16:03:33 -0500 | Weston Odom</pre>
add missing words to section 6-a of the options guide<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b288c88578">b288c88578</a> | 2025-06-24 14:24:39 +0300 | Isaac Clancy</pre>
Fix old player marker being left on minimap after tele<br>After a teleport goes off, the old player marker wouldn't be cleared
from their minimap.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cefda1e52">2cefda1e52</a> | 2025-06-16 17:50:02 -0500 | WizardIke</pre>
Fix a test requiring long to be 64 bit (#4523)<br>It was trying to store 2,000,000,000,000 in a long which won't work on
32 bit builds or MSVC builds.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d01ceb9fa2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-165-gd01ceb9fa2.zip">here</a>.]]></description>
            <pubDate>Sun, 29 Jun 2025 05:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-164-gb288c88578.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-164-gb288c88578.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b288c88578">b288c88578</a> | 2025-06-24 14:24:39 +0300 | Isaac Clancy</pre>
Fix old player marker being left on minimap after tele<br>After a teleport goes off, the old player marker wouldn't be cleared
from their minimap.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cefda1e52">2cefda1e52</a> | 2025-06-16 17:50:02 -0500 | WizardIke</pre>
Fix a test requiring long to be 64 bit (#4523)<br>It was trying to store 2,000,000,000,000 in a long which won't work on
32 bit builds or MSVC builds.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=493218e9dd">493218e9dd</a> | 2025-06-16 16:30:54 -0500 | hellmonk</pre>
Improve message for unidentified tele with stasis<br>Unsure if we should do away with the canned stasis message altogether.<br>
Fixes #4564
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b288c88578">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-164-gb288c88578.zip">here</a>.]]></description>
            <pubDate>Wed, 25 Jun 2025 05:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-163-g732661e595.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-163-g732661e595.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=732661e595">732661e595</a> | 2025-06-20 17:59:18 -0230 | DracoOmega</pre>
Fix Marionette always casting OTR with 100 power<br>Virtually no impact at the moment, since ritualists cast it with 96 power
anyway, but it *is* incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff597e4505">ff597e4505</a> | 2025-06-20 17:58:21 -0230 | DracoOmega</pre>
Fix rime yak walls being able to harm things through glass (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac0a550758">ac0a550758</a> | 2025-06-20 17:57:44 -0230 | DracoOmega</pre>
Fix bat cloud damage ignoring AC (Acrobat)<br>I really want to rewrite cloud damage code to be less tangled at some
point....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ac4a0d9d8">9ac4a0d9d8</a> | 2025-06-20 17:57:07 -0230 | DracoOmega</pre>
Fix fortress talisman randarts being able to get rCorr (Acrobat)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cefda1e52">2cefda1e52</a> | 2025-06-16 17:50:02 -0500 | WizardIke</pre>
Fix a test requiring long to be 64 bit (#4523)<br>It was trying to store 2,000,000,000,000 in a long which won't work on
32 bit builds or MSVC builds.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=493218e9dd">493218e9dd</a> | 2025-06-16 16:30:54 -0500 | hellmonk</pre>
Improve message for unidentified tele with stasis<br>Unsure if we should do away with the canned stasis message altogether.<br>
Fixes #4564
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cd85c4fe5">7cd85c4fe5</a> | 2025-06-16 04:45:48 -0230 | DracoOmega</pre>
Fix a crash with melding cursed slot-giving items with Ash<br>The slots granted by those items would be invisible to Ash, resulting in
the player having more cursed items than slots to put them in, which in
turn could result in having more than 200 piety.<br>
This fixes #4584
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=732661e595">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-163-g732661e595.zip">here</a>.]]></description>
            <pubDate>Sat, 21 Jun 2025 05:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-159-g22e6b53a17.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-159-g22e6b53a17.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22e6b53a17">22e6b53a17</a> | 2025-06-18 13:35:31 +0300 | Nikolai Lavsky</pre>
docs: remove descriptions and translations of obsolete spells<br>These spells still appear among search results in the ?/s lookup, even
though the spells themselves are long gone. So let's remove them.<br>
(Also, they were easy to spot, as these three spells were the only ones
with question mark icons.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cefda1e52">2cefda1e52</a> | 2025-06-16 17:50:02 -0500 | WizardIke</pre>
Fix a test requiring long to be 64 bit (#4523)<br>It was trying to store 2,000,000,000,000 in a long which won't work on
32 bit builds or MSVC builds.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=493218e9dd">493218e9dd</a> | 2025-06-16 16:30:54 -0500 | hellmonk</pre>
Improve message for unidentified tele with stasis<br>Unsure if we should do away with the canned stasis message altogether.<br>
Fixes #4564
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cd85c4fe5">7cd85c4fe5</a> | 2025-06-16 04:45:48 -0230 | DracoOmega</pre>
Fix a crash with melding cursed slot-giving items with Ash<br>The slots granted by those items would be invisible to Ash, resulting in
the player having more cursed items than slots to put them in, which in
turn could result in having more than 200 piety.<br>
This fixes #4584
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4014ab7dd">f4014ab7dd</a> | 2025-06-16 00:53:15 -0500 | NormalPerson7</pre>
Fix the Orb card (#4557)<br>Ever since 45c4a97, the Orb card has had the same effect at its lowest
power level (power level 0) as at its highest (level 2), specifically a
circle of 4-8 orbs of destruction around the player. At power level 1,
it has always just fired a single orb of destruction. Prior to that
commit, power level 0 instead cast the old version of Iskenderun's
Mystic Blast.<br>
With no suitable pure-conjurations-based replacement for orb of
destruction these days, I have elected to keep the orb of destruction
theme at power level 0. The effects are now:<br>
power level 0: single orb of destruction using
               spell power = card power/10
power level 1: 2-3 orbs of destruction around you using
               spell power = card power/6
power level 2: 4-8 orbs of destruction (same as current) using
               spell power = card power/6<br>
This should very much be a nerf to the Orb card compared to the last
five years, and nobody has complained that the card is too strong in
that time, so I think this should be fine. In any case, it's easy to
fine-tune.<br>
Resolves #4550.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40d046d360">40d046d360</a> | 2025-06-16 00:13:39 -0500 | yrdzrfxndfvh</pre>
Make decorative altar monsters neutral (#4579)<br>2 altar vaults have harmless monsters behind grates or transparent walls
that are supposed to do nothing and die. However, you can dig them out
and for a good chunk of xp if you find them early enough. This pr makes
them neutral so that they don't give xp and there is no incentive to dig
them out (works with sac love too)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171da1f90a">171da1f90a</a> | 2025-06-15 23:41:21 -0500 | yrdzrfxndfvh</pre>
update sculpture garden vault (#4595)<br>replaces a not so dangerous enemy with a new dangerous one<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b00a169baa">b00a169baa</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Update MSVC version in INSTALL.md<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=22e6b53a17">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-159-g22e6b53a17.zip">here</a>.]]></description>
            <pubDate>Thu, 19 Jun 2025 05:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-158-gf195f0a051.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-158-gf195f0a051.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f195f0a051">f195f0a051</a> | 2025-06-16 19:34:06 -0500 | WizardIke</pre>
Fix djinn training skills with targets less (cool 3) (#4514)<br>When raising all magic skills by 2 skill points, a magic skill with a
target could be capped by the target to only raise by 1 skill point
instead. This would happen when you had magic skills focused and a
non-magic skill enabled but not focused with manual skill training and
could also sometimes happen with automatic training.<br>
Instead we should cap the skill point increase of all magic skills by
which ever magic skill target would be reached first (as this target
will turn off all magic skills).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eab1728e4f">eab1728e4f</a> | 2025-06-16 19:32:59 -0500 | hellmonk</pre>
Describe Makhleb mark in ^<br>Previously used the default message even when a mark had been taken.
TODO: expand this to other capstones?<br>
Closes #3939
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cefda1e52">2cefda1e52</a> | 2025-06-16 17:50:02 -0500 | WizardIke</pre>
Fix a test requiring long to be 64 bit (#4523)<br>It was trying to store 2,000,000,000,000 in a long which won't work on
32 bit builds or MSVC builds.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=493218e9dd">493218e9dd</a> | 2025-06-16 16:30:54 -0500 | hellmonk</pre>
Improve message for unidentified tele with stasis<br>Unsure if we should do away with the canned stasis message altogether.<br>
Fixes #4564
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cd85c4fe5">7cd85c4fe5</a> | 2025-06-16 04:45:48 -0230 | DracoOmega</pre>
Fix a crash with melding cursed slot-giving items with Ash<br>The slots granted by those items would be invisible to Ash, resulting in
the player having more cursed items than slots to put them in, which in
turn could result in having more than 200 piety.<br>
This fixes #4584
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4014ab7dd">f4014ab7dd</a> | 2025-06-16 00:53:15 -0500 | NormalPerson7</pre>
Fix the Orb card (#4557)<br>Ever since 45c4a97, the Orb card has had the same effect at its lowest
power level (power level 0) as at its highest (level 2), specifically a
circle of 4-8 orbs of destruction around the player. At power level 1,
it has always just fired a single orb of destruction. Prior to that
commit, power level 0 instead cast the old version of Iskenderun's
Mystic Blast.<br>
With no suitable pure-conjurations-based replacement for orb of
destruction these days, I have elected to keep the orb of destruction
theme at power level 0. The effects are now:<br>
power level 0: single orb of destruction using
               spell power = card power/10
power level 1: 2-3 orbs of destruction around you using
               spell power = card power/6
power level 2: 4-8 orbs of destruction (same as current) using
               spell power = card power/6<br>
This should very much be a nerf to the Orb card compared to the last
five years, and nobody has complained that the card is too strong in
that time, so I think this should be fine. In any case, it's easy to
fine-tune.<br>
Resolves #4550.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40d046d360">40d046d360</a> | 2025-06-16 00:13:39 -0500 | yrdzrfxndfvh</pre>
Make decorative altar monsters neutral (#4579)<br>2 altar vaults have harmless monsters behind grates or transparent walls
that are supposed to do nothing and die. However, you can dig them out
and for a good chunk of xp if you find them early enough. This pr makes
them neutral so that they don't give xp and there is no incentive to dig
them out (works with sac love too)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171da1f90a">171da1f90a</a> | 2025-06-15 23:41:21 -0500 | yrdzrfxndfvh</pre>
update sculpture garden vault (#4595)<br>replaces a not so dangerous enemy with a new dangerous one<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b00a169baa">b00a169baa</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Update MSVC version in INSTALL.md<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83bb3df973">83bb3df973</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Fix warning in MSVC build<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f195f0a051">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-158-gf195f0a051.zip">here</a>.]]></description>
            <pubDate>Tue, 17 Jun 2025 05:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-152-g40d046d360.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-152-g40d046d360.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40d046d360">40d046d360</a> | 2025-06-16 00:13:39 -0500 | yrdzrfxndfvh</pre>
Make decorative altar monsters neutral (#4579)<br>2 altar vaults have harmless monsters behind grates or transparent walls
that are supposed to do nothing and die. However, you can dig them out
and for a good chunk of xp if you find them early enough. This pr makes
them neutral so that they don't give xp and there is no incentive to dig
them out (works with sac love too)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171da1f90a">171da1f90a</a> | 2025-06-15 23:41:21 -0500 | yrdzrfxndfvh</pre>
update sculpture garden vault (#4595)<br>replaces a not so dangerous enemy with a new dangerous one<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b00a169baa">b00a169baa</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Update MSVC version in INSTALL.md<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83bb3df973">83bb3df973</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Fix warning in MSVC build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6224c2db4b">6224c2db4b</a> | 2025-06-15 11:44:56 +0300 | wheals</pre>
Naive attempt to upgrade GHA to Windows 2025<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=63c1f0f1fb">63c1f0f1fb</a> | 2025-06-14 22:23:25 +0200 | Medrano83</pre>
Android: Fix crash when showing the system keyboard<br>Pausing the app seems to leave the mTextEdit in a bad state, because it
crashes the game when requesting focus. Recreating the object every time
the keyboard toggle button is pressed showed a reliable behaviour in my
tests, so I'm keeping it simple.<br>
Closes #4093
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4abbe06800">4abbe06800</a> | 2025-06-12 14:20:57 -0230 | DracoOmega</pre>
Fix Frostbite and Condemnation using the wrong speech (ChoosenUndead)<br>Broken since 008097b (which caused it to do speech lookups including the
plus on the weapon, find nothing, and fall back on generic weapon speec).
Resulted in some jarringly off-flavor lines like
"The +8 trishula "Condemnation" erupts into laughter!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1953aced1e">1953aced1e</a> | 2025-06-11 19:11:25 -0230 | regret-index</pre>
Fix a lingering chance for Zot:5 to be double-trapped (knorpule3000)<br>When 19588f4 tried to make it so both main entrances to the Zot:5 vault
can't be cut off by traps, it neglected to use different floor glyphs
than the rest of the vault, and thus accidentally left a very tiny
chance for the vault's completely random trap placement on all floor tiles
afterwards to choose spaces that weren't supposed to have traps. This
should fix such.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8297d12de2">8297d12de2</a> | 2025-06-11 14:12:08 -0230 | DracoOmega</pre>
Don't crash on the Serpent of Hell trying to breathe (acrobat)<br>I am not sure what purpose this assert ever served, but since 7473122 the
SoH no longer counts as being multi-headed internally, meaning it will
always be false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=404a8c3a75">404a8c3a75</a> | 2025-06-11 10:51:58 -0500 | NormalPerson7</pre>
Allow attacking hostile slime shapeshifters under J (#4518)<br>Jiyva currently doesn't turn slime-shaped shifters neutral, but
would previously prevent attacks on them anyway. This behaviour leaves
the player (temporarily) with a monster they cannot attack.<br>
I have elected to effect this by not banning attacks on hostile slimes.
This may need to be adjusted if there are other ways for hostile slimes
to appear under Jiyva; I am not aware of any.<br>
Fixes #4513.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=40d046d360">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-152-g40d046d360.zip">here</a>.]]></description>
            <pubDate>Mon, 16 Jun 2025 05:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-147-g63c1f0f1fb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-147-g63c1f0f1fb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=63c1f0f1fb">63c1f0f1fb</a> | 2025-06-14 22:23:25 +0200 | Medrano83</pre>
Android: Fix crash when showing the system keyboard<br>Pausing the app seems to leave the mTextEdit in a bad state, because it
crashes the game when requesting focus. Recreating the object every time
the keyboard toggle button is pressed showed a reliable behaviour in my
tests, so I'm keeping it simple.<br>
Closes #4093
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4abbe06800">4abbe06800</a> | 2025-06-12 14:20:57 -0230 | DracoOmega</pre>
Fix Frostbite and Condemnation using the wrong speech (ChoosenUndead)<br>Broken since 008097b (which caused it to do speech lookups including the
plus on the weapon, find nothing, and fall back on generic weapon speec).
Resulted in some jarringly off-flavor lines like
"The +8 trishula "Condemnation" erupts into laughter!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1953aced1e">1953aced1e</a> | 2025-06-11 19:11:25 -0230 | regret-index</pre>
Fix a lingering chance for Zot:5 to be double-trapped (knorpule3000)<br>When 19588f4 tried to make it so both main entrances to the Zot:5 vault
can't be cut off by traps, it neglected to use different floor glyphs
than the rest of the vault, and thus accidentally left a very tiny
chance for the vault's completely random trap placement on all floor tiles
afterwards to choose spaces that weren't supposed to have traps. This
should fix such.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8297d12de2">8297d12de2</a> | 2025-06-11 14:12:08 -0230 | DracoOmega</pre>
Don't crash on the Serpent of Hell trying to breathe (acrobat)<br>I am not sure what purpose this assert ever served, but since 7473122 the
SoH no longer counts as being multi-headed internally, meaning it will
always be false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=404a8c3a75">404a8c3a75</a> | 2025-06-11 10:51:58 -0500 | NormalPerson7</pre>
Allow attacking hostile slime shapeshifters under J (#4518)<br>Jiyva currently doesn't turn slime-shaped shifters neutral, but
would previously prevent attacks on them anyway. This behaviour leaves
the player (temporarily) with a monster they cannot attack.<br>
I have elected to effect this by not banning attacks on hostile slimes.
This may need to be adjusted if there are other ways for hostile slimes
to appear under Jiyva; I am not aware of any.<br>
Fixes #4513.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c38aea23f">6c38aea23f</a> | 2025-06-11 09:51:42 -0500 | WizardIke</pre>
Identify monster equipment when peeking (napthats) (#4500)<br>When peeking down a staircase in descent mode, monsters would be left
with unidentified wands even though seeing a monster usually identifies
its equipment.<br>
Fixes #4495<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f69c87c02d">f69c87c02d</a> | 2025-06-11 09:39:24 -0500 | WizardIke</pre>
Don't leak invis monster locations as a fungus (#4607)<br>When in fungus form and nervous (there is a non confused, non asleep,
non batty etc monster in view), the locations without monster's are
greyed out. This lets you know which locations have invisible monsters
without having see invisible as they aren't greyed out. Instead, grey
out locations without visible monsters only.<br>
This does make it harder for players in fungus form to attack invisible
enemies as they will be told that they cannot move when pressing a
direction key, but this problem already exists for tree form and you can
still attack with ctrl-direction.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f670162d5">0f670162d5</a> | 2025-06-10 23:17:28 -0230 | DracoOmega</pre>
Fix oddities with purple ugly thing willpower (cool3)<br>Purple ugly things would not only retain their heightened willpower when
changing into another color, but each time they changed back to purple,
the bonus willpower that color grants would stack on top of however much
they already had, potentially resulting in absurd number.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b171341b6e">b171341b6e</a> | 2025-06-09 19:31:50 -0230 | regret-index</pre>
Make custom Crypt:$ rewards into a guaranteed expensive shop<br>As a late, optional branch with fairly less item rewards than Elf and an
uneven spiky difficulty, Crypt is often skipped in a standard 3-rune win,
with only ~39% of such wins in the past four versions making it to the
last floor of Crypt versus ~89% for the same of Elf. This is entirely
reasonable, to a certain degree; variety in a win can also include
skipping a branch entirely, and there's always concerns of indefinite
power spiralling inherent to making it be particularly directly
comparable to the item rewards of other endgame branches. Still, it'd be
nice to have something in particular to brandish with it, as the lategame
continues to slowly inch upwards in threat consistency and various uses
of strategic damage point slowly closer and closer to Crypt.<br>
There is, of course, something non-obvious already present for such. Back
in bad0f68, the last floor of Crypt was always given thematic rewards,
which was further nudged up with a 33% chance for a talisman of death in
afdcd2b and a 31% for a sanguine talisman in 0754acf. This particular
aspect of Crypt is mildly spoilery and mostly parsed entirely as
coincidence due to the reasonable number of different items offered up
as rewards in Crypt, as well as the small chance of a monster picking it
up. To both make Crypt a bit more attractive and more explicit to the
unspoiled, while hopefully not spiralling too hard into overly consistent
rewards, I am taking a new approach to such: putting them all into a shop
that appears on every last floor of Crypt.<br>
Said shop contains much of the previous inventory at a doubled price
mark-up, if with a lower ceiling than the previous high-roll of three free
jewellery randarts + a free vamp weapon or the Necronomicon. It always
contains:
 * One of the three rTorment talismans: sanguine, death, or granite.
 * Two of the following four weapons:
   * a high-tier weapon with vamp brand,
   * a high-tier weapon with pain brand,
   * a top-tier weapon with draining brand and guaranteed enchantment,
   * or a randart staff with a necro enhancer.
 * One ring randart with rN++ or an amulet randart with Regen+.
 * Another jewellery randart or a necromantic unrand.
 * A small spellbook with a level 7-or-higher Necromancy spell.
 * A shadow dragon scales randart, a tower shield with rN+ (with a
   50% chance to be a randart), or an orb randart with a Necro enhancer.<br>
Aside from making the previous rTorment talismans more explicitly visible
for those looking for such before tackling extended, this should also
serve as a reasonable money sink for how there's not very many things
worth buying in the later half of the game without lucky bazaars or Gozag,
in a fashion similiar to the success of the flashiness for
`nicolae_hell_entry_big_baal_hell`. Most of these are reasonably
self-regulating just due to their very late placement- necromancy users
most likely want spells earlier than Crypt:3, weapons usually are
enchanted up much earlier than this also (and there's no weapon type match
guarantee), and there are obvious penalties inherent to the armour. It
should, however, still be plenty flashy enough to hopefully justify
itself.<br>
(The shop also gets a custom tile to hopefully be more obviously more of a
standout, and is compromised of white_noise's shop tile, Denzi's old
statue pedestal, and ontoclasm's deck of dungeons icon. It admittedly
looks a little silly, but shops look somewhat silly in general until one
gets any used to them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08eacbdeba">08eacbdeba</a> | 2025-06-09 16:58:17 -0230 | DracoOmega</pre>
Give vault-placed derived undead of uniques their proper names<br>This isn't something that should be typically done, but placing dervied
undead of uniques (which multiple vaults do for the Lernaean Hydra in
particular) resulted in them not getting their own names. ie: if you raised
the Lernaean hydra, you'd get a '27-headed Lernaean hydra zombie', but the
ones placed by the vault would just be called 'a 27-headed hydra zombie'.
This one isn't terribly ambiguous, but if anyone (for some reason) ever
placed a 'norris zombie', you'd just get a 'human zombie' with Norris's
stats. Feels incorrect.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=63c1f0f1fb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-147-g63c1f0f1fb.zip">here</a>.]]></description>
            <pubDate>Sun, 15 Jun 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-146-g4abbe06800.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-146-g4abbe06800.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4abbe06800">4abbe06800</a> | 2025-06-12 14:20:57 -0230 | DracoOmega</pre>
Fix Frostbite and Condemnation using the wrong speech (ChoosenUndead)<br>Broken since 008097b (which caused it to do speech lookups including the
plus on the weapon, find nothing, and fall back on generic weapon speec).
Resulted in some jarringly off-flavor lines like
"The +8 trishula "Condemnation" erupts into laughter!"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1953aced1e">1953aced1e</a> | 2025-06-11 19:11:25 -0230 | regret-index</pre>
Fix a lingering chance for Zot:5 to be double-trapped (knorpule3000)<br>When 19588f4 tried to make it so both main entrances to the Zot:5 vault
can't be cut off by traps, it neglected to use different floor glyphs
than the rest of the vault, and thus accidentally left a very tiny
chance for the vault's completely random trap placement on all floor tiles
afterwards to choose spaces that weren't supposed to have traps. This
should fix such.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8297d12de2">8297d12de2</a> | 2025-06-11 14:12:08 -0230 | DracoOmega</pre>
Don't crash on the Serpent of Hell trying to breathe (acrobat)<br>I am not sure what purpose this assert ever served, but since 7473122 the
SoH no longer counts as being multi-headed internally, meaning it will
always be false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=404a8c3a75">404a8c3a75</a> | 2025-06-11 10:51:58 -0500 | NormalPerson7</pre>
Allow attacking hostile slime shapeshifters under J (#4518)<br>Jiyva currently doesn't turn slime-shaped shifters neutral, but
would previously prevent attacks on them anyway. This behaviour leaves
the player (temporarily) with a monster they cannot attack.<br>
I have elected to effect this by not banning attacks on hostile slimes.
This may need to be adjusted if there are other ways for hostile slimes
to appear under Jiyva; I am not aware of any.<br>
Fixes #4513.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c38aea23f">6c38aea23f</a> | 2025-06-11 09:51:42 -0500 | WizardIke</pre>
Identify monster equipment when peeking (napthats) (#4500)<br>When peeking down a staircase in descent mode, monsters would be left
with unidentified wands even though seeing a monster usually identifies
its equipment.<br>
Fixes #4495<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f69c87c02d">f69c87c02d</a> | 2025-06-11 09:39:24 -0500 | WizardIke</pre>
Don't leak invis monster locations as a fungus (#4607)<br>When in fungus form and nervous (there is a non confused, non asleep,
non batty etc monster in view), the locations without monster's are
greyed out. This lets you know which locations have invisible monsters
without having see invisible as they aren't greyed out. Instead, grey
out locations without visible monsters only.<br>
This does make it harder for players in fungus form to attack invisible
enemies as they will be told that they cannot move when pressing a
direction key, but this problem already exists for tree form and you can
still attack with ctrl-direction.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f670162d5">0f670162d5</a> | 2025-06-10 23:17:28 -0230 | DracoOmega</pre>
Fix oddities with purple ugly thing willpower (cool3)<br>Purple ugly things would not only retain their heightened willpower when
changing into another color, but each time they changed back to purple,
the bonus willpower that color grants would stack on top of however much
they already had, potentially resulting in absurd number.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b171341b6e">b171341b6e</a> | 2025-06-09 19:31:50 -0230 | regret-index</pre>
Make custom Crypt:$ rewards into a guaranteed expensive shop<br>As a late, optional branch with fairly less item rewards than Elf and an
uneven spiky difficulty, Crypt is often skipped in a standard 3-rune win,
with only ~39% of such wins in the past four versions making it to the
last floor of Crypt versus ~89% for the same of Elf. This is entirely
reasonable, to a certain degree; variety in a win can also include
skipping a branch entirely, and there's always concerns of indefinite
power spiralling inherent to making it be particularly directly
comparable to the item rewards of other endgame branches. Still, it'd be
nice to have something in particular to brandish with it, as the lategame
continues to slowly inch upwards in threat consistency and various uses
of strategic damage point slowly closer and closer to Crypt.<br>
There is, of course, something non-obvious already present for such. Back
in bad0f68, the last floor of Crypt was always given thematic rewards,
which was further nudged up with a 33% chance for a talisman of death in
afdcd2b and a 31% for a sanguine talisman in 0754acf. This particular
aspect of Crypt is mildly spoilery and mostly parsed entirely as
coincidence due to the reasonable number of different items offered up
as rewards in Crypt, as well as the small chance of a monster picking it
up. To both make Crypt a bit more attractive and more explicit to the
unspoiled, while hopefully not spiralling too hard into overly consistent
rewards, I am taking a new approach to such: putting them all into a shop
that appears on every last floor of Crypt.<br>
Said shop contains much of the previous inventory at a doubled price
mark-up, if with a lower ceiling than the previous high-roll of three free
jewellery randarts + a free vamp weapon or the Necronomicon. It always
contains:
 * One of the three rTorment talismans: sanguine, death, or granite.
 * Two of the following four weapons:
   * a high-tier weapon with vamp brand,
   * a high-tier weapon with pain brand,
   * a top-tier weapon with draining brand and guaranteed enchantment,
   * or a randart staff with a necro enhancer.
 * One ring randart with rN++ or an amulet randart with Regen+.
 * Another jewellery randart or a necromantic unrand.
 * A small spellbook with a level 7-or-higher Necromancy spell.
 * A shadow dragon scales randart, a tower shield with rN+ (with a
   50% chance to be a randart), or an orb randart with a Necro enhancer.<br>
Aside from making the previous rTorment talismans more explicitly visible
for those looking for such before tackling extended, this should also
serve as a reasonable money sink for how there's not very many things
worth buying in the later half of the game without lucky bazaars or Gozag,
in a fashion similiar to the success of the flashiness for
`nicolae_hell_entry_big_baal_hell`. Most of these are reasonably
self-regulating just due to their very late placement- necromancy users
most likely want spells earlier than Crypt:3, weapons usually are
enchanted up much earlier than this also (and there's no weapon type match
guarantee), and there are obvious penalties inherent to the armour. It
should, however, still be plenty flashy enough to hopefully justify
itself.<br>
(The shop also gets a custom tile to hopefully be more obviously more of a
standout, and is compromised of white_noise's shop tile, Denzi's old
statue pedestal, and ontoclasm's deck of dungeons icon. It admittedly
looks a little silly, but shops look somewhat silly in general until one
gets any used to them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08eacbdeba">08eacbdeba</a> | 2025-06-09 16:58:17 -0230 | DracoOmega</pre>
Give vault-placed derived undead of uniques their proper names<br>This isn't something that should be typically done, but placing dervied
undead of uniques (which multiple vaults do for the Lernaean Hydra in
particular) resulted in them not getting their own names. ie: if you raised
the Lernaean hydra, you'd get a '27-headed Lernaean hydra zombie', but the
ones placed by the vault would just be called 'a 27-headed hydra zombie'.
This one isn't terribly ambiguous, but if anyone (for some reason) ever
placed a 'norris zombie', you'd just get a 'human zombie' with Norris's
stats. Feels incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171c64471a">171c64471a</a> | 2025-06-09 16:58:10 -0230 | DracoOmega</pre>
Remove multiple 'fake' monsters types used only for recolouring<br>The large/small zombie/skeleton/simulacra distinction was still technically
alive internally, entirely to make larger ones a different colour. It seems
overkill to need entire monster types to do this with (and made the code
slightly more confusing in some places). Theoretically these monster types
existed so players could remap their colours via options (options_guide.txt
even gives examples of doing this!) but as far as I can tell, this probably
hasn't worked in over a decade. It is now, at least, possible to remap
the colour of both sizes simultaneously, as opposed to neither of them.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4abbe06800">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-146-g4abbe06800.zip">here</a>.]]></description>
            <pubDate>Fri, 13 Jun 2025 05:44:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-145-g1953aced1e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-145-g1953aced1e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1953aced1e">1953aced1e</a> | 2025-06-11 19:11:25 -0230 | regret-index</pre>
Fix a lingering chance for Zot:5 to be double-trapped (knorpule3000)<br>When 19588f4 tried to make it so both main entrances to the Zot:5 vault
can't be cut off by traps, it neglected to use different floor glyphs
than the rest of the vault, and thus accidentally left a very tiny
chance for the vault's completely random trap placement on all floor tiles
afterwards to choose spaces that weren't supposed to have traps. This
should fix such.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8297d12de2">8297d12de2</a> | 2025-06-11 14:12:08 -0230 | DracoOmega</pre>
Don't crash on the Serpent of Hell trying to breathe (acrobat)<br>I am not sure what purpose this assert ever served, but since 7473122 the
SoH no longer counts as being multi-headed internally, meaning it will
always be false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=404a8c3a75">404a8c3a75</a> | 2025-06-11 10:51:58 -0500 | NormalPerson7</pre>
Allow attacking hostile slime shapeshifters under J (#4518)<br>Jiyva currently doesn't turn slime-shaped shifters neutral, but
would previously prevent attacks on them anyway. This behaviour leaves
the player (temporarily) with a monster they cannot attack.<br>
I have elected to effect this by not banning attacks on hostile slimes.
This may need to be adjusted if there are other ways for hostile slimes
to appear under Jiyva; I am not aware of any.<br>
Fixes #4513.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c38aea23f">6c38aea23f</a> | 2025-06-11 09:51:42 -0500 | WizardIke</pre>
Identify monster equipment when peeking (napthats) (#4500)<br>When peeking down a staircase in descent mode, monsters would be left
with unidentified wands even though seeing a monster usually identifies
its equipment.<br>
Fixes #4495<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f69c87c02d">f69c87c02d</a> | 2025-06-11 09:39:24 -0500 | WizardIke</pre>
Don't leak invis monster locations as a fungus (#4607)<br>When in fungus form and nervous (there is a non confused, non asleep,
non batty etc monster in view), the locations without monster's are
greyed out. This lets you know which locations have invisible monsters
without having see invisible as they aren't greyed out. Instead, grey
out locations without visible monsters only.<br>
This does make it harder for players in fungus form to attack invisible
enemies as they will be told that they cannot move when pressing a
direction key, but this problem already exists for tree form and you can
still attack with ctrl-direction.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f670162d5">0f670162d5</a> | 2025-06-10 23:17:28 -0230 | DracoOmega</pre>
Fix oddities with purple ugly thing willpower (cool3)<br>Purple ugly things would not only retain their heightened willpower when
changing into another color, but each time they changed back to purple,
the bonus willpower that color grants would stack on top of however much
they already had, potentially resulting in absurd number.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b171341b6e">b171341b6e</a> | 2025-06-09 19:31:50 -0230 | regret-index</pre>
Make custom Crypt:$ rewards into a guaranteed expensive shop<br>As a late, optional branch with fairly less item rewards than Elf and an
uneven spiky difficulty, Crypt is often skipped in a standard 3-rune win,
with only ~39% of such wins in the past four versions making it to the
last floor of Crypt versus ~89% for the same of Elf. This is entirely
reasonable, to a certain degree; variety in a win can also include
skipping a branch entirely, and there's always concerns of indefinite
power spiralling inherent to making it be particularly directly
comparable to the item rewards of other endgame branches. Still, it'd be
nice to have something in particular to brandish with it, as the lategame
continues to slowly inch upwards in threat consistency and various uses
of strategic damage point slowly closer and closer to Crypt.<br>
There is, of course, something non-obvious already present for such. Back
in bad0f68, the last floor of Crypt was always given thematic rewards,
which was further nudged up with a 33% chance for a talisman of death in
afdcd2b and a 31% for a sanguine talisman in 0754acf. This particular
aspect of Crypt is mildly spoilery and mostly parsed entirely as
coincidence due to the reasonable number of different items offered up
as rewards in Crypt, as well as the small chance of a monster picking it
up. To both make Crypt a bit more attractive and more explicit to the
unspoiled, while hopefully not spiralling too hard into overly consistent
rewards, I am taking a new approach to such: putting them all into a shop
that appears on every last floor of Crypt.<br>
Said shop contains much of the previous inventory at a doubled price
mark-up, if with a lower ceiling than the previous high-roll of three free
jewellery randarts + a free vamp weapon or the Necronomicon. It always
contains:
 * One of the three rTorment talismans: sanguine, death, or granite.
 * Two of the following four weapons:
   * a high-tier weapon with vamp brand,
   * a high-tier weapon with pain brand,
   * a top-tier weapon with draining brand and guaranteed enchantment,
   * or a randart staff with a necro enhancer.
 * One ring randart with rN++ or an amulet randart with Regen+.
 * Another jewellery randart or a necromantic unrand.
 * A small spellbook with a level 7-or-higher Necromancy spell.
 * A shadow dragon scales randart, a tower shield with rN+ (with a
   50% chance to be a randart), or an orb randart with a Necro enhancer.<br>
Aside from making the previous rTorment talismans more explicitly visible
for those looking for such before tackling extended, this should also
serve as a reasonable money sink for how there's not very many things
worth buying in the later half of the game without lucky bazaars or Gozag,
in a fashion similiar to the success of the flashiness for
`nicolae_hell_entry_big_baal_hell`. Most of these are reasonably
self-regulating just due to their very late placement- necromancy users
most likely want spells earlier than Crypt:3, weapons usually are
enchanted up much earlier than this also (and there's no weapon type match
guarantee), and there are obvious penalties inherent to the armour. It
should, however, still be plenty flashy enough to hopefully justify
itself.<br>
(The shop also gets a custom tile to hopefully be more obviously more of a
standout, and is compromised of white_noise's shop tile, Denzi's old
statue pedestal, and ontoclasm's deck of dungeons icon. It admittedly
looks a little silly, but shops look somewhat silly in general until one
gets any used to them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08eacbdeba">08eacbdeba</a> | 2025-06-09 16:58:17 -0230 | DracoOmega</pre>
Give vault-placed derived undead of uniques their proper names<br>This isn't something that should be typically done, but placing dervied
undead of uniques (which multiple vaults do for the Lernaean Hydra in
particular) resulted in them not getting their own names. ie: if you raised
the Lernaean hydra, you'd get a '27-headed Lernaean hydra zombie', but the
ones placed by the vault would just be called 'a 27-headed hydra zombie'.
This one isn't terribly ambiguous, but if anyone (for some reason) ever
placed a 'norris zombie', you'd just get a 'human zombie' with Norris's
stats. Feels incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171c64471a">171c64471a</a> | 2025-06-09 16:58:10 -0230 | DracoOmega</pre>
Remove multiple 'fake' monsters types used only for recolouring<br>The large/small zombie/skeleton/simulacra distinction was still technically
alive internally, entirely to make larger ones a different colour. It seems
overkill to need entire monster types to do this with (and made the code
slightly more confusing in some places). Theoretically these monster types
existed so players could remap their colours via options (options_guide.txt
even gives examples of doing this!) but as far as I can tell, this probably
hasn't worked in over a decade. It is now, at least, possible to remap
the colour of both sizes simultaneously, as opposed to neither of them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44170bca36">44170bca36</a> | 2025-06-09 16:58:04 -0230 | DracoOmega</pre>
Make Beogh apostle corpses more obvious in console (gammafunk)<br>In an attempt to approximate the indicator used in tiles to make it easy
to spot Beogh apostle mid-battle, use the 'unusual' hilight on their tile
(even if a monster is on top of it).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1953aced1e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-145-g1953aced1e.zip">here</a>.]]></description>
            <pubDate>Thu, 12 Jun 2025 05:44:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-140-g0f670162d5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-140-g0f670162d5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f670162d5">0f670162d5</a> | 2025-06-10 23:17:28 -0230 | DracoOmega</pre>
Fix oddities with purple ugly thing willpower (cool3)<br>Purple ugly things would not only retain their heightened willpower when
changing into another color, but each time they changed back to purple,
the bonus willpower that color grants would stack on top of however much
they already had, potentially resulting in absurd number.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b171341b6e">b171341b6e</a> | 2025-06-09 19:31:50 -0230 | regret-index</pre>
Make custom Crypt:$ rewards into a guaranteed expensive shop<br>As a late, optional branch with fairly less item rewards than Elf and an
uneven spiky difficulty, Crypt is often skipped in a standard 3-rune win,
with only ~39% of such wins in the past four versions making it to the
last floor of Crypt versus ~89% for the same of Elf. This is entirely
reasonable, to a certain degree; variety in a win can also include
skipping a branch entirely, and there's always concerns of indefinite
power spiralling inherent to making it be particularly directly
comparable to the item rewards of other endgame branches. Still, it'd be
nice to have something in particular to brandish with it, as the lategame
continues to slowly inch upwards in threat consistency and various uses
of strategic damage point slowly closer and closer to Crypt.<br>
There is, of course, something non-obvious already present for such. Back
in bad0f68, the last floor of Crypt was always given thematic rewards,
which was further nudged up with a 33% chance for a talisman of death in
afdcd2b and a 31% for a sanguine talisman in 0754acf. This particular
aspect of Crypt is mildly spoilery and mostly parsed entirely as
coincidence due to the reasonable number of different items offered up
as rewards in Crypt, as well as the small chance of a monster picking it
up. To both make Crypt a bit more attractive and more explicit to the
unspoiled, while hopefully not spiralling too hard into overly consistent
rewards, I am taking a new approach to such: putting them all into a shop
that appears on every last floor of Crypt.<br>
Said shop contains much of the previous inventory at a doubled price
mark-up, if with a lower ceiling than the previous high-roll of three free
jewellery randarts + a free vamp weapon or the Necronomicon. It always
contains:
 * One of the three rTorment talismans: sanguine, death, or granite.
 * Two of the following four weapons:
   * a high-tier weapon with vamp brand,
   * a high-tier weapon with pain brand,
   * a top-tier weapon with draining brand and guaranteed enchantment,
   * or a randart staff with a necro enhancer.
 * One ring randart with rN++ or an amulet randart with Regen+.
 * Another jewellery randart or a necromantic unrand.
 * A small spellbook with a level 7-or-higher Necromancy spell.
 * A shadow dragon scales randart, a tower shield with rN+ (with a
   50% chance to be a randart), or an orb randart with a Necro enhancer.<br>
Aside from making the previous rTorment talismans more explicitly visible
for those looking for such before tackling extended, this should also
serve as a reasonable money sink for how there's not very many things
worth buying in the later half of the game without lucky bazaars or Gozag,
in a fashion similiar to the success of the flashiness for
`nicolae_hell_entry_big_baal_hell`. Most of these are reasonably
self-regulating just due to their very late placement- necromancy users
most likely want spells earlier than Crypt:3, weapons usually are
enchanted up much earlier than this also (and there's no weapon type match
guarantee), and there are obvious penalties inherent to the armour. It
should, however, still be plenty flashy enough to hopefully justify
itself.<br>
(The shop also gets a custom tile to hopefully be more obviously more of a
standout, and is compromised of white_noise's shop tile, Denzi's old
statue pedestal, and ontoclasm's deck of dungeons icon. It admittedly
looks a little silly, but shops look somewhat silly in general until one
gets any used to them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08eacbdeba">08eacbdeba</a> | 2025-06-09 16:58:17 -0230 | DracoOmega</pre>
Give vault-placed derived undead of uniques their proper names<br>This isn't something that should be typically done, but placing dervied
undead of uniques (which multiple vaults do for the Lernaean Hydra in
particular) resulted in them not getting their own names. ie: if you raised
the Lernaean hydra, you'd get a '27-headed Lernaean hydra zombie', but the
ones placed by the vault would just be called 'a 27-headed hydra zombie'.
This one isn't terribly ambiguous, but if anyone (for some reason) ever
placed a 'norris zombie', you'd just get a 'human zombie' with Norris's
stats. Feels incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171c64471a">171c64471a</a> | 2025-06-09 16:58:10 -0230 | DracoOmega</pre>
Remove multiple 'fake' monsters types used only for recolouring<br>The large/small zombie/skeleton/simulacra distinction was still technically
alive internally, entirely to make larger ones a different colour. It seems
overkill to need entire monster types to do this with (and made the code
slightly more confusing in some places). Theoretically these monster types
existed so players could remap their colours via options (options_guide.txt
even gives examples of doing this!) but as far as I can tell, this probably
hasn't worked in over a decade. It is now, at least, possible to remap
the colour of both sizes simultaneously, as opposed to neither of them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44170bca36">44170bca36</a> | 2025-06-09 16:58:04 -0230 | DracoOmega</pre>
Make Beogh apostle corpses more obvious in console (gammafunk)<br>In an attempt to approximate the indicator used in tiles to make it easy
to spot Beogh apostle mid-battle, use the 'unusual' hilight on their tile
(even if a monster is on top of it).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7473122876">7473122876</a> | 2025-06-09 16:57:58 -0230 | DracoOmega</pre>
Simplify Serpent of Hell melee<br>The Serpent of Hell used a system like hydras to multiply its first attack
but the number of heads it had - but would stictly and always have exactly
3. This technically allowed it to have slightly more than 4 attacks per
round and gave it hydra-like pseudo-cleave against dead enemies, but
neither of these seem terribly relevant (the '5th' attack only did 15
damage!). It also made /?m lookup lie by reporting its damage as if it had
only 1 head.<br>
This feels like needless code complexity for an effect that doesn't
even interact with the head system dynamically, so I've just baked 3 bite
attacks into its attack table in the usual way, and slightly buffed the
remaining aux attacks in compensation for losing one. It should be hard to
even notice this change in a real game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=47e3c77385">47e3c77385</a> | 2025-06-09 16:57:52 -0230 | DracoOmega</pre>
Allow undead hydra to attack multiple targets<br>For some reason, undead hydra were not able to perform the 'attack multiple
targets in one round if the first target dies' thing that living hydra do.
Maybe the original argument was that zombies weren't intelligent enough?
But zombies are still perfectly capable of using complex flight muscles or
coiling themselves around enemies to constrict them, so I don't see why
this should be any different (also: I'm not sure anyone even realized this
was a thing in the first place.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2eba286c4">b2eba286c4</a> | 2025-06-09 16:57:45 -0230 | DracoOmega</pre>
Rename a function for clarity<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfdb215a35">cfdb215a35</a> | 2025-06-09 16:57:39 -0230 | DracoOmega</pre>
Remove an unused spell description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbfeffa082">fbfeffa082</a> | 2025-06-07 17:27:01 -0500 | Isaac Clancy</pre>
Don't hide items on decorative floor cells on console (croikle)<br>Show the item glyth instead of the decorative floor glyph like
we do with regular floors. This way items won't be hidden on garden
patches and other decorative floors.<br>
Fixes #4380
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0f670162d5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-140-g0f670162d5.zip">here</a>.]]></description>
            <pubDate>Wed, 11 Jun 2025 05:44:47 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-139-gb171341b6e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-139-gb171341b6e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b171341b6e">b171341b6e</a> | 2025-06-09 19:31:50 -0230 | regret-index</pre>
Make custom Crypt:$ rewards into a guaranteed expensive shop<br>As a late, optional branch with fairly less item rewards than Elf and an
uneven spiky difficulty, Crypt is often skipped in a standard 3-rune win,
with only ~39% of such wins in the past four versions making it to the
last floor of Crypt versus ~89% for the same of Elf. This is entirely
reasonable, to a certain degree; variety in a win can also include
skipping a branch entirely, and there's always concerns of indefinite
power spiralling inherent to making it be particularly directly
comparable to the item rewards of other endgame branches. Still, it'd be
nice to have something in particular to brandish with it, as the lategame
continues to slowly inch upwards in threat consistency and various uses
of strategic damage point slowly closer and closer to Crypt.<br>
There is, of course, something non-obvious already present for such. Back
in bad0f68, the last floor of Crypt was always given thematic rewards,
which was further nudged up with a 33% chance for a talisman of death in
afdcd2b and a 31% for a sanguine talisman in 0754acf. This particular
aspect of Crypt is mildly spoilery and mostly parsed entirely as
coincidence due to the reasonable number of different items offered up
as rewards in Crypt, as well as the small chance of a monster picking it
up. To both make Crypt a bit more attractive and more explicit to the
unspoiled, while hopefully not spiralling too hard into overly consistent
rewards, I am taking a new approach to such: putting them all into a shop
that appears on every last floor of Crypt.<br>
Said shop contains much of the previous inventory at a doubled price
mark-up, if with a lower ceiling than the previous high-roll of three free
jewellery randarts + a free vamp weapon or the Necronomicon. It always
contains:
 * One of the three rTorment talismans: sanguine, death, or granite.
 * Two of the following four weapons:
   * a high-tier weapon with vamp brand,
   * a high-tier weapon with pain brand,
   * a top-tier weapon with draining brand and guaranteed enchantment,
   * or a randart staff with a necro enhancer.
 * One ring randart with rN++ or an amulet randart with Regen+.
 * Another jewellery randart or a necromantic unrand.
 * A small spellbook with a level 7-or-higher Necromancy spell.
 * A shadow dragon scales randart, a tower shield with rN+ (with a
   50% chance to be a randart), or an orb randart with a Necro enhancer.<br>
Aside from making the previous rTorment talismans more explicitly visible
for those looking for such before tackling extended, this should also
serve as a reasonable money sink for how there's not very many things
worth buying in the later half of the game without lucky bazaars or Gozag,
in a fashion similiar to the success of the flashiness for
`nicolae_hell_entry_big_baal_hell`. Most of these are reasonably
self-regulating just due to their very late placement- necromancy users
most likely want spells earlier than Crypt:3, weapons usually are
enchanted up much earlier than this also (and there's no weapon type match
guarantee), and there are obvious penalties inherent to the armour. It
should, however, still be plenty flashy enough to hopefully justify
itself.<br>
(The shop also gets a custom tile to hopefully be more obviously more of a
standout, and is compromised of white_noise's shop tile, Denzi's old
statue pedestal, and ontoclasm's deck of dungeons icon. It admittedly
looks a little silly, but shops look somewhat silly in general until one
gets any used to them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08eacbdeba">08eacbdeba</a> | 2025-06-09 16:58:17 -0230 | DracoOmega</pre>
Give vault-placed derived undead of uniques their proper names<br>This isn't something that should be typically done, but placing dervied
undead of uniques (which multiple vaults do for the Lernaean Hydra in
particular) resulted in them not getting their own names. ie: if you raised
the Lernaean hydra, you'd get a '27-headed Lernaean hydra zombie', but the
ones placed by the vault would just be called 'a 27-headed hydra zombie'.
This one isn't terribly ambiguous, but if anyone (for some reason) ever
placed a 'norris zombie', you'd just get a 'human zombie' with Norris's
stats. Feels incorrect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=171c64471a">171c64471a</a> | 2025-06-09 16:58:10 -0230 | DracoOmega</pre>
Remove multiple 'fake' monsters types used only for recolouring<br>The large/small zombie/skeleton/simulacra distinction was still technically
alive internally, entirely to make larger ones a different colour. It seems
overkill to need entire monster types to do this with (and made the code
slightly more confusing in some places). Theoretically these monster types
existed so players could remap their colours via options (options_guide.txt
even gives examples of doing this!) but as far as I can tell, this probably
hasn't worked in over a decade. It is now, at least, possible to remap
the colour of both sizes simultaneously, as opposed to neither of them.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44170bca36">44170bca36</a> | 2025-06-09 16:58:04 -0230 | DracoOmega</pre>
Make Beogh apostle corpses more obvious in console (gammafunk)<br>In an attempt to approximate the indicator used in tiles to make it easy
to spot Beogh apostle mid-battle, use the 'unusual' hilight on their tile
(even if a monster is on top of it).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7473122876">7473122876</a> | 2025-06-09 16:57:58 -0230 | DracoOmega</pre>
Simplify Serpent of Hell melee<br>The Serpent of Hell used a system like hydras to multiply its first attack
but the number of heads it had - but would stictly and always have exactly
3. This technically allowed it to have slightly more than 4 attacks per
round and gave it hydra-like pseudo-cleave against dead enemies, but
neither of these seem terribly relevant (the '5th' attack only did 15
damage!). It also made /?m lookup lie by reporting its damage as if it had
only 1 head.<br>
This feels like needless code complexity for an effect that doesn't
even interact with the head system dynamically, so I've just baked 3 bite
attacks into its attack table in the usual way, and slightly buffed the
remaining aux attacks in compensation for losing one. It should be hard to
even notice this change in a real game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=47e3c77385">47e3c77385</a> | 2025-06-09 16:57:52 -0230 | DracoOmega</pre>
Allow undead hydra to attack multiple targets<br>For some reason, undead hydra were not able to perform the 'attack multiple
targets in one round if the first target dies' thing that living hydra do.
Maybe the original argument was that zombies weren't intelligent enough?
But zombies are still perfectly capable of using complex flight muscles or
coiling themselves around enemies to constrict them, so I don't see why
this should be any different (also: I'm not sure anyone even realized this
was a thing in the first place.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2eba286c4">b2eba286c4</a> | 2025-06-09 16:57:45 -0230 | DracoOmega</pre>
Rename a function for clarity<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfdb215a35">cfdb215a35</a> | 2025-06-09 16:57:39 -0230 | DracoOmega</pre>
Remove an unused spell description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbfeffa082">fbfeffa082</a> | 2025-06-07 17:27:01 -0500 | Isaac Clancy</pre>
Don't hide items on decorative floor cells on console (croikle)<br>Show the item glyth instead of the decorative floor glyph like
we do with regular floors. This way items won't be hidden on garden
patches and other decorative floors.<br>
Fixes #4380
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40ba0be6bd">40ba0be6bd</a> | 2025-06-07 17:24:40 -0500 | Isaac Clancy</pre>
Fix rampage hints showing on levels you aren't on<br>When examining a level that you weren't on, rampage hints would still
show up leaking information about where you were relative to the map
borders.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b171341b6e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-139-gb171341b6e.zip">here</a>.]]></description>
            <pubDate>Tue, 10 Jun 2025 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-131-gfbfeffa082.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-131-gfbfeffa082.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbfeffa082">fbfeffa082</a> | 2025-06-07 17:27:01 -0500 | Isaac Clancy</pre>
Don't hide items on decorative floor cells on console (croikle)<br>Show the item glyth instead of the decorative floor glyph like
we do with regular floors. This way items won't be hidden on garden
patches and other decorative floors.<br>
Fixes #4380
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40ba0be6bd">40ba0be6bd</a> | 2025-06-07 17:24:40 -0500 | Isaac Clancy</pre>
Fix rampage hints showing on levels you aren't on<br>When examining a level that you weren't on, rampage hints would still
show up leaking information about where you were relative to the map
borders.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a0b88e553">1a0b88e553</a> | 2025-06-07 17:12:23 -0500 | Isaac Clancy</pre>
Fix the cloud targeter avoiding immune players<br>When casting a cloud spell such as freezing cloud, the targeter would
try to avoid hitting the player even when they were immune to the cloud.<br>
Fixes #4592
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0004994c2">d0004994c2</a> | 2025-06-07 14:35:32 -0500 | Isaac Clancy</pre>
Fix agony not saying when you are immune<br>When examining an enemy with the agony spell as a torment immune
character, it would show the chance of the spell effecting you instead
of saying that you are immune. Change it to say that you are immune for
consistency with the sleep and confusion spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34ef1d5bbb">34ef1d5bbb</a> | 2025-06-07 14:07:30 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33411132f3">33411132f3</a> | 2025-06-07 16:05:01 -0230 | regret-index</pre>
Make orc apostle monster bot lookup less absurd (rypofalem)<br>Finding a hundred different orc apostle spellsets and listing all of them
off is, unsurprisingly, a bad idea. They now just get the same "(random)"
listing for spells that pandemonium lords also get.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ab3042f3a1">ab3042f3a1</a> | 2025-06-07 13:23:26 -0500 | gammafunk</pre>
Fix case sensitivity of monster lookups<br>Certain special lookups required lower-case. This doesn't matter much in
practice for DES, but for bot lookups it's inconvenient. Instead make
all monster name lookups case insensitive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80b48b8532">80b48b8532</a> | 2025-06-07 15:35:59 -0230 | regret-index</pre>
Relatively brief vault review<br>Worthy of note:<br>
 * trove_garden's guaranteed jewellery is now always replaced with weapons
   for coglins, since troves aren't supposed to reward useless items.<br>
 * Elf arrival vaults now use less pyromancers (which are too weak and
   seen too early really fulfill the whole arrival vault notion of scaring
   newcomers away from the branch) to instead use more knights and
   archers. They also more frequently lack ORIENT definitions, to help
   more with placing more variable vaults in the branch defined by its
   vaults.<br>
 * The Elf:2 Hall of Blades now consistently forbids being able to dig
   a diagonal hole past the runed doors, instead of only doing this in
   one of its four layouts; while it was nice to tempt players into
   opening the hall up through leaving such an option open, it was
   awkward to try to fit into elven_hall_of_blades_hangedman_alternative,
   and Hellfire Mortar can repeatedly lower and raise the wall for rather
   exploitable behaviour now that it can shove aside flying monsters.<br>
 * Teleport islands in coc_mu have been handled through no_tele_into flags
   on two paths closer to the rune and through more shallow water for one
   reward island on the longer path. This should fix #4570.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3557c0749">a3557c0749</a> | 2025-06-07 15:35:59 -0230 | regret-index</pre>
Nerf marauder AF_AIRSTRIKE, bump up their XP again<br>In another follow-up to 062376b, this continues to try to somewhat nudge
down sphinx marauders mostly by making their designs match more of other
designs in Crawl rather than inherently diminishing their gimmicks. Their
AF_AIRSTRIKE damage is unusually consistent in high damage compared to
most other melee attacks in the game when in particularly open areas,
which have turned out to be rather annoyingly unavoidable around
staircases in Shoals. A chart of the current number range:<br>
Spaces |  0|  1|  2|  3|  4|  5|  6|  7|
----------------------------------------
   Min | 10| 14| 18| 21| 25| 28| 32| 36|
   Max | 15| 19| 23| 27| 31| 35| 39| 43|<br>
The new formula changes the low-end so they can still have the same
highest damage rolls but around a ~20% average damage decrease with a
fairly lower floor, making their damage per turn fairly closer to what
much of the rest of Crawl melee combat makes people expect:<br>
Spaces |  0|  1|  2|  3|  4|  5|  6|  7|
----------------------------------------
   Min |  4|  7|  9| 12| 14| 16| 19| 21|
   Max | 15| 19| 23| 27| 31| 35| 39| 43|<br>
They'll always be somewhat terrifying in the way anything with both a
stun and notable highr-roll damage can be, so we've got a lot of space to
work with for marauder threat levels. They'll probably be more respected
over time anyway, though to help this out, their XP has been bumped up
again (c.f. faf1176) to make it over the threshold for XL 17 characters
seeing them as lethal / red-bordered.<br>
(This does nerf Sphinx Sisters a bit, but the spell has turned out to be
wildly popular and successful for giving high Hexes investment another
spell option for killing monsters besides checking Willpower, so it can
probably reasonably survive some of a nerf to one of its two monsters.)<br>
(As a consequence of these changes, sky beasts would have been nerfed a
bit from their original state, so I've given them one more HD to end up
with a lower floor and higher ceiling for airstrike damage than prior.
Those will probably be fine in the long term as more players get used to
their revised mechanics.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56df707391">56df707391</a> | 2025-06-07 15:35:59 -0230 | regret-index</pre>
Adjust Xom bazaars + Xom player confusion<br> * After having the odds for multiple Xom bazaar trips have been
   continuously lowered in 8b305a4, 5cebcaf, and 6874458, it is now rare
   enough to see another Xom bazaar for much of the game after the first
   that it has become rather awkward how random chance can end up making
   the first Xom bazaar too early for players to afford anything fancy in
   it. As such, I am mildly decreasing the shop prices in the equipment
   shop (the most interesting one) and moving up the absolute minimum of
   gold required from 777 to 900.<br>
 * Since Xom confusing players who can't immediately cure it can be
   substantially more lethal but is still quite iconic for the MuCK
   experience, I am softening the blow while still preserving the effect.
   Players who can't drink potions will be given Might of equal duration
   to the confusion (as a joke in and of itself), and the threshold of
   Xom severity needed to confuse other monsters at the same time is now
   broader (and thus more likely to happen for them).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fbfeffa082">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-131-gfbfeffa082.zip">here</a>.]]></description>
            <pubDate>Sun, 08 Jun 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-115-g2e754a0f84.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-115-g2e754a0f84.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e754a0f84">2e754a0f84</a> | 2025-06-07 01:57:13 -0230 | regret-index</pre>
Fix the tag upgrade for some new monsters<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=209a3779e7">209a3779e7</a> | 2025-06-07 01:32:59 -0230 | regret-index</pre>
Count obsidian bats as properly evil (staticshock)<br>This adds their demon-summoning attack brand to the evil attack brands
checklist, so the good gods will properly loathe them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f4ce136ef">1f4ce136ef</a> | 2025-06-07 01:32:59 -0230 | regret-index</pre>
New monster: kobold fleshcrafters, mostly for Depths<br>These new kobolds have a few seperate purposes. Much like chonchon in
cfbbab5, these are meant to add a little more variety to lower-tier
threat encounters in Depths, as is otherwise overflowing with many large
bands of relatively weak threats. They're also meant to further add
distance between V and Depths in much the same way as crawling flesh cages
did in 5fdd244, adding very different types of mages accompanying ugly
thing placements. Finally, they'll add a little more flavour towards
variant constructs and chaotic flesh experiments, with the former more
conspicuous now with Forgecraft, and the latter set-up for an eventual
second monstrosity pay-off in the future.<br>
These kobold fleshcrafters mostly are a little lower than individual hell
knights in threat level, if with less notable resists or haste. They've
experimented a little on themselves to stand out more dramatically by
Depths depth, which includes rPois, 1 HP/10 aut regeneration, and a
poisonous tentacle aux slap. Alongside passable damage with venom or
draining short blades and long blades, they stand out mostly with their
spells:<br>
 * Bolt of Flesh, another experiment in monster summoning conjurations.
   Unlike Flashing Balestra and Phantom Blitz, this irresistable damage
   spell both penetrates its targets (leaving the spawn somewhat far
   away from the player if they were close, but placing it behind them
   to cut off escape in corridor situations) and leaves behind a new type
   of initially-inactive firewood in the form of a new relatively-frail
   remnant piles of flesh.<br>
 * Awaken Flesh, which uses the produced flesh by both making them explode
   in a 3x3 with chaos-brand damage (without any friendly fire, akin to
   mechanist tempering) and arise as a large abomination with all three of
   the abomination buffs (haste, might, and regeneration). Aside from
   actually showing abominations being made as has been absent since the
   removal of Twisted Resurrection in b39fecb, this also is another
   loose experimental targetting arrangement, where destroying or moving
   away from the flesh will be somewhat reasonable, but the chance for it
   to explode and the likelihood it will hit one's allies both are more
   dynamic than other direct explosions.<br>
They spawn naturaly solely in Depths, where they take a decent chunk out
of regular very ugly thing band placement in smaller bands using both
fleshcrafters and both tier of ugly thing. They get some mage and chaos
vault placements across Depths, the Abyss, and some portals; most notably,
they have been deployed in some Swamp vaults to try and trim down the
absurdly large rune vault guest list for a branch that already has the
most variety and most unique monsters of any Lair branch.<br>
(Piles of flesh could probably be used decoratively in the Abyss just
in-and-of-themselves, and another monster with Awaken Flesh and another
means of spawning flesh is planned eventually. They should probably be
fine for now as just bespoke spell components.)<br>
Tile credits:
 * Kobolds: roctavian's older orc high priest tile, an overly non-humanoid
   fleshcrafter submission by LemurRobot, an incomplete draft for showing
   multiple species origins for orcs by Darby, and Sastreii's plain kobold
   tile.
 * Piles of flesh: The same fleshcrafter submission by LemurRobot, and
   roctavian's old macabre mass / crawling corpse tiles.
 * Bolt Of Flesh: Roctavian's Bolt of Cold icon, ontoclasm's Corrosive
   Bolt icon, and Denzi's pulsating lump + generic explosion vfx tiles.
 * Awaken Flesh: Denzi's pulsating lump tile, an old tentacled monstrosity
   tile by Bloax, and Denzi's generic explosion vfx.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0bbdec72d4">0bbdec72d4</a> | 2025-06-07 01:32:59 -0230 | regret-index</pre>
New monster: chonchon, avian chaos sorcerers for Depths<br>These new rare mid-tier Depths monsters, Chilean and Argentinian
transformations for sorcerers having their own heads fly off to wildly
beplague others, have multiple angles of uniting flavour angles. They
offer up a corruptive devotion angle and a shapeshifting angle that
doesn't solely rely on the direct power of demons or the capacity to
become undead. They add one last bird-themed monster to the Depths to try
and smoothen over the weird presence of tengu as mountainous avians in an
underground dungeon, and one more bloodsucker to the Depths to try and
cover a little of how mixed the Depths are in themes between fae, giants,
dragons, as well as the standard undead. They even get a unique nexus of
combinations of several elemental themes- negative energy, chaos, and
wind, all of which have little overlap with other effects.<br>
These batty flying abominations, winged sparkling heads, have stats
roughly comparable to spark wasps if slightly frailer, have a coinflip
chance to be in a band of two or three, and have both a notable spell
and notable melee:<br>
 * They occasionally slowcast Beckoning Gale, the low-damage
   repositioning spell used by hippogriffs since their return in f081bcc.
   While there's a lot of air monsters late in most three-rune games, very
   few of them use wind or even many total spells beyond sharing the same
   Lightning Bolt- this should help with such options and also be a
   dangerous repositioning effects to correspond with other parts of Depths
   (e.g. wyrmholes translocation) plus contrast with Vaults's movement
   constraining focus (e.g. beastmaster bolas and warden sealing).<br>
 * They also have both vampiric and chaos melee. The former is yet
   another attempt at making at least one pip of rN relevant for lategame,
   and the latter tries to find another home for chaos brand as was used
   extremely sparsely before the major revisions of 196b491 made it
   more reasonable to use throughout the game.<br>
Their rather-uncommon placement in Depths mostly takes a bit of weight
from several highly-common lower-tier band placements using monsters
shared in other branches- deep trolls classes, tengu conjurers / warriors,
and very ugly things. They're probably a bit more dangerous than each of
these individually, but in coming in lower numbers overall, they'll
hopefully only mildly increase the threat levels relative to the standard
expectations of getting swarmed by dozens of bulky monsters at once in
Depths. They also get a reasonable initial distribution across vaults
themed around chaotic monsters, air, birds, or unholy mages.<br>
Their tile is composited from griffon and raven tiles by Denzi as well as
CC0 scraps by Surt. Their quote is a little less established a resource
than many other non-fiction sources, but it is more than sufficiently
scholarly, and it is clear non-English mythological names that may sound
silly in English need some nudging towards their origins. (We've
definitely got much stranger or less eloquent fiction quote sources.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459fa385ca">459fa385ca</a> | 2025-06-07 01:32:58 -0230 | regret-index</pre>
New monster: cognitogaunts, psychic ghouls for Crypt & Abyss & elsewhere<br>These new anthrophagic undead are meant to fulfill quite a few different
niches. They get in the iconic notion of undead that actually wants to
eat one's brains, without being particularly cliche in the treatment of
such, instead connecting to offhand details about fallen stars in the
descriptions for sun demons and starflowers. They get in more psychic
enemies, a very limited pool mostly comprised of some Brain Bite and
Draining Gaze users plus starcursed masses despite having a whole statue
type dedicated to it. They also can help slightly smoothen the gap
between the weakest enemies and bulkier enemies in Crypt, as well as
help distinguish Abyss a bit more in its use of undead versus other unholy
branches.<br>
These cognitogaunts are `n` glyph monsters- a strange glyph of corporeal
anthrophagic undead that stretches from bog bodies to bloated husks to
ghouls. They're only a bit bulkier than plain deep trolls in their
standard undead stats (and hit a bit less often than those), but they
have have a few notable features:<br>
 * An incredibly high cast rate for Brain Bite- the same 32% chance daevas
   have, to be precise. Daevas have been successful designs for a long
   while for being very bulky and attacking both irresistably and
   consistently for small amounts of damage- while these aren't quite as
   bulky, they can experiment with some of the same mechanical purpose
   in a more common degree.<br>
 * Passable AF_CONFUSE and AF_PAIN melee attacks. These quite rare
   brands should still be straightforward enough to parse for their end
   effects being used elsewhere, but should still make it somewhat
   dangerous even after closing in on the constant smiter foe, also
   contrasting reasonably against the weak melee of brain worms and
   strategic effects of neqoxecs. (We _do_ need to come up with some
   mechanics that can reduce the overall hyper-presence of confusion in
   general, though.)<br>
These replace skeletons in the Abyss, due to future plans for revising
skeletons this version making them somewhat undesirable to attach to
banishment; trading out an often fast or bulkier threat for something
that constantly drains mp and damages at range. They also trim off
chunks of weight from several plainer, weaker Crypt spawns: wraiths and
shadow wraiths (which they're stronger than) as well as ghouls (which
they're weaker than). Their starry origin flavour should help them be
useful for future portal concepts, but for now, they'll just show up
in Necropolis subvaults, slightly reduce the demon overlap across wizlabs,
and help with a long-term goal of not using 30+ guests in the rune vaults
of a branch with the most total monsters for it already.<br>
Their tiles are comprised of coolio's unborn tile and CC0 scraps by Surt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b316cd9ea5">b316cd9ea5</a> | 2025-06-07 01:32:58 -0230 | regret-index</pre>
Buff necromancy monster pain weapons / brands (with other adjustments)<br>Pain attack flavours and weapons brands are quite sad in monster hands
compared to its useability for players. Not only does the former check AC
despite the weapon brand not caring about such, they also scale their
necromancy skill to only the HD of the monster- something decidedly
non-linear across the game that creeps up much slower versus the health
and defenses of given players. As such, I am doubling the damage of the
flavour and brand in the hands of monsters that know Necromantic spells.
This should not be greatly notable but still less ignorable, and both
marginally increasing the value of rN throughout the game as well as make
it more reasonable to use in any new monsters' hands.<br>
(Of the monsters that get pain brands any reliably, tormentor melee has
almost never mattered, and neither has halazid warlock melee. This does
make Grinder deal fairly more damage, though, so I have significantly
reduced her regular melee damage and slightly lowered her spellcast rate;
while this does mean higher AC characters care more about her melee, it
also further emphasizes that any source of rN will squash her damage
output.)<br>
With a more prominent check of monster necromancy capacities being added,
this also comes a tweak to make various monster-only healing spells no
longer count as Necromancy (and instead spschool::none, like Trog's Hand.)
Since the removal of Regeneration a fair ways back in 7e26dd5, the state
of monster healing as always Necromantic despite regularly being attached
to nameless gods or literal wood spirits has been quite jarring, and the
spells have had a strange `not_evil` tag to even hide such solely for the
sake of random miscast effects since 2bde065. While there's some
flavourful components to having the good gods essentially be enforcing a
monopoly on healing by labelling all other uses of it as necromantic /
evil, such being unstated is rather unintuitive and non-obvious when the
only player spell available for such is literally "vampiric". I have such
both made quite a few monster spells count as not necromancy, and removed
the spell flag as was only used for those.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f4cae6fa3">4f4cae6fa3</a> | 2025-06-07 01:32:58 -0230 | regret-index</pre>
Simplify glowing orange brains<br>Specifically, I'm removing their Brain Bite spell.<br>
Their reworks to give them an aura of empowered spells plus the Cautious
flag in 6fc613a (and to a lesser degree, their higher cast rate in
d00db9e) has succeeded in making them quite notable, to the point they can
afford to lose their least relevant aspect among many (the aforementioned
as well as Shadow Creatures, Cause Fear, and Mass Confusion): it will also
free up the spell for use on another late enemy, where it can be more
easily noticed. (This does make them a bit closer to boggarts as Shadow
Creatures casters used throughout the game, but the aura + cautious flag +
fear already does plenty to differentiate them from the banding
Invisibility-casting blinking monsters.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f517b90e60">f517b90e60</a> | 2025-06-07 01:32:57 -0230 | regret-index</pre>
New monster: crawling flesh cages, for V<br>Base ugly things are passable monsters in Ice Caves, Volcanoes, and
post-Lair D, but deeply struggle to be any relevant past the Lair
branches. The usage of them in V as old holdovers of late D and V both
sharing many monsters is a weird fit both in V's themes and threat level.
While the flavour of wizards leading their otherworldly experiments is
neat (and contrasts well against the very ugly things in Depths), there's
both plenty space to push the very-established concept further and also
use less weak threats for the later parts of the game.<br>
These new crawling flesh cages are `x` glyph monsters, a spider-legged
cage crammed full of fragments of several ugly things. They're lightly
omniresistant and between the two tiers of ugly things outside of decent
AC, though they otherwise stand out for their unique and fancy attack
brand: AF_REACH_CLEAVE_UGLY, which hits all enemies in a two-tile radius
with one of the six ugly thing brands (fire, cold, elec, acid, poison, or
now antimagic). Naturally, this is meant to represent a new alternative
evolution for ugly things, and should be still relatively straightforward
enough to parse otherwise.<br>
(In particular, alongside the mechanist axes / tempering of 8605e2f, this
is also meant to incidentally address some other recent character build
matters; ally-centric gameplay has gotten quite the attention and buffs
between new Summoning / Necromancy / Forgecraft spells, plus god reworks
like Yred's and Dith's providing strong allies or support for such.
Approaches towards such beyond repeating Abjuration everywhere are quite
valuable for giving more texture and variety against such, and bands of
cleaving, reaching monsters to attack large amounts of one's allies at
once past the proving grounds of the first runes should help with that.)<br>
(The history of reach-cleave monsters is also worth comparing here. The
experiment of giving a similiar brand to fire elementals added in d94c9c0
and reverted in 3a05650 was removed mostly due to most uses for fire
elementals (Ignis wrath, pre-Lair pyromancer summons, Azrael band warning
members) definitely not needing a significant buff, even if most
elementals in Elf are awkwardly harmless for the depth otherwise. Other
solutions may come up in time for that case, but there is very little to
worry about regarding plain ugly thing usage in V- those have yet to break
five kills in the thousands of games dying in the branch each version. I
_am_ a little conscientious about non-polearm monsters getting reaching
effects, but we've let orange demons and snapping turtles do this for
quite a few years, so people will most likely adjust.)<br>
The majority of flesh cage deployment has been reserved to the Vaults,
continuing to have said cages spawn as arcanist band members (dropping
from 2-3 to 1-2), taking out another small chunk of harpy weight to rarely
place by themselves, and replacing V:5's very ugly things to further the
distance between V and Depths. A few portals at the same rough depth also
get access to them as would be appropriate (i.e. no metal cages in
Cigotuvi's). There are some arguments to make about their holiness, in a
fashion reminscent of death cobs and profane servitors- for now, I'm
opting for living holiness, an inability to zombify their whole cage, and
LRD-vulnerability; it's a little weird they work with beastmasters but not
peacekeepers or mechanists, but probably it's fine?<br>
Their tiles are comprised of heavy edits to a CC0 cage by ETTiNGRiNDER,
Sastreii's jorogumo tiles, and Denzi's original ugly thing tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7d21c3a49">f7d21c3a49</a> | 2025-06-07 01:32:57 -0230 | regret-index</pre>
Teach purple (very) ugly things af_antimagic<br>Purple ugly things have been sitting on a very boring degree of mild
extra damage ever since they lost the ability to induce sickness or rot
back in cc162c0. (Hypothetically, they could pick up draining, but aside
from being the wrong colour schema for it, it's also very awkward for
Ely / TSO charming / summoning purposes for a monster to colour change
into evil). Giving them antimagic corresponds with our regular use of
purple-pink for many antimagic monsters as well as many non-elemental
magic item icons, it can make for a little more potential vault flavour
(dead wizards in ransacked labratories under the attacks of freed purple
ugly things?), and it helps out how they've got a very fancy and prominent
gimmick that hasn't actually been any notable past late D despite multiple
upgrades. Let's see how this works out.<br>
(To match this with this and the resists of other ugly things, purple ugly
things get +40 Will and purple very ugly things get +80 Will, as is
now supported by 129f5b2. As the obvious point of comparison, purple
draconians get flat Will bonuses and the player draconian colour has
antimagic in their breath attacks.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9c97bacbe">a9c97bacbe</a> | 2025-06-05 17:21:05 -0230 | DracoOmega</pre>
Fix reaper and friendly protean progenitor speach being buggy<br>a40bc8c accidentally left out the divider between speech blocks, causing
reapers to lose their unique dialogue, as well as friendly progenitors to
gain it (as well as sometimes just saying 'reaper')
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2e754a0f84">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-115-g2e754a0f84.zip">here</a>.]]></description>
            <pubDate>Sat, 07 Jun 2025 05:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-106-ga9c97bacbe.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-106-ga9c97bacbe.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9c97bacbe">a9c97bacbe</a> | 2025-06-05 17:21:05 -0230 | DracoOmega</pre>
Fix reaper and friendly protean progenitor speach being buggy<br>a40bc8c accidentally left out the divider between speech blocks, causing
reapers to lose their unique dialogue, as well as friendly progenitors to
gain it (as well as sometimes just saying 'reaper')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2f1e0a9fa">a2f1e0a9fa</a> | 2025-06-05 17:21:05 -0230 | DracoOmega</pre>
Make Shred code slightly less player-centric<br>It would damage only enemies hostile to the *player*, paying no mind to the
attitude of the monster actually casting the spell. Currently this is
harmless in normal gameplay, as only the player can make diamond buzzsaws
(and they cannot be charmed), but it had some unintended test interactions.<br>
(And it's totally plausible that Diamond Sawblades will be implemented as
a ghost spell at some point.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ead7bf300">7ead7bf300</a> | 2025-06-05 17:21:05 -0230 | DracoOmega</pre>
Fix/improve a test slightly<br>moncast.lua created its second test statue in an unsafe way - by generating
it at a specific place and then querying what monster is at the location we
tried to create it - but this does *not* guarantee that the monster we find
is actually the test statue. In fact, it is relatively common for monsters
to be summoned by the first test in the statue's intended place, causing it
to spawn elsewhere and some arbitrary sphinx to be selected instead.<br>
The test now dismisses all monsters after each phase to avoid this specific
problem.<br>
But also: many spells would never be cast during this test due to the 'foe'
being friendly to the casting monster. While this very rudimentary testing
approach can certainly never ensure *every* spell is castable (several have
very ideosyncratic conditions), it seemed to me that we could at least
make a non-aligned statue for it to shoot basic damage spells at, which
should improve test coverag.<br>
And since we're actually regularly damaging one of our test statues now,
heal it between spells to avoid it dying (which can trigger asserts).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc56b02a7e">dc56b02a7e</a> | 2025-06-05 17:21:05 -0230 | Isaac Clancy</pre>
Fix fair_adjacent_iterator returning duplicate locations<br>Instead of returning the 8 adjacent locations in a random order, it
would sometimes repeat a location and miss another location.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=833c818450">833c818450</a> | 2025-06-05 18:51:56 +0300 | Nikolai Lavsky</pre>
fix: let Revenants cast enkindled spells via the quiver when at 0 MP<br>Revenants can cast enkindled spells via `z` just fine when low on MP,
but doing so via the quiver is possible only if you have at least 1 MP.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe01be7b1">3fe01be7b1</a> | 2025-06-03 11:55:30 -0500 | riverfiend</pre>
Update Lugonu's distort weapon description<br>Ranged weapons can't be used, so we should warn worshippers.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98ae272499">98ae272499</a> | 2025-06-02 21:41:49 -0500 | Hellmonk</pre>
fix descent dungeon overview (#4587)<br>Fix descent dungeon overview to match that mode's structure.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3711a3bbcc">3711a3bbcc</a> | 2025-06-01 10:22:50 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fac9211266">fac9211266</a> | 2025-06-01 15:08:26 +0300 | RypoFalem</pre>
docs: update FAQ<br>Update god recommendations, correct temple god altar depth, and explain
how to view damage rating and delay for weapons.<br>
[Committer's note: replaced backticks with apostrophes for consistency,
tweaked commit title.
Resolves #4585.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c0fa254c5">4c0fa254c5</a> | 2025-05-30 15:44:30 +0300 | Nikolai Lavsky</pre>
fix: let web-immune players autotravel through webs and nets<br>Currently, autotravel avoids walking through webs and nets even if
the player is immune to them, which is especially noticeable when
playing a Poltergeist. Also, you can't travel to a selected net/web tile
when it's safe.<br>
This commit fixes that.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a9c97bacbe">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-106-ga9c97bacbe.zip">here</a>.]]></description>
            <pubDate>Fri, 06 Jun 2025 05:45:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-101-g3fe01be7b1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-101-g3fe01be7b1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3fe01be7b1">3fe01be7b1</a> | 2025-06-03 11:55:30 -0500 | riverfiend</pre>
Update Lugonu's distort weapon description<br>Ranged weapons can't be used, so we should warn worshippers.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98ae272499">98ae272499</a> | 2025-06-02 21:41:49 -0500 | Hellmonk</pre>
fix descent dungeon overview (#4587)<br>Fix descent dungeon overview to match that mode's structure.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3711a3bbcc">3711a3bbcc</a> | 2025-06-01 10:22:50 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fac9211266">fac9211266</a> | 2025-06-01 15:08:26 +0300 | RypoFalem</pre>
docs: update FAQ<br>Update god recommendations, correct temple god altar depth, and explain
how to view damage rating and delay for weapons.<br>
[Committer's note: replaced backticks with apostrophes for consistency,
tweaked commit title.
Resolves #4585.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c0fa254c5">4c0fa254c5</a> | 2025-05-30 15:44:30 +0300 | Nikolai Lavsky</pre>
fix: let web-immune players autotravel through webs and nets<br>Currently, autotravel avoids walking through webs and nets even if
the player is immune to them, which is especially noticeable when
playing a Poltergeist. Also, you can't travel to a selected net/web tile
when it's safe.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca858a1cb5">ca858a1cb5</a> | 2025-05-30 08:12:10 -0230 | DracoOmega</pre>
Fix bat swarm form getting torment immunity (Acrobat)<br>While it is likely fine from a balance perspective if your cooldown ability
gave you rTorment, bat swarm is already doing quite a lot of different
things and it's not at all clear or expected this would be one of them, so
I am removing it. (It was only ever true by accident).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee063f470e">ee063f470e</a> | 2025-05-29 20:35:51 -0230 | DracoOmega</pre>
Fix new Frenzy icon not displaying in webtiles (riverfiend)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=129f5b2170">129f5b2170</a> | 2025-05-29 09:52:40 -0230 | DracoOmega</pre>
Allow specifying willpower in ghost_demon struct<br>So that purple ugly things can get bonus willpower compared to other ugly
thing types (in a future commit), but also allows things like future
spriggan ghosts to have better willpower than other ghosts.<br>
If ghost_demon::willpower is -1, it will be ignored and use the monster's
normal willpower. This is used for loading any player ghost created prior
to this commit and so that no existing monster using ghost_demon *has* to
be edited or specify some amount of willpower.<br>
It is possible that this results in new player ghosts having less willpower
than they would prior to this commit. If that's an issue, we can probably
just give them a percentile bonus at a future date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1959ad8d6d">1959ad8d6d</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix Coglins being able to dual-wield in Fortress Crab form (Darby)<br>It wasn't melding their unique offhand slot, so you could keep both weapons
*and* lose their need to rev up at the same time!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b72c3cd0f">9b72c3cd0f</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a couple issues with removing Obsidian Axe / Crown of Vainglory<br>It was impossible to unwield the Obsidian Axe via the local tiles inventory
panel, whether you were mesmerised or not. But it was also possible to get
around the 'can't remove while mesmerised' restriction via w- (which used
a slightly different codepath than dropping it) or even swapping to a
different weapon!<br>
Vainglory likewise could be removed while the effect was active by putting
on a different helmet instead of just removing it.<br>
Now all special 'cannot be removed' checks should apply even in these other
cases.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3fe01be7b1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-101-g3fe01be7b1.zip">here</a>.]]></description>
            <pubDate>Wed, 04 Jun 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-100-g98ae272499.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-100-g98ae272499.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98ae272499">98ae272499</a> | 2025-06-02 21:41:49 -0500 | Hellmonk</pre>
fix descent dungeon overview (#4587)<br>Fix descent dungeon overview to match that mode's structure.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3711a3bbcc">3711a3bbcc</a> | 2025-06-01 10:22:50 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fac9211266">fac9211266</a> | 2025-06-01 15:08:26 +0300 | RypoFalem</pre>
docs: update FAQ<br>Update god recommendations, correct temple god altar depth, and explain
how to view damage rating and delay for weapons.<br>
[Committer's note: replaced backticks with apostrophes for consistency,
tweaked commit title.
Resolves #4585.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c0fa254c5">4c0fa254c5</a> | 2025-05-30 15:44:30 +0300 | Nikolai Lavsky</pre>
fix: let web-immune players autotravel through webs and nets<br>Currently, autotravel avoids walking through webs and nets even if
the player is immune to them, which is especially noticeable when
playing a Poltergeist. Also, you can't travel to a selected net/web tile
when it's safe.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca858a1cb5">ca858a1cb5</a> | 2025-05-30 08:12:10 -0230 | DracoOmega</pre>
Fix bat swarm form getting torment immunity (Acrobat)<br>While it is likely fine from a balance perspective if your cooldown ability
gave you rTorment, bat swarm is already doing quite a lot of different
things and it's not at all clear or expected this would be one of them, so
I am removing it. (It was only ever true by accident).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee063f470e">ee063f470e</a> | 2025-05-29 20:35:51 -0230 | DracoOmega</pre>
Fix new Frenzy icon not displaying in webtiles (riverfiend)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=129f5b2170">129f5b2170</a> | 2025-05-29 09:52:40 -0230 | DracoOmega</pre>
Allow specifying willpower in ghost_demon struct<br>So that purple ugly things can get bonus willpower compared to other ugly
thing types (in a future commit), but also allows things like future
spriggan ghosts to have better willpower than other ghosts.<br>
If ghost_demon::willpower is -1, it will be ignored and use the monster's
normal willpower. This is used for loading any player ghost created prior
to this commit and so that no existing monster using ghost_demon *has* to
be edited or specify some amount of willpower.<br>
It is possible that this results in new player ghosts having less willpower
than they would prior to this commit. If that's an issue, we can probably
just give them a percentile bonus at a future date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1959ad8d6d">1959ad8d6d</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix Coglins being able to dual-wield in Fortress Crab form (Darby)<br>It wasn't melding their unique offhand slot, so you could keep both weapons
*and* lose their need to rev up at the same time!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b72c3cd0f">9b72c3cd0f</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a couple issues with removing Obsidian Axe / Crown of Vainglory<br>It was impossible to unwield the Obsidian Axe via the local tiles inventory
panel, whether you were mesmerised or not. But it was also possible to get
around the 'can't remove while mesmerised' restriction via w- (which used
a slightly different codepath than dropping it) or even swapping to a
different weapon!<br>
Vainglory likewise could be removed while the effect was active by putting
on a different helmet instead of just removing it.<br>
Now all special 'cannot be removed' checks should apply even in these other
cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8207d21d3a">8207d21d3a</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a rare crash-on-load with timed effects<br>Since timed effects are scheduled relative to the previous time they were
scheduled (and not the current time), taking a sufficiently slow action
could mean that the next scheduled time was still in the past. If the game
was saved in this state, it would crash on load forever.<br>
A better policy, I think, is to just process the timed effect multiple
times in a single turn, if that much time has passed.<br>
(I also made the assert into an error message, since the game continues to
run just fine in this situation and it's not worth softlocking players
over.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=98ae272499">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-100-g98ae272499.zip">here</a>.]]></description>
            <pubDate>Tue, 03 Jun 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-99-g3711a3bbcc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-99-g3711a3bbcc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3711a3bbcc">3711a3bbcc</a> | 2025-06-01 10:22:50 -0500 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fac9211266">fac9211266</a> | 2025-06-01 15:08:26 +0300 | RypoFalem</pre>
docs: update FAQ<br>Update god recommendations, correct temple god altar depth, and explain
how to view damage rating and delay for weapons.<br>
[Committer's note: replaced backticks with apostrophes for consistency,
tweaked commit title.
Resolves #4585.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c0fa254c5">4c0fa254c5</a> | 2025-05-30 15:44:30 +0300 | Nikolai Lavsky</pre>
fix: let web-immune players autotravel through webs and nets<br>Currently, autotravel avoids walking through webs and nets even if
the player is immune to them, which is especially noticeable when
playing a Poltergeist. Also, you can't travel to a selected net/web tile
when it's safe.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca858a1cb5">ca858a1cb5</a> | 2025-05-30 08:12:10 -0230 | DracoOmega</pre>
Fix bat swarm form getting torment immunity (Acrobat)<br>While it is likely fine from a balance perspective if your cooldown ability
gave you rTorment, bat swarm is already doing quite a lot of different
things and it's not at all clear or expected this would be one of them, so
I am removing it. (It was only ever true by accident).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee063f470e">ee063f470e</a> | 2025-05-29 20:35:51 -0230 | DracoOmega</pre>
Fix new Frenzy icon not displaying in webtiles (riverfiend)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=129f5b2170">129f5b2170</a> | 2025-05-29 09:52:40 -0230 | DracoOmega</pre>
Allow specifying willpower in ghost_demon struct<br>So that purple ugly things can get bonus willpower compared to other ugly
thing types (in a future commit), but also allows things like future
spriggan ghosts to have better willpower than other ghosts.<br>
If ghost_demon::willpower is -1, it will be ignored and use the monster's
normal willpower. This is used for loading any player ghost created prior
to this commit and so that no existing monster using ghost_demon *has* to
be edited or specify some amount of willpower.<br>
It is possible that this results in new player ghosts having less willpower
than they would prior to this commit. If that's an issue, we can probably
just give them a percentile bonus at a future date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1959ad8d6d">1959ad8d6d</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix Coglins being able to dual-wield in Fortress Crab form (Darby)<br>It wasn't melding their unique offhand slot, so you could keep both weapons
*and* lose their need to rev up at the same time!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b72c3cd0f">9b72c3cd0f</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a couple issues with removing Obsidian Axe / Crown of Vainglory<br>It was impossible to unwield the Obsidian Axe via the local tiles inventory
panel, whether you were mesmerised or not. But it was also possible to get
around the 'can't remove while mesmerised' restriction via w- (which used
a slightly different codepath than dropping it) or even swapping to a
different weapon!<br>
Vainglory likewise could be removed while the effect was active by putting
on a different helmet instead of just removing it.<br>
Now all special 'cannot be removed' checks should apply even in these other
cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8207d21d3a">8207d21d3a</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a rare crash-on-load with timed effects<br>Since timed effects are scheduled relative to the previous time they were
scheduled (and not the current time), taking a sufficiently slow action
could mean that the next scheduled time was still in the past. If the game
was saved in this state, it would crash on load forever.<br>
A better policy, I think, is to just process the timed effect multiple
times in a single turn, if that much time has passed.<br>
(I also made the assert into an error message, since the game continues to
run just fine in this situation and it's not worth softlocking players
over.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d898879d29">d898879d29</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix local tiles not using different colors for hp/mp gained since last turn<br>Both webtiles and console did this, but the logic to use the provided
colour for 'bar fill increased since last draw' just didn't exist for
local tiles. I'm not certain it ever did.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3711a3bbcc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-99-g3711a3bbcc.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Jun 2025 05:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-97-g4c0fa254c5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-97-g4c0fa254c5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c0fa254c5">4c0fa254c5</a> | 2025-05-30 15:44:30 +0300 | Nikolai Lavsky</pre>
fix: let web-immune players autotravel through webs and nets<br>Currently, autotravel avoids walking through webs and nets even if
the player is immune to them, which is especially noticeable when
playing a Poltergeist. Also, you can't travel to a selected net/web tile
when it's safe.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca858a1cb5">ca858a1cb5</a> | 2025-05-30 08:12:10 -0230 | DracoOmega</pre>
Fix bat swarm form getting torment immunity (Acrobat)<br>While it is likely fine from a balance perspective if your cooldown ability
gave you rTorment, bat swarm is already doing quite a lot of different
things and it's not at all clear or expected this would be one of them, so
I am removing it. (It was only ever true by accident).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee063f470e">ee063f470e</a> | 2025-05-29 20:35:51 -0230 | DracoOmega</pre>
Fix new Frenzy icon not displaying in webtiles (riverfiend)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=129f5b2170">129f5b2170</a> | 2025-05-29 09:52:40 -0230 | DracoOmega</pre>
Allow specifying willpower in ghost_demon struct<br>So that purple ugly things can get bonus willpower compared to other ugly
thing types (in a future commit), but also allows things like future
spriggan ghosts to have better willpower than other ghosts.<br>
If ghost_demon::willpower is -1, it will be ignored and use the monster's
normal willpower. This is used for loading any player ghost created prior
to this commit and so that no existing monster using ghost_demon *has* to
be edited or specify some amount of willpower.<br>
It is possible that this results in new player ghosts having less willpower
than they would prior to this commit. If that's an issue, we can probably
just give them a percentile bonus at a future date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1959ad8d6d">1959ad8d6d</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix Coglins being able to dual-wield in Fortress Crab form (Darby)<br>It wasn't melding their unique offhand slot, so you could keep both weapons
*and* lose their need to rev up at the same time!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b72c3cd0f">9b72c3cd0f</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a couple issues with removing Obsidian Axe / Crown of Vainglory<br>It was impossible to unwield the Obsidian Axe via the local tiles inventory
panel, whether you were mesmerised or not. But it was also possible to get
around the 'can't remove while mesmerised' restriction via w- (which used
a slightly different codepath than dropping it) or even swapping to a
different weapon!<br>
Vainglory likewise could be removed while the effect was active by putting
on a different helmet instead of just removing it.<br>
Now all special 'cannot be removed' checks should apply even in these other
cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8207d21d3a">8207d21d3a</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a rare crash-on-load with timed effects<br>Since timed effects are scheduled relative to the previous time they were
scheduled (and not the current time), taking a sufficiently slow action
could mean that the next scheduled time was still in the past. If the game
was saved in this state, it would crash on load forever.<br>
A better policy, I think, is to just process the timed effect multiple
times in a single turn, if that much time has passed.<br>
(I also made the assert into an error message, since the game continues to
run just fine in this situation and it's not worth softlocking players
over.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d898879d29">d898879d29</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix local tiles not using different colors for hp/mp gained since last turn<br>Both webtiles and console did this, but the logic to use the provided
colour for 'bar fill increased since last draw' just didn't exist for
local tiles. I'm not certain it ever did.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecae41dda">7ecae41dda</a> | 2025-05-28 22:28:43 -0500 | hellmonk</pre>
Tag some crypt ends with no_descent<br>Crypt encompasses manually place tomb, and going there in descent crashes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8da7c38387">8da7c38387</a> | 2025-05-28 10:43:11 -0230 | regret-index</pre>
Fix reversed Trog wrath logic (sekai, acrobat)<br>When b6bfbb2 standardized the tension + health check made in 7aa09ac, it
accidentally reversed the logic for said Trog wrath, regularly vexing the
player if they were out of combat and not summoning berserkers in most
situations in combat. As such, I have set it back again to the original
intended functionality.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4c0fa254c5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-97-g4c0fa254c5.zip">here</a>.]]></description>
            <pubDate>Sat, 31 May 2025 05:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-95-gee063f470e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-95-gee063f470e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee063f470e">ee063f470e</a> | 2025-05-29 20:35:51 -0230 | DracoOmega</pre>
Fix new Frenzy icon not displaying in webtiles (riverfiend)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=129f5b2170">129f5b2170</a> | 2025-05-29 09:52:40 -0230 | DracoOmega</pre>
Allow specifying willpower in ghost_demon struct<br>So that purple ugly things can get bonus willpower compared to other ugly
thing types (in a future commit), but also allows things like future
spriggan ghosts to have better willpower than other ghosts.<br>
If ghost_demon::willpower is -1, it will be ignored and use the monster's
normal willpower. This is used for loading any player ghost created prior
to this commit and so that no existing monster using ghost_demon *has* to
be edited or specify some amount of willpower.<br>
It is possible that this results in new player ghosts having less willpower
than they would prior to this commit. If that's an issue, we can probably
just give them a percentile bonus at a future date.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1959ad8d6d">1959ad8d6d</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix Coglins being able to dual-wield in Fortress Crab form (Darby)<br>It wasn't melding their unique offhand slot, so you could keep both weapons
*and* lose their need to rev up at the same time!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b72c3cd0f">9b72c3cd0f</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a couple issues with removing Obsidian Axe / Crown of Vainglory<br>It was impossible to unwield the Obsidian Axe via the local tiles inventory
panel, whether you were mesmerised or not. But it was also possible to get
around the 'can't remove while mesmerised' restriction via w- (which used
a slightly different codepath than dropping it) or even swapping to a
different weapon!<br>
Vainglory likewise could be removed while the effect was active by putting
on a different helmet instead of just removing it.<br>
Now all special 'cannot be removed' checks should apply even in these other
cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8207d21d3a">8207d21d3a</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix a rare crash-on-load with timed effects<br>Since timed effects are scheduled relative to the previous time they were
scheduled (and not the current time), taking a sufficiently slow action
could mean that the next scheduled time was still in the past. If the game
was saved in this state, it would crash on load forever.<br>
A better policy, I think, is to just process the timed effect multiple
times in a single turn, if that much time has passed.<br>
(I also made the assert into an error message, since the game continues to
run just fine in this situation and it's not worth softlocking players
over.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d898879d29">d898879d29</a> | 2025-05-29 09:20:09 -0230 | DracoOmega</pre>
Fix local tiles not using different colors for hp/mp gained since last turn<br>Both webtiles and console did this, but the logic to use the provided
colour for 'bar fill increased since last draw' just didn't exist for
local tiles. I'm not certain it ever did.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecae41dda">7ecae41dda</a> | 2025-05-28 22:28:43 -0500 | hellmonk</pre>
Tag some crypt ends with no_descent<br>Crypt encompasses manually place tomb, and going there in descent crashes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8da7c38387">8da7c38387</a> | 2025-05-28 10:43:11 -0230 | regret-index</pre>
Fix reversed Trog wrath logic (sekai, acrobat)<br>When b6bfbb2 standardized the tension + health check made in 7aa09ac, it
accidentally reversed the logic for said Trog wrath, regularly vexing the
player if they were out of combat and not summoning berserkers in most
situations in combat. As such, I have set it back again to the original
intended functionality.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eedf646592">eedf646592</a> | 2025-05-28 10:43:11 -0230 | regret-index</pre>
Add an explicit, discrete frenzied icon<br>There's been some confusion about frenzied status being its own attitude
behaviour instead of essentially neutrality plus berserk minus doubled HP,
and the three seperate statuses shown (neutral, haste, might) all don't
actually indicate the monster can't cast spells. There's a mild tangled
history behind this, really- 0d004d7 actively decoupled frenzy from its
haste + might effects when only natural monsters could go berserk, while
575fbe4 let demons and holies berserk for more distinctions between
holiness categories and 070a2a6 removed the natural-holiness-only clause.<br>
With no way for monsters to become frenzied without getting the haste and
might effects, I am baking the benefits back into the status and showing
a frenzy status icon + the neutral halo instead of also showing haste or
might. We don't make berserk show both haste and might icons either, after
all, and that one is introduced far earlier to new players. (To help
smoothen over this transition, I'm using a minor save compat tag to remove
haste and might from frenzied monsters for a single save update.) The new
icon combines purge's and ontoclasm's berserk icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=157474af12">157474af12</a> | 2025-05-27 11:56:43 +0300 | Nikolai Lavsky</pre>
docs: update the server admin list<br>Closes #4573.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ee063f470e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-95-gee063f470e.zip">here</a>.]]></description>
            <pubDate>Fri, 30 May 2025 05:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-89-g7ecae41dda.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-89-g7ecae41dda.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ecae41dda">7ecae41dda</a> | 2025-05-28 22:28:43 -0500 | hellmonk</pre>
Tag some crypt ends with no_descent<br>Crypt encompasses manually place tomb, and going there in descent crashes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8da7c38387">8da7c38387</a> | 2025-05-28 10:43:11 -0230 | regret-index</pre>
Fix reversed Trog wrath logic (sekai, acrobat)<br>When b6bfbb2 standardized the tension + health check made in 7aa09ac, it
accidentally reversed the logic for said Trog wrath, regularly vexing the
player if they were out of combat and not summoning berserkers in most
situations in combat. As such, I have set it back again to the original
intended functionality.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eedf646592">eedf646592</a> | 2025-05-28 10:43:11 -0230 | regret-index</pre>
Add an explicit, discrete frenzied icon<br>There's been some confusion about frenzied status being its own attitude
behaviour instead of essentially neutrality plus berserk minus doubled HP,
and the three seperate statuses shown (neutral, haste, might) all don't
actually indicate the monster can't cast spells. There's a mild tangled
history behind this, really- 0d004d7 actively decoupled frenzy from its
haste + might effects when only natural monsters could go berserk, while
575fbe4 let demons and holies berserk for more distinctions between
holiness categories and 070a2a6 removed the natural-holiness-only clause.<br>
With no way for monsters to become frenzied without getting the haste and
might effects, I am baking the benefits back into the status and showing
a frenzy status icon + the neutral halo instead of also showing haste or
might. We don't make berserk show both haste and might icons either, after
all, and that one is introduced far earlier to new players. (To help
smoothen over this transition, I'm using a minor save compat tag to remove
haste and might from frenzied monsters for a single save update.) The new
icon combines purge's and ontoclasm's berserk icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=157474af12">157474af12</a> | 2025-05-27 11:56:43 +0300 | Nikolai Lavsky</pre>
docs: update the server admin list<br>Closes #4573.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f41e6d5f71">f41e6d5f71</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Take another stab at fixing a cursor assert<br>I'd thought 07d09b6332526e would fix the fundamental problem here, but it
merely causes the game to assert over the same problem later, and in
somewhere that seems harder to safely remove (namely save_cursor_pos)<br>
So I am falling back to the alternate idea of just rewinding the cursor so
that it will be in a valid position by the end of this function.<br>
This reverts 07d09b6332526e
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1647f1c338">1647f1c338</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Fix an inescapable warning prompt about changing armour (Silken)<br>If the player tried to drop an equipped slow-swap item while enemies were
in sight, they would be prompted about doing this. But saying 'No' would
only result in the prompt being immediately asked again, and only 'Yes'
could break them out of this loop.<br>
(This was caused by the prompt being in the wrong function and not properly
reporting that the action had been cancelled.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=65ec681d5f">65ec681d5f</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Fix breaking cursed items without a prompt when leaving slot-granting forms<br>If, for example, the player entered sphinx form, equipped a barding, and
then cursed it, leaving the form would immediately shatter that barding
without prompt or warning.<br>
Now, if exiting a form would cause any equipped item to be destroyed
(whether due to a curse of Fragile), the game will prevent the player from
doing so until they manually remove the items in question.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e3b24bea0">2e3b24bea0</a> | 2025-05-27 06:15:23 -0230 | DracoOmega</pre>
Improve a few things related to sphinx/serpent form additional slots<br>Both sphinx and serpent form grant the player additional equipment slots
compared to their default state, but this had some awkwardnesses with
temporary forms. If a sphinx drank !lignification, for instance, their
barding would immediately fall off and need manual re-equipping upon the
potion wearing off. The same was true for hostile polymorph or indeed any
temporary form change.<br>
Now the items should meld under those circumstances instead. Leaving the
form for another talisman form will still remove the items altogether.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c5c50b1d7">9c5c50b1d7</a> | 2025-05-25 22:53:17 -0500 | David Lawrence Ramsey</pre>
Fix missing space in Arena Sprint syntax line.<br>Closes #4575.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03fca52c64">03fca52c64</a> | 2025-05-25 21:52:31 -0500 | hellmonk</pre>
Give Vehumet's first gift on join (Kab)<br>Vehumet's always been a bit slow to offer benefits, and there's been debate
over raising the starting level of spell gifts to 2 or 3 so that the first
couple are more likely to be useful (see 602a2ca for one step in this
direction). However, we do try to make most gods useful for a wide variety
of starts, and raising the level of spell gifts might make Vehumet even less
appealing for characters with questionable int or uh, melee deep elves (?).<br>
So instead, let's let Vehumet gift the level 1 spell immediately upon joining
to make it a bit more tempting. The timing of other Vehumet gifts is unchanged
for now. Historically, gifts on joining have been considered "too strong" for
most gods, but access to a single level 1 spell should be fine.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ecae41dda">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-89-g7ecae41dda.zip">here</a>.]]></description>
            <pubDate>Thu, 29 May 2025 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-86-g157474af12.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-86-g157474af12.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=157474af12">157474af12</a> | 2025-05-27 11:56:43 +0300 | Nikolai Lavsky</pre>
docs: update the server admin list<br>Closes #4573.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f41e6d5f71">f41e6d5f71</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Take another stab at fixing a cursor assert<br>I'd thought 07d09b6332526e would fix the fundamental problem here, but it
merely causes the game to assert over the same problem later, and in
somewhere that seems harder to safely remove (namely save_cursor_pos)<br>
So I am falling back to the alternate idea of just rewinding the cursor so
that it will be in a valid position by the end of this function.<br>
This reverts 07d09b6332526e
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1647f1c338">1647f1c338</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Fix an inescapable warning prompt about changing armour (Silken)<br>If the player tried to drop an equipped slow-swap item while enemies were
in sight, they would be prompted about doing this. But saying 'No' would
only result in the prompt being immediately asked again, and only 'Yes'
could break them out of this loop.<br>
(This was caused by the prompt being in the wrong function and not properly
reporting that the action had been cancelled.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=65ec681d5f">65ec681d5f</a> | 2025-05-27 06:15:24 -0230 | DracoOmega</pre>
Fix breaking cursed items without a prompt when leaving slot-granting forms<br>If, for example, the player entered sphinx form, equipped a barding, and
then cursed it, leaving the form would immediately shatter that barding
without prompt or warning.<br>
Now, if exiting a form would cause any equipped item to be destroyed
(whether due to a curse of Fragile), the game will prevent the player from
doing so until they manually remove the items in question.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e3b24bea0">2e3b24bea0</a> | 2025-05-27 06:15:23 -0230 | DracoOmega</pre>
Improve a few things related to sphinx/serpent form additional slots<br>Both sphinx and serpent form grant the player additional equipment slots
compared to their default state, but this had some awkwardnesses with
temporary forms. If a sphinx drank !lignification, for instance, their
barding would immediately fall off and need manual re-equipping upon the
potion wearing off. The same was true for hostile polymorph or indeed any
temporary form change.<br>
Now the items should meld under those circumstances instead. Leaving the
form for another talisman form will still remove the items altogether.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c5c50b1d7">9c5c50b1d7</a> | 2025-05-25 22:53:17 -0500 | David Lawrence Ramsey</pre>
Fix missing space in Arena Sprint syntax line.<br>Closes #4575.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03fca52c64">03fca52c64</a> | 2025-05-25 21:52:31 -0500 | hellmonk</pre>
Give Vehumet's first gift on join (Kab)<br>Vehumet's always been a bit slow to offer benefits, and there's been debate
over raising the starting level of spell gifts to 2 or 3 so that the first
couple are more likely to be useful (see 602a2ca for one step in this
direction). However, we do try to make most gods useful for a wide variety
of starts, and raising the level of spell gifts might make Vehumet even less
appealing for characters with questionable int or uh, melee deep elves (?).<br>
So instead, let's let Vehumet gift the level 1 spell immediately upon joining
to make it a bit more tempting. The timing of other Vehumet gifts is unchanged
for now. Historically, gifts on joining have been considered "too strong" for
most gods, but access to a single level 1 spell should be fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=955a7a1ee1">955a7a1ee1</a> | 2025-05-23 08:51:49 -0230 | DracoOmega</pre>
Give vampiric thralls bonus stabbing damage vs. sleeping monsters<br>This is similar reasoning to what prompted doing this for Dith player
shadows: thralls are created most often by stealth stabber builds, but the
tralls themselves can wake up sleeping monsters with their attacks, denying
the player a chance to kill them directly. Now they should do a more
consistent job of killing sleeping monsters rather than waking them up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=586759c184">586759c184</a> | 2025-05-23 07:51:15 -0230 | DracoOmega</pre>
Allow aqua form player shadows to match your reach (not_that_greg)<br>The code to place the shadow would act like it had extended reach, but it
would then fail to actually attack from where it was.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7695949cd">f7695949cd</a> | 2025-05-23 07:22:11 -0230 | DracoOmega</pre>
Fix a (harmless) fallthrough in _on_enter_form (hyperactiveChipmunk)<br>Entering treeform fell through to entering dragon because of a shared
net-escaping effect. But when this intentional fallthrough was first
written, entering dragon form did nothing else. Now it does something
dragon-specific in addition. By coincidence, it is harmless to do this
when entering tree form, but it seems possible to cause a subtle bug if
that ever changes in the future, so I'm changing it now anyway.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=157474af12">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-86-g157474af12.zip">here</a>.]]></description>
            <pubDate>Wed, 28 May 2025 05:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-81-g9c5c50b1d7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-81-g9c5c50b1d7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c5c50b1d7">9c5c50b1d7</a> | 2025-05-25 22:53:17 -0500 | David Lawrence Ramsey</pre>
Fix missing space in Arena Sprint syntax line.<br>Closes #4575.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03fca52c64">03fca52c64</a> | 2025-05-25 21:52:31 -0500 | hellmonk</pre>
Give Vehumet's first gift on join (Kab)<br>Vehumet's always been a bit slow to offer benefits, and there's been debate
over raising the starting level of spell gifts to 2 or 3 so that the first
couple are more likely to be useful (see 602a2ca for one step in this
direction). However, we do try to make most gods useful for a wide variety
of starts, and raising the level of spell gifts might make Vehumet even less
appealing for characters with questionable int or uh, melee deep elves (?).<br>
So instead, let's let Vehumet gift the level 1 spell immediately upon joining
to make it a bit more tempting. The timing of other Vehumet gifts is unchanged
for now. Historically, gifts on joining have been considered "too strong" for
most gods, but access to a single level 1 spell should be fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=955a7a1ee1">955a7a1ee1</a> | 2025-05-23 08:51:49 -0230 | DracoOmega</pre>
Give vampiric thralls bonus stabbing damage vs. sleeping monsters<br>This is similar reasoning to what prompted doing this for Dith player
shadows: thralls are created most often by stealth stabber builds, but the
tralls themselves can wake up sleeping monsters with their attacks, denying
the player a chance to kill them directly. Now they should do a more
consistent job of killing sleeping monsters rather than waking them up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=586759c184">586759c184</a> | 2025-05-23 07:51:15 -0230 | DracoOmega</pre>
Allow aqua form player shadows to match your reach (not_that_greg)<br>The code to place the shadow would act like it had extended reach, but it
would then fail to actually attack from where it was.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7695949cd">f7695949cd</a> | 2025-05-23 07:22:11 -0230 | DracoOmega</pre>
Fix a (harmless) fallthrough in _on_enter_form (hyperactiveChipmunk)<br>Entering treeform fell through to entering dragon because of a shared
net-escaping effect. But when this intentional fallthrough was first
written, entering dragon form did nothing else. Now it does something
dragon-specific in addition. By coincidence, it is harmless to do this
when entering tree form, but it seems possible to cause a subtle bug if
that ever changes in the future, so I'm changing it now anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6660d7e1d0">6660d7e1d0</a> | 2025-05-23 07:18:02 -0230 | DracoOmega</pre>
Don't note that binding sigils are ', temporary' when examined<br>Since they're always temporary. (And "There is a binding sigil, tempory
here" reads really oddly. We don't bother to say 'there is a cloud of
steam, tempory here', after all.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6743e71f2f">6743e71f2f</a> | 2025-05-23 07:16:42 -0230 | DracoOmega</pre>
Improve message when a player steps on a binding sigil with slick slippers<br>You're not immune because of 'high momentum' but something else entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14f866c22a">14f866c22a</a> | 2025-05-23 07:15:48 -0230 | DracoOmega</pre>
Let slick slippers prevent being bound by bolases (alenari)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98d79c09ca">98d79c09ca</a> | 2025-05-23 06:43:26 -0230 | DracoOmega</pre>
Interrupt delays on being dragged (Flugkiller)<br>In rare situations this could even result in very unexpected outcomes, like
taking the stairs to the next floor of a Zig, being dragged onto the exit
portal mid-delay, and then leaving the Zig entirely instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87d53aec9a">87d53aec9a</a> | 2025-05-23 06:42:43 -0230 | DracoOmega</pre>
Don't allow orbrun spawns inside Okawaru's arena (Flugkiller)<br>While hilarious, I am sure Okawaru would not welcome the intrusion into
their sacred 1-on-1 combat (also: it's a very unexpected result, imo)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9c5c50b1d7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-81-g9c5c50b1d7.zip">here</a>.]]></description>
            <pubDate>Mon, 26 May 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-79-g955a7a1ee1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-79-g955a7a1ee1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=955a7a1ee1">955a7a1ee1</a> | 2025-05-23 08:51:49 -0230 | DracoOmega</pre>
Give vampiric thralls bonus stabbing damage vs. sleeping monsters<br>This is similar reasoning to what prompted doing this for Dith player
shadows: thralls are created most often by stealth stabber builds, but the
tralls themselves can wake up sleeping monsters with their attacks, denying
the player a chance to kill them directly. Now they should do a more
consistent job of killing sleeping monsters rather than waking them up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=586759c184">586759c184</a> | 2025-05-23 07:51:15 -0230 | DracoOmega</pre>
Allow aqua form player shadows to match your reach (not_that_greg)<br>The code to place the shadow would act like it had extended reach, but it
would then fail to actually attack from where it was.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f7695949cd">f7695949cd</a> | 2025-05-23 07:22:11 -0230 | DracoOmega</pre>
Fix a (harmless) fallthrough in _on_enter_form (hyperactiveChipmunk)<br>Entering treeform fell through to entering dragon because of a shared
net-escaping effect. But when this intentional fallthrough was first
written, entering dragon form did nothing else. Now it does something
dragon-specific in addition. By coincidence, it is harmless to do this
when entering tree form, but it seems possible to cause a subtle bug if
that ever changes in the future, so I'm changing it now anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6660d7e1d0">6660d7e1d0</a> | 2025-05-23 07:18:02 -0230 | DracoOmega</pre>
Don't note that binding sigils are ', temporary' when examined<br>Since they're always temporary. (And "There is a binding sigil, tempory
here" reads really oddly. We don't bother to say 'there is a cloud of
steam, tempory here', after all.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6743e71f2f">6743e71f2f</a> | 2025-05-23 07:16:42 -0230 | DracoOmega</pre>
Improve message when a player steps on a binding sigil with slick slippers<br>You're not immune because of 'high momentum' but something else entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14f866c22a">14f866c22a</a> | 2025-05-23 07:15:48 -0230 | DracoOmega</pre>
Let slick slippers prevent being bound by bolases (alenari)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98d79c09ca">98d79c09ca</a> | 2025-05-23 06:43:26 -0230 | DracoOmega</pre>
Interrupt delays on being dragged (Flugkiller)<br>In rare situations this could even result in very unexpected outcomes, like
taking the stairs to the next floor of a Zig, being dragged onto the exit
portal mid-delay, and then leaving the Zig entirely instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87d53aec9a">87d53aec9a</a> | 2025-05-23 06:42:43 -0230 | DracoOmega</pre>
Don't allow orbrun spawns inside Okawaru's arena (Flugkiller)<br>While hilarious, I am sure Okawaru would not welcome the intrusion into
their sacred 1-on-1 combat (also: it's a very unexpected result, imo)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07d09b6332">07d09b6332</a> | 2025-05-23 06:35:10 -0230 | DracoOmega</pre>
Remove an unhelpful assert<br>Since dc679cd fixed an issue that caused status lights to sometimes not
draw fully, it is now possible for the cursor to end up just *outside* the
status panel at the end of printing (if the last character printed filled
the space completely), leading to this assert.<br>
While it's possible to deliberately rewind the cursor afterward to avoid
this, it's not clear to me that this assert is even helpful. Stat printing
is extremely stateful and the assert does not record any of the state that
may have led to the error, making it very cryptic to debug most of the
time. And even in the worst case, the cursor being in the wrong place here
would merely some visible display error that would likely be far easier to
diagnose than a crash. So I am making an executive decision to just remove
this assert altogether.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d31ae3d776">d31ae3d776</a> | 2025-05-23 06:18:24 -0230 | DracoOmega</pre>
Fix a few resist-related bugs and refactor<br>There are a handful of cases where multiple beam types all check the same
resist but have different degrees of resistability/secondary effects. eg:
BEAM_THUNDER and BEAM_STUN_BOLT are both intended to have the same base
properties as BEAM_ELECTRICITY and just be 50%-irresistable / cause
ministun, respectively.<br>
However, this meant that numerous places in code that wanted to behave a
certain way for BEAM_ELECTRICITY-like beams needed to cover all variants
individually and sometimes did not.<br>
Most important manifestation: chain lightning was less resistable than
expected, since BEAM_THUNDER treated rElec as though it gave 50% resistance
instead of 66% (meaning that rElec reduced its damage by 25% instead of the
expected 33%). But there were several other problems I found, such as:
 -Stunning Bolt and Mercury Arrow being similarly less resistable than
  expected
 -Stunning Bolt checking full AC instead of 1/2 as electricity normally
  does
 -Stunning Bolt not procing Qazlal's adaptive rElec
 -A lot of 'physical' spell projectiles not procing Qazlal's adaptive AC<br>
There is now a single function to map most variant beam types onto a
'canonical' representation of that element: get_beam_resist_type. This
should be used in most cases that we want any standard element-based
behavior, to reduce the number of different places that need to be
remembered if any new variant beam types are added in future.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=955a7a1ee1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-79-g955a7a1ee1.zip">here</a>.]]></description>
            <pubDate>Sat, 24 May 2025 05:44:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-67-g04553db0ad.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-67-g04553db0ad.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04553db0ad">04553db0ad</a> | 2025-05-21 15:34:31 -0230 | regret-index</pre>
Okawaru and Jiyva god wrath adjustments<br>While it'd be tidier to fit all of these wrath changes all into one commit,
there's inherently so many separate complicated components here for
rarely-seen effects that it is almost certainly fine to make these changes
in a piecemeal fashion.<br>
 * Jiyva wrath now just immediately removes all of the Jiyva-unique
   mutations on abandonment, rather than having a coinflip chance
   on top of individual wrath effects to remove said mutations. This
   should be reasonably parseable as similiar to Ashenzari's own
   curse-shattering effect, and simplifies regular wrath actions as are
   usually the most notable complexities of the current wrath system.<br>
 * Oka wrath summons have been rescaled to have a somewhat gentler curve
   with a higher ceiling and more variety. While it's good for gifting
   gods to have very vicious wraths compared to other gods, it's quite
   absurd to the point of being completely unviable to throw impalers
   and javelineers at xl 7, titans at xl 13, and not have any further
   scaling than various giants past xl 21. This adds a variety of other
   non-unholy monsters that focus on melee attacks and not much for
   summons or debuffs, and should scale on nearly every level to be
   a little less unfathomable early as well as a fair bit more reliably
   scary when switched off for extended.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f594d49c9">6f594d49c9</a> | 2025-05-21 15:34:31 -0230 | regret-index</pre>
Tweak monster draconian Willpower stats<br>While it's a legitimately interesting role for draconians in Zot to have
few resists in a branch with iconic heavily-resistant monsters, in terms
of extracting some last few bits of value from a variety of lower level
spells and various consumables, their low Will compared to monsters in the
branches immediately before them is somewhat excessively exploitable
since wands of charming / paralysis are reasonably available in large
quantities by Zot.<br>
As such, I am giving +20 Will to all draconian classes- enough that Hexes
casters shouldn't really notice it, but more than minimal Evocations skill
will be necessary for Hexes wands to have much effect.<br>
(Meanwhile, I am reducing the base Willpower of monster purple draconians
by 20, since player draconians had a notable drop in total Willpower and
their 120 Will is still going to be noticeably out of reach for most
characters without Sphinx Form, Guile, or spending scrolls of
vulnerability. It also lets draconian shifters otherwise have keep their
previous Will numbers.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c23f74a62">4c23f74a62</a> | 2025-05-20 21:27:39 -0500 | gammafunk</pre>
Tweak the layout of a Lair ending<br>When I reworked due_jungle_book to give it the current undead theme, an
obsidian statue was added to guard a special necromancy-themed loot
item. And area in an adjacent chamber was made transparent to try to
reveal the statue before it would be reach via autoexplore. This is
important to avoid an autoexplore trap into a mesmerizing monster that
few players will be able to resist at this depth. However the revealed
area both wasn't perfect and was visually awkward. This commit removes
the transparent walls from the adjacent chamber and tweaks the forested
area near the statue so that the statue is always revealed regardless of
movement approach in a way where it can't affect the player.<br>
Also the player now must actually step into a square where they can be
affected by the statue to reveal the loot item. Most of the loot in the
other chambers of this vault is revealed from relative safety, so it's
nice to have some variation by requiring a potentially dangerous action
in order to see the most thematic loot item.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72f3ce39ca">72f3ce39ca</a> | 2025-05-20 18:29:09 -0230 | regret-index</pre>
Fix a rare potential teleport closet in a sewer (Smoked_Turtle_salad)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e4df0b7357">e4df0b7357</a> | 2025-05-20 13:29:43 -0230 | regret-index</pre>
Make Vehumet gifts evaluate Conj / Alch skill too<br>With the many new mid-level and high-level spells of 0.31 to 0.33, there
are now both options to climb elemental schools without Conjurations skill
as a main focus. There's also a reasonable (if limited) capacity to climb
with Alchemy as one's main focus. Vehumet not being knowledgeable about
either has worked out somewhat awkwardly with how many more total spells
criss-crossing the spell schools has worked out; as such, this is an
experimental shift to have Vehumet also evaluate those skills in terms of
the suitability of a spell for one's gifts.<br>
(If it turns out it's too easy to do an e.g. Alchemy character with
Vehumet, we can do some more complicated spell evaluation after more
testing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1556f0ead">c1556f0ead</a> | 2025-05-20 13:02:28 -0230 | regret-index</pre>
Buff the Faerie dragon scales<br>Faerie dragon scales being a mildly-better acid dragon scales randart in
Depths is not very much of an incentive nor a distinguishing nature to it
outside of the 5% chances for slightly unique properties like Clarity,
+MP, or +HP. Its location is simply astonishingly late for characters to
change their body armour versus having enchanted other body armour options
up to that point. While power spiral concerns are always a bit of a
conscientious issue, the last adjustment to this was in b633e9c nearly
nine years ago, and we can afford another tweak to it after that timespan.<br>
To make the fae stand out more compared to being a slightly modified
randart, it now always comes with a Hexes enhancer (suiting the
Enchantress it's found on, and not easily available with current enhancer
options), the aforementioned properties have been pushed to 10% chances
(nudged up to provide MP or HP in the range randart jewellery currently
gets for MP since 8d0d2ce), a new 10% chance for an invokable Invisibility
property, and a new enchantment range of +2 to +8 instead of +0 to +8.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1162ebf0da">1162ebf0da</a> | 2025-05-19 11:06:10 -0500 | David Lawrence Ramsey</pre>
Make shaggy fur mut check more generic.<br>Check for innate shaggy fur instead of hardcoding species. Since both
felids and trolls have it innately at level 1, the result is the same.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38d898e249">38d898e249</a> | 2025-05-19 16:41:51 +0300 | Nikolai Lavsky</pre>
fix: don't print efficient metabolism-related messages for everyone<br>A followup to f3e82eb1549f. The duration of potions was increased only
if you had the mutation, but the "Your mutated metabolism churns"
messages were printed for everyone when drinking potions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eca827dbe4">eca827dbe4</a> | 2025-05-19 13:42:28 +0300 | Nikolai Lavsky</pre>
task: remove the trunk 0.33 tournament reminder<br>This reverts commit 459acda4a36fd86f745f56dc4cf7e4d8a2cd0748.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5619b36495">5619b36495</a> | 2025-05-19 07:48:16 -0230 | yrdzrfxndfvh</pre>
Adjust revenant dummy monster<br>Changes the stats of revenant monsters to be more in line with other dummy
monsters. Also changes their cold resist to match the player default (rC+)<br>
[Committer's notes: Very slightly nudged up their unarmed damage to
reflect their claws 1, to compare better to Felid and Troll monsters.
Closes #4545.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=04553db0ad">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-67-g04553db0ad.zip">here</a>.]]></description>
            <pubDate>Thu, 22 May 2025 05:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-65-g4c23f74a62.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-65-g4c23f74a62.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c23f74a62">4c23f74a62</a> | 2025-05-20 21:27:39 -0500 | gammafunk</pre>
Tweak the layout of a Lair ending<br>When I reworked due_jungle_book to give it the current undead theme, an
obsidian statue was added to guard a special necromancy-themed loot
item. And area in an adjacent chamber was made transparent to try to
reveal the statue before it would be reach via autoexplore. This is
important to avoid an autoexplore trap into a mesmerizing monster that
few players will be able to resist at this depth. However the revealed
area both wasn't perfect and was visually awkward. This commit removes
the transparent walls from the adjacent chamber and tweaks the forested
area near the statue so that the statue is always revealed regardless of
movement approach in a way where it can't affect the player.<br>
Also the player now must actually step into a square where they can be
affected by the statue to reveal the loot item. Most of the loot in the
other chambers of this vault is revealed from relative safety, so it's
nice to have some variation by requiring a potentially dangerous action
in order to see the most thematic loot item.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72f3ce39ca">72f3ce39ca</a> | 2025-05-20 18:29:09 -0230 | regret-index</pre>
Fix a rare potential teleport closet in a sewer (Smoked_Turtle_salad)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e4df0b7357">e4df0b7357</a> | 2025-05-20 13:29:43 -0230 | regret-index</pre>
Make Vehumet gifts evaluate Conj / Alch skill too<br>With the many new mid-level and high-level spells of 0.31 to 0.33, there
are now both options to climb elemental schools without Conjurations skill
as a main focus. There's also a reasonable (if limited) capacity to climb
with Alchemy as one's main focus. Vehumet not being knowledgeable about
either has worked out somewhat awkwardly with how many more total spells
criss-crossing the spell schools has worked out; as such, this is an
experimental shift to have Vehumet also evaluate those skills in terms of
the suitability of a spell for one's gifts.<br>
(If it turns out it's too easy to do an e.g. Alchemy character with
Vehumet, we can do some more complicated spell evaluation after more
testing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1556f0ead">c1556f0ead</a> | 2025-05-20 13:02:28 -0230 | regret-index</pre>
Buff the Faerie dragon scales<br>Faerie dragon scales being a mildly-better acid dragon scales randart in
Depths is not very much of an incentive nor a distinguishing nature to it
outside of the 5% chances for slightly unique properties like Clarity,
+MP, or +HP. Its location is simply astonishingly late for characters to
change their body armour versus having enchanted other body armour options
up to that point. While power spiral concerns are always a bit of a
conscientious issue, the last adjustment to this was in b633e9c nearly
nine years ago, and we can afford another tweak to it after that timespan.<br>
To make the fae stand out more compared to being a slightly modified
randart, it now always comes with a Hexes enhancer (suiting the
Enchantress it's found on, and not easily available with current enhancer
options), the aforementioned properties have been pushed to 10% chances
(nudged up to provide MP or HP in the range randart jewellery currently
gets for MP since 8d0d2ce), a new 10% chance for an invokable Invisibility
property, and a new enchantment range of +2 to +8 instead of +0 to +8.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1162ebf0da">1162ebf0da</a> | 2025-05-19 11:06:10 -0500 | David Lawrence Ramsey</pre>
Make shaggy fur mut check more generic.<br>Check for innate shaggy fur instead of hardcoding species. Since both
felids and trolls have it innately at level 1, the result is the same.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38d898e249">38d898e249</a> | 2025-05-19 16:41:51 +0300 | Nikolai Lavsky</pre>
fix: don't print efficient metabolism-related messages for everyone<br>A followup to f3e82eb1549f. The duration of potions was increased only
if you had the mutation, but the "Your mutated metabolism churns"
messages were printed for everyone when drinking potions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eca827dbe4">eca827dbe4</a> | 2025-05-19 13:42:28 +0300 | Nikolai Lavsky</pre>
task: remove the trunk 0.33 tournament reminder<br>This reverts commit 459acda4a36fd86f745f56dc4cf7e4d8a2cd0748.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5619b36495">5619b36495</a> | 2025-05-19 07:48:16 -0230 | yrdzrfxndfvh</pre>
Adjust revenant dummy monster<br>Changes the stats of revenant monsters to be more in line with other dummy
monsters. Also changes their cold resist to match the player default (rC+)<br>
[Committer's notes: Very slightly nudged up their unarmed damage to
reflect their claws 1, to compare better to Felid and Troll monsters.
Closes #4545.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ba686bdd4">8ba686bdd4</a> | 2025-05-19 07:45:20 -0230 | regret-index</pre>
Fix a wrath fallthrough<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86695d10ed">86695d10ed</a> | 2025-05-19 07:45:20 -0230 | regret-index</pre>
Adjustments to a few somewhat recent tiles<br> * The Magnetised status now properly has a unique icon instead of sharing
   one with Sastreii's dimensional bullseye icon, derived from said icon.<br>
 * With potential similiar future monsters spells coming up, I ended up
   revising several gaze spell icons and the Summon Mushrooms spell icon.
   The former nearly all use their previous tile sources (aside from
   Vitrifying Gaze now consistently using the same Divination eye as other
   gaze tiles), while the latter uses a CC0 mushroom by Jetrel.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4c23f74a62">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-65-g4c23f74a62.zip">here</a>.]]></description>
            <pubDate>Wed, 21 May 2025 05:44:46 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-61-g1162ebf0da.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-61-g1162ebf0da.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1162ebf0da">1162ebf0da</a> | 2025-05-19 11:06:10 -0500 | David Lawrence Ramsey</pre>
Make shaggy fur mut check more generic.<br>Check for innate shaggy fur instead of hardcoding species. Since both
felids and trolls have it innately at level 1, the result is the same.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38d898e249">38d898e249</a> | 2025-05-19 16:41:51 +0300 | Nikolai Lavsky</pre>
fix: don't print efficient metabolism-related messages for everyone<br>A followup to f3e82eb1549f. The duration of potions was increased only
if you had the mutation, but the "Your mutated metabolism churns"
messages were printed for everyone when drinking potions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eca827dbe4">eca827dbe4</a> | 2025-05-19 13:42:28 +0300 | Nikolai Lavsky</pre>
task: remove the trunk 0.33 tournament reminder<br>This reverts commit 459acda4a36fd86f745f56dc4cf7e4d8a2cd0748.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5619b36495">5619b36495</a> | 2025-05-19 07:48:16 -0230 | yrdzrfxndfvh</pre>
Adjust revenant dummy monster<br>Changes the stats of revenant monsters to be more in line with other dummy
monsters. Also changes their cold resist to match the player default (rC+)<br>
[Committer's notes: Very slightly nudged up their unarmed damage to
reflect their claws 1, to compare better to Felid and Troll monsters.
Closes #4545.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ba686bdd4">8ba686bdd4</a> | 2025-05-19 07:45:20 -0230 | regret-index</pre>
Fix a wrath fallthrough<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86695d10ed">86695d10ed</a> | 2025-05-19 07:45:20 -0230 | regret-index</pre>
Adjustments to a few somewhat recent tiles<br> * The Magnetised status now properly has a unique icon instead of sharing
   one with Sastreii's dimensional bullseye icon, derived from said icon.<br>
 * With potential similiar future monsters spells coming up, I ended up
   revising several gaze spell icons and the Summon Mushrooms spell icon.
   The former nearly all use their previous tile sources (aside from
   Vitrifying Gaze now consistently using the same Divination eye as other
   gaze tiles), while the latter uses a CC0 mushroom by Jetrel.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9f46fb735">d9f46fb735</a> | 2025-05-19 07:45:20 -0230 | regret-index</pre>
Don't draw animal skins on starting screen Dr / Co<br>Draconians haven't been able to wear body armour since c28432e, so we
might as well be accurate on the starting screen for such. Coglins have
their animal skin removed so they can show off the exosuit they're in,
in the same fashion Mummies don't use such so they can show off their
bandages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=592ff4ed9a">592ff4ed9a</a> | 2025-05-18 15:22:36 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6bfbb2b53">b6bfbb2b53</a> | 2025-05-18 17:27:24 -0230 | regret-index</pre>
Somewhat standardize and simplify a few more god wraths<br>As elaborated upon with the last god wrath change of 7aa09ac, many god
wraths are antiquated designs that are easily rested out. With the
improvements to tension tracking, I'm deploying a standardized tension
check (plus a sanity clause of an HP check) to reduce the effectiveness
of resting out a variety of god effects, trying to preserve distinct
effect flavour + reducing waiting out wraths + focusing long lists
towards a simpler or more concentrated pool in general.<br>
 * Fedhas wrath no longer deploys direct damage (either boringly
   irrelevant or extremely dissatisfying in its results) via spells or
   giant spore and instead checks tension to apply Fungus / Tree
   transformations (both highly appropriate and relatively rare in hostile
   circumstances). The oklob spawning effect also no longer preserves the
   very old and very complicated Reproduction code to instead just place
   fuller rings of briars around the player alongside oklobs in a loose
   2-to-5 space radius around the player.<br>
 * Jiyva wrath no longer transforms the player; Jiyva's wrath is already
   so heavily focused on strategic penalties that such wrath doesn't really
   need transformations distinctly not very slimy in form.<br>
 * Kikubaaqudgha wrath no longer randomly torments (as is no longer Kiku's
   big invocation nor much easy to make satisfyingly relevant) and no
   longer checks rN to be thus fully resistable. The wrath now just uses
   the new tension check to either apply a short xl-scaled Sign of Ruin
   effect or drain for somewhat less than previously.<br>
 * All gods besides the good gods, instead of currently just Lugonu, no
   longer permit rejoining them if one is already under their wrath. This
   prevents some strange exploits like abandoning Jiyva to kill TRJ and
   grab Slime:$ rewards without active item-eating slimes, then rejoining
   Jiyva who is otherwise kept alive during wrath. (The good gods already
   have weird wrath rules as is, so this shouldn't be too much of an
   outlier, and they'd never permit rejoining under such rules without
   deliberately joining a forbidden god to actively get their wrath.)<br>
This is only a small part of future total god wrath plans- with more
passive effects, some reliance on potential new mechanics, more tension
and space checks to avoid resting out wrath, and more- but it deals with
a handful of more obviously exploitable matters, if nothing else.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e6b4df7a2">4e6b4df7a2</a> | 2025-05-18 17:27:24 -0230 | regret-index</pre>
First new vault review for 0.34<br>Highlights:<br>
 * The master elementalist now spawns with two pieces of Will+ equipment
   regardless of whether or not the Elemental Staff has spawned already.
   It also now spawns in arenasprint.<br>
 * With the winrate of this tournament looking a little lower than the
   past tournament, I've taken another tour over some outlier branch
   entry vaults, branch end vaults, and portal layouts to nerf the
   most dangerous of each. (Most obviously out of any of these includes
   putting the moths of wrath in pre-Lair Necropolis ghost vaults
   behind grates instead of letting them roam freely, since they're
   reasonably strong as regular attacking enemies at that depth).<br>
 * To continue to stab at the perpetual concerns of killhole tactics or
   shouting luring, and the new concern of Hellfire Mortar crushing
   single-tile corridor-entrance vaults for lategame branches with few
   dangerous flying enemies, I've taken some more steps towards making
   more Elf:3 vaults contain longer, wider empty paths out of the main
   enemy chamber that are also frequently split. This might require some
   more monitoring in the future in terms of death statistics (maybe
   with some mild edits for a little less elves on average?), but I'd
   like to see how the initial tactics shift first.<br>
 * Negative energy ziggurat sets now use laughing skulls, slightly more
   shadow dragons, and halazid warlocks, while no longer using phantasmal
   warriors and less total eidola. This is meant to hue it a bit closer
   towards the negative energy theme instead of being a repeat of other
   undead branch floor themes, and help its position as being notable
   through player ghosts through getting in a player ghost summoner.<br>
 * A new very rare summoners ziggurat set has been added to contrast
   against the conjurers set. While it's not the most lethal for megazig
   divers, few sets can, and it's nice to have a bit more variety with a
   mechanically silly theme that isn't so hard tied to one branch (with
   brains and halazid warlocks summoning corrupters and nekomata).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1162ebf0da">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-61-g1162ebf0da.zip">here</a>.]]></description>
            <pubDate>Tue, 20 May 2025 05:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-54-g592ff4ed9a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-54-g592ff4ed9a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=592ff4ed9a">592ff4ed9a</a> | 2025-05-18 15:22:36 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6bfbb2b53">b6bfbb2b53</a> | 2025-05-18 17:27:24 -0230 | regret-index</pre>
Somewhat standardize and simplify a few more god wraths<br>As elaborated upon with the last god wrath change of 7aa09ac, many god
wraths are antiquated designs that are easily rested out. With the
improvements to tension tracking, I'm deploying a standardized tension
check (plus a sanity clause of an HP check) to reduce the effectiveness
of resting out a variety of god effects, trying to preserve distinct
effect flavour + reducing waiting out wraths + focusing long lists
towards a simpler or more concentrated pool in general.<br>
 * Fedhas wrath no longer deploys direct damage (either boringly
   irrelevant or extremely dissatisfying in its results) via spells or
   giant spore and instead checks tension to apply Fungus / Tree
   transformations (both highly appropriate and relatively rare in hostile
   circumstances). The oklob spawning effect also no longer preserves the
   very old and very complicated Reproduction code to instead just place
   fuller rings of briars around the player alongside oklobs in a loose
   2-to-5 space radius around the player.<br>
 * Jiyva wrath no longer transforms the player; Jiyva's wrath is already
   so heavily focused on strategic penalties that such wrath doesn't really
   need transformations distinctly not very slimy in form.<br>
 * Kikubaaqudgha wrath no longer randomly torments (as is no longer Kiku's
   big invocation nor much easy to make satisfyingly relevant) and no
   longer checks rN to be thus fully resistable. The wrath now just uses
   the new tension check to either apply a short xl-scaled Sign of Ruin
   effect or drain for somewhat less than previously.<br>
 * All gods besides the good gods, instead of currently just Lugonu, no
   longer permit rejoining them if one is already under their wrath. This
   prevents some strange exploits like abandoning Jiyva to kill TRJ and
   grab Slime:$ rewards without active item-eating slimes, then rejoining
   Jiyva who is otherwise kept alive during wrath. (The good gods already
   have weird wrath rules as is, so this shouldn't be too much of an
   outlier, and they'd never permit rejoining under such rules without
   deliberately joining a forbidden god to actively get their wrath.)<br>
This is only a small part of future total god wrath plans- with more
passive effects, some reliance on potential new mechanics, more tension
and space checks to avoid resting out wrath, and more- but it deals with
a handful of more obviously exploitable matters, if nothing else.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e6b4df7a2">4e6b4df7a2</a> | 2025-05-18 17:27:24 -0230 | regret-index</pre>
First new vault review for 0.34<br>Highlights:<br>
 * The master elementalist now spawns with two pieces of Will+ equipment
   regardless of whether or not the Elemental Staff has spawned already.
   It also now spawns in arenasprint.<br>
 * With the winrate of this tournament looking a little lower than the
   past tournament, I've taken another tour over some outlier branch
   entry vaults, branch end vaults, and portal layouts to nerf the
   most dangerous of each. (Most obviously out of any of these includes
   putting the moths of wrath in pre-Lair Necropolis ghost vaults
   behind grates instead of letting them roam freely, since they're
   reasonably strong as regular attacking enemies at that depth).<br>
 * To continue to stab at the perpetual concerns of killhole tactics or
   shouting luring, and the new concern of Hellfire Mortar crushing
   single-tile corridor-entrance vaults for lategame branches with few
   dangerous flying enemies, I've taken some more steps towards making
   more Elf:3 vaults contain longer, wider empty paths out of the main
   enemy chamber that are also frequently split. This might require some
   more monitoring in the future in terms of death statistics (maybe
   with some mild edits for a little less elves on average?), but I'd
   like to see how the initial tactics shift first.<br>
 * Negative energy ziggurat sets now use laughing skulls, slightly more
   shadow dragons, and halazid warlocks, while no longer using phantasmal
   warriors and less total eidola. This is meant to hue it a bit closer
   towards the negative energy theme instead of being a repeat of other
   undead branch floor themes, and help its position as being notable
   through player ghosts through getting in a player ghost summoner.<br>
 * A new very rare summoners ziggurat set has been added to contrast
   against the conjurers set. While it's not the most lethal for megazig
   divers, few sets can, and it's nice to have a bit more variety with a
   mechanically silly theme that isn't so hard tied to one branch (with
   brains and halazid warlocks summoning corrupters and nekomata).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd459eca0c">fd459eca0c</a> | 2025-05-18 17:27:23 -0230 | regret-index</pre>
Nudge reaper flavour away from being skeletal<br>Reapers looking like cloaked skeletons yet being tiered demons is somewhat
awkward for several category checks; a reaper looking undead yet not
counting as undead is somewhat understandable (the Grim Reaper isn't
literally someone's random skeleton!) if rife for confusion, but a
skeletal figure not being deconstructible is against what most people
would expect. To address both fronts and help them come off as more
obviously non-brittle demons, I've given them a new floating tile by
mixing together their current tile by CanofWorms with ontoclasm's
lorocyproca tile and making them less bone-white; for bonus points, this
also adds another main-weapon-less tile for the sake of Tukima's and
tendrils. (This new tile ends up making them look like they're flying,
so they've also gained flight and a corresponding further small nerf to
their scythes in ice caves.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a31325d14c">a31325d14c</a> | 2025-05-18 17:27:23 -0230 | regret-index</pre>
Nudge some more uniques depths around<br>With Crypt generally considered deeper than Vaults or Depths for the sake
of uniques placement, I am trimming out some underperforming uniques with
plenty of earlier placements from appearing in as many floors of it; Bai
Suzhen, Saint Roka, and Xtahua. (They've all been buffed recently, but
they're still not exactly about to challenge the deepest uniques like
Mennas, Vv, and Zenata any time soon.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=062376b3e0">062376b3e0</a> | 2025-05-18 17:27:23 -0230 | regret-index</pre>
Increase stun immunity duration post-Vex<br>A variety of people have been severely wrecked by sphinx marauders since
their addition, and while this has been good for punishing those ignoring
their central gimmicks + raising the value of Will in Shoals as
differentiates it from Swamp (though people still undervalue it versus
fenstriders, strangely enough). It is, however, admittedly quite
frustrating to foreground more stuns in the game, especially on a monster
that does some of the most reliable high damage in the game through
AF_AIRSTRIKE.<br>
The stun immunity duration granted after Vex was set to the same duration
as the one after Paralysis (1 to 3 turns), and to reduce the rather severe
low-rolls a player could experience in being Vexed again immediately
afterwards (and to match how it's longer than Paralysis itself), I am
instead setting it to the same duration granted after Sleep (3 to 5 turns).
This should still leave marauders plenty dangerous overall with the first
Vex plus their AF_AIRSTRIKE damage, but prevent the worst scenarios of
being vexed, drinking enlightenment or putting on a Will+ ring, and then
being vexed again while the sphinx is much closer to result in a rapid
death for frailer characters.<br>
(This also technically affects Dominate Undead for undead player
characters, but the spell's already quite nasty as is even in its current
limited usage due to the full screen effect, and bloodprinces have Grave
Claw to terrify the non-poltergeists with.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3b6f53f83a">3b6f53f83a</a> | 2025-05-18 17:27:23 -0230 | regret-index</pre>
Adjust a few more positive mutations<br> * With the six new far-more-interesting and reasonably strong positive
   mutations added to the pool, I'm removing the capacity to mutate Fur on
   all species that don't innately have some levels of it (so, everybody
   but Felids and Trolls). We removed a lot of scales from non-demonspawn
   as part of simplifications in 66c8afc, and Fur was always very similiar
   to them (takes to level 3 to grant a resist, and otherwise only gives
   tiny amounts of AC) aside from not having the mutually-exlusive system.
   With it being very rare for non-Jiyva / demonspawn to see a third level
   of a mutation and it being very dull + weaker versus the newer mutations
   otherwise, it should be fine to diminish said mutation's prevalence.<br>
 * With far more directly beneficial options of increases to offenses or
   defenses available in the newer mutations, the Passive Mapping / Sense
   Surroundings mutation is a fairly indirect and unimpressive benefit.
   When combined with the inconsistency in getting 3 levels of mutations,
   and their removal from being passives built into any present species,
   I am thus compressing the mutation to two levels, to match the
   compression of other difficult-to-quantify mutations back in b963882,
   0d03ebd, and 7753eea. (The first level provides as much as two levels
   would previously grant, and the second level grants as much as a
   previously-unavailable fourth one would. It's admittedly pretty
   dramatic and mighr encourage annoying behaviour to examine out of LOS
   like Ashenzari did before 3015b45, but this was already present
   behaviour before, and it hopefully should be fine mostly in the mutation
   being much rarer than the god.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=27dfbaf0c5">27dfbaf0c5</a> | 2025-05-18 17:27:23 -0230 | regret-index</pre>
New mutation: gain mild HP & mp when killing poisoned / drained foes<br>This new positive mutation is meant to try and entice characters towards
different skill investments and less popular weapon choices, without
directly looking at aptitudes, damage output, or spellpower and spell
success itself. Said mutation, called "Feed Off Suffering" in-game, has
two levels dependent on the HD of the monster killed:<br>
 * level 1: 50% chance to heal (1 to 1 + (HD / 3)) HP and MP
 * level 2: 75% chance to heal (2 to 2 + (HD / 3)) HP and MP<br>
This uncommon mutation doesn't require killing via poison or draining
damage directly, just that they have the status at the time of their death.
It's tuned lower than TSO, Makhleb, or Vehumet, since these are more
committal god choices, but unlike any of those three it works with ally
kills as well as player kills so walking alembics and channeled spectres
both can assist players. The conditions have some reasonably different if
usefully overlapping means to access it, including:<br>
 * poison / draining / chaos / reaping weapon brands (which mostly aren't
   very popular and can get a rare nudge),
 * Jinxbite and Death Channel (relatively solid spells that can work for
   caster hybrids),
 * many Alchemy spells (which might rarely interestingly tempt purer
   mages to shift their spells skills towards the school),
 * and a small portion of choosable god allies, like ancestors, apostles,
   and bound souls (all of which can contribute to having even more
   choice criteria).<br>
It'll inevitably have some fall-off over the course of the game as more
unholy and non-living monsters appear near the end of it, but it's safer
for an otherwise potentially strong mutation like this to have its
weakpoints. Whether or not this succeeds at being useful or it gets
ignored on the regular will have to be seen over a long span of time,
though there are many knobs to tweak on it if necessary.<br>
The icon is made from Sastreii's fangs icons, CanofWorms' poison
resistance and mana mutation icons, plus PleasingFungus's drain status
effect icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a229ff6502">a229ff6502</a> | 2025-05-18 17:27:09 -0230 | regret-index</pre>
New mutation: +Dam & +EV scaled to non-innate mutation count<br>This new very rare positive mutation, "protean grace" in-game, is meant
to fufill the aforementioned notion of more high-roll positive mutations
in another focused fashion; it makes both weaker positive mutation and
less-awful negative mutations still come with some upside, and tempt the
mildly mutated to drink another potion of mutation to amplify the bonus.
(It is extremely regulated currently by how potions of mutation first
remove 2 or 3 mutations and then give 1 to 4 mutations with a mutations/15
chance to remove a mutation instead; it's rather unlikely without other
mutations sources to get above 5 mutations in practice, and fairly more
likely to stay around 2 or 3.) The bonuses are chosen for both being
minimally available from mutations (Slay+ only via one demonspawn
mutation, +EV only from one demonspawn and one Jivya mutation) as well
as being useful to most characters to offset the other conditions present.<br>
In terms of what they track, species traits, form attributes, and Ru
sacrifices all are not counted, but demonspawn mutations, Jiyva or Xom
gifts, and Makhleb destruction flavours + Marks are counted. Both good
mutations and bad mutations alike are counted, and it tracks discrete
mutations rather than mutation levels; having Protean Grace, Robust 2
and Claws 3 only grants three slaying / evasion. To avoid this being
disproportionately excessive with demonspawn, Jivya, or wretched star
sightings, this has a soft cap of halved benefits above 7 non-innate
mutations.<br>
This mutation is fairly more risky than the other positive mutations
added recently or currently, but the cap and stat bonuses both can be
adjusted if it needed. If nothing else, it'll at least be quite exciting,
especially for demonspawn and Makhleb worshippers.<br>
(The icon is composited together with a CC0 sword by Jetrel, Ontoclasm's
old potion of agility icon, and CanofWorms' mutation resistance icon.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f3e82eb154">f3e82eb154</a> | 2025-05-18 17:04:36 -0230 | regret-index</pre>
New mutation: doubled potion durations<br>As a much-delayed follow-up to 9235b1e, 9303715, and a98c639, this commit
kicks off another batch of new positive mutations. These are meant to add
more interest and more high-roll possibilities beyond resists or flat
stats, which should hopefully make mutation roulette more varied and
tempting, as well as make up for the inherent lack of control one has over
curing bad mutation currently via potions of mutation.<br>
This rare mutation repurposes some of the old functionality of armataur
tongues as was simplified and refocused in afeb8ed towards healing potions
for Oni. (It's flavoured as "efficient metabolism" rather than a long
tongue mostly for the sake of formicids and shapeshifting.) Much like said
focus, this mutation focuses the effect to be very specific instead of
needing explicit clarifications or categorizations, in affecting the
majority of potions (if not the strategic or healing ones) by doubling the
duration of buffs (and debuffs) they grant. (There is a bit of a shame in
not supporting even further high-rolls with potions of experience, but the
simplicity of this mutation compared to the special cases across old
armataur tongues hopefully feels worth the cost of losing such). With
essentially every character benefitting from using potion buffs before
engaging with uniques or branch end vaults, this should be reasonably
valuable and distinct without being particularly complex or burdensome,
while also still being reasonably capped in power by the number of potions
that drop per game.<br>
(The implementation of this also adjusts several status caps for being
relatively arbitrary- considering ambrosia, attraction, enlightenment,
lignification, and resistance don't have caps, I'm not sure why might and
brilliance need caps on their effects either. This also increases the
cap on haste from 40 to 80, with potions of haste properly outlined as
giving 26-40 deca-auts of haste instead of a previous 40-79 being changed
to 26-52 followed by a cap of 40 due to the strange handling a long whiles
ago in 13d70d82c4. These alltogether are a little bit more power to Gozag
Potion Petition (which has gotten an adjusted description to suit the
various interactions it doesn't actually have), which can be corrected in
other ways if needed, but being more consistent across more potion effects
is a better position to be starting from.)<br>
(The icon for this mutation modifies ontoclasm's standard potion tiles.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=592ff4ed9a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-54-g592ff4ed9a.zip">here</a>.]]></description>
            <pubDate>Mon, 19 May 2025 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-44-g7535fbcc0e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-44-g7535fbcc0e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7535fbcc0e">7535fbcc0e</a> | 2025-05-15 11:34:44 -0230 | DracoOmega</pre>
Fix a crash with getting vengeance upon a dismounted rider (Sergey)<br>If the kill caused by dismounting a rider that was marked for vengeance by
Beogh *cleared* that vengeance, the new monster would still be marked (and
killing it would assert, since that's not supposed to happen.)<br>
This is a result of the mount/rider copying all enchantments of the
original, but the vengeance enchantment of the original *not* being cleared
with every other monster, since monster_iterator can't see it (because it's
dead).<br>
Instead, don't decrement vengeance on mount kill at all, and require the
player to kill both things to count for one.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6640704bf3">6640704bf3</a> | 2025-05-12 15:52:52 -0500 | David Lawrence Ramsey</pre>
Don't leak unid'd ?tele for cancelling teleports.<br>Closes #4546.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e73d135d55">e73d135d55</a> | 2025-05-08 13:37:18 -0500 | RypoFalem</pre>
fix Wiglaf speech line (slitherrr)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2162c6ad2a">2162c6ad2a</a> | 2025-05-08 13:30:41 -0500 | gammafunk</pre>
Fix a spell description typo (nicolae)<br>Slightly reword Forge Monarch Bomb to correct a missing pronoun.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee89c07461">ee89c07461</a> | 2025-05-07 02:27:40 -0230 | regret-index</pre>
Fix another Necropolis no_tele_into tagging (blerg)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9c0e59f68">d9c0e59f68</a> | 2025-05-06 20:33:20 -0230 | regret-index</pre>
Properly tag Necropolis transporters as no_tele_into (blerg)<br>This also comes with some repositioning of both lines and glyphs to make it
more immediately obvious that they're present or missing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d31c9650">30d31c9650</a> | 2025-05-05 16:41:14 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87e15d8aba">87e15d8aba</a> | 2025-05-05 16:19:19 +0300 | Nikolai Lavsky</pre>
fix: remove an extra rim around Captain's Cutlass<br>The cutlass has a transparent outline, so the automatically added rim
creates a vertical shadow on the right and a few stray pixels on the
hilt. The tile has a shadow already, so let's turn the automatic rim
off.<br>
Fixes #4521.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7535fbcc0e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-44-g7535fbcc0e.zip">here</a>.]]></description>
            <pubDate>Fri, 16 May 2025 05:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-43-g6640704bf3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-43-g6640704bf3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6640704bf3">6640704bf3</a> | 2025-05-12 15:52:52 -0500 | David Lawrence Ramsey</pre>
Don't leak unid'd ?tele for cancelling teleports.<br>Closes #4546.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e73d135d55">e73d135d55</a> | 2025-05-08 13:37:18 -0500 | RypoFalem</pre>
fix Wiglaf speech line (slitherrr)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2162c6ad2a">2162c6ad2a</a> | 2025-05-08 13:30:41 -0500 | gammafunk</pre>
Fix a spell description typo (nicolae)<br>Slightly reword Forge Monarch Bomb to correct a missing pronoun.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee89c07461">ee89c07461</a> | 2025-05-07 02:27:40 -0230 | regret-index</pre>
Fix another Necropolis no_tele_into tagging (blerg)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9c0e59f68">d9c0e59f68</a> | 2025-05-06 20:33:20 -0230 | regret-index</pre>
Properly tag Necropolis transporters as no_tele_into (blerg)<br>This also comes with some repositioning of both lines and glyphs to make it
more immediately obvious that they're present or missing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d31c9650">30d31c9650</a> | 2025-05-05 16:41:14 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87e15d8aba">87e15d8aba</a> | 2025-05-05 16:19:19 +0300 | Nikolai Lavsky</pre>
fix: remove an extra rim around Captain's Cutlass<br>The cutlass has a transparent outline, so the automatically added rim
creates a vertical shadow on the right and a few stray pixels on the
hilt. The tile has a shadow already, so let's turn the automatic rim
off.<br>
Fixes #4521.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6640704bf3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-43-g6640704bf3.zip">here</a>.]]></description>
            <pubDate>Tue, 13 May 2025 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-42-ge73d135d55.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-42-ge73d135d55.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e73d135d55">e73d135d55</a> | 2025-05-08 13:37:18 -0500 | RypoFalem</pre>
fix Wiglaf speech line (slitherrr)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2162c6ad2a">2162c6ad2a</a> | 2025-05-08 13:30:41 -0500 | gammafunk</pre>
Fix a spell description typo (nicolae)<br>Slightly reword Forge Monarch Bomb to correct a missing pronoun.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee89c07461">ee89c07461</a> | 2025-05-07 02:27:40 -0230 | regret-index</pre>
Fix another Necropolis no_tele_into tagging (blerg)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9c0e59f68">d9c0e59f68</a> | 2025-05-06 20:33:20 -0230 | regret-index</pre>
Properly tag Necropolis transporters as no_tele_into (blerg)<br>This also comes with some repositioning of both lines and glyphs to make it
more immediately obvious that they're present or missing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d31c9650">30d31c9650</a> | 2025-05-05 16:41:14 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87e15d8aba">87e15d8aba</a> | 2025-05-05 16:19:19 +0300 | Nikolai Lavsky</pre>
fix: remove an extra rim around Captain's Cutlass<br>The cutlass has a transparent outline, so the automatically added rim
creates a vertical shadow on the right and a few stray pixels on the
hilt. The tile has a shadow already, so let's turn the automatic rim
off.<br>
Fixes #4521.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e73d135d55">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-42-ge73d135d55.zip">here</a>.]]></description>
            <pubDate>Fri, 09 May 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-40-gee89c07461.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-40-gee89c07461.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee89c07461">ee89c07461</a> | 2025-05-07 02:27:40 -0230 | regret-index</pre>
Fix another Necropolis no_tele_into tagging (blerg)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9c0e59f68">d9c0e59f68</a> | 2025-05-06 20:33:20 -0230 | regret-index</pre>
Properly tag Necropolis transporters as no_tele_into (blerg)<br>This also comes with some repositioning of both lines and glyphs to make it
more immediately obvious that they're present or missing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d31c9650">30d31c9650</a> | 2025-05-05 16:41:14 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87e15d8aba">87e15d8aba</a> | 2025-05-05 16:19:19 +0300 | Nikolai Lavsky</pre>
fix: remove an extra rim around Captain's Cutlass<br>The cutlass has a transparent outline, so the automatically added rim
creates a vertical shadow on the right and a few stray pixels on the
hilt. The tile has a shadow already, so let's turn the automatic rim
off.<br>
Fixes #4521.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7373fbb340">7373fbb340</a> | 2025-05-02 15:29:52 -0230 | regret-index</pre>
Slightly nerf the alderking presence in Sprint IV (_atomjack_)<br>From twenty one across the Sprint to one only on top of the Orb of Zot.
(Seriously, who would use the letters A through Y for monsters, and then Z
for shops?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70a1409b5d">70a1409b5d</a> | 2025-05-02 14:33:59 +0300 | Nikolai Lavsky</pre>
fix: a handful of typos<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ee89c07461">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-40-gee89c07461.zip">here</a>.]]></description>
            <pubDate>Wed, 07 May 2025 05:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-38-g30d31c9650.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-38-g30d31c9650.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d31c9650">30d31c9650</a> | 2025-05-05 16:41:14 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=87e15d8aba">87e15d8aba</a> | 2025-05-05 16:19:19 +0300 | Nikolai Lavsky</pre>
fix: remove an extra rim around Captain's Cutlass<br>The cutlass has a transparent outline, so the automatically added rim
creates a vertical shadow on the right and a few stray pixels on the
hilt. The tile has a shadow already, so let's turn the automatic rim
off.<br>
Fixes #4521.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7373fbb340">7373fbb340</a> | 2025-05-02 15:29:52 -0230 | regret-index</pre>
Slightly nerf the alderking presence in Sprint IV (_atomjack_)<br>From twenty one across the Sprint to one only on top of the Orb of Zot.
(Seriously, who would use the letters A through Y for monsters, and then Z
for shops?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70a1409b5d">70a1409b5d</a> | 2025-05-02 14:33:59 +0300 | Nikolai Lavsky</pre>
fix: a handful of typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971400571d">971400571d</a> | 2025-05-01 21:29:13 -0230 | regret-index</pre>
Fix Necropolis scaling difficulty settings<br>Broken by the revisions to checking Necropolis depth uniq_tags in bef2bc0
accidentally leaving out the necropolis_difficulty() assignment line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bef2bc0af0">bef2bc0af0</a> | 2025-05-01 20:11:23 -0230 | DracoOmega</pre>
Fix Necropolis only being able to generate once per game (ge0FF)<br>It was intended that Necropolis be able to generate three times per game:
 -Up to one in D, Lair, Orc
 -Up to one in S-branches and Vaults
 -Up to one in Elf, Depths, Crypt<br>
But the way that uniq_ tags to do this were applied didn't work properly.
The tags were being set when the vaults were first parsed at game start,
resulting in them all being given the *same* uniq_ tag. Merely changing to
add the tag only when the game had actually started also failed, since the
automatic veto for uniq_ tags was done *before* the tag was added to the
vault.<br>
To work around this, use a custom veto for Necropolis entry vaults that
checks the appropriate uniq tag manually (since it was still remembered by
the game, just not *checked* before a vault was select to place).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=30d31c9650">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-38-g30d31c9650.zip">here</a>.]]></description>
            <pubDate>Tue, 06 May 2025 05:44:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-36-g019d2f6b9b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-36-g019d2f6b9b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=019d2f6b9b">019d2f6b9b</a> | 2025-05-04 20:18:14 -0500 | David Lawrence Ramsey</pre>
Properly show maxed-out Forgecraft icon (adinsx).<br>It was missing an entry in dc-skills.txt, which meant that the wrong
maxed-out skill icons were shown for Translocations, Invocations, and
Evocations.<br>
Closes #4534.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7373fbb340">7373fbb340</a> | 2025-05-02 15:29:52 -0230 | regret-index</pre>
Slightly nerf the alderking presence in Sprint IV (_atomjack_)<br>From twenty one across the Sprint to one only on top of the Orb of Zot.
(Seriously, who would use the letters A through Y for monsters, and then Z
for shops?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70a1409b5d">70a1409b5d</a> | 2025-05-02 14:33:59 +0300 | Nikolai Lavsky</pre>
fix: a handful of typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971400571d">971400571d</a> | 2025-05-01 21:29:13 -0230 | regret-index</pre>
Fix Necropolis scaling difficulty settings<br>Broken by the revisions to checking Necropolis depth uniq_tags in bef2bc0
accidentally leaving out the necropolis_difficulty() assignment line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bef2bc0af0">bef2bc0af0</a> | 2025-05-01 20:11:23 -0230 | DracoOmega</pre>
Fix Necropolis only being able to generate once per game (ge0FF)<br>It was intended that Necropolis be able to generate three times per game:
 -Up to one in D, Lair, Orc
 -Up to one in S-branches and Vaults
 -Up to one in Elf, Depths, Crypt<br>
But the way that uniq_ tags to do this were applied didn't work properly.
The tags were being set when the vaults were first parsed at game start,
resulting in them all being given the *same* uniq_ tag. Merely changing to
add the tag only when the game had actually started also failed, since the
automatic veto for uniq_ tags was done *before* the tag was added to the
vault.<br>
To work around this, use a custom veto for Necropolis entry vaults that
checks the appropriate uniq tag manually (since it was still remembered by
the game, just not *checked* before a vault was select to place).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc4a5a2413">cc4a5a2413</a> | 2025-05-01 14:49:30 -0500 | RypoFalem</pre>
fix typo in manual<br>they can they can<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ac967d2bc">2ac967d2bc</a> | 2025-05-01 19:25:02 +0300 | Nikolai Lavsky</pre>
fix: don't stop runrest when Trickster expires<br>Currently, the "You feel your existence waver again." message interrupts
the rest and move actions.
These messages happen constantly when the player uses hexes or a
draining/chaos-branded weapon, so let's make them less disruptive.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=019d2f6b9b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-36-g019d2f6b9b.zip">here</a>.]]></description>
            <pubDate>Mon, 05 May 2025 05:45:29 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-35-g6dd01c98c1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-35-g6dd01c98c1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dd01c98c1">6dd01c98c1</a> | 2025-05-02 22:00:29 -0230 | regret-index</pre>
Fix goblin riders reporting wrong monster deaths (Silken)<br>The message log would say on killing a goblin rider that one would have
killed a hornet or spriggan, despite neither being present, due to not
covering the added second mounted monster properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7373fbb340">7373fbb340</a> | 2025-05-02 15:29:52 -0230 | regret-index</pre>
Slightly nerf the alderking presence in Sprint IV (_atomjack_)<br>From twenty one across the Sprint to one only on top of the Orb of Zot.
(Seriously, who would use the letters A through Y for monsters, and then Z
for shops?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70a1409b5d">70a1409b5d</a> | 2025-05-02 14:33:59 +0300 | Nikolai Lavsky</pre>
fix: a handful of typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971400571d">971400571d</a> | 2025-05-01 21:29:13 -0230 | regret-index</pre>
Fix Necropolis scaling difficulty settings<br>Broken by the revisions to checking Necropolis depth uniq_tags in bef2bc0
accidentally leaving out the necropolis_difficulty() assignment line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bef2bc0af0">bef2bc0af0</a> | 2025-05-01 20:11:23 -0230 | DracoOmega</pre>
Fix Necropolis only being able to generate once per game (ge0FF)<br>It was intended that Necropolis be able to generate three times per game:
 -Up to one in D, Lair, Orc
 -Up to one in S-branches and Vaults
 -Up to one in Elf, Depths, Crypt<br>
But the way that uniq_ tags to do this were applied didn't work properly.
The tags were being set when the vaults were first parsed at game start,
resulting in them all being given the *same* uniq_ tag. Merely changing to
add the tag only when the game had actually started also failed, since the
automatic veto for uniq_ tags was done *before* the tag was added to the
vault.<br>
To work around this, use a custom veto for Necropolis entry vaults that
checks the appropriate uniq tag manually (since it was still remembered by
the game, just not *checked* before a vault was select to place).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc4a5a2413">cc4a5a2413</a> | 2025-05-01 14:49:30 -0500 | RypoFalem</pre>
fix typo in manual<br>they can they can<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ac967d2bc">2ac967d2bc</a> | 2025-05-01 19:25:02 +0300 | Nikolai Lavsky</pre>
fix: don't stop runrest when Trickster expires<br>Currently, the "You feel your existence waver again." message interrupts
the rest and move actions.
These messages happen constantly when the player uses hexes or a
draining/chaos-branded weapon, so let's make them less disruptive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ef93ad0ef">3ef93ad0ef</a> | 2025-05-01 03:27:06 -0230 | DracoOmega</pre>
Fix joining Ignis sometimes giving incorrect piety (Back-Form, Darby)<br>Whenever a player lost piety with *any* god (even via passive decay), it
would set the amount of piety they would get from joining Ignis to whatever
their current piety was with their current god. (ie: if you had high piety
with some other god, lost a point for any reason, and then switched to
Ignis, you would have the same amount of piety you had with your previous
god.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6dd01c98c1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-35-g6dd01c98c1.zip">here</a>.]]></description>
            <pubDate>Sat, 03 May 2025 05:41:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-34-g459acda4a3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-34-g459acda4a3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459acda4a3">459acda4a3</a> | 2025-05-02 16:25:48 -0500 | gammafunk</pre>
Add the trunk tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a769c9257f">a769c9257f</a> | 2025-05-02 16:06:59 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7373fbb340">7373fbb340</a> | 2025-05-02 15:29:52 -0230 | regret-index</pre>
Slightly nerf the alderking presence in Sprint IV (_atomjack_)<br>From twenty one across the Sprint to one only on top of the Orb of Zot.
(Seriously, who would use the letters A through Y for monsters, and then Z
for shops?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70a1409b5d">70a1409b5d</a> | 2025-05-02 14:33:59 +0300 | Nikolai Lavsky</pre>
fix: a handful of typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971400571d">971400571d</a> | 2025-05-01 21:29:13 -0230 | regret-index</pre>
Fix Necropolis scaling difficulty settings<br>Broken by the revisions to checking Necropolis depth uniq_tags in bef2bc0
accidentally leaving out the necropolis_difficulty() assignment line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bef2bc0af0">bef2bc0af0</a> | 2025-05-01 20:11:23 -0230 | DracoOmega</pre>
Fix Necropolis only being able to generate once per game (ge0FF)<br>It was intended that Necropolis be able to generate three times per game:
 -Up to one in D, Lair, Orc
 -Up to one in S-branches and Vaults
 -Up to one in Elf, Depths, Crypt<br>
But the way that uniq_ tags to do this were applied didn't work properly.
The tags were being set when the vaults were first parsed at game start,
resulting in them all being given the *same* uniq_ tag. Merely changing to
add the tag only when the game had actually started also failed, since the
automatic veto for uniq_ tags was done *before* the tag was added to the
vault.<br>
To work around this, use a custom veto for Necropolis entry vaults that
checks the appropriate uniq tag manually (since it was still remembered by
the game, just not *checked* before a vault was select to place).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc4a5a2413">cc4a5a2413</a> | 2025-05-01 14:49:30 -0500 | RypoFalem</pre>
fix typo in manual<br>they can they can<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ac967d2bc">2ac967d2bc</a> | 2025-05-01 19:25:02 +0300 | Nikolai Lavsky</pre>
fix: don't stop runrest when Trickster expires<br>Currently, the "You feel your existence waver again." message interrupts
the rest and move actions.
These messages happen constantly when the player uses hexes or a
draining/chaos-branded weapon, so let's make them less disruptive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ef93ad0ef">3ef93ad0ef</a> | 2025-05-01 03:27:06 -0230 | DracoOmega</pre>
Fix joining Ignis sometimes giving incorrect piety (Back-Form, Darby)<br>Whenever a player lost piety with *any* god (even via passive decay), it
would set the amount of piety they would get from joining Ignis to whatever
their current piety was with their current god. (ie: if you had high piety
with some other god, lost a point for any reason, and then switched to
Ignis, you would have the same amount of piety you had with your previous
god.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e384856f76">e384856f76</a> | 2025-05-01 03:24:40 -0230 | DracoOmega</pre>
Fix hellfire mortar being able to dig through temp terrain (Back-form)<br>When an effect digs through or otherwise destroys temporary terrain, it is
supposed to revert back to the original terrain (unless that original
terrain could be destroyed by the same means). This is to prevent, for
instance, turning a metal wall into a tree with Summon Forest and then
digging through that tree.<br>
But due to some oddities in Hellfire Mortar's own digging code (and the
fact that digging *tracers* didn't follow the above rule), it *could* dig
through any sort of wall which had been turned into a tree. Now, hopefully,
it will not.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=459acda4a3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-34-g459acda4a3.zip">here</a>.]]></description>
            <pubDate>Fri, 02 May 2025 23:43:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-30-g971400571d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-30-g971400571d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971400571d">971400571d</a> | 2025-05-01 21:29:13 -0230 | regret-index</pre>
Fix Necropolis scaling difficulty settings<br>Broken by the revisions to checking Necropolis depth uniq_tags in bef2bc0
accidentally leaving out the necropolis_difficulty() assignment line.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bef2bc0af0">bef2bc0af0</a> | 2025-05-01 20:11:23 -0230 | DracoOmega</pre>
Fix Necropolis only being able to generate once per game (ge0FF)<br>It was intended that Necropolis be able to generate three times per game:
 -Up to one in D, Lair, Orc
 -Up to one in S-branches and Vaults
 -Up to one in Elf, Depths, Crypt<br>
But the way that uniq_ tags to do this were applied didn't work properly.
The tags were being set when the vaults were first parsed at game start,
resulting in them all being given the *same* uniq_ tag. Merely changing to
add the tag only when the game had actually started also failed, since the
automatic veto for uniq_ tags was done *before* the tag was added to the
vault.<br>
To work around this, use a custom veto for Necropolis entry vaults that
checks the appropriate uniq tag manually (since it was still remembered by
the game, just not *checked* before a vault was select to place).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cc4a5a2413">cc4a5a2413</a> | 2025-05-01 14:49:30 -0500 | RypoFalem</pre>
fix typo in manual<br>they can they can<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ac967d2bc">2ac967d2bc</a> | 2025-05-01 19:25:02 +0300 | Nikolai Lavsky</pre>
fix: don't stop runrest when Trickster expires<br>Currently, the "You feel your existence waver again." message interrupts
the rest and move actions.
These messages happen constantly when the player uses hexes or a
draining/chaos-branded weapon, so let's make them less disruptive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ef93ad0ef">3ef93ad0ef</a> | 2025-05-01 03:27:06 -0230 | DracoOmega</pre>
Fix joining Ignis sometimes giving incorrect piety (Back-Form, Darby)<br>Whenever a player lost piety with *any* god (even via passive decay), it
would set the amount of piety they would get from joining Ignis to whatever
their current piety was with their current god. (ie: if you had high piety
with some other god, lost a point for any reason, and then switched to
Ignis, you would have the same amount of piety you had with your previous
god.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e384856f76">e384856f76</a> | 2025-05-01 03:24:40 -0230 | DracoOmega</pre>
Fix hellfire mortar being able to dig through temp terrain (Back-form)<br>When an effect digs through or otherwise destroys temporary terrain, it is
supposed to revert back to the original terrain (unless that original
terrain could be destroyed by the same means). This is to prevent, for
instance, turning a metal wall into a tree with Summon Forest and then
digging through that tree.<br>
But due to some oddities in Hellfire Mortar's own digging code (and the
fact that digging *tracers* didn't follow the above rule), it *could* dig
through any sort of wall which had been turned into a tree. Now, hopefully,
it will not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86e90a63c3">86e90a63c3</a> | 2025-04-30 22:34:24 -0230 | DracoOmega</pre>
Expire a few more enchantments off-level<br>(And when Nobody heals)<br>
I swear, I'll improve this nonsense function at some point.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7ca326247">c7ca326247</a> | 2025-04-30 22:17:20 -0230 | DracoOmega</pre>
Don't spread Rimeblight to neutral jellies with Jiyva (Kab)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6297cc6d13">6297cc6d13</a> | 2025-04-30 21:53:31 -0230 | DracoOmega</pre>
Prevent Platinum Paragons from fumbling in water<br>By making them large, instead of medium.<br>
(It was even possible for their entire finisher to miss this way, and
they'd still die doing it!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7afe9f270c">7afe9f270c</a> | 2025-04-30 21:53:31 -0230 | DracoOmega</pre>
Inform players that they can deconstruct stationary forgecraft allies<br>Clockwork bees already did this when no target was available, but it works
on lightning spires and other stationary things as well (but was perhaps
not well-known).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=971400571d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-30-g971400571d.zip">here</a>.]]></description>
            <pubDate>Fri, 02 May 2025 05:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-24-g86e90a63c3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-24-g86e90a63c3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86e90a63c3">86e90a63c3</a> | 2025-04-30 22:34:24 -0230 | DracoOmega</pre>
Expire a few more enchantments off-level<br>(And when Nobody heals)<br>
I swear, I'll improve this nonsense function at some point.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7ca326247">c7ca326247</a> | 2025-04-30 22:17:20 -0230 | DracoOmega</pre>
Don't spread Rimeblight to neutral jellies with Jiyva (Kab)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6297cc6d13">6297cc6d13</a> | 2025-04-30 21:53:31 -0230 | DracoOmega</pre>
Prevent Platinum Paragons from fumbling in water<br>By making them large, instead of medium.<br>
(It was even possible for their entire finisher to miss this way, and
they'd still die doing it!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7afe9f270c">7afe9f270c</a> | 2025-04-30 21:53:31 -0230 | DracoOmega</pre>
Inform players that they can deconstruct stationary forgecraft allies<br>Clockwork bees already did this when no target was available, but it works
on lightning spires and other stationary things as well (but was perhaps
not well-known).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea708b1e90">ea708b1e90</a> | 2025-04-30 21:53:25 -0230 | DracoOmega</pre>
Move Sprozz slightly shallower<br>I did think I was a bit conservative with their placement originally, and
kill stats bear that out - with the overwhelming majority of Sprozz's kills
coming on D:8.<br>
So allow them to spawn one floor earlier and trim some of the bottom end
out of their range.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f59e3cd97">3f59e3cd97</a> | 2025-04-30 21:38:06 -0230 | DracoOmega</pre>
Interrupt putting on armour when polymorphed (cool3)<br>This could lead to weird and invalid equipment situations.<br>
(This does, as a consequence, cause polymorph to interrupt *all* delays,
but probably suddenly turning into a bat would cause one to lose their
concentration on many things.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4915f533f5">4915f533f5</a> | 2025-04-30 21:36:45 -0230 | DracoOmega</pre>
End a few effects when exiting forms<br>Rime yak walls will disappear and werewolf loses its slaying bonus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f8645e703">6f8645e703</a> | 2025-04-30 21:36:18 -0230 | DracoOmega</pre>
Prevent Rampaging from spawning on artefact spider talismans (cool3)<br>It is redundant and functionally useless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a46f707188">a46f707188</a> | 2025-04-30 12:11:44 -0500 | David Lawrence Ramsey</pre>
Describe slime shroud mutation in the changelog.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef1bc71121">ef1bc71121</a> | 2025-04-30 12:04:24 -0500 | David Lawrence Ramsey</pre>
Add missing slime shroud mutation description.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=86e90a63c3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-24-g86e90a63c3.zip">here</a>.]]></description>
            <pubDate>Thu, 01 May 2025 05:49:47 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-13-g54cce05c65.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-13-g54cce05c65.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54cce05c65">54cce05c65</a> | 2025-04-29 19:56:26 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42ce6d905b">42ce6d905b</a> | 2025-04-29 19:50:36 -0500 | Isaac Clancy</pre>
Fix a crash when describing an untrainable skill<br>The ?/ menu can be used to describe all skills including those that you
can't train. However, it would crash when trying to calculate how much
your AC/EV/SH would increase by when training the corresponding skill if
it wasn't trainable.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=32d3af9efa">32d3af9efa</a> | 2025-04-29 22:16:54 -0230 | regret-index</pre>
Some last 0.33 changelog updates<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc51937fcf">fc51937fcf</a> | 2025-04-29 22:02:57 -0230 | regret-index</pre>
Quick venomous stinger tiles<br>With 6e34e43 allowing some more species to mutate stingers, we might as
well have non-generic tiles for such. This modifies the weakness stinger
mutation icons, which modified LemurRobot's submission for such.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23ec2b9e95">23ec2b9e95</a> | 2025-04-29 22:02:57 -0230 | regret-index</pre>
Don't place talismans in troves for undead species (azide🇺🇦)<br>This sometimes hides items away entirely with floor or walls, replaces
them with gold in more dense item collections, or forbids the trove
entirely in the case of (the also updated) shapeshifting + evocations
items of trove_misc_dual_throne_room.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cbc0e6419">3cbc0e6419</a> | 2025-04-29 22:02:57 -0230 | regret-index</pre>
Add a description for the_bakery (#4327)<br>Plenty of quibbling over the description can be done later, but this
should avoid showing [ERROR:] for a description that ruins the vault's
joke. Fixes #4327.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf030c428b">cf030c428b</a> | 2025-04-29 22:02:56 -0230 | regret-index</pre>
Adjust Necropolis entry chambers<br>I meant to remove the entry chamber opaque runed doors (seperate of the
transparent ones containing the ghosts) only after 34c5540 made Necropolis
levels pre-revealed and thus showing off plenty of scenery in its own
fashion, and forgot to do so at the time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f09d4728a9">f09d4728a9</a> | 2025-04-29 19:31:14 -0500 | NormalPerson7</pre>
Silence a warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfa2712768">dfa2712768</a> | 2025-04-28 21:50:44 -0500 | David Lawrence Ramsey</pre>
Add missing description to bat form.<br>So that the "You turn into a bat." message is properly displayed.<br>
Closes #4510.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1d6a0b940">e1d6a0b940</a> | 2025-04-28 21:24:44 -0500 | David Lawrence Ramsey</pre>
Check both weapon and offhand slots for Wyrmbane.<br>So that its messages about a worthy foe properly use its pluses if it's
in the offhand slot.<br>
Closes #4512.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=54cce05c65">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-13-g54cce05c65.zip">here</a>.]]></description>
            <pubDate>Wed, 30 Apr 2025 05:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-5-gdfa2712768.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-5-gdfa2712768.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfa2712768">dfa2712768</a> | 2025-04-28 21:50:44 -0500 | David Lawrence Ramsey</pre>
Add missing description to bat form.<br>So that the "You turn into a bat." message is properly displayed.<br>
Closes #4510.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e1d6a0b940">e1d6a0b940</a> | 2025-04-28 21:24:44 -0500 | David Lawrence Ramsey</pre>
Check both weapon and offhand slots for Wyrmbane.<br>So that its messages about a worthy foe properly use its pluses if it's
in the offhand slot.<br>
Closes #4512.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=68670cc5b6">68670cc5b6</a> | 2025-04-27 19:05:23 -0230 | DracoOmega</pre>
Update ghost permastore<br>The ghost permastore has not been updated in over 6 years and contained
many ghosts from removed species, knowing removed spells (and without any
representation of spells added since then).<br>
With Necropolises being a major feature of this release, it felt like time
to get them some modern ghosts. These files are merged together from
snapshots taken from CDI, CAO, CPO, CRB2, CXC, and CNC (thanks to all the
respective server admins for providing them), with a handful of
inappropriate names manually removed.<br>
Crypt and Zig still had a very small number of ghosts despite all these
servers (~25 each), so I opted to merge Depths ghosts into Crypt and Pan
ghosts into Zig so that the pool would not be conspicuously small (perhaps
especially noticable in Zig ghost floors).<br>
Early floors rapidly hit the ghost cap of 127 per bones file, meaning
server representation there is biased towards what was merged together
first (and this also prevents trying to get a more diverse spread of player
backgrounds.). It would be nice to have a better system for doing this in
future, but this is hopefully still a reasonable modernization to what we
currently ship with offline builds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f916d2844">3f916d2844</a> | 2025-04-27 15:25:18 -0230 | regret-index</pre>
Sack of Spiders usable / inert tiles<br>Somewhat inspired by a submission by LemurRobot. Somewhat of a higher
priority to still fit in post-freeze with this version's evoker stacking
making it more attractive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07266aef2f">07266aef2f</a> | 2025-04-26 19:03:03 -0230 | regret-index</pre>
Give spell-exclusive allies xp values<br>Quite a few spell-exclusive allies (cactus giants and most Forgecraft
spells) lost any generaation of experience point values when fa0adff set
only explicit values for most monster experience calculations. However,
tension calculations rely on having experience values for one's allies as
well as one's enemies. As such, even though the majority of these monsters
are extremely unlikely to ever be used outside of being summoned, I've
put together a bunch of quick values for these allies, somewhat arbitrarily
based off of the xp values of monsters from Summoning spells corresponding
to the equivalent spell level and the number made. (This also includes
removing `no_exp_gain` flags from the mobile constructs, which was a
holdover tag from before all the summoning rewrites anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26465baa12">26465baa12</a> | 2025-04-25 21:02:35 -0500 | gammafunk</pre>
Update the release guide<br>This is out of date, since all of the release building happens via a
github workflow. Convert it to markdown and update.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f67de2480">8f67de2480</a> | 2025-04-25 20:21:58 -0500 | David Lawrence Ramsey</pre>
Use std::move() instead of move() (#4468).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8df79cbc47">8df79cbc47</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Prompt before starting a multi-turn equipment change with nearby hostiles<br>At some point in past, the game would *effectively* prompt you about this
(and still gives the chance to interrupt if a monster comes *into* sight),
but sometimes this still catches players off-guard when they try to do
mid-fight slow swaps (for instance, swapping to a two-hander with a shield
equipped, without thinking about how this requires taking the shield off
first).<br>
This uses similar logic that already existed for using talismans near
enemies, whenever the player tries to swap gear that would take multiple
turns to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5d143e899">e5d143e899</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Improve messaging for Vexed enemies in some case (ge0FF)<br>Vexed enemies without attacks will no longer claim to 'attack' nearby
empty spaces, nor print no messages if they try to actually attack a nearby
actor (which did nothing, and didn't even pass their turn).<br>
Flying enemies now have a 50% chance to attack the ceiling instead of the
floor, when targeting empty space. (This is purely a flavor thing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73e29065a3">73e29065a3</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Pre-reveal Gauntlet floors (aside from the minotaur area)<br>This has been a long-requested QoL improvement, which was only deferred
due to not wanting to pre-reveal the minotaur's area (which is *intended*
to remain secret.) But now the no_automap tag can be added to vaults,
which prevents them from being revealed by brflag::fully_map. This is used
here to mask off the minotaur's subvaults, while revealing the rest of
Gauntlet.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=dfa2712768">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-5-gdfa2712768.zip">here</a>.]]></description>
            <pubDate>Tue, 29 Apr 2025 05:50:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-3-g68670cc5b6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-3-g68670cc5b6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=68670cc5b6">68670cc5b6</a> | 2025-04-27 19:05:23 -0230 | DracoOmega</pre>
Update ghost permastore<br>The ghost permastore has not been updated in over 6 years and contained
many ghosts from removed species, knowing removed spells (and without any
representation of spells added since then).<br>
With Necropolises being a major feature of this release, it felt like time
to get them some modern ghosts. These files are merged together from
snapshots taken from CDI, CAO, CPO, CRB2, CXC, and CNC (thanks to all the
respective server admins for providing them), with a handful of
inappropriate names manually removed.<br>
Crypt and Zig still had a very small number of ghosts despite all these
servers (~25 each), so I opted to merge Depths ghosts into Crypt and Pan
ghosts into Zig so that the pool would not be conspicuously small (perhaps
especially noticable in Zig ghost floors).<br>
Early floors rapidly hit the ghost cap of 127 per bones file, meaning
server representation there is biased towards what was merged together
first (and this also prevents trying to get a more diverse spread of player
backgrounds.). It would be nice to have a better system for doing this in
future, but this is hopefully still a reasonable modernization to what we
currently ship with offline builds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f916d2844">3f916d2844</a> | 2025-04-27 15:25:18 -0230 | regret-index</pre>
Sack of Spiders usable / inert tiles<br>Somewhat inspired by a submission by LemurRobot. Somewhat of a higher
priority to still fit in post-freeze with this version's evoker stacking
making it more attractive.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07266aef2f">07266aef2f</a> | 2025-04-26 19:03:03 -0230 | regret-index</pre>
Give spell-exclusive allies xp values<br>Quite a few spell-exclusive allies (cactus giants and most Forgecraft
spells) lost any generaation of experience point values when fa0adff set
only explicit values for most monster experience calculations. However,
tension calculations rely on having experience values for one's allies as
well as one's enemies. As such, even though the majority of these monsters
are extremely unlikely to ever be used outside of being summoned, I've
put together a bunch of quick values for these allies, somewhat arbitrarily
based off of the xp values of monsters from Summoning spells corresponding
to the equivalent spell level and the number made. (This also includes
removing `no_exp_gain` flags from the mobile constructs, which was a
holdover tag from before all the summoning rewrites anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26465baa12">26465baa12</a> | 2025-04-25 21:02:35 -0500 | gammafunk</pre>
Update the release guide<br>This is out of date, since all of the release building happens via a
github workflow. Convert it to markdown and update.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f67de2480">8f67de2480</a> | 2025-04-25 20:21:58 -0500 | David Lawrence Ramsey</pre>
Use std::move() instead of move() (#4468).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8df79cbc47">8df79cbc47</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Prompt before starting a multi-turn equipment change with nearby hostiles<br>At some point in past, the game would *effectively* prompt you about this
(and still gives the chance to interrupt if a monster comes *into* sight),
but sometimes this still catches players off-guard when they try to do
mid-fight slow swaps (for instance, swapping to a two-hander with a shield
equipped, without thinking about how this requires taking the shield off
first).<br>
This uses similar logic that already existed for using talismans near
enemies, whenever the player tries to swap gear that would take multiple
turns to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5d143e899">e5d143e899</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Improve messaging for Vexed enemies in some case (ge0FF)<br>Vexed enemies without attacks will no longer claim to 'attack' nearby
empty spaces, nor print no messages if they try to actually attack a nearby
actor (which did nothing, and didn't even pass their turn).<br>
Flying enemies now have a 50% chance to attack the ceiling instead of the
floor, when targeting empty space. (This is purely a flavor thing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73e29065a3">73e29065a3</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Pre-reveal Gauntlet floors (aside from the minotaur area)<br>This has been a long-requested QoL improvement, which was only deferred
due to not wanting to pre-reveal the minotaur's area (which is *intended*
to remain secret.) But now the no_automap tag can be added to vaults,
which prevents them from being revealed by brflag::fully_map. This is used
here to mask off the minotaur's subvaults, while revealing the rest of
Gauntlet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34c554033b">34c554033b</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fully map Necropolis upon the player entering (various)<br>Now that brflag::fully_map works more correctly, this seems fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62d904d2ac">62d904d2ac</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fix some weird behavior with pre-mapped branches<br>While brflag::fully_map was intended to reveal the entire map upon entering
a branch, there was weird behavior regarding monsters and items. Namely
that fully mapping would give the player map knowledge of all monsters and
items on some level (such as adding mapped tiles to the stash tracker), but
*not* update some other things, including the display. This meant that you
would initially see no items or monsters, but those monsters would appear
once the tile entered LoS range *whether or not it was in LoS*. ie: plants
could suddenly appear on the other side of walls, as the player approached
them. Saving and loading the game would reveal all of this instantly.<br>
Now, fully mapping a branch should in fact fully map it.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=68670cc5b6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-3-g68670cc5b6.zip">here</a>.]]></description>
            <pubDate>Mon, 28 Apr 2025 05:45:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.34-a0-0-g26465baa12.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-0-g26465baa12.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26465baa12">26465baa12</a> | 2025-04-25 21:02:35 -0500 | gammafunk</pre>
Update the release guide<br>This is out of date, since all of the release building happens via a
github workflow. Convert it to markdown and update.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f67de2480">8f67de2480</a> | 2025-04-25 20:21:58 -0500 | David Lawrence Ramsey</pre>
Use std::move() instead of move() (#4468).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8df79cbc47">8df79cbc47</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Prompt before starting a multi-turn equipment change with nearby hostiles<br>At some point in past, the game would *effectively* prompt you about this
(and still gives the chance to interrupt if a monster comes *into* sight),
but sometimes this still catches players off-guard when they try to do
mid-fight slow swaps (for instance, swapping to a two-hander with a shield
equipped, without thinking about how this requires taking the shield off
first).<br>
This uses similar logic that already existed for using talismans near
enemies, whenever the player tries to swap gear that would take multiple
turns to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5d143e899">e5d143e899</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Improve messaging for Vexed enemies in some case (ge0FF)<br>Vexed enemies without attacks will no longer claim to 'attack' nearby
empty spaces, nor print no messages if they try to actually attack a nearby
actor (which did nothing, and didn't even pass their turn).<br>
Flying enemies now have a 50% chance to attack the ceiling instead of the
floor, when targeting empty space. (This is purely a flavor thing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73e29065a3">73e29065a3</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Pre-reveal Gauntlet floors (aside from the minotaur area)<br>This has been a long-requested QoL improvement, which was only deferred
due to not wanting to pre-reveal the minotaur's area (which is *intended*
to remain secret.) But now the no_automap tag can be added to vaults,
which prevents them from being revealed by brflag::fully_map. This is used
here to mask off the minotaur's subvaults, while revealing the rest of
Gauntlet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34c554033b">34c554033b</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fully map Necropolis upon the player entering (various)<br>Now that brflag::fully_map works more correctly, this seems fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62d904d2ac">62d904d2ac</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fix some weird behavior with pre-mapped branches<br>While brflag::fully_map was intended to reveal the entire map upon entering
a branch, there was weird behavior regarding monsters and items. Namely
that fully mapping would give the player map knowledge of all monsters and
items on some level (such as adding mapped tiles to the stash tracker), but
*not* update some other things, including the display. This meant that you
would initially see no items or monsters, but those monsters would appear
once the tile entered LoS range *whether or not it was in LoS*. ie: plants
could suddenly appear on the other side of walls, as the player approached
them. Saving and loading the game would reveal all of this instantly.<br>
Now, fully mapping a branch should in fact fully map it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b56b1c1597">b56b1c1597</a> | 2025-04-24 17:39:55 -0230 | DracoOmega</pre>
Give old naga/barachi/spriggan ghosts non-10 movespeed<br>Since e3b193e player ghosts and illusions actually retain their natural
movespeed, but ghosts from versions older than this will have had it
marshalled as 10. And even after the ghost permastore is updated, it will
likely contain a mix of ghosts who died before and after this change.<br>
So, for ghosts who died before this change, make these species default to
the 'standard' move speed for those species. This does not account for,
say, wearing ponderous gear, but that's a fairly minor thing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=feb31ae96b">feb31ae96b</a> | 2025-04-24 17:36:57 -0230 | DracoOmega</pre>
Remove some worse-than-useless wizmode code for placing player ghosts<br>Playing a player ghost in wizmode would prompt the user to specify a
species and job for that ghost, but it had *already decided* by this point
in time what ghost it was placing and would just replace its listed species
and job with whatever you said - ie: make the ghost lie to you.<br>
And then, on top of that, it always set their XL to 7 and HP to 20! (And
clobbered their name, too.)<br>
So just remove all this code entirely. Now placing a player ghost will
simply place a random available ghost from the current floor. (It might be
nice to be able to specify what sort of ghost to pull up from the ones that
actually exist, but doing literally nothing is better than doing whatever
this was doing....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19675e9b32">19675e9b32</a> | 2025-04-24 01:59:15 -0230 | regret-index</pre>
Form gargoyle tiles, serpent form tile tweaks<br>Since 6e34e43, gargoyles are all canonically stony when merely changing
anatomy in a form and have wings when only changing substance in a form. As
such, they technically need different tiles from base humanoid species.
These new tiles are basically all merely palette swaps using gargoyle
player doll and statue form colourations, aside from borrowing wings from
ontoclasm's gargoyle player dolls to fit onto Aqua / Werewolf / Death Form
tiles; they're not the most distinct tiles as a result (and might benefit
from some touch-ups for more grain on e.g. the pigs), but it's cute enough
and accurate enough to add all of these tiles anyway.<br>
(Also, I smoothened out the palette and added mild contrast to the previous
serpent form tiles.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=26465baa12">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.34-a0-0-g26465baa12.zip">here</a>.]]></description>
            <pubDate>Sat, 26 Apr 2025 05:44:45 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1486-g8df79cbc47.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1486-g8df79cbc47.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8df79cbc47">8df79cbc47</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Prompt before starting a multi-turn equipment change with nearby hostiles<br>At some point in past, the game would *effectively* prompt you about this
(and still gives the chance to interrupt if a monster comes *into* sight),
but sometimes this still catches players off-guard when they try to do
mid-fight slow swaps (for instance, swapping to a two-hander with a shield
equipped, without thinking about how this requires taking the shield off
first).<br>
This uses similar logic that already existed for using talismans near
enemies, whenever the player tries to swap gear that would take multiple
turns to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5d143e899">e5d143e899</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Improve messaging for Vexed enemies in some case (ge0FF)<br>Vexed enemies without attacks will no longer claim to 'attack' nearby
empty spaces, nor print no messages if they try to actually attack a nearby
actor (which did nothing, and didn't even pass their turn).<br>
Flying enemies now have a 50% chance to attack the ceiling instead of the
floor, when targeting empty space. (This is purely a flavor thing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73e29065a3">73e29065a3</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Pre-reveal Gauntlet floors (aside from the minotaur area)<br>This has been a long-requested QoL improvement, which was only deferred
due to not wanting to pre-reveal the minotaur's area (which is *intended*
to remain secret.) But now the no_automap tag can be added to vaults,
which prevents them from being revealed by brflag::fully_map. This is used
here to mask off the minotaur's subvaults, while revealing the rest of
Gauntlet.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34c554033b">34c554033b</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fully map Necropolis upon the player entering (various)<br>Now that brflag::fully_map works more correctly, this seems fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62d904d2ac">62d904d2ac</a> | 2025-04-24 20:55:14 -0230 | DracoOmega</pre>
Fix some weird behavior with pre-mapped branches<br>While brflag::fully_map was intended to reveal the entire map upon entering
a branch, there was weird behavior regarding monsters and items. Namely
that fully mapping would give the player map knowledge of all monsters and
items on some level (such as adding mapped tiles to the stash tracker), but
*not* update some other things, including the display. This meant that you
would initially see no items or monsters, but those monsters would appear
once the tile entered LoS range *whether or not it was in LoS*. ie: plants
could suddenly appear on the other side of walls, as the player approached
them. Saving and loading the game would reveal all of this instantly.<br>
Now, fully mapping a branch should in fact fully map it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b56b1c1597">b56b1c1597</a> | 2025-04-24 17:39:55 -0230 | DracoOmega</pre>
Give old naga/barachi/spriggan ghosts non-10 movespeed<br>Since e3b193e player ghosts and illusions actually retain their natural
movespeed, but ghosts from versions older than this will have had it
marshalled as 10. And even after the ghost permastore is updated, it will
likely contain a mix of ghosts who died before and after this change.<br>
So, for ghosts who died before this change, make these species default to
the 'standard' move speed for those species. This does not account for,
say, wearing ponderous gear, but that's a fairly minor thing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=feb31ae96b">feb31ae96b</a> | 2025-04-24 17:36:57 -0230 | DracoOmega</pre>
Remove some worse-than-useless wizmode code for placing player ghosts<br>Playing a player ghost in wizmode would prompt the user to specify a
species and job for that ghost, but it had *already decided* by this point
in time what ghost it was placing and would just replace its listed species
and job with whatever you said - ie: make the ghost lie to you.<br>
And then, on top of that, it always set their XL to 7 and HP to 20! (And
clobbered their name, too.)<br>
So just remove all this code entirely. Now placing a player ghost will
simply place a random available ghost from the current floor. (It might be
nice to be able to specify what sort of ghost to pull up from the ones that
actually exist, but doing literally nothing is better than doing whatever
this was doing....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19675e9b32">19675e9b32</a> | 2025-04-24 01:59:15 -0230 | regret-index</pre>
Form gargoyle tiles, serpent form tile tweaks<br>Since 6e34e43, gargoyles are all canonically stony when merely changing
anatomy in a form and have wings when only changing substance in a form. As
such, they technically need different tiles from base humanoid species.
These new tiles are basically all merely palette swaps using gargoyle
player doll and statue form colourations, aside from borrowing wings from
ontoclasm's gargoyle player dolls to fit onto Aqua / Werewolf / Death Form
tiles; they're not the most distinct tiles as a result (and might benefit
from some touch-ups for more grain on e.g. the pigs), but it's cute enough
and accurate enough to add all of these tiles anyway.<br>
(Also, I smoothened out the palette and added mild contrast to the previous
serpent form tiles.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=29680c63db">29680c63db</a> | 2025-04-24 01:59:14 -0230 | regret-index</pre>
Rime yak form tile tweaks (LemurRobot)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5522fbaf03">5522fbaf03</a> | 2025-04-23 20:56:02 -0230 | DracoOmega</pre>
Fix a stray debugging statement left in sphinx riddle code<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8df79cbc47">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1486-g8df79cbc47.zip">here</a>.]]></description>
            <pubDate>Fri, 25 Apr 2025 05:45:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1479-g19675e9b32.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1479-g19675e9b32.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19675e9b32">19675e9b32</a> | 2025-04-24 01:59:15 -0230 | regret-index</pre>
Form gargoyle tiles, serpent form tile tweaks<br>Since 6e34e43, gargoyles are all canonically stony when merely changing
anatomy in a form and have wings when only changing substance in a form. As
such, they technically need different tiles from base humanoid species.
These new tiles are basically all merely palette swaps using gargoyle
player doll and statue form colourations, aside from borrowing wings from
ontoclasm's gargoyle player dolls to fit onto Aqua / Werewolf / Death Form
tiles; they're not the most distinct tiles as a result (and might benefit
from some touch-ups for more grain on e.g. the pigs), but it's cute enough
and accurate enough to add all of these tiles anyway.<br>
(Also, I smoothened out the palette and added mild contrast to the previous
serpent form tiles.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=29680c63db">29680c63db</a> | 2025-04-24 01:59:14 -0230 | regret-index</pre>
Rime yak form tile tweaks (LemurRobot)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5522fbaf03">5522fbaf03</a> | 2025-04-23 20:56:02 -0230 | DracoOmega</pre>
Fix a stray debugging statement left in sphinx riddle code<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11d99efb1b">11d99efb1b</a> | 2025-04-23 01:35:42 -0230 | NormalPerson7</pre>
Let random blinks interrupt delays<br>Previously, (among other issues), the player could continue to pass
through a wall with Passwall after being blinked away from that wall
(e.g. from a monster with a distortion weapon).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c40ac6715">7c40ac6715</a> | 2025-04-23 01:33:44 -0230 | Isaac Clancy</pre>
Fix talismans sometimes not showing xp needed (LiciTheCrawler)<br>When examining a talisman that isn't in your inventory, it wouldn't show
the xp needed to reach the min skill requirement. This is inconsistent
with weapons.<br>
Fixes #4470<br>
[Committer's note: Reordered display so that artefact properties are listed
first, with better spacing.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7c71ef455">e7c71ef455</a> | 2025-04-23 01:14:05 -0230 | Isaac Clancy</pre>
Fix fungal fisticloak popping off poltergeist when taking stairs<br>If you had all 6 aux slots filled, equipping the fungal fisticloak
should remove two of them. However, it was only removing one leaving you
with too many aux slots filled which would be fixed up by removing one
of them when taking a staircase.<br>
Fixes #4445 reported by alexbeloi<br>
[Committer's note: fixed a typo, renamed a method for improved clarity (and
to avoid being named the same as an existing, unrelated method), and fixed
a crash with previewing item stats when a cursed item was preventing you
from swapping to the item in question.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3893f0be7e">3893f0be7e</a> | 2025-04-22 22:20:16 -0230 | DracoOmega</pre>
Improve badmut messages for melded gear<br>As pointed out by the previous commit, the code to summarize a badmut for
what gear is melded by a form was slightly incorrect. In the process of
fixing this, I have also improved it by being more specific (if room
allows) about what is melded - accounting for whether the player had a slot
of that type to meld in the first place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0b5a4d9f43">0b5a4d9f43</a> | 2025-04-22 22:20:16 -0230 | Cgettys</pre>
refactoring: a few warnings and cleanups in the new forms code<br> * Fix a few warnings under clang
 * use testbits where applicable
 * constexpr-ify some stuff
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cd6d3b477">7cd6d3b477</a> | 2025-04-22 20:52:55 -0230 | DracoOmega</pre>
Fix helmets not being properly marked useless in some situations<br>If the player had a mutation that prevented them from using helmets (but
not hats) and was in a form that suppressed this mutation (but didn't
actually let them wear a helmet), the game would think those items were
not useless and display them in stash searches. (eg: a tengu in rime yak
form). This hopefully fixes that.<br>
(I would like to refactor the helmet/hat separation in 0.34, though. Small
issues keep cropping up.)<br>
This fixes #4493
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34072830a5">34072830a5</a> | 2025-04-22 20:41:38 -0230 | DracoOmega</pre>
Make Ghostly Sacrifice use a proper zap<br>So that it can display its damage in xv. (And also give it the new ghostly
fireball tile.)<br>
This fixes #4492
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=19675e9b32">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1479-g19675e9b32.zip">here</a>.]]></description>
            <pubDate>Thu, 24 Apr 2025 05:45:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1476-g11d99efb1b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1476-g11d99efb1b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11d99efb1b">11d99efb1b</a> | 2025-04-23 01:35:42 -0230 | NormalPerson7</pre>
Let random blinks interrupt delays<br>Previously, (among other issues), the player could continue to pass
through a wall with Passwall after being blinked away from that wall
(e.g. from a monster with a distortion weapon).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c40ac6715">7c40ac6715</a> | 2025-04-23 01:33:44 -0230 | Isaac Clancy</pre>
Fix talismans sometimes not showing xp needed (LiciTheCrawler)<br>When examining a talisman that isn't in your inventory, it wouldn't show
the xp needed to reach the min skill requirement. This is inconsistent
with weapons.<br>
Fixes #4470<br>
[Committer's note: Reordered display so that artefact properties are listed
first, with better spacing.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7c71ef455">e7c71ef455</a> | 2025-04-23 01:14:05 -0230 | Isaac Clancy</pre>
Fix fungal fisticloak popping off poltergeist when taking stairs<br>If you had all 6 aux slots filled, equipping the fungal fisticloak
should remove two of them. However, it was only removing one leaving you
with too many aux slots filled which would be fixed up by removing one
of them when taking a staircase.<br>
Fixes #4445 reported by alexbeloi<br>
[Committer's note: fixed a typo, renamed a method for improved clarity (and
to avoid being named the same as an existing, unrelated method), and fixed
a crash with previewing item stats when a cursed item was preventing you
from swapping to the item in question.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3893f0be7e">3893f0be7e</a> | 2025-04-22 22:20:16 -0230 | DracoOmega</pre>
Improve badmut messages for melded gear<br>As pointed out by the previous commit, the code to summarize a badmut for
what gear is melded by a form was slightly incorrect. In the process of
fixing this, I have also improved it by being more specific (if room
allows) about what is melded - accounting for whether the player had a slot
of that type to meld in the first place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0b5a4d9f43">0b5a4d9f43</a> | 2025-04-22 22:20:16 -0230 | Cgettys</pre>
refactoring: a few warnings and cleanups in the new forms code<br> * Fix a few warnings under clang
 * use testbits where applicable
 * constexpr-ify some stuff
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cd6d3b477">7cd6d3b477</a> | 2025-04-22 20:52:55 -0230 | DracoOmega</pre>
Fix helmets not being properly marked useless in some situations<br>If the player had a mutation that prevented them from using helmets (but
not hats) and was in a form that suppressed this mutation (but didn't
actually let them wear a helmet), the game would think those items were
not useless and display them in stash searches. (eg: a tengu in rime yak
form). This hopefully fixes that.<br>
(I would like to refactor the helmet/hat separation in 0.34, though. Small
issues keep cropping up.)<br>
This fixes #4493
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34072830a5">34072830a5</a> | 2025-04-22 20:41:38 -0230 | DracoOmega</pre>
Make Ghostly Sacrifice use a proper zap<br>So that it can display its damage in xv. (And also give it the new ghostly
fireball tile.)<br>
This fixes #4492
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5321e18004">5321e18004</a> | 2025-04-22 20:10:24 -0230 | DracoOmega</pre>
Fix local tiles never printing a second line of statuses<br>For some reason, a layout function for local tiles was substracting one of
the two status lines that both console and webtiles get. There appears to
be space, and it can be quite important to display this information in any
case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc679cd639">dc679cd639</a> | 2025-04-22 20:10:19 -0230 | DracoOmega</pre>
Fix console sometimes not printing a second line of statuses<br>CPRINTF would automatically wrap the cursor's column back to the start of
the HUD region if printing a status that reached the end of available
space, causing _print_status_lights() to falsely think there was additional
space available on the current line (resulting in it not rendering the
second line at all).<br>
Since it effectively does its own word-wrapping (and, perhaps unsafely,
relies on the cursor's current position to do so), it seems best to print
without wrapping.<br>
This fixes #4502
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e3338e8da">2e3338e8da</a> | 2025-04-22 18:12:49 -0230 | DracoOmega</pre>
Fix a few message issues with monster clockwork bee<br>This fixes #4498
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=11d99efb1b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1476-g11d99efb1b.zip">here</a>.]]></description>
            <pubDate>Wed, 23 Apr 2025 05:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1465-g0ed8941409.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1465-g0ed8941409.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0ed8941409">0ed8941409</a> | 2025-04-21 18:40:22 -0230 | DracoOmega</pre>
Fix monster compilation (dolorous, WizardIke)<br>Broken by 08901def8ca, so let's pull this function out into a proper header
(and abyss.h seems appropriate enough.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=998d3ab90e">998d3ab90e</a> | 2025-04-21 18:33:16 -0230 | DracoOmega</pre>
Formally allow serpent form to wear helmets<br>This is at least as much a stopgap bugfix as it is a deliberate design
change, but this fixes a couple existing issues that are tricky to resolve
otherwise.<br>
(Currently if you're wearing a helmet before entering the form, it will
stay on, but you aren't allowed to equip one *after* entering the form. But
actually preventing the player from transforming if they have a helmet on
has some awkwardnesses and we can't just remove the helmet automatically
(or this would shatter cursed equipment!) and selectively melding some but
not all headgear would likely be a source of new bugs after feature freeze,
so this seems like the simplest solution for the moment.)<br>
(It's not really a balance issue for the form to wear helmets,
incidentally; some people just think the flavor is odd.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6264474ae4">6264474ae4</a> | 2025-04-21 18:25:57 -0230 | DracoOmega</pre>
Allow previewing full AC/EV/SH/spell fail changes with a given talisman<br>While the form properties table does a good job of conveying the innate
bonuses of a form, it's not always immediately obvious what the net change
in stats will be when considering melded/unmelded gear, artefact
properties, or (perhaps especially) size changes. Now talismans should
display similar information when examined that most equipment does
(including the benefit of form wizardry or Walking's Scroll's skill bonus).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=98676e7e4b">98676e7e4b</a> | 2025-04-21 09:00:31 -0500 | David Lawrence Ramsey</pre>
Add another colour to the database.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49ed466c4e">49ed466c4e</a> | 2025-04-20 20:14:37 -0500 | NormalPerson7</pre>
Fix spells being greyed out on forget/adjust/quiver spell lists (#4436)<br>Spells which were not currently useful because there was no targetable
monster in sight would be greyed out on the forget/adjust/quiver spell
lists.<br>
fixes #4397.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa796eac41">aa796eac41</a> | 2025-04-20 17:40:24 -0500 | NormalPerson7</pre>
Change suppressed muts on the A screen from (()) to () (#4488)<br>...given that mutations can no longer be partially suppressed. Also
simplify the description from "Completely suppressed" to just
"Suppressed", and fix some unnecessary whitespace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e93e1301c">6e93e1301c</a> | 2025-04-20 13:56:40 -0500 | Peter McLarnan</pre>
Fix quote for microbat<br>An extra blank line caused the microbat's quote to be literal `<bat>`
rather than copying the basic bat quote.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08901def8c">08901def8c</a> | 2025-04-20 16:10:23 -0230 | DracoOmega</pre>
Fix monsters being alerted at the end of Passwall (dilly)<br>In fixing an issue with distortion unwield banishment effects being delayed
by one turn for Coglins, 0c5ade9 introduced at least one other (and
probably more) by calling world_reacts() on all 0-turn delays.<br>
Rather than attempt to untangle exactly which parts of world_reacts() make
sense to call on 0-aut turns (ie: bookkeeping) and which do not (ie:
changes of world state), I am rolling back this particular fix and making
EquipOffDelay check for banishment specifically (PasswallDelay already
does much the same thing for traps, for instance).<br>
A more comprehensive refactoring could make sense, but doesn't seem
appropriate after feature freeze, since the risk of subtle bugs seems high.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=910d91b7bb">910d91b7bb</a> | 2025-04-19 19:28:31 -0500 | radio-gra</pre>
Fix uninitialized variables in beam.h (#4491)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5197cf2626">5197cf2626</a> | 2025-04-19 19:27:55 -0500 | Isaac Clancy</pre>
Fix monster backup weapons giving halos/umbras (NormalPerson7)<br>When a monster was using a ranged weapon but had Eos or Brilliance as
its backup melee weapon it would incorrectly get a halo/umbra.<br>
Fixes #4487
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0ed8941409">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1465-g0ed8941409.zip">here</a>.]]></description>
            <pubDate>Tue, 22 Apr 2025 05:45:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1461-g49ed466c4e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1461-g49ed466c4e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49ed466c4e">49ed466c4e</a> | 2025-04-20 20:14:37 -0500 | NormalPerson7</pre>
Fix spells being greyed out on forget/adjust/quiver spell lists (#4436)<br>Spells which were not currently useful because there was no targetable
monster in sight would be greyed out on the forget/adjust/quiver spell
lists.<br>
fixes #4397.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa796eac41">aa796eac41</a> | 2025-04-20 17:40:24 -0500 | NormalPerson7</pre>
Change suppressed muts on the A screen from (()) to () (#4488)<br>...given that mutations can no longer be partially suppressed. Also
simplify the description from "Completely suppressed" to just
"Suppressed", and fix some unnecessary whitespace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e93e1301c">6e93e1301c</a> | 2025-04-20 13:56:40 -0500 | Peter McLarnan</pre>
Fix quote for microbat<br>An extra blank line caused the microbat's quote to be literal `<bat>`
rather than copying the basic bat quote.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=08901def8c">08901def8c</a> | 2025-04-20 16:10:23 -0230 | DracoOmega</pre>
Fix monsters being alerted at the end of Passwall (dilly)<br>In fixing an issue with distortion unwield banishment effects being delayed
by one turn for Coglins, 0c5ade9 introduced at least one other (and
probably more) by calling world_reacts() on all 0-turn delays.<br>
Rather than attempt to untangle exactly which parts of world_reacts() make
sense to call on 0-aut turns (ie: bookkeeping) and which do not (ie:
changes of world state), I am rolling back this particular fix and making
EquipOffDelay check for banishment specifically (PasswallDelay already
does much the same thing for traps, for instance).<br>
A more comprehensive refactoring could make sense, but doesn't seem
appropriate after feature freeze, since the risk of subtle bugs seems high.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=910d91b7bb">910d91b7bb</a> | 2025-04-19 19:28:31 -0500 | radio-gra</pre>
Fix uninitialized variables in beam.h (#4491)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5197cf2626">5197cf2626</a> | 2025-04-19 19:27:55 -0500 | Isaac Clancy</pre>
Fix monster backup weapons giving halos/umbras (NormalPerson7)<br>When a monster was using a ranged weapon but had Eos or Brilliance as
its backup melee weapon it would incorrectly get a halo/umbra.<br>
Fixes #4487
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=648a6164ec">648a6164ec</a> | 2025-04-19 20:23:19 -0230 | regret-index</pre>
Fix a spell description typo (Limey Lassen)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2612842421">2612842421</a> | 2025-04-19 18:08:52 -0230 | regret-index</pre>
Orb guardian skeleton tile<br>As requested by Darby and Silurio.<br>
I'm not entirely sure how I feel about them placing in Crypt, or how we
don't let orb guardians drop corpses while still permitting derived undead
made from them, but while this will still happen in this version, they
might as well have a quickly made tile. (It is composited from Denzi's
fish skeleton, Robsoie's frog skeleton, and roctavian's troll + large
humanoid skeleton tiles.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a2e46ec88">8a2e46ec88</a> | 2025-04-19 17:55:01 -0230 | regret-index</pre>
Update Self-Published Books (Oneirical)<br>Removing Monstrous Menagerie from a bunch of books after 7156b82, alongside
some updating of the version books for said new Sphinx Sisters and a
properly comprehensive take on the vowels books.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa21b9e2a3">aa21b9e2a3</a> | 2025-04-19 12:58:13 -0500 | David Lawrence Ramsey</pre>
Add missing %%%% to statuses.<br>So that Catalyst no longer spills over into Shroud.<br>
Closes #4490.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=49ed466c4e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1461-g49ed466c4e.zip">here</a>.]]></description>
            <pubDate>Mon, 21 Apr 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1457-g910d91b7bb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1457-g910d91b7bb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=910d91b7bb">910d91b7bb</a> | 2025-04-19 19:28:31 -0500 | radio-gra</pre>
Fix uninitialized variables in beam.h (#4491)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5197cf2626">5197cf2626</a> | 2025-04-19 19:27:55 -0500 | Isaac Clancy</pre>
Fix monster backup weapons giving halos/umbras (NormalPerson7)<br>When a monster was using a ranged weapon but had Eos or Brilliance as
its backup melee weapon it would incorrectly get a halo/umbra.<br>
Fixes #4487
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=648a6164ec">648a6164ec</a> | 2025-04-19 20:23:19 -0230 | regret-index</pre>
Fix a spell description typo (Limey Lassen)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2612842421">2612842421</a> | 2025-04-19 18:08:52 -0230 | regret-index</pre>
Orb guardian skeleton tile<br>As requested by Darby and Silurio.<br>
I'm not entirely sure how I feel about them placing in Crypt, or how we
don't let orb guardians drop corpses while still permitting derived undead
made from them, but while this will still happen in this version, they
might as well have a quickly made tile. (It is composited from Denzi's
fish skeleton, Robsoie's frog skeleton, and roctavian's troll + large
humanoid skeleton tiles.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a2e46ec88">8a2e46ec88</a> | 2025-04-19 17:55:01 -0230 | regret-index</pre>
Update Self-Published Books (Oneirical)<br>Removing Monstrous Menagerie from a bunch of books after 7156b82, alongside
some updating of the version books for said new Sphinx Sisters and a
properly comprehensive take on the vowels books.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa21b9e2a3">aa21b9e2a3</a> | 2025-04-19 12:58:13 -0500 | David Lawrence Ramsey</pre>
Add missing %%%% to statuses.<br>So that Catalyst no longer spills over into Shroud.<br>
Closes #4490.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43bc6dcca2">43bc6dcca2</a> | 2025-04-19 10:52:20 -0500 | hellmonk</pre>
Fix: price for flux baubles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f3c248699">7f3c248699</a> | 2025-04-18 18:00:00 -0230 | regret-index</pre>
More changelog tweaks<br>Downplay the Ziggurat Sprint updates (I still need to do more revisions
to it next version), shortened the mechanist line to match other new
monster lines and to be more accurate to their weapons, add both a new
tile I missed previously in 16aa5c7 / ed448de and the new tiles added
just now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2a297ef6">0d2a297ef6</a> | 2025-04-18 17:46:38 -0230 | regret-index</pre>
Disable some Zig decorations for now (cool 3)<br>As was pointed out in #4475, none of the feature renames work in ziggurat
pillar placement, which results in revealing the metal statue description
regular games aren't supposed to see. Pending fixing this bug, I am instead
temporarily commenting out various vault statue re-flavourings.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe3fe7f9ba">fe3fe7f9ba</a> | 2025-04-18 17:46:38 -0230 | regret-index</pre>
Some last minute tile tweaks and additions<br> * Adjusted the Medusa Form octopode tile to be a chalkish white, like the
   Siamese cat coluration for Medusa Form felids and unlike the blue
   colouration random octopodes could start as.<br>
 * Adjusted the slowly-dying enchantment icon to use less garish colours
   and have a black outline so it contrasts better against the brighter
   colour floors like e.g. Shoals.<br>
 * Adjusted the lines of Call Down Lightning's effect to look cleaner.<br>
 * Removed an extra copy of the Dazzling Flash icon from the Conjurations
   spell folder.<br>
 * Added new Ignite Poison vfx that avoids displaying a red flash
   constantly as one casts a spell- while this is less dramatically visible
   than such a choice, it's also far less confusable than the current
   settings default of red flashes being used for being at low HP.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=910d91b7bb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1457-g910d91b7bb.zip">here</a>.]]></description>
            <pubDate>Sun, 20 Apr 2025 05:45:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1450-g7f3c248699.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1450-g7f3c248699.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f3c248699">7f3c248699</a> | 2025-04-18 18:00:00 -0230 | regret-index</pre>
More changelog tweaks<br>Downplay the Ziggurat Sprint updates (I still need to do more revisions
to it next version), shortened the mechanist line to match other new
monster lines and to be more accurate to their weapons, add both a new
tile I missed previously in 16aa5c7 / ed448de and the new tiles added
just now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2a297ef6">0d2a297ef6</a> | 2025-04-18 17:46:38 -0230 | regret-index</pre>
Disable some Zig decorations for now (cool 3)<br>As was pointed out in #4475, none of the feature renames work in ziggurat
pillar placement, which results in revealing the metal statue description
regular games aren't supposed to see. Pending fixing this bug, I am instead
temporarily commenting out various vault statue re-flavourings.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe3fe7f9ba">fe3fe7f9ba</a> | 2025-04-18 17:46:38 -0230 | regret-index</pre>
Some last minute tile tweaks and additions<br> * Adjusted the Medusa Form octopode tile to be a chalkish white, like the
   Siamese cat coluration for Medusa Form felids and unlike the blue
   colouration random octopodes could start as.<br>
 * Adjusted the slowly-dying enchantment icon to use less garish colours
   and have a black outline so it contrasts better against the brighter
   colour floors like e.g. Shoals.<br>
 * Adjusted the lines of Call Down Lightning's effect to look cleaner.<br>
 * Removed an extra copy of the Dazzling Flash icon from the Conjurations
   spell folder.<br>
 * Added new Ignite Poison vfx that avoids displaying a red flash
   constantly as one casts a spell- while this is less dramatically visible
   than such a choice, it's also far less confusable than the current
   settings default of red flashes being used for being at low HP.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f44f866f0">0f44f866f0</a> | 2025-04-18 14:02:39 -0500 | gammafunk</pre>
Changelog updates (through 9efba704ed)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9efba704ed">9efba704ed</a> | 2025-04-18 03:17:37 -0230 | yrdzrfxndfvh</pre>
Add missing Zig pillar traps (#4475)<br>"Adds zig pillars for the remaining traps that have yet to be used there.
All pillars have a weight of 5 and [use megazig_zot_traps()].<br>
* ziggurat_pillar_centre_dissolved: Places a few devourer's traps, as
  well as an entropy weaver. After the first zig, replaces more statues
  and empty floor with traps.<br>
* ziggurat_pillar_centre_exhaustion: Places an archmage's trap, plus
  a [deep elf annihilator or draconian annihilator]. Starting from Zig+1,
  it instead places an ancient or dread lich and can put additiona
  archmage traps.<br>
* ziggurat_pillar_centre_mighty_misfortune: Places a harlequin's trap or
  tyrant's trap. These were originally two separate pillars, but as they
  basically do the same thing I decided to merge them into one.<br>
* ziggurat_pillar_centre_nasty_nets: Places one or more net traps,
  surrounded by a variable amount of iron grates. Limited to only place
  after zig:10 to avoid zig dippers being instantly netted and killed by
  a pan lord or something."<br>
[Committer's notes: As per usual, Zigs are allowed to use contents
otherwise reserved for specific parts of the game, so these vaults are
fine.<br>
I replaced banishers with annhilators since the former have poor chances
to affect people in Zigs, took out the variation floor tiles since some
of the floor looks kinda weird versus the repurposed Vaults floor, made
additional net traps require more than one Zig as the PR itself ponders
about, and commented out the feature redefinitions for now until we can
figure out why there are description bugs for such. I'd like to revise
our current zig floor and wall tiles eventually rather than have the
occasional splash from elsewhere strangely only affect the pillars
(surely we could do some quick work for given floor themes?...) but it'll
have to wait until I've spent more time on walls and floors for other
places, like V and extended.<br>
Closes #4475.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=663a9828c5">663a9828c5</a> | 2025-04-17 23:06:32 -0400 | nicolae-carpathia</pre>
Add more decor vaults to Lair (#4107)<br>Add more decor vaults to Lair. Main themes:
- Ruined remnants of human habitation (statues, dry fountains, etc.)
- Beast attacks (blood, skeletons, etc.)
- Vegetation (trees, plants, bushes, fungi, etc.)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa014feb8f">aa014feb8f</a> | 2025-04-17 22:16:23 -0230 | regret-index</pre>
A wide variety of different tiles (LemurRobot)<br>Seperate tiles each for sewer exit portals, randart troll leather armour,
weakness stinger mutation, and honeycomb talismans (now hive talismans).<br>
 * The Sewer exit submission was remixed with ontoclasm's Sewer entrance
   tile to properly imply pipes inside rather than outside the Sewer.<br>
 * The troll leather armour randart tile was recoloured to primarily
   resemble regular troll leather armour with differing highlights, and
   made larger to not seem overly small compared to the current plain
   troll leather armour through fur extensions from roctavian's troll
   monsters and Sastreii's death yaks.<br>
 * The weakness stinger mutation icon was heavily edited to provide three
   discrete levels of the mutation (following the absence of a stinger in
   its first level and weakness only applied in the third), as well as
   given colour highlights akin to the style used for horn and antennae
   mutations.<br>
 * The hive talisman replacement, while good for being more directly
   representative, was very understated for a talisman and over-emphasized
   the cords present on the placeholder tile. With the cord removed, I
   combined pieces from Denzi's royal jellies, Sastreii's flux talismans,
   ontoclasm's sewer entrance / exit plus Control Teleport spell to flesh
   out the tile some more.
   * As an actual hive rather than a honeycomb, I'm naming them to hive
     talismans in this commit- while the majority of the new talismans
     don't precisely match form name and talisman name, it's still present
     enough that it should probably be fine to switch just for the sake of
     having a decent enough talisman tile.<br>
Also placed into the unused folders:<br>
 * An incomplete set of talisman randart tiles: until the full set is
   complete, it is unfortunately better off to not single out talisman
   randarts for a limited portion of talisman types. I'll probably finish
   off the rest of the set with the further talisman work planned for
   0.34.<br>
 * Fountains of ectoplasm were planned and requested for Necropolis in
   its early stages of consideration before fountains got a long list of
   god-specific flavour messages. I'd still like to do these too, but
   such lengthy messages are a bit of a low priority.<br>
 * A couple of tiles for concepts that were later abandoned (like
   arctic jackrabbit form), wrong for their desired context (a tile for
   for solar embers that was too solid-looking, a phalanx beetle that
   lacked phalanx shields), or are unviable entirely (tentacles are far
   too much of a mess to add other multi-tile monsters in the same style).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20824f1994">20824f1994</a> | 2025-04-17 19:46:20 -0400 | patrick</pre>
Add some themed little-v vaults to big-V Vaults<br>Most of them are using the themes regret-index whipped up a while back,
but a few have more bespoke themes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e704a0356">8e704a0356</a> | 2025-04-17 21:05:00 -0230 | DracoOmega</pre>
Fix lua tests being unable to end<br>They were defeated by the new quit prompt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9835b1d13d">9835b1d13d</a> | 2025-04-17 20:13:43 -0230 | DracoOmega</pre>
Don't terrify your own allies as a werewolf (midn8)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f3c248699">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1450-g7f3c248699.zip">here</a>.]]></description>
            <pubDate>Sat, 19 Apr 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1445-g663a9828c5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1445-g663a9828c5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=663a9828c5">663a9828c5</a> | 2025-04-17 23:06:32 -0400 | nicolae-carpathia</pre>
Add more decor vaults to Lair (#4107)<br>Add more decor vaults to Lair. Main themes:
- Ruined remnants of human habitation (statues, dry fountains, etc.)
- Beast attacks (blood, skeletons, etc.)
- Vegetation (trees, plants, bushes, fungi, etc.)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa014feb8f">aa014feb8f</a> | 2025-04-17 22:16:23 -0230 | regret-index</pre>
A wide variety of different tiles (LemurRobot)<br>Seperate tiles each for sewer exit portals, randart troll leather armour,
weakness stinger mutation, and honeycomb talismans (now hive talismans).<br>
 * The Sewer exit submission was remixed with ontoclasm's Sewer entrance
   tile to properly imply pipes inside rather than outside the Sewer.<br>
 * The troll leather armour randart tile was recoloured to primarily
   resemble regular troll leather armour with differing highlights, and
   made larger to not seem overly small compared to the current plain
   troll leather armour through fur extensions from roctavian's troll
   monsters and Sastreii's death yaks.<br>
 * The weakness stinger mutation icon was heavily edited to provide three
   discrete levels of the mutation (following the absence of a stinger in
   its first level and weakness only applied in the third), as well as
   given colour highlights akin to the style used for horn and antennae
   mutations.<br>
 * The hive talisman replacement, while good for being more directly
   representative, was very understated for a talisman and over-emphasized
   the cords present on the placeholder tile. With the cord removed, I
   combined pieces from Denzi's royal jellies, Sastreii's flux talismans,
   ontoclasm's sewer entrance / exit plus Control Teleport spell to flesh
   out the tile some more.
   * As an actual hive rather than a honeycomb, I'm naming them to hive
     talismans in this commit- while the majority of the new talismans
     don't precisely match form name and talisman name, it's still present
     enough that it should probably be fine to switch just for the sake of
     having a decent enough talisman tile.<br>
Also placed into the unused folders:<br>
 * An incomplete set of talisman randart tiles: until the full set is
   complete, it is unfortunately better off to not single out talisman
   randarts for a limited portion of talisman types. I'll probably finish
   off the rest of the set with the further talisman work planned for
   0.34.<br>
 * Fountains of ectoplasm were planned and requested for Necropolis in
   its early stages of consideration before fountains got a long list of
   god-specific flavour messages. I'd still like to do these too, but
   such lengthy messages are a bit of a low priority.<br>
 * A couple of tiles for concepts that were later abandoned (like
   arctic jackrabbit form), wrong for their desired context (a tile for
   for solar embers that was too solid-looking, a phalanx beetle that
   lacked phalanx shields), or are unviable entirely (tentacles are far
   too much of a mess to add other multi-tile monsters in the same style).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20824f1994">20824f1994</a> | 2025-04-17 19:46:20 -0400 | patrick</pre>
Add some themed little-v vaults to big-V Vaults<br>Most of them are using the themes regret-index whipped up a while back,
but a few have more bespoke themes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e704a0356">8e704a0356</a> | 2025-04-17 21:05:00 -0230 | DracoOmega</pre>
Fix lua tests being unable to end<br>They were defeated by the new quit prompt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9835b1d13d">9835b1d13d</a> | 2025-04-17 20:13:43 -0230 | DracoOmega</pre>
Don't terrify your own allies as a werewolf (midn8)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c2cc81580">1c2cc81580</a> | 2025-04-17 20:05:34 -0230 | DracoOmega</pre>
Make it less possible to accidentally enter explode mode<br>While entering explore mode did require the user to type 'yes', several
less critical things in the game ask the player the same thing (such as
stepping on a Zot trap) and it is possible to overlook its significance
for something that cannot be taken back.<br>
So, to help with that, make the text you have to type in several cases more
explicit. Explore mode now requires typing 'explore', wizmode 'wiz', and
quitting 'quit'. (Other prompts using 'yes' been left alone for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a73bde240a">a73bde240a</a> | 2025-04-17 19:29:51 -0230 | DracoOmega</pre>
Correct a changelog error (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0521b7a92d">0521b7a92d</a> | 2025-04-17 19:29:51 -0230 | DracoOmega</pre>
Give a cast message for Small Mammals, Cactus Giant, and Horrible Things<br>Unlike almost all summoning spells, these never had any, and produced
absolutely no messages in the log for having cast them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a50f7344bf">a50f7344bf</a> | 2025-04-17 19:29:51 -0230 | DracoOmega</pre>
Fix Ironbound Mechanists trailing parts of their weapon behind in webtiles<br>This doesn't fix the underlying issue of not handling overlaps to the
bottom/right properly in webtiles (I tried for a while without success),
but compromises by making very small adjustments to the tile and its
weapon placement to prevent it from happening with its normal loadout.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c28b6298cb">c28b6298cb</a> | 2025-04-17 19:29:51 -0230 | DracoOmega</pre>
Make Vex trigger Trickster (astupidcat)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=663a9828c5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1445-g663a9828c5.zip">here</a>.]]></description>
            <pubDate>Fri, 18 Apr 2025 05:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1416-g02257cc75e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1416-g02257cc75e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=02257cc75e">02257cc75e</a> | 2025-04-16 23:50:07 -0500 | WizardIke</pre>
Fix an invalid comparator being passed to std::sort (#4481)<br>In `player_equip_set::get_forced_removal_list` we were passing a
comparator to std::sort that returns true for equal items, however, it
should return false.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=31484365da">31484365da</a> | 2025-04-16 19:22:57 -0500 | David Lawrence Ramsey</pre>
Add a few more "bland" names.<br>So that both male and female ones are covered.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3febebba9">a3febebba9</a> | 2025-04-16 21:30:14 -0230 | regret-index</pre>
Additional (mostly early) Necropolis tweaks<br>A little bit of conscientious adjustments before feature freeze, mostly.<br>
 - The D:5-7 Necropolis spawn chance has been reduced (from 3.5% per floor
   to 2.75%), since no matter the vault enemy tweaks players are still
   behind the curve versus the average player ghost. There are also plenty
   of other early portals as is, and there's a fair bit amount of deeper
   Necropolis vault options that have more variety to better highlight
   anyway.<br>
 - Gold counts in all Necropolis settings and the D:5-7 ghost rewards have
   been mildly increased, while the highest threats in D:5-7 ghost
   subvaults have been subdued a bit further.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d64c75d97">5d64c75d97</a> | 2025-04-16 18:55:41 -0500 | David Lawrence Ramsey</pre>
Add better orcification message for Po/Re.<br>Both messages only reference tusks, since neither species has ears.
Poltergeists don't have heads, either, but assume they have mouths of a
sort, since they can wail, drink potions, etc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e87b3136a9">e87b3136a9</a> | 2025-04-16 12:19:51 -0500 | David Lawrence Ramsey</pre>
Make Xom cast Sphinx Sisters through the player.<br>Instead of the now-removed-for-players Monstrous Menagerie.<br>
Closes #4485.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c690d8f9f">1c690d8f9f</a> | 2025-04-16 13:45:12 -0230 | DracoOmega</pre>
Lower ghost sticky flame damage, fix xv lying about it<br>xv claimed that sticky flame from an XL16 ghost did 2d6 damage, but this
was only the impact damage and the sticky flame debuff itself did ~2d16
per turn instead. The difference was even more disparate on higher level
ghosts (ie: XL27 claims 2d9, but did 2d25)<br>
This commit lowers the per-turn damage by ~33% and adjusts the impact
damage to match (so that xv will report it more accurately).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5c608351b7">5c608351b7</a> | 2025-04-16 13:45:12 -0230 | DracoOmega</pre>
Don't make aux attack misses claim the entire attack missed<br>This additionally caused rending blade to sometimes fail to trigger when
the attack hit, if it was followed by an aux attack which missed.<br>
As far as I can tell, the only other consumer of this value for players
is fsim (meaning the accuracy value of aux-having characters was always
slightly incorrect.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1bf55eccbc">1bf55eccbc</a> | 2025-04-16 13:45:12 -0230 | DracoOmega</pre>
Make Rending Blade much more reliable (and deal more damage)<br>While situations where rending blade was unable to find an attack path
when one clearly existed were a minority, they were still much too common,
to the point of making the spell feel fiddly and inconsistent. This commit
rewrites most of its pathing behavior entirely, in the hope of reducing
those confusing/frustrating scenarios to almost zero.<br>
It uses a very heavy-handed approach to do so, iterating all possible paths
from its present position (and, if necessary, from all adjacent positions).
I'm not altogether happy with how heavyweight this is, but it's the best
way to ensure that it almost always does a thing if the player could see a
way for it to do a thing.<br>
The blade can no longer 'store up' charge between turns to unleash in a
burst. This was intended to compensate for the 'unreliability' of the old
model, so that if it failed one turn, it might strike twice the next turn,
but was fairly unintuitive to players. Now it will either strike
immediately or not at all.<br>
Finally, the blade leashes to the player like a phalanx beetle instead of
drifting around at a distance, semi-randomly. (The latter sometimes helped
it find paths in the old model, but is no longer helpful.)<br>
In addition, the base damage of the blade has been raised, and the bonus
power per MP also raised.<br>
I'm not altogether happy with this state, and feel the spell could possibly
use a deeper redesign, but there's no time to devise, implement, and test
one so close to feature freeze. And this is definitely a more usable state
for the spell than what currently exists.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9079b5ed16">9079b5ed16</a> | 2025-04-16 05:17:18 -0230 | regret-index</pre>
Last major vault review for 0.33<br>Of note:<br>
 * Ironbound mechanists have been distributed around various mage and
   construct vaults in V, as well as some sprints. Sprozz and Nobody have
   also joined a bunch of sprints.<br>
 * Sprint III (The Ten Rune Challenge) has mildly less absurd monster
   HD / HP adjustments / spellset changes entirely unannounced in its
   monsters, as was highlighted by the recent explicit-xp-definition
   requirements for vault monsters work. It's truly a relic of an
   incredibly different era, with very few design changes outside of
   item / monster removals since its addition back in 0.8, and it's a
   pretty rough mess in countless ways I'm reluctant to spend much time
   heavily testing to properly fix-up; as such, there are no guarantees
   for me properly fixing up the rest of this Sprint.<br>
 * In the same capacity, I've done a brief go-over to Zigsprint, making
   its earliest sections less randomly horribly murderous and its later
   sections more evenly murderous. It probably needs a significant update-
   at minimum, splitting the sections to have a fifth difficulty setting-
   but this should help it feel a little less annoyingly, overly random
   in beginning threat levels.<br>
 * To help differentiate early portal rewards a bit more apart from one
   another being heavily focused on consumables, and to accommodate the
   very specific niches both have, Ossuaries now have a 15% chance to drop
   inkwell talismans and Bailies have a 10% chance to drop fortress
   talismans.<br>
 * Every Lair end vault now has a 10% chance to place a tier 2, 3, or 4
   talisman themed each vault and different between each vault, except for
   two small dragon ends which get a 7.5% chance each. (The protean-tier
   talismans are always placed randarts, as a bit of a consolation prize
   for it being late to see such.) There's a bit of a design quandry in
   terms of people wanting to stick with Shapeshifting versus the inherent
   variability in a roguelike benefitting not guaranteeing much for
   specific item drops throughout a run. Hopefully, between 035eff2 and
   this commit, there's at least some regular in-roads most games for
   shapeshifters sticking to talismans without being railroaded in single
   talisman choices throughout the game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1dfc6ad188">1dfc6ad188</a> | 2025-04-15 22:53:03 -0500 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=02257cc75e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1416-g02257cc75e.zip">here</a>.]]></description>
            <pubDate>Thu, 17 Apr 2025 05:44:29 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1407-g1dfc6ad188.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1407-g1dfc6ad188.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1dfc6ad188">1dfc6ad188</a> | 2025-04-15 22:53:03 -0500 | David Lawrence Ramsey</pre>
Add two more orc names.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7f1c8f71e">d7f1c8f71e</a> | 2025-04-15 19:36:38 -0230 | DracoOmega</pre>
Hopefully fix a monster Clockwork Bee crash<br>(I can't be sure this was the cause, but it looks like a *possible* cause.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4de08de1f5">4de08de1f5</a> | 2025-04-15 19:13:47 -0230 | DracoOmega</pre>
Make Summon Seismosaurus Egg spell targeter accurately show its range.<br>(And Hoarfrost Cannonade, while we're at it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b64755db65">b64755db65</a> | 2025-04-15 19:13:47 -0230 | DracoOmega</pre>
Fix summon spiders being unusable by Bound Soul<br>Missed by b498025, the former god argument was being passed as an argument
to spell fail, meaning the spell would fail if cast by any monster which
had a god. Broodmothers are godless, *but* bound souls always worship
Yred.<br>
(This also applied to Monstrous Menagerie for the same reason, until the
previous commit.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7156b827e1">7156b827e1</a> | 2025-04-15 19:13:47 -0230 | DracoOmega</pre>
Replace player Monstrous Menagerie with Sphinx Sisters (regret-index)<br>Menagerie was an 'okay' spell, but often felt fairly underwhelming to use
and its design was in some ways a remnant of its age. There were huge power
level differences between the results you could roll (lindwurm's ranged
spell did more than twice the damage of manticore's!) and sphinxes felt
mildly at odds, mechanically, with the other results. It wasn't awful, but
let's try repurposing some of the same design space to focus on the most
theoretically interesting result.<br>
Sphinx Sisters is a level 7 Summoning/Hexes spell that summons both a
sphinx maurader and a guardian sphinx in one cast. This gives the player a
wide spread of valuable hex effects, and their direct offense also has the
arguably interesting property that it gets worse the more other summons you
are using at the same time (as airstrike/af_airstrike do much less damage
the more crowded the area gets), potentially making them less desireable as
a 'just toss into the deathball' spell with clear upsides of its own.<br>
This is obviously much more powerful spell effect than the one it's
replacing, but in casual testing does not seem out of line with other level
7 dual-school summoning spells (or Horrible Things, which is still more
accessible to many people at level 8).<br>
Monstrous Menagerie remains as a monster spell, with Kirke's guardian
sphinx being downgraded to a sphinx marauder (as it was only upgraded
orginally out of a desire not to nerf the player spell).<br>
(And since it was trivial to do so, Sphinx Sisters works for ghosts out of
the box.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6129d6fd55">6129d6fd55</a> | 2025-04-15 14:08:51 -0500 | David Lawrence Ramsey</pre>
Fix shadowed variable warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2276e7c6bb">2276e7c6bb</a> | 2025-04-15 15:45:37 -0230 | DracoOmega</pre>
Don't require the seismosaur egg to have LoS to enemies (only the player)<br>Originally, the hatching condition only required that the egg itself be
able to see an enemy, but this leaked information to the player about
monsters around corners, so it was changed to *additionally* require the
monster to be in the player's LoS as well.<br>
But every now and again, this results in a scenario where the player can
see a monster but the egg cannot, and this may not be obvious (ie:
involving corners/pillars), leading to some player confusion about why the
egg isn't hatching.<br>
Given that there's already a proximity condition, the player's own LoS is
probably sufficient and the egg's no longer matters. This is a small buff,
but probably mostly a QoL improvement for edge cases.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=261e3f968d">261e3f968d</a> | 2025-04-15 15:45:37 -0230 | DracoOmega</pre>
Show a range indicator around seismosaurus eggs (Various)<br>To maybe help the player intuit how close is 'in-range' for the egg to be
able to hatch, the ground within 4 spaces of the egg now changes to a brown
rocky texture while the egg is alive (but only while the player can see
those tiles, to keep from polluting map memory forever....)<br>
Technically this can leak a bit of information about whether your egg is
still alive or not, but the living state of an egg that you can't even see
seems very unimportant in almost all cases.<br>
(Also, this indicator doesn't show up in water, but presumably players will
almost always have used it many times outside of water, to still have a
sense of its properties if at some point the whole range isn't indicated.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=620d4cdf13">620d4cdf13</a> | 2025-04-15 12:57:44 +0100 | Kate</pre>
Fix Qazlal worshippers missing Blastmote prompts<br>Closes #4467.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4986455a4a">4986455a4a</a> | 2025-04-14 20:42:26 -0500 | David Lawrence Ramsey</pre>
Make flux baubles properly display training info.<br>Do this the same way talismans with non-zero starting skill values do.<br>
Like similar code, it relies on the assumption that the only bauble form
available is flux form. There's no easy way to change that without
accounting for flux form's not having a talisman in a better way (its
talisman value of NUM_TALISMANS prevents the usual lookup), but this
will work for now.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1dfc6ad188">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1407-g1dfc6ad188.zip">here</a>.]]></description>
            <pubDate>Wed, 16 Apr 2025 05:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1398-g4986455a4a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1398-g4986455a4a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4986455a4a">4986455a4a</a> | 2025-04-14 20:42:26 -0500 | David Lawrence Ramsey</pre>
Make flux baubles properly display training info.<br>Do this the same way talismans with non-zero starting skill values do.<br>
Like similar code, it relies on the assumption that the only bauble form
available is flux form. There's no easy way to change that without
accounting for flux form's not having a talisman in a better way (its
talisman value of NUM_TALISMANS prevents the usual lookup), but this
will work for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=248d51f267">248d51f267</a> | 2025-04-14 19:19:07 -0500 | David Lawrence Ramsey</pre>
Add Forgecraft to _wanderer_role_skill_select().<br>Since that function accounted for all magic skills except that one.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ad1b89dd9">7ad1b89dd9</a> | 2025-04-14 17:33:49 -0500 | hellmonk</pre>
fix spriggan rider exp<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb33ccb6fc">bb33ccb6fc</a> | 2025-04-14 16:37:23 -0500 | hellmonk</pre>
Fix vampire bloodprince exp<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adfce065ad">adfce065ad</a> | 2025-04-14 15:40:15 -0500 | David Lawrence Ramsey</pre>
Add another Sprozz line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48063bec9d">48063bec9d</a> | 2025-04-14 15:22:09 -0500 | David Lawrence Ramsey</pre>
Properly make baubles turn on Shapeshifting.<br>Since they use that skill the same way talismans do.<br>
Closes #4483.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4463b9b3a">f4463b9b3a</a> | 2025-04-13 21:42:57 -0500 | WizardIke</pre>
Stop at target with damnation if doing so avoids allies (Kab) (#4448)<br>Other ranged weapons will stop at their target if doing so will avoid
hitting allies that are past their target, so damnation should to.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=562d655eb3">562d655eb3</a> | 2025-04-13 23:29:43 -0230 | DracoOmega</pre>
Fix Sprozz being able to use jewellery<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c73dd887b5">c73dd887b5</a> | 2025-04-13 20:55:33 -0500 | WizardIke</pre>
Fix a local tiles menu crash (#4453)<br>When more items were added to an existing menu and then the hovered over
item was updated the game would crash. This could happen when trying to
add an existing macro from the macro quick add menu or when searching
for a specific spell, hovering the mouse over the spell and then doing a
broader search that included the spell etc.<br>
The reason for the crash is that setting the hovered menu item was
accessing some rendering related data that isn't generated until the
next time we render.<br>
Fixes #4391<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53ce29fbc7">53ce29fbc7</a> | 2025-04-13 23:15:28 -0230 | DracoOmega</pre>
Fix monsters being unable to temper Hoarfrost Cannons (regret-index)<br>Hey, it could happen!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4986455a4a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1398-g4986455a4a.zip">here</a>.]]></description>
            <pubDate>Tue, 15 Apr 2025 05:44:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1392-gf4463b9b3a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1392-gf4463b9b3a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4463b9b3a">f4463b9b3a</a> | 2025-04-13 21:42:57 -0500 | WizardIke</pre>
Stop at target with damnation if doing so avoids allies (Kab) (#4448)<br>Other ranged weapons will stop at their target if doing so will avoid
hitting allies that are past their target, so damnation should to.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=562d655eb3">562d655eb3</a> | 2025-04-13 23:29:43 -0230 | DracoOmega</pre>
Fix Sprozz being able to use jewellery<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c73dd887b5">c73dd887b5</a> | 2025-04-13 20:55:33 -0500 | WizardIke</pre>
Fix a local tiles menu crash (#4453)<br>When more items were added to an existing menu and then the hovered over
item was updated the game would crash. This could happen when trying to
add an existing macro from the macro quick add menu or when searching
for a specific spell, hovering the mouse over the spell and then doing a
broader search that included the spell etc.<br>
The reason for the crash is that setting the hovered menu item was
accessing some rendering related data that isn't generated until the
next time we render.<br>
Fixes #4391<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53ce29fbc7">53ce29fbc7</a> | 2025-04-13 23:15:28 -0230 | DracoOmega</pre>
Fix monsters being unable to temper Hoarfrost Cannons (regret-index)<br>Hey, it could happen!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6ac00e180">f6ac00e180</a> | 2025-04-13 20:34:23 -0500 | WizardIke</pre>
Fix arrow animation sometimes sticking around to long (#4472)<br>When ctrl-clicking a spot on the map adjacent to you in local tiles, you
perform an attack. If this attack was with a ranged weapon, the arrow
animation would stick around until you took a different action.<br>
Fixes #4381<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=388da27881">388da27881</a> | 2025-04-13 22:29:59 -0230 | DracoOmega</pre>
Make some forgecraft allies have better timeout messages than "fades away"<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6f6b54981">a6f6b54981</a> | 2025-04-13 22:29:59 -0230 | DracoOmega</pre>
Fix grey draconians keeping their +5AC in forms that melded scales (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d25703c72">1d25703c72</a> | 2025-04-13 22:29:59 -0230 | DracoOmega</pre>
Don't have monsters check if they can swap with themselves<br>Which they usually can't, since they aren't higher HD than themselves!<br>
(I am not sure this has much practical effect, but it makes debugging some
interactions a little cleaner.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4cf1b8d64d">4cf1b8d64d</a> | 2025-04-13 22:29:59 -0230 | DracoOmega</pre>
Uncoglin-ify Ijyb<br>She was made a 'former' coglin when coglins were added, presumably in lieu
of having any actual coglins in the game, but her dialogue mostly didn't
fit them very well (in my opinion) and her mechanics didn't reflect their
core gimmicks in any way. Now that we have another coglin unique and
monster, I am returning her to her former description.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f25bf0be4a">f25bf0be4a</a> | 2025-04-13 22:29:59 -0230 | DracoOmega</pre>
New Unique: Sprozz, Inventive Apiarist<br>An earlygame coglin forgewright unique that casts Clockwork Bee and
Tempering (but has generally quite sad weapons and mediocre melee
themselves). The cast delay on bee does give the player a chance to try and
kill him first (or run away) but the bee will keep chase even as you do so
and Tempering could prove nasty if you let it hit you.<br>
Has a 50% chance of dropping a randbook containing clockwork bee and 1-2
other Forgecraft spells.<br>
Currently appears at the same depth as Amaemon, which may be a bit off,
though I'm not certain exactly how dangerous he will be in practice. Will
adjust again after some playtesting.<br>
(Tile by LemurRobot)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f4463b9b3a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1392-gf4463b9b3a.zip">here</a>.]]></description>
            <pubDate>Mon, 14 Apr 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1376-gbf948c632c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1376-gbf948c632c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf948c632c">bf948c632c</a> | 2025-04-13 00:23:18 -0500 | Hellmonk</pre>
Specify monster exp values directly (#4474)<br>Monster experience values relied on a very complicated formula that tried to
account for a large number of factors related to monster power. While it did
capture many of the aspects that make a monster more dangerous, it was
inaccurate enough that monsters needed an additional corrective factor to have
reasonable values. Since we're already specifying monster xp with an ad hoc
formula, it's simpler to just remove the formula and specify xp value directly
in most cases.<br>
Monster yaml files now allow the monster's base xp value to be set, and des
files can custom set exp (which should not be used except in sprint). Variable
xp remains for particularly complex monsters, like panlords, but with a simpler
formula. Derived undead reference the base monster's xp with a divisor.<br>
This change should not significantly affect total xp available in a game.<br>
---------<br>
Co-authored-by: gammafunk <gammafunk@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed448ded6d">ed448ded6d</a> | 2025-04-12 20:18:05 -0230 | regret-index</pre>
Octopode Flux Form tile, as was accidentally missed out<br>I forgot to export and package the image alongside the rest of other
images sent to DracoOmega in midst of the big Shapeshifting update, to the
point that 16aa5c7 listed tile credits for the parts of this octopode but
left the tile out itself. (A heavily modified explosion from the CC0
release of DUELYST 1, and an edit by Darby of Bloax's base octopode tile.)
Thus, I am adding it in.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=31d52f885e">31d52f885e</a> | 2025-04-12 12:54:51 -0500 | David Lawrence Ramsey</pre>
Add another Xom esteem adjective to artefacts.<br>And fix their alphabetical order.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cabfb930c9">cabfb930c9</a> | 2025-04-12 10:20:30 -0500 | WizardIke</pre>
Fix shape shifters losing their thrall status icon (Monkooky) (#4473)<br>When shape shifter vampire thralls changed shape they would incorrectly
lose their thrall status icon.<br>
Fixes #4386<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f361626b86">f361626b86</a> | 2025-04-12 09:57:48 -0500 | WizardIke</pre>
Fix blood for blood spawning orcs faster the faster your turns (#4471)<br>A turn that took 5 auts would spawn in twice the number of orcs that a
10 aut turn would spawn, resulting in 4 times as any orcs spawning per
aut. This change makes the average number of orcs spawned per aut the
same no matter how long your turns take. It keeps the same spawn rate if
you are taking turns of length 10 auts although this might need
adjusting as many melee characters can have an attack delay closer to 7
auts when getting blood for blood online which would spawn at about
twice the rate with the old system.<br>
This also fixes a crash that would sometimes occur as sometimes turns
can be cut short to 0 auts (e.g. when resting is interupted).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af07fd2aab">af07fd2aab</a> | 2025-04-12 09:30:37 -0230 | DracoOmega</pre>
Fix octopodes hiding equip in quill, medusa, and hive form (Graveyardigan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5025a402e">b5025a402e</a> | 2025-04-11 21:06:08 -0500 | gammafunk</pre>
Some changelog fixes<br>Ghouls were removed, so talk about Revenants and Poltergeists instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fcff2c720">9fcff2c720</a> | 2025-04-11 23:11:56 -0230 | DracoOmega</pre>
Fix skeletons of monsters without skeletons generating (Kab)<br>Either one of these two fixes is sufficient to make the problem go away,
but they both feel like they're probably supposed to be this way. (ie:
even if a change to fixup_zombie_type caused the bug to manifest, it only
makes sense to query the skeleton of the *original* monster type anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cf80d010f">7cf80d010f</a> | 2025-04-11 22:02:01 -0230 | regret-index</pre>
Give decorative floor a default tile for detection purposes<br>While it's useful for big question marks to distinguish the feature as
buggy if found by itself, showing question marks or fountains with
magic-mapping and Ashenzari gives a pretty strange impression for
otherwise working placement. As such, this adds a mildly fancy floor
tile of literal tiles, made from roctavia's white marble floors and
Sastreii's runelights and ontoclasm's detected item icon, to display
something that is still conspicuous but hopefully reasonably less
confusing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2974f4b71e">2974f4b71e</a> | 2025-04-11 21:08:20 -0230 | regret-index</pre>
Don't automatically draw rims around newer ghost-vortex monsters<br>It's not noticeable at all on the default D or V floor, but it looks
pretty awful on brighter floors like some Desolation entrances use to
try and outline the fading fuzzier outline parts of them. Thus, they
are being spared from automatically tile rim drawing.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bf948c632c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1376-gbf948c632c.zip">here</a>.]]></description>
            <pubDate>Sun, 13 Apr 2025 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1370-gb5025a402e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1370-gb5025a402e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5025a402e">b5025a402e</a> | 2025-04-11 21:06:08 -0500 | gammafunk</pre>
Some changelog fixes<br>Ghouls were removed, so talk about Revenants and Poltergeists instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fcff2c720">9fcff2c720</a> | 2025-04-11 23:11:56 -0230 | DracoOmega</pre>
Fix skeletons of monsters without skeletons generating (Kab)<br>Either one of these two fixes is sufficient to make the problem go away,
but they both feel like they're probably supposed to be this way. (ie:
even if a change to fixup_zombie_type caused the bug to manifest, it only
makes sense to query the skeleton of the *original* monster type anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cf80d010f">7cf80d010f</a> | 2025-04-11 22:02:01 -0230 | regret-index</pre>
Give decorative floor a default tile for detection purposes<br>While it's useful for big question marks to distinguish the feature as
buggy if found by itself, showing question marks or fountains with
magic-mapping and Ashenzari gives a pretty strange impression for
otherwise working placement. As such, this adds a mildly fancy floor
tile of literal tiles, made from roctavia's white marble floors and
Sastreii's runelights and ontoclasm's detected item icon, to display
something that is still conspicuous but hopefully reasonably less
confusing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2974f4b71e">2974f4b71e</a> | 2025-04-11 21:08:20 -0230 | regret-index</pre>
Don't automatically draw rims around newer ghost-vortex monsters<br>It's not noticeable at all on the default D or V floor, but it looks
pretty awful on brighter floors like some Desolation entrances use to
try and outline the fading fuzzier outline parts of them. Thus, they
are being spared from automatically tile rim drawing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a2417cb52f">a2417cb52f</a> | 2025-04-11 20:14:28 -0230 | regret-index</pre>
Tweak some unidentified randart descriptors<br>Specifically, "crude" makes a randart sound like it's of lower quality,
and is one of the most obviously clashing with the given fanciful randart
tiles. It's been replaced in its multiple uses with a variety of different
fancier synonyms for "glowing", to match "glowing" being a common
non-artefact un-identified equipment descriptor.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d3c52d3de1">d3c52d3de1</a> | 2025-04-11 20:14:28 -0230 | regret-index</pre>
Tweak a Xom bazaar banishment line (Undo, staticshock)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b443386b90">b443386b90</a> | 2025-04-11 10:56:59 -0500 | hellmonk</pre>
adjust a few vaults<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f222d5610f">f222d5610f</a> | 2025-04-11 08:11:08 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28318407f2">28318407f2</a> | 2025-04-10 22:28:46 -0500 | Isaac Clancy</pre>
Fix malign gateway not spawning its tentacle (caiman-dorohedoro)<br>We where giving eldritch tenacles a habitat of HT_FLYER instead of
HT_FLYER | HT_MALIGN_GATEWAY which was preventing them from spawning on
the tile containing the malign gateway.<br>
Fixes #4464
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed1b8474e7">ed1b8474e7</a> | 2025-04-10 18:30:58 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b5025a402e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1370-gb5025a402e.zip">here</a>.]]></description>
            <pubDate>Sat, 12 Apr 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1362-g28318407f2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1362-g28318407f2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28318407f2">28318407f2</a> | 2025-04-10 22:28:46 -0500 | Isaac Clancy</pre>
Fix malign gateway not spawning its tentacle (caiman-dorohedoro)<br>We where giving eldritch tenacles a habitat of HT_FLYER instead of
HT_FLYER | HT_MALIGN_GATEWAY which was preventing them from spawning on
the tile containing the malign gateway.<br>
Fixes #4464
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed1b8474e7">ed1b8474e7</a> | 2025-04-10 18:30:58 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54c7f790d0">54c7f790d0</a> | 2025-04-10 18:29:35 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e84ffcc68e">e84ffcc68e</a> | 2025-04-10 18:25:17 -0500 | David Lawrence Ramsey</pre>
Add another goblin sharper line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30b3e4ad61">30b3e4ad61</a> | 2025-04-10 18:07:56 -0230 | regret-index</pre>
Further changelog updates (through 41512545)<br>Some days late on the big talisman overhaul, but I did have a few more
monsters to fit into the version (and still might have a few more).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41512545bd">41512545bd</a> | 2025-04-10 17:43:11 -0230 | regret-index</pre>
Let Xom confuse non-living and plant xp-granting monsters<br>75e0785 tried to prevent decorative plants, battlespheres, and other
spell-extensions from being confused by Xom by checking holiness, which
misses plenty of monsters that are reasonable to confuse (and can still
be confused by e.g. Confusing Touch) like gargoyles or oklob plants.
With 62137d7 providing a singular clean check for not-really-real
monsters, we can just use that instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f081bcc90c">f081bcc90c</a> | 2025-04-10 17:43:11 -0230 | regret-index</pre>
Bring back hippogriffs with new gimmicks for Bailies<br>Hippogriffs were removed in fc24509 for being very plain melee-only
monsters. In the spirit of the previous commit adding wyvern-riders to
Bailies and 5e5e084 returning crocodiles for early portal purposes with
new gimmicks, I'm reviving these heraldric beasts for use in some of the
underperforming axe bailies. In this position, their description gives the
explicit status of them as both mascot and guard dog, and they are also
given the following two new and old gimmicks:<br>
 * A new spell, Beckoning Gale. This smiting attack does low, AC-checking
   irresistable damage and pulls the target forward up to two tiles, if
   possible. This should reduce somewhat reduce the capacity for
   approaching weaker bailies through constant retreat, defeating the
   entire effect of an organized fortress, while also serve as a
   reasonable stepping-stone between Sewer crocodiles and Ice Cave reapers
   and Swamp alligators / swamp worms. (It is also part of continued
   attempts to make Air feel like an element with reasonable
   manifestations throughout the game relative to other elements.)<br>
 * Warning Cry, as we're possibly stretching a little thin (putrid
   mouths? bunyips?) but which otherwise reasonably fits them pulling
   players forward into worse positions and their new guard-pet flavour,
   as well as reducing their approaching speed and Beckoning Gale cast
   rate both.<br>
Naturally, as with the previous commit, this comes with more fix-ups to
the bailey.des file and some adjustments of their underperforming new
home layouts. They otherwise are not returning to standard D, Lair, or
Shoals spawns- it'd defeat the point of making portals differ from their
branches to share them in D, in Lair they're individually unimpressive
monsters that have no guarantee to find other monsters, and Shoals has
plenty enough movement control gimmicks as is. They do, however, get to
place in their old special_room_mythical_zoo placement, finally getting
rid of the not-exactly-storied hell rat from the list and letting it have
something unique to stand out with. In the future, they might fit the
occasional Necropolis portal-themed ghost vault, too.<br>
The hippogriff tile further adjusts roctavian's edits to Denzi's
hippogriff tile. The Beckoning Gale icon uses a CC0 spell icon by
frosty_rabbid combined with PleasingFungus's Lesser Beckoning icon, and
the vfx alters Denzi's old Airstrike icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=506a72f698">506a72f698</a> | 2025-04-10 17:43:11 -0230 | regret-index</pre>
New monster: goblin riders (of wyverns), for bailies<br>Bailies somewhat continue the trend of older Sewers in mostly containing
monsters from nearby floors plus the trend of older Ossuaries having very
little for unique features or mechanics. While they get to abuse equipment
to brandish reaching / cleaving / boomerangs as well as orc knights, they
don't have a lot else that isn't very map specific (and even then, most of
those don't try to push very hard on novel mechanics, just on monsters a
bit deeper into the Dungeon past Bailey depth). A little bit of additional
variety can go a long way here.<br>
Goblin riders ride wyverns, a heraldic beast chosen to try and liven up
the relatively singular military flavour of bailies, as well as a monster
that has always been somewhat bland as a breathless faux-dragon (later
than current steam dragons) or fast melee monster (near bullfrog and water
moccasin depth). Goblins have been chosen to ride them half to prop up
the current unavoidable usage of them as D:1-4 enemies in a D:7-10 portal,
and half to expand player coglin flavour a little bit further in the form
of goblins trying all sorts of means to gain additional power.<br>
(Mechanically, they function in the same capacities as spriggan riders;
spear-wielding flying fast monsters bulkier than the base of either, which
can spawn either on death. This gets to deploy a straightforward and
established mechanic quite far away from its other use, while not being
super difficult to parse overall. They're between orc warriors and orc
knights in stats otherwise, and appear in most of the non-over-arching
gimmick polearm bailies to help strengthen ones with underperforming
killstats or weaken ones with overperforming killstats. They also get some
sparse use in some large goblin-plus-other-monster D vaults, since this is
still a somewhat low count otherwise.<br>
While I'm here, the vampire bailey has been moved to axes and gets
wyvern zombies; it's been underperforming since ebf5b86, there are
fairly more polearm bailies than axe bailies, vampires had equal apts
in both weapon types, and it can match the deployment of goblin
rider and the Order of the Dragon without needing to do a fair bit of
work to make goblin rider derived undead tiles work.)<br>
Their tile combines ontoclasm's wyvern tile, roctavian and Sastreii's
goblin tile, and roctavian's edits of ontoclasm's spriggan rider tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a9280516a">5a9280516a</a> | 2025-04-10 17:33:14 -0230 | Isaac Clancy</pre>
Fix floor tiles sometimes spawning instead of electric eels (steves)<br>When placing an electric eel, if there isn't any water near by it
should place water and then place the eel in the water. However, it was
placing a floor tile instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f942cfc08c">f942cfc08c</a> | 2025-04-10 17:16:56 -0230 | DracoOmega</pre>
Fix werewolf howl being noiseless and working while silence (Ge0FF)<br>It now makes as much noise as a regular shout, which is fairly loud for
something that can happens a lot, but probably makes more thematic sense,
at least.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=28318407f2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1362-g28318407f2.zip">here</a>.]]></description>
            <pubDate>Fri, 11 Apr 2025 05:45:30 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1343-gd632a87c15.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1343-gd632a87c15.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d632a87c15">d632a87c15</a> | 2025-04-09 23:56:47 -0500 | hellmonk</pre>
Untweak merfolk aptitudes.<br>Merfolk's longblade and polearm apts were changed to give them more weapon
variety pretty much immediately before long blades were made to scale with
dexterity instead of strength. The stat changes encouraged the same thing,
since dex works with merfolk's huge dodging apt, so long blades became
dominant. So let's revert the apt change and try once again to strike a
balance; longblades back to +1 and pole back to +4. This reverts 15338bc.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b23fe84fff">b23fe84fff</a> | 2025-04-09 23:55:23 -0500 | hellmonk</pre>
update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d68d41625">8d68d41625</a> | 2025-04-09 23:51:26 -0500 | Paperbell</pre>
Fix "Aiming Wall Jump instantly removes constriction" (#4460)<br>The constriction removal now happens after the targeting and checking
for exclusions.<br>
Closes #4456<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e720cd608b">e720cd608b</a> | 2025-04-10 00:07:15 -0230 | DracoOmega</pre>
Prevent kraken simulacra from walking into land. (Various)<br>8ec9f77 effectively converted all simulacras habitat into normal
amphibious, allowing kraken simulacra to leave deep water. A couple vaults
use these in ways that could be excessively dangerous, so I'm
special-casing to toss them back in again.<br>
After a little discussion, I think spectral and bound kraken can be allowed
to leave the water (it always felt rather silly that they couldn't, despite
being non-physical and flying) and temporarily disable the one vault that
uses them early enough for this to be a potential problem until Index can
review and adjust it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d869b6020">0d869b6020</a> | 2025-04-09 23:21:56 -0230 | DracoOmega</pre>
Fix a few things ignoring item-based/temporary monster flight (WizardIke)<br>An accidental oversight caused by 238f98a3a70114a0d7. Now, mons_habitat
will automatically include any source of flight.<br>
(And prune another bit of code that should now be unnecessary.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e7bcb65c5">2e7bcb65c5</a> | 2025-04-09 22:47:57 -0230 | DracoOmega</pre>
Allow ?summoning to make monsters over lava (WizardIke)<br>RANDOM_COMPATIBLE_MONSTER's type was only resolved to a real monster after
create_monster() had already searched for a compatible place to summon it
and the habitat it defaulted to wouldn't allow it to exist over lava (it
basically considered it a giant land monster, so deep water was okay, but
not lava).<br>
This meant that even in places where ?summoning had a high chance of making
a flier, if the player was surrounded by lava, nothing would be produced at
all. Instead, resolve the random monster type *first* and then look for a
place to put it.<br>
(I don't *think* anything meaningfully relies on the current ordering, and
monsters placed by vaults and level gen do not use create_monster() at all,
as best I can tell, so this probably has little effect outside of shadow
creatures.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f562faade5">f562faade5</a> | 2025-04-09 22:47:57 -0230 | DracoOmega</pre>
Shrink broodmothers to keep them from swimming.<br>This is mostly to improve UI behavior regarding Sack of Spiders (where it
was the only result that could survive deep water) and isn't expected to
have a major impact otherwise. (Nothing they summon could swim anyway.)
Naga and anyone in serpent form will perhaps be happier by a minuscule
amount.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09dec714be">09dec714be</a> | 2025-04-09 22:47:57 -0230 | DracoOmega</pre>
Refactor summon space checks, add a few more, fix oddities<br>This refactors the checks for 'enough room to summon a monster' added by
f2a3531c2594a0d with the intent of reducing boilerplate, by wrapping the
error message and bundling stop_summoning_prompt() together with it into a
single player_summon_check() function that can be used succinctly.<br>
It also adds these checks to a number of evokers - sack of spiders, horn of
Geryon, box of beasts, and phantom mirror. In the process, it also fixes
some oddities with a couple of these. If the sack or box failed to create
a monster (but *not* the horn!) failed to produce a monster, it would not
take any time nor use up the evoker charge. But this was a real attempt,
so if the player had any chance at all of making broodmothers, they could
infinitely use the sack over deep water and fail for 'free' until rolling
high enough to get one.<br>
Now, alas, an evoker failing to do anything still uses up the charge to
prevent these sort of shenanigans (but the game should be much better at
preventing the player from doing so in the vast majority of cases).<br>
A few god abilities also get summon checks - Infernal Servant for space
and Infernal Legion / Blood for Blood for damaging auras.<br>
Finally, fix Sphere of Battle not appearing while the player is maintaining
a damaging aura like Polar Vortex (which couldn't even hurt it!) while also
no longer spamming mysterious messages every turn that it wasn't able to
summon one due to a lack of space.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=238f98a3a7">238f98a3a7</a> | 2025-04-09 22:37:28 -0230 | DracoOmega</pre>
Allow mons_class_habitat to return HT_FLYER<br>Instead of having multiple different callers of this function manually
check flying status afterward and add HT_FLYER onto the return value
themselves.<br>
It's now in the same category as 'considering giant monsters amphibious for
most purposes' (with the ability to ignore this to look at 'core' habitat,
if desired.)<br>
This also fixes an issue with f2a3531c259 where the checks for flying
summons did not properly account for them flying.<br>
I am... not 100% sure this doesn't have unexpected effects on some part of
code that doesn't expect flying monsters to have HT_LAVA, but I didn't see
anything obvious upon looking into it, and it feels like a cleaner way to
use our new habitat bitflags.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2a3531c25">f2a3531c25</a> | 2025-04-09 22:34:28 -0230 | Isaac Clancy</pre>
Don't waste a turn when summoning with no space (NormalPerson7)<br>When trying to summon a creature where you can't see any available
space to place it, don't spend a turn or any resources.<br>
Fixes #3837
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d632a87c15">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1343-gd632a87c15.zip">here</a>.]]></description>
            <pubDate>Thu, 10 Apr 2025 05:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1320-g83d59caeef.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1320-g83d59caeef.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83d59caeef">83d59caeef</a> | 2025-04-08 13:59:49 -0500 | David Lawrence Ramsey</pre>
Fix DES typo (caiman-dorohedoro).<br>Closes #4457.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9e0ece63c4">9e0ece63c4</a> | 2025-04-07 22:43:06 -0230 | DracoOmega</pre>
Tweak Shapeshifter starting kit (various)<br>Give them back their potion of lignification, which serves a different role
than flux baubles (since the latter isn't helpful on D:1).<br>
Reduce the number of flux baubles from 4->3 (but increase the duration of
each by ~12%).<br>
And finally, let them start with 2 Fighting skill instead of 1 (which is
pretty standard for backgrounds we expect to start the game by hitting
things.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09812d1b2c">09812d1b2c</a> | 2025-04-07 22:36:17 -0230 | DracoOmega</pre>
Sort talismans/baubles slightly later in the inventory menu<br>They appear at the top of the screen when eVoking items, even though they
are probably used much less frequently than wands are. Probably it would
be better if they were listed afterward instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ac7d70a2f">3ac7d70a2f</a> | 2025-04-07 22:30:06 -0230 | DracoOmega</pre>
Say that temporary terrain is 'temporary' rather than 'summoned'<br>The latter made sense for Summon Forest (and is arguable for several other
sources of temporary terrain), but is a bit silly for rime yaks. Just
saying it's temporary feels more general to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8654e4a82">a8654e4a82</a> | 2025-04-07 22:28:07 -0230 | DracoOmega</pre>
Allow digging frigid walls (dilly)<br>To be clear, this doesn't allow digging through metal walls that have been
frozen. Just doesn't prevent the player from digging through rock their
rime yak has been fighting near.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4083e643d">a4083e643d</a> | 2025-04-07 22:06:39 -0230 | DracoOmega</pre>
Don't let various clouds override blastmotes (Silken)<br>0d4b2e2 changed blastmotes to be overridable by every other cloud so that
players couldn't place one and stand on it to be 'immune' to incoming
hostile clouds for as long as they didn't move, but 3537ca1 shortly
thereafter made blastmotes explode on the player if they stood still,
removing almost any need for the former commit. Exploding yourself every
single turn is not great catoblepas protection!<br>
In fact, blastmotes being so overwritable meant that you couldn't even cast
blink without immediately replacing the clouds with nothing (since the
translocation cloud would overwrite it!). So let's just revert this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f4cc31479">5f4cc31479</a> | 2025-04-07 21:59:43 -0230 | DracoOmega</pre>
Fix tengu talons being melded in all forms (including no form!) (Taran)<br>6e34e43 refactored the logic previously used to prevent species without
feet from mutating hooves/talons, but alas tengu were not considered to
*have* feet, so their talons were just permanently suppressed for the lack
of them.<br>
But they have something 'close enough' to feet, so let's just remove this
flag.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b0afb21ba">4b0afb21ba</a> | 2025-04-07 21:22:25 -0230 | Isaac Clancy</pre>
Rework habitats<br>Store habitats as a bit mask of the different terrain categories
monsters of that habitat can survive on. This lets us easily check of
one habitat is more restrictive than another or if a monster can survive
on a category of terrain e.g. land, water, shallow water or deep water
etc.<br>
[Committer's note: Fixed a minor bug with wizmode listing of monster
 habitats, removed unused random_monster_at_grid() function and simplified
 code supporting it.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dec1508c23">dec1508c23</a> | 2025-04-07 16:46:52 -0500 | gammafunk</pre>
Fix an item spec in a vault (Lici the Crawler)<br>In the vault gammafunk_dig_for_victory, when identification was
simplified in 008097b4, the pre_id statement was added to the wand
specification without a space. This broke the charge specification.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0db3892cde">0db3892cde</a> | 2025-04-07 19:06:13 -0230 | DracoOmega</pre>
Fix amorphous players not being net-immune (cool3)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=83d59caeef">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1320-g83d59caeef.zip">here</a>.]]></description>
            <pubDate>Wed, 09 Apr 2025 05:44:36 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1319-g9e0ece63c4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1319-g9e0ece63c4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9e0ece63c4">9e0ece63c4</a> | 2025-04-07 22:43:06 -0230 | DracoOmega</pre>
Tweak Shapeshifter starting kit (various)<br>Give them back their potion of lignification, which serves a different role
than flux baubles (since the latter isn't helpful on D:1).<br>
Reduce the number of flux baubles from 4->3 (but increase the duration of
each by ~12%).<br>
And finally, let them start with 2 Fighting skill instead of 1 (which is
pretty standard for backgrounds we expect to start the game by hitting
things.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09812d1b2c">09812d1b2c</a> | 2025-04-07 22:36:17 -0230 | DracoOmega</pre>
Sort talismans/baubles slightly later in the inventory menu<br>They appear at the top of the screen when eVoking items, even though they
are probably used much less frequently than wands are. Probably it would
be better if they were listed afterward instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3ac7d70a2f">3ac7d70a2f</a> | 2025-04-07 22:30:06 -0230 | DracoOmega</pre>
Say that temporary terrain is 'temporary' rather than 'summoned'<br>The latter made sense for Summon Forest (and is arguable for several other
sources of temporary terrain), but is a bit silly for rime yaks. Just
saying it's temporary feels more general to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8654e4a82">a8654e4a82</a> | 2025-04-07 22:28:07 -0230 | DracoOmega</pre>
Allow digging frigid walls (dilly)<br>To be clear, this doesn't allow digging through metal walls that have been
frozen. Just doesn't prevent the player from digging through rock their
rime yak has been fighting near.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4083e643d">a4083e643d</a> | 2025-04-07 22:06:39 -0230 | DracoOmega</pre>
Don't let various clouds override blastmotes (Silken)<br>0d4b2e2 changed blastmotes to be overridable by every other cloud so that
players couldn't place one and stand on it to be 'immune' to incoming
hostile clouds for as long as they didn't move, but 3537ca1 shortly
thereafter made blastmotes explode on the player if they stood still,
removing almost any need for the former commit. Exploding yourself every
single turn is not great catoblepas protection!<br>
In fact, blastmotes being so overwritable meant that you couldn't even cast
blink without immediately replacing the clouds with nothing (since the
translocation cloud would overwrite it!). So let's just revert this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f4cc31479">5f4cc31479</a> | 2025-04-07 21:59:43 -0230 | DracoOmega</pre>
Fix tengu talons being melded in all forms (including no form!) (Taran)<br>6e34e43 refactored the logic previously used to prevent species without
feet from mutating hooves/talons, but alas tengu were not considered to
*have* feet, so their talons were just permanently suppressed for the lack
of them.<br>
But they have something 'close enough' to feet, so let's just remove this
flag.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b0afb21ba">4b0afb21ba</a> | 2025-04-07 21:22:25 -0230 | Isaac Clancy</pre>
Rework habitats<br>Store habitats as a bit mask of the different terrain categories
monsters of that habitat can survive on. This lets us easily check of
one habitat is more restrictive than another or if a monster can survive
on a category of terrain e.g. land, water, shallow water or deep water
etc.<br>
[Committer's note: Fixed a minor bug with wizmode listing of monster
 habitats, removed unused random_monster_at_grid() function and simplified
 code supporting it.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dec1508c23">dec1508c23</a> | 2025-04-07 16:46:52 -0500 | gammafunk</pre>
Fix an item spec in a vault (Lici the Crawler)<br>In the vault gammafunk_dig_for_victory, when identification was
simplified in 008097b4, the pre_id statement was added to the wand
specification without a space. This broke the charge specification.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0db3892cde">0db3892cde</a> | 2025-04-07 19:06:13 -0230 | DracoOmega</pre>
Fix amorphous players not being net-immune (cool3)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1fbd1fdd8">a1fbd1fdd8</a> | 2025-04-07 16:21:44 -0500 | David Lawrence Ramsey</pre>
Update manual for gnolls' treasure sense.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9e0ece63c4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1319-g9e0ece63c4.zip">here</a>.]]></description>
            <pubDate>Tue, 08 Apr 2025 05:45:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1298-gc88dc84941.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1298-gc88dc84941.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c88dc84941">c88dc84941</a> | 2025-04-07 02:53:54 -0230 | DracoOmega</pre>
Fix rime yak frigid wall damage being buggily high (hellmonk)<br>The overriden get_special_damage function was a ghost brought back by the
rebasing I did prior to pushing to master, and corresponded to an earlier
implementation that used these numbers very differently. But it was causing
the game to ignore the damage formula specified in the form yaml (and
resulting in something like double the intended damage!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5438af56c9">5438af56c9</a> | 2025-04-06 17:17:04 -0500 | David Lawrence Ramsey</pre>
Replace random artefact -Cast with *Silence.<br>Since -Cast shouldn't occur on random artefacts anymore.<br>
Closes #4449.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c94a1da995">c94a1da995</a> | 2025-04-06 19:12:42 -0230 | DracoOmega</pre>
Tweak default form name gen, improve wizmode form change command<br>Wizmode now lists forms in alphabetical order instead of enum order (which
was increasingly hard to find anything in now), as well as hiding more
deprecated forms.<br>
Underscores should no longer show up in a handful of form names when viewed
on % (eg: "rime_yak-form"). I've opted to shorten some two word names into
one (eg: "yak-form") which is a little less specific, but reads better than
"rime yak-form" to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6f76e6a27">b6f76e6a27</a> | 2025-04-06 19:12:42 -0230 | DracoOmega</pre>
Fix protean talismans falsely claiming they need 7 skill (various)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f92b08d944">f92b08d944</a> | 2025-04-06 19:12:42 -0230 | DracoOmega</pre>
Fix Breathe Rust missing an in-game description (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e46acfb542">e46acfb542</a> | 2025-04-06 16:24:54 -0500 | David Lawrence Ramsey</pre>
Add another philosophy name to artefact weapons.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=913ef12283">913ef12283</a> | 2025-04-06 16:13:28 -0500 | hellmonk</pre>
Don't allow corner sniping with mcc<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed398bb5f6">ed398bb5f6</a> | 2025-04-06 15:35:00 -0500 | hellmonk</pre>
Nerf permafrost slightly (again)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=18e4f2ac3a">18e4f2ac3a</a> | 2025-04-06 15:29:52 -0500 | hellmonk</pre>
Raise death form skill req.<br>Pending broader rework that won't make this version.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=459ca9329c">459ca9329c</a> | 2025-04-06 15:14:53 -0500 | hellmonk</pre>
update comments<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c88dc84941">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1298-gc88dc84941.zip">here</a>.]]></description>
            <pubDate>Mon, 07 Apr 2025 05:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1280-gfc8086f953.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1280-gfc8086f953.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc8086f953">fc8086f953</a> | 2025-04-06 00:12:28 -0500 | gammafunk</pre>
Fix a DES typo<br>In gammafunk_necropolis_ghost_abyssal_escape, a condition meant to check
for placement in Snake erroneously looked for Shoals instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34aa4bc718">34aa4bc718</a> | 2025-04-06 02:13:18 -0230 | regret-index</pre>
Move sky beasts out of Y and into F<br>Nobody previously knew what a sky beast was, beyond "like an ice beast
that flies", itself a loose generic fantasy monster monster that was moved
somewhat questionably onto the 'Y' glyph alongside the other yaks and
elephants for being a simple non-carnivorous quadruped long ago. The sky
beast tile has moved from a vaguely-legged cloud (f20cd82), to a crackling
coatl (46161bd), to a very abstract cloudy ray (4a87d9e), to the current
feathered manta ray (f2ebe9a). The last of these as finally made it
somewhat coherent to parse also unfortunately clashes with its original
status long ago in bodyshape as derived undead tiles are assigned to it,
with it currently being shown as a winged quadruped if undead despite only
very briefly having legs compared to the last fifteen years.<br>
With F mostly established as 'Frogs and 'F'ish (electric eels will be
addressed eventually....), I am taking the opportunity to both make its
glyph and its derived undead shape a fish, as manta rays are. This is
possibly pushing the 'F'ish part of the glyph a little (mostly for being
the only one of them not fast), but it hopefully makes substantially more
sense than leaving it in the same space as yaks and elephants.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9e06e29dd">a9e06e29dd</a> | 2025-04-06 02:13:02 -0230 | regret-index</pre>
Partial vault review, Necropolis vs talismans edition<br>While I'd prefer to normally be fairly more comprehensive in these sorts
of vault reviews, most of this review is heavily aimed at the Necropolis
feedback over the past week or so since its addition: while the first
Necropolis range was bugged for half of that period due to 052fbde to
mostly place on D:4 and D:5, this emphasized that the conversion of ghost
vaults to Necropolis subvaults still was tailored pretty heavily towards
minimal rewards beyond ghost XP in the earliest depths.<br>
A variety of different approaches have been taken, as a result:<br>
 * Necropolis portals can no longer appear on D:4, now starting the
   earliest at D:5. Aside from nudging it a bit further away from
   Ossuary depth, this is meant to allow player backgrounds a bit
   more power relative to the D:5-7 monster set as well as get more
   consumables or spells enough to handle early ghosts. I'm a little
   sad this no longer keeps the earliest range exactly in Temple's
   depth range, but the shift should help with nudging down threat
   and nudging up rewards.<br>
 * New talismans appropriate to the flavour of various themed ghost
   subvaults (like element and spell-school match-ups, or newly golden
   dragon-coils for Gozag) have been added to vaults with relatively
   minimal rewards.<br>
 * Ghost subvaults that were mostly unthemed or undead-focused replace
   one stack of gold with randart weapons. These are mostly (but not
   always) reaping or spectral, and which lean towards non-endgame
   two-hander equipment, to try and mildly help out the current swing
   towards shields as well as to offer something else enticing and
   unknown beyond gold early without warping overall balance much.<br>
 * To match the 1/100 chance for the dancing chaos weapon Xom ghost
   vault to get the Mace of Variability, a fifth or so of the ghost
   subvaults get an additional 1/100 chance to explicitly place an
   item<br>
 * The most lethal early ghost subvaults have been nudged further down
   in difficulty when very early, especially
   gammafunk_[...]_berserking_beasts and regret_index_[...]_air_whorl.<br>
Alongside this, a handful of other large theme vaults and some shops
have been granted new talisman chances as would be appropriate.
Another vault review will be done before feature freeze for this 0.33
version, and some additional Necropolis subvaults that can accommodate
more talismans are likely to be made, but I would like to get further
feedback on the risk-reward status of Necropolis subvaults sooner.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=959a2634c1">959a2634c1</a> | 2025-04-06 02:07:06 -0230 | DracoOmega</pre>
Actually commit the changes I claimed I made to the last commit<br>Oops >.>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53fe09bee8">53fe09bee8</a> | 2025-04-06 02:00:11 -0230 | Isaac Clancy</pre>
Fix swapping between talisman of the same type<br>If one or both of the talisman are artifacts we need to change the
artifact properties applied to the player which we weren't doing.<br>
Fixes #4412<br>
[Committer's note: Fixed a conflict and edited a comment.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eed9a5f3f1">eed9a5f3f1</a> | 2025-04-06 01:53:43 -0230 | Isaac Clancy</pre>
Fix incorrect max magic after using artifact MP+ talisman<br>Activating an artifact talisman that gives max magic points wouldn't
increase your max magic points until the game was reloaded and
deactivating it would incorrectly increase your max magic points until
the game was reloaded.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ec457024c">8ec457024c</a> | 2025-04-05 20:55:12 -0230 | DracoOmega</pre>
Checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5232bdbd2e">5232bdbd2e</a> | 2025-04-05 20:30:45 -0230 | DracoOmega</pre>
Mildly improve Platinum Paragon's autotargeting (Oneirical)<br>It now realizes that it can't be placed over deep water/lava and will
select its default deployment position accordingly.<br>
In addition, if there is no habitable space adjacent to any enemy, it will
fall back on the nearest habitable space to the player, instead of the
player themselves (who it can never be cast on). This should make it mildly
smoother to use with the quiver.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0e6e5b276">a0e6e5b276</a> | 2025-04-05 19:25:46 -0230 | DracoOmega</pre>
Allow Fire Storm to spawn vorticies on any terrain<br>Instead of just plain floor for some reason.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b159af9e7">5b159af9e7</a> | 2025-04-05 19:21:08 -0230 | DracoOmega</pre>
Be more explicit about Medusa form's poisoning range (cfcfcfcfcf)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fc8086f953">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1280-gfc8086f953.zip">here</a>.]]></description>
            <pubDate>Sun, 06 Apr 2025 05:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1247-g33e5050f0a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1247-g33e5050f0a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=33e5050f0a">33e5050f0a</a> | 2025-04-04 22:36:44 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b1675eec6">7b1675eec6</a> | 2025-04-04 22:36:44 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c4187d92a">7c4187d92a</a> | 2025-04-05 01:05:28 -0230 | DracoOmega</pre>
Yet more undeprecating of spider form<br>I really need to figure out how to build the tag upgrade build locally so
I don't keep spilling piecemeal commits all over master like this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b912aae84b">b912aae84b</a> | 2025-04-05 00:53:34 -0230 | DracoOmega</pre>
Undeprecate *another* part of spider form<br>We'll get there eventually, I promise.....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fc1159351">7fc1159351</a> | 2025-04-05 00:42:42 -0230 | DracoOmega</pre>
Try again to fix the tag upgrade build<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eea17693e1">eea17693e1</a> | 2025-04-05 00:29:48 -0230 | DracoOmega</pre>
Remove major version tags around spider form<br>Since it's been un-deprecated.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=905dc14bd5">905dc14bd5</a> | 2025-04-05 00:10:42 -0230 | DracoOmega</pre>
Delete deprecated form yaml on tag upgrade<br>In theory, it might be nice if form-gen.py could detect forms from an old
major version and ignore them automatically, but this seems like a quick
fix to the tag upgrade build issues.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=270924a3fa">270924a3fa</a> | 2025-04-04 23:38:08 -0230 | DracoOmega</pre>
Diversify Wanderer talisman options a little<br>Instead of just Quill or Protean talismans, wanderers can get any of the
protean-tier talismans directly (as a 'good' item), a handful of flux
baubles, or even an Inkwell talisman (if they also have a spell skill).<br>
The current skill requirements does mean they won't start with enough skill
to use their only talisman if they start with a tier 2 one, but that may
just be par for the course for wanderer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12a86a1876">12a86a1876</a> | 2025-04-04 23:38:08 -0230 | DracoOmega</pre>
Mildly nerf / adjust statue form<br>Statue form has been dominantly popular for many species since the talisman
rework, providing an unparalleled defensive bonus to species that otherwise
are sorely lacking for AC. And it's fine for it to be popular and strong
(it should be strong, given the investment involved and its other
downsides!), but the sheer degree of difference in power some species, like
felids or octopodes, gain from reaching this this form is potentially
troublesome and risks still being the central focus even with more diverse
options available.<br>
So now statue form also gives -20% EV while in it. This will affect felids
the most, and trolls the least, among those who regularly use it (and that
is fine, since trolls had a real decision between armour and statue form,
while felids could often feel like there was no equivalently viable
option at all.) And, thematically, it's always felt a little weird that one
is just as dodgy as a solid stone statue.<br>
(I realize that statue used to penalize EV in past and that was removed,
but context has changed enough that I think it's worth trying again.)<br>
In addition, statue exchanges some of its base UC bonus for flat strength.
The aim is that this is 'about the same' for unarmed characters, while
being a buff to strength users of the form, to slightly diversify its
benefits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b20e0214d6">b20e0214d6</a> | 2025-04-04 23:38:08 -0230 | DracoOmega</pre>
Adjust the skill thresholds of some talisman tiers<br>Now that the old flux-tier has been expanded with a wider variety of forms,
I want to push protean tier and blade tier a little further apart, and then
nudge statue tier a tiny bit higher as well. (And I think we should stop
using t1.5, since protean is a full diverse thing now and not just a
stopgap to 'real' forms.)<br>
Tier 1 remains 0-7
Tier 2 (ie: protean tier) is 8-14 (was 7-14)
Tier 3 (ie: blade tier) is 12-20 (was 10-19)
Tier 4 (ie: statue tier) is 17-25 (was 16-25)
Tier 5 (ie: storm tier) remains 23-27<br>
Technically this means that tier 1 and 2 don't overlap at all, but Flux is
still intended to bridge that gap.<br>
Blade hands and serpent get minor buffs to put their 'starting' stats
similar to where they used to be at 12 skill (ie: blade hands only gives
-80% base AC at this point).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=33e5050f0a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1247-g33e5050f0a.zip">here</a>.]]></description>
            <pubDate>Sat, 05 Apr 2025 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1197-gff708282ee.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1197-gff708282ee.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff708282ee">ff708282ee</a> | 2025-04-03 14:55:37 -0230 | regret-index</pre>
Track Necropolis visits in morgue files (Ge0FF)<br>Personally, I'd prefer our phrasing to use "You have visited X once" over
"You have visited X 1 time", but that's how the Abyss and Pandemonium are
both phrased, so it's following those for consistency reasons versus
the current "many parts of one Necropolis" portal description flavour.
(Maybe it's worth adjusting them all at once?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=052fbde84c">052fbde84c</a> | 2025-04-03 13:50:48 -0230 | regret-index</pre>
Reduce excessively high Necropolis chances, hopefully<br>The portal was missing a `chance_foo` tag as the other portals use, which
was resulting in much higher chances to see a Necropolis than CHANCE
should be providing. There's some worrying issues with objstat's feature
count reflecting very different odds from mapstat on whether or not adding
the tag does anything meaningful (possibly from not regenerating the .des
cache properly?), and whether or not the `chance_foo` tag properly works
to avoid rerolling into the same vault, but this does immediately help the
problem at hand by moving from 100% chance to place in D over 100
iterations to ~29% over 100 iterations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd1523b72e">bd1523b72e</a> | 2025-04-02 16:09:11 -0700 | Nicholas Feinberg</pre>
Fix probability_at (DracoOmega)<br>Broken for tables with multiple entries since c1c896e988 (2019).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8b514e5c94">8b514e5c94</a> | 2025-04-02 10:53:55 -0500 | WizardIke</pre>
Fix a crash when zooming local tiles (sulla) (#4424)<br>When zooming in local tiles we call `do_layout` to calculate the new
size of the view buffer (as well as other things). however, we need to
call `redraw_screen` to actually resize the view buffer before next
rendering or the game will crash. We were calling `mprf` before
`redraw_screen` which can lead to a force more which can sometimes
result in rendering.<br>
This change maybe should be applied to earlier versions to, as in at
least version 0.32 zooming in map view mode causes force mores by
default.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ee07ae269">8ee07ae269</a> | 2025-04-02 10:47:01 -0500 | WizardIke</pre>
Fix erroneous warning when firing at enemy in front of friendly (dilly) (#4431)<br>The beam would stop at the enemies, so the warning was incorrect. This
was broken in commit 1564750<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf953fe936">bf953fe936</a> | 2025-04-01 22:41:20 +0300 | Nikolai Lavsky</pre>
Remove quokka<br>Specifically, this commit removes an earlier version of quokka's yaml
file, which somehow got into the monster yamlification commit
(5b44be1dd).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=126c83ba82">126c83ba82</a> | 2025-04-01 19:07:44 +0100 | mumra</pre>
fix(webtiles): Make rcfile editing change backwards compatible<br>The fix in 1e05e1a unfortunately broke rcfile editing if the user
received an updated client.js but the Python server had not yet
restarted to start exposing the new interface. So if game_id is not
present just ignore it and assume it was the last requested rcfile as
before.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9706edb85">c9706edb85</a> | 2025-04-01 09:48:30 -0500 | David Lawrence Ramsey</pre>
Various food cache message updates.<br>Assume for now that poltergeists and revenants can't eat food.<br>
Also, move vampire messages down into the forms section, since it's now
a form instead of a species.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c5ade9840">0c5ade9840</a> | 2025-03-31 21:57:46 -0500 | NormalPerson7</pre>
Fix some issues with coglins wielding and unwielding weapons (#3880)<br>- Fix distortion unwield banishment triggering a turn late for coglins
- Fix delay interrupts (most notably abyss entry from coglin distortion
unwield) from asking the player twice whether they would like to "Keep
equipping themselves?"<br>
Another thing that arose during the making of this PR: when being
banished or shafted, `you.time_taken` is set to 3/4 of the usual time it
would take for the player to complete their action, which can have
bizarre effects. Attacks and spells can be cast, items can be equipped,
scrolls/potions/wands can be used, all randomly and inexplicably 2-3
auts faster than usual. This feels a bit counterintuitive, and I
wouldn't be surprised if it has unintended effects.<br>
There was a bug I experienced a while ago with ?revelation carrying over
to the new floor when being shafted the turn after reading the scroll
which I couldn't reproduce, but I wonder if this is related.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=567e58e7c7">567e58e7c7</a> | 2025-03-31 18:14:00 -0500 | David Lawrence Ramsey</pre>
Make slime shroud use the generic Jiyva mut tile.<br>Since it doesn't have a specific tile, and it's a Jiyva-only mutation.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ff708282ee">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1197-gff708282ee.zip">here</a>.]]></description>
            <pubDate>Fri, 04 Apr 2025 05:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1195-gbd1523b72e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1195-gbd1523b72e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd1523b72e">bd1523b72e</a> | 2025-04-02 16:09:11 -0700 | Nicholas Feinberg</pre>
Fix probability_at (DracoOmega)<br>Broken for tables with multiple entries since c1c896e988 (2019).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8b514e5c94">8b514e5c94</a> | 2025-04-02 10:53:55 -0500 | WizardIke</pre>
Fix a crash when zooming local tiles (sulla) (#4424)<br>When zooming in local tiles we call `do_layout` to calculate the new
size of the view buffer (as well as other things). however, we need to
call `redraw_screen` to actually resize the view buffer before next
rendering or the game will crash. We were calling `mprf` before
`redraw_screen` which can lead to a force more which can sometimes
result in rendering.<br>
This change maybe should be applied to earlier versions to, as in at
least version 0.32 zooming in map view mode causes force mores by
default.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ee07ae269">8ee07ae269</a> | 2025-04-02 10:47:01 -0500 | WizardIke</pre>
Fix erroneous warning when firing at enemy in front of friendly (dilly) (#4431)<br>The beam would stop at the enemies, so the warning was incorrect. This
was broken in commit 1564750<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf953fe936">bf953fe936</a> | 2025-04-01 22:41:20 +0300 | Nikolai Lavsky</pre>
Remove quokka<br>Specifically, this commit removes an earlier version of quokka's yaml
file, which somehow got into the monster yamlification commit
(5b44be1dd).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=126c83ba82">126c83ba82</a> | 2025-04-01 19:07:44 +0100 | mumra</pre>
fix(webtiles): Make rcfile editing change backwards compatible<br>The fix in 1e05e1a unfortunately broke rcfile editing if the user
received an updated client.js but the Python server had not yet
restarted to start exposing the new interface. So if game_id is not
present just ignore it and assume it was the last requested rcfile as
before.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9706edb85">c9706edb85</a> | 2025-04-01 09:48:30 -0500 | David Lawrence Ramsey</pre>
Various food cache message updates.<br>Assume for now that poltergeists and revenants can't eat food.<br>
Also, move vampire messages down into the forms section, since it's now
a form instead of a species.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c5ade9840">0c5ade9840</a> | 2025-03-31 21:57:46 -0500 | NormalPerson7</pre>
Fix some issues with coglins wielding and unwielding weapons (#3880)<br>- Fix distortion unwield banishment triggering a turn late for coglins
- Fix delay interrupts (most notably abyss entry from coglin distortion
unwield) from asking the player twice whether they would like to "Keep
equipping themselves?"<br>
Another thing that arose during the making of this PR: when being
banished or shafted, `you.time_taken` is set to 3/4 of the usual time it
would take for the player to complete their action, which can have
bizarre effects. Attacks and spells can be cast, items can be equipped,
scrolls/potions/wands can be used, all randomly and inexplicably 2-3
auts faster than usual. This feels a bit counterintuitive, and I
wouldn't be surprised if it has unintended effects.<br>
There was a bug I experienced a while ago with ?revelation carrying over
to the new floor when being shafted the turn after reading the scroll
which I couldn't reproduce, but I wonder if this is related.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=567e58e7c7">567e58e7c7</a> | 2025-03-31 18:14:00 -0500 | David Lawrence Ramsey</pre>
Make slime shroud use the generic Jiyva mut tile.<br>Since it doesn't have a specific tile, and it's a Jiyva-only mutation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50241e219b">50241e219b</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Quickly fit in some more 4/1 tiles (CanofWorms)<br>One of these was intended for magical staves, but the code matching tiles
for those as identifiable and visually consistent between types is a fair
bit of a headache to slip in temporary tiles for, so I instead gave it to
Yiuf.<br>
While I'm at it, I also re-enabled a much older hat tile, since it suits
the time at hand.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c49d4a5c3e">c49d4a5c3e</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Even more green tiles (pianoman523 / LemurRobot)<br>A non-generic mutation icon for Jiyva's pseudopods mutation and a spell
tile for Detonation Catalyst, to be more specific. Neither have been
adjusted much beyond palette adjustments to be closer to other Jiyva /
fire / alchemy icons.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bd1523b72e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1195-gbd1523b72e.zip">here</a>.]]></description>
            <pubDate>Thu, 03 Apr 2025 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1192-gbf953fe936.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1192-gbf953fe936.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf953fe936">bf953fe936</a> | 2025-04-01 22:41:20 +0300 | Nikolai Lavsky</pre>
Remove quokka<br>Specifically, this commit removes an earlier version of quokka's yaml
file, which somehow got into the monster yamlification commit
(5b44be1dd).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=126c83ba82">126c83ba82</a> | 2025-04-01 19:07:44 +0100 | mumra</pre>
fix(webtiles): Make rcfile editing change backwards compatible<br>The fix in 1e05e1a unfortunately broke rcfile editing if the user
received an updated client.js but the Python server had not yet
restarted to start exposing the new interface. So if game_id is not
present just ignore it and assume it was the last requested rcfile as
before.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9706edb85">c9706edb85</a> | 2025-04-01 09:48:30 -0500 | David Lawrence Ramsey</pre>
Various food cache message updates.<br>Assume for now that poltergeists and revenants can't eat food.<br>
Also, move vampire messages down into the forms section, since it's now
a form instead of a species.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c5ade9840">0c5ade9840</a> | 2025-03-31 21:57:46 -0500 | NormalPerson7</pre>
Fix some issues with coglins wielding and unwielding weapons (#3880)<br>- Fix distortion unwield banishment triggering a turn late for coglins
- Fix delay interrupts (most notably abyss entry from coglin distortion
unwield) from asking the player twice whether they would like to "Keep
equipping themselves?"<br>
Another thing that arose during the making of this PR: when being
banished or shafted, `you.time_taken` is set to 3/4 of the usual time it
would take for the player to complete their action, which can have
bizarre effects. Attacks and spells can be cast, items can be equipped,
scrolls/potions/wands can be used, all randomly and inexplicably 2-3
auts faster than usual. This feels a bit counterintuitive, and I
wouldn't be surprised if it has unintended effects.<br>
There was a bug I experienced a while ago with ?revelation carrying over
to the new floor when being shafted the turn after reading the scroll
which I couldn't reproduce, but I wonder if this is related.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=567e58e7c7">567e58e7c7</a> | 2025-03-31 18:14:00 -0500 | David Lawrence Ramsey</pre>
Make slime shroud use the generic Jiyva mut tile.<br>Since it doesn't have a specific tile, and it's a Jiyva-only mutation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50241e219b">50241e219b</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Quickly fit in some more 4/1 tiles (CanofWorms)<br>One of these was intended for magical staves, but the code matching tiles
for those as identifiable and visually consistent between types is a fair
bit of a headache to slip in temporary tiles for, so I instead gave it to
Yiuf.<br>
While I'm at it, I also re-enabled a much older hat tile, since it suits
the time at hand.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c49d4a5c3e">c49d4a5c3e</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Even more green tiles (pianoman523 / LemurRobot)<br>A non-generic mutation icon for Jiyva's pseudopods mutation and a spell
tile for Detonation Catalyst, to be more specific. Neither have been
adjusted much beyond palette adjustments to be closer to other Jiyva /
fire / alchemy icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=350d6bbb2a">350d6bbb2a</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
Make green draconians monsters sting, not tail-slap<br>Player green draconians grow venomous stingers, so monster green
draconians should actually reflect this in messaging rather than their
scaly tail slaps managing to somehow spread poison.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3193f7d8d">a3193f7d8d</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
Move gnolls from 'g' to 'j' glyphs<br>The 'g' glyph hosts a somewhat eclectic set of differing monsters:
Goblins, gnolls, boggarts, and dwarves. (Some of this is inherited from
when the Dwarven Halls wanted their own batch of dwarves and were moved
from 'q' to 'g' to help distinguish classed draconians in Zot.) With three
out of four of these having gained player representation back in 0.32 as
quite popular species with straightforward flavour, there's a reasonable
incentive to have some additional monsters for them in the future (such
as a gnoll with an actual spread of different spells, coglin forgewrights,
or goblins recklessly trying other means of gaining power). The glyph,
however, contains 14 monsters already, leaving very little space in
console to add any further without some change.<br>
To facilitate this, I'm splitting these apart based on cliches of size.
Gnolls have no history nor media depicting them particularly as small
spirits, which otherwise unites goblins, boggarts, and dwarves. (Crawl
dwarves not being small is silly, but a long foregone matter.) They are
thus being moved into their own seperate glyph using one of the few
remaining current unused console glyphs, 'j': 'j'nolls shouldn't be much
weirder than the decade or so of 'g'warves. All monsters involved are
otherwise preserving their colours, aside from dwarf dummy monsters being
moved from green to Wiglaf's lightgreen (since nearly all dummy monsters
are locked behind glass anyway).<br>
(Honestly, it'd help with several other spaces if we could add more
console glyphs outside of standard keyboards, as constructs are overloaded
on '9' and dogs / cats / bears / hogs are crammed full into 'h', but even
if we committed to doing such they'd still need some deliberate division
as been done here.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a40bc8c295">a40bc8c295</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
More adjustments for newer monsters<br> * Sphinx marauders are now large instead of giant, both to reflect them
   being younger than the guardian sphinxes as well as accommodating
   impending future uses of non-giant-sized sphinxes.<br>
 * Friendly protean progenitors no longer use the standard human
   intelligence random dialogue, since they're not any talkative in their
   normal messages.<br>
 * Wyrmholes have climbed to the top of killers in Depths since their
   addition three months ago, which is admittedly further than I
   particularly planned- while it's good for Depths to have more
   extremely distinct monsters from V:$ and most of Zot, they're not meant
   to quite quash down any other comparative threats in the branch. (It's
   hard to tell how many people also died to not bothering to cancel the
   teleport, though.) They've been pushed deeper into the Depths
   depth-scaling and are somewhat less common (with alderking weight
   pushed up slightly to compensate), as a consequence. They also have had
   some of their numbers slashed slightly- less hp, lower cast rate for
   their breath, and speed 12 over speed 13. I'll still be keeping an eye
   on them, but I'd rather reduce their numbers a little further if needed
   rather than otherwise nerf their suite of defenses or their central
   displacement gimmicks.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bf953fe936">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1192-gbf953fe936.zip">here</a>.]]></description>
            <pubDate>Wed, 02 Apr 2025 05:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1189-g0c5ade9840.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1189-g0c5ade9840.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c5ade9840">0c5ade9840</a> | 2025-03-31 21:57:46 -0500 | NormalPerson7</pre>
Fix some issues with coglins wielding and unwielding weapons (#3880)<br>- Fix distortion unwield banishment triggering a turn late for coglins
- Fix delay interrupts (most notably abyss entry from coglin distortion
unwield) from asking the player twice whether they would like to "Keep
equipping themselves?"<br>
Another thing that arose during the making of this PR: when being
banished or shafted, `you.time_taken` is set to 3/4 of the usual time it
would take for the player to complete their action, which can have
bizarre effects. Attacks and spells can be cast, items can be equipped,
scrolls/potions/wands can be used, all randomly and inexplicably 2-3
auts faster than usual. This feels a bit counterintuitive, and I
wouldn't be surprised if it has unintended effects.<br>
There was a bug I experienced a while ago with ?revelation carrying over
to the new floor when being shafted the turn after reading the scroll
which I couldn't reproduce, but I wonder if this is related.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=567e58e7c7">567e58e7c7</a> | 2025-03-31 18:14:00 -0500 | David Lawrence Ramsey</pre>
Make slime shroud use the generic Jiyva mut tile.<br>Since it doesn't have a specific tile, and it's a Jiyva-only mutation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50241e219b">50241e219b</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Quickly fit in some more 4/1 tiles (CanofWorms)<br>One of these was intended for magical staves, but the code matching tiles
for those as identifiable and visually consistent between types is a fair
bit of a headache to slip in temporary tiles for, so I instead gave it to
Yiuf.<br>
While I'm at it, I also re-enabled a much older hat tile, since it suits
the time at hand.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c49d4a5c3e">c49d4a5c3e</a> | 2025-03-31 19:47:01 -0230 | regret-index</pre>
Even more green tiles (pianoman523 / LemurRobot)<br>A non-generic mutation icon for Jiyva's pseudopods mutation and a spell
tile for Detonation Catalyst, to be more specific. Neither have been
adjusted much beyond palette adjustments to be closer to other Jiyva /
fire / alchemy icons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=350d6bbb2a">350d6bbb2a</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
Make green draconians monsters sting, not tail-slap<br>Player green draconians grow venomous stingers, so monster green
draconians should actually reflect this in messaging rather than their
scaly tail slaps managing to somehow spread poison.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3193f7d8d">a3193f7d8d</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
Move gnolls from 'g' to 'j' glyphs<br>The 'g' glyph hosts a somewhat eclectic set of differing monsters:
Goblins, gnolls, boggarts, and dwarves. (Some of this is inherited from
when the Dwarven Halls wanted their own batch of dwarves and were moved
from 'q' to 'g' to help distinguish classed draconians in Zot.) With three
out of four of these having gained player representation back in 0.32 as
quite popular species with straightforward flavour, there's a reasonable
incentive to have some additional monsters for them in the future (such
as a gnoll with an actual spread of different spells, coglin forgewrights,
or goblins recklessly trying other means of gaining power). The glyph,
however, contains 14 monsters already, leaving very little space in
console to add any further without some change.<br>
To facilitate this, I'm splitting these apart based on cliches of size.
Gnolls have no history nor media depicting them particularly as small
spirits, which otherwise unites goblins, boggarts, and dwarves. (Crawl
dwarves not being small is silly, but a long foregone matter.) They are
thus being moved into their own seperate glyph using one of the few
remaining current unused console glyphs, 'j': 'j'nolls shouldn't be much
weirder than the decade or so of 'g'warves. All monsters involved are
otherwise preserving their colours, aside from dwarf dummy monsters being
moved from green to Wiglaf's lightgreen (since nearly all dummy monsters
are locked behind glass anyway).<br>
(Honestly, it'd help with several other spaces if we could add more
console glyphs outside of standard keyboards, as constructs are overloaded
on '9' and dogs / cats / bears / hogs are crammed full into 'h', but even
if we committed to doing such they'd still need some deliberate division
as been done here.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a40bc8c295">a40bc8c295</a> | 2025-03-31 19:47:00 -0230 | regret-index</pre>
More adjustments for newer monsters<br> * Sphinx marauders are now large instead of giant, both to reflect them
   being younger than the guardian sphinxes as well as accommodating
   impending future uses of non-giant-sized sphinxes.<br>
 * Friendly protean progenitors no longer use the standard human
   intelligence random dialogue, since they're not any talkative in their
   normal messages.<br>
 * Wyrmholes have climbed to the top of killers in Depths since their
   addition three months ago, which is admittedly further than I
   particularly planned- while it's good for Depths to have more
   extremely distinct monsters from V:$ and most of Zot, they're not meant
   to quite quash down any other comparative threats in the branch. (It's
   hard to tell how many people also died to not bothering to cancel the
   teleport, though.) They've been pushed deeper into the Depths
   depth-scaling and are somewhat less common (with alderking weight
   pushed up slightly to compensate), as a consequence. They also have had
   some of their numbers slashed slightly- less hp, lower cast rate for
   their breath, and speed 12 over speed 13. I'll still be keeping an eye
   on them, but I'd rather reduce their numbers a little further if needed
   rather than otherwise nerf their suite of defenses or their central
   displacement gimmicks.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f22e4207f8">f22e4207f8</a> | 2025-03-31 14:30:26 -0500 | David Lawrence Ramsey</pre>
Add another pattern and glowing adj. to colours.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f1b14aa5c">7f1b14aa5c</a> | 2025-03-31 10:00:54 -0500 | WizardIke</pre>
Fix player tracers not warning when path is blocked (staticshock) (#4421)<br>When trying to shoot through a plant or transparent wall you should get
a message such as "Your line of fire to the ogre is blocked by a plant".
However, I broke this in commit 1564750<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e05e1a6a0">1e05e1a6a0</a> | 2025-03-31 07:39:42 +0100 | mumra</pre>
fix(webtiles): Don't flash wrong rcfile if two different "edit rc"s clicked<br>It was maybe impractical for this to happen except on a very slow
network, but certainly possible to briefly see the wrong rcfile or even
to not see the correct one at all if messages were somehow received
out of order (shouldn't happen, as websockets guarantee messages are
recieved in the order they're sent, but who knows what could happen
inside Tornado).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0c5ade9840">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1189-g0c5ade9840.zip">here</a>.]]></description>
            <pubDate>Tue, 01 Apr 2025 05:45:30 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1179-g26fe8ce49a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1179-g26fe8ce49a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26fe8ce49a">26fe8ce49a</a> | 2025-03-30 21:59:11 -0500 | radio-gra</pre>
console: draw waypoints over other items and features (#4323)<br>Currently, waypoints are only displayed on otherwise empty squares on
the level map view. In combination with them not being xv-able and not
reporting any sort of coordinates other than what level they're on, this
makes it so that if anything overrides them, they become impossible to
find without actually traveling to their exact location.<br>
For my use case, this is a very annoying problem - I use waypoints to
track timed portals and mark encounters with monsters that indicate
potential branch entrances (e.g. redback on L:3), and in general for
annotations that are more location-sensitive where annotating the whole
floor doesn't cut it. Especially when scouting portals, being able to
see exactly where the waypoints are at all times is very important. I
understand that x-marks-the-spot may not the intended use case for
waypoints, but I suspect it to be by far the most common one.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f145acab4e">f145acab4e</a> | 2025-03-30 21:42:38 -0500 | Charlie Gettys</pre>
fix: AUTOFIGHT while immotile should not wait (CrawlOdds) (#4399)<br>If immotile (e.g. from -Move), we should not wait when you try to
autofight by default.
No other case that I can see will wait unless AUTOFIGHT_WAIT is set -
why is this one different?<br>
This logic was added last year in
52037ea7a925a6ae6b1b67939267cd8f1f4837a4.
I'm guessing because it was confusing to hit tab and have nothing
happen? but mpr would make more sense to me to solve that.
Gate the old behavior behind autofight_wait.<br>
Could add another option for it instead, but it seems consistent with
the behavior of the autofight_wait option in general.<br>
Closes #4394<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe11bc45f1">fe11bc45f1</a> | 2025-03-30 21:22:09 -0500 | Alex Jurkiewicz</pre>
feat(webserver): Add game_id to rcfile_contents (#3496)<br>When webtiles clients request an rc file's contents,
 they send a
`get_rc` message with a `game_id` property. The webt iles sever responds
with a `rcfile_contents` message that has a `content s` property.<br>
Because the response doesn't include `game_id`, the client has to treat
this as a stateful request. It has to remember what was recently
requested and can't pipeline multiple requests.<br>
The current webtiles client stores this state in the
 UI and will ignore
the additional property. But its existence will simp lify design of
future webtiles clients.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74edd5530c">74edd5530c</a> | 2025-03-30 17:35:25 -0500 | David Lawrence Ramsey</pre>
Add another adjective to artefact books.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d77c6c51e">5d77c6c51e</a> | 2025-03-30 17:12:51 -0500 | Heinrich Ody</pre>
Optionally add target location description (#4073)<br>### Main Changes<br>
In #1422 several ways to improve accessibility for visually impaired
players are discussed. I believe the issue can be closed when this PR is
merged.<br>
This PR adds showing location description along with tile descriptions
during aiming and viewing.<br>
To enable this feature `Options.monster_item_view_coordinates` needs to
be set to true. See also "Options for blind players" from the
options_guide.<br>
### Other Changes
Also added some comments to some description methods.<br>
### Pictures
Some pictures (or terminal outputs) to visualize the changes. New is
`Location (x, y)`.<br>
#### When pressing `f` with a ranged weapon:<br>
```
Fire: e) +0 orcbow
Press: ? - help, Q - select action
Shift-Dir - straight line
Location (0, 3)<br>
                                     sefie the Shield-Bearer           *WIZARD*
                                     Minotaur
                                     Health: 19/19     ========================
               ####                  Magic:  0/0
               #..                   AC:  6 (26%)      Str: 20
               #.ß                   EV:  8            Int: 5
               #..                   SH:  0            Dex: 9
               #.#                   XL:  1 Next:  0%  Place: Dungeon:1
               #*#                   Noise:  0 ------  Time: 6.5 (0.0)
               #*#                   e) +0 orcbow
               #☺#                   Fire: e) +0 orcbow
               #.#
               #.#
               #.#
               #..
               #.ß
               #..
               ####
```<br>
#### When pressing `x`:
```
Press: ? - help, v - describe, . - travel
Location (0, 0)
A staircase leading out of the dungeon.<br>
                                     sefie the Shield-Bearer           *WIZARD*
                                     Minotaur
                                     Health: 19/19     ========================
               ####                  Magic:  0/0
               #..                   AC:  6 (26%)      Str: 20
               #.ß                   EV:  8            Int: 5
               #..                   SH:  4            Dex: 9
               #.#                   XL:  1 Next:  0%  Place: Dungeon:1
               #.#                   Noise:  0 ------  Time: 1.0 (0.0)
               #.#                   a) +0 rapier
               #☺#                   Nothing quivered
               #.#
               #.#
               #.#
               #..
               #.ß
               #..
               ####<br>
```<br>
### Background<br>
After discussion a few items where suggested in #1422 as improvements:<br>
> During standard interactions, place the terminal cursor at the
new-turn underscore instead of at the player, so that "start reading
from cursor" reads the message window.
> During targeting mode, place the terminal cursor at the description
portion of the message window, so that "start reading from cursor" reads
what's currently being targeted (and add an option to display the player
relative coordinates).
> For other things that use the message window for a prompt move the
cursor appropriately to the start of the prompt.
>    When displaying full screen menus, move the cursor to the top left
> When full screen menus give a prompt (like in acquirement) move the
cursor to the start of the prompt.<br>
Most of the suggested changes already have been merged into crawl
(except the additional positions when aiming). The cursor positioning is
made unnecessary by placing the message window at the top of the
terminal, and by clearing old messages (see also "Options for blind
players" from the options_guide).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=57531695c7">57531695c7</a> | 2025-03-30 16:39:02 -0500 | Hellmonk</pre>
Adjust shop pricing (#4417)<br>Reduce the price of heavy armours and orbs. Increase the price of most
strong weapon types. Increase price scaling with depth, especially for
consumables. Hoping for more interesting shop decisions later in the
game; more changes to come but probably not in this version.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17c16fb7e5">17c16fb7e5</a> | 2025-03-30 16:28:22 -0500 | WizardIke</pre>
Fix harmless beams prompting when hitting allies (cool 3) (#4416)<br>There shouldn't be a prompt warning you that you will hit your allies
with a beam if the beam is harmless to your allies. I accidentally broke
this in commit 1564750<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d2c03782b8">d2c03782b8</a> | 2025-03-30 12:53:33 -0500 | gammafunk</pre>
Fix a DES typo (AutarchDCSS)<br>Fixes #4414.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7451b4b137">7451b4b137</a> | 2025-03-30 12:16:08 -0500 | WizardIke</pre>
Fix closing doors with the mouse (#4276)<br>Control left mouse clicking an open door would result in an unknown
command message instead of attacking in the direction of the door. The
reason for this is that the game would try to close an open door if you
control left clicked it and couldn't see a monster on it, but generate
the command to do so incorrectly. This is a bad idea as control left
clicking is almost always used to attack invisible monsters. This change
moves closing doors to shift left clicking and fixes the generation of
the command.<br>
Fixes #3801<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bb8084e21">8bb8084e21</a> | 2025-03-30 14:14:58 -0230 | DracoOmega</pre>
Warn the player when firing Mule could trigger a trap (CarefulOdds)<br>Similar logic already existed for Bombard, but not for Mule.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=26fe8ce49a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1179-g26fe8ce49a.zip">here</a>.]]></description>
            <pubDate>Mon, 31 Mar 2025 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1169-gcefcf6c28b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1169-gcefcf6c28b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cefcf6c28b">cefcf6c28b</a> | 2025-03-30 00:30:55 -0500 | gammafunk</pre>
Fix a lua typo<br>For Necropolis, the internal difficulties are always lower-case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3993efc380">3993efc380</a> | 2025-03-30 00:15:38 -0500 | Hellmonk</pre>
New spell: Detonation Catalyst (#4388)<br>Playing with buff duration and melee on-hit effects. Detonation Catalyst
is a level 5 Fire/Alchemy spell that causes melee hits to do an
ignition-style shaped explosion centered on their primary target. Does
not work on cleaving attacks, but does work with reach, WJC move
attacks, rampage, electric charge, manifold assault. The duration is
extremely short (30-50 aut), but attacking prevents the duration from
decreasing. Also, a large percentage of the spell's damage comes from
the weapon's base damage. Please charge into enemies while wielding dark
maul I am begging you, it will be really funny.<br>
---------<br>
Co-authored-by: DracoOmega <draco.omega.dcss.dev@gmail.com>
Co-authored-by: gammafunk <gammafunk@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1564750bf8">1564750bf8</a> | 2025-03-29 23:15:40 -0500 | WizardIke</pre>
Improve player tracers (#4219)<br>Players can fire two kinds of tracers. The first is used to check for a
target and e.g. gray out your quivered spell if it has no target. The
second is fired by functions like `player_tracer` and warns when there
are bad targets (e.g. yourself or an ally). Instead of choosing between
these two by setting a combination of flags on a bolt before firing it,
choose between them by passing a different tracer class to the bolts
fire method.<br>
when firing a tracer with the `player_tracer` function don't just warn
about one of your allies that would be hit, instead warn about all of
them in the same way that melee attacks do (e.g. when using the singing
sword). Also, don't spam warnings when firing a starbust that will
target you multiple time, instead just say up to how many times the
starbust can hit you.<br>
Fixes #4151<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa25462d22">aa25462d22</a> | 2025-03-29 22:42:44 -0500 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0a373db31">e0a373db31</a> | 2025-03-29 22:42:44 -0500 | David Lawrence Ramsey</pre>
Fix typos.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f69652860f">f69652860f</a> | 2025-03-29 22:42:44 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=185f48b25f">185f48b25f</a> | 2025-03-30 01:06:08 -0230 | regret-index</pre>
Remove a vault testing weight (Darby)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b26fc442c">9b26fc442c</a> | 2025-03-30 00:54:29 -0230 | regret-index</pre>
Fix tag upgrade wrapping for Necropolis<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45187ed2c3">45187ed2c3</a> | 2025-03-30 00:32:45 -0230 | DracoOmega</pre>
Re-allow chaos weapons for player ghosts/illusions<br>It's not clear to me why it even remained banned when distortion was
allowed, but certainly seems unnecessary these days.<br>
No holy wrath weapons on ghosts makes thematic sense, but unfortunately
this code is also used for player illusions, which currently means that
you can't even clone a holy wrath weapon you're wielding onto a 'living'
illusion. I'd like to fix this too, but there's some... tricky jank
involved, so I am deferring it for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3b193ec8d">e3b193ec8d</a> | 2025-03-30 00:32:45 -0230 | DracoOmega</pre>
Make player ghosts/illusions actually copy the player's move speed<br>The reasoning for making all player ghosts move speed 10 dates from a much
earlier time when ghosts freely roamed the dungeon. It was probably
unnecessary to deprive spriggan ghosts of their speed after ghost vaults
were first made to exist and seems even moreso now. (And, in my opinion,
it was extra weird that copies made by Mara or the Illusion Card didn't
respect the player's speed.)<br>
Due to how bones files are saved, this won't *retroactively* make spriggan
ghosts fast or naga slow, but should affect ghosts moving forward (and the
permastore has long been wanting an update...)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=cefcf6c28b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1169-gcefcf6c28b.zip">here</a>.]]></description>
            <pubDate>Sun, 30 Mar 2025 05:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1149-g9fdd3ef415.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1149-g9fdd3ef415.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fdd3ef415">9fdd3ef415</a> | 2025-03-28 09:56:27 -0500 | radio-gra</pre>
Mark maxed out misc evokers as useless if not in player's inventory (#4402)<br>Existing code only marks useless misc evokers as such if they're in
shops, but if they're just laying on the floor they are currently not
considered useless. This is a nuisance in zigs, which have one or more
evokers on almost every floor, quickly maxing them out and adding more
visual noise to an already overloaded ctrl-X menu.<br>
The hacky inventory check is not ideal, but I couldn't come up with a
better solution without going out of my depth and messing with core
functions. I checked all edge cases I could think of like standing on +5
evo while having a copy in your inventory<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b62e7e9324">b62e7e9324</a> | 2025-03-28 09:38:39 -0500 | WizardIke</pre>
Fix the mouse doing incorrect commands when keys are rebound (#4282)<br>We were converting some mouse commands into the key press that would
result in that command with default key bindings. For example, if the
'<' key was rebound to open the read scrolls menu, clicking on an up
staircase you were standing on would open the read scrolls menu.<br>
Fixes #3799<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86ab01573d">86ab01573d</a> | 2025-03-28 09:22:17 -0500 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41a24375dd">41a24375dd</a> | 2025-03-28 09:20:42 -0500 | hellmonk</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=780a91e42c">780a91e42c</a> | 2025-03-28 09:20:21 -0500 | hellmonk</pre>
update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30fa6646ce">30fa6646ce</a> | 2025-03-28 09:14:19 -0500 | hellmonk</pre>
Don't persist bind soul through stairs (kleiner-fisch).<br>Closes #4078 and #4075. Not taking the rest of 4078 because current behavior
with dropping los is intended, per DracoOmega.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a82abb8be2">a82abb8be2</a> | 2025-03-28 09:10:18 -0500 | cadi</pre>
[webTile] : add expiring description for expiring status (#4110)<br>Indicate status expiration in the tooltip description ui.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=846544658f">846544658f</a> | 2025-03-28 14:14:21 +0300 | Nikolai Lavsky</pre>
fix: display the vexed status icon in webtiles<br>Followup to f4f8fbaca.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12c12526e9">12c12526e9</a> | 2025-03-27 23:23:10 +0000 | mumra</pre>
Fix a comment<br>There is no read_scroll function, so make this comment a bit more
accurate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04438170c2">04438170c2</a> | 2025-03-27 23:23:03 +0000 | mumra</pre>
Remove a last vestige of monster scroll use<br>Since 35f977f monsters will not pick up or use any scrolls, so this code
is now unneccesary.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9fdd3ef415">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1149-g9fdd3ef415.zip">here</a>.]]></description>
            <pubDate>Sat, 29 Mar 2025 06:44:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1141-g12c12526e9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1141-g12c12526e9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12c12526e9">12c12526e9</a> | 2025-03-27 23:23:10 +0000 | mumra</pre>
Fix a comment<br>There is no read_scroll function, so make this comment a bit more
accurate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04438170c2">04438170c2</a> | 2025-03-27 23:23:03 +0000 | mumra</pre>
Remove a last vestige of monster scroll use<br>Since 35f977f monsters will not pick up or use any scrolls, so this code
is now unneccesary.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6697884fe">a6697884fe</a> | 2025-03-27 23:43:26 +0300 | Nikolai Lavsky</pre>
docs: remove inedible corpses from the options guide<br>and replace them with a more contemporary example.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=064f4b25fe">064f4b25fe</a> | 2025-03-27 14:43:57 -0400 | Kyle Rawlins</pre>
build: only rewrite job/species files when changed<br>Previously, all generated files would be unconditionally rewritten
whenever these scripts were called. Because this guarantees an updated
mtime on species-type.h and job-type.h, which are included in a very
large number of files, this typically triggers a full rebuild even if
the content of these files does not change. Sure, ccache solves this,
but it's a very easy issue to hit for new users who aren't yet at the
advanced stage of installing ccache. This commit only rewrites generated
headers if they do change.<br>
via: https://www.reddit.com/r/dcss/comments/1jl7qsf/why_when_i_compile_dcss_after_editing_jobs_or/
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae8f5d1afa">ae8f5d1afa</a> | 2025-03-27 10:08:42 -0500 | WizardIke</pre>
Make monsters stop attacking when their target becomes friendly (#4366)<br>For example if you have an allied zombie hydra and it defeats an orc
challenger sent after you by Beogh, it shouldn't use its remaining
attacks to attack the now friendly orc.<br>
Partial fix of #4352<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f6edee007">0f6edee007</a> | 2025-03-27 09:55:23 -0500 | Aliscans</pre>
Don't hang on SIGHUP in wizard_mod_tide(). (#4285)<br>Make Crawl shut down correctly in some situations where it didn't
already.<br>
Make wizard_mod_tide() respond to seen_hups, rather than ignore it.
Make ui::delay() treat seen_hups as if the user had pressed the Escape
key.<br>
---------<br>
Co-authored-by: Aliscans <crawl@thimk.info><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c332b3a82">4c332b3a82</a> | 2025-03-26 22:10:37 -0500 | hellmonk</pre>
Adjust hexagon encompass<br>Trim some of the exotic monsters and reduce monster count.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=122d78936f">122d78936f</a> | 2025-03-26 17:24:38 -0230 | Isaac Clancy</pre>
Fix a crash when casting phantom blitz (Colgate)<br>When a monster cast phantom blitz with all 700 monsters on a level, the
game would crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f708817d99">f708817d99</a> | 2025-03-26 00:10:24 -0230 | DracoOmega</pre>
Hopefully maybe fix a cryptic Beogh conversion crash<br>It's not entirely clear to me the sequence of events required to trigger
the crash in a real game, though at least two people have. It seems to
(maybe) require returning to a level with no monsters on it, which still
somehow has the LSTATE_BEOGH flag set, while the player is injured enough
to be able to convert to Beogh. Though it's unclear to me how that flag
can *be* set with no monsters on the floor (it also probably only happens
on webtiles, due to codepaths involving milestones being examined on floor
transition.)<br>
But at any rate, env.max_mon_index should probably never be -1, even if
it's unclear *exactly* why that is resulting in this crash via
monster_near_iterator.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccf60101c">2ccf60101c</a> | 2025-03-25 16:06:22 -0230 | DracoOmega</pre>
Fix an off-by-one error with loading env.max_mon_index<br>If somehow a floor had generated enough monsters to hit MAX_MONSTERS, and
was loaded again in this state, monster_iterator would try to iterate past
the actual monsters and crash.<br>
(Hitting MAX_MONSTERS during the game itself was handled properly.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=12c12526e9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1141-g12c12526e9.zip">here</a>.]]></description>
            <pubDate>Fri, 28 Mar 2025 06:45:30 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1135-g4c332b3a82.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1135-g4c332b3a82.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c332b3a82">4c332b3a82</a> | 2025-03-26 22:10:37 -0500 | hellmonk</pre>
Adjust hexagon encompass<br>Trim some of the exotic monsters and reduce monster count.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=122d78936f">122d78936f</a> | 2025-03-26 17:24:38 -0230 | Isaac Clancy</pre>
Fix a crash when casting phantom blitz (Colgate)<br>When a monster cast phantom blitz with all 700 monsters on a level, the
game would crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f708817d99">f708817d99</a> | 2025-03-26 00:10:24 -0230 | DracoOmega</pre>
Hopefully maybe fix a cryptic Beogh conversion crash<br>It's not entirely clear to me the sequence of events required to trigger
the crash in a real game, though at least two people have. It seems to
(maybe) require returning to a level with no monsters on it, which still
somehow has the LSTATE_BEOGH flag set, while the player is injured enough
to be able to convert to Beogh. Though it's unclear to me how that flag
can *be* set with no monsters on the floor (it also probably only happens
on webtiles, due to codepaths involving milestones being examined on floor
transition.)<br>
But at any rate, env.max_mon_index should probably never be -1, even if
it's unclear *exactly* why that is resulting in this crash via
monster_near_iterator.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccf60101c">2ccf60101c</a> | 2025-03-25 16:06:22 -0230 | DracoOmega</pre>
Fix an off-by-one error with loading env.max_mon_index<br>If somehow a floor had generated enough monsters to hit MAX_MONSTERS, and
was loaded again in this state, monster_iterator would try to iterate past
the actual monsters and crash.<br>
(Hitting MAX_MONSTERS during the game itself was handled properly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6c205540b">c6c205540b</a> | 2025-03-25 16:34:04 +0300 | Nikolai Lavsky</pre>
fix: an issue with subprocess and signal modules in Python 3.12<br>Launching the server gives the following error on some Python 3.12s:
"AttributeError: module 'subprocess' has no attribute 'signal'."<br>
Previously, the subprocess module imported `signal`, so it was possible
to use `subprocess.signal`. But this `import` was removed from the
module in [1] in January. This caused some bugs, and the commit was
reverted [2] on Feb 16, half a month later. Some distributions, for
example Arch Linux, provide Python 3.12 with the commit [1], but
without [2] (yet), hence the error.<br>
To fix this, import the signal module directly instead of relying on
`subprocess` to provide it, as was suggested in #4353. Also, the
subprocess module is not used for anything else in `process_handler.py`,
so it should be safe to remove.<br>
This addresses the second part of #4353 and allows to run the server on
Python 3.12. Other supported versions of Python shouldn't be affected by
this change at all. Supporting 3.13 requires replacing the deprecated
crypt module, which should be done by someone more familiar with the
authentication code.<br>
[1] https://github.com/python/cpython/commit/f65aa0d1
[2] https://github.com/python/cpython/commit/042b4924
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46e4344c46">46e4344c46</a> | 2025-03-24 23:26:27 -0500 | hellmonk</pre>
Allow spellvamp with vampiric draining.<br>Closes #3693. Moved to beam code as per comment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e63a381d31">e63a381d31</a> | 2025-03-24 22:43:10 -0500 | Brian Faires</pre>
Add lua function item.inscribe(inscription="", append=true) (#2805)<br>Currently, no way to set inscriptions from lua aside from sendkeys().
That gets messy and spams the dialog.
Added function to append or replace an existing inscription.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecfa6e8a7d">ecfa6e8a7d</a> | 2025-03-24 22:27:36 -0500 | WizardIke</pre>
Don't crash when targeting outside map (#4372)<br>When targeting outside the map,
`direction_chooser::update_previous_target()` would search for the
monster closest to the target to set as your previous target. However,
the radius_iterator used for this was asserting that the target was
inside the map.<br>
Fixes #4368<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6208d13a8f">6208d13a8f</a> | 2025-03-24 22:24:39 -0500 | WizardIke</pre>
Fix the tile_runrest_rate option (#4385)<br>This option controls how often we render in milliseconds when resting,
exploring, or travelling. However, it was being ignored resulting in
large amounts of time being washed waiting for vsync or rendering
updates that were never going to be visable. I also, reduced its default
value from 100ms to 17ms as 10 fps felt choppy.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9300408954">9300408954</a> | 2025-03-23 23:41:36 -0500 | Charlie Gettys</pre>
ci: fix checkconventionalcommit.py (#4312)<br>Python version in CI doesn't like line 36.
My local version of Python is fine with it.
Split the statement in 2 to satisfy more Python versions.<br>
Also exclude certain branches from main repo.
We're not gonna fix past commit messages.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4c332b3a82">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1135-g4c332b3a82.zip">here</a>.]]></description>
            <pubDate>Thu, 27 Mar 2025 06:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1133-gf708817d99.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1133-gf708817d99.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f708817d99">f708817d99</a> | 2025-03-26 00:10:24 -0230 | DracoOmega</pre>
Hopefully maybe fix a cryptic Beogh conversion crash<br>It's not entirely clear to me the sequence of events required to trigger
the crash in a real game, though at least two people have. It seems to
(maybe) require returning to a level with no monsters on it, which still
somehow has the LSTATE_BEOGH flag set, while the player is injured enough
to be able to convert to Beogh. Though it's unclear to me how that flag
can *be* set with no monsters on the floor (it also probably only happens
on webtiles, due to codepaths involving milestones being examined on floor
transition.)<br>
But at any rate, env.max_mon_index should probably never be -1, even if
it's unclear *exactly* why that is resulting in this crash via
monster_near_iterator.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ccf60101c">2ccf60101c</a> | 2025-03-25 16:06:22 -0230 | DracoOmega</pre>
Fix an off-by-one error with loading env.max_mon_index<br>If somehow a floor had generated enough monsters to hit MAX_MONSTERS, and
was loaded again in this state, monster_iterator would try to iterate past
the actual monsters and crash.<br>
(Hitting MAX_MONSTERS during the game itself was handled properly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6c205540b">c6c205540b</a> | 2025-03-25 16:34:04 +0300 | Nikolai Lavsky</pre>
fix: an issue with subprocess and signal modules in Python 3.12<br>Launching the server gives the following error on some Python 3.12s:
"AttributeError: module 'subprocess' has no attribute 'signal'."<br>
Previously, the subprocess module imported `signal`, so it was possible
to use `subprocess.signal`. But this `import` was removed from the
module in [1] in January. This caused some bugs, and the commit was
reverted [2] on Feb 16, half a month later. Some distributions, for
example Arch Linux, provide Python 3.12 with the commit [1], but
without [2] (yet), hence the error.<br>
To fix this, import the signal module directly instead of relying on
`subprocess` to provide it, as was suggested in #4353. Also, the
subprocess module is not used for anything else in `process_handler.py`,
so it should be safe to remove.<br>
This addresses the second part of #4353 and allows to run the server on
Python 3.12. Other supported versions of Python shouldn't be affected by
this change at all. Supporting 3.13 requires replacing the deprecated
crypt module, which should be done by someone more familiar with the
authentication code.<br>
[1] https://github.com/python/cpython/commit/f65aa0d1
[2] https://github.com/python/cpython/commit/042b4924
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46e4344c46">46e4344c46</a> | 2025-03-24 23:26:27 -0500 | hellmonk</pre>
Allow spellvamp with vampiric draining.<br>Closes #3693. Moved to beam code as per comment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e63a381d31">e63a381d31</a> | 2025-03-24 22:43:10 -0500 | Brian Faires</pre>
Add lua function item.inscribe(inscription="", append=true) (#2805)<br>Currently, no way to set inscriptions from lua aside from sendkeys().
That gets messy and spams the dialog.
Added function to append or replace an existing inscription.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecfa6e8a7d">ecfa6e8a7d</a> | 2025-03-24 22:27:36 -0500 | WizardIke</pre>
Don't crash when targeting outside map (#4372)<br>When targeting outside the map,
`direction_chooser::update_previous_target()` would search for the
monster closest to the target to set as your previous target. However,
the radius_iterator used for this was asserting that the target was
inside the map.<br>
Fixes #4368<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6208d13a8f">6208d13a8f</a> | 2025-03-24 22:24:39 -0500 | WizardIke</pre>
Fix the tile_runrest_rate option (#4385)<br>This option controls how often we render in milliseconds when resting,
exploring, or travelling. However, it was being ignored resulting in
large amounts of time being washed waiting for vsync or rendering
updates that were never going to be visable. I also, reduced its default
value from 100ms to 17ms as 10 fps felt choppy.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9300408954">9300408954</a> | 2025-03-23 23:41:36 -0500 | Charlie Gettys</pre>
ci: fix checkconventionalcommit.py (#4312)<br>Python version in CI doesn't like line 36.
My local version of Python is fine with it.
Split the statement in 2 to satisfy more Python versions.<br>
Also exclude certain branches from main repo.
We're not gonna fix past commit messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c36f3742a">9c36f3742a</a> | 2025-03-23 23:36:48 -0500 | WizardIke</pre>
Make fair_adjacent_iterator fair (#3914)<br>The old fair_adjacent_iterator would visit the tiles around it in the
following order
1 4 6
2 x 7
3 5 8
starting from a random tile and wrapping around when it reached the last
tile e.g. if the random start was 4 then 4,5,6,7,8,1,2,3. So imagine for
example a yellow ugly thing surrounded by walls and other ugly things
trying to pick a random ugly thing around it when changing colour as
shown below<br>
w=wall
r=red ugly thing
y=yellow ugly thing
b=brown ugly thing
c=cyan ugly thing
g=green ugly thing<br>
w w r
w y b
w c g<br>
if the random start was an adjacent ugly thing that ugly thing would be
selected, however, if the random start was one of the walls the iterator
would be advanced until it reached the cyan ugly thing and it would be
selected givng the cyan ugly thing a 5/8 chance of being selected and
the red, brown and green ugly things 1/8 chance each.<br>
This change makes fair_adjacent_iterator visit the tiles around it in a
random order (without repeats)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4b2e2bd67">c4b2e2bd67</a> | 2025-03-23 23:19:16 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f708817d99">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1133-gf708817d99.zip">here</a>.]]></description>
            <pubDate>Wed, 26 Mar 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1130-g46e4344c46.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1130-g46e4344c46.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46e4344c46">46e4344c46</a> | 2025-03-24 23:26:27 -0500 | hellmonk</pre>
Allow spellvamp with vampiric draining.<br>Closes #3693. Moved to beam code as per comment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e63a381d31">e63a381d31</a> | 2025-03-24 22:43:10 -0500 | Brian Faires</pre>
Add lua function item.inscribe(inscription="", append=true) (#2805)<br>Currently, no way to set inscriptions from lua aside from sendkeys().
That gets messy and spams the dialog.
Added function to append or replace an existing inscription.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecfa6e8a7d">ecfa6e8a7d</a> | 2025-03-24 22:27:36 -0500 | WizardIke</pre>
Don't crash when targeting outside map (#4372)<br>When targeting outside the map,
`direction_chooser::update_previous_target()` would search for the
monster closest to the target to set as your previous target. However,
the radius_iterator used for this was asserting that the target was
inside the map.<br>
Fixes #4368<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6208d13a8f">6208d13a8f</a> | 2025-03-24 22:24:39 -0500 | WizardIke</pre>
Fix the tile_runrest_rate option (#4385)<br>This option controls how often we render in milliseconds when resting,
exploring, or travelling. However, it was being ignored resulting in
large amounts of time being washed waiting for vsync or rendering
updates that were never going to be visable. I also, reduced its default
value from 100ms to 17ms as 10 fps felt choppy.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9300408954">9300408954</a> | 2025-03-23 23:41:36 -0500 | Charlie Gettys</pre>
ci: fix checkconventionalcommit.py (#4312)<br>Python version in CI doesn't like line 36.
My local version of Python is fine with it.
Split the statement in 2 to satisfy more Python versions.<br>
Also exclude certain branches from main repo.
We're not gonna fix past commit messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c36f3742a">9c36f3742a</a> | 2025-03-23 23:36:48 -0500 | WizardIke</pre>
Make fair_adjacent_iterator fair (#3914)<br>The old fair_adjacent_iterator would visit the tiles around it in the
following order
1 4 6
2 x 7
3 5 8
starting from a random tile and wrapping around when it reached the last
tile e.g. if the random start was 4 then 4,5,6,7,8,1,2,3. So imagine for
example a yellow ugly thing surrounded by walls and other ugly things
trying to pick a random ugly thing around it when changing colour as
shown below<br>
w=wall
r=red ugly thing
y=yellow ugly thing
b=brown ugly thing
c=cyan ugly thing
g=green ugly thing<br>
w w r
w y b
w c g<br>
if the random start was an adjacent ugly thing that ugly thing would be
selected, however, if the random start was one of the walls the iterator
would be advanced until it reached the cyan ugly thing and it would be
selected givng the cyan ugly thing a 5/8 chance of being selected and
the red, brown and green ugly things 1/8 chance each.<br>
This change makes fair_adjacent_iterator visit the tiles around it in a
random order (without repeats)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4b2e2bd67">c4b2e2bd67</a> | 2025-03-23 23:19:16 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bf82eaf03">8bf82eaf03</a> | 2025-03-23 23:12:26 -0500 | hellmonk</pre>
update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0d60a0ba6">d0d60a0ba6</a> | 2025-03-23 23:01:45 -0500 | hellmonk</pre>
Update background descs (NotAJumbleOfNumbers)<br>Make some magic backgrounds more descriptive. Thanks Mumra for the hedge wizard
and air elementalist descriptions. Also, update Fighter and Warper to correctly
describe their consumables, and allude to Cinder Acolyte starting spell.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3852c236f">e3852c236f</a> | 2025-03-23 22:18:06 -0500 | WizardIke</pre>
Allow manifold assault with the Sword of Power (#4393)<br>When the Sword of Power shoots a bolt, start the bolt from one space
before the defender in the direction from the attacker to defender
instead of always starting from the attacker. This allows it to make
attacks it a distance with manifold assault.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=46e4344c46">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1130-g46e4344c46.zip">here</a>.]]></description>
            <pubDate>Tue, 25 Mar 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1126-g9300408954.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1126-g9300408954.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9300408954">9300408954</a> | 2025-03-23 23:41:36 -0500 | Charlie Gettys</pre>
ci: fix checkconventionalcommit.py (#4312)<br>Python version in CI doesn't like line 36.
My local version of Python is fine with it.
Split the statement in 2 to satisfy more Python versions.<br>
Also exclude certain branches from main repo.
We're not gonna fix past commit messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c36f3742a">9c36f3742a</a> | 2025-03-23 23:36:48 -0500 | WizardIke</pre>
Make fair_adjacent_iterator fair (#3914)<br>The old fair_adjacent_iterator would visit the tiles around it in the
following order
1 4 6
2 x 7
3 5 8
starting from a random tile and wrapping around when it reached the last
tile e.g. if the random start was 4 then 4,5,6,7,8,1,2,3. So imagine for
example a yellow ugly thing surrounded by walls and other ugly things
trying to pick a random ugly thing around it when changing colour as
shown below<br>
w=wall
r=red ugly thing
y=yellow ugly thing
b=brown ugly thing
c=cyan ugly thing
g=green ugly thing<br>
w w r
w y b
w c g<br>
if the random start was an adjacent ugly thing that ugly thing would be
selected, however, if the random start was one of the walls the iterator
would be advanced until it reached the cyan ugly thing and it would be
selected givng the cyan ugly thing a 5/8 chance of being selected and
the red, brown and green ugly things 1/8 chance each.<br>
This change makes fair_adjacent_iterator visit the tiles around it in a
random order (without repeats)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4b2e2bd67">c4b2e2bd67</a> | 2025-03-23 23:19:16 -0500 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bf82eaf03">8bf82eaf03</a> | 2025-03-23 23:12:26 -0500 | hellmonk</pre>
update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0d60a0ba6">d0d60a0ba6</a> | 2025-03-23 23:01:45 -0500 | hellmonk</pre>
Update background descs (NotAJumbleOfNumbers)<br>Make some magic backgrounds more descriptive. Thanks Mumra for the hedge wizard
and air elementalist descriptions. Also, update Fighter and Warper to correctly
describe their consumables, and allude to Cinder Acolyte starting spell.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3852c236f">e3852c236f</a> | 2025-03-23 22:18:06 -0500 | WizardIke</pre>
Allow manifold assault with the Sword of Power (#4393)<br>When the Sword of Power shoots a bolt, start the bolt from one space
before the defender in the direction from the attacker to defender
instead of always starting from the attacker. This allows it to make
attacks it a distance with manifold assault.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd99899e7f">bd99899e7f</a> | 2025-03-22 22:19:15 -0500 | gammafunk</pre>
Fix teleport closets in a vault (notthatgreg)<br>The vault minmay_twisted_water has various squares that are fully
surrounded by walls and deep water. Update these to have the
no_tele_into KPROP. Also remove an unused MONS entry. Fixes #4395.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2614225963">2614225963</a> | 2025-03-22 16:03:20 -0500 | gammafunk</pre>
Fix a spell description (CarefulOdds)<br>The description for Summon Horrible Things referenced its former int
drain effect. That was replaced with adding a weak-willed temporary
mutation. Although this negative effect will be revisted in the future,
this is what the spell does for now, so update its description. Also use
a more accurate spell description key name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28f6e29f1b">28f6e29f1b</a> | 2025-03-21 23:04:45 -0230 | DracoOmega</pre>
Fix being able to equip all shields on any size of character (kfkqmtg)<br>An oversight from 10c1f53
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d8e88ab66">8d8e88ab66</a> | 2025-03-21 18:05:37 +0000 | mumra</pre>
Correct an inaccurate comment<br>Looking at c65fdff where this comment was written, it seems fairly clear
it was meant to refer to the code *after* not *above* the comment. The
preceding code doesn't have much logic and is gathering some data
necessary for the movement code.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9300408954">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1126-g9300408954.zip">here</a>.]]></description>
            <pubDate>Mon, 24 Mar 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1120-gbd99899e7f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1120-gbd99899e7f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd99899e7f">bd99899e7f</a> | 2025-03-22 22:19:15 -0500 | gammafunk</pre>
Fix teleport closets in a vault (notthatgreg)<br>The vault minmay_twisted_water has various squares that are fully
surrounded by walls and deep water. Update these to have the
no_tele_into KPROP. Also remove an unused MONS entry. Fixes #4395.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2614225963">2614225963</a> | 2025-03-22 16:03:20 -0500 | gammafunk</pre>
Fix a spell description (CarefulOdds)<br>The description for Summon Horrible Things referenced its former int
drain effect. That was replaced with adding a weak-willed temporary
mutation. Although this negative effect will be revisted in the future,
this is what the spell does for now, so update its description. Also use
a more accurate spell description key name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28f6e29f1b">28f6e29f1b</a> | 2025-03-21 23:04:45 -0230 | DracoOmega</pre>
Fix being able to equip all shields on any size of character (kfkqmtg)<br>An oversight from 10c1f53
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d8e88ab66">8d8e88ab66</a> | 2025-03-21 18:05:37 +0000 | mumra</pre>
Correct an inaccurate comment<br>Looking at c65fdff where this comment was written, it seems fairly clear
it was meant to refer to the code *after* not *above* the comment. The
preceding code doesn't have much logic and is gathering some data
necessary for the movement code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2171951b38">2171951b38</a> | 2025-03-21 13:31:58 -0230 | DracoOmega</pre>
Don't crash if taking 0 delay turns while Fathomless Shackles is active<br>(Swapping equipment that involves delays uses a 0 aut turn internally, as
part of its sequencing, meaning that you can crash whenever you try to swap
body armour with Fathomless Shackles active.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d35c07169">5d35c07169</a> | 2025-03-21 09:32:54 -0230 | DracoOmega</pre>
Fix randart enhancer staves sometimes not displaying resists (Lici)<br>If a randart enhancer staff generated with a resistance of a type that the
staff's base type gets by default (ie: a staff of cold with an additional
rC+), it would be completely invisible on the inscription. The resist would
still function (and be viewable with %), but the item description would
always override it with 1 level.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce8407eea">7ce8407eea</a> | 2025-03-20 18:14:38 +0300 | Nikolai Lavsky</pre>
fix: display the chaos-laced status icon in webtiles<br>This got missed in 4b739738.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0534b38e66">0534b38e66</a> | 2025-03-19 19:13:01 -0500 | David Lawrence Ramsey</pre>
Account for muscle-less players in Xom messages.<br>Change "muscles" to "sinews."<br>
Rationale: Since revenants are skeletal, they don't have muscles (despite
their orc name, they don't appear to be built like Skeletor), and
poltergeists don't have bodies in the usual sense, but both have some
ectoplasmic equivalent of sinews to hold themselves together. Other
species would have ordinary sinews to do the same, and adding a flag for
whether a species has muscles seems a bit too niche. so sinews is a
better generic term for what holds different species together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b41cfc14b">4b41cfc14b</a> | 2025-03-19 19:03:45 -0500 | David Lawrence Ramsey</pre>
Account for formless players in Xom messages.<br>Since the player equip code indicates that they don't have heads, don't
count the head as a body part for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10c1f53bb1">10c1f53bb1</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Let tiny and large species put gloves on their Fungal Fisticloak<br>The 'armour size' check was applying even to the fisticloak's gloves slot,
but in most cases, 'armour size' is now redundant with the fact that the
species in question don't get a SLOT_GLOVES of their own in the first
place.<br>
I believe that body armour may be the only place where this parameter has
a more nuanced meaning, so we perform the old check there and use a simpler
one for hats vs. helmets. (Hats/helmets also need another refactor in
future to make Zonguldrok more properly ignore horns on the player's head,
but that's a lot trickier and out of scope for this commit.)<br>
This fixes #4302
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bd99899e7f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1120-gbd99899e7f.zip">here</a>.]]></description>
            <pubDate>Sun, 23 Mar 2025 06:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1118-g28f6e29f1b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1118-g28f6e29f1b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28f6e29f1b">28f6e29f1b</a> | 2025-03-21 23:04:45 -0230 | DracoOmega</pre>
Fix being able to equip all shields on any size of character (kfkqmtg)<br>An oversight from 10c1f53
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d8e88ab66">8d8e88ab66</a> | 2025-03-21 18:05:37 +0000 | mumra</pre>
Correct an inaccurate comment<br>Looking at c65fdff where this comment was written, it seems fairly clear
it was meant to refer to the code *after* not *above* the comment. The
preceding code doesn't have much logic and is gathering some data
necessary for the movement code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2171951b38">2171951b38</a> | 2025-03-21 13:31:58 -0230 | DracoOmega</pre>
Don't crash if taking 0 delay turns while Fathomless Shackles is active<br>(Swapping equipment that involves delays uses a 0 aut turn internally, as
part of its sequencing, meaning that you can crash whenever you try to swap
body armour with Fathomless Shackles active.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d35c07169">5d35c07169</a> | 2025-03-21 09:32:54 -0230 | DracoOmega</pre>
Fix randart enhancer staves sometimes not displaying resists (Lici)<br>If a randart enhancer staff generated with a resistance of a type that the
staff's base type gets by default (ie: a staff of cold with an additional
rC+), it would be completely invisible on the inscription. The resist would
still function (and be viewable with %), but the item description would
always override it with 1 level.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce8407eea">7ce8407eea</a> | 2025-03-20 18:14:38 +0300 | Nikolai Lavsky</pre>
fix: display the chaos-laced status icon in webtiles<br>This got missed in 4b739738.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0534b38e66">0534b38e66</a> | 2025-03-19 19:13:01 -0500 | David Lawrence Ramsey</pre>
Account for muscle-less players in Xom messages.<br>Change "muscles" to "sinews."<br>
Rationale: Since revenants are skeletal, they don't have muscles (despite
their orc name, they don't appear to be built like Skeletor), and
poltergeists don't have bodies in the usual sense, but both have some
ectoplasmic equivalent of sinews to hold themselves together. Other
species would have ordinary sinews to do the same, and adding a flag for
whether a species has muscles seems a bit too niche. so sinews is a
better generic term for what holds different species together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b41cfc14b">4b41cfc14b</a> | 2025-03-19 19:03:45 -0500 | David Lawrence Ramsey</pre>
Account for formless players in Xom messages.<br>Since the player equip code indicates that they don't have heads, don't
count the head as a body part for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10c1f53bb1">10c1f53bb1</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Let tiny and large species put gloves on their Fungal Fisticloak<br>The 'armour size' check was applying even to the fisticloak's gloves slot,
but in most cases, 'armour size' is now redundant with the fact that the
species in question don't get a SLOT_GLOVES of their own in the first
place.<br>
I believe that body armour may be the only place where this parameter has
a more nuanced meaning, so we perform the old check there and use a simpler
one for hats vs. helmets. (Hats/helmets also need another refactor in
future to make Zonguldrok more properly ignore horns on the player's head,
but that's a lot trickier and out of scope for this commit.)<br>
This fixes #4302
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e1b721bf3">6e1b721bf3</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix some wierdness with poltergeists and Fisticloak<br>The most obvious manifestation of this bug was the cloak sometimes falling
off when the player took the stairs, but the underlying issue is that if
you had 5 aux slots filled up already, and tried to put on the fisticloak,
it would still let you *even though it should require two of those slots*.<br>
The issue is that the search for both 'a slot that can hold a cloak' and
'a slot that can hold a hat' was finding the same single slot and thinking
this was good enough. (And then save compat code was knocking off the
fisticloak on level change, since it properly detected that you didn't have
enough slots for it.)<br>
Now, multi-slot items should substract each slot they take up from your
total slots, when calculating whether something can fit or not.<br>
This fixes #4322
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df4e34529f">df4e34529f</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix poltergeists not getting the bonus slot from Zonguldrok/Fisticloak<br>(And also any similar items which might theoretically add an extra boot or
cloak slot in the future)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=28f6e29f1b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1118-g28f6e29f1b.zip">here</a>.]]></description>
            <pubDate>Sat, 22 Mar 2025 06:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1114-g7ce8407eea.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1114-g7ce8407eea.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce8407eea">7ce8407eea</a> | 2025-03-20 18:14:38 +0300 | Nikolai Lavsky</pre>
fix: display the chaos-laced status icon in webtiles<br>This got missed in 4b739738.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0534b38e66">0534b38e66</a> | 2025-03-19 19:13:01 -0500 | David Lawrence Ramsey</pre>
Account for muscle-less players in Xom messages.<br>Change "muscles" to "sinews."<br>
Rationale: Since revenants are skeletal, they don't have muscles (despite
their orc name, they don't appear to be built like Skeletor), and
poltergeists don't have bodies in the usual sense, but both have some
ectoplasmic equivalent of sinews to hold themselves together. Other
species would have ordinary sinews to do the same, and adding a flag for
whether a species has muscles seems a bit too niche. so sinews is a
better generic term for what holds different species together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b41cfc14b">4b41cfc14b</a> | 2025-03-19 19:03:45 -0500 | David Lawrence Ramsey</pre>
Account for formless players in Xom messages.<br>Since the player equip code indicates that they don't have heads, don't
count the head as a body part for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10c1f53bb1">10c1f53bb1</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Let tiny and large species put gloves on their Fungal Fisticloak<br>The 'armour size' check was applying even to the fisticloak's gloves slot,
but in most cases, 'armour size' is now redundant with the fact that the
species in question don't get a SLOT_GLOVES of their own in the first
place.<br>
I believe that body armour may be the only place where this parameter has
a more nuanced meaning, so we perform the old check there and use a simpler
one for hats vs. helmets. (Hats/helmets also need another refactor in
future to make Zonguldrok more properly ignore horns on the player's head,
but that's a lot trickier and out of scope for this commit.)<br>
This fixes #4302
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e1b721bf3">6e1b721bf3</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix some wierdness with poltergeists and Fisticloak<br>The most obvious manifestation of this bug was the cloak sometimes falling
off when the player took the stairs, but the underlying issue is that if
you had 5 aux slots filled up already, and tried to put on the fisticloak,
it would still let you *even though it should require two of those slots*.<br>
The issue is that the search for both 'a slot that can hold a cloak' and
'a slot that can hold a hat' was finding the same single slot and thinking
this was good enough. (And then save compat code was knocking off the
fisticloak on level change, since it properly detected that you didn't have
enough slots for it.)<br>
Now, multi-slot items should substract each slot they take up from your
total slots, when calculating whether something can fit or not.<br>
This fixes #4322
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df4e34529f">df4e34529f</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix poltergeists not getting the bonus slot from Zonguldrok/Fisticloak<br>(And also any similar items which might theoretically add an extra boot or
cloak slot in the future)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bae9310bee">bae9310bee</a> | 2025-03-19 17:19:48 +0300 | Nikolai Lavsky</pre>
fix: make Poisonous Vapours targeter ignore rPois enemies, again<br>Currently, the spell becomes active on the quiver and in the z? menu
even if there are only poison-resistant/immune enemies in range. The
targeter correctly highlights enemies without rPois, but refuses to
highlight poison-vulnerable targets, like killer bees. Also, there is no
message when aiming at a monster that can't be affected. Finally, when
cycling through possible targets, the targeter doesn't skip
poison-resistant monsters.<br>
So, as a remake of 3f6d0115, this commit brings back a custom targeter
and a usefulness check for the spell. But since current Poisonous
Vapours is different than the pre-b5f9efb4 implementation, the new check
in `spell_no_hostile_in_range()` is slightly different too.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3039f5625e">3039f5625e</a> | 2025-03-19 00:05:41 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d685d6802f">d685d6802f</a> | 2025-03-18 23:59:18 +0000 | mumra</pre>
Fix some Deep Elf tile offsets<br>Since 9b14fc1 (plus 3b45c41), which changed the hand positions of
monster Deep Elves, their weapons have been floating a few pixels away
from a correct holding position. This updates the relevant offsets so
the weapons (and shields, if used) are held properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85c0d3feac">85c0d3feac</a> | 2025-03-18 19:57:40 -0230 | DracoOmega</pre>
Fix a Nobody / phantom mirror crash<br>timeout_enchantments was also deleting its summon timer in the middle of
reviving it (causing it to die again before the avoided_death_fineff had
fired, resulting in an assert).<br>
Really would be nice to have that 'just remove harmful status effects'
function....
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ce8407eea">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1114-g7ce8407eea.zip">here</a>.]]></description>
            <pubDate>Fri, 21 Mar 2025 06:45:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1113-g0534b38e66.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1113-g0534b38e66.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0534b38e66">0534b38e66</a> | 2025-03-19 19:13:01 -0500 | David Lawrence Ramsey</pre>
Account for muscle-less players in Xom messages.<br>Change "muscles" to "sinews."<br>
Rationale: Since revenants are skeletal, they don't have muscles (despite
their orc name, they don't appear to be built like Skeletor), and
poltergeists don't have bodies in the usual sense, but both have some
ectoplasmic equivalent of sinews to hold themselves together. Other
species would have ordinary sinews to do the same, and adding a flag for
whether a species has muscles seems a bit too niche. so sinews is a
better generic term for what holds different species together.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b41cfc14b">4b41cfc14b</a> | 2025-03-19 19:03:45 -0500 | David Lawrence Ramsey</pre>
Account for formless players in Xom messages.<br>Since the player equip code indicates that they don't have heads, don't
count the head as a body part for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10c1f53bb1">10c1f53bb1</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Let tiny and large species put gloves on their Fungal Fisticloak<br>The 'armour size' check was applying even to the fisticloak's gloves slot,
but in most cases, 'armour size' is now redundant with the fact that the
species in question don't get a SLOT_GLOVES of their own in the first
place.<br>
I believe that body armour may be the only place where this parameter has
a more nuanced meaning, so we perform the old check there and use a simpler
one for hats vs. helmets. (Hats/helmets also need another refactor in
future to make Zonguldrok more properly ignore horns on the player's head,
but that's a lot trickier and out of scope for this commit.)<br>
This fixes #4302
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e1b721bf3">6e1b721bf3</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix some wierdness with poltergeists and Fisticloak<br>The most obvious manifestation of this bug was the cloak sometimes falling
off when the player took the stairs, but the underlying issue is that if
you had 5 aux slots filled up already, and tried to put on the fisticloak,
it would still let you *even though it should require two of those slots*.<br>
The issue is that the search for both 'a slot that can hold a cloak' and
'a slot that can hold a hat' was finding the same single slot and thinking
this was good enough. (And then save compat code was knocking off the
fisticloak on level change, since it properly detected that you didn't have
enough slots for it.)<br>
Now, multi-slot items should substract each slot they take up from your
total slots, when calculating whether something can fit or not.<br>
This fixes #4322
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df4e34529f">df4e34529f</a> | 2025-03-19 16:40:37 -0230 | DracoOmega</pre>
Fix poltergeists not getting the bonus slot from Zonguldrok/Fisticloak<br>(And also any similar items which might theoretically add an extra boot or
cloak slot in the future)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bae9310bee">bae9310bee</a> | 2025-03-19 17:19:48 +0300 | Nikolai Lavsky</pre>
fix: make Poisonous Vapours targeter ignore rPois enemies, again<br>Currently, the spell becomes active on the quiver and in the z? menu
even if there are only poison-resistant/immune enemies in range. The
targeter correctly highlights enemies without rPois, but refuses to
highlight poison-vulnerable targets, like killer bees. Also, there is no
message when aiming at a monster that can't be affected. Finally, when
cycling through possible targets, the targeter doesn't skip
poison-resistant monsters.<br>
So, as a remake of 3f6d0115, this commit brings back a custom targeter
and a usefulness check for the spell. But since current Poisonous
Vapours is different than the pre-b5f9efb4 implementation, the new check
in `spell_no_hostile_in_range()` is slightly different too.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3039f5625e">3039f5625e</a> | 2025-03-19 00:05:41 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d685d6802f">d685d6802f</a> | 2025-03-18 23:59:18 +0000 | mumra</pre>
Fix some Deep Elf tile offsets<br>Since 9b14fc1 (plus 3b45c41), which changed the hand positions of
monster Deep Elves, their weapons have been floating a few pixels away
from a correct holding position. This updates the relevant offsets so
the weapons (and shields, if used) are held properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85c0d3feac">85c0d3feac</a> | 2025-03-18 19:57:40 -0230 | DracoOmega</pre>
Fix a Nobody / phantom mirror crash<br>timeout_enchantments was also deleting its summon timer in the middle of
reviving it (causing it to die again before the avoided_death_fineff had
fired, resulting in an assert).<br>
Really would be nice to have that 'just remove harmful status effects'
function....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f5e40d3f22">f5e40d3f22</a> | 2025-03-18 19:45:30 -0230 | DracoOmega</pre>
Buff Nobody a little<br>Despite their scariness on paper, they've been statistically
underperforming, so I am making a few adjustments.<br>
Their spells from Phyrric Recollecton get burnt out at 50% HP instead of
60%, they get a tiny HD and AC increase, and their Haste and Might actually
persist between phases (which I'd always thought it did - that was the
*point* of that spellset - but neglected to realize it was being cleared).<br>
Additionally, in hopes of averting the possibility that a scarier Nobody
would be tempting to park on another floor (because they couldn't learn any
of their scary stuff until you first damaged them), they can now ignite
their first memory merely upon *seeing* and engaging the player, whether
they are actually injured or not.<br>
We'll see how much effect this has on them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0534b38e66">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1113-g0534b38e66.zip">here</a>.]]></description>
            <pubDate>Thu, 20 Mar 2025 06:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1107-g3039f5625e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1107-g3039f5625e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3039f5625e">3039f5625e</a> | 2025-03-19 00:05:41 -0500 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d685d6802f">d685d6802f</a> | 2025-03-18 23:59:18 +0000 | mumra</pre>
Fix some Deep Elf tile offsets<br>Since 9b14fc1 (plus 3b45c41), which changed the hand positions of
monster Deep Elves, their weapons have been floating a few pixels away
from a correct holding position. This updates the relevant offsets so
the weapons (and shields, if used) are held properly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85c0d3feac">85c0d3feac</a> | 2025-03-18 19:57:40 -0230 | DracoOmega</pre>
Fix a Nobody / phantom mirror crash<br>timeout_enchantments was also deleting its summon timer in the middle of
reviving it (causing it to die again before the avoided_death_fineff had
fired, resulting in an assert).<br>
Really would be nice to have that 'just remove harmful status effects'
function....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f5e40d3f22">f5e40d3f22</a> | 2025-03-18 19:45:30 -0230 | DracoOmega</pre>
Buff Nobody a little<br>Despite their scariness on paper, they've been statistically
underperforming, so I am making a few adjustments.<br>
Their spells from Phyrric Recollecton get burnt out at 50% HP instead of
60%, they get a tiny HD and AC increase, and their Haste and Might actually
persist between phases (which I'd always thought it did - that was the
*point* of that spellset - but neglected to realize it was being cleared).<br>
Additionally, in hopes of averting the possibility that a scarier Nobody
would be tempting to park on another floor (because they couldn't learn any
of their scary stuff until you first damaged them), they can now ignite
their first memory merely upon *seeing* and engaging the player, whether
they are actually injured or not.<br>
We'll see how much effect this has on them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3a960af9c8">3a960af9c8</a> | 2025-03-18 19:17:12 -0230 | DracoOmega</pre>
Don't give Trickster AC for debuffs applied TO friendlies (particleface)<br>A silly example is that blazeheart golem becoming paralysed by stepping
away from it would give you AC (since it is a negative status effect that
was applied by a friendly monster!). This could even be repeated by
stepping back and forth rapidly.<br>
But in general, it's probably a good idea that you only get AC for
debuffing non-friendly monsters, since there's probably some other
degenerate silliness that would otherwise be possible.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36a277cbe7">36a277cbe7</a> | 2025-03-18 19:15:25 -0230 | DracoOmega</pre>
Fix Nobody sometimes immediately losing their new spells (cool3)<br>If Nobody took a big enough hit to go from healthy to dead in a single
action (ie: without losing their previous Phyrric Recollection effect from
damage), the enchantment cleanup effect would cause it to happen *after*
giving them their new spells, resulting in them never appearing to gain
them at all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=285c9414cd">285c9414cd</a> | 2025-03-17 12:21:36 -0230 | DracoOmega</pre>
Let Fighter start with a second potion of might (Lici)<br>Of all the backgrounds, it's arguable that fighters start with the smallest
kit in total. Most everyone else starts with *multiple* consumables (or a
book on top of their consumables). Having more stuff is more fun (and
further distinguishes melee starts from each other), so let's give them an
extra.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8eb92faf5a">8eb92faf5a</a> | 2025-03-17 12:09:49 -0230 | DracoOmega</pre>
Don't let Okawaru gift reaping weapons (cool3)<br>Oka doesn't technically hate you for using them, but the brand does nothing
while worshipping them, so it feels they should never gift it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9a02fdcf7">b9a02fdcf7</a> | 2025-03-16 19:46:32 -0500 | person50605</pre>
Add rock wall description for spanish version<br>Committer's Note: Added a missing period. Resolves #4364.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbf6267756">dbf6267756</a> | 2025-03-16 20:59:54 -0230 | DracoOmega</pre>
Fix an arc blade crash with Manifold Assault<br>When I refactored this function, apparently I neglected to recall that the
*player* could end up in this list sometimes.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3039f5625e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1107-g3039f5625e.zip">here</a>.]]></description>
            <pubDate>Wed, 19 Mar 2025 06:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1101-g285c9414cd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1101-g285c9414cd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=285c9414cd">285c9414cd</a> | 2025-03-17 12:21:36 -0230 | DracoOmega</pre>
Let Fighter start with a second potion of might (Lici)<br>Of all the backgrounds, it's arguable that fighters start with the smallest
kit in total. Most everyone else starts with *multiple* consumables (or a
book on top of their consumables). Having more stuff is more fun (and
further distinguishes melee starts from each other), so let's give them an
extra.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8eb92faf5a">8eb92faf5a</a> | 2025-03-17 12:09:49 -0230 | DracoOmega</pre>
Don't let Okawaru gift reaping weapons (cool3)<br>Oka doesn't technically hate you for using them, but the brand does nothing
while worshipping them, so it feels they should never gift it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9a02fdcf7">b9a02fdcf7</a> | 2025-03-16 19:46:32 -0500 | person50605</pre>
Add rock wall description for spanish version<br>Committer's Note: Added a missing period. Resolves #4364.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbf6267756">dbf6267756</a> | 2025-03-16 20:59:54 -0230 | DracoOmega</pre>
Fix an arc blade crash with Manifold Assault<br>When I refactored this function, apparently I neglected to recall that the
*player* could end up in this list sometimes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ed86a1e71">6ed86a1e71</a> | 2025-03-16 19:28:04 -0230 | DracoOmega</pre>
Give revenants one memory charge when they hit XL 3<br>Due to weirdnesses with XP formulas, it's currently possible to go several
floors without actually earning one in that part of the game (even though
the pace picks up rapidly after that). It's a little wierd to be given an
ability and then be unable to use it for several more levels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45411cbfb5">45411cbfb5</a> | 2025-03-16 19:26:44 -0230 | DracoOmega</pre>
Very gently buff poltergeist and nerf revenant<br>Poltergeist XP apt -1 -> 0
Revenant XP apt 0 -> -1<br>
Poltergeist's starting cloak is now also +1, to give them a little more AC
in the very earlygame, where some starts struggle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b58ee74901">b58ee74901</a> | 2025-03-16 08:10:56 -0230 | DracoOmega</pre>
Fix two spell flavor texts not showing in-game<br>These have apparently never been visible in-game since I wrote them.
Whoops!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c82cddcf98">c82cddcf98</a> | 2025-03-15 21:08:27 -0500 | gammafunk</pre>
Fix the autofight_nomove_fires option (vvokhom)<br>When set to true, this lua option allows autofight-without-move to use
the quiver if an appropriate action is available. It was broken in the
case when the corresponding option for normal autofight was true.
Resolves #3169.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03d16f74bf">03d16f74bf</a> | 2025-03-16 00:07:08 +0000 | mumra</pre>
Add a comment to explain inconsistent naming of a chaos enum<br>One might argue there's no reason why anything associated with chaos
*should* be inconsistent, but just to avoid any well-meaning contributer
trying to "fix" this inconsistency in the future it seemed a good idea
to spell out why it's this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce43c158f7">ce43c158f7</a> | 2025-03-15 00:40:34 -0500 | Antern</pre>
feat: add a tile_min_stat_width_characters option<br>The option allows changing the minimal width of the sidebar in pixels
for the regular layout. Previously this had been hard-coded to 42.<br>
Committer's Note: Fixed a typo in the options guide and reformatted, and
cleaned up commit wording. Resolves #3027.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=285c9414cd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1101-g285c9414cd.zip">here</a>.]]></description>
            <pubDate>Tue, 18 Mar 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1099-gb9a02fdcf7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1099-gb9a02fdcf7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9a02fdcf7">b9a02fdcf7</a> | 2025-03-16 19:46:32 -0500 | person50605</pre>
Add rock wall description for spanish version<br>Committer's Note: Added a missing period. Resolves #4364.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbf6267756">dbf6267756</a> | 2025-03-16 20:59:54 -0230 | DracoOmega</pre>
Fix an arc blade crash with Manifold Assault<br>When I refactored this function, apparently I neglected to recall that the
*player* could end up in this list sometimes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ed86a1e71">6ed86a1e71</a> | 2025-03-16 19:28:04 -0230 | DracoOmega</pre>
Give revenants one memory charge when they hit XL 3<br>Due to weirdnesses with XP formulas, it's currently possible to go several
floors without actually earning one in that part of the game (even though
the pace picks up rapidly after that). It's a little wierd to be given an
ability and then be unable to use it for several more levels.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45411cbfb5">45411cbfb5</a> | 2025-03-16 19:26:44 -0230 | DracoOmega</pre>
Very gently buff poltergeist and nerf revenant<br>Poltergeist XP apt -1 -> 0
Revenant XP apt 0 -> -1<br>
Poltergeist's starting cloak is now also +1, to give them a little more AC
in the very earlygame, where some starts struggle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b58ee74901">b58ee74901</a> | 2025-03-16 08:10:56 -0230 | DracoOmega</pre>
Fix two spell flavor texts not showing in-game<br>These have apparently never been visible in-game since I wrote them.
Whoops!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c82cddcf98">c82cddcf98</a> | 2025-03-15 21:08:27 -0500 | gammafunk</pre>
Fix the autofight_nomove_fires option (vvokhom)<br>When set to true, this lua option allows autofight-without-move to use
the quiver if an appropriate action is available. It was broken in the
case when the corresponding option for normal autofight was true.
Resolves #3169.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03d16f74bf">03d16f74bf</a> | 2025-03-16 00:07:08 +0000 | mumra</pre>
Add a comment to explain inconsistent naming of a chaos enum<br>One might argue there's no reason why anything associated with chaos
*should* be inconsistent, but just to avoid any well-meaning contributer
trying to "fix" this inconsistency in the future it seemed a good idea
to spell out why it's this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce43c158f7">ce43c158f7</a> | 2025-03-15 00:40:34 -0500 | Antern</pre>
feat: add a tile_min_stat_width_characters option<br>The option allows changing the minimal width of the sidebar in pixels
for the regular layout. Previously this had been hard-coded to 42.<br>
Committer's Note: Fixed a typo in the options guide and reformatted, and
cleaned up commit wording. Resolves #3027.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6823389612">6823389612</a> | 2025-03-15 05:35:42 +0000 | mumra</pre>
Update mailmap address<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69e70d1efc">69e70d1efc</a> | 2025-03-15 05:16:22 +0000 | Isaac Clancy</pre>
Fix far viewing<br>In local tiles while in map view mode, you should be able to right
click and drag the mini map to view those parts of the map. However, in
version 0.26 dragging the mouse stopped doing anything and in version
0.28 right clicking the map stopped doing anything.<br>
Fixes #3804
Fixes #3802
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b9a02fdcf7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1099-gb9a02fdcf7.zip">here</a>.]]></description>
            <pubDate>Mon, 17 Mar 2025 06:45:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1094-gc82cddcf98.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1094-gc82cddcf98.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c82cddcf98">c82cddcf98</a> | 2025-03-15 21:08:27 -0500 | gammafunk</pre>
Fix the autofight_nomove_fires option (vvokhom)<br>When set to true, this lua option allows autofight-without-move to use
the quiver if an appropriate action is available. It was broken in the
case when the corresponding option for normal autofight was true.
Resolves #3169.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=03d16f74bf">03d16f74bf</a> | 2025-03-16 00:07:08 +0000 | mumra</pre>
Add a comment to explain inconsistent naming of a chaos enum<br>One might argue there's no reason why anything associated with chaos
*should* be inconsistent, but just to avoid any well-meaning contributer
trying to "fix" this inconsistency in the future it seemed a good idea
to spell out why it's this way.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce43c158f7">ce43c158f7</a> | 2025-03-15 00:40:34 -0500 | Antern</pre>
feat: add a tile_min_stat_width_characters option<br>The option allows changing the minimal width of the sidebar in pixels
for the regular layout. Previously this had been hard-coded to 42.<br>
Committer's Note: Fixed a typo in the options guide and reformatted, and
cleaned up commit wording. Resolves #3027.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6823389612">6823389612</a> | 2025-03-15 05:35:42 +0000 | mumra</pre>
Update mailmap address<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69e70d1efc">69e70d1efc</a> | 2025-03-15 05:16:22 +0000 | Isaac Clancy</pre>
Fix far viewing<br>In local tiles while in map view mode, you should be able to right
click and drag the mini map to view those parts of the map. However, in
version 0.26 dragging the mouse stopped doing anything and in version
0.28 right clicking the map stopped doing anything.<br>
Fixes #3804
Fixes #3802
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=737f9c07e4">737f9c07e4</a> | 2025-03-15 04:39:12 +0000 | mumra</pre>
docs: Mention advancecomp dependency for msys2<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3176162370">3176162370</a> | 2025-03-14 23:24:45 -0500 | WizardIke</pre>
Clarify that the hood of the assassin only effects melee (#4373)<br>Its description said that it gives effective stabs with any weapon, but
it only gives them on melee weapons. Change its description to say any
melee weapon.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28ef6d8391">28ef6d8391</a> | 2025-03-14 02:12:48 -0500 | gammafunk</pre>
Put certain traps in the stash (Ge0ff)<br>Add the translocation traps, alarm traps, shafts, and plate traps back
to the stash tracker. These traps can help navigate within or across
levels (translocation and shafts), or can be used tactically (alarm), or
might release goodies (plate), so they're useful to track. We still
don't track the remaining trap types.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=610cef96e5">610cef96e5</a> | 2025-03-13 12:49:55 -0230 | DracoOmega</pre>
Don't prompt for each individual bad Static Discharge target (staticshock)<br>When casting the spell near allies, you were required to confirm for each
target potentially hit. Confusingly in some situations (such as after
reading ?butterflies), you could be prompted many times for a monster with
the same name, making it appear as though confirming did nothing.<br>
Now we gather all targets first, and prompt once at the end (using the same
basic approach used for many other spells at this point), with a little
extra boilerplate for arc blade in particular, so that it doesn't warn you
about 'casting' anything.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=789d534dee">789d534dee</a> | 2025-03-13 05:40:31 -0230 | DracoOmega</pre>
Fix Enkindled spells never failing (cool3)<br>Despite their listed success chance, casting a valid spell while Enkindled
would never miscast (so long as the fail chance was below 100%, which
wasn't actually difficult with the wizardry bonus. Pre-Lair Shatter
wouldn't even be implausible, with some luck!)<br>
(This line was a leftover from a much earlier iteration of Enkindling that
never made it to trunk, and which got overlooked when revising it.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c82cddcf98">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1094-gc82cddcf98.zip">here</a>.]]></description>
            <pubDate>Sun, 16 Mar 2025 06:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1092-gce43c158f7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1092-gce43c158f7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce43c158f7">ce43c158f7</a> | 2025-03-15 00:40:34 -0500 | Antern</pre>
feat: add a tile_min_stat_width_characters option<br>The option allows changing the minimal width of the sidebar in pixels
for the regular layout. Previously this had been hard-coded to 42.<br>
Committer's Note: Fixed a typo in the options guide and reformatted, and
cleaned up commit wording. Resolves #3027.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6823389612">6823389612</a> | 2025-03-15 05:35:42 +0000 | mumra</pre>
Update mailmap address<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69e70d1efc">69e70d1efc</a> | 2025-03-15 05:16:22 +0000 | Isaac Clancy</pre>
Fix far viewing<br>In local tiles while in map view mode, you should be able to right
click and drag the mini map to view those parts of the map. However, in
version 0.26 dragging the mouse stopped doing anything and in version
0.28 right clicking the map stopped doing anything.<br>
Fixes #3804
Fixes #3802
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=737f9c07e4">737f9c07e4</a> | 2025-03-15 04:39:12 +0000 | mumra</pre>
docs: Mention advancecomp dependency for msys2<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3176162370">3176162370</a> | 2025-03-14 23:24:45 -0500 | WizardIke</pre>
Clarify that the hood of the assassin only effects melee (#4373)<br>Its description said that it gives effective stabs with any weapon, but
it only gives them on melee weapons. Change its description to say any
melee weapon.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=28ef6d8391">28ef6d8391</a> | 2025-03-14 02:12:48 -0500 | gammafunk</pre>
Put certain traps in the stash (Ge0ff)<br>Add the translocation traps, alarm traps, shafts, and plate traps back
to the stash tracker. These traps can help navigate within or across
levels (translocation and shafts), or can be used tactically (alarm), or
might release goodies (plate), so they're useful to track. We still
don't track the remaining trap types.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=610cef96e5">610cef96e5</a> | 2025-03-13 12:49:55 -0230 | DracoOmega</pre>
Don't prompt for each individual bad Static Discharge target (staticshock)<br>When casting the spell near allies, you were required to confirm for each
target potentially hit. Confusingly in some situations (such as after
reading ?butterflies), you could be prompted many times for a monster with
the same name, making it appear as though confirming did nothing.<br>
Now we gather all targets first, and prompt once at the end (using the same
basic approach used for many other spells at this point), with a little
extra boilerplate for arc blade in particular, so that it doesn't warn you
about 'casting' anything.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=789d534dee">789d534dee</a> | 2025-03-13 05:40:31 -0230 | DracoOmega</pre>
Fix Enkindled spells never failing (cool3)<br>Despite their listed success chance, casting a valid spell while Enkindled
would never miscast (so long as the fail chance was below 100%, which
wasn't actually difficult with the wizardry bonus. Pre-Lair Shatter
wouldn't even be implausible, with some luck!)<br>
(This line was a leftover from a much earlier iteration of Enkindling that
never made it to trunk, and which got overlooked when revising it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=778f541198">778f541198</a> | 2025-03-12 22:39:56 +0000 | mumra</pre>
Don't sometimes prevent a ranged unrand from ever spawning<br>The 2nd parameter to destroy_item ("never_created") should be true in
cases like this otherwise, if it happened to be an unrand, it will be
prevented from spawning again later. It's slightly unclear to me if this
case can even be hit, but since it's there it's better to do it safely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa92ecd419">aa92ecd419</a> | 2025-03-12 22:38:39 +0000 | mumra</pre>
Update a TODO comment in mon-cast.cc<br>It was slightly out of date mentioning a parameter that didn't exist
anymore, and in fact is prohibitively complex enough to do that it seems
unlikely to ever happen; at least make this clear in the comment.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ce43c158f7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1092-gce43c158f7.zip">here</a>.]]></description>
            <pubDate>Sat, 15 Mar 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1086-g610cef96e5.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1086-g610cef96e5.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=610cef96e5">610cef96e5</a> | 2025-03-13 12:49:55 -0230 | DracoOmega</pre>
Don't prompt for each individual bad Static Discharge target (staticshock)<br>When casting the spell near allies, you were required to confirm for each
target potentially hit. Confusingly in some situations (such as after
reading ?butterflies), you could be prompted many times for a monster with
the same name, making it appear as though confirming did nothing.<br>
Now we gather all targets first, and prompt once at the end (using the same
basic approach used for many other spells at this point), with a little
extra boilerplate for arc blade in particular, so that it doesn't warn you
about 'casting' anything.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=789d534dee">789d534dee</a> | 2025-03-13 05:40:31 -0230 | DracoOmega</pre>
Fix Enkindled spells never failing (cool3)<br>Despite their listed success chance, casting a valid spell while Enkindled
would never miscast (so long as the fail chance was below 100%, which
wasn't actually difficult with the wizardry bonus. Pre-Lair Shatter
wouldn't even be implausible, with some luck!)<br>
(This line was a leftover from a much earlier iteration of Enkindling that
never made it to trunk, and which got overlooked when revising it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=778f541198">778f541198</a> | 2025-03-12 22:39:56 +0000 | mumra</pre>
Don't sometimes prevent a ranged unrand from ever spawning<br>The 2nd parameter to destroy_item ("never_created") should be true in
cases like this otherwise, if it happened to be an unrand, it will be
prevented from spawning again later. It's slightly unclear to me if this
case can even be hit, but since it's there it's better to do it safely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa92ecd419">aa92ecd419</a> | 2025-03-12 22:38:39 +0000 | mumra</pre>
Update a TODO comment in mon-cast.cc<br>It was slightly out of date mentioning a parameter that didn't exist
anymore, and in fact is prohibitively complex enough to do that it seems
unlikely to ever happen; at least make this clear in the comment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=791b5fa680">791b5fa680</a> | 2025-03-11 16:44:33 -0700 | mgdelmonte</pre>
Adds more info to the lua `monster` object.<br>Adds helpful information that's difficult or impossible to extract
from the UI:
* `last_seen_at_turn` -- the turn number when you last saw this mons
* `range` -- the monster's maximum range with weapon, spell, or wand
* `items` -- the list of items the monster carries<br>
Closes #2676.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b46c49a68">4b46c49a68</a> | 2025-03-11 01:49:49 -0500 | David Lawrence Ramsey</pre>
Sword of Zonguldrok -> Skull of Zonguldrok.<br>Two places still had the sword: minmay_guarded_unrand_zonguldrok and
Zigsprint. Make them use the skull instead.<br>
Zigsprint now puts the skull in the same place where the sword was. The
sword isn't a weapon as everything else in that pile is, but since
equipping it gives you the reaping brand on kills, it can affect your
weapon, so maybe that's okay?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d4a6e4d5f">4d4a6e4d5f</a> | 2025-03-11 00:40:42 -0500 | Yi Yang</pre>
fix: Bring Asterion's ability names in line with overhauled Makhleb (#4247)<br>Asterion's current ability name, "Greater Servant of Makhleb", comes
from Makhleb's old ability names before the 0.32 overhaul.
    
Since the overhaul was mostly merging the lesser/greater pairs while
leaving the actual mechanics untouched, I think we can keep the existing
monster spells (along with icons and descriptions), but use the new
ability titles.
    
The other ability, "Major Destruction", is contrasted with another
monster spell "Legendary Destruction". It is thus not changed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d345d8e626">d345d8e626</a> | 2025-03-11 00:16:33 -0500 | Hellmonk</pre>
Replace -Cast with *Silence (#4359)<br>-Cast was very polarizing; it tended to either do nothing or make the
item unusable. Try out a more dynamic negative effect along the lines of
*Corrode; 3% chance for temporary silence when damaged. Silence duration
is identical to blueberry klown pie. This effect works on monsters (who
ignored -Cast entirely) in the rare case that one spawns with a *Silence
artifact.<br>
-Cast remains exclusively on mad mage's maulers, where it's necessary
for the gimmick.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1fd84065c">b1fd84065c</a> | 2025-03-10 22:39:47 -0500 | hellmonk</pre>
fix firewood<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26c1957b85">26c1957b85</a> | 2025-03-10 22:38:09 -0500 | SentientSupper</pre>
Allow damnation to bullseye (#3673)<br>The only ranged weapon dimensional bullseye doesn't work with is
damnation which tends to surprise players. Given that damnation is a
rare unrand, it wouldn't hurt to remove this special case.<br>
Closes #3532<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=610cef96e5">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1086-g610cef96e5.zip">here</a>.]]></description>
            <pubDate>Fri, 14 Mar 2025 06:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1084-g778f541198.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1084-g778f541198.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=778f541198">778f541198</a> | 2025-03-12 22:39:56 +0000 | mumra</pre>
Don't sometimes prevent a ranged unrand from ever spawning<br>The 2nd parameter to destroy_item ("never_created") should be true in
cases like this otherwise, if it happened to be an unrand, it will be
prevented from spawning again later. It's slightly unclear to me if this
case can even be hit, but since it's there it's better to do it safely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa92ecd419">aa92ecd419</a> | 2025-03-12 22:38:39 +0000 | mumra</pre>
Update a TODO comment in mon-cast.cc<br>It was slightly out of date mentioning a parameter that didn't exist
anymore, and in fact is prohibitively complex enough to do that it seems
unlikely to ever happen; at least make this clear in the comment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=791b5fa680">791b5fa680</a> | 2025-03-11 16:44:33 -0700 | mgdelmonte</pre>
Adds more info to the lua `monster` object.<br>Adds helpful information that's difficult or impossible to extract
from the UI:
* `last_seen_at_turn` -- the turn number when you last saw this mons
* `range` -- the monster's maximum range with weapon, spell, or wand
* `items` -- the list of items the monster carries<br>
Closes #2676.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b46c49a68">4b46c49a68</a> | 2025-03-11 01:49:49 -0500 | David Lawrence Ramsey</pre>
Sword of Zonguldrok -> Skull of Zonguldrok.<br>Two places still had the sword: minmay_guarded_unrand_zonguldrok and
Zigsprint. Make them use the skull instead.<br>
Zigsprint now puts the skull in the same place where the sword was. The
sword isn't a weapon as everything else in that pile is, but since
equipping it gives you the reaping brand on kills, it can affect your
weapon, so maybe that's okay?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d4a6e4d5f">4d4a6e4d5f</a> | 2025-03-11 00:40:42 -0500 | Yi Yang</pre>
fix: Bring Asterion's ability names in line with overhauled Makhleb (#4247)<br>Asterion's current ability name, "Greater Servant of Makhleb", comes
from Makhleb's old ability names before the 0.32 overhaul.
    
Since the overhaul was mostly merging the lesser/greater pairs while
leaving the actual mechanics untouched, I think we can keep the existing
monster spells (along with icons and descriptions), but use the new
ability titles.
    
The other ability, "Major Destruction", is contrasted with another
monster spell "Legendary Destruction". It is thus not changed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d345d8e626">d345d8e626</a> | 2025-03-11 00:16:33 -0500 | Hellmonk</pre>
Replace -Cast with *Silence (#4359)<br>-Cast was very polarizing; it tended to either do nothing or make the
item unusable. Try out a more dynamic negative effect along the lines of
*Corrode; 3% chance for temporary silence when damaged. Silence duration
is identical to blueberry klown pie. This effect works on monsters (who
ignored -Cast entirely) in the rare case that one spawns with a *Silence
artifact.<br>
-Cast remains exclusively on mad mage's maulers, where it's necessary
for the gimmick.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1fd84065c">b1fd84065c</a> | 2025-03-10 22:39:47 -0500 | hellmonk</pre>
fix firewood<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26c1957b85">26c1957b85</a> | 2025-03-10 22:38:09 -0500 | SentientSupper</pre>
Allow damnation to bullseye (#3673)<br>The only ranged weapon dimensional bullseye doesn't work with is
damnation which tends to surprise players. Given that damnation is a
rare unrand, it wouldn't hurt to remove this special case.<br>
Closes #3532<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=029b10d757">029b10d757</a> | 2025-03-10 22:26:30 -0500 | hellmonk</pre>
Update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37f5625743">37f5625743</a> | 2025-03-10 18:37:56 -0500 | yrdzrfxndfvh</pre>
Fix normal revenants spawning in zig<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=778f541198">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1084-g778f541198.zip">here</a>.]]></description>
            <pubDate>Thu, 13 Mar 2025 06:45:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1082-g791b5fa680.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1082-g791b5fa680.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=791b5fa680">791b5fa680</a> | 2025-03-11 16:44:33 -0700 | mgdelmonte</pre>
Adds more info to the lua `monster` object.<br>Adds helpful information that's difficult or impossible to extract
from the UI:
* `last_seen_at_turn` -- the turn number when you last saw this mons
* `range` -- the monster's maximum range with weapon, spell, or wand
* `items` -- the list of items the monster carries<br>
Closes #2676.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b46c49a68">4b46c49a68</a> | 2025-03-11 01:49:49 -0500 | David Lawrence Ramsey</pre>
Sword of Zonguldrok -> Skull of Zonguldrok.<br>Two places still had the sword: minmay_guarded_unrand_zonguldrok and
Zigsprint. Make them use the skull instead.<br>
Zigsprint now puts the skull in the same place where the sword was. The
sword isn't a weapon as everything else in that pile is, but since
equipping it gives you the reaping brand on kills, it can affect your
weapon, so maybe that's okay?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d4a6e4d5f">4d4a6e4d5f</a> | 2025-03-11 00:40:42 -0500 | Yi Yang</pre>
fix: Bring Asterion's ability names in line with overhauled Makhleb (#4247)<br>Asterion's current ability name, "Greater Servant of Makhleb", comes
from Makhleb's old ability names before the 0.32 overhaul.
    
Since the overhaul was mostly merging the lesser/greater pairs while
leaving the actual mechanics untouched, I think we can keep the existing
monster spells (along with icons and descriptions), but use the new
ability titles.
    
The other ability, "Major Destruction", is contrasted with another
monster spell "Legendary Destruction". It is thus not changed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d345d8e626">d345d8e626</a> | 2025-03-11 00:16:33 -0500 | Hellmonk</pre>
Replace -Cast with *Silence (#4359)<br>-Cast was very polarizing; it tended to either do nothing or make the
item unusable. Try out a more dynamic negative effect along the lines of
*Corrode; 3% chance for temporary silence when damaged. Silence duration
is identical to blueberry klown pie. This effect works on monsters (who
ignored -Cast entirely) in the rare case that one spawns with a *Silence
artifact.<br>
-Cast remains exclusively on mad mage's maulers, where it's necessary
for the gimmick.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1fd84065c">b1fd84065c</a> | 2025-03-10 22:39:47 -0500 | hellmonk</pre>
fix firewood<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26c1957b85">26c1957b85</a> | 2025-03-10 22:38:09 -0500 | SentientSupper</pre>
Allow damnation to bullseye (#3673)<br>The only ranged weapon dimensional bullseye doesn't work with is
damnation which tends to surprise players. Given that damnation is a
rare unrand, it wouldn't hurt to remove this special case.<br>
Closes #3532<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=029b10d757">029b10d757</a> | 2025-03-10 22:26:30 -0500 | hellmonk</pre>
Update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37f5625743">37f5625743</a> | 2025-03-10 18:37:56 -0500 | yrdzrfxndfvh</pre>
Fix normal revenants spawning in zig<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b902cd2960">b902cd2960</a> | 2025-03-10 18:31:12 -0500 | David Lawrence Ramsey</pre>
Add another rare trout type for Xom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2a79e37e6">b2a79e37e6</a> | 2025-03-10 15:48:07 -0700 | Nicholas Feinberg</pre>
Remove canned necromancy<br>Unused since 8cec33880d2397/613369fe0c22f4, both 2022.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=791b5fa680">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1082-g791b5fa680.zip">here</a>.]]></description>
            <pubDate>Wed, 12 Mar 2025 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1080-g4d4a6e4d5f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1080-g4d4a6e4d5f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d4a6e4d5f">4d4a6e4d5f</a> | 2025-03-11 00:40:42 -0500 | Yi Yang</pre>
fix: Bring Asterion's ability names in line with overhauled Makhleb (#4247)<br>Asterion's current ability name, "Greater Servant of Makhleb", comes
from Makhleb's old ability names before the 0.32 overhaul.
    
Since the overhaul was mostly merging the lesser/greater pairs while
leaving the actual mechanics untouched, I think we can keep the existing
monster spells (along with icons and descriptions), but use the new
ability titles.
    
The other ability, "Major Destruction", is contrasted with another
monster spell "Legendary Destruction". It is thus not changed.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d345d8e626">d345d8e626</a> | 2025-03-11 00:16:33 -0500 | Hellmonk</pre>
Replace -Cast with *Silence (#4359)<br>-Cast was very polarizing; it tended to either do nothing or make the
item unusable. Try out a more dynamic negative effect along the lines of
*Corrode; 3% chance for temporary silence when damaged. Silence duration
is identical to blueberry klown pie. This effect works on monsters (who
ignored -Cast entirely) in the rare case that one spawns with a *Silence
artifact.<br>
-Cast remains exclusively on mad mage's maulers, where it's necessary
for the gimmick.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1fd84065c">b1fd84065c</a> | 2025-03-10 22:39:47 -0500 | hellmonk</pre>
fix firewood<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26c1957b85">26c1957b85</a> | 2025-03-10 22:38:09 -0500 | SentientSupper</pre>
Allow damnation to bullseye (#3673)<br>The only ranged weapon dimensional bullseye doesn't work with is
damnation which tends to surprise players. Given that damnation is a
rare unrand, it wouldn't hurt to remove this special case.<br>
Closes #3532<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=029b10d757">029b10d757</a> | 2025-03-10 22:26:30 -0500 | hellmonk</pre>
Update credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37f5625743">37f5625743</a> | 2025-03-10 18:37:56 -0500 | yrdzrfxndfvh</pre>
Fix normal revenants spawning in zig<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b902cd2960">b902cd2960</a> | 2025-03-10 18:31:12 -0500 | David Lawrence Ramsey</pre>
Add another rare trout type for Xom.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2a79e37e6">b2a79e37e6</a> | 2025-03-10 15:48:07 -0700 | Nicholas Feinberg</pre>
Remove canned necromancy<br>Unused since 8cec33880d2397/613369fe0c22f4, both 2022.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfc5a943e8">dfc5a943e8</a> | 2025-03-10 10:31:23 -0500 | hellmonk</pre>
Move some unrand props to artps.<br>Use the existing randart props for salamander hide and amulet of air.
I didn't change elemental staff - might make the text too long?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5af9d733ea">5af9d733ea</a> | 2025-03-09 23:52:41 -0500 | hellmonk</pre>
checkwhite<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4d4a6e4d5f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1080-g4d4a6e4d5f.zip">here</a>.]]></description>
            <pubDate>Tue, 11 Mar 2025 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1071-g5af9d733ea.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1071-g5af9d733ea.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5af9d733ea">5af9d733ea</a> | 2025-03-09 23:52:41 -0500 | hellmonk</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34610d1a4b">34610d1a4b</a> | 2025-03-09 23:52:16 -0500 | SentientSupper</pre>
Allow aux attacks to receive lash bonuses (#3695)<br>WJC's lash claims to work on melee attacks and doesn't specifically
mention not benefiting aux attacks.<br>
Closes #3298<br>
---------<br>
Co-authored-by: Hellmonk <nldehaan91@gmail.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13e890bdef">13e890bdef</a> | 2025-03-09 21:00:56 -0230 | DracoOmega</pre>
Fix Enkindle description (Patrick2011b)<br>Emphasize that it only applies to damage-dealing spells and not all spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f4ccd14fd">4f4ccd14fd</a> | 2025-03-09 17:11:42 -0500 | Aliscans</pre>
Dead lemures give no thanks. (#3964)<br>Move the "With Pikel's spell broken..." message into the
DACT_PIKEL_MINIONS handler, so it only prints if you can see any lemures
which survived long enough to depart.<br>
Co-authored-by: Aliscans <crawl@thimk.info><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9575c84de6">9575c84de6</a> | 2025-03-09 11:23:30 -0230 | DracoOmega</pre>
Let antimagic weapons work for Trickster (not_that_greg)<br>Melee attacks that inflicted antimagic on monsters (including both
antimagic weapons and AF_ANTIMAGIC) weren't properly attributing their
source.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d3ab83ea69">d3ab83ea69</a> | 2025-03-08 11:55:17 -0600 | gammafunk</pre>
Add staircases and hatches to the stash tracker (Dzeddy)<br>It's nice to be able to find stairs and escape hatches from the stash
search. Map mode will cycle between all stair-like features, whereas a
stash search is more exact. This commit adds these features to stash
feature tracking. Closes #4313.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=356a6cb85b">356a6cb85b</a> | 2025-03-08 00:53:19 -0600 | bobross419</pre>
Disambiguate Zonguldrok slot (#4295)<br>A player noticed that the Skull of Zonguldrok's artefact text
was unclear as to the equip slot which caused some problems with the 2H
they were using. This adds a "When held" to the second sentence to
clarify.<br>
---------<br>
Co-authored-by: Bennett Novak <bennett@foxbots.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d031bd43ab">d031bd43ab</a> | 2025-03-07 17:18:12 -0600 | gammafunk</pre>
Fix up some spectral weapon save compat<br>For 954e1a44, update the code to handle spectral weapon from either of a
monster's potential weapons. Certain monsters like deep elf blademasters
can wield two weapons, and its possible that the spectral weapon comes
from the alternate weapon. Also fully tag major this compat code.
Resolves #4337.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b7a8c7f49">7b7a8c7f49</a> | 2025-03-07 17:18:12 -0600 | Isaac Clancy</pre>
Allow coglins to benefit from two spectral weapons (jejorda2)<br>They used to only be able to bring out one spectral weapon when they
were attacking with one spectral weapon in each hand.<br>
Fixes #3719
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36cedeed02">36cedeed02</a> | 2025-03-07 16:27:58 -0600 | David Lawrence Ramsey</pre>
Fix lambda warning (#4351).<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5af9d733ea">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1071-g5af9d733ea.zip">here</a>.]]></description>
            <pubDate>Mon, 10 Mar 2025 06:45:33 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1066-gd3ab83ea69.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1066-gd3ab83ea69.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d3ab83ea69">d3ab83ea69</a> | 2025-03-08 11:55:17 -0600 | gammafunk</pre>
Add staircases and hatches to the stash tracker (Dzeddy)<br>It's nice to be able to find stairs and escape hatches from the stash
search. Map mode will cycle between all stair-like features, whereas a
stash search is more exact. This commit adds these features to stash
feature tracking. Closes #4313.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=356a6cb85b">356a6cb85b</a> | 2025-03-08 00:53:19 -0600 | bobross419</pre>
Disambiguate Zonguldrok slot (#4295)<br>A player noticed that the Skull of Zonguldrok's artefact text
was unclear as to the equip slot which caused some problems with the 2H
they were using. This adds a "When held" to the second sentence to
clarify.<br>
---------<br>
Co-authored-by: Bennett Novak <bennett@foxbots.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d031bd43ab">d031bd43ab</a> | 2025-03-07 17:18:12 -0600 | gammafunk</pre>
Fix up some spectral weapon save compat<br>For 954e1a44, update the code to handle spectral weapon from either of a
monster's potential weapons. Certain monsters like deep elf blademasters
can wield two weapons, and its possible that the spectral weapon comes
from the alternate weapon. Also fully tag major this compat code.
Resolves #4337.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b7a8c7f49">7b7a8c7f49</a> | 2025-03-07 17:18:12 -0600 | Isaac Clancy</pre>
Allow coglins to benefit from two spectral weapons (jejorda2)<br>They used to only be able to bring out one spectral weapon when they
were attacking with one spectral weapon in each hand.<br>
Fixes #3719
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36cedeed02">36cedeed02</a> | 2025-03-07 16:27:58 -0600 | David Lawrence Ramsey</pre>
Fix lambda warning (#4351).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71a40e40ae">71a40e40ae</a> | 2025-03-07 10:29:44 -0600 | Hellmonk</pre>
Update rF-/rC- messaging (NormalPerson7)<br>Add messaging for flaming/freezing brand hits with rF-/rC- and update messages 
for cold beams so that all negative resist messages can be caught with 
"you terribly" in rcfile.<br>
Closes #3868.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22bb8dc075">22bb8dc075</a> | 2025-03-06 21:14:57 -0600 | gammafunk</pre>
Fix compilation on older versions of gcc<br>The change in ec844b11 to use a default implementation of the move
assignment for map_cell throws a compilation error on gcc 4.7. To allow
trunk to build on CAO, I'm reverting the move assignment back to
the previous implementation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb0194f0d2">eb0194f0d2</a> | 2025-03-06 19:50:43 -0600 | David Lawrence Ramsey</pre>
Remove unused variable (#4351).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=875e6274b3">875e6274b3</a> | 2025-03-06 11:43:06 -0600 | gammafunk</pre>
Add WizardIke to the mailmap<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0cd332cd7">b0cd332cd7</a> | 2025-03-06 11:34:35 -0600 | Isaac Clancy</pre>
Fix a crash when initializing Nobody's memories<br>We were accessing a vector out of bounds for some game seeds.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d3ab83ea69">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1066-gd3ab83ea69.zip">here</a>.]]></description>
            <pubDate>Sun, 09 Mar 2025 06:45:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1064-gd031bd43ab.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1064-gd031bd43ab.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d031bd43ab">d031bd43ab</a> | 2025-03-07 17:18:12 -0600 | gammafunk</pre>
Fix up some spectral weapon save compat<br>For 954e1a44, update the code to handle spectral weapon from either of a
monster's potential weapons. Certain monsters like deep elf blademasters
can wield two weapons, and its possible that the spectral weapon comes
from the alternate weapon. Also fully tag major this compat code.
Resolves #4337.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b7a8c7f49">7b7a8c7f49</a> | 2025-03-07 17:18:12 -0600 | Isaac Clancy</pre>
Allow coglins to benefit from two spectral weapons (jejorda2)<br>They used to only be able to bring out one spectral weapon when they
were attacking with one spectral weapon in each hand.<br>
Fixes #3719
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36cedeed02">36cedeed02</a> | 2025-03-07 16:27:58 -0600 | David Lawrence Ramsey</pre>
Fix lambda warning (#4351).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71a40e40ae">71a40e40ae</a> | 2025-03-07 10:29:44 -0600 | Hellmonk</pre>
Update rF-/rC- messaging (NormalPerson7)<br>Add messaging for flaming/freezing brand hits with rF-/rC- and update messages 
for cold beams so that all negative resist messages can be caught with 
"you terribly" in rcfile.<br>
Closes #3868.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22bb8dc075">22bb8dc075</a> | 2025-03-06 21:14:57 -0600 | gammafunk</pre>
Fix compilation on older versions of gcc<br>The change in ec844b11 to use a default implementation of the move
assignment for map_cell throws a compilation error on gcc 4.7. To allow
trunk to build on CAO, I'm reverting the move assignment back to
the previous implementation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb0194f0d2">eb0194f0d2</a> | 2025-03-06 19:50:43 -0600 | David Lawrence Ramsey</pre>
Remove unused variable (#4351).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=875e6274b3">875e6274b3</a> | 2025-03-06 11:43:06 -0600 | gammafunk</pre>
Add WizardIke to the mailmap<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0cd332cd7">b0cd332cd7</a> | 2025-03-06 11:34:35 -0600 | Isaac Clancy</pre>
Fix a crash when initializing Nobody's memories<br>We were accessing a vector out of bounds for some game seeds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcb4e7fafb">dcb4e7fafb</a> | 2025-03-06 09:08:14 -0330 | DracoOmega</pre>
Remove salmon<br>...these were a sort of to-do marker I'd left myself while working on
poltergeists and then forgot to remove after I'd verified them. Whoops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86570bf2c2">86570bf2c2</a> | 2025-03-06 09:08:07 -0330 | DracoOmega</pre>
Don't print superfluous messages when merfolk change forms in water<br>If a merfolk left a form that *wasn't* melding their boots, while in water,
(but their boots were independently melded into a tail), the game would
print a message about their boots unmelding and then immediately melding
again.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d031bd43ab">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1064-gd031bd43ab.zip">here</a>.]]></description>
            <pubDate>Sat, 08 Mar 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1060-g22bb8dc075.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1060-g22bb8dc075.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22bb8dc075">22bb8dc075</a> | 2025-03-06 21:14:57 -0600 | gammafunk</pre>
Fix compilation on older versions of gcc<br>The change in ec844b11 to use a default implementation of the move
assignment for map_cell throws a compilation error on gcc 4.7. To allow
trunk to build on CAO, I'm reverting the move assignment back to
the previous implementation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb0194f0d2">eb0194f0d2</a> | 2025-03-06 19:50:43 -0600 | David Lawrence Ramsey</pre>
Remove unused variable (#4351).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=875e6274b3">875e6274b3</a> | 2025-03-06 11:43:06 -0600 | gammafunk</pre>
Add WizardIke to the mailmap<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0cd332cd7">b0cd332cd7</a> | 2025-03-06 11:34:35 -0600 | Isaac Clancy</pre>
Fix a crash when initializing Nobody's memories<br>We were accessing a vector out of bounds for some game seeds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcb4e7fafb">dcb4e7fafb</a> | 2025-03-06 09:08:14 -0330 | DracoOmega</pre>
Remove salmon<br>...these were a sort of to-do marker I'd left myself while working on
poltergeists and then forgot to remove after I'd verified them. Whoops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86570bf2c2">86570bf2c2</a> | 2025-03-06 09:08:07 -0330 | DracoOmega</pre>
Don't print superfluous messages when merfolk change forms in water<br>If a merfolk left a form that *wasn't* melding their boots, while in water,
(but their boots were independently melded into a tail), the game would
print a message about their boots unmelding and then immediately melding
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db6124fe53">db6124fe53</a> | 2025-03-06 09:08:01 -0330 | DracoOmega</pre>
Fix a small bug with fishtail/multislot boot items<br>While Lear's was melding properly in water for merfolk, the AC display
wasn't being updated properly.<br>
In theory, it was possible for this bug to cause mechanical consequences if
a multi-slot boot had an important unequip effect, but Lear's did not, so
this was entirely visual.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d93d3284e2">d93d3284e2</a> | 2025-03-05 22:33:33 -0600 | WizardIke</pre>
Simplify malign gateway targeting (#4045)<br>The spell can now target directions that aren't one of the 8
compass directions. Also improves the targeter. Closes #3910.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa27b1d1f1">fa27b1d1f1</a> | 2025-03-05 20:40:35 -0600 | David Lawrence Ramsey</pre>
Add more words to Crazy Yiuf's speech.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fe43ac7d6">2fe43ac7d6</a> | 2025-03-05 00:35:17 -0600 | hellmonk</pre>
update zot springs<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=22bb8dc075">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1060-g22bb8dc075.zip">here</a>.]]></description>
            <pubDate>Fri, 07 Mar 2025 06:44:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1058-g875e6274b3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1058-g875e6274b3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=875e6274b3">875e6274b3</a> | 2025-03-06 11:43:06 -0600 | gammafunk</pre>
Add WizardIke to the mailmap<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0cd332cd7">b0cd332cd7</a> | 2025-03-06 11:34:35 -0600 | Isaac Clancy</pre>
Fix a crash when initializing Nobody's memories<br>We were accessing a vector out of bounds for some game seeds.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcb4e7fafb">dcb4e7fafb</a> | 2025-03-06 09:08:14 -0330 | DracoOmega</pre>
Remove salmon<br>...these were a sort of to-do marker I'd left myself while working on
poltergeists and then forgot to remove after I'd verified them. Whoops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86570bf2c2">86570bf2c2</a> | 2025-03-06 09:08:07 -0330 | DracoOmega</pre>
Don't print superfluous messages when merfolk change forms in water<br>If a merfolk left a form that *wasn't* melding their boots, while in water,
(but their boots were independently melded into a tail), the game would
print a message about their boots unmelding and then immediately melding
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db6124fe53">db6124fe53</a> | 2025-03-06 09:08:01 -0330 | DracoOmega</pre>
Fix a small bug with fishtail/multislot boot items<br>While Lear's was melding properly in water for merfolk, the AC display
wasn't being updated properly.<br>
In theory, it was possible for this bug to cause mechanical consequences if
a multi-slot boot had an important unequip effect, but Lear's did not, so
this was entirely visual.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d93d3284e2">d93d3284e2</a> | 2025-03-05 22:33:33 -0600 | WizardIke</pre>
Simplify malign gateway targeting (#4045)<br>The spell can now target directions that aren't one of the 8
compass directions. Also improves the targeter. Closes #3910.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa27b1d1f1">fa27b1d1f1</a> | 2025-03-05 20:40:35 -0600 | David Lawrence Ramsey</pre>
Add more words to Crazy Yiuf's speech.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fe43ac7d6">2fe43ac7d6</a> | 2025-03-05 00:35:17 -0600 | hellmonk</pre>
update zot springs<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4a4ec41471">4a4ec41471</a> | 2025-03-05 00:26:31 -0600 | NormalPerson7</pre>
Improve colours of spells in spellbooks (#3645)<br>Currently, in WebTiles, the colours of spells in spellbooks are far from
useful. The most important question when x-v-ing a book (e.g. in a
gauntlet, or a ghost vault) and seeing its spells is "do I already have
this spell in my library?". There was previously no way to check this
without leaving the x-v menu and manually checking.<br>
With this PR, all spells will be greyed out in book descriptions if you
already have them in your library (or if they are useless, or if you
have memorised them via Vehumet), lightred if forbidden, lightgrey if
eventually useful, and lightblue if you could memorise it immediately,
in that order of priority.<br>
Better suggestions for colouring are welcome. I had wondered whether it
would be better to change WebTiles to use the local tiles (and I presume
console) formatting for spellbook descriptions, but I figure there's a
reason why WebTiles and local tiles have different formatting in the
first place. On the other hand, doing so would bring spell tiles to
local tiles' spellbook descriptions, and it would bring the "already
known" column to WebTiles, which would also solve this problem.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8eeeba328a">8eeeba328a</a> | 2025-03-04 23:30:51 -0600 | hellmonk</pre>
reorder prompt<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=875e6274b3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1058-g875e6274b3.zip">here</a>.]]></description>
            <pubDate>Thu, 06 Mar 2025 20:14:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1024-g4ee2c7fec9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1024-g4ee2c7fec9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4ee2c7fec9">4ee2c7fec9</a> | 2025-02-28 20:23:20 -0600 | Isaac Clancy</pre>
Fix loading high evasion ghosts (OblivionHorseArmour)<br>The ghost evasion cap was lowered from 60 to 50, so we need to cap
ghosts evasion to 50 when loading them.<br>
Fixes #4198
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e392e11081">e392e11081</a> | 2025-02-28 10:21:48 -0600 | Zen Liu</pre>
Update monspeak.txt<br>fix the missing %%%% on line 3147<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5987b84d57">5987b84d57</a> | 2025-02-28 10:01:45 -0600 | Isaac Clancy</pre>
Properly update area grid on monster item unequip<br>The `monster::unquip` function was checking if it changed the monster's
halo and umbra radii and invalidateding the area grid if it did.
However, because it only runs any effects that need to happen on unequip
and doesn't actually remove the item from the monsters equipment slots,
it doesn't change the halo or umbra radii. Instead we should check if
the halo and umbra radii have changed in the places that actually
remove the items.<br>
[Committer's note: Shortened initial commit message.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9ae776928">f9ae776928</a> | 2025-02-28 09:43:45 -0600 | Isaac Clancy</pre>
Don't become a religious traitor when switching good gods (A0rika)<br>Good gods are usually fine with you switching to another good god, so it
doesn't make sense for you to get the traiter title from the religion
you left in this case.<br>
Resolves #4329
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79d371098c">79d371098c</a> | 2025-02-27 08:40:26 -0330 | DracoOmega</pre>
Change the default setting for show_more to false (various)<br>This may be a bit controversial, but it's been discussed several times and
I've been largely convinced that it's a better default (even if perhaps
not for immediately intuitive reasons).<br>
While it might seem bad to new players for Crawl to 'skip past' messages
on busy turns (rather than pause to show them everything that happened),
in practice, most of those turns have a lot of noise (when a zombie army is
fighting another army, most individual messages don't matter at all) and
more crucially, *this trains players to tune out* --mores-- which includes
messages so critical that Crawl *forces* a --more-- on them by default.<br>
In fact, this seems like the *inevitable* result of some builds causing
mores every normal turn (zombie armies are the most obvious, but it's easy
to cause this with various AoE spells as well - especially in webtiles,
which has a smaller message log than local tiles default). You can't really
play those without getting in the habit of skipping past --mores-- and then
you are certain (no matter your skill level) to eventually overlook
something the game tried to warn you about.<br>
Crawl has moved more and more important things into force_more over the
years, and I have been largely convinced that reserving this sort of
interruption for something we think actually matters is better for both
newer players *and* veterans. (In fact, changing this option is one of the
first pieces of advice given in some contexts.)<br>
If this causes some new things to slip past players that may have been less
likely in past, it might make sense to very slightly raise the threshold on
what an useful force_more should be on, if --more--s in general are rarer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f445b353c">6f445b353c</a> | 2025-02-27 07:58:45 -0330 | DracoOmega</pre>
Make Dispel Undead work with spellclaws<br>It does do damage, after all!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b33f6f0c7a">b33f6f0c7a</a> | 2025-02-27 07:58:27 -0330 | DracoOmega</pre>
Fix Nobody not being vulnerable to LRD (Salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c41ede6ec">4c41ede6ec</a> | 2025-02-27 07:58:05 -0330 | DracoOmega</pre>
Have Nobody list their remaining number of memories when examined (Ge0FF)<br>While there are icons to indicate this already (albeit small ones), it
wasn't technically visible in console mode at all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1ee5803">cfd1ee5803</a> | 2025-02-27 07:56:42 -0330 | DracoOmega</pre>
List max memory charges in Enkindle ability description<br>This was already listed in the mnemophage mutation description, but many
people didn't seem to think to look there, so now it is in the ability
description itself as well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa9a383145">aa9a383145</a> | 2025-02-27 07:55:57 -0330 | DracoOmega</pre>
Fix aux autopickup lua in advanced_optioneering for poltergeists<br>It didn't see the need to pick up a second hat, so long as you already had
*a* hat equipped. It should now properly respect anyone who has additional
compatible slots of a given type (thus behaving properly for someone
wearing Zonguldrok and such, for instance.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4ee2c7fec9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1024-g4ee2c7fec9.zip">here</a>.]]></description>
            <pubDate>Sat, 01 Mar 2025 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1020-g79d371098c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1020-g79d371098c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79d371098c">79d371098c</a> | 2025-02-27 08:40:26 -0330 | DracoOmega</pre>
Change the default setting for show_more to false (various)<br>This may be a bit controversial, but it's been discussed several times and
I've been largely convinced that it's a better default (even if perhaps
not for immediately intuitive reasons).<br>
While it might seem bad to new players for Crawl to 'skip past' messages
on busy turns (rather than pause to show them everything that happened),
in practice, most of those turns have a lot of noise (when a zombie army is
fighting another army, most individual messages don't matter at all) and
more crucially, *this trains players to tune out* --mores-- which includes
messages so critical that Crawl *forces* a --more-- on them by default.<br>
In fact, this seems like the *inevitable* result of some builds causing
mores every normal turn (zombie armies are the most obvious, but it's easy
to cause this with various AoE spells as well - especially in webtiles,
which has a smaller message log than local tiles default). You can't really
play those without getting in the habit of skipping past --mores-- and then
you are certain (no matter your skill level) to eventually overlook
something the game tried to warn you about.<br>
Crawl has moved more and more important things into force_more over the
years, and I have been largely convinced that reserving this sort of
interruption for something we think actually matters is better for both
newer players *and* veterans. (In fact, changing this option is one of the
first pieces of advice given in some contexts.)<br>
If this causes some new things to slip past players that may have been less
likely in past, it might make sense to very slightly raise the threshold on
what an useful force_more should be on, if --more--s in general are rarer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f445b353c">6f445b353c</a> | 2025-02-27 07:58:45 -0330 | DracoOmega</pre>
Make Dispel Undead work with spellclaws<br>It does do damage, after all!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b33f6f0c7a">b33f6f0c7a</a> | 2025-02-27 07:58:27 -0330 | DracoOmega</pre>
Fix Nobody not being vulnerable to LRD (Salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c41ede6ec">4c41ede6ec</a> | 2025-02-27 07:58:05 -0330 | DracoOmega</pre>
Have Nobody list their remaining number of memories when examined (Ge0FF)<br>While there are icons to indicate this already (albeit small ones), it
wasn't technically visible in console mode at all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfd1ee5803">cfd1ee5803</a> | 2025-02-27 07:56:42 -0330 | DracoOmega</pre>
List max memory charges in Enkindle ability description<br>This was already listed in the mnemophage mutation description, but many
people didn't seem to think to look there, so now it is in the ability
description itself as well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa9a383145">aa9a383145</a> | 2025-02-27 07:55:57 -0330 | DracoOmega</pre>
Fix aux autopickup lua in advanced_optioneering for poltergeists<br>It didn't see the need to pick up a second hat, so long as you already had
*a* hat equipped. It should now properly respect anyone who has additional
compatible slots of a given type (thus behaving properly for someone
wearing Zonguldrok and such, for instance.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8cb532ef1d">8cb532ef1d</a> | 2025-02-26 18:43:06 -0600 | David Lawrence Ramsey</pre>
Mark Po as non-armour users for trove purposes.<br>Closes #4332.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=375e5309dc">375e5309dc</a> | 2025-02-26 02:03:07 -0330 | DracoOmega</pre>
Fix Rift being able to make some attacks through walls (Leissi)<br>get_cleave_targets() didn't properly respect line of sight for targets
beyond a range of 2, meaning that monsters at exactly a range of 3 would
be considered valid targets for certain attacks while wielding Rift, even
while on the other side of walls.<br>
(This included spellclaw and spellmotor attacks, oni drunken cleave, and
the Xom Cleaving status.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c279ef658a">c279ef658a</a> | 2025-02-25 14:11:18 -0600 | David Lawrence Ramsey</pre>
Mark Charlatan's Orb as bad after artifice sac.<br>If you have no way to train Evocations, it can provide no benefits, only
downsides.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4747edec7a">4747edec7a</a> | 2025-02-25 11:46:30 -0600 | David Lawrence Ramsey</pre>
Add another anger_possessive entry to artefacts.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=79d371098c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1020-g79d371098c.zip">here</a>.]]></description>
            <pubDate>Fri, 28 Feb 2025 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1014-g8cb532ef1d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1014-g8cb532ef1d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8cb532ef1d">8cb532ef1d</a> | 2025-02-26 18:43:06 -0600 | David Lawrence Ramsey</pre>
Mark Po as non-armour users for trove purposes.<br>Closes #4332.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=375e5309dc">375e5309dc</a> | 2025-02-26 02:03:07 -0330 | DracoOmega</pre>
Fix Rift being able to make some attacks through walls (Leissi)<br>get_cleave_targets() didn't properly respect line of sight for targets
beyond a range of 2, meaning that monsters at exactly a range of 3 would
be considered valid targets for certain attacks while wielding Rift, even
while on the other side of walls.<br>
(This included spellclaw and spellmotor attacks, oni drunken cleave, and
the Xom Cleaving status.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c279ef658a">c279ef658a</a> | 2025-02-25 14:11:18 -0600 | David Lawrence Ramsey</pre>
Mark Charlatan's Orb as bad after artifice sac.<br>If you have no way to train Evocations, it can provide no benefits, only
downsides.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4747edec7a">4747edec7a</a> | 2025-02-25 11:46:30 -0600 | David Lawrence Ramsey</pre>
Add another anger_possessive entry to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=31604a8050">31604a8050</a> | 2025-02-25 11:35:26 -0600 | Isaac Clancy</pre>
Fix grow oklob not placing under the player (LiciTheCrawler)<br>There was a bug that made plants hostile while being placed and Fedhas
worshippers cannot be on top of hostile oklob plants (but can be on top
of other hostile plants). This allowed growing ballistomycetes under
the player but not oklobs.<br>
Fixes #4048
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8065d6aae3">8065d6aae3</a> | 2025-02-25 11:05:04 -0600 | Aliscans</pre>
Let the user look at more "nogen" items in the help menu.<br>Replace the "nogen" tag with a "deleted" one for "TAG_MAJOR_VERSION =
34" sections of art-data.txt. Both tags mean the item isn't created in
the normal way. The "deleted" tag alone stops the help menu from giving
details of the item.<br>
Remove the code in extant_unrandart_by_exact_name() which let some of
the nogen items be looked up.<br>
[Committer's notes: Squashed commits, synced with trunk.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b461eca50d">b461eca50d</a> | 2025-02-25 10:53:34 -0600 | NormalPerson7</pre>
Don't let Blorkula cheat banishment (#4205)<br>Previously, Blorkula would split into vampire bats when banished, and
if they reformed, trying to banish them again would cause a crash.<br>
Resolves #4205.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6df694a5e7">6df694a5e7</a> | 2025-02-25 10:52:42 -0600 | yrdzrfxndfvh</pre>
add new skill title for coglin max necromancy<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c780007be6">c780007be6</a> | 2025-02-25 10:38:23 -0600 | Isaac Clancy</pre>
Fix monsters not getting shield and orb egos (yrdzrfxndfvh)<br>After equipment slots were reworked in commit 2dbd7c1, the
`monster::wearing_ego` function stopped checking the shield slot for
egos when checking armour for egos leaving monsters unable to benefit
from shield and orb egos.<br>
Fixes #4324
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7142aa715">e7142aa715</a> | 2025-02-24 22:41:55 -0330 | DracoOmega</pre>
Fix a crash with melding Vainglory (tallbingo)<br>Or theoretically any item which grants more than one additional slot,
although this is the only one which currently exists.<br>
That code was... very much not how you grab the 'second from the back' item
in a vector, and I am amazed it never caused a noticable issue when
testing.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8cb532ef1d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1014-g8cb532ef1d.zip">here</a>.]]></description>
            <pubDate>Thu, 27 Feb 2025 06:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1013-g375e5309dc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1013-g375e5309dc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=375e5309dc">375e5309dc</a> | 2025-02-26 02:03:07 -0330 | DracoOmega</pre>
Fix Rift being able to make some attacks through walls (Leissi)<br>get_cleave_targets() didn't properly respect line of sight for targets
beyond a range of 2, meaning that monsters at exactly a range of 3 would
be considered valid targets for certain attacks while wielding Rift, even
while on the other side of walls.<br>
(This included spellclaw and spellmotor attacks, oni drunken cleave, and
the Xom Cleaving status.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c279ef658a">c279ef658a</a> | 2025-02-25 14:11:18 -0600 | David Lawrence Ramsey</pre>
Mark Charlatan's Orb as bad after artifice sac.<br>If you have no way to train Evocations, it can provide no benefits, only
downsides.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4747edec7a">4747edec7a</a> | 2025-02-25 11:46:30 -0600 | David Lawrence Ramsey</pre>
Add another anger_possessive entry to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=31604a8050">31604a8050</a> | 2025-02-25 11:35:26 -0600 | Isaac Clancy</pre>
Fix grow oklob not placing under the player (LiciTheCrawler)<br>There was a bug that made plants hostile while being placed and Fedhas
worshippers cannot be on top of hostile oklob plants (but can be on top
of other hostile plants). This allowed growing ballistomycetes under
the player but not oklobs.<br>
Fixes #4048
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8065d6aae3">8065d6aae3</a> | 2025-02-25 11:05:04 -0600 | Aliscans</pre>
Let the user look at more "nogen" items in the help menu.<br>Replace the "nogen" tag with a "deleted" one for "TAG_MAJOR_VERSION =
34" sections of art-data.txt. Both tags mean the item isn't created in
the normal way. The "deleted" tag alone stops the help menu from giving
details of the item.<br>
Remove the code in extant_unrandart_by_exact_name() which let some of
the nogen items be looked up.<br>
[Committer's notes: Squashed commits, synced with trunk.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b461eca50d">b461eca50d</a> | 2025-02-25 10:53:34 -0600 | NormalPerson7</pre>
Don't let Blorkula cheat banishment (#4205)<br>Previously, Blorkula would split into vampire bats when banished, and
if they reformed, trying to banish them again would cause a crash.<br>
Resolves #4205.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6df694a5e7">6df694a5e7</a> | 2025-02-25 10:52:42 -0600 | yrdzrfxndfvh</pre>
add new skill title for coglin max necromancy<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c780007be6">c780007be6</a> | 2025-02-25 10:38:23 -0600 | Isaac Clancy</pre>
Fix monsters not getting shield and orb egos (yrdzrfxndfvh)<br>After equipment slots were reworked in commit 2dbd7c1, the
`monster::wearing_ego` function stopped checking the shield slot for
egos when checking armour for egos leaving monsters unable to benefit
from shield and orb egos.<br>
Fixes #4324
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7142aa715">e7142aa715</a> | 2025-02-24 22:41:55 -0330 | DracoOmega</pre>
Fix a crash with melding Vainglory (tallbingo)<br>Or theoretically any item which grants more than one additional slot,
although this is the only one which currently exists.<br>
That code was... very much not how you grab the 'second from the back' item
in a vector, and I am amazed it never caused a noticable issue when
testing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8ad765c7d">a8ad765c7d</a> | 2025-02-24 23:41:06 +0000 | mumra</pre>
Don't let Pyrrhic Recollection be used by marionette<br>This caused a crash as ultimately it resulted in attempting to cast
(or attempting to *pretend* to cast to check validity) this spell that
is actually not castable (and it certainly doesn't make sense for the
spell to be castable by marionette anyway).<br>
Possibly the marionette code should veto any spell with zero frequency
but this has to be done in a few places and this is at least a simple
fix for the immediate crash.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=375e5309dc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1013-g375e5309dc.zip">here</a>.]]></description>
            <pubDate>Wed, 26 Feb 2025 06:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1005-ge7142aa715.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1005-ge7142aa715.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7142aa715">e7142aa715</a> | 2025-02-24 22:41:55 -0330 | DracoOmega</pre>
Fix a crash with melding Vainglory (tallbingo)<br>Or theoretically any item which grants more than one additional slot,
although this is the only one which currently exists.<br>
That code was... very much not how you grab the 'second from the back' item
in a vector, and I am amazed it never caused a noticable issue when
testing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8ad765c7d">a8ad765c7d</a> | 2025-02-24 23:41:06 +0000 | mumra</pre>
Don't let Pyrrhic Recollection be used by marionette<br>This caused a crash as ultimately it resulted in attempting to cast
(or attempting to *pretend* to cast to check validity) this spell that
is actually not castable (and it certainly doesn't make sense for the
spell to be castable by marionette anyway).<br>
Possibly the marionette code should veto any spell with zero frequency
but this has to be done in a few places and this is at least a simple
fix for the immediate crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e20181a0a6">e20181a0a6</a> | 2025-02-23 10:18:23 -0330 | DracoOmega</pre>
Fix a few more bugs with Fly status and talismans<br>"You float gracefully downwards." was being printed on talisman removal,
even if the player wasn't flying beforehand. And swapping from a talisman
form without Fly to a different talisman that had this artprop wasn't
activating it properly.<br>
(I have done this by moving the equip_artefact_effect call for the talisman
until partway through the transformation itself, since it was otherwise
being undone by the untransformation that happened inbetween.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a22800f72b">a22800f72b</a> | 2025-02-23 10:18:16 -0330 | DracoOmega</pre>
Fix entering vampire form from another talisman not unmelding (RBrandon)<br>This logic was intended to allow vampire to go back and forth from bat
swarm form directly (rather than shift back to normal as an intermediate
step), but was written incorrectly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=220a0729da">220a0729da</a> | 2025-02-23 10:06:29 -0330 | DracoOmega</pre>
Wake Nobody up if you 'kill' them in their sleep<br>Stab kills would result in them still using Pyrrhic Recollection, and even
speaking to the player, without actually waking up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b731a06b74">b731a06b74</a> | 2025-02-23 09:58:19 -0330 | DracoOmega</pre>
Fix a couple problems with phantom mirrored Nobodys (Master_Clown)<br>Mirrored copies of Nobody were still capable of igniting memories to revive
themselves (which is fine in and of itself), but the clearing out of
enchantments done when this happens was also deleting their summon timer
(and not killing them at the same time, since they were flagged for
revival.) This would result in Nobody sticking around forever after first
dying.<br>
On top of this, the timeout *itself* would count as a revivable kill. This
should now be properly restricted to real deaths (ie: banishing them
should properly bypass revivals now also.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba6825f11c">ba6825f11c</a> | 2025-02-23 09:44:34 -0330 | DracoOmega</pre>
Fix icons for Nobody's memories/state not rendering on webtiles<br>Some day, I may start remembering this more than 30% of the time.
Yesterday was not that day.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed98ad6427">ed98ad6427</a> | 2025-02-22 14:33:14 -0330 | DracoOmega</pre>
Fix a crash on monster lookup of Nobody in webtiles (cool3)<br>Unlike local tiles, webtiles shows status icons over the monster tile in
monster descriptions, and the 'fake' monster made by help lookup didn't
have the property used to determine how many memories to draw over it
initialized.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55f3b791fc">55f3b791fc</a> | 2025-02-22 14:19:53 -0330 | DracoOmega</pre>
Fix a crash with Fulsome Fusillade around Malign Gateways (Zadiel)<br>The issue was that malign gateways are solid (and thus can't have an
explosion form in them) but can still be targeted as the center point for
a fusillade explosion (since there's a monster there).<br>
In and of itself, this would be fine, but code to draw the potion bottles
during the animation assumed that the center would *always* be part of the
explosion, and reading from the flavor map to see what color they should be
was tacitly inserting a key of BEAM_NONE at that spot (which would later
be interpreted as real attack data, and cause a crash).<br>
This commit reorders things slightly so that this should no longer happen.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b73534a46">9b73534a46</a> | 2025-02-22 11:25:15 -0600 | David Lawrence Ramsey</pre>
Add another Nobody line.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e7142aa715">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1005-ge7142aa715.zip">here</a>.]]></description>
            <pubDate>Tue, 25 Feb 2025 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-1003-ge20181a0a6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1003-ge20181a0a6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e20181a0a6">e20181a0a6</a> | 2025-02-23 10:18:23 -0330 | DracoOmega</pre>
Fix a few more bugs with Fly status and talismans<br>"You float gracefully downwards." was being printed on talisman removal,
even if the player wasn't flying beforehand. And swapping from a talisman
form without Fly to a different talisman that had this artprop wasn't
activating it properly.<br>
(I have done this by moving the equip_artefact_effect call for the talisman
until partway through the transformation itself, since it was otherwise
being undone by the untransformation that happened inbetween.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a22800f72b">a22800f72b</a> | 2025-02-23 10:18:16 -0330 | DracoOmega</pre>
Fix entering vampire form from another talisman not unmelding (RBrandon)<br>This logic was intended to allow vampire to go back and forth from bat
swarm form directly (rather than shift back to normal as an intermediate
step), but was written incorrectly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=220a0729da">220a0729da</a> | 2025-02-23 10:06:29 -0330 | DracoOmega</pre>
Wake Nobody up if you 'kill' them in their sleep<br>Stab kills would result in them still using Pyrrhic Recollection, and even
speaking to the player, without actually waking up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b731a06b74">b731a06b74</a> | 2025-02-23 09:58:19 -0330 | DracoOmega</pre>
Fix a couple problems with phantom mirrored Nobodys (Master_Clown)<br>Mirrored copies of Nobody were still capable of igniting memories to revive
themselves (which is fine in and of itself), but the clearing out of
enchantments done when this happens was also deleting their summon timer
(and not killing them at the same time, since they were flagged for
revival.) This would result in Nobody sticking around forever after first
dying.<br>
On top of this, the timeout *itself* would count as a revivable kill. This
should now be properly restricted to real deaths (ie: banishing them
should properly bypass revivals now also.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba6825f11c">ba6825f11c</a> | 2025-02-23 09:44:34 -0330 | DracoOmega</pre>
Fix icons for Nobody's memories/state not rendering on webtiles<br>Some day, I may start remembering this more than 30% of the time.
Yesterday was not that day.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed98ad6427">ed98ad6427</a> | 2025-02-22 14:33:14 -0330 | DracoOmega</pre>
Fix a crash on monster lookup of Nobody in webtiles (cool3)<br>Unlike local tiles, webtiles shows status icons over the monster tile in
monster descriptions, and the 'fake' monster made by help lookup didn't
have the property used to determine how many memories to draw over it
initialized.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55f3b791fc">55f3b791fc</a> | 2025-02-22 14:19:53 -0330 | DracoOmega</pre>
Fix a crash with Fulsome Fusillade around Malign Gateways (Zadiel)<br>The issue was that malign gateways are solid (and thus can't have an
explosion form in them) but can still be targeted as the center point for
a fusillade explosion (since there's a monster there).<br>
In and of itself, this would be fine, but code to draw the potion bottles
during the animation assumed that the center would *always* be part of the
explosion, and reading from the flavor map to see what color they should be
was tacitly inserting a key of BEAM_NONE at that spot (which would later
be interpreted as real attack data, and cause a crash).<br>
This commit reorders things slightly so that this should no longer happen.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b73534a46">9b73534a46</a> | 2025-02-22 11:25:15 -0600 | David Lawrence Ramsey</pre>
Add another Nobody line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=775f105d90">775f105d90</a> | 2025-02-22 11:25:10 -0600 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ae22fc144">6ae22fc144</a> | 2025-02-22 10:40:09 -0330 | DracoOmega</pre>
Reduce monster arcjolt damage<br>(This largely existed only on ghosts up to this point, but the previous
values did about as much damage as *plasma beam* on high level monsters,
while being unable to miss. With Nobody being able to cast it, this felt
a little excessive to me.)<br>
I guess this is technically a nerf to Spellspark Servitor, but I doubt this
spell was used on it very much.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e20181a0a6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-1003-ge20181a0a6.zip">here</a>.]]></description>
            <pubDate>Mon, 24 Feb 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-998-ged98ad6427.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-998-ged98ad6427.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed98ad6427">ed98ad6427</a> | 2025-02-22 14:33:14 -0330 | DracoOmega</pre>
Fix a crash on monster lookup of Nobody in webtiles (cool3)<br>Unlike local tiles, webtiles shows status icons over the monster tile in
monster descriptions, and the 'fake' monster made by help lookup didn't
have the property used to determine how many memories to draw over it
initialized.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55f3b791fc">55f3b791fc</a> | 2025-02-22 14:19:53 -0330 | DracoOmega</pre>
Fix a crash with Fulsome Fusillade around Malign Gateways (Zadiel)<br>The issue was that malign gateways are solid (and thus can't have an
explosion form in them) but can still be targeted as the center point for
a fusillade explosion (since there's a monster there).<br>
In and of itself, this would be fine, but code to draw the potion bottles
during the animation assumed that the center would *always* be part of the
explosion, and reading from the flavor map to see what color they should be
was tacitly inserting a key of BEAM_NONE at that spot (which would later
be interpreted as real attack data, and cause a crash).<br>
This commit reorders things slightly so that this should no longer happen.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b73534a46">9b73534a46</a> | 2025-02-22 11:25:15 -0600 | David Lawrence Ramsey</pre>
Add another Nobody line.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=775f105d90">775f105d90</a> | 2025-02-22 11:25:10 -0600 | David Lawrence Ramsey</pre>
Fix punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ae22fc144">6ae22fc144</a> | 2025-02-22 10:40:09 -0330 | DracoOmega</pre>
Reduce monster arcjolt damage<br>(This largely existed only on ghosts up to this point, but the previous
values did about as much damage as *plasma beam* on high level monsters,
while being unable to miss. With Nobody being able to cast it, this felt
a little excessive to me.)<br>
I guess this is technically a nerf to Spellspark Servitor, but I doubt this
spell was used on it very much.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=58097cfb87">58097cfb87</a> | 2025-02-22 10:40:09 -0330 | DracoOmega</pre>
Don't let monsters sometimes cast spells with 0 cast rate<br>This is a consequence of the 'emergency' spell frequency bonus ignoring
monster cast rates altogether and just picking a spell at random. This is
generally weird behavior that I plan to also change in the future, but for
the moment this is a quick fix to one specific problem.<br>
(Nobody's Pyrrhic Recollection is only used as a reaction and should never
be cast 'normally' - it's just in the spell list so that players can read
details about it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ce41f9e9f2">ce41f9e9f2</a> | 2025-02-22 10:40:09 -0330 | DracoOmega</pre>
New unique: Nobody<br>A revenant formed from the collective resentment of an entire host of
people who died alone and forgotten, they burn through multiple different
identities as you fight them (and must be 'killed' repeatedly to put them
to rest for good.) They spawn at the same depth as Sojobo.<br>
Their Pyrrhic Recollection ability consumes a memory to restore them to
full health and temporarily give them access to a single powerful spell
(or occassionally a pair of them, if one didn't stand alone well enough).
These include many conjurations, but also summoning and some support spells
like Haste or Cause Fear. They will use this ability shortly after being
first damaged, and also to avoid a killing blow (each consuming one of 3
total memories they have to burn.)<br>
Their cast rates with these spells are notably high, but inflicting damage
to them will end the state prematurely, giving the player a bit more agency
in the first, and also giving the battle an 'ebb and flow' - periods where
Nobody is are capable of burst damage, and periods where they are not (at
least until you take another of their lives).<br>
The idea was to create something flavorwise liked and mechanically adjacent
to Enkindling (while being more functional on a monster, where things like
'ignore armour penalties and have better cast success' are not really a
thing.)<br>
(If you leave the battle for few hundred turns, their memory charges will
be restored, to prevent players trying to take out lives individually and
flee, but otherwise there should be no time pressures.)<br>
The spells were deliberately chosen to be things found on other monsters
(or known as player spells), but leaning towards those which were a little
less common.<br>
I am fairly unsure about some numbers and the dynamics of this unique are
a bit, well, unique, so playtesting is needed, but I hope people find them
interesting!<br>
(Tile by regret-index, using roctavian's edits of dd's old mummy priest
tile, roctavian's centaur / medium humanoid skeletons and Abyss entrance
tile, plus Sastreii's stoker tile.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=753b300546">753b300546</a> | 2025-02-22 10:40:09 -0330 | DracoOmega</pre>
Fix vampires being unable to enthrall with some weapons (RBrandon)<br>Unrand weapons that had a melee effect (eg: Captain's Cutlass, Wyrmbane,
Arc Blade, and many others) would bail out of the melee attack function
early if their target died (regardless of whether the unrand effect had
anything to do with it). This was early enough that vampire bite effects
were never processed, meaning that any lethal stab attack with such a
weapon could never heal the vampire or make a thrall.<br>
(Of all the effects that unrand weapons skip against dead monsters, I
believe this may be the only one that doesn't require a living one to do
something useful.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ded44dc72d">ded44dc72d</a> | 2025-02-21 13:07:35 -0600 | David Lawrence Ramsey</pre>
Add missing Cacophony status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cff28b789e">cff28b789e</a> | 2025-02-21 05:33:53 -0330 | DracoOmega</pre>
Properly remove halo when Vainglory is unequipped<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ed98ad6427">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-998-ged98ad6427.zip">here</a>.]]></description>
            <pubDate>Sun, 23 Feb 2025 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-990-gded44dc72d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-990-gded44dc72d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ded44dc72d">ded44dc72d</a> | 2025-02-21 13:07:35 -0600 | David Lawrence Ramsey</pre>
Add missing Cacophony status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cff28b789e">cff28b789e</a> | 2025-02-21 05:33:53 -0330 | DracoOmega</pre>
Properly remove halo when Vainglory is unequipped<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14d85d4b26">14d85d4b26</a> | 2025-02-21 05:33:41 -0330 | DracoOmega</pre>
Don't allow Shattering items which other items depend upon<br>ie: Shattering Vainglory with 4 cursed rings equipped (on a normal slot
character) would also automatically shatter 2 of those rings without
further prompt or interaction.<br>
Now it is impossible to shatter an item that would require shattering other
items as a consequence. The player will have to do that manually.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e848e9f8b">8e848e9f8b</a> | 2025-02-21 05:31:44 -0330 | Cgettys</pre>
fix: Ash cursed item destruction bug (bobross419)<br>The item was being destroyed before unequip_item was called. As a result,
the call to unequip_item did nothing at all. Because the item was already
OBJ_UNASSIGNED, rather than being the specific item that unequip_item
needed to handle.<br>
This resulted in several bugs:
* Visual artifacts (halo/umbra/etc)
* Likely various messages not being printed
* Possibly other persistent issues?
E.g. update_vision_range not being called.<br>
Closes #4309<br>
[Committer's note: rewrapped message and slightly edited fix]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f0725400b">3f0725400b</a> | 2025-02-21 04:06:26 -0330 | DracoOmega</pre>
(Hopefully) fix a crash on berserk/frenzy wearing off on monsters<br>The enchantment I was pulling the agent out of (to blame the post-frenzy
slow on) was already deleted by the time it was examined, resulting in
undefined behavior and a high chance of crashing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45e6bba2ff">45e6bba2ff</a> | 2025-02-20 21:22:02 -0600 | David Lawrence Ramsey</pre>
Rename a few tiles: palentonga -> armataur.<br>For consistency with the other armataur forms, and because palentongas
have been replaced with armataurs for a while.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14800dbadd">14800dbadd</a> | 2025-02-20 17:58:13 -0600 | David Lawrence Ramsey</pre>
Fix monster warnings about now-obsolete attacks.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2faa50a443">2faa50a443</a> | 2025-02-20 17:56:43 -0600 | David Lawrence Ramsey</pre>
Make monster account for corrosion changes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=113915ce07">113915ce07</a> | 2025-02-20 17:17:47 -0600 | David Lawrence Ramsey</pre>
Remove now-obsolete enchantment reference.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4732f40816">4732f40816</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Fix racial AC bonuses being suppressed in vampire form (Lici)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ded44dc72d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-990-gded44dc72d.zip">here</a>.]]></description>
            <pubDate>Sat, 22 Feb 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-985-g45e6bba2ff.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-985-g45e6bba2ff.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45e6bba2ff">45e6bba2ff</a> | 2025-02-20 21:22:02 -0600 | David Lawrence Ramsey</pre>
Rename a few tiles: palentonga -> armataur.<br>For consistency with the other armataur forms, and because palentongas
have been replaced with armataurs for a while.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14800dbadd">14800dbadd</a> | 2025-02-20 17:58:13 -0600 | David Lawrence Ramsey</pre>
Fix monster warnings about now-obsolete attacks.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2faa50a443">2faa50a443</a> | 2025-02-20 17:56:43 -0600 | David Lawrence Ramsey</pre>
Make monster account for corrosion changes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=113915ce07">113915ce07</a> | 2025-02-20 17:17:47 -0600 | David Lawrence Ramsey</pre>
Remove now-obsolete enchantment reference.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4732f40816">4732f40816</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Fix racial AC bonuses being suppressed in vampire form (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d88ad5618d">d88ad5618d</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Increase poltergeist's translocations apt from -2 -> 0<br>They do seem like they could be better at forcibly moving things from one
place to another (and there's been a lot of people calling for it), but I'm
still just slightly hesitant on giving more and more things a strongly
positive translocations aptitude, especially since that seems to co-occur
with high hexes an oddly large percentage of the time.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f46f2fc6f1">f46f2fc6f1</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Tweak recommended jobs for new species a little<br>Unrecommend gladiator and brigand for poltergeist (the former in particular
is not a great fiit). In their place, I am electing to break from tradition
and actually recommend chaos knight for a species - the random debuffs Xom
throws around give poltergeists AC, and their chaos weapon does as well,
creating a natural synergy. (And chaos knight is a better background in
general than it used to be, since the last Xom changes.)<br>
I am also recommending hexslinger, despite poltergeist's bad ranged apts,
since Jinxbite is so immediately strong on them and Cause Fear is also
enormously synergistic.<br>
Also add a few reverse recommendations, mostly for revenant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=307a816d8e">307a816d8e</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Change how Trickster AC bonus stacks and expires a little<br>While the maximum amount of AC poltergeists could get from Trickster was
strictly capped by their XL, the amount of stacks in the background could
be gained without limit (as long as you gained a new one every 6-9 turns).
I'd intended this to allow a little bit of overflow so that debuffing many
things at once at low XL still gave a more enduring benefit than just a
couple, when the AC cap is still so low.<br>
But in practice, this allows some fairly degenerate stacking at high XL
with spells like Cause Fear, stacking up a very long duration of the
effect.<br>
Now, you can only overflow by 10 AC more than your max bonus, allowing a
little wiggle room, but not nearly so much.<br>
Additionally, stacks above 15 are half as likely to be earned, making it a
little harder to reach the full bonus against lategame swarms.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50231a2b66">50231a2b66</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Make monster revenants claw you instead of hit you<br>Feels a little closer to the player species at no cost.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c17e8307f">1c17e8307f</a> | 2025-02-20 19:27:11 -0330 | DracoOmega</pre>
Change a few things about vampire blood-drinking and thralls<br>Vampire lifestealing required the monster you were stabbing to not just be
susceptible to vampirism, but also have blood. This was a holdover from how
the vampire species's own lifesteal worked (and has an obvious thematic
motivation), but it turns out that a *lot* of living monsters don't have
blood when you might otherwise expect them to! Insects, worms,
orb guardians, eyes, jellies, raijuu...<br>
This isn't a consistent player-facing list and that makes it bad to base a
player-facing ability off of. So instead, vampire vampirism now obeys the
same rules as regular vamp and simply gets different *messages* for
monsters who don't have blood. I wasn't able to make this list as
comprehensive and specific as I'd like, but should cover the vast majority
of cases one can encounter in the game.<br>
At the same time, I am extending the number of things eligable to have
thralls made of them. You can now additionally enthrall demons (even though
they are immune to vampirism). Various ways to raise demons as undead are
well-attested in the game at this point (the living/holy/demon trinity
governs many such effects), and even if it's *mildly* weird that you can't
drink their blood but *can* turn them, I think it may play better if this
form's benefits don't turn off so completely in extended. It's already
attempting to compete with one of the most popular forms.<br>
In a future commit, I may make some adjustments to the scaling benefits
vampires recieve (since it feels like skill training isn't terribly
exciting for them at the moment), but this is hopefully a nudge in a
positive direction nonetheless.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=45e6bba2ff">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-985-g45e6bba2ff.zip">here</a>.]]></description>
            <pubDate>Fri, 21 Feb 2025 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-964-g555990002e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-964-g555990002e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=555990002e">555990002e</a> | 2025-02-18 23:07:05 +0200 | wheals</pre>
docs: Update CREDITS.txt<br>For 616585275e
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6b2ec2eef">d6b2ec2eef</a> | 2025-02-18 10:59:35 -0600 | David Lawrence Ramsey</pre>
Add Donald line about revenants.<br>To match their new flavour.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f251c32bc1">f251c32bc1</a> | 2025-02-18 07:09:30 -0330 | regret-index</pre>
More green tiles (pianoman523 / LemurRobot)<br>A non-generic icon for the missile-absorbing-jelly and a revamped
Xak'krixis tile, specifically. Compared to the submission, the former had
its colours adjusted more towards other Jiyva abilities and mutations,
while the latter had several arms heavily adjusted to not have a book
covered up by a weapon as well avoiding brandishing a weapon directly in
front of their own face. It's still a little silly they're wearing a hat,
but monsters wear lots of clothes players don't, like pants.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec4e1d79e0">ec4e1d79e0</a> | 2025-02-18 01:48:14 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11643a3c80">11643a3c80</a> | 2025-02-18 00:56:12 -0330 | DracoOmega</pre>
Make insubstantialness actually block nets for players (TheMeInTeam)<br>There's been a surprising amount of inconsistency in which ways being
insubstantial works for players and monsters. For instance, insubstantial
players were already immune to *webs*, which are functionally the same in
most ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecac187fed">ecac187fed</a> | 2025-02-17 20:43:43 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=478cf1221d">478cf1221d</a> | 2025-02-17 23:02:44 -0330 | DracoOmega</pre>
Fix spellclaw's damage multiplier never applying (Darby)<br>While the multiplier was *set* in a way that is seemingly correct, this
parameter was only ever used for monster melee attacks and not player ones.
This meant both that undertrained/slow weapons were attacking at full power
when you cast spells, but also that enkindled melee attacks weren't getting
the (sometimes fairly large!) damage bonus they were supposed to recieve at
all.<br>
I am... slightly unclear whether this is a net nerf or buff, but at the
very least it was the intended design, so we can see how their power level
feels after this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de1897d326">de1897d326</a> | 2025-02-17 23:02:44 -0330 | DracoOmega</pre>
Fix Cacophony armour being hostile with Oka (ploomutoo)<br>This is thematically just the poltergeist's own body taking up more tiles
than usual, and not some ally you're calling in to help.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86a188487b">86a188487b</a> | 2025-02-17 22:17:19 +0200 | wheals</pre>
Upgrade webserver ci to ubuntu-latest<br>We downgraded to 20.04 for python 3.6, which we no longer attempt to
use. GitHub is deprecating the 20.04 images soon, so if this doesn't
work (if perhaps latest ubuntu doesn't support python 3.8 either) I'll
try 22.04.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bdf87329e">8bdf87329e</a> | 2025-02-17 22:10:04 +0200 | wheals</pre>
Add a commit hook for checking commit conventions<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=555990002e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-964-g555990002e.zip">here</a>.]]></description>
            <pubDate>Wed, 19 Feb 2025 06:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-960-g11643a3c80.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-960-g11643a3c80.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11643a3c80">11643a3c80</a> | 2025-02-18 00:56:12 -0330 | DracoOmega</pre>
Make insubstantialness actually block nets for players (TheMeInTeam)<br>There's been a surprising amount of inconsistency in which ways being
insubstantial works for players and monsters. For instance, insubstantial
players were already immune to *webs*, which are functionally the same in
most ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecac187fed">ecac187fed</a> | 2025-02-17 20:43:43 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=478cf1221d">478cf1221d</a> | 2025-02-17 23:02:44 -0330 | DracoOmega</pre>
Fix spellclaw's damage multiplier never applying (Darby)<br>While the multiplier was *set* in a way that is seemingly correct, this
parameter was only ever used for monster melee attacks and not player ones.
This meant both that undertrained/slow weapons were attacking at full power
when you cast spells, but also that enkindled melee attacks weren't getting
the (sometimes fairly large!) damage bonus they were supposed to recieve at
all.<br>
I am... slightly unclear whether this is a net nerf or buff, but at the
very least it was the intended design, so we can see how their power level
feels after this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de1897d326">de1897d326</a> | 2025-02-17 23:02:44 -0330 | DracoOmega</pre>
Fix Cacophony armour being hostile with Oka (ploomutoo)<br>This is thematically just the poltergeist's own body taking up more tiles
than usual, and not some ally you're calling in to help.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86a188487b">86a188487b</a> | 2025-02-17 22:17:19 +0200 | wheals</pre>
Upgrade webserver ci to ubuntu-latest<br>We downgraded to 20.04 for python 3.6, which we no longer attempt to
use. GitHub is deprecating the 20.04 images soon, so if this doesn't
work (if perhaps latest ubuntu doesn't support python 3.8 either) I'll
try 22.04.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bdf87329e">8bdf87329e</a> | 2025-02-17 22:10:04 +0200 | wheals</pre>
Add a commit hook for checking commit conventions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec844b1194">ec844b1194</a> | 2025-02-17 22:10:04 +0200 | wheals</pre>
Simplify map_cell definition<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00f9be72f1">00f9be72f1</a> | 2025-02-17 22:10:04 +0200 | Cgettys</pre>
fix: remove undefined behavior from map_cell<br>Clang-tidy warns about these memcopies:
* Undefined behavior, source object type 'const map_cell' is not TriviallyCopyable
* Undefined behavior, destination object type 'map_cell' is not TriviallyCopyable<br>
Pointer provenance / type-based aliasing analysis are part of the C++ standard, so this analysis seems correct.<br>
* Remove the UB by changing to proper field-wise copies; compiler should optimize it pretty well, especially for the move case.
* Simplify the operator== and != to do pointer comparison, as at present, the memcmp was comparing pointers that are unique per instance anyway. Leave a TODO about it.
* Also leave some TODOs for future work I'll do in a follow-up PR.
* Some general cleanup (e.g. ternaries where they make sense)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=616585275e">616585275e</a> | 2025-02-17 22:10:04 +0200 | wheals</pre>
Reuse monster_iterator::advance() (bernardosulzbach)<br>Closes #3764
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9eb7eaf012">9eb7eaf012</a> | 2025-02-17 22:09:38 +0200 | brandon s allbery kf8nh</pre>
only deploy docs on main repo<br>As currently written, the `deploy_docs` action runs on forks,
which means anyone with a fork of the crawl repo gets a build
failure when updating the fork. This patch makes it only run on
the main crawl repo (hopefully).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=11643a3c80">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-960-g11643a3c80.zip">here</a>.]]></description>
            <pubDate>Tue, 18 Feb 2025 06:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-932-g1afe1e7492.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-932-g1afe1e7492.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1afe1e7492">1afe1e7492</a> | 2025-02-17 02:35:07 -0330 | DracoOmega</pre>
Display battlesphere projectile damage when examining them<br>(Particularly so that the interaction with Tempering can be displayed;
there was some confusion over whether it affected it or not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3c5c66fec">b3c5c66fec</a> | 2025-02-17 02:32:56 -0330 | DracoOmega</pre>
Fix Ravenous Swarm spell description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ee9563bfc">6ee9563bfc</a> | 2025-02-17 01:46:20 -0330 | DracoOmega</pre>
Allow attuning regeneration items if your max HP falls<br>Regen+ items are inactive when equipped while injured, until the player's
HP returns to max. But if the player experienced an effect that lowered
their max HP to equal or less than their current HP (most easily by using
a talisman you didn't have quite enough skill for, but other ways are
possible), no amount of resting would let them attune until the player took
damage and then healed to full again after *that*.<br>
Normally we want to avoid giving the player advantages for deliberately
lowering their max HP with talismans, but in this case the advantage of
'attune instantly so that you regenerate faster' is rather overpowered by
'lose a lot of HP immediately'. And this avoids the player being put in
regeneration limbo in normal gameplay, when using a mildly underskilled
talisman (or perhaps even getting drained at an inopportune time).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21a13a6849">21a13a6849</a> | 2025-02-17 01:20:36 -0330 | DracoOmega</pre>
Make Percussive Tempering give extra duration to expiring allies (Lici)<br>Just 3-5 turns, if they have less than 5 turns left (specifically to avoid
the feelsbad situation of casting it on something that immediately vanishes
before doing anything with the buff.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34267a8048">34267a8048</a> | 2025-02-17 01:13:35 -0330 | DracoOmega</pre>
Fix death curse messages being printed when out of LoS of their target<br>Easiest to cause with Discord, but still possible in other ways.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=953dd5d6a3">953dd5d6a3</a> | 2025-02-17 01:09:55 -0330 | DracoOmega</pre>
Prevent Mark of Haemoclasm from blowing up firewood (Ge0FF)<br>I feel mildly sad that you can no longer chain-detonate a cluster of plants
all at once, but you probably 'shouldn't'.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=725e1c6e44">725e1c6e44</a> | 2025-02-17 00:59:31 -0330 | DracoOmega</pre>
Don't let spellclaw melee ignore nets/webs (monkooky)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=976e243d3e">976e243d3e</a> | 2025-02-17 00:20:08 -0330 | DracoOmega</pre>
Fix a crash when looking up haunted armour with ?/m<br>I'd just copied the code for dancing weapon tiles, but those actually get
'default' equipment, and there currently seems to be no reason to give
default equipment to something that can only be made by cacophony.<br>
So use a fallback tile instead of an assert.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38914867c8">38914867c8</a> | 2025-02-16 17:20:58 -0600 | David Lawrence Ramsey</pre>
Fix spell description typo (adwarshall).<br>Closes #4306.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1bb2c40a17">1bb2c40a17</a> | 2025-02-16 17:13:36 -0600 | David Lawrence Ramsey</pre>
Adjust suck-up adjectives again.<br>Give death form "well-preserved," since it may not have bones if it's
e.g. an octopode, and give Revenant "ivory-boned."
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1afe1e7492">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-932-g1afe1e7492.zip">here</a>.]]></description>
            <pubDate>Mon, 17 Feb 2025 06:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-899-g969233c879.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-899-g969233c879.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=969233c879">969233c879</a> | 2025-02-15 17:10:41 -0330 | regret-index</pre>
Fix Vampire Thrall status not rendering in webtiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6bae641e05">6bae641e05</a> | 2025-02-15 14:30:55 -0600 | David Lawrence Ramsey</pre>
Fix missing word.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=617501e0ff">617501e0ff</a> | 2025-02-15 10:52:50 -0600 | David Lawrence Ramsey</pre>
Remove erroneously readded ghoul desctiption.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f716cb1c98">f716cb1c98</a> | 2025-02-15 10:49:17 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a774014b48">a774014b48</a> | 2025-02-15 12:53:21 -0330 | regret-index</pre>
Fix Crypt zig floors (cool 3)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c096ce8a3">7c096ce8a3</a> | 2025-02-15 12:26:33 -0330 | DracoOmega</pre>
Checkwhite / unbrace<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff4dafabf9">ff4dafabf9</a> | 2025-02-15 12:21:04 -0330 | DracoOmega</pre>
More tag upgrade build fixes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97afa80b3a">97afa80b3a</a> | 2025-02-15 12:09:46 -0330 | DracoOmega</pre>
Change poltergeist genus/adjective for cooler titles (lici, regret-index)<br>(And actually link the correct dummy monster; oops)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ed1df1ea5">9ed1df1ea5</a> | 2025-02-15 12:08:55 -0330 | DracoOmega</pre>
Fix tag upgrade build (hopefully)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4a08e36d24">4a08e36d24</a> | 2025-02-15 11:47:59 -0330 | DracoOmega</pre>
Remove a stray bit of unremoved Vampire code<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=969233c879">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-899-g969233c879.zip">here</a>.]]></description>
            <pubDate>Sun, 16 Feb 2025 06:45:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-862-g796593f022.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-862-g796593f022.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=796593f022">796593f022</a> | 2025-02-14 09:49:08 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba96422312">ba96422312</a> | 2025-02-14 10:00:44 -0330 | regret-index</pre>
Tweak a changelog entry<br>8b3c759 missed the full ramifications of ff6897e, and shouldn't be lost
with the need for a larger changelog catch-up in a few days.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=79430971fb">79430971fb</a> | 2025-02-14 09:50:40 -0330 | regret-index</pre>
Temporarily nerf nekomata (until later Pan reworks)<br>Nekomata were meant to be on par with Pan's tier-1 demons and the
deployment of shrike bands in the Hells as preperation for eventual
Hell-Pan roulette plans, with a variety of other monsters planned to be
in the same rough space of difficulty for the same branch. Various other
plans and focuses between the active devs for the 0.33 version ended up
with only a few more small steps into said roulette plans, which has left
them much more of a stand out in threat for Pan than was originally
intended.<br>
With the release coming around sooner or later, I'm opting to temporarily
nerf nekomata until Pan itself gets both its reworks and its repositioning
as part of those Hell-Pan roulette plans. Phantom Blitz now only hits from
5 tiles away, permitting casters to use Airstrike / Fire Storm / Fulsome
Fusillade without getting additional summons in. Their weapon damage has
been also somewhat nerfed, and they're less common to spawn both on
regular Pan levels and on Lom's floor specifically. Several parts of
this are likely to be partially reverted in the future, pending on what
the endstate of those further Pan additions ends up as.<br>
(While monster xp calculations are messy and the threat evaluation
criteria clashes awkwardly with the experience values we want to actually
hand out for a given game, when there's several less runes each game
nekomata at the very least can also get the ~4000 xp status needed to make
them always show up as a highlighted lethal threat.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ef3346897f">ef3346897f</a> | 2025-02-14 09:23:09 -0330 | regret-index</pre>
Yet more tension adjustments<br>Tension now tracks players being blind, vexed, constricted, engulfed,
petrifying but not fully petrified, being unable to move from Momentum
Strike or bolases, being unable to cast due to Sapped Magic, being marked
by the Sign of Ruin, vainglory, and being in shallow water while neither
capable of swimming or flying. On the monster side, tension also now
tracks monsters being paralyzed, vexed, or chaos laced. Both have been
refactored to make such thorough status checks both more compressed and
easier to compare, which has minimal total effects (mostly in still
tracking all player statuses while asleep / paralysed / petrified; most
don't strictly make the given situation much worse, but they'll still be
meaningful for whenever that status wears off). Tension will never be
perfect, but it can at least continue to be closer to usable for broader
purposes than Xom, one unrand, or Beogh.<br>
(Additionally, to make it easier to assess these things on the regular,
I've added a wizmode command to just directly output tension (&N) rather
than having to run fulldebug and use something that checks tension in
order see such.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dbd929141c">dbd929141c</a> | 2025-02-13 12:08:03 -0330 | regret-index</pre>
A handful of additional tiles<br> * Human wanderlust mutation: ontoclasm's autoexplore command icon and
   CanofWorms's regeneration icons.
 * Demigod divine attributes mutation: ontoclasm's strength, dexterity,
   and intelligence ring item icons.
 * Djinn HP casting mutation: ontoclasm's Channel Magic invocation and
   CanofWorms's mana link mutation icon.
 * Demonspawn demonic guardian level 1, Summon Minor Demon: Ontoclasm's
   Call Imp and Summon Demon icons (adjusted to make it not a palette
   swap of Call Imp, also to de-emphasize wings when many 5s have no
   wings.)
 * Launch Bomblet vfx: Ontoclasm's Hurl Damnation icon and the edit of
   ChrisBlue's CC0 bomblets.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4c381edbf">f4c381edbf</a> | 2025-02-13 05:21:06 -0330 | regret-index</pre>
Make (glowing orange) brains unblindable<br>While blind resistance is relatively arbitrary in a number of cases, (do
deep trolls use some sort of heat sense? can an early random hound really
perfectly smell out the presence of a ghost enough to avoid its stabs?),
the usage of jellies as creatures without eyes being unblindable somewhat
reasonably extends towards floating disembodied brains managing to do the
same, and it'd miss the organelle / weird magic flavour to give a floating
brains explicit eyes anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=036c31cd67">036c31cd67</a> | 2025-02-13 05:08:53 -0330 | regret-index</pre>
Remove deep dwarf dummy monsters<br>They're not actually placed in any species vaults except as flavour in
unanimated skeleton forms, for the time between the removal of deep
dwarves and the revival of mountain dwarves. Since the latter has been
evidently successful, we can just use the dwarves that at least appear in
playable and unique forms in the game instead of dwarves that don't
(especially when "deep" manages to include "d:1"). It'll save another
glyph-colour combination for other potential work, if nothing else....<br>
(XXX: Probably we shouldn't append "removed" to skeleton items of removed
monsters? This seems like a long-standing weirdness in general, at least.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=853641c8f9">853641c8f9</a> | 2025-02-12 21:56:21 -0330 | Flugkiller</pre>
feat: penance title for players abandoning with an invo title (DracoOmega)<br>Make it so that whenever a theist player would abandon their god while
having an invocations title, they would gain the penance title for as
long as their wrath lasts.<br>
For flavor reasons, this woud be an appropriate way to make these
titles available in game, as most of them are currently unobtainable.<br>
[Committer's note: fixed intentation, renamed a function for clarity.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c2e5f8391">9c2e5f8391</a> | 2025-02-11 02:30:47 +0000 | mumra</pre>
Fix teleport closets and connectivity in numerous vaults<br>This is a first pass using scripts/placement.lua to track down closets
and other connectivity problems in vaults.<br>
Initially began after a report by Darby on Discord regarding
wad_woods_river_04 and turned into a rabbit hole once I discovered
the script.<br>
This first batch covered only about 1/5th of the vaults, but this script
should probably be added to CI once everything is passing.<br>
In most cases these were very simple mistakes in the vault definition,
in some other cases involving more convoluted substitutions a reasonable
fix was harder to find. In several instances vaults simply had to be
added to the list of exceptions in placement.lua, for reasons explained
there (perhaps a new tag should be added to the vault definitions
instead, but for now the list is not too bad.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d10493ae">30d10493ae</a> | 2025-02-09 02:07:55 +0200 | wheals</pre>
checkwhite<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=796593f022">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-862-g796593f022.zip">here</a>.]]></description>
            <pubDate>Sat, 15 Feb 2025 06:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-855-g853641c8f9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-855-g853641c8f9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=853641c8f9">853641c8f9</a> | 2025-02-12 21:56:21 -0330 | Flugkiller</pre>
feat: penance title for players abandoning with an invo title (DracoOmega)<br>Make it so that whenever a theist player would abandon their god while
having an invocations title, they would gain the penance title for as
long as their wrath lasts.<br>
For flavor reasons, this woud be an appropriate way to make these
titles available in game, as most of them are currently unobtainable.<br>
[Committer's note: fixed intentation, renamed a function for clarity.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c2e5f8391">9c2e5f8391</a> | 2025-02-11 02:30:47 +0000 | mumra</pre>
Fix teleport closets and connectivity in numerous vaults<br>This is a first pass using scripts/placement.lua to track down closets
and other connectivity problems in vaults.<br>
Initially began after a report by Darby on Discord regarding
wad_woods_river_04 and turned into a rabbit hole once I discovered
the script.<br>
This first batch covered only about 1/5th of the vaults, but this script
should probably be added to CI once everything is passing.<br>
In most cases these were very simple mistakes in the vault definition,
in some other cases involving more convoluted substitutions a reasonable
fix was harder to find. In several instances vaults simply had to be
added to the list of exceptions in placement.lua, for reasons explained
there (perhaps a new tag should be added to the vault definitions
instead, but for now the list is not too bad.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d10493ae">30d10493ae</a> | 2025-02-09 02:07:55 +0200 | wheals</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b6df3989f">2b6df3989f</a> | 2025-02-09 01:51:24 +0200 | wheals</pre>
MSVC: final fixes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4482402deb">4482402deb</a> | 2025-02-09 00:59:17 +0200 | wheals</pre>
MSVC: Remove unnecessary macros<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a22baf0345">a22baf0345</a> | 2025-02-09 00:32:43 +0200 | wheals</pre>
C4804/C4805: unsafe use of bool<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e0c79de7c">0e0c79de7c</a> | 2025-02-09 00:29:32 +0200 | wheals</pre>
MSVC C4717: infinite recursion (see also: C4717)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb62f359f3">bb62f359f3</a> | 2025-02-09 00:24:42 +0200 | wheals</pre>
MSVC C4715: not all controls paths return a value<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56396f341d">56396f341d</a> | 2025-02-09 00:18:48 +0200 | wheals</pre>
MSVC C4305: truncation from double to float<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e7ccd4116">4e7ccd4116</a> | 2025-02-09 00:18:14 +0200 | wheals</pre>
MSVC C4101: unreferenced local variable<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=853641c8f9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-855-g853641c8f9.zip">here</a>.]]></description>
            <pubDate>Thu, 13 Feb 2025 06:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-854-g9c2e5f8391.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-854-g9c2e5f8391.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c2e5f8391">9c2e5f8391</a> | 2025-02-11 02:30:47 +0000 | mumra</pre>
Fix teleport closets and connectivity in numerous vaults<br>This is a first pass using scripts/placement.lua to track down closets
and other connectivity problems in vaults.<br>
Initially began after a report by Darby on Discord regarding
wad_woods_river_04 and turned into a rabbit hole once I discovered
the script.<br>
This first batch covered only about 1/5th of the vaults, but this script
should probably be added to CI once everything is passing.<br>
In most cases these were very simple mistakes in the vault definition,
in some other cases involving more convoluted substitutions a reasonable
fix was harder to find. In several instances vaults simply had to be
added to the list of exceptions in placement.lua, for reasons explained
there (perhaps a new tag should be added to the vault definitions
instead, but for now the list is not too bad.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d10493ae">30d10493ae</a> | 2025-02-09 02:07:55 +0200 | wheals</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b6df3989f">2b6df3989f</a> | 2025-02-09 01:51:24 +0200 | wheals</pre>
MSVC: final fixes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4482402deb">4482402deb</a> | 2025-02-09 00:59:17 +0200 | wheals</pre>
MSVC: Remove unnecessary macros<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a22baf0345">a22baf0345</a> | 2025-02-09 00:32:43 +0200 | wheals</pre>
C4804/C4805: unsafe use of bool<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e0c79de7c">0e0c79de7c</a> | 2025-02-09 00:29:32 +0200 | wheals</pre>
MSVC C4717: infinite recursion (see also: C4717)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb62f359f3">bb62f359f3</a> | 2025-02-09 00:24:42 +0200 | wheals</pre>
MSVC C4715: not all controls paths return a value<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56396f341d">56396f341d</a> | 2025-02-09 00:18:48 +0200 | wheals</pre>
MSVC C4305: truncation from double to float<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e7ccd4116">4e7ccd4116</a> | 2025-02-09 00:18:14 +0200 | wheals</pre>
MSVC C4101: unreferenced local variable<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df013bed80">df013bed80</a> | 2025-02-08 20:34:59 +0200 | wheals</pre>
MSVC C4068: unknown pragma<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9c2e5f8391">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-854-g9c2e5f8391.zip">here</a>.]]></description>
            <pubDate>Tue, 11 Feb 2025 06:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-853-g30d10493ae.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-853-g30d10493ae.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d10493ae">30d10493ae</a> | 2025-02-09 02:07:55 +0200 | wheals</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b6df3989f">2b6df3989f</a> | 2025-02-09 01:51:24 +0200 | wheals</pre>
MSVC: final fixes<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4482402deb">4482402deb</a> | 2025-02-09 00:59:17 +0200 | wheals</pre>
MSVC: Remove unnecessary macros<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a22baf0345">a22baf0345</a> | 2025-02-09 00:32:43 +0200 | wheals</pre>
C4804/C4805: unsafe use of bool<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e0c79de7c">0e0c79de7c</a> | 2025-02-09 00:29:32 +0200 | wheals</pre>
MSVC C4717: infinite recursion (see also: C4717)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb62f359f3">bb62f359f3</a> | 2025-02-09 00:24:42 +0200 | wheals</pre>
MSVC C4715: not all controls paths return a value<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56396f341d">56396f341d</a> | 2025-02-09 00:18:48 +0200 | wheals</pre>
MSVC C4305: truncation from double to float<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e7ccd4116">4e7ccd4116</a> | 2025-02-09 00:18:14 +0200 | wheals</pre>
MSVC C4101: unreferenced local variable<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df013bed80">df013bed80</a> | 2025-02-08 20:34:59 +0200 | wheals</pre>
MSVC C4068: unknown pragma<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c93a2eff1">6c93a2eff1</a> | 2025-02-08 20:28:43 +0200 | wheals</pre>
Remove several shims for MSVC<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=30d10493ae">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-853-g30d10493ae.zip">here</a>.]]></description>
            <pubDate>Sun, 09 Feb 2025 06:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-840-g503d60fff3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-840-g503d60fff3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=503d60fff3">503d60fff3</a> | 2025-02-07 21:07:47 -0330 | DracoOmega</pre>
Fix HP scaling when entering/exiting talisman forms (CanOfWorms)<br>When the player's max HP is adjusted by changing form via talisman, their
current HP is supposed to be left alone. This is to discourage things such
as shifting into a form with -90% max hp and then immediately leaving it
for a big heal.<br>
But the logic for this was subtly broken by 2dbd7c1 which changed which
point in the complicated transformation sequence the player's 'default
form' was set - resulting in the code thinking you were merely returning to
that form after polymorph (which *is* supposed to scale your HP, so that
you get bonus HP from drinking !lig, for instance.)<br>
But apparently, even in 0.32, this logic was partially broken. It was
possibly to instantly heal by shifting into an underskilled talisman, and
then directly into a talisman that you *did* have skill for (eg: beast
talisman).<br>
Rather than rely on the finicky behavior of comparing current and default
form, HP scaling is now controlled by a new argument passed to
transformation functions, so that it should hopefully reliably happen where
we want it to, and not when we don't.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a04295bf88">a04295bf88</a> | 2025-02-07 12:17:52 -0600 | David Lawrence Ramsey</pre>
Add a few more words to Crazy Yiuf's word list.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4bcbd7fdb">a4bcbd7fdb</a> | 2025-02-05 18:01:34 -0600 | CipHuK</pre>
Add title for Oni with Forgecraft=27<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f07b35d43f">f07b35d43f</a> | 2025-02-05 18:01:34 -0600 | CipHuK</pre>
Add a "Yokozuna" title for UC=27 for Oni<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0e89e2142">e0e89e2142</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Disable warning */ found outside of comment in the MSVC build<br>This warning isn't very helpful as all our uses of */ outside of a
comment are function arguments of the form `type */*name*/` which
couldn't appear in a multiline comment anyway as multiline comments
cannot be nested.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4a1124d71">c4a1124d71</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Fix libpng having the wrong library directory in the MSVC build<br>It had a library directory that was relative to the solution directory,
so when the build was changed from building it from the contribs
solution to building from the crawl-ref solution it ended up wrong.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c2dad739c">4c2dad739c</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Generate the tile info when building crawl with MSVC<br>We used to only rebuild the tile info when building the tilegen
project. However, this resulted in the tile info only being rebuilt
when the source files of the tilegen project changed and not when the
png files that make up the tiles etc changed. Building the tile info
also depends on rltiles/dc-unrand.txt which is generated when building
the crawl project.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1e7653d98">d1e7653d98</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Remove a reference to a section that doesn't exist in INSTALL.md<br>In the Visual Studio build instructions section of INSTALL.md there was
a reference to the getting-the-source section. However, this section
doesn't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f70472dd7">9f70472dd7</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Give a better error in the MSVC build when missing a file<br>When running gen-all.py (which is run as part of the MSVC build), give
a readable error that shows up in Visual Studios error list when
missing an input file.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f5c6886c">a8f5c6886c</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Update the MSVC troubleshooting tips<br>Many of the tips referred to building the Contribs solution which is no
longer done.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=503d60fff3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-840-g503d60fff3.zip">here</a>.]]></description>
            <pubDate>Sat, 08 Feb 2025 06:45:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-838-ga4bcbd7fdb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-838-ga4bcbd7fdb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a4bcbd7fdb">a4bcbd7fdb</a> | 2025-02-05 18:01:34 -0600 | CipHuK</pre>
Add title for Oni with Forgecraft=27<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f07b35d43f">f07b35d43f</a> | 2025-02-05 18:01:34 -0600 | CipHuK</pre>
Add a "Yokozuna" title for UC=27 for Oni<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e0e89e2142">e0e89e2142</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Disable warning */ found outside of comment in the MSVC build<br>This warning isn't very helpful as all our uses of */ outside of a
comment are function arguments of the form `type */*name*/` which
couldn't appear in a multiline comment anyway as multiline comments
cannot be nested.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4a1124d71">c4a1124d71</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Fix libpng having the wrong library directory in the MSVC build<br>It had a library directory that was relative to the solution directory,
so when the build was changed from building it from the contribs
solution to building from the crawl-ref solution it ended up wrong.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c2dad739c">4c2dad739c</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Generate the tile info when building crawl with MSVC<br>We used to only rebuild the tile info when building the tilegen
project. However, this resulted in the tile info only being rebuilt
when the source files of the tilegen project changed and not when the
png files that make up the tiles etc changed. Building the tile info
also depends on rltiles/dc-unrand.txt which is generated when building
the crawl project.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1e7653d98">d1e7653d98</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Remove a reference to a section that doesn't exist in INSTALL.md<br>In the Visual Studio build instructions section of INSTALL.md there was
a reference to the getting-the-source section. However, this section
doesn't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f70472dd7">9f70472dd7</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Give a better error in the MSVC build when missing a file<br>When running gen-all.py (which is run as part of the MSVC build), give
a readable error that shows up in Visual Studios error list when
missing an input file.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8f5c6886c">a8f5c6886c</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Update the MSVC troubleshooting tips<br>Many of the tips referred to building the Contribs solution which is no
longer done.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7188704608">7188704608</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Generate species related data before use in the MSVC build<br>The files species-data.h and aptitudes.h were being used before they
were generated in gen-all.py
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd760e359c">cd760e359c</a> | 2025-02-05 11:51:02 +0200 | Isaac Clancy</pre>
Update the tested windows versions in INSTALL.md<br>It now says that the MSVC build was tested on windows 10 and 11, instead
of just windows 11
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a4bcbd7fdb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-838-ga4bcbd7fdb.zip">here</a>.]]></description>
            <pubDate>Thu, 06 Feb 2025 06:45:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-815-g8e35882a37.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-815-g8e35882a37.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e35882a37">8e35882a37</a> | 2025-02-04 23:56:50 -0600 | David Lawrence Ramsey</pre>
Fix indentation of staves entry.<br>It now matches the indentation of the other entries.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=819cd40f79">819cd40f79</a> | 2025-02-03 11:08:40 -0600 | David Lawrence Ramsey</pre>
Add another name to artefact jewellery.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e8ebd26cc">6e8ebd26cc</a> | 2025-02-02 18:00:38 -0600 | David Lawrence Ramsey</pre>
Add another vice name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11f0fbb8a0">11f0fbb8a0</a> | 2025-02-02 18:01:02 -0330 | Cgettys</pre>
style: fix a few warnings<br>Fixes #4262
* Removes unused fields where it make sense
* In the case of targeter_wall_arc, put it back into use (and move where the hard-coded value is)
* Also fixes one other warning that only occurs in debug-lite or release configurations
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7ebb852bb">d7ebb852bb</a> | 2025-02-01 22:03:27 -0600 | Isaac Clancy</pre>
Don't freeze corpses that have been turned to gold<br>When you killed a monster with the white draconians breath ability while
worshipping Gozag, you would get a message saying it shattered and
turned to gold but you would get a block of ice and no gold. Fix this by
not freezing a monsters corpse if it has been turned to gold.<br>
Fixes #4185
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10f033e6c0">10f033e6c0</a> | 2025-02-01 21:56:44 -0600 | Isaac Clancy</pre>
Fix foxfire swarm using the wrong tile and power<br>The foxfire swarm ability was creating foxfire with a power of
GOD_NO_GOD (0) instead of 20 and marshlight set to 20 instead of its
default value of false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4473f9b22">d4473f9b22</a> | 2025-02-01 21:49:04 -0600 | David Lawrence Ramsey</pre>
Fix comment punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20553fcd9c">20553fcd9c</a> | 2025-02-01 21:48:36 -0600 | David Lawrence Ramsey</pre>
Fix agrid checks when a monster's soul is bound.<br>Use the same logic as in 5402c8831a8110ceab99db8b4897b0e08906509a.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5402c8831a">5402c8831a</a> | 2025-02-01 21:43:42 -0600 | Isaac Clancy</pre>
Fix always invalidating the area grid when a monster dies<br>We were checking if the radius of any of the monster's halo, umbra or
silence were not equal to zero. However, they have a radius of -1 when
they don't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e9c716987">5e9c716987</a> | 2025-02-01 21:29:24 -0600 | David Lawrence Ramsey</pre>
Mark the Skull of Zonguldrok as evil.<br>The reaping brand for weapons is evil, so the reaping brand on an
offhand item should be too.<br>
Closes #4286.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8e35882a37">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-815-g8e35882a37.zip">here</a>.]]></description>
            <pubDate>Wed, 05 Feb 2025 06:44:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-814-g819cd40f79.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-814-g819cd40f79.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=819cd40f79">819cd40f79</a> | 2025-02-03 11:08:40 -0600 | David Lawrence Ramsey</pre>
Add another name to artefact jewellery.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e8ebd26cc">6e8ebd26cc</a> | 2025-02-02 18:00:38 -0600 | David Lawrence Ramsey</pre>
Add another vice name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11f0fbb8a0">11f0fbb8a0</a> | 2025-02-02 18:01:02 -0330 | Cgettys</pre>
style: fix a few warnings<br>Fixes #4262
* Removes unused fields where it make sense
* In the case of targeter_wall_arc, put it back into use (and move where the hard-coded value is)
* Also fixes one other warning that only occurs in debug-lite or release configurations
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7ebb852bb">d7ebb852bb</a> | 2025-02-01 22:03:27 -0600 | Isaac Clancy</pre>
Don't freeze corpses that have been turned to gold<br>When you killed a monster with the white draconians breath ability while
worshipping Gozag, you would get a message saying it shattered and
turned to gold but you would get a block of ice and no gold. Fix this by
not freezing a monsters corpse if it has been turned to gold.<br>
Fixes #4185
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10f033e6c0">10f033e6c0</a> | 2025-02-01 21:56:44 -0600 | Isaac Clancy</pre>
Fix foxfire swarm using the wrong tile and power<br>The foxfire swarm ability was creating foxfire with a power of
GOD_NO_GOD (0) instead of 20 and marshlight set to 20 instead of its
default value of false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4473f9b22">d4473f9b22</a> | 2025-02-01 21:49:04 -0600 | David Lawrence Ramsey</pre>
Fix comment punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20553fcd9c">20553fcd9c</a> | 2025-02-01 21:48:36 -0600 | David Lawrence Ramsey</pre>
Fix agrid checks when a monster's soul is bound.<br>Use the same logic as in 5402c8831a8110ceab99db8b4897b0e08906509a.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5402c8831a">5402c8831a</a> | 2025-02-01 21:43:42 -0600 | Isaac Clancy</pre>
Fix always invalidating the area grid when a monster dies<br>We were checking if the radius of any of the monster's halo, umbra or
silence were not equal to zero. However, they have a radius of -1 when
they don't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e9c716987">5e9c716987</a> | 2025-02-01 21:29:24 -0600 | David Lawrence Ramsey</pre>
Mark the Skull of Zonguldrok as evil.<br>The reaping brand for weapons is evil, so the reaping brand on an
offhand item should be too.<br>
Closes #4286.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b1dbc9ee3">6b1dbc9ee3</a> | 2025-01-31 14:50:51 -0600 | LiciTheCrawler</pre>
Fix: Reorder Forgewright startng items<br>Reorders the starting items to be consistent with other backgrounds
with a simillar kit.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=819cd40f79">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-814-g819cd40f79.zip">here</a>.]]></description>
            <pubDate>Tue, 04 Feb 2025 06:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-813-g6e8ebd26cc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-813-g6e8ebd26cc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e8ebd26cc">6e8ebd26cc</a> | 2025-02-02 18:00:38 -0600 | David Lawrence Ramsey</pre>
Add another vice name to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11f0fbb8a0">11f0fbb8a0</a> | 2025-02-02 18:01:02 -0330 | Cgettys</pre>
style: fix a few warnings<br>Fixes #4262
* Removes unused fields where it make sense
* In the case of targeter_wall_arc, put it back into use (and move where the hard-coded value is)
* Also fixes one other warning that only occurs in debug-lite or release configurations
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7ebb852bb">d7ebb852bb</a> | 2025-02-01 22:03:27 -0600 | Isaac Clancy</pre>
Don't freeze corpses that have been turned to gold<br>When you killed a monster with the white draconians breath ability while
worshipping Gozag, you would get a message saying it shattered and
turned to gold but you would get a block of ice and no gold. Fix this by
not freezing a monsters corpse if it has been turned to gold.<br>
Fixes #4185
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10f033e6c0">10f033e6c0</a> | 2025-02-01 21:56:44 -0600 | Isaac Clancy</pre>
Fix foxfire swarm using the wrong tile and power<br>The foxfire swarm ability was creating foxfire with a power of
GOD_NO_GOD (0) instead of 20 and marshlight set to 20 instead of its
default value of false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4473f9b22">d4473f9b22</a> | 2025-02-01 21:49:04 -0600 | David Lawrence Ramsey</pre>
Fix comment punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20553fcd9c">20553fcd9c</a> | 2025-02-01 21:48:36 -0600 | David Lawrence Ramsey</pre>
Fix agrid checks when a monster's soul is bound.<br>Use the same logic as in 5402c8831a8110ceab99db8b4897b0e08906509a.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5402c8831a">5402c8831a</a> | 2025-02-01 21:43:42 -0600 | Isaac Clancy</pre>
Fix always invalidating the area grid when a monster dies<br>We were checking if the radius of any of the monster's halo, umbra or
silence were not equal to zero. However, they have a radius of -1 when
they don't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e9c716987">5e9c716987</a> | 2025-02-01 21:29:24 -0600 | David Lawrence Ramsey</pre>
Mark the Skull of Zonguldrok as evil.<br>The reaping brand for weapons is evil, so the reaping brand on an
offhand item should be too.<br>
Closes #4286.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b1dbc9ee3">6b1dbc9ee3</a> | 2025-01-31 14:50:51 -0600 | LiciTheCrawler</pre>
Fix: Reorder Forgewright startng items<br>Reorders the starting items to be consistent with other backgrounds
with a simillar kit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59c2f4dbea">59c2f4dbea</a> | 2025-01-31 18:53:50 +0000 | mumra</pre>
Remove a very outdated Gozag shops comment<br>It appears since c8711a1 it hasn't been true that serial_shops is used
by Gozag code. Prior to that it was the case that Gozag would only call
merchants to branches that already allowed random shops, so the comment
is long redundant now.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6e8ebd26cc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-813-g6e8ebd26cc.zip">here</a>.]]></description>
            <pubDate>Mon, 03 Feb 2025 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-811-gd7ebb852bb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-811-gd7ebb852bb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d7ebb852bb">d7ebb852bb</a> | 2025-02-01 22:03:27 -0600 | Isaac Clancy</pre>
Don't freeze corpses that have been turned to gold<br>When you killed a monster with the white draconians breath ability while
worshipping Gozag, you would get a message saying it shattered and
turned to gold but you would get a block of ice and no gold. Fix this by
not freezing a monsters corpse if it has been turned to gold.<br>
Fixes #4185
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10f033e6c0">10f033e6c0</a> | 2025-02-01 21:56:44 -0600 | Isaac Clancy</pre>
Fix foxfire swarm using the wrong tile and power<br>The foxfire swarm ability was creating foxfire with a power of
GOD_NO_GOD (0) instead of 20 and marshlight set to 20 instead of its
default value of false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4473f9b22">d4473f9b22</a> | 2025-02-01 21:49:04 -0600 | David Lawrence Ramsey</pre>
Fix comment punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20553fcd9c">20553fcd9c</a> | 2025-02-01 21:48:36 -0600 | David Lawrence Ramsey</pre>
Fix agrid checks when a monster's soul is bound.<br>Use the same logic as in 5402c8831a8110ceab99db8b4897b0e08906509a.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5402c8831a">5402c8831a</a> | 2025-02-01 21:43:42 -0600 | Isaac Clancy</pre>
Fix always invalidating the area grid when a monster dies<br>We were checking if the radius of any of the monster's halo, umbra or
silence were not equal to zero. However, they have a radius of -1 when
they don't exist.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e9c716987">5e9c716987</a> | 2025-02-01 21:29:24 -0600 | David Lawrence Ramsey</pre>
Mark the Skull of Zonguldrok as evil.<br>The reaping brand for weapons is evil, so the reaping brand on an
offhand item should be too.<br>
Closes #4286.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b1dbc9ee3">6b1dbc9ee3</a> | 2025-01-31 14:50:51 -0600 | LiciTheCrawler</pre>
Fix: Reorder Forgewright startng items<br>Reorders the starting items to be consistent with other backgrounds
with a simillar kit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59c2f4dbea">59c2f4dbea</a> | 2025-01-31 18:53:50 +0000 | mumra</pre>
Remove a very outdated Gozag shops comment<br>It appears since c8711a1 it hasn't been true that serial_shops is used
by Gozag code. Prior to that it was the case that Gozag would only call
merchants to branches that already allowed random shops, so the comment
is long redundant now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cb9a0bf236">cb9a0bf236</a> | 2025-01-31 16:10:16 +0300 | Nikolai Lavsky</pre>
fix: actually take note when the player is vexed<br>The logic check was inverted, as we need a non-zero duration there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62b7471ca3">62b7471ca3</a> | 2025-01-28 22:29:07 -0600 | Hellmonk</pre>
Zot vault updates (#4271)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d7ebb852bb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-811-gd7ebb852bb.zip">here</a>.]]></description>
            <pubDate>Sun, 02 Feb 2025 06:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-805-g6b1dbc9ee3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-805-g6b1dbc9ee3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b1dbc9ee3">6b1dbc9ee3</a> | 2025-01-31 14:50:51 -0600 | LiciTheCrawler</pre>
Fix: Reorder Forgewright startng items<br>Reorders the starting items to be consistent with other backgrounds
with a simillar kit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59c2f4dbea">59c2f4dbea</a> | 2025-01-31 18:53:50 +0000 | mumra</pre>
Remove a very outdated Gozag shops comment<br>It appears since c8711a1 it hasn't been true that serial_shops is used
by Gozag code. Prior to that it was the case that Gozag would only call
merchants to branches that already allowed random shops, so the comment
is long redundant now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cb9a0bf236">cb9a0bf236</a> | 2025-01-31 16:10:16 +0300 | Nikolai Lavsky</pre>
fix: actually take note when the player is vexed<br>The logic check was inverted, as we need a non-zero duration there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62b7471ca3">62b7471ca3</a> | 2025-01-28 22:29:07 -0600 | Hellmonk</pre>
Zot vault updates (#4271)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b60755d71">5b60755d71</a> | 2025-01-28 19:14:41 -0600 | dependabot[bot]</pre>
Bump virtualenv in /crawl-ref/source/webserver/requirements<br>Bumps [virtualenv](https://github.com/pypa/virtualenv) from 20.25.1 to 20.26.6.
- [Release notes](https://github.com/pypa/virtualenv/releases)
- [Changelog](https://github.com/pypa/virtualenv/blob/main/docs/changelog.rst)
- [Commits](https://github.com/pypa/virtualenv/compare/20.25.1...20.26.6)<br>
---
updated-dependencies:
- dependency-name: virtualenv
  dependency-type: direct:development
...<br>
Signed-off-by: dependabot[bot] <support@github.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=511808601d">511808601d</a> | 2025-01-27 11:16:37 -0600 | Cgettys</pre>
ci: Generate docs in CI and publish to GitHub Pages<br>* Generate Lua docs with ldoc
* Generate FAQ.html with make docs
* When on master, publish generated artifact to GitHub Pages
* Add a very rudimentary index.html to serve as landing page
* Once merged, https://crawl.github.io/crawl/ should show the new index.html
* With working links to FAQ.html and lua/index.html :)<br>
One less task to do manually :)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9bed652d4">c9bed652d4</a> | 2025-01-27 07:46:30 -0500 | Kyle Rawlins</pre>
fix: maybe fix a crash in stale pid handling code<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13cf12185f">13cf12185f</a> | 2025-01-26 09:40:45 -0600 | Implojin</pre>
Rename doubled vigour to doubled health (CarefulOdds)<br>The description here was flowery enough that players were uncertain
about precisely what effects doubled vigour had, and it also wasn't
possible to look this up on the ?/t status menu, because that's only
setup to search for *player* statuses. As this effect simply doubles
HP, it should be okay for us to lose the xv prose alluding to other
possible effects here, and instead just say that it doubles health.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b3b4944bb">2b3b4944bb</a> | 2025-01-24 12:07:17 -0330 | DracoOmega</pre>
Simplify a clua stab tier function<br>We already encode this information directly in monster info flags, so
check those instead of essentially reimplementing their logic.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61249f3da4">61249f3da4</a> | 2025-01-24 12:06:24 -0330 | DracoOmega</pre>
Reduce redundant messages when examining wandering monsters<br>We don't need to say that they're unaware of you, not looking at you, *and*
wandering. (The recent refactoring seems to have resulted in saying more
of these at once; this should dial it back to just 'wandering, not aware of
you')
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6b1dbc9ee3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-805-g6b1dbc9ee3.zip">here</a>.]]></description>
            <pubDate>Sat, 01 Feb 2025 06:44:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-802-g62b7471ca3.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-802-g62b7471ca3.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62b7471ca3">62b7471ca3</a> | 2025-01-28 22:29:07 -0600 | Hellmonk</pre>
Zot vault updates (#4271)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b60755d71">5b60755d71</a> | 2025-01-28 19:14:41 -0600 | dependabot[bot]</pre>
Bump virtualenv in /crawl-ref/source/webserver/requirements<br>Bumps [virtualenv](https://github.com/pypa/virtualenv) from 20.25.1 to 20.26.6.
- [Release notes](https://github.com/pypa/virtualenv/releases)
- [Changelog](https://github.com/pypa/virtualenv/blob/main/docs/changelog.rst)
- [Commits](https://github.com/pypa/virtualenv/compare/20.25.1...20.26.6)<br>
---
updated-dependencies:
- dependency-name: virtualenv
  dependency-type: direct:development
...<br>
Signed-off-by: dependabot[bot] <support@github.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=511808601d">511808601d</a> | 2025-01-27 11:16:37 -0600 | Cgettys</pre>
ci: Generate docs in CI and publish to GitHub Pages<br>* Generate Lua docs with ldoc
* Generate FAQ.html with make docs
* When on master, publish generated artifact to GitHub Pages
* Add a very rudimentary index.html to serve as landing page
* Once merged, https://crawl.github.io/crawl/ should show the new index.html
* With working links to FAQ.html and lua/index.html :)<br>
One less task to do manually :)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9bed652d4">c9bed652d4</a> | 2025-01-27 07:46:30 -0500 | Kyle Rawlins</pre>
fix: maybe fix a crash in stale pid handling code<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13cf12185f">13cf12185f</a> | 2025-01-26 09:40:45 -0600 | Implojin</pre>
Rename doubled vigour to doubled health (CarefulOdds)<br>The description here was flowery enough that players were uncertain
about precisely what effects doubled vigour had, and it also wasn't
possible to look this up on the ?/t status menu, because that's only
setup to search for *player* statuses. As this effect simply doubles
HP, it should be okay for us to lose the xv prose alluding to other
possible effects here, and instead just say that it doubles health.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b3b4944bb">2b3b4944bb</a> | 2025-01-24 12:07:17 -0330 | DracoOmega</pre>
Simplify a clua stab tier function<br>We already encode this information directly in monster info flags, so
check those instead of essentially reimplementing their logic.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61249f3da4">61249f3da4</a> | 2025-01-24 12:06:24 -0330 | DracoOmega</pre>
Reduce redundant messages when examining wandering monsters<br>We don't need to say that they're unaware of you, not looking at you, *and*
wandering. (The recent refactoring seems to have resulted in saying more
of these at once; this should dial it back to just 'wandering, not aware of
you')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a1a9b5a5">c6a1a9b5a5</a> | 2025-01-24 12:05:16 -0330 | DracoOmega</pre>
Fix new confusion/unaware icons not rendering in webtiles (Kab)<br>You'd think I'd stop forgetting this so often by now....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9c754f44">5f9c754f44</a> | 2025-01-24 08:18:28 -0330 | DracoOmega</pre>
Give confusion its own icon, refactor some stab-tier related code<br>Using the same white question mark for Confusion and also for a monster
merely not having yet notice the player (as well as a host of other things)
caused recurring, well, confusion, in players. While this icon was
*technically* indicating that low-tier stabs were possible, this meaning
was opaque to most players (and confusion is a much more significant
status than being distracted).<br>
-Confusion now gets a yellow question mark instead
-Distracted, unaware, and unable to see an invisible player retain their
 old white question mark
-Nets, petrifying, and blindness no longer display an additional icon
 (since they already displayed an icon which fully implied the latter)<br>
I also refactored several methods related to stabbing checks (removing, for
instance, some old support for calculating stabbing tiers *by* monsters,
as well as renaming confusing things like mons_looks_distracted and
MB_DISTRACTED, neither of which meant that a monster would be described as
distracted.)<br>
I also added a new stab_type, STAB_BLIND to differentiate invis stabs from
blindness stabs in action counts in dumps, since grouping them together was
misleading in this context (ie: the only context most of these types are
used.)<br>
Finally, some hints mode code that used the refactored code has been
adjusted, fixing some bugs in the process:
 -Monsters will no longer be described as 'unusual' just because they are
  asleep or friendly. (This message has been repurposed to explain the
  'unusual item' hilight instead.)
 -Monsters will no longer be described as having 'not noticed you yet'
  because they're paralyzed.
 -Turning off console stab hilighting no longer removes messages
  about sleeping monsters.
 -Since sleeping monsters are no longer automatically considered
  'interesting', I have loosened the danger tier required for this from
  nasty to tough.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d0df7669e">5d0df7669e</a> | 2025-01-24 08:18:21 -0330 | DracoOmega</pre>
Fix wand charges not always displaying for held wands in local tiles<br>(I am not quite sure how a wand without ISFLAG_IDENTIFIED ended up in the
player's inventory, but generally the flag should not be checked directly
anyway, since it ignores type knowledge.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=62b7471ca3">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-802-g62b7471ca3.zip">here</a>.]]></description>
            <pubDate>Wed, 29 Jan 2025 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-800-g511808601d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-800-g511808601d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=511808601d">511808601d</a> | 2025-01-27 11:16:37 -0600 | Cgettys</pre>
ci: Generate docs in CI and publish to GitHub Pages<br>* Generate Lua docs with ldoc
* Generate FAQ.html with make docs
* When on master, publish generated artifact to GitHub Pages
* Add a very rudimentary index.html to serve as landing page
* Once merged, https://crawl.github.io/crawl/ should show the new index.html
* With working links to FAQ.html and lua/index.html :)<br>
One less task to do manually :)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9bed652d4">c9bed652d4</a> | 2025-01-27 07:46:30 -0500 | Kyle Rawlins</pre>
fix: maybe fix a crash in stale pid handling code<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13cf12185f">13cf12185f</a> | 2025-01-26 09:40:45 -0600 | Implojin</pre>
Rename doubled vigour to doubled health (CarefulOdds)<br>The description here was flowery enough that players were uncertain
about precisely what effects doubled vigour had, and it also wasn't
possible to look this up on the ?/t status menu, because that's only
setup to search for *player* statuses. As this effect simply doubles
HP, it should be okay for us to lose the xv prose alluding to other
possible effects here, and instead just say that it doubles health.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b3b4944bb">2b3b4944bb</a> | 2025-01-24 12:07:17 -0330 | DracoOmega</pre>
Simplify a clua stab tier function<br>We already encode this information directly in monster info flags, so
check those instead of essentially reimplementing their logic.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61249f3da4">61249f3da4</a> | 2025-01-24 12:06:24 -0330 | DracoOmega</pre>
Reduce redundant messages when examining wandering monsters<br>We don't need to say that they're unaware of you, not looking at you, *and*
wandering. (The recent refactoring seems to have resulted in saying more
of these at once; this should dial it back to just 'wandering, not aware of
you')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a1a9b5a5">c6a1a9b5a5</a> | 2025-01-24 12:05:16 -0330 | DracoOmega</pre>
Fix new confusion/unaware icons not rendering in webtiles (Kab)<br>You'd think I'd stop forgetting this so often by now....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9c754f44">5f9c754f44</a> | 2025-01-24 08:18:28 -0330 | DracoOmega</pre>
Give confusion its own icon, refactor some stab-tier related code<br>Using the same white question mark for Confusion and also for a monster
merely not having yet notice the player (as well as a host of other things)
caused recurring, well, confusion, in players. While this icon was
*technically* indicating that low-tier stabs were possible, this meaning
was opaque to most players (and confusion is a much more significant
status than being distracted).<br>
-Confusion now gets a yellow question mark instead
-Distracted, unaware, and unable to see an invisible player retain their
 old white question mark
-Nets, petrifying, and blindness no longer display an additional icon
 (since they already displayed an icon which fully implied the latter)<br>
I also refactored several methods related to stabbing checks (removing, for
instance, some old support for calculating stabbing tiers *by* monsters,
as well as renaming confusing things like mons_looks_distracted and
MB_DISTRACTED, neither of which meant that a monster would be described as
distracted.)<br>
I also added a new stab_type, STAB_BLIND to differentiate invis stabs from
blindness stabs in action counts in dumps, since grouping them together was
misleading in this context (ie: the only context most of these types are
used.)<br>
Finally, some hints mode code that used the refactored code has been
adjusted, fixing some bugs in the process:
 -Monsters will no longer be described as 'unusual' just because they are
  asleep or friendly. (This message has been repurposed to explain the
  'unusual item' hilight instead.)
 -Monsters will no longer be described as having 'not noticed you yet'
  because they're paralyzed.
 -Turning off console stab hilighting no longer removes messages
  about sleeping monsters.
 -Since sleeping monsters are no longer automatically considered
  'interesting', I have loosened the danger tier required for this from
  nasty to tough.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d0df7669e">5d0df7669e</a> | 2025-01-24 08:18:21 -0330 | DracoOmega</pre>
Fix wand charges not always displaying for held wands in local tiles<br>(I am not quite sure how a wand without ISFLAG_IDENTIFIED ended up in the
player's inventory, but generally the flag should not be checked directly
anyway, since it ignores type knowledge.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dea29b9c6">9dea29b9c6</a> | 2025-01-24 08:18:14 -0330 | DracoOmega</pre>
Fix dancing weapons made by Tukima's Dance being abjurable (regret-index)<br>Among other things, this made them produce wrong/confusing death messages
about disappearing in puffs of smoke (even though they're right there on
the ground).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f901164d30">f901164d30</a> | 2025-01-24 08:18:07 -0330 | DracoOmega</pre>
Fix !lig turning flight items off (Ge0FF)<br>Tree form suppresses flight while active, and it suppressed it *so hard*
that it wasn't even possible to see that a flight item was equipped on the
player. But player::airborne() already accounts for tree form independently
so there seems no need of equip_flight() also doing so.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=511808601d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-800-g511808601d.zip">here</a>.]]></description>
            <pubDate>Tue, 28 Jan 2025 06:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-798-g13cf12185f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-798-g13cf12185f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13cf12185f">13cf12185f</a> | 2025-01-26 09:40:45 -0600 | Implojin</pre>
Rename doubled vigour to doubled health (CarefulOdds)<br>The description here was flowery enough that players were uncertain
about precisely what effects doubled vigour had, and it also wasn't
possible to look this up on the ?/t status menu, because that's only
setup to search for *player* statuses. As this effect simply doubles
HP, it should be okay for us to lose the xv prose alluding to other
possible effects here, and instead just say that it doubles health.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b3b4944bb">2b3b4944bb</a> | 2025-01-24 12:07:17 -0330 | DracoOmega</pre>
Simplify a clua stab tier function<br>We already encode this information directly in monster info flags, so
check those instead of essentially reimplementing their logic.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61249f3da4">61249f3da4</a> | 2025-01-24 12:06:24 -0330 | DracoOmega</pre>
Reduce redundant messages when examining wandering monsters<br>We don't need to say that they're unaware of you, not looking at you, *and*
wandering. (The recent refactoring seems to have resulted in saying more
of these at once; this should dial it back to just 'wandering, not aware of
you')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a1a9b5a5">c6a1a9b5a5</a> | 2025-01-24 12:05:16 -0330 | DracoOmega</pre>
Fix new confusion/unaware icons not rendering in webtiles (Kab)<br>You'd think I'd stop forgetting this so often by now....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9c754f44">5f9c754f44</a> | 2025-01-24 08:18:28 -0330 | DracoOmega</pre>
Give confusion its own icon, refactor some stab-tier related code<br>Using the same white question mark for Confusion and also for a monster
merely not having yet notice the player (as well as a host of other things)
caused recurring, well, confusion, in players. While this icon was
*technically* indicating that low-tier stabs were possible, this meaning
was opaque to most players (and confusion is a much more significant
status than being distracted).<br>
-Confusion now gets a yellow question mark instead
-Distracted, unaware, and unable to see an invisible player retain their
 old white question mark
-Nets, petrifying, and blindness no longer display an additional icon
 (since they already displayed an icon which fully implied the latter)<br>
I also refactored several methods related to stabbing checks (removing, for
instance, some old support for calculating stabbing tiers *by* monsters,
as well as renaming confusing things like mons_looks_distracted and
MB_DISTRACTED, neither of which meant that a monster would be described as
distracted.)<br>
I also added a new stab_type, STAB_BLIND to differentiate invis stabs from
blindness stabs in action counts in dumps, since grouping them together was
misleading in this context (ie: the only context most of these types are
used.)<br>
Finally, some hints mode code that used the refactored code has been
adjusted, fixing some bugs in the process:
 -Monsters will no longer be described as 'unusual' just because they are
  asleep or friendly. (This message has been repurposed to explain the
  'unusual item' hilight instead.)
 -Monsters will no longer be described as having 'not noticed you yet'
  because they're paralyzed.
 -Turning off console stab hilighting no longer removes messages
  about sleeping monsters.
 -Since sleeping monsters are no longer automatically considered
  'interesting', I have loosened the danger tier required for this from
  nasty to tough.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d0df7669e">5d0df7669e</a> | 2025-01-24 08:18:21 -0330 | DracoOmega</pre>
Fix wand charges not always displaying for held wands in local tiles<br>(I am not quite sure how a wand without ISFLAG_IDENTIFIED ended up in the
player's inventory, but generally the flag should not be checked directly
anyway, since it ignores type knowledge.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dea29b9c6">9dea29b9c6</a> | 2025-01-24 08:18:14 -0330 | DracoOmega</pre>
Fix dancing weapons made by Tukima's Dance being abjurable (regret-index)<br>Among other things, this made them produce wrong/confusing death messages
about disappearing in puffs of smoke (even though they're right there on
the ground).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f901164d30">f901164d30</a> | 2025-01-24 08:18:07 -0330 | DracoOmega</pre>
Fix !lig turning flight items off (Ge0FF)<br>Tree form suppresses flight while active, and it suppressed it *so hard*
that it wasn't even possible to see that a flight item was equipped on the
player. But player::airborne() already accounts for tree form independently
so there seems no need of equip_flight() also doing so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f59f0ee2d">7f59f0ee2d</a> | 2025-01-24 08:18:01 -0330 | DracoOmega</pre>
Update artprops when swapping between talismans of same type (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=599c4360dd">599c4360dd</a> | 2025-01-24 04:31:06 -0600 | Cgettys</pre>
fix: overflow of overlays with Qazlal's Disaster area (prawnwizard)<br>In rare cases, you can exceed the 20 overlay limit.<br>
Primarily due to duplicate overlays. This leads to a crash.<br>
To fix this:
* Deduplicate all overlays, not just the most recent
* Reduce overlay cap to 16 instead of 20 for vectorization reasons
* Make packed_cell fit into 196 bytes, because why not + cache alignment
* Make add_overlay an instance method for convenience<br>
Modern clang versions auto-vectorize and unroll this std::find nicely.
GCC doesn't do quite as well, but at least clones/unrolls it
4 wide. We'll see if it's a win or not.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=13cf12185f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-798-g13cf12185f.zip">here</a>.]]></description>
            <pubDate>Mon, 27 Jan 2025 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-797-g2b3b4944bb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-797-g2b3b4944bb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b3b4944bb">2b3b4944bb</a> | 2025-01-24 12:07:17 -0330 | DracoOmega</pre>
Simplify a clua stab tier function<br>We already encode this information directly in monster info flags, so
check those instead of essentially reimplementing their logic.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61249f3da4">61249f3da4</a> | 2025-01-24 12:06:24 -0330 | DracoOmega</pre>
Reduce redundant messages when examining wandering monsters<br>We don't need to say that they're unaware of you, not looking at you, *and*
wandering. (The recent refactoring seems to have resulted in saying more
of these at once; this should dial it back to just 'wandering, not aware of
you')
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c6a1a9b5a5">c6a1a9b5a5</a> | 2025-01-24 12:05:16 -0330 | DracoOmega</pre>
Fix new confusion/unaware icons not rendering in webtiles (Kab)<br>You'd think I'd stop forgetting this so often by now....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f9c754f44">5f9c754f44</a> | 2025-01-24 08:18:28 -0330 | DracoOmega</pre>
Give confusion its own icon, refactor some stab-tier related code<br>Using the same white question mark for Confusion and also for a monster
merely not having yet notice the player (as well as a host of other things)
caused recurring, well, confusion, in players. While this icon was
*technically* indicating that low-tier stabs were possible, this meaning
was opaque to most players (and confusion is a much more significant
status than being distracted).<br>
-Confusion now gets a yellow question mark instead
-Distracted, unaware, and unable to see an invisible player retain their
 old white question mark
-Nets, petrifying, and blindness no longer display an additional icon
 (since they already displayed an icon which fully implied the latter)<br>
I also refactored several methods related to stabbing checks (removing, for
instance, some old support for calculating stabbing tiers *by* monsters,
as well as renaming confusing things like mons_looks_distracted and
MB_DISTRACTED, neither of which meant that a monster would be described as
distracted.)<br>
I also added a new stab_type, STAB_BLIND to differentiate invis stabs from
blindness stabs in action counts in dumps, since grouping them together was
misleading in this context (ie: the only context most of these types are
used.)<br>
Finally, some hints mode code that used the refactored code has been
adjusted, fixing some bugs in the process:
 -Monsters will no longer be described as 'unusual' just because they are
  asleep or friendly. (This message has been repurposed to explain the
  'unusual item' hilight instead.)
 -Monsters will no longer be described as having 'not noticed you yet'
  because they're paralyzed.
 -Turning off console stab hilighting no longer removes messages
  about sleeping monsters.
 -Since sleeping monsters are no longer automatically considered
  'interesting', I have loosened the danger tier required for this from
  nasty to tough.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d0df7669e">5d0df7669e</a> | 2025-01-24 08:18:21 -0330 | DracoOmega</pre>
Fix wand charges not always displaying for held wands in local tiles<br>(I am not quite sure how a wand without ISFLAG_IDENTIFIED ended up in the
player's inventory, but generally the flag should not be checked directly
anyway, since it ignores type knowledge.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dea29b9c6">9dea29b9c6</a> | 2025-01-24 08:18:14 -0330 | DracoOmega</pre>
Fix dancing weapons made by Tukima's Dance being abjurable (regret-index)<br>Among other things, this made them produce wrong/confusing death messages
about disappearing in puffs of smoke (even though they're right there on
the ground).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f901164d30">f901164d30</a> | 2025-01-24 08:18:07 -0330 | DracoOmega</pre>
Fix !lig turning flight items off (Ge0FF)<br>Tree form suppresses flight while active, and it suppressed it *so hard*
that it wasn't even possible to see that a flight item was equipped on the
player. But player::airborne() already accounts for tree form independently
so there seems no need of equip_flight() also doing so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f59f0ee2d">7f59f0ee2d</a> | 2025-01-24 08:18:01 -0330 | DracoOmega</pre>
Update artprops when swapping between talismans of same type (Ogregutan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=599c4360dd">599c4360dd</a> | 2025-01-24 04:31:06 -0600 | Cgettys</pre>
fix: overflow of overlays with Qazlal's Disaster area (prawnwizard)<br>In rare cases, you can exceed the 20 overlay limit.<br>
Primarily due to duplicate overlays. This leads to a crash.<br>
To fix this:
* Deduplicate all overlays, not just the most recent
* Reduce overlay cap to 16 instead of 20 for vectorization reasons
* Make packed_cell fit into 196 bytes, because why not + cache alignment
* Make add_overlay an instance method for convenience<br>
Modern clang versions auto-vectorize and unroll this std::find nicely.
GCC doesn't do quite as well, but at least clones/unrolls it
4 wide. We'll see if it's a win or not.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9f7a0f2ca">b9f7a0f2ca</a> | 2025-01-23 23:57:43 -0600 | gammafunk</pre>
Fix a passed argument in a dungeon lua function<br>The function dgn.monster_weapon() passed an incorrectly named variable
to dgn.random_item_def() since bcfb333f. This means that various vaults
using dgn.monster_weapon() to give weapons to monsters didn't get
additional arguments applied (usually related to better item quality).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2b3b4944bb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-797-g2b3b4944bb.zip">here</a>.]]></description>
            <pubDate>Sat, 25 Jan 2025 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-788-gb9f7a0f2ca.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-788-gb9f7a0f2ca.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9f7a0f2ca">b9f7a0f2ca</a> | 2025-01-23 23:57:43 -0600 | gammafunk</pre>
Fix a passed argument in a dungeon lua function<br>The function dgn.monster_weapon() passed an incorrectly named variable
to dgn.random_item_def() since bcfb333f. This means that various vaults
using dgn.monster_weapon() to give weapons to monsters didn't get
additional arguments applied (usually related to better item quality).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eca436ef18">eca436ef18</a> | 2025-01-23 00:01:04 -0330 | regret-index</pre>
Tweak descriptions for scrolls and symbols of torment<br>Both mention that they only affect living creatures, despite also
affecting holy creatures for dozens of versions. Alongside updating both
of these to mention it, I'm mentioning rN partially resists it in the
spell description, since we somehow list this next to nowhere in-game.<br>
(TODO: We could probably really do with somebody going through all the
busywork to explicitly flag every single spell in spl-data.h by the
resists they check, alongside caring about AC and EV and SH, then just
display this as a new line when examining specific spells. Having to list
it in the description for every electric spell, many Ice-but-not-"cold"
spells, and magma is already pretty ponderous, and the many newer
cross-school spells of 0.32 / 0.33 have exacerbated this matter.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=faf1176e91">faf1176e91</a> | 2025-01-22 23:31:09 -0330 | regret-index</pre>
Follow-up tweaks to semi-/recent commits<br> * c898128 forgot to make the new airstrike vfx alternate amongst each of
   their given potential tiles; this fix also comes with adding another
   tile to the weakest so they all can reasonably vary.<br>
 * 60181c1 forgot to remove the redundant web_immune tag from Dissolution
   when giving them the amorphous tag.<br>
 * Sphinx marauders (6ac722a) are doing decently terrifyingly for
   themselves, but have shown to be a bit noticeably strong for their
   earliest appearance in late D. Their experience has been nudged up
   from ~1150 to ~1425, enough to make them always display as Lethal in
   threat (and red-outlined in tiles) until XL 17, and also they've been
   nudged down a little bit in the D out-of-depths list so that they're
   excluded from D:14 9s.<br>
 * Tengu conjurers getting emergency Force Lance over emergency Blink in
   e136f0c was a reasonable concept to extend out their use of
   Battlesphere, made awkward by how emergency spells themselves are not
   greatly consistent on low-hp monsters in the first place. To make their
   display of it less confusing compared to other emergency-only spells
   mostly comprising of Blink or healing, they now get non-emergency
   access to it as well as an increased use of it in emergencies, similiar
   to how queen bee Berserk Other works out. Tengu conjurers aren't
   showing up as too particularly threatening statistically as a late D
   lightning bolt user or even compared to other tengu, so it shouldn't be
   much dangerous a nudge upwards.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7aa09acf19">7aa09acf19</a> | 2025-01-22 07:15:26 -0330 | regret-index</pre>
Simplify Trog wrath<br>Many god wrath designs are very antiquated due to god wrath being one of
the least prominent and least relevant systems within Crawl, existing in
the bulk of circumstances for discouragement or to be squashed by special
cases more than something to expect people to suffer through. While a
small number are singularly straightforward (Ash, Oka), the many different
older wraths list off various thematically appropriate effects held to
strange standards (like direct damage or status not checking for combat,
so they're just rested off unless the former directly kills the player).
Most of them moulder until something either intersects with it by accident
(like revisions to miscasts and stat damage) or happens to incidentally
overlap in threat and theme.<br>
Trog's wrath famously includes quite a few vicious Brothers In Arms, to
make Berserkers leaving Trog quite difficult for a long while despite
being one of the more tempting gods to leave (learning spells, getting
given weapon gifts). It also features a lot of strange side-effects
focused on theme over relevance that all just get rested off or
uncontrollably kill a given blaspheming apostate:<br>
 * Weakness, recently replacing mostly-irrelevant strength loss, still
   not actually checking whether or not any enemies are nearby;
 * Slowing, at least reasonably connected to Berserk, also very common
   between three other wraths and a small chance on all wraths;
 * Paralysis, no longer connected to Berserk since 0ac0241, shared
   with several other thematic wraths
 * Fireballs, meant to be physical and not magical despite there being
   no precedence or follow-up on this concept ever since, also sharing
   the same issues as other damage and non-combat status wraths.<br>
All of these non-summon effects have been replaced with a combination of
two debuffs, applying both Weak and Vexed (f4f8fba). The latter effect
being nothing but attacking in place reasonably thematically and
mechanically invokes how Berserk focuses on doing the same while being
fairly worse, kept in check for even former Trog worshippers through the
presence of the former effect. Compared to prior, this checks for both
one's current health and a survivable band of tension (which has been
reasonably improved over the past few versions and prevents just
standing around early D enemies), rather than just triggering at random
while one travels or rests or sits in a closet. Since this is fairly
more dangerous than before, the summon wrath effect has been somewhat
mildly tweaked downward in level scaling.<br>
This should hopefully all make it easier to explain the wrath, remove a
variety of bland repeated effects for something consistently iconically
terrifying, and also grant another home to the new Vex mechanic. Ideally
in the future other god wraths could be simplified with extant or future
mechanics (like crunching Beogh wrath down to apostles, Makhleb wrath
down to a Crucible visit, or Sif and Vehumet wrath down to implementing
various monster temporary-spell-statuses concepts).<br>
(This also comes with adding Vex duration to run notes. We track paralysis
but not petrification in the notes, mostly due to the former's lethality
compared to the latter being diluted by basilisks; with the current homes
for the status being god wrath or a quite intimidating Shoals monster,
it seems reasonably closer to paralysis enough to also track.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c898128944">c898128944</a> | 2025-01-22 03:03:29 -0330 | regret-index</pre>
Handful of additional preliminary tiles<br> * Sacrified eye: Ontoclasm's sacrifical dagger and a CC0 spell icon by
   frosty_rabbid.<br>
 * Airstrike / Upheaval air vfx: Denzi's old air elemental tile.<br>
 * Weaponless Pikel: Sastreii's current Pikel tile.<br>
Also, properly enabled Hunting Call's spell icon as was accidentally not
enabled when added in 8f22220.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76efb29fe3">76efb29fe3</a> | 2025-01-21 05:57:29 -0330 | regret-index</pre>
Ever-incremental vault review<br>Worthy of note:<br>
 * The weaker Snake ends have small numbers of tyrant's traps and
   archmage's traps placed in them, to further emphasize the branch's
   prominence of traps pushed up in 19588f4, to help differentiate the
   ends beyond more or less concentration of the same enemies, and to
   also hopefully even out the gaps between rune vaults there.<br>
 * The small number of trove scroll options have been re-weighted, most
   noticeably giving out less torment or immolation scrolls in exchange
   for more ally scrolls and some poison scrolls. They also no longer
   give weapon or armour scrolls to Felids.<br>
 * The Elf:2 hall of blades weapons code has been cleaned up a fair bit.<br>
 * A small number of overflow vaults that could place before the minimum
   overflow altar depth of D:3 have been properly shoved further deeper.<br>
 * A selection of severely-underperforming Depths and Zot vaults (ones
   with one kill or less in the past three versions) have been tweaked
   upwards in threat.<br>
 * skrybe_chaotic_catacombs joins the nine other theme vaults set up to
   place on D:$ as a themed Depths entry vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fe8696770">4fe8696770</a> | 2025-01-21 05:57:28 -0330 | regret-index</pre>
Exclude new sphinxes from Bestow Arms<br>While they're meant to wear armour, they're not meant to wield any size
of weapons with any of many not-great options (lion paws, telekinetic
magic, prehensile hair, or a human's mouth). As such, I'm adjusting the
logic for Bestow Arms to skip over monsters that lack AT_HIT or
AT_WEAP_ONLY attacks (the two attack types that actually use a given
weapon), and adjusting both sphinxes' attack types to avoid using just
AT_HIT. (Possibly it'd be nice to have an AT_BATTER for battering with
wings for attacks like marauder AF_AIRSTRIKE, but I suspect many would
parse that as being hit with batter or a bat.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=979fcb14f9">979fcb14f9</a> | 2025-01-20 10:36:16 -0600 | Implojin</pre>
Update ploomutoo in the CREDITS<br>Thank you again for the batch of decor sprites in 76a730d507, they're
really quite nice!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=159b78985f">159b78985f</a> | 2025-01-20 01:57:13 -0600 | Isaac Clancy</pre>
Cast OTR with uppercase Z when all enemies resist poison (CrawlOdds)<br>When casting Olgreb's toxic radiance with no enemies in view, it would
give the message "You can't see any susceptible monsters within range!
(Use Z to cast anyway)". However, when casting with only poison
resistant and immune enemies in view, it would cast normally even though
it couldn't effect anything. Fix this inconsistency by also requiring
uppercase Z to cast with only poison reistant and immune enemies in
view.<br>
This change also fixes a bug where monsters would always act as if they
could see invisibly even when they couldn't when deciding whether to
cast OTR.<br>
Fixes #3957
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd0d8a32dd">cd0d8a32dd</a> | 2025-01-20 01:33:37 -0600 | Implojin</pre>
Fix excluded feature annotations (Aliscans)<br>In particular, don't annotate excluded enterable shops and portals as
being staircases on ctrl+o.<br>
Closes #4136
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b9f7a0f2ca">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-788-gb9f7a0f2ca.zip">here</a>.]]></description>
            <pubDate>Fri, 24 Jan 2025 06:44:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-787-geca436ef18.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-787-geca436ef18.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eca436ef18">eca436ef18</a> | 2025-01-23 00:01:04 -0330 | regret-index</pre>
Tweak descriptions for scrolls and symbols of torment<br>Both mention that they only affect living creatures, despite also
affecting holy creatures for dozens of versions. Alongside updating both
of these to mention it, I'm mentioning rN partially resists it in the
spell description, since we somehow list this next to nowhere in-game.<br>
(TODO: We could probably really do with somebody going through all the
busywork to explicitly flag every single spell in spl-data.h by the
resists they check, alongside caring about AC and EV and SH, then just
display this as a new line when examining specific spells. Having to list
it in the description for every electric spell, many Ice-but-not-"cold"
spells, and magma is already pretty ponderous, and the many newer
cross-school spells of 0.32 / 0.33 have exacerbated this matter.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=faf1176e91">faf1176e91</a> | 2025-01-22 23:31:09 -0330 | regret-index</pre>
Follow-up tweaks to semi-/recent commits<br> * c898128 forgot to make the new airstrike vfx alternate amongst each of
   their given potential tiles; this fix also comes with adding another
   tile to the weakest so they all can reasonably vary.<br>
 * 60181c1 forgot to remove the redundant web_immune tag from Dissolution
   when giving them the amorphous tag.<br>
 * Sphinx marauders (6ac722a) are doing decently terrifyingly for
   themselves, but have shown to be a bit noticeably strong for their
   earliest appearance in late D. Their experience has been nudged up
   from ~1150 to ~1425, enough to make them always display as Lethal in
   threat (and red-outlined in tiles) until XL 17, and also they've been
   nudged down a little bit in the D out-of-depths list so that they're
   excluded from D:14 9s.<br>
 * Tengu conjurers getting emergency Force Lance over emergency Blink in
   e136f0c was a reasonable concept to extend out their use of
   Battlesphere, made awkward by how emergency spells themselves are not
   greatly consistent on low-hp monsters in the first place. To make their
   display of it less confusing compared to other emergency-only spells
   mostly comprising of Blink or healing, they now get non-emergency
   access to it as well as an increased use of it in emergencies, similiar
   to how queen bee Berserk Other works out. Tengu conjurers aren't
   showing up as too particularly threatening statistically as a late D
   lightning bolt user or even compared to other tengu, so it shouldn't be
   much dangerous a nudge upwards.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7aa09acf19">7aa09acf19</a> | 2025-01-22 07:15:26 -0330 | regret-index</pre>
Simplify Trog wrath<br>Many god wrath designs are very antiquated due to god wrath being one of
the least prominent and least relevant systems within Crawl, existing in
the bulk of circumstances for discouragement or to be squashed by special
cases more than something to expect people to suffer through. While a
small number are singularly straightforward (Ash, Oka), the many different
older wraths list off various thematically appropriate effects held to
strange standards (like direct damage or status not checking for combat,
so they're just rested off unless the former directly kills the player).
Most of them moulder until something either intersects with it by accident
(like revisions to miscasts and stat damage) or happens to incidentally
overlap in threat and theme.<br>
Trog's wrath famously includes quite a few vicious Brothers In Arms, to
make Berserkers leaving Trog quite difficult for a long while despite
being one of the more tempting gods to leave (learning spells, getting
given weapon gifts). It also features a lot of strange side-effects
focused on theme over relevance that all just get rested off or
uncontrollably kill a given blaspheming apostate:<br>
 * Weakness, recently replacing mostly-irrelevant strength loss, still
   not actually checking whether or not any enemies are nearby;
 * Slowing, at least reasonably connected to Berserk, also very common
   between three other wraths and a small chance on all wraths;
 * Paralysis, no longer connected to Berserk since 0ac0241, shared
   with several other thematic wraths
 * Fireballs, meant to be physical and not magical despite there being
   no precedence or follow-up on this concept ever since, also sharing
   the same issues as other damage and non-combat status wraths.<br>
All of these non-summon effects have been replaced with a combination of
two debuffs, applying both Weak and Vexed (f4f8fba). The latter effect
being nothing but attacking in place reasonably thematically and
mechanically invokes how Berserk focuses on doing the same while being
fairly worse, kept in check for even former Trog worshippers through the
presence of the former effect. Compared to prior, this checks for both
one's current health and a survivable band of tension (which has been
reasonably improved over the past few versions and prevents just
standing around early D enemies), rather than just triggering at random
while one travels or rests or sits in a closet. Since this is fairly
more dangerous than before, the summon wrath effect has been somewhat
mildly tweaked downward in level scaling.<br>
This should hopefully all make it easier to explain the wrath, remove a
variety of bland repeated effects for something consistently iconically
terrifying, and also grant another home to the new Vex mechanic. Ideally
in the future other god wraths could be simplified with extant or future
mechanics (like crunching Beogh wrath down to apostles, Makhleb wrath
down to a Crucible visit, or Sif and Vehumet wrath down to implementing
various monster temporary-spell-statuses concepts).<br>
(This also comes with adding Vex duration to run notes. We track paralysis
but not petrification in the notes, mostly due to the former's lethality
compared to the latter being diluted by basilisks; with the current homes
for the status being god wrath or a quite intimidating Shoals monster,
it seems reasonably closer to paralysis enough to also track.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c898128944">c898128944</a> | 2025-01-22 03:03:29 -0330 | regret-index</pre>
Handful of additional preliminary tiles<br> * Sacrified eye: Ontoclasm's sacrifical dagger and a CC0 spell icon by
   frosty_rabbid.<br>
 * Airstrike / Upheaval air vfx: Denzi's old air elemental tile.<br>
 * Weaponless Pikel: Sastreii's current Pikel tile.<br>
Also, properly enabled Hunting Call's spell icon as was accidentally not
enabled when added in 8f22220.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76efb29fe3">76efb29fe3</a> | 2025-01-21 05:57:29 -0330 | regret-index</pre>
Ever-incremental vault review<br>Worthy of note:<br>
 * The weaker Snake ends have small numbers of tyrant's traps and
   archmage's traps placed in them, to further emphasize the branch's
   prominence of traps pushed up in 19588f4, to help differentiate the
   ends beyond more or less concentration of the same enemies, and to
   also hopefully even out the gaps between rune vaults there.<br>
 * The small number of trove scroll options have been re-weighted, most
   noticeably giving out less torment or immolation scrolls in exchange
   for more ally scrolls and some poison scrolls. They also no longer
   give weapon or armour scrolls to Felids.<br>
 * The Elf:2 hall of blades weapons code has been cleaned up a fair bit.<br>
 * A small number of overflow vaults that could place before the minimum
   overflow altar depth of D:3 have been properly shoved further deeper.<br>
 * A selection of severely-underperforming Depths and Zot vaults (ones
   with one kill or less in the past three versions) have been tweaked
   upwards in threat.<br>
 * skrybe_chaotic_catacombs joins the nine other theme vaults set up to
   place on D:$ as a themed Depths entry vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fe8696770">4fe8696770</a> | 2025-01-21 05:57:28 -0330 | regret-index</pre>
Exclude new sphinxes from Bestow Arms<br>While they're meant to wear armour, they're not meant to wield any size
of weapons with any of many not-great options (lion paws, telekinetic
magic, prehensile hair, or a human's mouth). As such, I'm adjusting the
logic for Bestow Arms to skip over monsters that lack AT_HIT or
AT_WEAP_ONLY attacks (the two attack types that actually use a given
weapon), and adjusting both sphinxes' attack types to avoid using just
AT_HIT. (Possibly it'd be nice to have an AT_BATTER for battering with
wings for attacks like marauder AF_AIRSTRIKE, but I suspect many would
parse that as being hit with batter or a bat.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=979fcb14f9">979fcb14f9</a> | 2025-01-20 10:36:16 -0600 | Implojin</pre>
Update ploomutoo in the CREDITS<br>Thank you again for the batch of decor sprites in 76a730d507, they're
really quite nice!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=159b78985f">159b78985f</a> | 2025-01-20 01:57:13 -0600 | Isaac Clancy</pre>
Cast OTR with uppercase Z when all enemies resist poison (CrawlOdds)<br>When casting Olgreb's toxic radiance with no enemies in view, it would
give the message "You can't see any susceptible monsters within range!
(Use Z to cast anyway)". However, when casting with only poison
resistant and immune enemies in view, it would cast normally even though
it couldn't effect anything. Fix this inconsistency by also requiring
uppercase Z to cast with only poison reistant and immune enemies in
view.<br>
This change also fixes a bug where monsters would always act as if they
could see invisibly even when they couldn't when deciding whether to
cast OTR.<br>
Fixes #3957
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd0d8a32dd">cd0d8a32dd</a> | 2025-01-20 01:33:37 -0600 | Implojin</pre>
Fix excluded feature annotations (Aliscans)<br>In particular, don't annotate excluded enterable shops and portals as
being staircases on ctrl+o.<br>
Closes #4136
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc80f5c099">dc80f5c099</a> | 2025-01-20 01:13:00 -0600 | Aliscans</pre>
Automatically identify some obsolete items.<br>Add food and rods to the "always known" list in item_type_known(). This
restores some behaviour from before _full_ident_mask() was deleted, in
that you are no longer asked if you want to identify "removed food"
items.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=eca436ef18">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-787-geca436ef18.zip">here</a>.]]></description>
            <pubDate>Thu, 23 Jan 2025 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-784-gc898128944.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-784-gc898128944.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c898128944">c898128944</a> | 2025-01-22 03:03:29 -0330 | regret-index</pre>
Handful of additional preliminary tiles<br> * Sacrified eye: Ontoclasm's sacrifical dagger and a CC0 spell icon by
   frosty_rabbid.<br>
 * Airstrike / Upheaval air vfx: Denzi's old air elemental tile.<br>
 * Weaponless Pikel: Sastreii's current Pikel tile.<br>
Also, properly enabled Hunting Call's spell icon as was accidentally not
enabled when added in 8f22220.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76efb29fe3">76efb29fe3</a> | 2025-01-21 05:57:29 -0330 | regret-index</pre>
Ever-incremental vault review<br>Worthy of note:<br>
 * The weaker Snake ends have small numbers of tyrant's traps and
   archmage's traps placed in them, to further emphasize the branch's
   prominence of traps pushed up in 19588f4, to help differentiate the
   ends beyond more or less concentration of the same enemies, and to
   also hopefully even out the gaps between rune vaults there.<br>
 * The small number of trove scroll options have been re-weighted, most
   noticeably giving out less torment or immolation scrolls in exchange
   for more ally scrolls and some poison scrolls. They also no longer
   give weapon or armour scrolls to Felids.<br>
 * The Elf:2 hall of blades weapons code has been cleaned up a fair bit.<br>
 * A small number of overflow vaults that could place before the minimum
   overflow altar depth of D:3 have been properly shoved further deeper.<br>
 * A selection of severely-underperforming Depths and Zot vaults (ones
   with one kill or less in the past three versions) have been tweaked
   upwards in threat.<br>
 * skrybe_chaotic_catacombs joins the nine other theme vaults set up to
   place on D:$ as a themed Depths entry vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4fe8696770">4fe8696770</a> | 2025-01-21 05:57:28 -0330 | regret-index</pre>
Exclude new sphinxes from Bestow Arms<br>While they're meant to wear armour, they're not meant to wield any size
of weapons with any of many not-great options (lion paws, telekinetic
magic, prehensile hair, or a human's mouth). As such, I'm adjusting the
logic for Bestow Arms to skip over monsters that lack AT_HIT or
AT_WEAP_ONLY attacks (the two attack types that actually use a given
weapon), and adjusting both sphinxes' attack types to avoid using just
AT_HIT. (Possibly it'd be nice to have an AT_BATTER for battering with
wings for attacks like marauder AF_AIRSTRIKE, but I suspect many would
parse that as being hit with batter or a bat.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=979fcb14f9">979fcb14f9</a> | 2025-01-20 10:36:16 -0600 | Implojin</pre>
Update ploomutoo in the CREDITS<br>Thank you again for the batch of decor sprites in 76a730d507, they're
really quite nice!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=159b78985f">159b78985f</a> | 2025-01-20 01:57:13 -0600 | Isaac Clancy</pre>
Cast OTR with uppercase Z when all enemies resist poison (CrawlOdds)<br>When casting Olgreb's toxic radiance with no enemies in view, it would
give the message "You can't see any susceptible monsters within range!
(Use Z to cast anyway)". However, when casting with only poison
resistant and immune enemies in view, it would cast normally even though
it couldn't effect anything. Fix this inconsistency by also requiring
uppercase Z to cast with only poison reistant and immune enemies in
view.<br>
This change also fixes a bug where monsters would always act as if they
could see invisibly even when they couldn't when deciding whether to
cast OTR.<br>
Fixes #3957
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd0d8a32dd">cd0d8a32dd</a> | 2025-01-20 01:33:37 -0600 | Implojin</pre>
Fix excluded feature annotations (Aliscans)<br>In particular, don't annotate excluded enterable shops and portals as
being staircases on ctrl+o.<br>
Closes #4136
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc80f5c099">dc80f5c099</a> | 2025-01-20 01:13:00 -0600 | Aliscans</pre>
Automatically identify some obsolete items.<br>Add food and rods to the "always known" list in item_type_known(). This
restores some behaviour from before _full_ident_mask() was deleted, in
that you are no longer asked if you want to identify "removed food"
items.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1cbb7ff58e">1cbb7ff58e</a> | 2025-01-19 20:00:07 -0600 | David Lawrence Ramsey</pre>
Make Sprint check for mutations, not species.<br>Instead of the Coglin and Felid species, check for the "no jewellery"
and "no weapons or thrown items" mutations in Fedhas' Mad Dash and Arena
of Blood, respectively.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=802b72d441">802b72d441</a> | 2025-01-18 22:23:16 -0600 | David Lawrence Ramsey</pre>
Add a few Xom messages for fountains of eyes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d154b68b10">d154b68b10</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Tactile mutation icons (CanofWorms)<br>Demonspawn demonic touch and Jiyva disarming tendril mutation icons, to
be precise.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c898128944">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-784-gc898128944.zip">here</a>.]]></description>
            <pubDate>Wed, 22 Jan 2025 06:44:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-781-g979fcb14f9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-781-g979fcb14f9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=979fcb14f9">979fcb14f9</a> | 2025-01-20 10:36:16 -0600 | Implojin</pre>
Update ploomutoo in the CREDITS<br>Thank you again for the batch of decor sprites in 76a730d507, they're
really quite nice!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=159b78985f">159b78985f</a> | 2025-01-20 01:57:13 -0600 | Isaac Clancy</pre>
Cast OTR with uppercase Z when all enemies resist poison (CrawlOdds)<br>When casting Olgreb's toxic radiance with no enemies in view, it would
give the message "You can't see any susceptible monsters within range!
(Use Z to cast anyway)". However, when casting with only poison
resistant and immune enemies in view, it would cast normally even though
it couldn't effect anything. Fix this inconsistency by also requiring
uppercase Z to cast with only poison reistant and immune enemies in
view.<br>
This change also fixes a bug where monsters would always act as if they
could see invisibly even when they couldn't when deciding whether to
cast OTR.<br>
Fixes #3957
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd0d8a32dd">cd0d8a32dd</a> | 2025-01-20 01:33:37 -0600 | Implojin</pre>
Fix excluded feature annotations (Aliscans)<br>In particular, don't annotate excluded enterable shops and portals as
being staircases on ctrl+o.<br>
Closes #4136
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc80f5c099">dc80f5c099</a> | 2025-01-20 01:13:00 -0600 | Aliscans</pre>
Automatically identify some obsolete items.<br>Add food and rods to the "always known" list in item_type_known(). This
restores some behaviour from before _full_ident_mask() was deleted, in
that you are no longer asked if you want to identify "removed food"
items.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1cbb7ff58e">1cbb7ff58e</a> | 2025-01-19 20:00:07 -0600 | David Lawrence Ramsey</pre>
Make Sprint check for mutations, not species.<br>Instead of the Coglin and Felid species, check for the "no jewellery"
and "no weapons or thrown items" mutations in Fedhas' Mad Dash and Arena
of Blood, respectively.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=802b72d441">802b72d441</a> | 2025-01-18 22:23:16 -0600 | David Lawrence Ramsey</pre>
Add a few Xom messages for fountains of eyes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d154b68b10">d154b68b10</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Tactile mutation icons (CanofWorms)<br>Demonspawn demonic touch and Jiyva disarming tendril mutation icons, to
be precise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e11c45b518">e11c45b518</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Properly grant more body armour to deep elf / high priest monsters<br>Deep elf spellcasting monsters have a strange chance to vary heavily in
body armour, ranging from none to chain mail and managing to leave out
the robes many elves visibly wear. This might be an antique relic from
when robes were far better than other light armour options or when
there were substantially more low-tier elves, but now that neither of
these are too pressingly true they're very conspicuous in their body
armour variance compared to most other monsters, with an eight-year old
comment pointing it out. (In particular, deep elf knights have tiles that
visually give them heavier armour than deep elf archers, yet the latter
consistently get leather compared to the former mostly having nothing on.)<br>
This commit removes their chance for no armour, replacing it entirely with
robes, while also removing the highest AC roll of chain mail, which few
player deep elves are casting crystal spears in. Aside from hurting LRD a
little, this mostly shouldn't be of too much pressure considering only one
of them is at a point where a robe's ac would noticeably mean much
(pyromancers).<br>
(In the same capacity, with no Beogh provisions of high priests any more,
they can also use a mild nudge up to have the same offerings instead of
mostly wearing nothing. The plain orcs and plain orc priests don't get
this change, however, since they're early enough that the robes would
actually make a meaningful difference, and since the rare chance to get
chain mail is of at least some interest for very early game characters.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=379047849a">379047849a</a> | 2025-01-18 20:18:23 -0600 | David Lawrence Ramsey</pre>
Fix an ellipsis at the end of a sentence.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d2cd2bd01">4d2cd2bd01</a> | 2025-01-18 19:20:56 -0600 | David Lawrence Ramsey</pre>
Revert "Fix inconsistent ellipses."<br>This reverts commit a9c169229f9d7a1da6d0bd631e69a7ca024eb047.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=979fcb14f9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-781-g979fcb14f9.zip">here</a>.]]></description>
            <pubDate>Tue, 21 Jan 2025 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-777-g1cbb7ff58e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-777-g1cbb7ff58e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1cbb7ff58e">1cbb7ff58e</a> | 2025-01-19 20:00:07 -0600 | David Lawrence Ramsey</pre>
Make Sprint check for mutations, not species.<br>Instead of the Coglin and Felid species, check for the "no jewellery"
and "no weapons or thrown items" mutations in Fedhas' Mad Dash and Arena
of Blood, respectively.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=802b72d441">802b72d441</a> | 2025-01-18 22:23:16 -0600 | David Lawrence Ramsey</pre>
Add a few Xom messages for fountains of eyes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d154b68b10">d154b68b10</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Tactile mutation icons (CanofWorms)<br>Demonspawn demonic touch and Jiyva disarming tendril mutation icons, to
be precise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e11c45b518">e11c45b518</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Properly grant more body armour to deep elf / high priest monsters<br>Deep elf spellcasting monsters have a strange chance to vary heavily in
body armour, ranging from none to chain mail and managing to leave out
the robes many elves visibly wear. This might be an antique relic from
when robes were far better than other light armour options or when
there were substantially more low-tier elves, but now that neither of
these are too pressingly true they're very conspicuous in their body
armour variance compared to most other monsters, with an eight-year old
comment pointing it out. (In particular, deep elf knights have tiles that
visually give them heavier armour than deep elf archers, yet the latter
consistently get leather compared to the former mostly having nothing on.)<br>
This commit removes their chance for no armour, replacing it entirely with
robes, while also removing the highest AC roll of chain mail, which few
player deep elves are casting crystal spears in. Aside from hurting LRD a
little, this mostly shouldn't be of too much pressure considering only one
of them is at a point where a robe's ac would noticeably mean much
(pyromancers).<br>
(In the same capacity, with no Beogh provisions of high priests any more,
they can also use a mild nudge up to have the same offerings instead of
mostly wearing nothing. The plain orcs and plain orc priests don't get
this change, however, since they're early enough that the robes would
actually make a meaningful difference, and since the rare chance to get
chain mail is of at least some interest for very early game characters.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=379047849a">379047849a</a> | 2025-01-18 20:18:23 -0600 | David Lawrence Ramsey</pre>
Fix an ellipsis at the end of a sentence.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d2cd2bd01">4d2cd2bd01</a> | 2025-01-18 19:20:56 -0600 | David Lawrence Ramsey</pre>
Revert "Fix inconsistent ellipses."<br>This reverts commit a9c169229f9d7a1da6d0bd631e69a7ca024eb047.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=289bc3cdf1">289bc3cdf1</a> | 2025-01-18 18:22:33 -0600 | David Lawrence Ramsey</pre>
Add Zonguldrok messaging for unrand hats.<br>Currently, the only one with special messaging is the hat of Pondering,
but the mechanism is in place to add more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9c169229f">a9c169229f</a> | 2025-01-18 18:22:13 -0600 | David Lawrence Ramsey</pre>
Fix inconsistent ellipses.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcb3d5a981">dcb3d5a981</a> | 2025-01-18 10:30:12 -0600 | Hellmonk</pre>
don't spawn 500 randarts in hall_of_zot<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf5a252ee1">bf5a252ee1</a> | 2025-01-18 08:58:48 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1cbb7ff58e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-777-g1cbb7ff58e.zip">here</a>.]]></description>
            <pubDate>Mon, 20 Jan 2025 06:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-776-g802b72d441.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-776-g802b72d441.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=802b72d441">802b72d441</a> | 2025-01-18 22:23:16 -0600 | David Lawrence Ramsey</pre>
Add a few Xom messages for fountains of eyes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d154b68b10">d154b68b10</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Tactile mutation icons (CanofWorms)<br>Demonspawn demonic touch and Jiyva disarming tendril mutation icons, to
be precise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e11c45b518">e11c45b518</a> | 2025-01-18 23:04:48 -0330 | regret-index</pre>
Properly grant more body armour to deep elf / high priest monsters<br>Deep elf spellcasting monsters have a strange chance to vary heavily in
body armour, ranging from none to chain mail and managing to leave out
the robes many elves visibly wear. This might be an antique relic from
when robes were far better than other light armour options or when
there were substantially more low-tier elves, but now that neither of
these are too pressingly true they're very conspicuous in their body
armour variance compared to most other monsters, with an eight-year old
comment pointing it out. (In particular, deep elf knights have tiles that
visually give them heavier armour than deep elf archers, yet the latter
consistently get leather compared to the former mostly having nothing on.)<br>
This commit removes their chance for no armour, replacing it entirely with
robes, while also removing the highest AC roll of chain mail, which few
player deep elves are casting crystal spears in. Aside from hurting LRD a
little, this mostly shouldn't be of too much pressure considering only one
of them is at a point where a robe's ac would noticeably mean much
(pyromancers).<br>
(In the same capacity, with no Beogh provisions of high priests any more,
they can also use a mild nudge up to have the same offerings instead of
mostly wearing nothing. The plain orcs and plain orc priests don't get
this change, however, since they're early enough that the robes would
actually make a meaningful difference, and since the rare chance to get
chain mail is of at least some interest for very early game characters.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=379047849a">379047849a</a> | 2025-01-18 20:18:23 -0600 | David Lawrence Ramsey</pre>
Fix an ellipsis at the end of a sentence.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d2cd2bd01">4d2cd2bd01</a> | 2025-01-18 19:20:56 -0600 | David Lawrence Ramsey</pre>
Revert "Fix inconsistent ellipses."<br>This reverts commit a9c169229f9d7a1da6d0bd631e69a7ca024eb047.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=289bc3cdf1">289bc3cdf1</a> | 2025-01-18 18:22:33 -0600 | David Lawrence Ramsey</pre>
Add Zonguldrok messaging for unrand hats.<br>Currently, the only one with special messaging is the hat of Pondering,
but the mechanism is in place to add more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a9c169229f">a9c169229f</a> | 2025-01-18 18:22:13 -0600 | David Lawrence Ramsey</pre>
Fix inconsistent ellipses.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcb3d5a981">dcb3d5a981</a> | 2025-01-18 10:30:12 -0600 | Hellmonk</pre>
don't spawn 500 randarts in hall_of_zot<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf5a252ee1">bf5a252ee1</a> | 2025-01-18 08:58:48 -0600 | David Lawrence Ramsey</pre>
Fix comment typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ac722a880">6ac722a880</a> | 2025-01-18 04:00:58 -0330 | regret-index</pre>
Split sphinxes into earlier marauders and later guardians<br>Sphinxes are rather weird for their very broad uses throughout the game.
They're out-of-depth highlight threats in post-Lair D, bosses for one end
vault for Shoals, a mostly mid-tier monster in the later reaches of Vaults
and Depths, flavour monsters in Crypt, and a fixed cluster of threats at
the start of Tomb. They work fine at their far ends here, but serve for
weird encounters throughout midgame and lategame, since they've been
fairly power-crept compared to brains and liches and earthen tomes as
hexes monsters. Altogether, this leaves them in an awkward state, as
their placement regularly presume they're more of high-tier threats in
their deployment places despite placing across most of the game.<br>
This split, compared to the arcanist / occultist split of 129f0b0, isn't
really meant to reduce the presence of any particular gimmick (though
it does lower early paralysis a tiny bit). What this is instead meant to
do is let both uses of the monster being effectively scary while
broadening a little bit of themes and flavour for Shoals, a debuff-focused
branch that struggles with more enemy archetype flavour variety beyond
dozens of merfolk leading other mostly-human hybrids plus monsters
borrowed from other places entirely (whether appropriately thematic, as
with original sphinxes and titans, or deeply reaching, like angels and
deep elves). While the branch has a lot of Will checking effects, for the
most part swapping in more Willpower is a luxury of less annoyance
compared to encountering 1 (one) fenstrider witch in the opposite branch;
this should hopefully make the resist be worth considering for Shoals,
especially when the new hex works nastily with common reaching monsters...<br>
 * Sphinx marauders are the earlier-game and newer of the two sphinxes,
   and are flavoured more around the bloodthirsty sphinx of Mount Phicium.
   They have AF_AIRSTRIKE (see abc8f7a), an incidental cast rate for
   Confuse, and the parent commit's somewhat terrifying Vex status. Both
   hexes prevent the player from making it to safer ground to get away
   from relatively serious melee damage, but characters with ranged
   offenses can do more before the sphinx gets close, and characters with
   melee offenses are more fine with being stuck in place attacking. They
   appear in late D out-of-depths, rarely late in Shoals as top-tier
   threats with a chance of a duo of harpies (who have battiness to work
   with both major gimmicks), and in V:1-4 with a good chance of the other
   sphinx (to give V a little more to work with, and to make the other
   sphinx a little less common for its buff.)<br>
 * Guardian sphinxes are the previous plain lategame "sphinx" monster,
   now more focused in flavour on the recurring grave/temple-guarding
   apotropaic variety of sphinx. They're granted a bit more to all stats-
   most noticeably, in HD, HP, and spell cast rate, so that they're more
   likely to succeed at hexing characters past the point where willpower
   swaps / main gear is common. They appear occasionally in V:1-4, at the
   current semi-regularity in Depths and in Crypt vaults, and in the
   the Tomb:1 main area entrance with a slight numbers decrease.<br>
(Monstrous Menagerie gets a flat upgrade in access to guardian sphinxes,
as its position as a ranged monster summon doesn't particularly stand out
post-Forgecraft, nor is it particularly effective at raw damge nor
body-blocking compared to other high-level Summoning spells. The spell
could do with revisions at some point in the future. Kirke also doesn't
have much of a high killratio compared to other uniques in her depth
range like Nessos and Rupert and Urug, so she can also take the buff.
To emphasize them as being something more purposeful than just being
another random beast, and to help with some potential future plans,
both are equipped with not-visible-on-their-tile cloaks as draconian
classes have been using for many years.)<br>
The guardian sphinx tile is mostly just an edit of the current base sphinx
tile by Denzi to have darker skin and golden accessories. The sphinx
marauder tile mixes in said sphinx tile both roctavian's human Erica tile
and a CC0 wing icon by frosty_rabbid.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=802b72d441">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-776-g802b72d441.zip">here</a>.]]></description>
            <pubDate>Sun, 19 Jan 2025 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-764-g13ce909368.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-764-g13ce909368.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13ce909368">13ce909368</a> | 2025-01-17 23:32:22 -0600 | David Lawrence Ramsey</pre>
Improve reaping brand messaging.<br>_make_derived_undead() now allows overriding the default success and
failure messages (the "mist gathering" ones). Do this for kills using
the reaping brand, so that its messages are only displayed when monsters
are successfully spectralised (and visible to the player).<br>
The failure message only applies to zero-headed hydras, which should be
impossible to get with a reaping brand, but it's in place just in case
a bladed weapon somehow gets both the flaming and reapling brands, or
otherwise non-reapable monsters of living holiness get added.<br>
Fixes #4251.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7bd0b9f747">7bd0b9f747</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Allowing wearing multiple gloves of infusion to stack (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f0ed78e9a4">f0ed78e9a4</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Fix a crash with upgrading an old save that was wielding a non-weapon<br>When putting their old equipment into new slots, the code would be quite
unhappy about trying to figure out what slot a potion or scroll belonged
in (since the answer was 'none of them').<br>
It should now just silently unequip it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40307037ee">40307037ee</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Fix claws not working while *not* wearing gloves (Inkie)<br>The logic check was essentially inverted, giving you the bonus while
*wearing* gloves (but still preventing gloves at level 3)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d708c21f5">5d708c21f5</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Hilight active talisman as 'equipped' in local tiles inventory<br>(And as 'melded' if you are polymorphed into something else while using
it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=42a8017c8a">42a8017c8a</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Fix talisman artprops being active in hostile polymorphed forms<br>If the player had transformed using an artefact talisman, and then was
polymorphed by a monster, they would incorrectly retain the talisman
artprops in that form.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d3b6016f6">9d3b6016f6</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Fix talisman artprops not applying if no gear was (un)melded (Bamboolord)<br>The artprop cache wasn't being updated when you changed form, if that
change didn't actually affect any of your non-talisman equipment.<br>
(It would still be corrected again if you subsequently changed any gear,
or saved/loaded, left the floor, etc.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3a106aa490">3a106aa490</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Fix a crash with mummy death curses hitting other monsters<br>(I *think* the other effects do not fire behavior effects and are thus
safe. I would have excluded passing the dead mummy agent against a monster
victim entirely if not for the fact that this would probably also mess up
XP attribution for the player in some cases.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73d441481e">73d441481e</a> | 2025-01-17 17:00:01 -0330 | DracoOmega</pre>
Don't use split columns for list jewellery if an item is too long<br>Possibly it should be truncated instead, but I'm not exactly sure how
useful this command even is if it cuts off half the artprops of a ring.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=574e4ebf17">574e4ebf17</a> | 2025-01-17 17:00:00 -0330 | DracoOmega</pre>
Fix a crash with " (list jewellery) on octopode on a narrow window<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=13ce909368">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-764-g13ce909368.zip">here</a>.]]></description>
            <pubDate>Sat, 18 Jan 2025 06:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-754-g19588f4062.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-754-g19588f4062.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=19588f4062">19588f4062</a> | 2025-01-16 19:30:59 -0330 | regret-index</pre>
Initial distribution of the new trap quartet<br>Alongside the previous commits each placing traps naturally, this also
handles and tweaks a fair number of vaults and branches. Most worthy of
note:<br>
 * The Zot:5 entrance traps have been reworked, removing the chance for
   both corridors to be completely blocked off by traps. 25% of the time,
   one corridor will be blocked off by at least one trap, while the other
   will be traversible but have two of the newer traps lining the entrance
   and exit. This is meant to still punish standing in the corridor as
   a chokepoint or retreating repeatedly through it, but also allow
   reasonably consistently moving through the path compared to the
   teleport or dispersal options, plus add a little more variety compared
   to before.<br>
 * Tomb's traps have been diluted a little with tyrant's traps and
   marginally less traps placed overall. If we get more traps in the
   same buff / debuff veins as prior, then more probably should be
   deployed in the branch- the power creep has been rather excessive
   for the branch due to the binary nature of relying on torment.<br>
 * Snake and Vaults both now have a slightly higher natural-spawns trap
   count, now that they have weaker traps to work with: Snake gets a
   flat +2 per floor, and Vaults gets +1. As has been mentioned in
   previous trap addition commits, both of these branches need more to
   stand out with on variety and fanciness levels compared to other
   branches near them; there is also zero guarantee these traps will
   end up anywhere near monsters or vaults anyway.<br>
 * The two bailies with the worst kill statistics in the current stable
   and trunk versions (bailey_axe_4 and bailey_polearm_nasty_gnolls)
   both get tyrant's traps in them to both buff them and have a little bit
   of an earlygame introduction to later trap mechanics.<br>
 * A small number of abyssal rune vaults with the worst kill statistics in
   current and trunk versions, as well as several underperforming Abyss
   vaults that can appear outside of the Abyss, now have harlequin's traps
   and devourer's traps, for both connecting more flavour together and
   helping said vaults along.<br>
 * To emphasize wizlabs having more prominent and fancy gimmicks,
   Alistair's Party Mansion now gets harlequin traps, and Yara's Duelist
   Academy gets archmage's traps, both far away from their given layout's
   original bosses.<br>
For the most part, these flavour-focused traps either should rely on
direct connections to gods, spells, or unrands appropriate to a branch
(e.g. archmage's traps for Vehumet vaults with several branch-sourced
spellcasters), or the branch placements already established in the
random_trap_for_place() function. The main exceptions are late D (where
there still should be some caution in throwing around too many of
these), Zot, and Ziggurats.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b98e54cbae">b98e54cbae</a> | 2025-01-16 19:30:59 -0330 | regret-index</pre>
New trap: devourer's trap, corroding players<br>This trap is a very-delayed follow-up to b65a573 producing the very strange
flavour of monsters praying to Lugonu to corrode their foes, while the
Abyss contains minimal corrosion and Lugonu contains zero corrosion
abilities. As such, this trap contains the most obviously divergent
flavour of any of the traps: the description mentions the stomaches of
unseen extradimensional beasts, akin to the tentacles of a tainted
otherworld like Malign Gateway creates (and keeping some space open for the
finishing of PR #3775).<br>
This rather abstract trap corrodes the player (with normal rCorr
checks) 2/3 times it's stepped on. While a couple of branches
successfully deploy corrosive effects (entropy weavers in Spider, Slime,
Dis), the effect is relatively rare enough it can spare a bit more
broader usage. It's not the most exciting effect (neither using a new
buff like harlequin's traps nor combining player debuffs and buffs like
tyrant's traps and archmage's traps), but the capacity to use more traps
in branches and vaults overall benefits from simple traps that still
meaningfully affect combat.<br>
This trap rarely spawns naturally in Slime, Pandemonium, and will be
placed in a number of Abyss vaults. Slime wants for more variety (even if
corrosion is pretty common already) and further obfuscates the origins
of Jiyva's invasion (hi, starry gem), the Abyss has its aforementioned
connection to corrupters, and Pandemonium is connected to the Abyss
as well as also being in need of more differentiating variety in its
infinite length.<br>
The tile was composited from CC0 spell icons by 7Soul1 and Denzi's old
Warp Weapon spell icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b739738c5">4b739738c5</a> | 2025-01-16 19:30:48 -0330 | regret-index</pre>
New trap: harlequin's trap, granting AF_CHAOS to monsters<br>With the reworks to chaos starting from 196b491 onwards, chaos effects
are safe enough to deploy in broader circumstances. With a multitude of
renewed and flavourful chaotic gods to lean on these days, a trap that
can be used in their vaults and which isn't reliant on weapon wielding
can reasonably distribute this in a novel fashion compared to the limted
ways chaos is currently deployed.<br>
These harlequin's traps only have effects if monsters are in sight, and
grant 20 to 28 turns of a new chaos-wreathed status to two or three
highest-HD non-holy monsters in sight of the trap without the status
(or innate chaotic attacks). This works somewhat like the Ignis wrath
flame-wreathed status in replacing the attack flavour of a monster's
first attack, except with AF_CHAOTIC instead of AF_FIRE, and no damage
or speed buffs. (It thus stacks with monster melee weapons, but not
ranged weapons). It should provide an interesting variation of the
common use of Might throughout the game in letting monsters try to
apply debuffs or harder-to-resist damage in melee, and also provide a
more novel rare sight amongst the various other trap mechanics added
in this commit batch.<br>
This trap rarely spawns naturally in the Depths, Zot, and Pandemonium.
Zot has some of the strongest chaotic monsters in the game (proteans /
klowns / orbs of fire / Tiamat), Pandemonium has its lords, and Depths
is close to both while benefitting from a little more explicit
connective tissue in its own burgeoning fae flavour. The performance
flavour for chaos hopefully will also help lead a little more into the
sudden appearance of klowns before their appearance in Zot, while
reasonably still feeling somewhat traditional in fantasy thematics; Xom
certainly would approve, anyway.<br>
The hopefully-eye-catchingly animated tile was composited from CC0 spell
icons by 7Soul1 and the old deck item tiles by ontoclasm.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=81da222250">81da222250</a> | 2025-01-16 19:30:47 -0330 | regret-index</pre>
New trap: archmage's trap, draining player mp + granting brilliance<br>The natural follow-up to a melee-focused trap is a magic-focused trap.
These mystic traps steal from the player's magic (by draining 33% of one's
current mp) to grant Brilliance to two or three strongest hostile
spellcasters without Brilliance in the trap's sight (i.e. 20-28 turns of
casting spells more often with higher effective HD). Draining mp affects
both spellcasters and a large number of invocations, while brilliance for
the right monsters should be reasonably dangerous.<br>
(This doesn't preclude the usage of mp drain on Zot traps, as it is
only a portion of one's mp reliably versus Zot traps draining all of
one's mp on a rare basis.)<br>
This trap spawns in Snake, Elf, and Depths naturally. Snake continues to
need more differentiation as a Lair branch, it heavily suits the flavour
of Elf and helps the branch a little more past its large vault dependence,
and Depths is one of the most magical branches in the game between the
fae, the magic giants and flighty animals, and literal walking spellbooks
even before all the various other wizards in it, helping more with the V
versus Depths split.<br>
The tile was composited from CC0 spell icons by 7Soul1.<br>
nerf archmage traps
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bcc7e3493b">bcc7e3493b</a> | 2025-01-16 19:30:30 -0330 | regret-index</pre>
New trap: tyrant's trap, weakening players + mighting monsters<br>With the steady removal of mechanical / direct damage traps, there have
been strange consequences as well as large amounts of design space both
opened up by the lack of weaker trap types. The orb chamber's double-trap
arrangement can lead to fiddly, tedious tactics at what is meant to be the
climax of the game, Tomb has continued to creep more steadily upwards in
threat due to its extreme reliance on torment, and vaults can't establish
a place as fortified without jumping straight to alarm and net traps at
minimum (incidentally losing most of the original Ossuary gimmick).<br>
As such, I'm starting up a set of weaker traps, aimed both at helping out
these cases and providing more flexible + tangible flavour for both vaults
and given branches than The Power of Zot or translocations or infinite
net machines. They will still follow the same current paradigm as Zot and
alarm traps, where players and hostiles alike walking onto a trap hurls an
effect at the player, to help keep the nature of traps straightforward
enough to easily learn.<br>
Tyrant's traps are for militaristic contexts. Whenever the player or a
hostile monster steps on the trap, it will steal from the player's melee
capabilities (by inflicting 10-14 turns of Weak, capped at 50) in order to
empower two or three highest-hd monsters in sight (by granting 20-28 turns
of Might). If there are no monsters in sight, the Weak is still applied.
(While this and other upcoming traps could mildly annoying to rest off if
there aren't any further monsters in sight, with pre-revealed traps it's
rare to need to activate traps to explore a floor, and when it does block
off a path it's nowhere near the annoyance dispersal and teleport traps
can invoke in the same capacity, so it should be a net reduction in
annoyance.) This swing should hopefully force melee-centric characters
to switch tactics, while still being relevant for other characters as
Might has shown to work throughout the game.<br>
These traps rarely spawn naturally in Orc, Snake, and Vaults. Orc could
do with more unique components beyond the orcs regularly used elsewhere,
Snake struggles in terms of variety and distinction versus the other Lair
branches (plus it contains both status effects already), and V needs
more thematic aspects to help establish it as an organized branch
versus the Depths shortly after it. Each of these traps will come with a
slight decrease for shafts (which are now mostly helpful for players in
the actually visible form) and dispersal traps (which are roughly
comparable in helping monsters and hurting the player on a short-term
basis).<br>
(The messaging is kind of weird- I'm not super happy with my options, but
"constitution" reads as max hp drain and "power" is used regularly for mp.
With no actual statdrain in the game anymore as of de20453, hopefully
people will notice the Weak status being gained instead of expecting
actual lost "strength".)<br>
The tile was composited from CC0 level block scraps by Surt and Bloax's
original tentacled monstrosity tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64b092adc6">64b092adc6</a> | 2025-01-16 11:18:25 -0330 | DracoOmega</pre>
Fix Justicar's Regalia having the wrong word in its inscription (Ge0FF)<br>(I had originally debated between the two, but evidently forgot to change
one when I changed the other.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c71af56701">c71af56701</a> | 2025-01-16 16:00:41 +0300 | Nikolai Lavsky</pre>
fix: pluralize "Oni" as "Oni"<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e3914b0de">0e3914b0de</a> | 2025-01-16 15:36:17 +0300 | Nikolai Lavsky</pre>
fix: don't show moonshine potions on the action panel<br>since even Oni can't drink that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ce5bd8831">8ce5bd8831</a> | 2025-01-16 00:08:53 -0330 | DracoOmega</pre>
Fix Ash ignoring Coglin's offhand slot for piety purposes (GnomeSayin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f0d829a46a">f0d829a46a</a> | 2025-01-16 00:07:50 -0330 | DracoOmega</pre>
Don't claim that boots are too big for spriggan hands<br>Or too small for troll ones, though perhaps the troll was just a little
confused about how to wear them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=19588f4062">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-754-g19588f4062.zip">here</a>.]]></description>
            <pubDate>Fri, 17 Jan 2025 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-746-g8ce5bd8831.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-746-g8ce5bd8831.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ce5bd8831">8ce5bd8831</a> | 2025-01-16 00:08:53 -0330 | DracoOmega</pre>
Fix Ash ignoring Coglin's offhand slot for piety purposes (GnomeSayin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f0d829a46a">f0d829a46a</a> | 2025-01-16 00:07:50 -0330 | DracoOmega</pre>
Don't claim that boots are too big for spriggan hands<br>Or too small for troll ones, though perhaps the troll was just a little
confused about how to wear them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d41d3628e">2d41d3628e</a> | 2025-01-16 00:07:01 -0330 | DracoOmega</pre>
Don't give spriggans boot and glove slots<br>They're little, not tiny.<br>
(They couldn't put any armour that exist in the game *in* those slots, but
the UI would still claim they had them, and Ash would refuse to give them
full piety for binding a full set of equippable item.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3cb26d0658">3cb26d0658</a> | 2025-01-15 18:48:26 -0330 | DracoOmega</pre>
Split 'unknown jewellery' on autopickup menu (ge0FF)<br>Now it shows 'unknown amulets' and 'unknown rings' instead (with each of
these toggling off just the relevant category instead of having to do both
at once).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=800c1ae1cb">800c1ae1cb</a> | 2025-01-15 18:18:05 -0330 | DracoOmega</pre>
Don't allow [A]lways ignoring randarts for autopickup<br>Selecting [A] for a randart jewellery item currently causes autopickup to
turn off for all unidentified jewellery. But [A]lways has a poorly-defined
meaning for randart jewellery in the first place. While it is possible to
deduce the type of a randart amulet, it often is literally impossible to do
this for rings, so having [A]lways just disable autopickup for that subtype
would lead to very opaque behavior, even for experienced players.<br>
Also: in most cases, it doesn't make *gameplay* sense for a player to
exclude all randarts of a given type, since their artprops can easily be
far more important and aren't predictable. You may not want to wear an
Amulet of the Acrobat, but how many people would consider that to mean they
also wanted to ignore {Acrobat, rF++ Int+8 Slay+5}?<br>
So, this commit disables the [A]lways option when being prompted over
artefacts.<br>
It *additionally* disables it for stacks of items, since it seems very
unlikely that one wants to disable type autopickup of a bunch of items at
once that just happen to be standing on the same spot. (And what would it
do if the stack contained both artefacts and non-artefacts?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb6b0e9581">eb6b0e9581</a> | 2025-01-15 17:37:34 -0330 | DracoOmega</pre>
Get !T/!R/etc. working again, and document the general !u/!e inscriptions<br>It's arguable that we ought to just take the more specific ones out of the
manual entirely, but I've left them for now. (Surely a single 'Don't equip'
inscription is enough? Possibly a single 'Don't use' inscription also? But
I don't really use this functionality, so I don't feel like I know enough
about how people use it to barrel all over it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f3e835044">4f3e835044</a> | 2025-01-15 17:35:42 -0330 | DracoOmega</pre>
Restore {=R} to functionality<br>And document that it works on more than just jewellery now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86ebd2fb29">86ebd2fb29</a> | 2025-01-15 16:50:53 -0330 | DracoOmega</pre>
Fix some orbs not being properly marked as useless (ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fa979db60">2fa979db60</a> | 2025-01-15 01:16:49 -0330 | DracoOmega</pre>
Rename some removed status effects for consistency<br>This does effectively nothing since their durations were set to 0 in the
commit that removed them, but I noticed that every other removed duration
was formatted this way....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a79ed6c2ef">a79ed6c2ef</a> | 2025-01-15 01:16:49 -0330 | DracoOmega</pre>
Fix Awaken Armour only being castable while *not* wearing armour.<br>Except for the part where the spell would then abort because you weren't
wearing armour.<br>
(A logic check got inverted after the equipment slot refactoring. Oops.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8ce5bd8831">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-746-g8ce5bd8831.zip">here</a>.]]></description>
            <pubDate>Thu, 16 Jan 2025 06:44:47 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-738-g2fa979db60.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-738-g2fa979db60.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2fa979db60">2fa979db60</a> | 2025-01-15 01:16:49 -0330 | DracoOmega</pre>
Rename some removed status effects for consistency<br>This does effectively nothing since their durations were set to 0 in the
commit that removed them, but I noticed that every other removed duration
was formatted this way....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a79ed6c2ef">a79ed6c2ef</a> | 2025-01-15 01:16:49 -0330 | DracoOmega</pre>
Fix Awaken Armour only being castable while *not* wearing armour.<br>Except for the part where the spell would then abort because you weren't
wearing armour.<br>
(A logic check got inverted after the equipment slot refactoring. Oops.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e45f3495a">2e45f3495a</a> | 2025-01-14 22:05:47 -0600 | David Lawrence Ramsey</pre>
Fix missing punctuation in Awaken Armour message.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23834c3785">23834c3785</a> | 2025-01-14 19:44:23 -0330 | DracoOmega</pre>
Some tweaks to equip_slot_name for better backwards-compatibility with lua<br>The equip slot refactor changed the output of equip_slot_name largely for
visible UI reasons, without fully considering the effect on existing lua
scripts.<br>
I have opted to return clua .subtype() to its old lower-cased output (and
even make body armour return "body" again.<br>
The one persistant change is that bardings are still separate of boots (and
shields/orbs return 'offhand' rather than 'shield'), which I think is worth
breaking some backwards compatibility for.<br>
I also updated the aux armour autopickup script in advanced_optioneering
to account for bardings.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d2b01e6f85">d2b01e6f85</a> | 2025-01-14 19:18:44 -0330 | DracoOmega</pre>
Make gizmo egos work properly again<br>Accidentally broken by the fix to armour in 2e5bc60<br>
I really would like to untangle some of this in future better than this...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e5bc604ec">2e5bc604ec</a> | 2025-01-14 16:35:12 -0600 | Implojin</pre>
Hopefully let artefact brands work again (CarefulOdds)<br>As reported by various players, randart scarves of shadows and
resistance weren't properly applying their brand effects. This has
been a little difficult to test because generating these items in
wizmode or through item spec *did* properly set the brands -- we
needed to test against dungeon generated items, for item generation
weirdness reasons.<br>
Hopefully this fix catches it; if not, we'll have to do some future
refactoring.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b604e0db52">b604e0db52</a> | 2025-01-14 05:07:59 -0600 | Alex Beloi</pre>
Update add_autopickup_func to use capitalized subtype<br>The autopickup function is matching against the return from l_item_do_subtype, which is a wrapper around equip_slot_name, which in 2dbd7c1f was changed so that the strings are capitalized.

thanks to @lmplojin on discord for the pointer.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6518f178e1">6518f178e1</a> | 2025-01-14 04:14:01 -0600 | Cgettys</pre>
Fix: white splash screen when OpenGL 3+ unavailable (Ge0ff)<br>I thought GL_TEXTURE_MIN_FILTER had the same value for both branches.<br>
I thought incorrectly.<br>
Fix it in the simplest possible way for now.
I'll clean this up more in a future PR.<br>
Fixes bug introduced in #4217<br>
Co-authored-by: Implojin <implosionwow@gmail.com>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de7caedde6">de7caedde6</a> | 2025-01-14 00:19:42 -0600 | Cgettys</pre>
Remove GLU dependency<br>Avoid depending on deprecated GLU library by dynamically loading
OpenGL 3+ function glGenerateMipmap where available.
If it's not available, Where it's not, we just render without mipmapping.<br>
Note that for a lot of resolution / rc setting / zoom level combos,
we don't mipmap anyway, and this PR doesn't change those cases at all.<br>
Also note that OpenGL 3.0 was released in 2008.
glGenerateMipmap is available even on decade old GPUs and iGPUs as a result.
For players running truly ancient GPUs and systems that supported GLU,
but not OpenGL 3, and who happened to have just the right setup for us to
enable mipmapping, we will now render without it.<br>
If anyone actually does turn out to be affected, they may be able to use
a version of llvmpipe that supports OpenGL 3+ as a software renderer.
llvmpipe is available on Linux and Unix-like systems.<br>
Also note we could turn on mipmapping on GLES targets according to
https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGenerateMipmap.xhtml.<br>
This may be quite useful for low resolution screens, like older android phones.
But I'll leave that for a future commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=535f1cdcc7">535f1cdcc7</a> | 2025-01-13 22:53:22 -0600 | Implojin</pre>
Don't prevent item stacking based on differing inscriptions<br>Previously it was possible to end up with two separate stacks of
stackable items in your inventory you had inscribed each stack
differently prior to pickup.<br>
This behavior appears to have been added out of an abundance of
caution in 4c5c3809de (2007). It seems unnecessary today; let's
remove it.<br>
(Stackable items with conflicting inscriptions will now inherit the
inscription of the stack in your inventory when picked up, or the
pre-existing stack on the ground when being dropped.)<br>
Fixes #4214
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2fa979db60">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-738-g2fa979db60.zip">here</a>.]]></description>
            <pubDate>Wed, 15 Jan 2025 06:44:47 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-730-gde7caedde6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-730-gde7caedde6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de7caedde6">de7caedde6</a> | 2025-01-14 00:19:42 -0600 | Cgettys</pre>
Remove GLU dependency<br>Avoid depending on deprecated GLU library by dynamically loading
OpenGL 3+ function glGenerateMipmap where available.
If it's not available, Where it's not, we just render without mipmapping.<br>
Note that for a lot of resolution / rc setting / zoom level combos,
we don't mipmap anyway, and this PR doesn't change those cases at all.<br>
Also note that OpenGL 3.0 was released in 2008.
glGenerateMipmap is available even on decade old GPUs and iGPUs as a result.
For players running truly ancient GPUs and systems that supported GLU,
but not OpenGL 3, and who happened to have just the right setup for us to
enable mipmapping, we will now render without it.<br>
If anyone actually does turn out to be affected, they may be able to use
a version of llvmpipe that supports OpenGL 3+ as a software renderer.
llvmpipe is available on Linux and Unix-like systems.<br>
Also note we could turn on mipmapping on GLES targets according to
https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGenerateMipmap.xhtml.<br>
This may be quite useful for low resolution screens, like older android phones.
But I'll leave that for a future commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=535f1cdcc7">535f1cdcc7</a> | 2025-01-13 22:53:22 -0600 | Implojin</pre>
Don't prevent item stacking based on differing inscriptions<br>Previously it was possible to end up with two separate stacks of
stackable items in your inventory you had inscribed each stack
differently prior to pickup.<br>
This behavior appears to have been added out of an abundance of
caution in 4c5c3809de (2007). It seems unnecessary today; let's
remove it.<br>
(Stackable items with conflicting inscriptions will now inherit the
inscription of the stack in your inventory when picked up, or the
pre-existing stack on the ground when being dropped.)<br>
Fixes #4214
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af1eef3400">af1eef3400</a> | 2025-01-13 21:57:28 -0600 | Implojin</pre>
Always identify a couple more base item types<br>As a followup from 9e0d956b5c.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e79d8a169f">e79d8a169f</a> | 2025-01-14 00:08:05 -0330 | DracoOmega</pre>
Fix a crash with the known items menu<br>The 'dummy' item used for the gems entry was causing an assert about its
name, now that it counts as identified (even though its name is never used
in that menu anyway.) But replacing it with an actual gem that looks the
same seems fine.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=203f4b1603">203f4b1603</a> | 2025-01-13 21:17:54 -0330 | DracoOmega</pre>
Don't let the player kill themselves with Makhleb marks + vitrify<br>Skip damage multipliers from harm/vitriy/etc when dealing self-damage from
inscribing a mark into yourself.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77dd6fc368">77dd6fc368</a> | 2025-01-13 21:17:54 -0330 | DracoOmega</pre>
Prevent a crash when Surprising Crocodile drags a monster into a shaft<br>If the monster actually fell through, it wouldn't be there by the time the
actual attack happens, resulting in a crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9e0d956b5c">9e0d956b5c</a> | 2025-01-13 21:17:54 -0330 | DracoOmega</pre>
Make a few more item types count as always identified<br>Fixes a weird issue of ?id scrolls being readable when on top of a corpse,
even though no items would be shown in the list *to* identify.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=60363ce734">60363ce734</a> | 2025-01-13 20:58:57 -0330 | DracoOmega</pre>
Fix religious abilities having the wrong hotkeys for zealot starts (Kab)<br>God invocations default to being mapped to a/b/c/etc. and Renounce Religion
is mapped to 'X'. But since 2dbd7c1 zealot starts would have Renounce
Religion on 'f', and god abilities like berserk start at 'g'. (Joining said
god later on worked properly.)<br>
The reason for this was rather opaque, but essentially: the new equip
system causes equip_item() to be called for the player's starting equipment
and this calls check_item_hint() which grabs a list of the player's
current abilities (to see if they have gained any, so that hints mode can
teach the player about that). Getting a list of abilities automatically
applies hotkeys to any the player has which don't have any yet (and the
new character already worships their god at this point, so Renounce
Religion, Berserk, etc. are given default keybinds.) By the time
set_god_ability_slots() was called, they already had keybinds and so were
not given any, resulting in this issue.<br>
I have elected to resolve this by having set_god_ability_slots() delete
even abilities that belong to your current god, so they can be assigned
fresh (this is only ever called in newgame and upon joining a god, so this
seems safe.). Renounce Religion is handled slightly differently and given
a default keybind in find_ability_slot(). This technically means that if
the player has something already assigned to X when they join a god, that
it will end up elsewhere instead. I'm not sure this matters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=812cd53223">812cd53223</a> | 2025-01-13 20:58:57 -0330 | DracoOmega</pre>
Fix enhancer staves not getting the usual wield message<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfcb6f04d8">dfcb6f04d8</a> | 2025-01-13 20:58:57 -0330 | DracoOmega</pre>
Fix being unable to unwield a magical staff (ragingrage)<br>The game would claim you were already empty-handed (because the function
in unwield to check your current weapon was accidentally still filtering
out non-OBJ_WEAPONS and not non-weapons
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=de7caedde6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-730-gde7caedde6.zip">here</a>.]]></description>
            <pubDate>Tue, 14 Jan 2025 06:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-712-gc0115c06c0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-712-gc0115c06c0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0115c06c0">c0115c06c0</a> | 2025-01-13 02:10:34 -0330 | DracoOmega</pre>
Fix jewellery not being marked as useless for Coglins<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a61b68f949">a61b68f949</a> | 2025-01-12 20:41:05 -0500 | patrick</pre>
Make the Legendary Smithy's work slightly less legendarily bad<br>Tweak the bad artprops in the inventory to make them somewhat less
god-awful.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af52db9ec8">af52db9ec8</a> | 2025-01-12 21:31:57 -0330 | DracoOmega</pre>
Fix artefact antimagic weapons not reducing your max MP (staticshock)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ee53adf16">8ee53adf16</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Fix shattering cursed items that grant slots not removing items (Darby)<br>Previously, shattering an Ash-cursed item that granted equipment slots
would allow you to keep the extra items you had equipped in those slots
(at least until you saved the game - or left a floor, which silently does
the same - which performed automatic fixup on your slots). Now they should
visibly be removed from you when you shatter.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56b6964273">56b6964273</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Fix delayed wield printing the wrong message for non-Coglins (cool 3)<br>Now that you can automatically remove a shield when trying to equip a
two-handed weapon, species other than Coglins can queue a delay to equip a
weapon. It isn't actually slower than a turn for them, but printed the
Coglin message anyway, which was confusing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee6a2ae5b8">ee6a2ae5b8</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Fix some weird effects with Ash and the tiles item window (Darby)<br>If someone was worshipping Ash, had some cursed equipment, and moved their
mouse over equipment in the local tiles inventory panel, it could cause
the visible equip status of those items to change (and also print messages
to the log and maybe even identify items....)<br>
Basically, mouseover creates the item description tooltip, which does the
equipment preview, which quietly swaps equipment in the background to see
your new stats. But because one call to ash_check_bondage() was in the
wrong place, doing so could change your piety in the midle of the preview,
causing messages to print and redrawing the inventory in the middle of
what should otherwise be an invisible action.<br>
This is hopefully fixed now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f8dda7171">9f8dda7171</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Fix a crash with many death curses triggering at once (Darby)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a0e0285cb">5a0e0285cb</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Prevent removing the Crown of Vainglory while stair block is active<br>It wouldn't be the *worst* balance thing if the player was allowed to
spend 5 turns deliberately smashing their crown to escape from its hold,
but it feels more in the proper spirit of the thing to go the Obsidian Axe
route and just prevent the player from taking it off when the big downside
is active.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f56b7f98d4">f56b7f98d4</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Remove ac_with_specific_items functions<br>These were once used as part of the early AC change previews, but the
current system that actually puts on arbitrary items temporarily has
superceded that for a while. The only remaining user of these functions for
anything other than 'the armour you are actually wearing' is the
description for !lig, and that can use the same logic as forms checking
for flight (ie: temporarily transform and then look at our resulting
stats). This is a lot heavier weight, but for this purpose that's fine (and
by the code's own admission, it didn't properly restrict itself to the
passed set of items anyway.<br>
This also fixes shields of protection no longer giving AC.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=285ba1224f">285ba1224f</a> | 2025-01-12 19:51:47 -0330 | DracoOmega</pre>
Fix bucklers not showing up when using ctrl+f for 'shield'<br>The shield slot in menus was renamed to the offhand slot (orbs exist, after
all!), which apparently was passed on to the stash search inscriptions.
(Other shields still showed up since those have 'shield' in the name).<br>
Since this is all done by lua, this commit solves that by exposing
is_shield to clua and using this to additionally add the {shield} tag to
shields.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c0115c06c0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-712-gc0115c06c0.zip">here</a>.]]></description>
            <pubDate>Mon, 13 Jan 2025 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-689-gc877134c9c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-689-gc877134c9c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c877134c9c">c877134c9c</a> | 2025-01-12 00:25:07 -0600 | David Lawrence Ramsey</pre>
Reorder octopodes' species_flags.<br>They're now just before aptitudes, the same location as every other
species' species_flags.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ba66c0f68">8ba66c0f68</a> | 2025-01-12 02:50:39 -0330 | DracoOmega</pre>
Fix yet more CI errors<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0da8038b3c">0da8038b3c</a> | 2025-01-12 00:04:44 -0600 | David Lawrence Ramsey</pre>
Fix wording.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=773a97d5a4">773a97d5a4</a> | 2025-01-12 00:03:55 -0600 | David Lawrence Ramsey</pre>
Fix missing punctuation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c33c9779a">0c33c9779a</a> | 2025-01-12 02:24:49 -0330 | DracoOmega</pre>
Fix a couple more ci errors<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0d10d1f0b">d0d10d1f0b</a> | 2025-01-11 23:48:43 -0600 | gammafunk</pre>
Remove an outdated vault<br>The vault gammafunk_ghost_stat_death was very much thematically tied to
stat drain, both in terms of monsters and loot. Now that stat drain is
removed, rather than trying to shoehorn in something about
mutation/polymorph, I think it's ok to just remove this vault. The exact
layout is already used by another more memorable vault,
gammafunk_ghost_berserking_beasts. I had intended to make the two vaults
have distinct and more randomized layouts at some point, but never got
around to it. Thankfully stat drain removal gives a simple way to remedy
the distinctiveness problem!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a49f8ab139">a49f8ab139</a> | 2025-01-12 02:13:13 -0330 | DracoOmega</pre>
Allow the elusive crimon imp to return to hiding (Cgettys)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008900fb2a">008900fb2a</a> | 2025-01-12 01:53:46 -0330 | DracoOmega</pre>
Allow formicids to wear a second pair of gloves<br>For years, players have periodically asked why formicids can't wear gloves
on their second pair of hands. And the answer has mostly been about the
pain of implementing this, rather than any compelling balance reason not
to.<br>
And now implementing this is easy! So let's give it a go.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f0b4e4a408">f0b4e4a408</a> | 2025-01-12 01:53:46 -0330 | DracoOmega</pre>
New unrand: the Crown of Vainglory<br>A fragile +3 crown that grants Will+ and *two* extra ring slots. But its
ostentatious majesty comes with a (hopefully) commensurate downside:
whenever you enter a floor, you immediately wake up all enemies in sight of
where you arrive and are forbidden from taking stairs for a decent while
after doing so. One as grand as you surely wouldn't flee from danger like a
common peasant?<br>
(Tile credit to regret-index, using CanOfWorm's Crown of Eternal Torment
tiles, plus CC0 rpg item assets by Jetral)<br>
(It also gives the player a radius 0 halo, which confers no mechanical
upside, but does give the usual mechanical *downsides*. But you look
fabulous, so why should you care?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2550460db2">2550460db2</a> | 2025-01-12 01:53:46 -0330 | DracoOmega</pre>
New unrand: the Fungal Fisticloak<br>A living cloak covered in tiny symbiotic wandering mushrooms, it occupies
the helmet slot as well (and gives HP-10, Str-2, Int-2), but grants an
extra glove slot for the mushroom colony's own 'fists'.<br>
The cloak will also sometimes use those fists of its own volition; each
turn there is 1 in 4 chance for the cloak to launch a special aux attack
at a random adjacent enemy, which itself has a 1 in 3 chance to briefly
inflict confusion from its spores. This can happen regardless of what else
the player is doing (though attacks do tend to trigger it more often, just
from being quicker actions.) As an aux attack, it should also be affected
by slaying, strength, and anything else that would work on normal auxes.<br>
Finally a solution to how friendly wandering mushrooms are too shy to move
in the presence of enemies: you can move *for* them! (And who wouldn't want
a cute mushroom pal to have their back in the dungeon?)<br>
(Tile credit to regret-index, using Denzi's old cloak of the Thief,
tormentor, and giant centipede tiles, mixed with CC0 mushrooms by Surt.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c877134c9c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-689-gc877134c9c.zip">here</a>.]]></description>
            <pubDate>Sun, 12 Jan 2025 06:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-658-g60181c1710.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-658-g60181c1710.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=60181c1710">60181c1710</a> | 2025-01-10 16:50:04 -0600 | gammafunk</pre>
Make Dissolution amorphous (Colgate)<br>All jellies are supposed to be amorphous and hence immune to
constriction, except that Dissolution didn't have this flag. I think
this was a simple oversight that no one noticed until now due to their
rarity. For consistency, let this blob be squishy!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=931650e2db">931650e2db</a> | 2025-01-10 10:34:17 -0500 | advil</pre>
fix: handle gozag shopping list + abandonment interaction<br>When abandoning gozag, shops are abandoned as well. This is primarily
handled via a daction when entering the level, but the shopping list was
also supposed to be cleaned up immediately. This was implemented by
doing an excursion to every level with a shop, triggering dactions as a
side effect. Unfortunately, since 063869c3723ef6c1 in 2019 dactions
haven't been run on excursions. I think that this change back then may
have been accidental, but running dactions on excursions seems like a
crazy / risky thing to do, so I'm pretty hesitant to restore this
behavior.<br>
This commit provides a straightforward fix that just explicitly runs
gozag cleanup code from the shopping list. I actually wonder if, instead
of implementing this by dactions + shopping list code, gozag code should
directly clean up every shop at the time of abandonment. This would fix
some other lingering sync issues; for example, interlevel maps / travel.<br>
This commit does not include save compat; it'd probably be possible to
reuse old save compat code to do this. But affected players can easily
fix the crashes by removing items from their shopping list.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a0a479413">0a0a479413</a> | 2025-01-08 22:43:14 -0600 | Hellmonk</pre>
Make evokers stackable (#4215)<br>XP evokers that repeatedly generated throughout the game were unsatisfying
because all except the first were useless. However, xp evokers only generating
once led to some feel-bad moments with bazaar shops and other areas where an
item can be permanently lost. So let's try a new system.

Evokers stack, increasing their recharge rate as their plus increases, up to +5
maximum. A +5 evoker recharges in half the time compared to a +0 one, and the 
evocations skill formula has been adjusted slightly to compensate - 27 skill 
now charges in half the time of 0 skill. These effects stack multiplicatively.
Further number adjustments are likely in the near future.

Co-authored-by: DracoOmega<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a135081b66">a135081b66</a> | 2025-01-08 21:45:27 -0330 | regret-index</pre>
Fix berserk and petrify being blue (various)<br>206cbdc handled the previous bitwise logic incorrectly, and should show up
properly now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d81fdbf327">d81fdbf327</a> | 2025-01-08 18:32:57 -0330 | DracoOmega</pre>
Don't default ?blinking targeting at monsters (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20429fc42b">20429fc42b</a> | 2025-01-08 10:25:22 -0600 | Implojin</pre>
Add Ahyangyi to the CREDITS<br>For b9af4457a1. Thanks for the fix!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9af4457a1">b9af4457a1</a> | 2025-01-08 10:20:41 -0600 | Yi Yang @ Anteros</pre>
Let beam targeter to take whether it's harmless into account.<br>The situation I was trying to fix is to stop Mephitic Cloud targeter from trying to avoid the Qazlal-worshipping player. The harmlessness check is already there, but not called by the beam targeter.<br>
`bolt::harmless_to_player()` was private. However, it makes sense for the beam targeter to call this, and making it public would be the straightforward way to do this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=206cbdca84">206cbdca84</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Change screen colours during paralysis and petrification<br>When a player falls asleep, the screen darkens, matching their eyelids
closing. From a mechanical perspective, this is weird, as paralysis and
petrification are more common and frequently longer than being set asleep
and often immediately waking up again from being hit. From a flavour
perspective, fantasy petrification turning one's eyes to stone is often
not the greatest for vision either. Of the other statuses, petrification
in particular is weirdly inconsistent and easy to be abruptly confused
about due to the double-petrification rules, and could use a bit of an
aide.<br>
This colours the screen lightgrey while one is petrified, matching one's
newly stony eyes. To fit alongside this, the screen turns blue while one
is paralysed, which somewhat matches the hexes colours and doesn't overlap
with Corrupting Pulse flashes or force_more flashes. Since both statuses
don't allow player interaction anyway, it shouldn't obfuscate too much
underneath. (I suspect quite a few people who don't read commit messages
or changelogs will be confused and alarms by the screen changing colours,
but in these particular cases it's fortunately completely correct that
something bad has in fact occurred, so it shouldn't be too much trouble).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2b2ec9bae">f2b2ec9bae</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Make fungus form and tree form sleep immune<br>This grants parity with monster motile plants also being sleep immune.
This should only really come up for lignifying in front of sleepcaps (or
for very strange anti-satyr tactics), but it raises less questions
overall.<br>
(Possibly fungus and tree form should both get a proper holiness change,
but this would come with some headaches of getting oklobs to fire through
transformed Fedhas worshippers, which I'm deferring for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5bcc8a2132">5bcc8a2132</a> | 2025-01-06 19:30:28 -0600 | gammafunk</pre>
Tweak Victory placement<br>Instead of probably wasting a player's superb_item loot half the time,
put Victory on top of the guaranteed down hatch in the central monster
chamber. Since Dig for Victory as popularised in Nethack is supposed to
involve going down a level (in fact multiple levels) to reach Victory,
the hatch is arguably the most appropriate place for this toga!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=60181c1710">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-658-g60181c1710.zip">here</a>.]]></description>
            <pubDate>Sat, 11 Jan 2025 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-656-g0a0a479413.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-656-g0a0a479413.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a0a479413">0a0a479413</a> | 2025-01-08 22:43:14 -0600 | Hellmonk</pre>
Make evokers stackable (#4215)<br>XP evokers that repeatedly generated throughout the game were unsatisfying
because all except the first were useless. However, xp evokers only generating
once led to some feel-bad moments with bazaar shops and other areas where an
item can be permanently lost. So let's try a new system.

Evokers stack, increasing their recharge rate as their plus increases, up to +5
maximum. A +5 evoker recharges in half the time compared to a +0 one, and the 
evocations skill formula has been adjusted slightly to compensate - 27 skill 
now charges in half the time of 0 skill. These effects stack multiplicatively.
Further number adjustments are likely in the near future.

Co-authored-by: DracoOmega<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a135081b66">a135081b66</a> | 2025-01-08 21:45:27 -0330 | regret-index</pre>
Fix berserk and petrify being blue (various)<br>206cbdc handled the previous bitwise logic incorrectly, and should show up
properly now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d81fdbf327">d81fdbf327</a> | 2025-01-08 18:32:57 -0330 | DracoOmega</pre>
Don't default ?blinking targeting at monsters (Lici)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20429fc42b">20429fc42b</a> | 2025-01-08 10:25:22 -0600 | Implojin</pre>
Add Ahyangyi to the CREDITS<br>For b9af4457a1. Thanks for the fix!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b9af4457a1">b9af4457a1</a> | 2025-01-08 10:20:41 -0600 | Yi Yang @ Anteros</pre>
Let beam targeter to take whether it's harmless into account.<br>The situation I was trying to fix is to stop Mephitic Cloud targeter from trying to avoid the Qazlal-worshipping player. The harmlessness check is already there, but not called by the beam targeter.<br>
`bolt::harmless_to_player()` was private. However, it makes sense for the beam targeter to call this, and making it public would be the straightforward way to do this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=206cbdca84">206cbdca84</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Change screen colours during paralysis and petrification<br>When a player falls asleep, the screen darkens, matching their eyelids
closing. From a mechanical perspective, this is weird, as paralysis and
petrification are more common and frequently longer than being set asleep
and often immediately waking up again from being hit. From a flavour
perspective, fantasy petrification turning one's eyes to stone is often
not the greatest for vision either. Of the other statuses, petrification
in particular is weirdly inconsistent and easy to be abruptly confused
about due to the double-petrification rules, and could use a bit of an
aide.<br>
This colours the screen lightgrey while one is petrified, matching one's
newly stony eyes. To fit alongside this, the screen turns blue while one
is paralysed, which somewhat matches the hexes colours and doesn't overlap
with Corrupting Pulse flashes or force_more flashes. Since both statuses
don't allow player interaction anyway, it shouldn't obfuscate too much
underneath. (I suspect quite a few people who don't read commit messages
or changelogs will be confused and alarms by the screen changing colours,
but in these particular cases it's fortunately completely correct that
something bad has in fact occurred, so it shouldn't be too much trouble).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2b2ec9bae">f2b2ec9bae</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Make fungus form and tree form sleep immune<br>This grants parity with monster motile plants also being sleep immune.
This should only really come up for lignifying in front of sleepcaps (or
for very strange anti-satyr tactics), but it raises less questions
overall.<br>
(Possibly fungus and tree form should both get a proper holiness change,
but this would come with some headaches of getting oklobs to fire through
transformed Fedhas worshippers, which I'm deferring for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5bcc8a2132">5bcc8a2132</a> | 2025-01-06 19:30:28 -0600 | gammafunk</pre>
Tweak Victory placement<br>Instead of probably wasting a player's superb_item loot half the time,
put Victory on top of the guaranteed down hatch in the central monster
chamber. Since Dig for Victory as popularised in Nethack is supposed to
involve going down a level (in fact multiple levels) to reach Victory,
the hatch is arguably the most appropriate place for this toga!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d80f97202f">d80f97202f</a> | 2025-01-06 18:58:48 -0600 | Implojin</pre>
Dig for Victory!<br>Here we add Victory to gammafunk_dig_for_victory at a 50% chance.
Doing this entirely for entertainment value, but it should have the
side effect of making Victory less vanishingly rare; we can tweak
generation here if desired.<br>
Unclear whether players will equip Victory if it generates during
lategame -- we'll see what happens.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b60e247eb4">b60e247eb4</a> | 2025-01-06 01:10:45 -0330 | regret-index</pre>
Don't generate substantially more amulets than rings (various)<br>Broken by 9283c13 accidentally inverting from one_chance_in_(4) while it
was rearranging the item type code.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0a0a479413">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-656-g0a0a479413.zip">here</a>.]]></description>
            <pubDate>Thu, 09 Jan 2025 06:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-651-g206cbdca84.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-651-g206cbdca84.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=206cbdca84">206cbdca84</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Change screen colours during paralysis and petrification<br>When a player falls asleep, the screen darkens, matching their eyelids
closing. From a mechanical perspective, this is weird, as paralysis and
petrification are more common and frequently longer than being set asleep
and often immediately waking up again from being hit. From a flavour
perspective, fantasy petrification turning one's eyes to stone is often
not the greatest for vision either. Of the other statuses, petrification
in particular is weirdly inconsistent and easy to be abruptly confused
about due to the double-petrification rules, and could use a bit of an
aide.<br>
This colours the screen lightgrey while one is petrified, matching one's
newly stony eyes. To fit alongside this, the screen turns blue while one
is paralysed, which somewhat matches the hexes colours and doesn't overlap
with Corrupting Pulse flashes or force_more flashes. Since both statuses
don't allow player interaction anyway, it shouldn't obfuscate too much
underneath. (I suspect quite a few people who don't read commit messages
or changelogs will be confused and alarms by the screen changing colours,
but in these particular cases it's fortunately completely correct that
something bad has in fact occurred, so it shouldn't be too much trouble).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2b2ec9bae">f2b2ec9bae</a> | 2025-01-07 22:52:03 -0330 | regret-index</pre>
Make fungus form and tree form sleep immune<br>This grants parity with monster motile plants also being sleep immune.
This should only really come up for lignifying in front of sleepcaps (or
for very strange anti-satyr tactics), but it raises less questions
overall.<br>
(Possibly fungus and tree form should both get a proper holiness change,
but this would come with some headaches of getting oklobs to fire through
transformed Fedhas worshippers, which I'm deferring for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5bcc8a2132">5bcc8a2132</a> | 2025-01-06 19:30:28 -0600 | gammafunk</pre>
Tweak Victory placement<br>Instead of probably wasting a player's superb_item loot half the time,
put Victory on top of the guaranteed down hatch in the central monster
chamber. Since Dig for Victory as popularised in Nethack is supposed to
involve going down a level (in fact multiple levels) to reach Victory,
the hatch is arguably the most appropriate place for this toga!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d80f97202f">d80f97202f</a> | 2025-01-06 18:58:48 -0600 | Implojin</pre>
Dig for Victory!<br>Here we add Victory to gammafunk_dig_for_victory at a 50% chance.
Doing this entirely for entertainment value, but it should have the
side effect of making Victory less vanishingly rare; we can tweak
generation here if desired.<br>
Unclear whether players will equip Victory if it generates during
lategame -- we'll see what happens.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b60e247eb4">b60e247eb4</a> | 2025-01-06 01:10:45 -0330 | regret-index</pre>
Don't generate substantially more amulets than rings (various)<br>Broken by 9283c13 accidentally inverting from one_chance_in_(4) while it
was rearranging the item type code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5978acde03">5978acde03</a> | 2025-01-05 14:47:22 -0600 | Implojin</pre>
Exclude artefacts from drop_disables_autopickup (DemifiendCruithne)<br>Here we follow from ac1af34cca and exclude artefacts from interacting
with the drop_disables_autopickup option, on the grounds that (like
missiles) artefacts aren't meaningfully distinguished using type-id.<br>
N.b. currently, we're using `is_artefact()` as a pseudo item id flag
throughout the code, mostly for descriptions. There may be more minor
bugs lurking related to inconsistent handling of type id with
(jewellery and magical staff) artefacts, because we're relying on
manually calling is_artefact() during checks related to type id, which
seems really easy to forget about.<br>
Resolves #4197 (again)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2dfc2d5bbc">2dfc2d5bbc</a> | 2025-01-05 14:04:14 -0600 | Implojin</pre>
Revert "Fix drop_disables_autopickup artefact interactions"<br>As reported by DemifiendCruithne, the fix in 5a1d68acde didn't
properly handle picking up and dropping artefacts with previously
unknown type-ids. The player could pick them up, drop them, and have
autopickup disabled for, e.g., all jewellery.<br>
We generally exclude artefacts from interacting with type-ids
throughout the code -- this is intentional, and 5a1d68acde was
incorrect. I'm fixing this differently in a following commit.<br>
This reverts commit 5a1d68acde340c43e86384e4ac4fb337e20daf5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64fd3f8b57">64fd3f8b57</a> | 2025-01-04 14:59:08 -0600 | gammafunk</pre>
Update the list of required Tiles packages (Cgettys)<br>More recent versions of Debian have started to require the installation
of libglu1-mesa and libglu1-mesa-dev to get GL/glu.h.<br>
I'll not here that some cursory searches about this header point to it
being part of the OpenGL utilities library, which is something that is
no longer maintained and should no longer be used. Updating the OpenGL
portion of our Tile code is not part of my skill set, so for now I'll
just include the packages we need to get the headers we need for
compilation. Long term, we should probably look to modernising our
OpenGL code, since functions we're depending on may not be around much
longer.<br>
Closes #4200, closes #3998.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1404ca9d21">1404ca9d21</a> | 2025-01-04 10:09:55 -0600 | Implojin</pre>
Temporarily set CI to ubuntu 22.04<br>Github's ubuntu-latest runner upgraded to 24.04 today, which
broke a bunch of our CI. This commit should let our CI run
while we fix the rest of it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=974e7ae34f">974e7ae34f</a> | 2025-01-04 07:49:12 -0600 | Implojin</pre>
Add Flugkiller to the CREDITS<br>For f20420b48f. Thanks!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=206cbdca84">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-651-g206cbdca84.zip">here</a>.]]></description>
            <pubDate>Wed, 08 Jan 2025 06:44:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-649-g5bcc8a2132.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-649-g5bcc8a2132.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5bcc8a2132">5bcc8a2132</a> | 2025-01-06 19:30:28 -0600 | gammafunk</pre>
Tweak Victory placement<br>Instead of probably wasting a player's superb_item loot half the time,
put Victory on top of the guaranteed down hatch in the central monster
chamber. Since Dig for Victory as popularised in Nethack is supposed to
involve going down a level (in fact multiple levels) to reach Victory,
the hatch is arguably the most appropriate place for this toga!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d80f97202f">d80f97202f</a> | 2025-01-06 18:58:48 -0600 | Implojin</pre>
Dig for Victory!<br>Here we add Victory to gammafunk_dig_for_victory at a 50% chance.
Doing this entirely for entertainment value, but it should have the
side effect of making Victory less vanishingly rare; we can tweak
generation here if desired.<br>
Unclear whether players will equip Victory if it generates during
lategame -- we'll see what happens.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b60e247eb4">b60e247eb4</a> | 2025-01-06 01:10:45 -0330 | regret-index</pre>
Don't generate substantially more amulets than rings (various)<br>Broken by 9283c13 accidentally inverting from one_chance_in_(4) while it
was rearranging the item type code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5978acde03">5978acde03</a> | 2025-01-05 14:47:22 -0600 | Implojin</pre>
Exclude artefacts from drop_disables_autopickup (DemifiendCruithne)<br>Here we follow from ac1af34cca and exclude artefacts from interacting
with the drop_disables_autopickup option, on the grounds that (like
missiles) artefacts aren't meaningfully distinguished using type-id.<br>
N.b. currently, we're using `is_artefact()` as a pseudo item id flag
throughout the code, mostly for descriptions. There may be more minor
bugs lurking related to inconsistent handling of type id with
(jewellery and magical staff) artefacts, because we're relying on
manually calling is_artefact() during checks related to type id, which
seems really easy to forget about.<br>
Resolves #4197 (again)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2dfc2d5bbc">2dfc2d5bbc</a> | 2025-01-05 14:04:14 -0600 | Implojin</pre>
Revert "Fix drop_disables_autopickup artefact interactions"<br>As reported by DemifiendCruithne, the fix in 5a1d68acde didn't
properly handle picking up and dropping artefacts with previously
unknown type-ids. The player could pick them up, drop them, and have
autopickup disabled for, e.g., all jewellery.<br>
We generally exclude artefacts from interacting with type-ids
throughout the code -- this is intentional, and 5a1d68acde was
incorrect. I'm fixing this differently in a following commit.<br>
This reverts commit 5a1d68acde340c43e86384e4ac4fb337e20daf5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64fd3f8b57">64fd3f8b57</a> | 2025-01-04 14:59:08 -0600 | gammafunk</pre>
Update the list of required Tiles packages (Cgettys)<br>More recent versions of Debian have started to require the installation
of libglu1-mesa and libglu1-mesa-dev to get GL/glu.h.<br>
I'll not here that some cursory searches about this header point to it
being part of the OpenGL utilities library, which is something that is
no longer maintained and should no longer be used. Updating the OpenGL
portion of our Tile code is not part of my skill set, so for now I'll
just include the packages we need to get the headers we need for
compilation. Long term, we should probably look to modernising our
OpenGL code, since functions we're depending on may not be around much
longer.<br>
Closes #4200, closes #3998.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1404ca9d21">1404ca9d21</a> | 2025-01-04 10:09:55 -0600 | Implojin</pre>
Temporarily set CI to ubuntu 22.04<br>Github's ubuntu-latest runner upgraded to 24.04 today, which
broke a bunch of our CI. This commit should let our CI run
while we fix the rest of it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=974e7ae34f">974e7ae34f</a> | 2025-01-04 07:49:12 -0600 | Implojin</pre>
Add Flugkiller to the CREDITS<br>For f20420b48f. Thanks!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f20420b48f">f20420b48f</a> | 2025-01-04 07:47:04 -0600 | Flugkiller</pre>
fix: Make spells that never miss unaffected by blindness<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b6cd007">717b6cd007</a> | 2025-01-03 21:19:31 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5bcc8a2132">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-649-g5bcc8a2132.zip">here</a>.]]></description>
            <pubDate>Tue, 07 Jan 2025 06:44:49 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-647-gb60e247eb4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-647-gb60e247eb4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b60e247eb4">b60e247eb4</a> | 2025-01-06 01:10:45 -0330 | regret-index</pre>
Don't generate substantially more amulets than rings (various)<br>Broken by 9283c13 accidentally inverting from one_chance_in_(4) while it
was rearranging the item type code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5978acde03">5978acde03</a> | 2025-01-05 14:47:22 -0600 | Implojin</pre>
Exclude artefacts from drop_disables_autopickup (DemifiendCruithne)<br>Here we follow from ac1af34cca and exclude artefacts from interacting
with the drop_disables_autopickup option, on the grounds that (like
missiles) artefacts aren't meaningfully distinguished using type-id.<br>
N.b. currently, we're using `is_artefact()` as a pseudo item id flag
throughout the code, mostly for descriptions. There may be more minor
bugs lurking related to inconsistent handling of type id with
(jewellery and magical staff) artefacts, because we're relying on
manually calling is_artefact() during checks related to type id, which
seems really easy to forget about.<br>
Resolves #4197 (again)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2dfc2d5bbc">2dfc2d5bbc</a> | 2025-01-05 14:04:14 -0600 | Implojin</pre>
Revert "Fix drop_disables_autopickup artefact interactions"<br>As reported by DemifiendCruithne, the fix in 5a1d68acde didn't
properly handle picking up and dropping artefacts with previously
unknown type-ids. The player could pick them up, drop them, and have
autopickup disabled for, e.g., all jewellery.<br>
We generally exclude artefacts from interacting with type-ids
throughout the code -- this is intentional, and 5a1d68acde was
incorrect. I'm fixing this differently in a following commit.<br>
This reverts commit 5a1d68acde340c43e86384e4ac4fb337e20daf5f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64fd3f8b57">64fd3f8b57</a> | 2025-01-04 14:59:08 -0600 | gammafunk</pre>
Update the list of required Tiles packages (Cgettys)<br>More recent versions of Debian have started to require the installation
of libglu1-mesa and libglu1-mesa-dev to get GL/glu.h.<br>
I'll not here that some cursory searches about this header point to it
being part of the OpenGL utilities library, which is something that is
no longer maintained and should no longer be used. Updating the OpenGL
portion of our Tile code is not part of my skill set, so for now I'll
just include the packages we need to get the headers we need for
compilation. Long term, we should probably look to modernising our
OpenGL code, since functions we're depending on may not be around much
longer.<br>
Closes #4200, closes #3998.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1404ca9d21">1404ca9d21</a> | 2025-01-04 10:09:55 -0600 | Implojin</pre>
Temporarily set CI to ubuntu 22.04<br>Github's ubuntu-latest runner upgraded to 24.04 today, which
broke a bunch of our CI. This commit should let our CI run
while we fix the rest of it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=974e7ae34f">974e7ae34f</a> | 2025-01-04 07:49:12 -0600 | Implojin</pre>
Add Flugkiller to the CREDITS<br>For f20420b48f. Thanks!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f20420b48f">f20420b48f</a> | 2025-01-04 07:47:04 -0600 | Flugkiller</pre>
fix: Make spells that never miss unaffected by blindness<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b6cd007">717b6cd007</a> | 2025-01-03 21:19:31 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e2cdc3fdc">4e2cdc3fdc</a> | 2025-01-03 20:20:45 -0600 | Implojin</pre>
Fix stash resist inscriptions for dragon scales (Lici)<br>In 008097b4cb, dragon scale body armour resist inscriptions stopped
autoinscribing. This happened because body armour basenames began
prepending "+0", which caused our (extremely brittle) lua
autoinscription code to get confused when alphanumeric string
matching -- it was now trying to match a table of armour name
strings against '0'.<br>
Here I'm "fixing" this by changing the alphanumeric pattern to match
just alpha instead, which should restore the old match behavior.
Surely this could be made less brittle, but I hate this.<br>
Fixes #4202
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5766912e8f">5766912e8f</a> | 2025-01-03 18:20:34 -0330 | DracoOmega</pre>
Fix weird Mercury Arrow autotarget issues (Lici)<br>In an attempt to needlessly avoid including the player in its AoE effect
(since it can't affect the caster anyway), the autotargeter would sometimes
try to aim at another monster instead of the 'intended' target. Though,
because of the explosive bolt style targeting, it couldn't simply aim to
the side like with fireball, and would only do this if another enemy was
positioned exactly so that you could hit *them* while including the main
target in the weakness AoE effect - leading to this behavior seeming
random.<br>
By marking this spell as never affecting the player, the targeting should
behave more normally.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b60e247eb4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-647-gb60e247eb4.zip">here</a>.]]></description>
            <pubDate>Mon, 06 Jan 2025 06:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-644-g64fd3f8b57.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-644-g64fd3f8b57.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=64fd3f8b57">64fd3f8b57</a> | 2025-01-04 14:59:08 -0600 | gammafunk</pre>
Update the list of required Tiles packages (Cgettys)<br>More recent versions of Debian have started to require the installation
of libglu1-mesa and libglu1-mesa-dev to get GL/glu.h.<br>
I'll not here that some cursory searches about this header point to it
being part of the OpenGL utilities library, which is something that is
no longer maintained and should no longer be used. Updating the OpenGL
portion of our Tile code is not part of my skill set, so for now I'll
just include the packages we need to get the headers we need for
compilation. Long term, we should probably look to modernising our
OpenGL code, since functions we're depending on may not be around much
longer.<br>
Closes #4200, closes #3998.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1404ca9d21">1404ca9d21</a> | 2025-01-04 10:09:55 -0600 | Implojin</pre>
Temporarily set CI to ubuntu 22.04<br>Github's ubuntu-latest runner upgraded to 24.04 today, which
broke a bunch of our CI. This commit should let our CI run
while we fix the rest of it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=974e7ae34f">974e7ae34f</a> | 2025-01-04 07:49:12 -0600 | Implojin</pre>
Add Flugkiller to the CREDITS<br>For f20420b48f. Thanks!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f20420b48f">f20420b48f</a> | 2025-01-04 07:47:04 -0600 | Flugkiller</pre>
fix: Make spells that never miss unaffected by blindness<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b6cd007">717b6cd007</a> | 2025-01-03 21:19:31 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e2cdc3fdc">4e2cdc3fdc</a> | 2025-01-03 20:20:45 -0600 | Implojin</pre>
Fix stash resist inscriptions for dragon scales (Lici)<br>In 008097b4cb, dragon scale body armour resist inscriptions stopped
autoinscribing. This happened because body armour basenames began
prepending "+0", which caused our (extremely brittle) lua
autoinscription code to get confused when alphanumeric string
matching -- it was now trying to match a table of armour name
strings against '0'.<br>
Here I'm "fixing" this by changing the alphanumeric pattern to match
just alpha instead, which should restore the old match behavior.
Surely this could be made less brittle, but I hate this.<br>
Fixes #4202
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5766912e8f">5766912e8f</a> | 2025-01-03 18:20:34 -0330 | DracoOmega</pre>
Fix weird Mercury Arrow autotarget issues (Lici)<br>In an attempt to needlessly avoid including the player in its AoE effect
(since it can't affect the caster anyway), the autotargeter would sometimes
try to aim at another monster instead of the 'intended' target. Though,
because of the explosive bolt style targeting, it couldn't simply aim to
the side like with fireball, and would only do this if another enemy was
positioned exactly so that you could hit *them* while including the main
target in the weakness AoE effect - leading to this behavior seeming
random.<br>
By marking this spell as never affecting the player, the targeting should
behave more normally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e182471b36">e182471b36</a> | 2025-01-03 18:20:28 -0330 | DracoOmega</pre>
Add a hopefully-clarifying statement to Searing Ray cast message (ge0FF)<br>Searing Ray normally locks onto a monster you cast it on, tracking their
position across several turns. But if you cast the spell with . instead
(ie: the general 'aim at spot' key), it would, well, aim at the spot
instead and *not* track the monster. This was surprising to some players.<br>
I don't feel this behavior is inconsistent with . in general, but it was
said that a message might improve clarity a little, so I have added one to
announce the player's target lock upon casting, if they have one. Possibly
this is a minor improvement?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92776e1539">92776e1539</a> | 2025-01-02 20:43:31 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d993fb3fa4">d993fb3fa4</a> | 2025-01-02 20:12:17 -0330 | DracoOmega</pre>
Fix weird Transference autotargeting behavior (Lici)<br>The targeter knew that it couldn't aim *directly* at your ancestor, but did
not realize this meant it could not affect it at all, and so when it was
the closest monster to the player, would try to 'catch it' in the AoE
radius of the ability (even though that doesn't make any sense in this
case).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=64fd3f8b57">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-644-g64fd3f8b57.zip">here</a>.]]></description>
            <pubDate>Sun, 05 Jan 2025 06:45:27 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-640-g717b6cd007.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-640-g717b6cd007.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=717b6cd007">717b6cd007</a> | 2025-01-03 21:19:31 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e2cdc3fdc">4e2cdc3fdc</a> | 2025-01-03 20:20:45 -0600 | Implojin</pre>
Fix stash resist inscriptions for dragon scales (Lici)<br>In 008097b4cb, dragon scale body armour resist inscriptions stopped
autoinscribing. This happened because body armour basenames began
prepending "+0", which caused our (extremely brittle) lua
autoinscription code to get confused when alphanumeric string
matching -- it was now trying to match a table of armour name
strings against '0'.<br>
Here I'm "fixing" this by changing the alphanumeric pattern to match
just alpha instead, which should restore the old match behavior.
Surely this could be made less brittle, but I hate this.<br>
Fixes #4202
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5766912e8f">5766912e8f</a> | 2025-01-03 18:20:34 -0330 | DracoOmega</pre>
Fix weird Mercury Arrow autotarget issues (Lici)<br>In an attempt to needlessly avoid including the player in its AoE effect
(since it can't affect the caster anyway), the autotargeter would sometimes
try to aim at another monster instead of the 'intended' target. Though,
because of the explosive bolt style targeting, it couldn't simply aim to
the side like with fireball, and would only do this if another enemy was
positioned exactly so that you could hit *them* while including the main
target in the weakness AoE effect - leading to this behavior seeming
random.<br>
By marking this spell as never affecting the player, the targeting should
behave more normally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e182471b36">e182471b36</a> | 2025-01-03 18:20:28 -0330 | DracoOmega</pre>
Add a hopefully-clarifying statement to Searing Ray cast message (ge0FF)<br>Searing Ray normally locks onto a monster you cast it on, tracking their
position across several turns. But if you cast the spell with . instead
(ie: the general 'aim at spot' key), it would, well, aim at the spot
instead and *not* track the monster. This was surprising to some players.<br>
I don't feel this behavior is inconsistent with . in general, but it was
said that a message might improve clarity a little, so I have added one to
announce the player's target lock upon casting, if they have one. Possibly
this is a minor improvement?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92776e1539">92776e1539</a> | 2025-01-02 20:43:31 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d993fb3fa4">d993fb3fa4</a> | 2025-01-02 20:12:17 -0330 | DracoOmega</pre>
Fix weird Transference autotargeting behavior (Lici)<br>The targeter knew that it couldn't aim *directly* at your ancestor, but did
not realize this meant it could not affect it at all, and so when it was
the closest monster to the player, would try to 'catch it' in the AoE
radius of the ability (even though that doesn't make any sense in this
case).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9de6381486">9de6381486</a> | 2025-01-02 15:04:03 -0600 | David Lawrence Ramsey</pre>
Add another Ashenzari object.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1901768e9">b1901768e9</a> | 2025-01-02 15:04:03 -0600 | David Lawrence Ramsey</pre>
Add ring of stealth quote.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a1d68acde">5a1d68acde</a> | 2025-01-02 13:40:14 -0600 | Implojin</pre>
Fix drop_disables_autopickup artefact interactions<br>We received a report that the drop_disables_autopickup rc setting was
incorrectly disabling autopickup for some item base types if an
artefact was dropped (jewellery and magical staves, notably).<br>
This was happening because the item_type_known() signature that was
being used excludes artefacts from checking subtype ids.<br>
Here we change the `\` autopickup menu behavior to allow artefacts of
the affected base types to be autopickup toggled using their subtype,
if known.<br>
Fixes #4197
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1816505622">1816505622</a> | 2025-01-02 08:11:11 -0330 | regret-index</pre>
Update docs/develop/spells.txt for 0.33<br>Primarily aimed at highlighting repeated trends in Forgecraft spells for
future possible development, but also clarifying a few other matters of
creation and broader phrasing as has been brought up by other new 0.32 and
0.33 spells.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=717b6cd007">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-640-g717b6cd007.zip">here</a>.]]></description>
            <pubDate>Sat, 04 Jan 2025 06:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-636-g92776e1539.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-636-g92776e1539.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92776e1539">92776e1539</a> | 2025-01-02 20:43:31 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d993fb3fa4">d993fb3fa4</a> | 2025-01-02 20:12:17 -0330 | DracoOmega</pre>
Fix weird Transference autotargeting behavior (Lici)<br>The targeter knew that it couldn't aim *directly* at your ancestor, but did
not realize this meant it could not affect it at all, and so when it was
the closest monster to the player, would try to 'catch it' in the AoE
radius of the ability (even though that doesn't make any sense in this
case).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9de6381486">9de6381486</a> | 2025-01-02 15:04:03 -0600 | David Lawrence Ramsey</pre>
Add another Ashenzari object.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1901768e9">b1901768e9</a> | 2025-01-02 15:04:03 -0600 | David Lawrence Ramsey</pre>
Add ring of stealth quote.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a1d68acde">5a1d68acde</a> | 2025-01-02 13:40:14 -0600 | Implojin</pre>
Fix drop_disables_autopickup artefact interactions<br>We received a report that the drop_disables_autopickup rc setting was
incorrectly disabling autopickup for some item base types if an
artefact was dropped (jewellery and magical staves, notably).<br>
This was happening because the item_type_known() signature that was
being used excludes artefacts from checking subtype ids.<br>
Here we change the `\` autopickup menu behavior to allow artefacts of
the affected base types to be autopickup toggled using their subtype,
if known.<br>
Fixes #4197
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1816505622">1816505622</a> | 2025-01-02 08:11:11 -0330 | regret-index</pre>
Update docs/develop/spells.txt for 0.33<br>Primarily aimed at highlighting repeated trends in Forgecraft spells for
future possible development, but also clarifying a few other matters of
creation and broader phrasing as has been brought up by other new 0.32 and
0.33 spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0fec7c300">c0fec7c300</a> | 2025-01-01 18:42:44 -0600 | Aliscans</pre>
Fix the way the scroller works when a menu grows.<br>Previously, if a player had a spell library containing every spell,
searching it for "hat" led to Shatter being selected. Searching for "a"
after this led to Shatter still being selected, but only the top of the
spell list being displayed.<br>
This happened because UIMenu::update_items() resized item_info but
didn't set the x, y, row or column fields, and
UIMenu::get_item_region() relied on those being up to date.<br>
Call UIMenu::do_layout() to fix it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f35e1a551">3f35e1a551</a> | 2025-01-01 18:31:26 -0600 | Implojin</pre>
Fix Uskayaw linepass confusion targets (klement)<br>Apparently Usk's linepass confusion has been applying in a full-LOS
beam ahead of the targeted tile for several years and nobody in dev
noticed. Oops? This behavior definitely wasn't intended.<br>
The linepass tracer pierces to determine its targeting, and this is
the same beam that subsequently applies confusion to everything along
its path. This commit changes this beam to use aimed_at_spot.<br>
This is a small power nerf to Usk, which is already in the lower half
of recent god picks, so maybe we'll come up with a minor balance buff
here at some near-future point.<br>
Fixes #4190
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c515a75a4">1c515a75a4</a> | 2025-01-01 16:01:15 -0600 | Aliscans</pre>
Update the default message_colour for two portal messages.<br>A couple of the final warning messages for portals (bailey and bazaar)
weren't highlighted. Change that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9754aa523c">9754aa523c</a> | 2025-01-01 15:43:19 -0600 | Aliscans</pre>
Stop mortars from colliding with "a floor" and then being "destroyed!".<br>If the lava stream for Hellfire Mortar is shortened by an obstacle
which is no longer there when the mortar reaches the spot, and the
player sees it, this could give the message "The hellfire mortar
collides with a floor and sinks back into the magma."<br>
Omit the "collides with a floor " part unless the mortar hits a monster
or "solid" terrain.<br>
Remove the death message which followed this (which seemed redundant)
and stop blaming a monster for the death. That is, change the
killer_index in monster_die() to NON_MONSTER and the silent flag to
true.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=92776e1539">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-636-g92776e1539.zip">here</a>.]]></description>
            <pubDate>Fri, 03 Jan 2025 06:44:56 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-630-gc0fec7c300.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-630-gc0fec7c300.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0fec7c300">c0fec7c300</a> | 2025-01-01 18:42:44 -0600 | Aliscans</pre>
Fix the way the scroller works when a menu grows.<br>Previously, if a player had a spell library containing every spell,
searching it for "hat" led to Shatter being selected. Searching for "a"
after this led to Shatter still being selected, but only the top of the
spell list being displayed.<br>
This happened because UIMenu::update_items() resized item_info but
didn't set the x, y, row or column fields, and
UIMenu::get_item_region() relied on those being up to date.<br>
Call UIMenu::do_layout() to fix it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f35e1a551">3f35e1a551</a> | 2025-01-01 18:31:26 -0600 | Implojin</pre>
Fix Uskayaw linepass confusion targets (klement)<br>Apparently Usk's linepass confusion has been applying in a full-LOS
beam ahead of the targeted tile for several years and nobody in dev
noticed. Oops? This behavior definitely wasn't intended.<br>
The linepass tracer pierces to determine its targeting, and this is
the same beam that subsequently applies confusion to everything along
its path. This commit changes this beam to use aimed_at_spot.<br>
This is a small power nerf to Usk, which is already in the lower half
of recent god picks, so maybe we'll come up with a minor balance buff
here at some near-future point.<br>
Fixes #4190
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c515a75a4">1c515a75a4</a> | 2025-01-01 16:01:15 -0600 | Aliscans</pre>
Update the default message_colour for two portal messages.<br>A couple of the final warning messages for portals (bailey and bazaar)
weren't highlighted. Change that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9754aa523c">9754aa523c</a> | 2025-01-01 15:43:19 -0600 | Aliscans</pre>
Stop mortars from colliding with "a floor" and then being "destroyed!".<br>If the lava stream for Hellfire Mortar is shortened by an obstacle
which is no longer there when the mortar reaches the spot, and the
player sees it, this could give the message "The hellfire mortar
collides with a floor and sinks back into the magma."<br>
Omit the "collides with a floor " part unless the mortar hits a monster
or "solid" terrain.<br>
Remove the death message which followed this (which seemed redundant)
and stop blaming a monster for the death. That is, change the
killer_index in monster_die() to NON_MONSTER and the silent flag to
true.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=397e312dc0">397e312dc0</a> | 2025-01-01 15:22:35 -0600 | Aliscans</pre>
Use article_a() instead of "a article" in a few places.<br>Replace "a %s" (and equivalent) with article_a() in some places where
the noun can start with a vowel sound, or where the noun isn't clear
from the context.<br>
For instance, typing ?/i with the default setup now prints "Describe an
item;" rather than "Describe a item;".
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b0abae525">6b0abae525</a> | 2025-01-01 14:35:46 -0600 | Hellmonk</pre>
re-enable descent mode (#4196)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97e6b1a4fe">97e6b1a4fe</a> | 2025-01-01 18:59:29 +0300 | Nikolai Lavsky</pre>
docs: update copyright date<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdb383b4eb">cdb383b4eb</a> | 2025-01-01 00:35:03 -0600 | David Lawrence Ramsey</pre>
Add a few more Forgecraft miscast messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85d2812e02">85d2812e02</a> | 2025-01-01 00:33:58 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ba718c05c">7ba718c05c</a> | 2024-12-30 08:40:57 -0330 | regret-index</pre>
New Zot metal wall tiles<br>These tiles are further follow-ups to bd611b0, 668cce9, and 8e166ad, each
all trying to try and make the endgame a little more visually fancy and
more thematically unique, as well as to help provide more theme cues for
future vault deployments beyond reusing monsters from other branches.
Unlike most metal tiles, these are rather detailed instead of two-part
slabs- originally meant to illustrate draconic scales, they ended up
feeling somewhat like a jagged void, befitting the unholy realms holding
the runes of Zot and the casual presence of various strong undead within
the branch. They should still read as metal due to their desaturation
and gleam, at least, and probably won't read as stone or crystal due to
the former trending towards visibly discrete parts and the latter bearing
rainbow facets.<br>
(They're made from a CC0 skill icon by frosty_rabbid and the current metal
wall tiles by Bloax. This commit comes with a little extra deployment of
the metal tile in some Zot entry vaults and a little adjustment to not use
too much of the tile for allusions that it doesn't fit, like the vaults
meant to echo the Vaults.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c0fec7c300">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-630-gc0fec7c300.zip">here</a>.]]></description>
            <pubDate>Thu, 02 Jan 2025 06:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-619-gcdb383b4eb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-619-gcdb383b4eb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdb383b4eb">cdb383b4eb</a> | 2025-01-01 00:35:03 -0600 | David Lawrence Ramsey</pre>
Add a few more Forgecraft miscast messages.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=85d2812e02">85d2812e02</a> | 2025-01-01 00:33:58 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ba718c05c">7ba718c05c</a> | 2024-12-30 08:40:57 -0330 | regret-index</pre>
New Zot metal wall tiles<br>These tiles are further follow-ups to bd611b0, 668cce9, and 8e166ad, each
all trying to try and make the endgame a little more visually fancy and
more thematically unique, as well as to help provide more theme cues for
future vault deployments beyond reusing monsters from other branches.
Unlike most metal tiles, these are rather detailed instead of two-part
slabs- originally meant to illustrate draconic scales, they ended up
feeling somewhat like a jagged void, befitting the unholy realms holding
the runes of Zot and the casual presence of various strong undead within
the branch. They should still read as metal due to their desaturation
and gleam, at least, and probably won't read as stone or crystal due to
the former trending towards visibly discrete parts and the latter bearing
rainbow facets.<br>
(They're made from a CC0 skill icon by frosty_rabbid and the current metal
wall tiles by Bloax. This commit comes with a little extra deployment of
the metal tile in some Zot entry vaults and a little adjustment to not use
too much of the tile for allusions that it doesn't fit, like the vaults
meant to echo the Vaults.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bfdca0e29a">bfdca0e29a</a> | 2024-12-29 07:54:53 -0330 | regret-index</pre>
Prevent getting out-of-bounds in meatsprint (#4153)<br>[PR #4153 does two seperate things:<br>
 * Due to newer spells and Djinn access to them, it's possible to be
   shoved into the spawning teleport room with judicious use of Hellfire
   Mortar and letting walls seal themselves back up enough times. The PR
   adds a single-tile box of generic permarock: I'm making it much thicker
   in case further problems eventually arise, and also giving it the tile
   + name of the Crucible's permarock (which directly matches up, of
   course).<br>
 * It also buffs the weapon stats of most of the monsters' weapons, which
   marginally increases their threat value but also goes over the limits
   of what weapons can normally get. I'm a little conscientious about the
   possibility in the indefinite future state of Crawl that somebody might
   further crunch down on weapon stat caps (c.f. 5a0b83f and 6a47537),
   and it pulls attention away from the much better joke of the slay rings
   increasing indefinitely higher, so I've left that out (and thus just am
   addressing the PR directly in this seperate commit).<br>
Closes #4153.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8748bb4102">8748bb4102</a> | 2024-12-29 03:25:32 -0330 | William S.</pre>
New start-up and clockwork bee tiles (#4102)<br>"The Orb of Zot on top of the leader board sprite is outdated, and the tile
size was inconsistent. Descent startup tile also needed an upgrade. The new
one shows stairs descending deeper into the dungeon."<br>
[Commiter's notes: Changed the Descent icon to both have more depth /
height to each step and to use a red palette- gold palettes on the starting
menu are more information based compared to red changing the mode's
behaviour entirely, and it also corresponds to hatches being red.<br>
The clockwork bee tile submission has been heavily adjusted, keeping the
gear of the current one in order to make it more obviously mechanical
versus the ally circle in-game and deploying a palette unlike the current
or the submitted tile to match other Forgecraft tiles Sastreii made.
(Sastreii will replace a large number of Forgecraft tiles as is at some
point in the future, but updating the tile to have a wind-up key seems
harmless enough to me.)<br>
Closes #4102.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1de10103b">a1de10103b</a> | 2024-12-28 22:25:43 -0600 | gammafunk</pre>
Update DES syntax documentation on artprops<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9283c139d4">9283c139d4</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Reroll items that conflict with any fixed artprops<br>The artprops keyword in an item_spec induces an item to be a random
artefact, but with the specified artefact properties always present. A
problem arises when the base type or sub type of the item is randomized,
since specific base/sub types can conflict with the specified
properties. For example, "any ring artprops:rF:1" will conflict with the
intrinsic rC- of a ring of ice, causing the rF+ artprop to be ignored
when that item type is rolled. For vaults that are trying to define
thematic items, having some randomly generated items ignore the
specified properties won't work. The alternative is to specify an
explicit list of acceptable subtypes in the vault, but this is onerous
and more difficult to maintain.<br>
This commit implements rerolled random types whenever there's a conflict
between the specific fixed artprops and the item's intrinsic properties.
This rerolling is limited to 1000 attempts to avoid an infinite loop, a
scheme already in use before this commit for weapons and jewellery. We
just extend it to staves and talismans and trigger rerolls for all types
whenever there's an artprop conflict. Now the result of an item_def of
the form "any TYPE artprops:..." will always produce an item of TYPE
with a random subtype where all specified artprops can be applied. If
this proves to be impossible, for example because the specified artprops
could never be compatible with TYPE, item of TYPE with random subtype is
still generated, but with any offending artprops ignored. An error
message is printed for each conflicting artprop in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6aff4a22f">d6aff4a22f</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Remove a special distribution for rings of slaying<br>Rings of slaying currently have 1/3 the chance to generate as a ring
type compared to other ring types. This was seen as necessary in older
versions, namely prior to 0.10, where slaying was added to a weapon's
base damage and hence was influenced by skills and stats. This is no
longer the case, and rings of slaying aren't markedly more powerful
than, say, a ring of Str/Dex appropriate for the player's weapon type.
This commit removes the special ring of slaying weighting so that all
rings types have the same chance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a97fc534a3">a97fc534a3</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
A minor fix to randart property accounting<br>Before this commit, when generating randart properties that can have
both good and bad values, such as rF, Str, etc, a property could be
previously assigned a good/bad value only to later have its value
changed to the opposite type, and both instances would consume quality
points assigned to the numbers of good and bad properties despite there
being no net change. Additionally, although we only ever assign a max of
two bad properties, both could be consumed by setting a single property
to -1 twice, or for properties like Str, a different negative value
twice, since we never add to negative properties like we do to positive
ones.<br>
This commit cleans up the logic so that, during randart generation, no
property that's already been assigned a good/bad value will ever be
subsequently switched to the opposite type of value. It also prevents
"wasting" bad properties by assigning the same one twice. It's somewhat
difficult to say whether this change results in a minor buff or a minor
nerf to artefacts, since we are both more consistently adding bad
properties but also more consistently adding good ones. A comparison of
randart stats with wizmode ^I for 1000 iterations of "any ring" both
before and after the change shows no meaningful differences in
mean/median numbers of good and bad properties nor for the overall
proportions of good/bad properties.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fa848a78e">6fa848a78e</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Improve aspects of randart property assignment<br>Currently during randart generation, no artefact property can be
modified if it's intrinsic to the item. This means that artefact rings
of protection from fire can only ever have rF+, for example. While we
don't want to allow such rings to have less fire resistance than rF+,
there should be no problem with them having more.<br>
This commit implements a scheme where an intrinsic property can be
modified, so long as it's in the right direction: it can increase a
property value that's positive or decrease one that's negative, so long
as the appropriate max/min is respected. I've generalized the property
mapping scheme used by jewellery and made a map for talismans to
intrinsic resistance properties by talisman type. Now all items that can
have intrinsic artefact properties are accounted for in a more unified
way.<br>
One wrinkle for talismans is the issue of the dragon-blood talisman. We
mark rPois as intrinsic, since all players do get that property in
dragon form, but for the rF++ and rC- there's the issue of draconians
versus non-draconians. It might be reasonable to include those
properties as intrinsic only if the player is non-draconian. For
draconians, the situation is more complicated since the player doesn't
know their color until XL7. Obviously the talisman property mapping
could use knowledge of draconian color from the start of the game, but
there's a remote chance of awkwardness with an information leak.<br>
On the other hand, if we simply don't ever include rF++/rC- in this
intrinsic mapping, since we never decrease a property past a level of
-1 anyhow, randart dragon-blood talismans will be at worst rF+ while in
form. Likewise seeing some of these talismans with rC0 or higher doesn't
seem too weird. For now I'm going with this simpler approach of
leaving out rF++/rC- from the list of intrinsic properties. This can
easily be revisited in the future with some species-specific code, if
need be.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=cdb383b4eb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-619-gcdb383b4eb.zip">here</a>.]]></description>
            <pubDate>Wed, 01 Jan 2025 06:42:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-617-g7ba718c05c.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-617-g7ba718c05c.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ba718c05c">7ba718c05c</a> | 2024-12-30 08:40:57 -0330 | regret-index</pre>
New Zot metal wall tiles<br>These tiles are further follow-ups to bd611b0, 668cce9, and 8e166ad, each
all trying to try and make the endgame a little more visually fancy and
more thematically unique, as well as to help provide more theme cues for
future vault deployments beyond reusing monsters from other branches.
Unlike most metal tiles, these are rather detailed instead of two-part
slabs- originally meant to illustrate draconic scales, they ended up
feeling somewhat like a jagged void, befitting the unholy realms holding
the runes of Zot and the casual presence of various strong undead within
the branch. They should still read as metal due to their desaturation
and gleam, at least, and probably won't read as stone or crystal due to
the former trending towards visibly discrete parts and the latter bearing
rainbow facets.<br>
(They're made from a CC0 skill icon by frosty_rabbid and the current metal
wall tiles by Bloax. This commit comes with a little extra deployment of
the metal tile in some Zot entry vaults and a little adjustment to not use
too much of the tile for allusions that it doesn't fit, like the vaults
meant to echo the Vaults.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bfdca0e29a">bfdca0e29a</a> | 2024-12-29 07:54:53 -0330 | regret-index</pre>
Prevent getting out-of-bounds in meatsprint (#4153)<br>[PR #4153 does two seperate things:<br>
 * Due to newer spells and Djinn access to them, it's possible to be
   shoved into the spawning teleport room with judicious use of Hellfire
   Mortar and letting walls seal themselves back up enough times. The PR
   adds a single-tile box of generic permarock: I'm making it much thicker
   in case further problems eventually arise, and also giving it the tile
   + name of the Crucible's permarock (which directly matches up, of
   course).<br>
 * It also buffs the weapon stats of most of the monsters' weapons, which
   marginally increases their threat value but also goes over the limits
   of what weapons can normally get. I'm a little conscientious about the
   possibility in the indefinite future state of Crawl that somebody might
   further crunch down on weapon stat caps (c.f. 5a0b83f and 6a47537),
   and it pulls attention away from the much better joke of the slay rings
   increasing indefinitely higher, so I've left that out (and thus just am
   addressing the PR directly in this seperate commit).<br>
Closes #4153.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8748bb4102">8748bb4102</a> | 2024-12-29 03:25:32 -0330 | William S.</pre>
New start-up and clockwork bee tiles (#4102)<br>"The Orb of Zot on top of the leader board sprite is outdated, and the tile
size was inconsistent. Descent startup tile also needed an upgrade. The new
one shows stairs descending deeper into the dungeon."<br>
[Commiter's notes: Changed the Descent icon to both have more depth /
height to each step and to use a red palette- gold palettes on the starting
menu are more information based compared to red changing the mode's
behaviour entirely, and it also corresponds to hatches being red.<br>
The clockwork bee tile submission has been heavily adjusted, keeping the
gear of the current one in order to make it more obviously mechanical
versus the ally circle in-game and deploying a palette unlike the current
or the submitted tile to match other Forgecraft tiles Sastreii made.
(Sastreii will replace a large number of Forgecraft tiles as is at some
point in the future, but updating the tile to have a wind-up key seems
harmless enough to me.)<br>
Closes #4102.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1de10103b">a1de10103b</a> | 2024-12-28 22:25:43 -0600 | gammafunk</pre>
Update DES syntax documentation on artprops<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9283c139d4">9283c139d4</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Reroll items that conflict with any fixed artprops<br>The artprops keyword in an item_spec induces an item to be a random
artefact, but with the specified artefact properties always present. A
problem arises when the base type or sub type of the item is randomized,
since specific base/sub types can conflict with the specified
properties. For example, "any ring artprops:rF:1" will conflict with the
intrinsic rC- of a ring of ice, causing the rF+ artprop to be ignored
when that item type is rolled. For vaults that are trying to define
thematic items, having some randomly generated items ignore the
specified properties won't work. The alternative is to specify an
explicit list of acceptable subtypes in the vault, but this is onerous
and more difficult to maintain.<br>
This commit implements rerolled random types whenever there's a conflict
between the specific fixed artprops and the item's intrinsic properties.
This rerolling is limited to 1000 attempts to avoid an infinite loop, a
scheme already in use before this commit for weapons and jewellery. We
just extend it to staves and talismans and trigger rerolls for all types
whenever there's an artprop conflict. Now the result of an item_def of
the form "any TYPE artprops:..." will always produce an item of TYPE
with a random subtype where all specified artprops can be applied. If
this proves to be impossible, for example because the specified artprops
could never be compatible with TYPE, item of TYPE with random subtype is
still generated, but with any offending artprops ignored. An error
message is printed for each conflicting artprop in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6aff4a22f">d6aff4a22f</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Remove a special distribution for rings of slaying<br>Rings of slaying currently have 1/3 the chance to generate as a ring
type compared to other ring types. This was seen as necessary in older
versions, namely prior to 0.10, where slaying was added to a weapon's
base damage and hence was influenced by skills and stats. This is no
longer the case, and rings of slaying aren't markedly more powerful
than, say, a ring of Str/Dex appropriate for the player's weapon type.
This commit removes the special ring of slaying weighting so that all
rings types have the same chance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a97fc534a3">a97fc534a3</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
A minor fix to randart property accounting<br>Before this commit, when generating randart properties that can have
both good and bad values, such as rF, Str, etc, a property could be
previously assigned a good/bad value only to later have its value
changed to the opposite type, and both instances would consume quality
points assigned to the numbers of good and bad properties despite there
being no net change. Additionally, although we only ever assign a max of
two bad properties, both could be consumed by setting a single property
to -1 twice, or for properties like Str, a different negative value
twice, since we never add to negative properties like we do to positive
ones.<br>
This commit cleans up the logic so that, during randart generation, no
property that's already been assigned a good/bad value will ever be
subsequently switched to the opposite type of value. It also prevents
"wasting" bad properties by assigning the same one twice. It's somewhat
difficult to say whether this change results in a minor buff or a minor
nerf to artefacts, since we are both more consistently adding bad
properties but also more consistently adding good ones. A comparison of
randart stats with wizmode ^I for 1000 iterations of "any ring" both
before and after the change shows no meaningful differences in
mean/median numbers of good and bad properties nor for the overall
proportions of good/bad properties.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fa848a78e">6fa848a78e</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Improve aspects of randart property assignment<br>Currently during randart generation, no artefact property can be
modified if it's intrinsic to the item. This means that artefact rings
of protection from fire can only ever have rF+, for example. While we
don't want to allow such rings to have less fire resistance than rF+,
there should be no problem with them having more.<br>
This commit implements a scheme where an intrinsic property can be
modified, so long as it's in the right direction: it can increase a
property value that's positive or decrease one that's negative, so long
as the appropriate max/min is respected. I've generalized the property
mapping scheme used by jewellery and made a map for talismans to
intrinsic resistance properties by talisman type. Now all items that can
have intrinsic artefact properties are accounted for in a more unified
way.<br>
One wrinkle for talismans is the issue of the dragon-blood talisman. We
mark rPois as intrinsic, since all players do get that property in
dragon form, but for the rF++ and rC- there's the issue of draconians
versus non-draconians. It might be reasonable to include those
properties as intrinsic only if the player is non-draconian. For
draconians, the situation is more complicated since the player doesn't
know their color until XL7. Obviously the talisman property mapping
could use knowledge of draconian color from the start of the game, but
there's a remote chance of awkwardness with an information leak.<br>
On the other hand, if we simply don't ever include rF++/rC- in this
intrinsic mapping, since we never decrease a property past a level of
-1 anyhow, randart dragon-blood talismans will be at worst rF+ while in
form. Likewise seeing some of these talismans with rC0 or higher doesn't
seem too weird. For now I'm going with this simpler approach of
leaving out rF++/rC- from the list of intrinsic properties. This can
easily be revisited in the future with some species-specific code, if
need be.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=563f8729d4">563f8729d4</a> | 2024-12-28 20:35:48 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e41ec5257">7e41ec5257</a> | 2024-12-28 17:55:10 +0300 | Nikolai Lavsky</pre>
fix: a typo (Aliscans)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ba718c05c">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-617-g7ba718c05c.zip">here</a>.]]></description>
            <pubDate>Tue, 31 Dec 2024 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-616-gbfdca0e29a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-616-gbfdca0e29a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bfdca0e29a">bfdca0e29a</a> | 2024-12-29 07:54:53 -0330 | regret-index</pre>
Prevent getting out-of-bounds in meatsprint (#4153)<br>[PR #4153 does two seperate things:<br>
 * Due to newer spells and Djinn access to them, it's possible to be
   shoved into the spawning teleport room with judicious use of Hellfire
   Mortar and letting walls seal themselves back up enough times. The PR
   adds a single-tile box of generic permarock: I'm making it much thicker
   in case further problems eventually arise, and also giving it the tile
   + name of the Crucible's permarock (which directly matches up, of
   course).<br>
 * It also buffs the weapon stats of most of the monsters' weapons, which
   marginally increases their threat value but also goes over the limits
   of what weapons can normally get. I'm a little conscientious about the
   possibility in the indefinite future state of Crawl that somebody might
   further crunch down on weapon stat caps (c.f. 5a0b83f and 6a47537),
   and it pulls attention away from the much better joke of the slay rings
   increasing indefinitely higher, so I've left that out (and thus just am
   addressing the PR directly in this seperate commit).<br>
Closes #4153.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8748bb4102">8748bb4102</a> | 2024-12-29 03:25:32 -0330 | William S.</pre>
New start-up and clockwork bee tiles (#4102)<br>"The Orb of Zot on top of the leader board sprite is outdated, and the tile
size was inconsistent. Descent startup tile also needed an upgrade. The new
one shows stairs descending deeper into the dungeon."<br>
[Commiter's notes: Changed the Descent icon to both have more depth /
height to each step and to use a red palette- gold palettes on the starting
menu are more information based compared to red changing the mode's
behaviour entirely, and it also corresponds to hatches being red.<br>
The clockwork bee tile submission has been heavily adjusted, keeping the
gear of the current one in order to make it more obviously mechanical
versus the ally circle in-game and deploying a palette unlike the current
or the submitted tile to match other Forgecraft tiles Sastreii made.
(Sastreii will replace a large number of Forgecraft tiles as is at some
point in the future, but updating the tile to have a wind-up key seems
harmless enough to me.)<br>
Closes #4102.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1de10103b">a1de10103b</a> | 2024-12-28 22:25:43 -0600 | gammafunk</pre>
Update DES syntax documentation on artprops<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9283c139d4">9283c139d4</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Reroll items that conflict with any fixed artprops<br>The artprops keyword in an item_spec induces an item to be a random
artefact, but with the specified artefact properties always present. A
problem arises when the base type or sub type of the item is randomized,
since specific base/sub types can conflict with the specified
properties. For example, "any ring artprops:rF:1" will conflict with the
intrinsic rC- of a ring of ice, causing the rF+ artprop to be ignored
when that item type is rolled. For vaults that are trying to define
thematic items, having some randomly generated items ignore the
specified properties won't work. The alternative is to specify an
explicit list of acceptable subtypes in the vault, but this is onerous
and more difficult to maintain.<br>
This commit implements rerolled random types whenever there's a conflict
between the specific fixed artprops and the item's intrinsic properties.
This rerolling is limited to 1000 attempts to avoid an infinite loop, a
scheme already in use before this commit for weapons and jewellery. We
just extend it to staves and talismans and trigger rerolls for all types
whenever there's an artprop conflict. Now the result of an item_def of
the form "any TYPE artprops:..." will always produce an item of TYPE
with a random subtype where all specified artprops can be applied. If
this proves to be impossible, for example because the specified artprops
could never be compatible with TYPE, item of TYPE with random subtype is
still generated, but with any offending artprops ignored. An error
message is printed for each conflicting artprop in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6aff4a22f">d6aff4a22f</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Remove a special distribution for rings of slaying<br>Rings of slaying currently have 1/3 the chance to generate as a ring
type compared to other ring types. This was seen as necessary in older
versions, namely prior to 0.10, where slaying was added to a weapon's
base damage and hence was influenced by skills and stats. This is no
longer the case, and rings of slaying aren't markedly more powerful
than, say, a ring of Str/Dex appropriate for the player's weapon type.
This commit removes the special ring of slaying weighting so that all
rings types have the same chance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a97fc534a3">a97fc534a3</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
A minor fix to randart property accounting<br>Before this commit, when generating randart properties that can have
both good and bad values, such as rF, Str, etc, a property could be
previously assigned a good/bad value only to later have its value
changed to the opposite type, and both instances would consume quality
points assigned to the numbers of good and bad properties despite there
being no net change. Additionally, although we only ever assign a max of
two bad properties, both could be consumed by setting a single property
to -1 twice, or for properties like Str, a different negative value
twice, since we never add to negative properties like we do to positive
ones.<br>
This commit cleans up the logic so that, during randart generation, no
property that's already been assigned a good/bad value will ever be
subsequently switched to the opposite type of value. It also prevents
"wasting" bad properties by assigning the same one twice. It's somewhat
difficult to say whether this change results in a minor buff or a minor
nerf to artefacts, since we are both more consistently adding bad
properties but also more consistently adding good ones. A comparison of
randart stats with wizmode ^I for 1000 iterations of "any ring" both
before and after the change shows no meaningful differences in
mean/median numbers of good and bad properties nor for the overall
proportions of good/bad properties.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fa848a78e">6fa848a78e</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Improve aspects of randart property assignment<br>Currently during randart generation, no artefact property can be
modified if it's intrinsic to the item. This means that artefact rings
of protection from fire can only ever have rF+, for example. While we
don't want to allow such rings to have less fire resistance than rF+,
there should be no problem with them having more.<br>
This commit implements a scheme where an intrinsic property can be
modified, so long as it's in the right direction: it can increase a
property value that's positive or decrease one that's negative, so long
as the appropriate max/min is respected. I've generalized the property
mapping scheme used by jewellery and made a map for talismans to
intrinsic resistance properties by talisman type. Now all items that can
have intrinsic artefact properties are accounted for in a more unified
way.<br>
One wrinkle for talismans is the issue of the dragon-blood talisman. We
mark rPois as intrinsic, since all players do get that property in
dragon form, but for the rF++ and rC- there's the issue of draconians
versus non-draconians. It might be reasonable to include those
properties as intrinsic only if the player is non-draconian. For
draconians, the situation is more complicated since the player doesn't
know their color until XL7. Obviously the talisman property mapping
could use knowledge of draconian color from the start of the game, but
there's a remote chance of awkwardness with an information leak.<br>
On the other hand, if we simply don't ever include rF++/rC- in this
intrinsic mapping, since we never decrease a property past a level of
-1 anyhow, randart dragon-blood talismans will be at worst rF+ while in
form. Likewise seeing some of these talismans with rC0 or higher doesn't
seem too weird. For now I'm going with this simpler approach of
leaving out rF++/rC- from the list of intrinsic properties. This can
easily be revisited in the future with some species-specific code, if
need be.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=563f8729d4">563f8729d4</a> | 2024-12-28 20:35:48 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e41ec5257">7e41ec5257</a> | 2024-12-28 17:55:10 +0300 | Nikolai Lavsky</pre>
fix: a typo (Aliscans)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2ebe9ab39">f2ebe9ab39</a> | 2024-12-28 06:02:27 -0330 | regret-index</pre>
New sky beast tile (pianoman523)<br>Colour adjusted away from the submission's richer blues and darker greys
to hopefully be reasonably readable as air-themed, but with a more coherent
and detailed anatomy than before. Comes with a slight description tweak to
point people towards it being feather-tailed.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bfdca0e29a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-616-gbfdca0e29a.zip">here</a>.]]></description>
            <pubDate>Mon, 30 Dec 2024 06:44:36 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-614-ga1de10103b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-614-ga1de10103b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1de10103b">a1de10103b</a> | 2024-12-28 22:25:43 -0600 | gammafunk</pre>
Update DES syntax documentation on artprops<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9283c139d4">9283c139d4</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Reroll items that conflict with any fixed artprops<br>The artprops keyword in an item_spec induces an item to be a random
artefact, but with the specified artefact properties always present. A
problem arises when the base type or sub type of the item is randomized,
since specific base/sub types can conflict with the specified
properties. For example, "any ring artprops:rF:1" will conflict with the
intrinsic rC- of a ring of ice, causing the rF+ artprop to be ignored
when that item type is rolled. For vaults that are trying to define
thematic items, having some randomly generated items ignore the
specified properties won't work. The alternative is to specify an
explicit list of acceptable subtypes in the vault, but this is onerous
and more difficult to maintain.<br>
This commit implements rerolled random types whenever there's a conflict
between the specific fixed artprops and the item's intrinsic properties.
This rerolling is limited to 1000 attempts to avoid an infinite loop, a
scheme already in use before this commit for weapons and jewellery. We
just extend it to staves and talismans and trigger rerolls for all types
whenever there's an artprop conflict. Now the result of an item_def of
the form "any TYPE artprops:..." will always produce an item of TYPE
with a random subtype where all specified artprops can be applied. If
this proves to be impossible, for example because the specified artprops
could never be compatible with TYPE, item of TYPE with random subtype is
still generated, but with any offending artprops ignored. An error
message is printed for each conflicting artprop in this case.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d6aff4a22f">d6aff4a22f</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Remove a special distribution for rings of slaying<br>Rings of slaying currently have 1/3 the chance to generate as a ring
type compared to other ring types. This was seen as necessary in older
versions, namely prior to 0.10, where slaying was added to a weapon's
base damage and hence was influenced by skills and stats. This is no
longer the case, and rings of slaying aren't markedly more powerful
than, say, a ring of Str/Dex appropriate for the player's weapon type.
This commit removes the special ring of slaying weighting so that all
rings types have the same chance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a97fc534a3">a97fc534a3</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
A minor fix to randart property accounting<br>Before this commit, when generating randart properties that can have
both good and bad values, such as rF, Str, etc, a property could be
previously assigned a good/bad value only to later have its value
changed to the opposite type, and both instances would consume quality
points assigned to the numbers of good and bad properties despite there
being no net change. Additionally, although we only ever assign a max of
two bad properties, both could be consumed by setting a single property
to -1 twice, or for properties like Str, a different negative value
twice, since we never add to negative properties like we do to positive
ones.<br>
This commit cleans up the logic so that, during randart generation, no
property that's already been assigned a good/bad value will ever be
subsequently switched to the opposite type of value. It also prevents
"wasting" bad properties by assigning the same one twice. It's somewhat
difficult to say whether this change results in a minor buff or a minor
nerf to artefacts, since we are both more consistently adding bad
properties but also more consistently adding good ones. A comparison of
randart stats with wizmode ^I for 1000 iterations of "any ring" both
before and after the change shows no meaningful differences in
mean/median numbers of good and bad properties nor for the overall
proportions of good/bad properties.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fa848a78e">6fa848a78e</a> | 2024-12-28 20:52:23 -0600 | gammafunk</pre>
Improve aspects of randart property assignment<br>Currently during randart generation, no artefact property can be
modified if it's intrinsic to the item. This means that artefact rings
of protection from fire can only ever have rF+, for example. While we
don't want to allow such rings to have less fire resistance than rF+,
there should be no problem with them having more.<br>
This commit implements a scheme where an intrinsic property can be
modified, so long as it's in the right direction: it can increase a
property value that's positive or decrease one that's negative, so long
as the appropriate max/min is respected. I've generalized the property
mapping scheme used by jewellery and made a map for talismans to
intrinsic resistance properties by talisman type. Now all items that can
have intrinsic artefact properties are accounted for in a more unified
way.<br>
One wrinkle for talismans is the issue of the dragon-blood talisman. We
mark rPois as intrinsic, since all players do get that property in
dragon form, but for the rF++ and rC- there's the issue of draconians
versus non-draconians. It might be reasonable to include those
properties as intrinsic only if the player is non-draconian. For
draconians, the situation is more complicated since the player doesn't
know their color until XL7. Obviously the talisman property mapping
could use knowledge of draconian color from the start of the game, but
there's a remote chance of awkwardness with an information leak.<br>
On the other hand, if we simply don't ever include rF++/rC- in this
intrinsic mapping, since we never decrease a property past a level of
-1 anyhow, randart dragon-blood talismans will be at worst rF+ while in
form. Likewise seeing some of these talismans with rC0 or higher doesn't
seem too weird. For now I'm going with this simpler approach of
leaving out rF++/rC- from the list of intrinsic properties. This can
easily be revisited in the future with some species-specific code, if
need be.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=563f8729d4">563f8729d4</a> | 2024-12-28 20:35:48 -0600 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e41ec5257">7e41ec5257</a> | 2024-12-28 17:55:10 +0300 | Nikolai Lavsky</pre>
fix: a typo (Aliscans)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2ebe9ab39">f2ebe9ab39</a> | 2024-12-28 06:02:27 -0330 | regret-index</pre>
New sky beast tile (pianoman523)<br>Colour adjusted away from the submission's richer blues and darker greys
to hopefully be reasonably readable as air-themed, but with a more coherent
and detailed anatomy than before. Comes with a slight description tweak to
point people towards it being feather-tailed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e861bf89c">7e861bf89c</a> | 2024-12-28 06:02:08 -0330 | regret-index</pre>
Loose, miscellaneous tiles tweaks and additions<br> * Legendary Destruction no longer shows two different backgrounds at
   once.<br>
 * One of the withered plant tiles has been adjusted to not have any white
   corner sections and thus read as having anything under it (even if it's
   otherwise placed in the wrong corner).<br>
 * The ever-obscure local tiles aptitudes tab now has icons to properly
   display gnoll and djinn aptitudes.<br>
 * Dazzling Flash now has a proper Hexes + Fire palette.<br>
 * Upheaval and Disaster Area now uses proper magma and iceblast tile
   effects. (Possibly should look into making airstrike and air-upheaval
   vfx tiles, as well as the start of LRD / tremorstone / rubble vfx
   tiles?)<br>
 * Additional new preliminary mutation icons:
   * barachi hop: Using Sastreii's barachi player species dummy monster
     and
   * djinn flat hp: ontoclasm's apt / spell level numbers and CanofWorms'
     powered by death icons.
   * mp-powered wands: recolouring ontoclasm's device recharge.
   * sacrificed hand: CanOfWorms powered by pain icon and ontoclasm's
     sacrifical Ru dagger.
   * screaming: Denzi's Berserk Rage and Projected Noise spell icons.<br>
 * Also a little bit of file headers and old spell icon management.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3d0ca870a">c3d0ca870a</a> | 2024-12-27 02:43:08 -0330 | regret-index</pre>
New animations and a quote for alchemy / potion flavour<br>The conjunction of Poison Magic and Transmutations-san-forms into one
school was mostly meant as mechanical triage, making the overall school
into something one can win a three-rune game with after the former lost a
fair bit of its intended context with Conjurations changes and the latter
was quite orphaned in variety despite always having been two different
purposes slammed together. In actual flavour results, there's a lot of
different fronts to tackle:<br>
 * Dangerous elements, minerals, and old hypothesises are somewhat
   reasonably emphasized between mercury, greek fire, fulminant gold,
   radioactivity, phlogiston, and sulphur.<br>
 * The Elric-style transmutation of given materials is what the
   Transmutations half already did, and is a reasonable front to focus
   on for the unavoidable need to crossing over with elemental schools.<br>
 * The philosophical reformation of the self is, of course, parcelled off
   into Shapeshifting and talismans.<br>
 * The concocting and bottling of weird substances has increased a little
   in flavour fronts, but neither Alistair's Walking Alembic nor Fulsome
   Fusillade are in the starting spellbook for Alchemists, which leaves
   off their start as a little detached from that front. (Actually making
   inventory-occupying items regularly beyond god gifts is explicitly
   part of the modern Won't Do list, it should be noted:)
   https://github.com/crawl/crawl/wiki/Won't-Do-(2024)<br>
To help the school a bit further on these flavour fronts (especially the
last one), I'm adding a variety of different pieces in this commit:<br>
 * Some additional flashes of potions for Alistair's Walking Alembic
   (which also helps telling that it succeeded in mixing its potions and
   wasn't just destroyed first) and for Fulsome Fusillade (which always
   emphasized raining down flasks in the first place).<br>
 * A visible tossed flask and messages for doing so for Mephitic Cloud,
   which has always had weak flavour around its high noise level and
   can be repurposed into being a more chemistry-focused spell. (No,
   swamp drakes won't be visibly breathing flasks.)<br>
 * Some recoloured potion flashes also granted to Gozag's Potion Petition,
   which could do with a bit of a visual flourish.<br>
 * A brief bit of a text on analyzing alchemy regarding mercury for the
   new Mercury Arrow spell.<br>
(All potion graphics here continue to use CC0 resources by Shade. The
Alembic and Petition circles also use heavily altered CC0 vfx by codemanu.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a1de10103b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-614-ga1de10103b.zip">here</a>.]]></description>
            <pubDate>Sun, 29 Dec 2024 06:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-605-gc3d0ca870a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-605-gc3d0ca870a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3d0ca870a">c3d0ca870a</a> | 2024-12-27 02:43:08 -0330 | regret-index</pre>
New animations and a quote for alchemy / potion flavour<br>The conjunction of Poison Magic and Transmutations-san-forms into one
school was mostly meant as mechanical triage, making the overall school
into something one can win a three-rune game with after the former lost a
fair bit of its intended context with Conjurations changes and the latter
was quite orphaned in variety despite always having been two different
purposes slammed together. In actual flavour results, there's a lot of
different fronts to tackle:<br>
 * Dangerous elements, minerals, and old hypothesises are somewhat
   reasonably emphasized between mercury, greek fire, fulminant gold,
   radioactivity, phlogiston, and sulphur.<br>
 * The Elric-style transmutation of given materials is what the
   Transmutations half already did, and is a reasonable front to focus
   on for the unavoidable need to crossing over with elemental schools.<br>
 * The philosophical reformation of the self is, of course, parcelled off
   into Shapeshifting and talismans.<br>
 * The concocting and bottling of weird substances has increased a little
   in flavour fronts, but neither Alistair's Walking Alembic nor Fulsome
   Fusillade are in the starting spellbook for Alchemists, which leaves
   off their start as a little detached from that front. (Actually making
   inventory-occupying items regularly beyond god gifts is explicitly
   part of the modern Won't Do list, it should be noted:)
   https://github.com/crawl/crawl/wiki/Won't-Do-(2024)<br>
To help the school a bit further on these flavour fronts (especially the
last one), I'm adding a variety of different pieces in this commit:<br>
 * Some additional flashes of potions for Alistair's Walking Alembic
   (which also helps telling that it succeeded in mixing its potions and
   wasn't just destroyed first) and for Fulsome Fusillade (which always
   emphasized raining down flasks in the first place).<br>
 * A visible tossed flask and messages for doing so for Mephitic Cloud,
   which has always had weak flavour around its high noise level and
   can be repurposed into being a more chemistry-focused spell. (No,
   swamp drakes won't be visibly breathing flasks.)<br>
 * Some recoloured potion flashes also granted to Gozag's Potion Petition,
   which could do with a bit of a visual flourish.<br>
 * A brief bit of a text on analyzing alchemy regarding mercury for the
   new Mercury Arrow spell.<br>
(All potion graphics here continue to use CC0 resources by Shade. The
Alembic and Petition circles also use heavily altered CC0 vfx by codemanu.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=491c9d3d12">491c9d3d12</a> | 2024-12-26 01:47:28 -0600 | David Lawrence Ramsey</pre>
Add another verb to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ebbabaea00">ebbabaea00</a> | 2024-12-24 19:31:02 +0300 | Nikolai Lavsky</pre>
fix: spike trap kills giving no XP/piety<br>It looks like `ZAP_SPIKE_LAUNCHER` had the default thrower,
`KILL_NON_ACTOR`, so poor Forgewrights got no XP/piety for their spike
traps killing monsters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a33de6ed39">a33de6ed39</a> | 2024-12-23 23:14:29 -0330 | DracoOmega</pre>
Fix beam tiles for beams whose tile varies with distance travelled (r-i)<br>Accidentally broken by afcf47756822c0054e31f1b0fdfddaf4394db83a
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04647cc05b">04647cc05b</a> | 2024-12-23 22:37:37 -0330 | DracoOmega</pre>
Fix bound souls not dropping items when you get a new one (ebering)<br>They properly dropped equipment when killed or when you abandoned Yred, but
replacing one bound soul with a new one caused the old one's gear to
vanish into nothingness instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1d786d43">6d1d786d43</a> | 2024-12-23 17:05:41 -0330 | DracoOmega</pre>
Fix orbs of destruction blocking targeting while with Jiyva (Flugkiller)<br>Jiyva's jelly protection works rather oddly, and makes even piercing beams
count as non-piecing when firing in the direction of jellies. A minor
oversight when 'can fire through monster?' code was refactored is that
targeting now treated *all* transparent monsters that way while you
worshipped Jiyva, resulting in being unable to aim beams through orbs of
destruction (among other things).<br>
It should hopefully now properly restrict this behavior to jellies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8190b8772">b8190b8772</a> | 2024-12-23 17:05:32 -0330 | DracoOmega</pre>
Fix orbs of destruction being tagged as minions<br>I'm a little surprised that this didn't result in them going poof when
their 'summoner' was killed, but the *intent* of the minion tag was to
indicate this, for consistency's sake.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd611b0ba5">bd611b0ba5</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
New Depths metal wall tiles, some more vault wall tiles<br>Depths has a soft fey and forest theme (the grown-over barrow and cairn
spriggans previously seen in a tree-filled Swamp then appearing again
there,  various magical wildlife like spark wasps, the new alderkings).
This direction somewhat helps it feel like more than just "the furthest
reaches of Some Weird Standard Fantasy Dungeon" as other standard enemies
like elemental giants and dragons inevitably invoke. To lean a little more
into that, these new tiles here actually swing somewhat in the opposite
direction from the Depths stone wall tiles: they're fairly brighter (since
most metal tiles are distinguished by their gleam anyway) and have
experimental patterns of multi-coloured leaves. This should help the place
feel a little more uniquely magical and a little more organic, which helps
further distinguish Depths and Vaults apart as well as sets a contrast for
Zot's deployment of withered and petrified plants.<br>
This also comes with two other wall tiles: a scorched wall stone tile, and
a tile covered in bright blue mould. Both are small parts of an experiment
to produce many wall types of specific flavours and themes in order to
push for using them more often over more disruptive features (liquid,
glass, plants) everywhere. (Using unique tiles everywhere was an old
concern of early vault devs, but my philosophy is that it's an infinitely
lesser sin than diluting a branch's identities with not-even-thematic
present enemies instead, so I'd prefer leaning over into that over time.)
The former burnt walls easily fits into Crawl in general, and the latter
is mostly awaiting an early mould-themed enemy not yet done to go
alongside it. I'll figure out more homes for their sighting and additional
decoration walls of the same sorts over time.<br>
(These might be worth some feature descriptions in the future once there's
a way to use multiple feature names and descriptions in the same vault, as
would also help fix up 1f37800. For now, they can be a little mysterious
for those not reading commits.)<br>
Sources:
 * Depths metal: entirely made from Surt's CC0 scraps.
 * Puffball mould stone: roctavian's edits of Denzi's stone paired with
   more of Surt's CC0 scraps.
 * Scorched stone: Denzi's other stone walls and yet further CC0 scraps
   by Surt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2636b53cb1">2636b53cb1</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Update the Draconians part of the manual<br>This didn't get updated after 926e5b6 and 02fa12c, leaving the section
still talking about red draconian clouds and the absence of a grey
draconian breath. Both of those commits should be covered in these soft
rewrites, which were edited by the original author of those commits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=193fcf71ad">193fcf71ad</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Replace Vaults:5 spiders and hornets with jellyfish<br>It gets rid of monsters that are completely harmless by V:5's depth (some
long-inherited chaff of redbacks, wolf spiders, and hornets). It
accomplishes a little bit more of the goal to put more distance between
Vaults (& Vaults:5) versus Depths, with formless jellyfish being a regular
Vaults:1-4 spawn. It also shouldn't increase the difficulty of the floor by
too much, since they're already not greatly dangerous by Vaults:4 anyway.
(They'll still be pretty rare, with about 0.34 formless jellyfish per
V:5.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c3d0ca870a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-605-gc3d0ca870a.zip">here</a>.]]></description>
            <pubDate>Fri, 27 Dec 2024 06:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-603-gebbabaea00.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-603-gebbabaea00.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ebbabaea00">ebbabaea00</a> | 2024-12-24 19:31:02 +0300 | Nikolai Lavsky</pre>
fix: spike trap kills giving no XP/piety<br>It looks like `ZAP_SPIKE_LAUNCHER` had the default thrower,
`KILL_NON_ACTOR`, so poor Forgewrights got no XP/piety for their spike
traps killing monsters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a33de6ed39">a33de6ed39</a> | 2024-12-23 23:14:29 -0330 | DracoOmega</pre>
Fix beam tiles for beams whose tile varies with distance travelled (r-i)<br>Accidentally broken by afcf47756822c0054e31f1b0fdfddaf4394db83a
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04647cc05b">04647cc05b</a> | 2024-12-23 22:37:37 -0330 | DracoOmega</pre>
Fix bound souls not dropping items when you get a new one (ebering)<br>They properly dropped equipment when killed or when you abandoned Yred, but
replacing one bound soul with a new one caused the old one's gear to
vanish into nothingness instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1d786d43">6d1d786d43</a> | 2024-12-23 17:05:41 -0330 | DracoOmega</pre>
Fix orbs of destruction blocking targeting while with Jiyva (Flugkiller)<br>Jiyva's jelly protection works rather oddly, and makes even piercing beams
count as non-piecing when firing in the direction of jellies. A minor
oversight when 'can fire through monster?' code was refactored is that
targeting now treated *all* transparent monsters that way while you
worshipped Jiyva, resulting in being unable to aim beams through orbs of
destruction (among other things).<br>
It should hopefully now properly restrict this behavior to jellies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8190b8772">b8190b8772</a> | 2024-12-23 17:05:32 -0330 | DracoOmega</pre>
Fix orbs of destruction being tagged as minions<br>I'm a little surprised that this didn't result in them going poof when
their 'summoner' was killed, but the *intent* of the minion tag was to
indicate this, for consistency's sake.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd611b0ba5">bd611b0ba5</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
New Depths metal wall tiles, some more vault wall tiles<br>Depths has a soft fey and forest theme (the grown-over barrow and cairn
spriggans previously seen in a tree-filled Swamp then appearing again
there,  various magical wildlife like spark wasps, the new alderkings).
This direction somewhat helps it feel like more than just "the furthest
reaches of Some Weird Standard Fantasy Dungeon" as other standard enemies
like elemental giants and dragons inevitably invoke. To lean a little more
into that, these new tiles here actually swing somewhat in the opposite
direction from the Depths stone wall tiles: they're fairly brighter (since
most metal tiles are distinguished by their gleam anyway) and have
experimental patterns of multi-coloured leaves. This should help the place
feel a little more uniquely magical and a little more organic, which helps
further distinguish Depths and Vaults apart as well as sets a contrast for
Zot's deployment of withered and petrified plants.<br>
This also comes with two other wall tiles: a scorched wall stone tile, and
a tile covered in bright blue mould. Both are small parts of an experiment
to produce many wall types of specific flavours and themes in order to
push for using them more often over more disruptive features (liquid,
glass, plants) everywhere. (Using unique tiles everywhere was an old
concern of early vault devs, but my philosophy is that it's an infinitely
lesser sin than diluting a branch's identities with not-even-thematic
present enemies instead, so I'd prefer leaning over into that over time.)
The former burnt walls easily fits into Crawl in general, and the latter
is mostly awaiting an early mould-themed enemy not yet done to go
alongside it. I'll figure out more homes for their sighting and additional
decoration walls of the same sorts over time.<br>
(These might be worth some feature descriptions in the future once there's
a way to use multiple feature names and descriptions in the same vault, as
would also help fix up 1f37800. For now, they can be a little mysterious
for those not reading commits.)<br>
Sources:
 * Depths metal: entirely made from Surt's CC0 scraps.
 * Puffball mould stone: roctavian's edits of Denzi's stone paired with
   more of Surt's CC0 scraps.
 * Scorched stone: Denzi's other stone walls and yet further CC0 scraps
   by Surt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2636b53cb1">2636b53cb1</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Update the Draconians part of the manual<br>This didn't get updated after 926e5b6 and 02fa12c, leaving the section
still talking about red draconian clouds and the absence of a grey
draconian breath. Both of those commits should be covered in these soft
rewrites, which were edited by the original author of those commits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=193fcf71ad">193fcf71ad</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Replace Vaults:5 spiders and hornets with jellyfish<br>It gets rid of monsters that are completely harmless by V:5's depth (some
long-inherited chaff of redbacks, wolf spiders, and hornets). It
accomplishes a little bit more of the goal to put more distance between
Vaults (& Vaults:5) versus Depths, with formless jellyfish being a regular
Vaults:1-4 spawn. It also shouldn't increase the difficulty of the floor by
too much, since they're already not greatly dangerous by Vaults:4 anyway.
(They'll still be pretty rare, with about 0.34 formless jellyfish per
V:5.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69c26771d4">69c26771d4</a> | 2024-12-19 14:19:09 -0330 | DracoOmega</pre>
Fix the same problem if tele status is lost by felid revival (flugkiller)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3d305a3a5">e3d305a3a5</a> | 2024-12-19 14:13:02 -0330 | DracoOmega</pre>
Fix soujouring bolt / tele status removal interaction (ge0FF)<br>If the player manually removed the hostile teleport status from sojourning
bolt with ?tele or !cancellation, it didn't remove the prop indicating that
the pending teleport was hostile. This meant that:<br>
a) The player was immune to having sojourning bolt used on them again until
   the next time they teleported.
b) The next time they teleported (through any other means), they would
   always teleport towards enemies. (The wyrmhole would even still come
   along for the ride, if it was still alive and on the level!)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ebbabaea00">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-603-gebbabaea00.zip">here</a>.]]></description>
            <pubDate>Wed, 25 Dec 2024 06:45:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-602-ga33de6ed39.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-602-ga33de6ed39.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a33de6ed39">a33de6ed39</a> | 2024-12-23 23:14:29 -0330 | DracoOmega</pre>
Fix beam tiles for beams whose tile varies with distance travelled (r-i)<br>Accidentally broken by afcf47756822c0054e31f1b0fdfddaf4394db83a
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=04647cc05b">04647cc05b</a> | 2024-12-23 22:37:37 -0330 | DracoOmega</pre>
Fix bound souls not dropping items when you get a new one (ebering)<br>They properly dropped equipment when killed or when you abandoned Yred, but
replacing one bound soul with a new one caused the old one's gear to
vanish into nothingness instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1d786d43">6d1d786d43</a> | 2024-12-23 17:05:41 -0330 | DracoOmega</pre>
Fix orbs of destruction blocking targeting while with Jiyva (Flugkiller)<br>Jiyva's jelly protection works rather oddly, and makes even piercing beams
count as non-piecing when firing in the direction of jellies. A minor
oversight when 'can fire through monster?' code was refactored is that
targeting now treated *all* transparent monsters that way while you
worshipped Jiyva, resulting in being unable to aim beams through orbs of
destruction (among other things).<br>
It should hopefully now properly restrict this behavior to jellies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b8190b8772">b8190b8772</a> | 2024-12-23 17:05:32 -0330 | DracoOmega</pre>
Fix orbs of destruction being tagged as minions<br>I'm a little surprised that this didn't result in them going poof when
their 'summoner' was killed, but the *intent* of the minion tag was to
indicate this, for consistency's sake.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd611b0ba5">bd611b0ba5</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
New Depths metal wall tiles, some more vault wall tiles<br>Depths has a soft fey and forest theme (the grown-over barrow and cairn
spriggans previously seen in a tree-filled Swamp then appearing again
there,  various magical wildlife like spark wasps, the new alderkings).
This direction somewhat helps it feel like more than just "the furthest
reaches of Some Weird Standard Fantasy Dungeon" as other standard enemies
like elemental giants and dragons inevitably invoke. To lean a little more
into that, these new tiles here actually swing somewhat in the opposite
direction from the Depths stone wall tiles: they're fairly brighter (since
most metal tiles are distinguished by their gleam anyway) and have
experimental patterns of multi-coloured leaves. This should help the place
feel a little more uniquely magical and a little more organic, which helps
further distinguish Depths and Vaults apart as well as sets a contrast for
Zot's deployment of withered and petrified plants.<br>
This also comes with two other wall tiles: a scorched wall stone tile, and
a tile covered in bright blue mould. Both are small parts of an experiment
to produce many wall types of specific flavours and themes in order to
push for using them more often over more disruptive features (liquid,
glass, plants) everywhere. (Using unique tiles everywhere was an old
concern of early vault devs, but my philosophy is that it's an infinitely
lesser sin than diluting a branch's identities with not-even-thematic
present enemies instead, so I'd prefer leaning over into that over time.)
The former burnt walls easily fits into Crawl in general, and the latter
is mostly awaiting an early mould-themed enemy not yet done to go
alongside it. I'll figure out more homes for their sighting and additional
decoration walls of the same sorts over time.<br>
(These might be worth some feature descriptions in the future once there's
a way to use multiple feature names and descriptions in the same vault, as
would also help fix up 1f37800. For now, they can be a little mysterious
for those not reading commits.)<br>
Sources:
 * Depths metal: entirely made from Surt's CC0 scraps.
 * Puffball mould stone: roctavian's edits of Denzi's stone paired with
   more of Surt's CC0 scraps.
 * Scorched stone: Denzi's other stone walls and yet further CC0 scraps
   by Surt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2636b53cb1">2636b53cb1</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Update the Draconians part of the manual<br>This didn't get updated after 926e5b6 and 02fa12c, leaving the section
still talking about red draconian clouds and the absence of a grey
draconian breath. Both of those commits should be covered in these soft
rewrites, which were edited by the original author of those commits.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=193fcf71ad">193fcf71ad</a> | 2024-12-23 03:59:54 -0330 | regret-index</pre>
Replace Vaults:5 spiders and hornets with jellyfish<br>It gets rid of monsters that are completely harmless by V:5's depth (some
long-inherited chaff of redbacks, wolf spiders, and hornets). It
accomplishes a little bit more of the goal to put more distance between
Vaults (& Vaults:5) versus Depths, with formless jellyfish being a regular
Vaults:1-4 spawn. It also shouldn't increase the difficulty of the floor by
too much, since they're already not greatly dangerous by Vaults:4 anyway.
(They'll still be pretty rare, with about 0.34 formless jellyfish per
V:5.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69c26771d4">69c26771d4</a> | 2024-12-19 14:19:09 -0330 | DracoOmega</pre>
Fix the same problem if tele status is lost by felid revival (flugkiller)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3d305a3a5">e3d305a3a5</a> | 2024-12-19 14:13:02 -0330 | DracoOmega</pre>
Fix soujouring bolt / tele status removal interaction (ge0FF)<br>If the player manually removed the hostile teleport status from sojourning
bolt with ?tele or !cancellation, it didn't remove the prop indicating that
the pending teleport was hostile. This meant that:<br>
a) The player was immune to having sojourning bolt used on them again until
   the next time they teleported.
b) The next time they teleported (through any other means), they would
   always teleport towards enemies. (The wyrmhole would even still come
   along for the ride, if it was still alive and on the level!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50edc0063f">50edc0063f</a> | 2024-12-18 19:09:10 -0600 | David Lawrence Ramsey</pre>
Fix book name typo.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a33de6ed39">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-602-ga33de6ed39.zip">here</a>.]]></description>
            <pubDate>Tue, 24 Dec 2024 06:45:23 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-595-g69c26771d4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-595-g69c26771d4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69c26771d4">69c26771d4</a> | 2024-12-19 14:19:09 -0330 | DracoOmega</pre>
Fix the same problem if tele status is lost by felid revival (flugkiller)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3d305a3a5">e3d305a3a5</a> | 2024-12-19 14:13:02 -0330 | DracoOmega</pre>
Fix soujouring bolt / tele status removal interaction (ge0FF)<br>If the player manually removed the hostile teleport status from sojourning
bolt with ?tele or !cancellation, it didn't remove the prop indicating that
the pending teleport was hostile. This meant that:<br>
a) The player was immune to having sojourning bolt used on them again until
   the next time they teleported.
b) The next time they teleported (through any other means), they would
   always teleport towards enemies. (The wyrmhole would even still come
   along for the ride, if it was still alive and on the level!)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50edc0063f">50edc0063f</a> | 2024-12-18 19:09:10 -0600 | David Lawrence Ramsey</pre>
Fix book name typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ebda2548b9">ebda2548b9</a> | 2024-12-18 19:09:10 -0600 | David Lawrence Ramsey</pre>
Fix enum typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5200cac597">5200cac597</a> | 2024-12-18 20:44:36 -0330 | DracoOmega</pre>
Recommend Forgewright to some species<br>This had been overlooked for a while now.<br>
Mountain Dwarf and Coglin are the obvious species to get Fw recommended,
Deep Elf continues its pattern of recommending all mage starts, and I have
semi-arbitrarily also recommended it for Barachi, Formicid, and Gnoll.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0192c196d7">0192c196d7</a> | 2024-12-18 20:42:46 -0330 | DracoOmega</pre>
Tweak djinn background recommendations<br>Shapeshifter may have made more sense back when it was Transmuter, but is a
fairly poor Dj background these days. But moreover, spell-less starts feel
like poor recommendations for djinn in general - not because melee djinn
are exactly awful, but from the perspective of 'relative newcomer who could
use pointing in a direction', they don't engage with djinn's core gimmick
immediately *and* will leave them with poorer spell selection all game
long.<br>
With that in mind, I have removed both gladiator and shapeshifter, and
added conjurer, air elementalist, and warper. (Warper feels like a much
better style of 'melee' start for djinn anyway, as it gives them utility
spells which will be useful all game long.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=553329c310">553329c310</a> | 2024-12-18 19:28:17 -0330 | DracoOmega</pre>
Clarify that gloves of infusion don't affect ranged attacks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=509b591311">509b591311</a> | 2024-12-18 19:27:54 -0330 | DracoOmega</pre>
Fix spacing of spell list when examining books (riverfiend)<br>It didn't get realigned after I did the same for spell cast and
memorisation menus (and Eringya's Surprising Crocodile was just slightly
too long).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d8102e6941">d8102e6941</a> | 2024-12-18 19:13:01 -0330 | DracoOmega</pre>
Prevent rewinding clockwork bee while berserk<br>I could go either way on whether this is necessary, but it's arguably too
spell-like an effect to let the player do in this state.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6116cc0f7">f6116cc0f7</a> | 2024-12-18 19:06:43 -0330 | DracoOmega</pre>
Don't leak info about out-of-los monsters via seismosaurus egg (hellmonk)<br>An exceedingly minor benefit that was probably almost never practical to
do, but the incubating status could indicate the presence of a monster out
of the player's own LoS if it was in the egg's and they were standing next
to it.<br>
Which really doesn't matter very much, but also seems harmless to fix.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=69c26771d4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-595-g69c26771d4.zip">here</a>.]]></description>
            <pubDate>Fri, 20 Dec 2024 06:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-593-g50edc0063f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-593-g50edc0063f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50edc0063f">50edc0063f</a> | 2024-12-18 19:09:10 -0600 | David Lawrence Ramsey</pre>
Fix book name typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ebda2548b9">ebda2548b9</a> | 2024-12-18 19:09:10 -0600 | David Lawrence Ramsey</pre>
Fix enum typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5200cac597">5200cac597</a> | 2024-12-18 20:44:36 -0330 | DracoOmega</pre>
Recommend Forgewright to some species<br>This had been overlooked for a while now.<br>
Mountain Dwarf and Coglin are the obvious species to get Fw recommended,
Deep Elf continues its pattern of recommending all mage starts, and I have
semi-arbitrarily also recommended it for Barachi, Formicid, and Gnoll.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0192c196d7">0192c196d7</a> | 2024-12-18 20:42:46 -0330 | DracoOmega</pre>
Tweak djinn background recommendations<br>Shapeshifter may have made more sense back when it was Transmuter, but is a
fairly poor Dj background these days. But moreover, spell-less starts feel
like poor recommendations for djinn in general - not because melee djinn
are exactly awful, but from the perspective of 'relative newcomer who could
use pointing in a direction', they don't engage with djinn's core gimmick
immediately *and* will leave them with poorer spell selection all game
long.<br>
With that in mind, I have removed both gladiator and shapeshifter, and
added conjurer, air elementalist, and warper. (Warper feels like a much
better style of 'melee' start for djinn anyway, as it gives them utility
spells which will be useful all game long.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=553329c310">553329c310</a> | 2024-12-18 19:28:17 -0330 | DracoOmega</pre>
Clarify that gloves of infusion don't affect ranged attacks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=509b591311">509b591311</a> | 2024-12-18 19:27:54 -0330 | DracoOmega</pre>
Fix spacing of spell list when examining books (riverfiend)<br>It didn't get realigned after I did the same for spell cast and
memorisation menus (and Eringya's Surprising Crocodile was just slightly
too long).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d8102e6941">d8102e6941</a> | 2024-12-18 19:13:01 -0330 | DracoOmega</pre>
Prevent rewinding clockwork bee while berserk<br>I could go either way on whether this is necessary, but it's arguably too
spell-like an effect to let the player do in this state.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6116cc0f7">f6116cc0f7</a> | 2024-12-18 19:06:43 -0330 | DracoOmega</pre>
Don't leak info about out-of-los monsters via seismosaurus egg (hellmonk)<br>An exceedingly minor benefit that was probably almost never practical to
do, but the incubating status could indicate the presence of a monster out
of the player's own LoS if it was in the egg's and they were standing next
to it.<br>
Which really doesn't matter very much, but also seems harmless to fix.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=747ea1e65a">747ea1e65a</a> | 2024-12-18 19:05:27 -0330 | DracoOmega</pre>
Fix hatched seismosauruses not caring about spellpower<br>The egg's HD was adjusted, but the seismosaurus was accidentally always 11.<br>
(This will result in a mild nerf below 80 power, but the spell seems to be
performing quite well and I don't think this will change that overly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9fe234eca">f9fe234eca</a> | 2024-12-18 18:54:34 -0330 | DracoOmega</pre>
Don't blink a monster which steps on a dispersal trap twice<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=50edc0063f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-593-g50edc0063f.zip">here</a>.]]></description>
            <pubDate>Thu, 19 Dec 2024 06:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-579-g7c13caed80.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-579-g7c13caed80.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c13caed80">7c13caed80</a> | 2024-12-17 16:10:49 +0300 | Nikolai Lavsky</pre>
fix: add two new melee attack flavours to the monster utility<br>This commit adds handling of `AF_ALEMBIC` and `AF_BOMBLET` flavours,
which were added in 2b47ff03 and 998f9657 respectively.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f6f25fa8a">0f6f25fa8a</a> | 2024-12-17 15:45:58 +0300 | Nikolai Lavsky</pre>
build: add missing Python packages for the build_monster job<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3074593ffc">3074593ffc</a> | 2024-12-17 15:33:23 +0300 | Nikolai Lavsky</pre>
fix: the monster build<br>It was broken in two places:
* there was a missing header file (008097b4);
* a couple of variables were declared inside a `case` statement without
  a scope (abc8f7ac).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0919e08b47">0919e08b47</a> | 2024-12-17 15:11:36 +0300 | Nikolai Lavsky</pre>
build: add a GitHub Actions job for building the monster utility<br>Currently it's hard to notice when a change breaks the monster utility.
Because even when it's broken, the bots just keep using the latest good
version, and the game itself can compile without any errors.<br>
Let's add a CI check for this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb9e8c554f">bb9e8c554f</a> | 2024-12-16 19:15:19 -0330 | DracoOmega</pre>
Fix a handful of logic errors with wyrmhole hostile teleport<br>It can no longer teleport the player into no_tele_into locations (though
this may have been unlikely in practice, since it still required LoS to a
monster that *wasn't* standing on a no_tele_into spot.<br>
It no longer picks the first valid spot near a monster, but correctly picks
a random one in LoS of it.<br>
It no longer needlessly counts all monsters in LoS of spots near every
possible monster on the floor (which could cause it to pluralize a message
incorrectly, beyond just wasting time.)<br>
It will fall back on a random teleport if there are no valid spaces near
any valid monster on the floor (instead of not moving the player at all).<br>
It won't perform teleport-related interrupts if you don't actually
teleport.<br>
It won't 'blink' the wyrmhole if the player doesn't actually teleport.<br>
It won't incorrectly amuse Xom even if you don't teleport (for what little
this matters...)<br>
It won't crash if the wyrmhole is dead or gone by the time it actives.<br>
It won't instantly trigger whenever the player presses &B to aim a wizmode
teleport (which even left you with a NON-hostile teleport duration
still active afterward...)<br>
(Also add a few explanatory comments throughout the function.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b45a8adffe">b45a8adffe</a> | 2024-12-16 16:07:41 -0330 | DracoOmega</pre>
Make x default to starting on the player's position again (Ge0FF)<br>Accidentally changed by eb7098a
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f8c66fcfe">2f8c66fcfe</a> | 2024-12-16 16:07:34 -0330 | DracoOmega</pre>
Fix a crash with issuing orders<br>If you had a saved 'previous target', but that target was no longer around
(possibly because you'd killed it), the game would crash before even fully
printing the prompt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8436cd0d56">8436cd0d56</a> | 2024-12-15 20:15:14 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=400cf8515c">400cf8515c</a> | 2024-12-15 21:45:49 -0330 | regret-index</pre>
More 0.33 changelog updates (up through f9d81107)<br>Aside from the regular catch-up and this recent monster work, this also
fits in a mention of changes to pitsprint I forgot in the last 0.33
changelog work.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9d8110708">f9d8110708</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
Replace current sky beast mechanics with AF_AIRSTRIKE<br>Sky beasts were added in fe51cf0 for the sheer sake of variety in a very
different development era than the current day. They used to be a source
of mutagenic flesh, but corpse eating has been removed; they used to be
another earlygame monster, but with orc wizards consistently getting
invisibility in the spellbook squashing they're not much of a tutorial
beyond making people start walking backwards for the invisibility to wear
off to instead get random attacks of opportunity; and they use AF_ELEC,
which barely matters compared to more damage considering the lack of
chance to find rElec that early outside of starting off as a Gargoyle.
Still, it is also nice to have early air-themed monsters, as long as Crawl
is going to be reliant in some fashion on the fantasy cliches of the
classical elements, so they deserve a rework rather than removal outright.<br>
As such, they now drop both AF_ELEC and the flickering invisiblity effect
for the new AF_AIRSTRIKE introduced in the previous commit. This swaps out
their 5-6 elec damage (ignoring AC if the first hit deals damage) for a
range between 4-5 physical damage when fully surrounded to a terrifying
14-18 with 7 open air tiles (i.e. with only the sky beast adjacent.) This
seems quite dangerous, but the invisibility bonuses to sky beasts were
quite notable at the point in the game one fought them, and in a full
corridor it'll do about the same damage with slightly more AC-respecting.
It'll kill a lot of blind autofight tactics, but there's not much point
to new monster gimmicks if failing to respect them courts death.<br>
To try to make this new change more obvious, their tile has also been
flipped upside-down. This may be quite silly, but it has always had a
relatively difficult-to-parse tile, and should still visually work as a
ray-like beast swooping down from mid-flight.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7c13caed80">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-579-g7c13caed80.zip">here</a>.]]></description>
            <pubDate>Wed, 18 Dec 2024 06:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-575-gbb9e8c554f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-575-gbb9e8c554f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb9e8c554f">bb9e8c554f</a> | 2024-12-16 19:15:19 -0330 | DracoOmega</pre>
Fix a handful of logic errors with wyrmhole hostile teleport<br>It can no longer teleport the player into no_tele_into locations (though
this may have been unlikely in practice, since it still required LoS to a
monster that *wasn't* standing on a no_tele_into spot.<br>
It no longer picks the first valid spot near a monster, but correctly picks
a random one in LoS of it.<br>
It no longer needlessly counts all monsters in LoS of spots near every
possible monster on the floor (which could cause it to pluralize a message
incorrectly, beyond just wasting time.)<br>
It will fall back on a random teleport if there are no valid spaces near
any valid monster on the floor (instead of not moving the player at all).<br>
It won't perform teleport-related interrupts if you don't actually
teleport.<br>
It won't 'blink' the wyrmhole if the player doesn't actually teleport.<br>
It won't incorrectly amuse Xom even if you don't teleport (for what little
this matters...)<br>
It won't crash if the wyrmhole is dead or gone by the time it actives.<br>
It won't instantly trigger whenever the player presses &B to aim a wizmode
teleport (which even left you with a NON-hostile teleport duration
still active afterward...)<br>
(Also add a few explanatory comments throughout the function.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b45a8adffe">b45a8adffe</a> | 2024-12-16 16:07:41 -0330 | DracoOmega</pre>
Make x default to starting on the player's position again (Ge0FF)<br>Accidentally changed by eb7098a
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f8c66fcfe">2f8c66fcfe</a> | 2024-12-16 16:07:34 -0330 | DracoOmega</pre>
Fix a crash with issuing orders<br>If you had a saved 'previous target', but that target was no longer around
(possibly because you'd killed it), the game would crash before even fully
printing the prompt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8436cd0d56">8436cd0d56</a> | 2024-12-15 20:15:14 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=400cf8515c">400cf8515c</a> | 2024-12-15 21:45:49 -0330 | regret-index</pre>
More 0.33 changelog updates (up through f9d81107)<br>Aside from the regular catch-up and this recent monster work, this also
fits in a mention of changes to pitsprint I forgot in the last 0.33
changelog work.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9d8110708">f9d8110708</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
Replace current sky beast mechanics with AF_AIRSTRIKE<br>Sky beasts were added in fe51cf0 for the sheer sake of variety in a very
different development era than the current day. They used to be a source
of mutagenic flesh, but corpse eating has been removed; they used to be
another earlygame monster, but with orc wizards consistently getting
invisibility in the spellbook squashing they're not much of a tutorial
beyond making people start walking backwards for the invisibility to wear
off to instead get random attacks of opportunity; and they use AF_ELEC,
which barely matters compared to more damage considering the lack of
chance to find rElec that early outside of starting off as a Gargoyle.
Still, it is also nice to have early air-themed monsters, as long as Crawl
is going to be reliant in some fashion on the fantasy cliches of the
classical elements, so they deserve a rework rather than removal outright.<br>
As such, they now drop both AF_ELEC and the flickering invisiblity effect
for the new AF_AIRSTRIKE introduced in the previous commit. This swaps out
their 5-6 elec damage (ignoring AC if the first hit deals damage) for a
range between 4-5 physical damage when fully surrounded to a terrifying
14-18 with 7 open air tiles (i.e. with only the sky beast adjacent.) This
seems quite dangerous, but the invisibility bonuses to sky beasts were
quite notable at the point in the game one fought them, and in a full
corridor it'll do about the same damage with slightly more AC-respecting.
It'll kill a lot of blind autofight tactics, but there's not much point
to new monster gimmicks if failing to respect them courts death.<br>
To try to make this new change more obvious, their tile has also been
flipped upside-down. This may be quite silly, but it has always had a
relatively difficult-to-parse tile, and should still visually work as a
ray-like beast swooping down from mid-flight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abc8f7acd2">abc8f7acd2</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
Add AF_AIRSTRIKE, adjust Airstrike messaging<br>Crawl's differing elements have very different degrees of representation
throughout the game, in some part influenced each by the different spells
available back in single-digit-version Stone Soup days. Fire gets many
repeats of bolt and fireball and clouds, Ice only rarely gets its
explosion and uses a few gimmicks repeatedly like the Frozen status or
Creeping Frost, Earth gets all sorts of strange connections between metal
and corrosion and slowness and invulnerability, and Air... in terms of
repeatable gimmicks gets Lightning Bolt, repositioning Lightning Bolt, and
Airstrike. The last is at least pretty unique amongst effects in Crawl,
and could help with further flying + air themes for monsters in Crawl, so
expanding it a little further in a weaker context seems reasonable.<br>
This new attack flavour is sort of like casting Airstrike whenever a
monster hits, doing extra damage that scales both with HD and with the
open spaces around the target. It ignores the usual AC check for flavour
triggering (like AF_PURE_FIRE) because it's about manipulating the air
in the space directly around the player (and to make the flat damage
of attacks not be nearly so easily ignored by AC). The brand damage
itself, however, still checks AC, unlike most damage brands. The damage
formula is pretty different from normal Airstrike (in the same way AF_COLD
is nothing like Freeze or Bolt of Cold), with minimal flat damage
component (since that was in the attack itself) and also far more HD and
open space based damage scaling.<br>
      | 0 spaces     | 4 spaces     | 7 spaces
--------------------------------------------------
5 HD  | 4-5 damage   | 9-12 damage  | 14-18 damage
--------------------------------------------------
10 HD | 10-12 damage | 24-28 damage | 35-40 damage
--------------------------------------------------
15 HD | 18-19 damage | 42-46 danage | 61-66 damage<br>
(Strictly speaking, a monster with a polearm _could_ get this brand, but
none of the handful of monster concepts currently planned are going to
wield weapons, so it's extraordinarily unlikely the full 8-space bonus
will ever come up.)<br>
Compared to Airstrike itself, it's inherently less dangerous in terms of
its range and the capacity to dodge or block the initial hit. Of course,
it's also inherently potentially more dangerous if one doesn't actually
respect it enough to move near walls because it'll be activating on
_every_ successful hit instead of just whenever a monster feels like
casting a spell. It should still feel reasonably thematic (since Airstrike
is the iconic one air spell that doesn't use electric damage), and in
particular it may help less observant newcomers notice how Airstrike's
open-air damage bonuses work later on if the brand is given to an
early-game monster. (It's hard to use particularly late in the game in a
number of layouts, but it should be fine in some Lair water branches or
Hells layouts....)<br>
This also comes with some different messages in both the spell and the
attack flavour scaling to the number of open spaces one has around them:
one for 0-2 spaces, one for 3-5 spaces, and one for 6-8 spaces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=637b6df254">637b6df254</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
New monster: wyrmholes, translocation drakes(?) for Depths / Zot / Pan<br>I do not apologize for the pun.<br>
Crawl contains a fair number of Translocations spells for players, but
beyond the widespread deployment of blinking, knockback, and the rare mage
who has learned Banishment without worshipping Lugonu, very few monsters
in Crawl translate such a prominent school into their own mechanics. This
reaches as far as dragons and drakes embodying and breathing most other
spell schools yet none in this, a matter which can be recitified in a
fashion that also can help establish more flavour about the ease of
tearing through reality in this setting. (Being deployed in Depths can
also lead a little into Zot's draconian shifters being quite notable
compared to a minimal use of translocations themes elsewhere.)<br>
These new wyrmhole enemies for Depths are insubstantial, non-living,
flying holes in spacetime. (I personally assert that the pun's no more
silly than "glass eye", "marrowcuda", or the deployment of jellyfish in
the Slime Pits each made by seperate devs. They're drakes, rather than
dragons, due to the 'D'ragon glyph being overstuffed & overdone while
the dra'k'e glyph has many free spots to work with; this also puts them at
the opposite end of threat and spawning rate compared to V's lindwurms.)
They've got much higher EV than comparative top-tier dragons, are speed
13, get a singular strong bite with a brand effect instead of trampling
or claw attacks (shadow dragons also have branded bite attacks!), and
possess but two simple mechanics that should make them more than
sufficiently nasty for another Depths out-of-depth:<br>
 * AF_BLINK_WITH, as was added to phantoms all the way back in 39035a7
   and never used again afterwards. Aside from mechanical bookends in a
   position where many more monsters may accompany them and players have
   far more tools to handle such repositioning, it also reasonably offsets
   how Depths has more diggable walls and more corridors than most other
   lategame branches.<br>
 * An experimental new (natural) spell, "Sojourning Bolt". This breath
   has a flat 50% chance to set other monsters to teleport, and for
   players alone to get a new red "!Tele!" status. Monster uses of
   Teleport Other previously failed due to not reliably placing players
   into actual danger, which was addressed for the teleportitis mutation
   back in db80c50 by always aiming for hostiles on the floor if possible.
   Likewise, this hopefully distinguishable teleport status will do the
   same on a delay _and_ bring the caster long, but as with all teleports
   it can be cancelled by reading another teleport. In Depths, this should
   usually have a vault or unexplored space to toss players and divers
   into, but players should also have enough tools plus enough spare
   teleport scrolls to handle this one way or another.<br>
While native to Depths as a rare out-of-depth, this monster has also been
put in a small number of magic-themed vaults and dragon-themed vaults in
both Depths and Zot, as well as the one ghost moth demonic rune vault in
Pan (those _are_ explicitly interdimensional threats). Their description
tries to form more worldbuilding connective tissue with both big dragon
branches also being linked to demon dimensions (c.f. the work done with
forests and fae in 18c7c0e). Their supportive capacities are more
intertwined with damage to the player than most other support monsters,
and should reasonably have decent chances of suceeding due to their high
health, but there's only about 1 on average per Depths as a highly
dangerous out-of-depth. Let's see how much people actually fear them or
not.<br>
Their sparklingly animated tile is sourced from ontoclasm's old lava
worms, Denzi's old lindwurms and the Portal spell icon, plus roctavian's
old shadow fiends. The Sojourning Bolt spell combines Denzi's tiles with
dolorous's edit of ontoclasm's old Bend Space icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=357dd4766e">357dd4766e</a> | 2024-12-15 21:29:16 -0330 | regret-index</pre>
New monster: oni incarcerators, top-tier monsters for Gehenna<br>The Hells are uneven- not just statistically, but also in variety. The
Iron City of Dis and Tartarus have 4 essentially-unique monsters that
spawn in them (and 14 overall), while Gehenna and Cocytus have 3 (with
13 overall). Elemental themes are already somewhat played-out as is over
the full course of Crawl in comparison to the looser themes of Dis or the
broad re-uses of Tartarus, but each of the Hells as have gotten attention
over the years could do with being a little closer to each other, and the
most Gehenna has to its name are fiery demons and damnation already
heavily emphasized in other branches. As such, while it's still a fair
number of months yet before more thorough efforts are extended towards
extended, I'm willing to break some of the already-asymmetric arrangement.<br>
Oni incarcerators are a new high-tier threat for Gehenna, using an already
functional combination of mechanics while also making use of the ogre to
oni species change for additional (mythologically accurate!) flavour.
These oni catch the various damned souls of the hells and keep in line,
unable to escape, with reasonably high melee damage, a flaming two-handed
polearm, AF_DRAG, and a decent cast rate on Manifold Assault. These
two last points _stack_, in that being attacked through Manifold Assault
allows AF_DRAG to move victims a square closer to the caster. This should
be uniquely scary (as Manifold Assault skips EV and SH since its level
upgrade, and it works across the whole screen to hit both the player and
their allies), while still unique in its play pattern: compared to Harpoon
Shot, it's far shorter a distance to be continuously pulled, but it's far
more likely to endanger players due to skipping several defenses. It
should also rather suit a branch focused on irresistable explosions.<br>
(Aside from Manifold Assault, these oni always wear fire dragon scales, so
they can reasonably handle other fireballs in the branch, and otherwise
have atrocious EV & AC plus high health- they're still a bit lower in
stats than iron giants overall. They also get Throw Bolas- the -Move spell
introduced for redone ironbound beastmaster in a727347- as an occasional
cantrip to threaten characters on the opposite end of the AC/EV spectrum.
This also adjusts hellephants to scale less with the depth of the branch-
they're not that threatening for Gehenna- to not screw with quite as many
monsters distributions in the branch otherwise.)<br>
They should serve reasonably as kill-on-sight targets the same way
brimstone fiends and hellions already do for the branch, but with rather
different means of resisting it (through high AC and rF rather than having
other enemies hold back explosions), and serve as a rare highlight of
danger when deep into Gehenna comparable to the same deployment of shard
shrikes, iron giants, and doom hounds. (I'd prefer the Hells not get too
much harder while future roulette plans need to inherently tone it down,
but adjusting numbers down is fairly easier than making sufficient variety
and unique dramatics manifest. There's only a little under 5 per Gehenna
trip currently, anyway.)<br>
Their tile is a composite of Sastreii's base oni player-dummy-monster tile
and the old draconian zealot tile by roctavian.<br>
TODO: To try and emphasize their theme of serving gods in general rather
than just being innately evil (as these aren't unholy any more than the
random nonliving monsters in the hells are, nor the random giants),
adding a holy-servant blue oni would be a good suppliment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af1b155deb">af1b155deb</a> | 2024-12-13 18:32:48 -0330 | DracoOmega</pre>
Remember to call apply_location_effects after Crocodile movement (Zeldest)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bb9e8c554f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-575-gbb9e8c554f.zip">here</a>.]]></description>
            <pubDate>Tue, 17 Dec 2024 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-572-g8436cd0d56.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-572-g8436cd0d56.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8436cd0d56">8436cd0d56</a> | 2024-12-15 20:15:14 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=400cf8515c">400cf8515c</a> | 2024-12-15 21:45:49 -0330 | regret-index</pre>
More 0.33 changelog updates (up through f9d81107)<br>Aside from the regular catch-up and this recent monster work, this also
fits in a mention of changes to pitsprint I forgot in the last 0.33
changelog work.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9d8110708">f9d8110708</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
Replace current sky beast mechanics with AF_AIRSTRIKE<br>Sky beasts were added in fe51cf0 for the sheer sake of variety in a very
different development era than the current day. They used to be a source
of mutagenic flesh, but corpse eating has been removed; they used to be
another earlygame monster, but with orc wizards consistently getting
invisibility in the spellbook squashing they're not much of a tutorial
beyond making people start walking backwards for the invisibility to wear
off to instead get random attacks of opportunity; and they use AF_ELEC,
which barely matters compared to more damage considering the lack of
chance to find rElec that early outside of starting off as a Gargoyle.
Still, it is also nice to have early air-themed monsters, as long as Crawl
is going to be reliant in some fashion on the fantasy cliches of the
classical elements, so they deserve a rework rather than removal outright.<br>
As such, they now drop both AF_ELEC and the flickering invisiblity effect
for the new AF_AIRSTRIKE introduced in the previous commit. This swaps out
their 5-6 elec damage (ignoring AC if the first hit deals damage) for a
range between 4-5 physical damage when fully surrounded to a terrifying
14-18 with 7 open air tiles (i.e. with only the sky beast adjacent.) This
seems quite dangerous, but the invisibility bonuses to sky beasts were
quite notable at the point in the game one fought them, and in a full
corridor it'll do about the same damage with slightly more AC-respecting.
It'll kill a lot of blind autofight tactics, but there's not much point
to new monster gimmicks if failing to respect them courts death.<br>
To try to make this new change more obvious, their tile has also been
flipped upside-down. This may be quite silly, but it has always had a
relatively difficult-to-parse tile, and should still visually work as a
ray-like beast swooping down from mid-flight.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=abc8f7acd2">abc8f7acd2</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
Add AF_AIRSTRIKE, adjust Airstrike messaging<br>Crawl's differing elements have very different degrees of representation
throughout the game, in some part influenced each by the different spells
available back in single-digit-version Stone Soup days. Fire gets many
repeats of bolt and fireball and clouds, Ice only rarely gets its
explosion and uses a few gimmicks repeatedly like the Frozen status or
Creeping Frost, Earth gets all sorts of strange connections between metal
and corrosion and slowness and invulnerability, and Air... in terms of
repeatable gimmicks gets Lightning Bolt, repositioning Lightning Bolt, and
Airstrike. The last is at least pretty unique amongst effects in Crawl,
and could help with further flying + air themes for monsters in Crawl, so
expanding it a little further in a weaker context seems reasonable.<br>
This new attack flavour is sort of like casting Airstrike whenever a
monster hits, doing extra damage that scales both with HD and with the
open spaces around the target. It ignores the usual AC check for flavour
triggering (like AF_PURE_FIRE) because it's about manipulating the air
in the space directly around the player (and to make the flat damage
of attacks not be nearly so easily ignored by AC). The brand damage
itself, however, still checks AC, unlike most damage brands. The damage
formula is pretty different from normal Airstrike (in the same way AF_COLD
is nothing like Freeze or Bolt of Cold), with minimal flat damage
component (since that was in the attack itself) and also far more HD and
open space based damage scaling.<br>
      | 0 spaces     | 4 spaces     | 7 spaces
--------------------------------------------------
5 HD  | 4-5 damage   | 9-12 damage  | 14-18 damage
--------------------------------------------------
10 HD | 10-12 damage | 24-28 damage | 35-40 damage
--------------------------------------------------
15 HD | 18-19 damage | 42-46 danage | 61-66 damage<br>
(Strictly speaking, a monster with a polearm _could_ get this brand, but
none of the handful of monster concepts currently planned are going to
wield weapons, so it's extraordinarily unlikely the full 8-space bonus
will ever come up.)<br>
Compared to Airstrike itself, it's inherently less dangerous in terms of
its range and the capacity to dodge or block the initial hit. Of course,
it's also inherently potentially more dangerous if one doesn't actually
respect it enough to move near walls because it'll be activating on
_every_ successful hit instead of just whenever a monster feels like
casting a spell. It should still feel reasonably thematic (since Airstrike
is the iconic one air spell that doesn't use electric damage), and in
particular it may help less observant newcomers notice how Airstrike's
open-air damage bonuses work later on if the brand is given to an
early-game monster. (It's hard to use particularly late in the game in a
number of layouts, but it should be fine in some Lair water branches or
Hells layouts....)<br>
This also comes with some different messages in both the spell and the
attack flavour scaling to the number of open spaces one has around them:
one for 0-2 spaces, one for 3-5 spaces, and one for 6-8 spaces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=637b6df254">637b6df254</a> | 2024-12-15 21:29:17 -0330 | regret-index</pre>
New monster: wyrmholes, translocation drakes(?) for Depths / Zot / Pan<br>I do not apologize for the pun.<br>
Crawl contains a fair number of Translocations spells for players, but
beyond the widespread deployment of blinking, knockback, and the rare mage
who has learned Banishment without worshipping Lugonu, very few monsters
in Crawl translate such a prominent school into their own mechanics. This
reaches as far as dragons and drakes embodying and breathing most other
spell schools yet none in this, a matter which can be recitified in a
fashion that also can help establish more flavour about the ease of
tearing through reality in this setting. (Being deployed in Depths can
also lead a little into Zot's draconian shifters being quite notable
compared to a minimal use of translocations themes elsewhere.)<br>
These new wyrmhole enemies for Depths are insubstantial, non-living,
flying holes in spacetime. (I personally assert that the pun's no more
silly than "glass eye", "marrowcuda", or the deployment of jellyfish in
the Slime Pits each made by seperate devs. They're drakes, rather than
dragons, due to the 'D'ragon glyph being overstuffed & overdone while
the dra'k'e glyph has many free spots to work with; this also puts them at
the opposite end of threat and spawning rate compared to V's lindwurms.)
They've got much higher EV than comparative top-tier dragons, are speed
13, get a singular strong bite with a brand effect instead of trampling
or claw attacks (shadow dragons also have branded bite attacks!), and
possess but two simple mechanics that should make them more than
sufficiently nasty for another Depths out-of-depth:<br>
 * AF_BLINK_WITH, as was added to phantoms all the way back in 39035a7
   and never used again afterwards. Aside from mechanical bookends in a
   position where many more monsters may accompany them and players have
   far more tools to handle such repositioning, it also reasonably offsets
   how Depths has more diggable walls and more corridors than most other
   lategame branches.<br>
 * An experimental new (natural) spell, "Sojourning Bolt". This breath
   has a flat 50% chance to set other monsters to teleport, and for
   players alone to get a new red "!Tele!" status. Monster uses of
   Teleport Other previously failed due to not reliably placing players
   into actual danger, which was addressed for the teleportitis mutation
   back in db80c50 by always aiming for hostiles on the floor if possible.
   Likewise, this hopefully distinguishable teleport status will do the
   same on a delay _and_ bring the caster long, but as with all teleports
   it can be cancelled by reading another teleport. In Depths, this should
   usually have a vault or unexplored space to toss players and divers
   into, but players should also have enough tools plus enough spare
   teleport scrolls to handle this one way or another.<br>
While native to Depths as a rare out-of-depth, this monster has also been
put in a small number of magic-themed vaults and dragon-themed vaults in
both Depths and Zot, as well as the one ghost moth demonic rune vault in
Pan (those _are_ explicitly interdimensional threats). Their description
tries to form more worldbuilding connective tissue with both big dragon
branches also being linked to demon dimensions (c.f. the work done with
forests and fae in 18c7c0e). Their supportive capacities are more
intertwined with damage to the player than most other support monsters,
and should reasonably have decent chances of suceeding due to their high
health, but there's only about 1 on average per Depths as a highly
dangerous out-of-depth. Let's see how much people actually fear them or
not.<br>
Their sparklingly animated tile is sourced from ontoclasm's old lava
worms, Denzi's old lindwurms and the Portal spell icon, plus roctavian's
old shadow fiends. The Sojourning Bolt spell combines Denzi's tiles with
dolorous's edit of ontoclasm's old Bend Space icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=357dd4766e">357dd4766e</a> | 2024-12-15 21:29:16 -0330 | regret-index</pre>
New monster: oni incarcerators, top-tier monsters for Gehenna<br>The Hells are uneven- not just statistically, but also in variety. The
Iron City of Dis and Tartarus have 4 essentially-unique monsters that
spawn in them (and 14 overall), while Gehenna and Cocytus have 3 (with
13 overall). Elemental themes are already somewhat played-out as is over
the full course of Crawl in comparison to the looser themes of Dis or the
broad re-uses of Tartarus, but each of the Hells as have gotten attention
over the years could do with being a little closer to each other, and the
most Gehenna has to its name are fiery demons and damnation already
heavily emphasized in other branches. As such, while it's still a fair
number of months yet before more thorough efforts are extended towards
extended, I'm willing to break some of the already-asymmetric arrangement.<br>
Oni incarcerators are a new high-tier threat for Gehenna, using an already
functional combination of mechanics while also making use of the ogre to
oni species change for additional (mythologically accurate!) flavour.
These oni catch the various damned souls of the hells and keep in line,
unable to escape, with reasonably high melee damage, a flaming two-handed
polearm, AF_DRAG, and a decent cast rate on Manifold Assault. These
two last points _stack_, in that being attacked through Manifold Assault
allows AF_DRAG to move victims a square closer to the caster. This should
be uniquely scary (as Manifold Assault skips EV and SH since its level
upgrade, and it works across the whole screen to hit both the player and
their allies), while still unique in its play pattern: compared to Harpoon
Shot, it's far shorter a distance to be continuously pulled, but it's far
more likely to endanger players due to skipping several defenses. It
should also rather suit a branch focused on irresistable explosions.<br>
(Aside from Manifold Assault, these oni always wear fire dragon scales, so
they can reasonably handle other fireballs in the branch, and otherwise
have atrocious EV & AC plus high health- they're still a bit lower in
stats than iron giants overall. They also get Throw Bolas- the -Move spell
introduced for redone ironbound beastmaster in a727347- as an occasional
cantrip to threaten characters on the opposite end of the AC/EV spectrum.
This also adjusts hellephants to scale less with the depth of the branch-
they're not that threatening for Gehenna- to not screw with quite as many
monsters distributions in the branch otherwise.)<br>
They should serve reasonably as kill-on-sight targets the same way
brimstone fiends and hellions already do for the branch, but with rather
different means of resisting it (through high AC and rF rather than having
other enemies hold back explosions), and serve as a rare highlight of
danger when deep into Gehenna comparable to the same deployment of shard
shrikes, iron giants, and doom hounds. (I'd prefer the Hells not get too
much harder while future roulette plans need to inherently tone it down,
but adjusting numbers down is fairly easier than making sufficient variety
and unique dramatics manifest. There's only a little under 5 per Gehenna
trip currently, anyway.)<br>
Their tile is a composite of Sastreii's base oni player-dummy-monster tile
and the old draconian zealot tile by roctavian.<br>
TODO: To try and emphasize their theme of serving gods in general rather
than just being innately evil (as these aren't unholy any more than the
random nonliving monsters in the hells are, nor the random giants),
adding a holy-servant blue oni would be a good suppliment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af1b155deb">af1b155deb</a> | 2024-12-13 18:32:48 -0330 | DracoOmega</pre>
Remember to call apply_location_effects after Crocodile movement (Zeldest)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e59816bd28">e59816bd28</a> | 2024-12-12 20:14:07 -0600 | Implojin</pre>
Fix trove entries being free<br>As reported in #4171, players were able to enter troves by responding
'Y' to the prompt regardless of whether they had the necessary items.
008097b4cb changed the appropriate lua call here and it seems to have
been failing silently, until the player tried to interact with the
trove's lua marker.<br>
Fixes #4171
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bf1a7f943">4bf1a7f943</a> | 2024-12-12 22:06:22 -0330 | DracoOmega</pre>
Fix more broken item description lookups (Patrick2011b)<br>This time with non-artefact ego armour.<br>
I suspect there are more of these bugs lurking here and there; I ought to
do a more thorough survey for such in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3ec0608c4">c3ec0608c4</a> | 2024-12-12 18:50:55 -0330 | DracoOmega</pre>
Remove another unnecessary ID-related function<br>(It was now used only in one place, and seems to be superfluous in this
context compared to a simple !is_identified())
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8436cd0d56">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-572-g8436cd0d56.zip">here</a>.]]></description>
            <pubDate>Mon, 16 Dec 2024 06:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-566-gaf1b155deb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-566-gaf1b155deb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af1b155deb">af1b155deb</a> | 2024-12-13 18:32:48 -0330 | DracoOmega</pre>
Remember to call apply_location_effects after Crocodile movement (Zeldest)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e59816bd28">e59816bd28</a> | 2024-12-12 20:14:07 -0600 | Implojin</pre>
Fix trove entries being free<br>As reported in #4171, players were able to enter troves by responding
'Y' to the prompt regardless of whether they had the necessary items.
008097b4cb changed the appropriate lua call here and it seems to have
been failing silently, until the player tried to interact with the
trove's lua marker.<br>
Fixes #4171
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bf1a7f943">4bf1a7f943</a> | 2024-12-12 22:06:22 -0330 | DracoOmega</pre>
Fix more broken item description lookups (Patrick2011b)<br>This time with non-artefact ego armour.<br>
I suspect there are more of these bugs lurking here and there; I ought to
do a more thorough survey for such in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3ec0608c4">c3ec0608c4</a> | 2024-12-12 18:50:55 -0330 | DracoOmega</pre>
Remove another unnecessary ID-related function<br>(It was now used only in one place, and seems to be superfluous in this
context compared to a simple !is_identified())
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1b9855ae8">a1b9855ae8</a> | 2024-12-12 18:49:42 -0330 | DracoOmega</pre>
Fix some spurious {unknown} inscriptions in morgue files<br>This would be appended even to identified randarts, since those mostly
don't *have* type IDs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac9c2c9ce0">ac9c2c9ce0</a> | 2024-12-12 18:29:53 -0330 | DracoOmega</pre>
Fix Fedhas ballistos destroying briars (and related problems) (Sdynet)<br>After the summon backend refactoring, most plants created by Fedhas
abilities no longer counted as worshipping Fedhas. But it turns out that
this was one of the very few cases where that had mechanical implications!
Only Fedhas-worshipping plants can fire through other plants (which meant
that oklobs could no longer fire through neutral plants, ballisto spores
could destroy friendly briars, etc.)<br>
This fixes #4168<br>
However, until recently, the ballisto problem was *itself* masked by
explosion damage being mistakenly attributed to the player instead of an
allied monster. After that was fixed, the original problem was revealed.<br>
Now these plants should all function properly once more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb329c71a5">eb329c71a5</a> | 2024-12-12 17:55:05 -0330 | DracoOmega</pre>
Fix webtiles hotbar items appearing unidentified when known (BaconRulez)<br>Webtiles caches properties of player items and only updates them when it
detects that they have changed, but since item type knowledge is now
included in item_def::is_identified(), both the cached and new item were
returning the same tile (which meant that the hotbar would not update from
the unidentified tile at all, until one reloaded their game.)<br>
Testing ID flags directly here feels a little awkward, but probably an
adequate fix?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e303688651">e303688651</a> | 2024-12-12 17:51:28 -0330 | DracoOmega</pre>
Fix wands not auto-identifying when bought from an antique shop<br>This fixes #4170
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb7098ad9d">eb7098ad9d</a> | 2024-12-11 17:47:46 -0330 | DracoOmega</pre>
Fix targeting UI for phantom mirror (and a few other things)<br>When I made TARG_ANY not cycle through monsters (so that dig/gavotte
wouldn't aim at monsters by default, which doesn't actually make sense for
them), I accidentally broke this cycling for several *non*-spell effects
that were still using it (and in some cases, not even having a proper
hit function.)<br>
This is a fairly minimal-effort improvement that should at least restore as
good functionality to phantom mirror (and several god abilities) as existed
before the major targeting rewrite. But in future, it might be nice to
make, for instance, Wall Jump actually target walls by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dd2b31670">3dd2b31670</a> | 2024-12-11 17:43:39 -0330 | DracoOmega</pre>
Fix Rending Blade being hostile to Oka worshippers (Ge0FF)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=af1b155deb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-566-gaf1b155deb.zip">here</a>.]]></description>
            <pubDate>Sat, 14 Dec 2024 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-565-ge59816bd28.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-565-ge59816bd28.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e59816bd28">e59816bd28</a> | 2024-12-12 20:14:07 -0600 | Implojin</pre>
Fix trove entries being free<br>As reported in #4171, players were able to enter troves by responding
'Y' to the prompt regardless of whether they had the necessary items.
008097b4cb changed the appropriate lua call here and it seems to have
been failing silently, until the player tried to interact with the
trove's lua marker.<br>
Fixes #4171
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bf1a7f943">4bf1a7f943</a> | 2024-12-12 22:06:22 -0330 | DracoOmega</pre>
Fix more broken item description lookups (Patrick2011b)<br>This time with non-artefact ego armour.<br>
I suspect there are more of these bugs lurking here and there; I ought to
do a more thorough survey for such in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3ec0608c4">c3ec0608c4</a> | 2024-12-12 18:50:55 -0330 | DracoOmega</pre>
Remove another unnecessary ID-related function<br>(It was now used only in one place, and seems to be superfluous in this
context compared to a simple !is_identified())
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a1b9855ae8">a1b9855ae8</a> | 2024-12-12 18:49:42 -0330 | DracoOmega</pre>
Fix some spurious {unknown} inscriptions in morgue files<br>This would be appended even to identified randarts, since those mostly
don't *have* type IDs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac9c2c9ce0">ac9c2c9ce0</a> | 2024-12-12 18:29:53 -0330 | DracoOmega</pre>
Fix Fedhas ballistos destroying briars (and related problems) (Sdynet)<br>After the summon backend refactoring, most plants created by Fedhas
abilities no longer counted as worshipping Fedhas. But it turns out that
this was one of the very few cases where that had mechanical implications!
Only Fedhas-worshipping plants can fire through other plants (which meant
that oklobs could no longer fire through neutral plants, ballisto spores
could destroy friendly briars, etc.)<br>
This fixes #4168<br>
However, until recently, the ballisto problem was *itself* masked by
explosion damage being mistakenly attributed to the player instead of an
allied monster. After that was fixed, the original problem was revealed.<br>
Now these plants should all function properly once more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb329c71a5">eb329c71a5</a> | 2024-12-12 17:55:05 -0330 | DracoOmega</pre>
Fix webtiles hotbar items appearing unidentified when known (BaconRulez)<br>Webtiles caches properties of player items and only updates them when it
detects that they have changed, but since item type knowledge is now
included in item_def::is_identified(), both the cached and new item were
returning the same tile (which meant that the hotbar would not update from
the unidentified tile at all, until one reloaded their game.)<br>
Testing ID flags directly here feels a little awkward, but probably an
adequate fix?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e303688651">e303688651</a> | 2024-12-12 17:51:28 -0330 | DracoOmega</pre>
Fix wands not auto-identifying when bought from an antique shop<br>This fixes #4170
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb7098ad9d">eb7098ad9d</a> | 2024-12-11 17:47:46 -0330 | DracoOmega</pre>
Fix targeting UI for phantom mirror (and a few other things)<br>When I made TARG_ANY not cycle through monsters (so that dig/gavotte
wouldn't aim at monsters by default, which doesn't actually make sense for
them), I accidentally broke this cycling for several *non*-spell effects
that were still using it (and in some cases, not even having a proper
hit function.)<br>
This is a fairly minimal-effort improvement that should at least restore as
good functionality to phantom mirror (and several god abilities) as existed
before the major targeting rewrite. But in future, it might be nice to
make, for instance, Wall Jump actually target walls by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dd2b31670">3dd2b31670</a> | 2024-12-11 17:43:39 -0330 | DracoOmega</pre>
Fix Rending Blade being hostile to Oka worshippers (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4374b4c6da">4374b4c6da</a> | 2024-12-11 16:02:22 -0330 | DracoOmega</pre>
Fix DB description lookup of identified armour not working (NotBatman)<br>It was accidentally including the armour plusses in the DBName.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e59816bd28">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-565-ge59816bd28.zip">here</a>.]]></description>
            <pubDate>Fri, 13 Dec 2024 06:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-558-geb7098ad9d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-558-geb7098ad9d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb7098ad9d">eb7098ad9d</a> | 2024-12-11 17:47:46 -0330 | DracoOmega</pre>
Fix targeting UI for phantom mirror (and a few other things)<br>When I made TARG_ANY not cycle through monsters (so that dig/gavotte
wouldn't aim at monsters by default, which doesn't actually make sense for
them), I accidentally broke this cycling for several *non*-spell effects
that were still using it (and in some cases, not even having a proper
hit function.)<br>
This is a fairly minimal-effort improvement that should at least restore as
good functionality to phantom mirror (and several god abilities) as existed
before the major targeting rewrite. But in future, it might be nice to
make, for instance, Wall Jump actually target walls by default.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dd2b31670">3dd2b31670</a> | 2024-12-11 17:43:39 -0330 | DracoOmega</pre>
Fix Rending Blade being hostile to Oka worshippers (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4374b4c6da">4374b4c6da</a> | 2024-12-11 16:02:22 -0330 | DracoOmega</pre>
Fix DB description lookup of identified armour not working (NotBatman)<br>It was accidentally including the armour plusses in the DBName.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=577656edd5">577656edd5</a> | 2024-12-11 15:57:28 -0330 | DracoOmega</pre>
Fix a webtiles crash with monster player tiles (gammafunk)<br>008097b accidentally gave the monster_info the player's actual weapon and
shield instead of a copy of them, leading to deleting a pointer that was
still in use.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008097b4cb">008097b4cb</a> | 2024-12-11 02:47:28 -0330 | DracoOmega</pre>
Squash all ID flags into one, refactor heavily<br>Crawl's identification game has grown more and more simple over the years,
but much of the *backend* for its old complexity remained in the code:
there were flags for individually identifying an item's type, plusses, and
even each individual artprop of every artefact. At one point in time, these
all served a purpose, but most of them are redundant or unnecessary now.<br>
This replaces all existing ID flags with a single one, ISFLAG_IDENTIFIED,
and refactors a ton of code to be simpler and more clear; items are now
either fully identified or unidentified.<br>
Multiple completely unnused functions have been removed, a few more have
been renamed for clarity, and identification checks for situations where
un-ID'd items should be impossible (ie: checking the ID status of equipment
the player is currently wearing) are also removed. Old uses of
set_ident_flags() and set_ident_type() are both folded into identify_item()
as appropriate.<br>
get_item_known_info() is removed entirely. With item identification being
binary and all monster equipment being pre-identified, this felt like
overkill for most current uses. Instead, we just hide unknown properties of
items in player-facing description, rather than making a copy of every item
with all unknown properties removed (in fact, most uses of this function
effectively did so already.) ID checks were added to a few clue item
functions, but the only place that required any special handling (as far as
I noticed, at least) was calculating attack delay with an unidentified
weapon with a speed or heavy brand, and that can be handled more simply.<br>
The stanard way to check whether an item is identified is now
item_def::is_identified(), which checks not only the ISFLAG_IDENTIFIED on
the item itself, but whether the item *type* is known. (A less obvious
effect of get_item_known_info was that the item copy could be *more*
identified than the original in many cases - in fact, this was seemingly
how the game showed items on the floor whose type was known, but which you
had not yet picked up, as identified - but that functionality is no longer
needed.)<br>
Since there are no longer multiple levels of identification, itemspec
identification syntax is changed somewhat. Instead of "ident:all" or
"ident:type", there is just "pre_id". (I wanted to just use "ident"
originally, but this ran into issues with scrolls of IDENTification and
trIDENTs...)<br>
One minor loss is that item_def::name can no longer be passed
ISFLAG_KNOWN_PLUSSES to hide printing of plusses on items, but on reviewing
all current uses of this, approximately the only change I can see is that
item plusses will be used for the message about manifold assault being
incompatible with your current weapon, and the name of armour echoes (which
is arguably an improvement for them, now that they're not longer +0 all the
time). DESC_DBNAME no longer includes plusses by default (it never made
sense there).<br>
Given this was a complicated and far-reaching refactor, it is possible some
additional bugs remain, but I've verified a plethora of different
interactions, both in wizmode and actual gameplay, and they seem correct.
Fingers crossed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=146f489888">146f489888</a> | 2024-12-09 18:26:10 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br>According to E. Nesbit's "The Book of Dragons", it's an inverse griffon,
with the lion half in the front and the eagle half in the back. It's
spelled leo-griff there, but that doesn't fit the style of e.g.
hippogriff.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1592f7d419">1592f7d419</a> | 2024-12-09 20:02:47 -0330 | regret-index</pre>
Set up a four-month-long gag (Darby)<br>The process for this went:<br>
 * Reading through ToME4's list of spell effects and noticing the capacity
   to make one of one's ally skeletons a Lord Of Skulls, then
 * comparing Crawl's lack of skeleton spell allies these days (to recieve
   such a title) to one of Dragon Quest's greatest monster designs, the
   guaardvark.<br>
The end results should somewhat reasonably work even without this context,
in terms of emphasizing how this perpetually-joyful-looking marsupial has
over a hundred thousand kills under its name in this ever-so-violent video
game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd2725d2c0">bd2725d2c0</a> | 2024-12-09 20:02:47 -0330 | jjjingleheimer</pre>
Add tile for player under Glaive of Prune curse (#3239)<br>It would be helpful for some visual to see when the prune curse kicks in,
& adds fun flavor.<br>
[Committer's notes: Decided on one of the submissions that didn't have any
icy effects on it, due to either coming off as closer to fire or being very
obviously cut off, and desaturated it a bit from the Glaive of Prune's
colours to try and get closer to the specific dark glossiness of a prune.
Implemented actually displaying this with the tech introduced for a31ef7c,
and cleared out a redundant tile while doing so. It's a little weird
looking (though prunes are not the most photogenic of food in the first
place), but the visuals when it happens are 100% worth it, so I am grateful
for the submission.<br>
Closes #3239.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6ff03a38b">a6ff03a38b</a> | 2024-12-09 07:46:56 -0600 | Implojin</pre>
Enable some slow-swap artps on talismans (Lici)<br>This enables +invis, harm, and rampage as possible randart talisman
artps.<br>
It does not enable -cast for now, as an intentional design choice,
because we want to encourage spellcaster -> shapeshifting skill
transitions.<br>
It also does not enable regen, because of an extant regen-related
crash in the underlying item deactivation code. (TODO: fix this)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ebf7937d9">2ebf7937d9</a> | 2024-12-07 14:44:30 -0600 | Implojin</pre>
Fix a des typo (Pinkbeast)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=eb7098ad9d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-558-geb7098ad9d.zip">here</a>.]]></description>
            <pubDate>Thu, 12 Dec 2024 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-554-g008097b4cb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-554-g008097b4cb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=008097b4cb">008097b4cb</a> | 2024-12-11 02:47:28 -0330 | DracoOmega</pre>
Squash all ID flags into one, refactor heavily<br>Crawl's identification game has grown more and more simple over the years,
but much of the *backend* for its old complexity remained in the code:
there were flags for individually identifying an item's type, plusses, and
even each individual artprop of every artefact. At one point in time, these
all served a purpose, but most of them are redundant or unnecessary now.<br>
This replaces all existing ID flags with a single one, ISFLAG_IDENTIFIED,
and refactors a ton of code to be simpler and more clear; items are now
either fully identified or unidentified.<br>
Multiple completely unnused functions have been removed, a few more have
been renamed for clarity, and identification checks for situations where
un-ID'd items should be impossible (ie: checking the ID status of equipment
the player is currently wearing) are also removed. Old uses of
set_ident_flags() and set_ident_type() are both folded into identify_item()
as appropriate.<br>
get_item_known_info() is removed entirely. With item identification being
binary and all monster equipment being pre-identified, this felt like
overkill for most current uses. Instead, we just hide unknown properties of
items in player-facing description, rather than making a copy of every item
with all unknown properties removed (in fact, most uses of this function
effectively did so already.) ID checks were added to a few clue item
functions, but the only place that required any special handling (as far as
I noticed, at least) was calculating attack delay with an unidentified
weapon with a speed or heavy brand, and that can be handled more simply.<br>
The stanard way to check whether an item is identified is now
item_def::is_identified(), which checks not only the ISFLAG_IDENTIFIED on
the item itself, but whether the item *type* is known. (A less obvious
effect of get_item_known_info was that the item copy could be *more*
identified than the original in many cases - in fact, this was seemingly
how the game showed items on the floor whose type was known, but which you
had not yet picked up, as identified - but that functionality is no longer
needed.)<br>
Since there are no longer multiple levels of identification, itemspec
identification syntax is changed somewhat. Instead of "ident:all" or
"ident:type", there is just "pre_id". (I wanted to just use "ident"
originally, but this ran into issues with scrolls of IDENTification and
trIDENTs...)<br>
One minor loss is that item_def::name can no longer be passed
ISFLAG_KNOWN_PLUSSES to hide printing of plusses on items, but on reviewing
all current uses of this, approximately the only change I can see is that
item plusses will be used for the message about manifold assault being
incompatible with your current weapon, and the name of armour echoes (which
is arguably an improvement for them, now that they're not longer +0 all the
time). DESC_DBNAME no longer includes plusses by default (it never made
sense there).<br>
Given this was a complicated and far-reaching refactor, it is possible some
additional bugs remain, but I've verified a plethora of different
interactions, both in wizmode and actual gameplay, and they seem correct.
Fingers crossed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=146f489888">146f489888</a> | 2024-12-09 18:26:10 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br>According to E. Nesbit's "The Book of Dragons", it's an inverse griffon,
with the lion half in the front and the eagle half in the back. It's
spelled leo-griff there, but that doesn't fit the style of e.g.
hippogriff.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1592f7d419">1592f7d419</a> | 2024-12-09 20:02:47 -0330 | regret-index</pre>
Set up a four-month-long gag (Darby)<br>The process for this went:<br>
 * Reading through ToME4's list of spell effects and noticing the capacity
   to make one of one's ally skeletons a Lord Of Skulls, then
 * comparing Crawl's lack of skeleton spell allies these days (to recieve
   such a title) to one of Dragon Quest's greatest monster designs, the
   guaardvark.<br>
The end results should somewhat reasonably work even without this context,
in terms of emphasizing how this perpetually-joyful-looking marsupial has
over a hundred thousand kills under its name in this ever-so-violent video
game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd2725d2c0">bd2725d2c0</a> | 2024-12-09 20:02:47 -0330 | jjjingleheimer</pre>
Add tile for player under Glaive of Prune curse (#3239)<br>It would be helpful for some visual to see when the prune curse kicks in,
& adds fun flavor.<br>
[Committer's notes: Decided on one of the submissions that didn't have any
icy effects on it, due to either coming off as closer to fire or being very
obviously cut off, and desaturated it a bit from the Glaive of Prune's
colours to try and get closer to the specific dark glossiness of a prune.
Implemented actually displaying this with the tech introduced for a31ef7c,
and cleared out a redundant tile while doing so. It's a little weird
looking (though prunes are not the most photogenic of food in the first
place), but the visuals when it happens are 100% worth it, so I am grateful
for the submission.<br>
Closes #3239.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6ff03a38b">a6ff03a38b</a> | 2024-12-09 07:46:56 -0600 | Implojin</pre>
Enable some slow-swap artps on talismans (Lici)<br>This enables +invis, harm, and rampage as possible randart talisman
artps.<br>
It does not enable -cast for now, as an intentional design choice,
because we want to encourage spellcaster -> shapeshifting skill
transitions.<br>
It also does not enable regen, because of an extant regen-related
crash in the underlying item deactivation code. (TODO: fix this)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ebf7937d9">2ebf7937d9</a> | 2024-12-07 14:44:30 -0600 | Implojin</pre>
Fix a des typo (Pinkbeast)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3642ac46">7c3642ac46</a> | 2024-12-07 10:25:43 -0600 | Implojin</pre>
Don't skip mutation and forms checks when equipping bardings<br>As reported in #4142, Nagas were previously able to equip bardings
while in beast form. This was because `can_wear_armour` was returning
true early when equipping bardings, thus skipping the mutation and
forms checks further down in the function.<br>
Fixes #4142
Closes #4148
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b64493d6d0">b64493d6d0</a> | 2024-12-07 07:56:09 -0600 | Implojin</pre>
Remove a spurious untransform barding check<br>As far as I can tell, it isn't currently possible to wear boots on a
barding species while transformed. Also, special casing this slot
removal exclusive to boots on barding species was super weird; if this
fix was previously needed, it seems like it should have been handled
on the equip side.<br>
(Did we ever have a form that *intentionally* gave temporary legs with
an attached equip slot??)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb585edb74">fb585edb74</a> | 2024-12-07 06:30:20 -0600 | brandon s allbery kf8nh</pre>
remove old g++ check<br>The pattern matches Arch's 14.2.x, which leads to inconsistent
optimization and crashes with their build flags.<br>
Meanwhile, (a) OS X no longer ships the ancient gcc/g++ it's
trying to avoid, and (b) akrasiac was at some point upgraded to
a gcc/g++ that supports C++11, so just remove the whole thing
instead of trying to fix it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80a0b1252b">80a0b1252b</a> | 2024-12-07 01:59:07 -0330 | regret-index</pre>
Vault review ever-repeating<br>Worthy of note:<br>
 * A few decorative altar vaults to Chei and Oka can now appear in Snake,
   and a few more vaults closer to the tone of V than Depths (using e.g.
   crystal guardians or slime creatures) have been moved to the former.<br>
 * In an experimental and incomplete fashion, a small number of Elf end
   vaults that had singular single-tile corridors for entrances now have
   diagonal entryways that allow for mild ducking around corners but also
   don't make it quite so easy to funnel enemies down a single line, to try
   and mildly discourage digging tactics nearly as much as the branch
   already does for the first ~50% of the end vault. Possibly these stone
   entrance paths want to get fairly larger still to more meaningfully
   discourage such, but I'm wary of doing too much with this when the end
   castle layout wants more discrete singular boxes....<br>
 * Yet more small amounts of beast and serpent talismans are in thematic
   vaults early on.<br>
 * Some of the statistically weaker Pan lord vaults and Swamp end vaults
   have been nudged upwards again.<br>
 * The last couple of rounds of arenasprint are slightly more vicious
   yet again, due to the ceiling already being quite high and the discrete
   nature of waves being easy to adjust. Some day I'll do enough fresher
   tests to get a feel for the overall wave balance.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=008097b4cb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-554-g008097b4cb.zip">here</a>.]]></description>
            <pubDate>Wed, 11 Dec 2024 06:45:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-553-g146f489888.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-553-g146f489888.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=146f489888">146f489888</a> | 2024-12-09 18:26:10 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br>According to E. Nesbit's "The Book of Dragons", it's an inverse griffon,
with the lion half in the front and the eagle half in the back. It's
spelled leo-griff there, but that doesn't fit the style of e.g.
hippogriff.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1592f7d419">1592f7d419</a> | 2024-12-09 20:02:47 -0330 | regret-index</pre>
Set up a four-month-long gag (Darby)<br>The process for this went:<br>
 * Reading through ToME4's list of spell effects and noticing the capacity
   to make one of one's ally skeletons a Lord Of Skulls, then
 * comparing Crawl's lack of skeleton spell allies these days (to recieve
   such a title) to one of Dragon Quest's greatest monster designs, the
   guaardvark.<br>
The end results should somewhat reasonably work even without this context,
in terms of emphasizing how this perpetually-joyful-looking marsupial has
over a hundred thousand kills under its name in this ever-so-violent video
game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd2725d2c0">bd2725d2c0</a> | 2024-12-09 20:02:47 -0330 | jjjingleheimer</pre>
Add tile for player under Glaive of Prune curse (#3239)<br>It would be helpful for some visual to see when the prune curse kicks in,
& adds fun flavor.<br>
[Committer's notes: Decided on one of the submissions that didn't have any
icy effects on it, due to either coming off as closer to fire or being very
obviously cut off, and desaturated it a bit from the Glaive of Prune's
colours to try and get closer to the specific dark glossiness of a prune.
Implemented actually displaying this with the tech introduced for a31ef7c,
and cleared out a redundant tile while doing so. It's a little weird
looking (though prunes are not the most photogenic of food in the first
place), but the visuals when it happens are 100% worth it, so I am grateful
for the submission.<br>
Closes #3239.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6ff03a38b">a6ff03a38b</a> | 2024-12-09 07:46:56 -0600 | Implojin</pre>
Enable some slow-swap artps on talismans (Lici)<br>This enables +invis, harm, and rampage as possible randart talisman
artps.<br>
It does not enable -cast for now, as an intentional design choice,
because we want to encourage spellcaster -> shapeshifting skill
transitions.<br>
It also does not enable regen, because of an extant regen-related
crash in the underlying item deactivation code. (TODO: fix this)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ebf7937d9">2ebf7937d9</a> | 2024-12-07 14:44:30 -0600 | Implojin</pre>
Fix a des typo (Pinkbeast)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3642ac46">7c3642ac46</a> | 2024-12-07 10:25:43 -0600 | Implojin</pre>
Don't skip mutation and forms checks when equipping bardings<br>As reported in #4142, Nagas were previously able to equip bardings
while in beast form. This was because `can_wear_armour` was returning
true early when equipping bardings, thus skipping the mutation and
forms checks further down in the function.<br>
Fixes #4142
Closes #4148
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b64493d6d0">b64493d6d0</a> | 2024-12-07 07:56:09 -0600 | Implojin</pre>
Remove a spurious untransform barding check<br>As far as I can tell, it isn't currently possible to wear boots on a
barding species while transformed. Also, special casing this slot
removal exclusive to boots on barding species was super weird; if this
fix was previously needed, it seems like it should have been handled
on the equip side.<br>
(Did we ever have a form that *intentionally* gave temporary legs with
an attached equip slot??)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb585edb74">fb585edb74</a> | 2024-12-07 06:30:20 -0600 | brandon s allbery kf8nh</pre>
remove old g++ check<br>The pattern matches Arch's 14.2.x, which leads to inconsistent
optimization and crashes with their build flags.<br>
Meanwhile, (a) OS X no longer ships the ancient gcc/g++ it's
trying to avoid, and (b) akrasiac was at some point upgraded to
a gcc/g++ that supports C++11, so just remove the whole thing
instead of trying to fix it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80a0b1252b">80a0b1252b</a> | 2024-12-07 01:59:07 -0330 | regret-index</pre>
Vault review ever-repeating<br>Worthy of note:<br>
 * A few decorative altar vaults to Chei and Oka can now appear in Snake,
   and a few more vaults closer to the tone of V than Depths (using e.g.
   crystal guardians or slime creatures) have been moved to the former.<br>
 * In an experimental and incomplete fashion, a small number of Elf end
   vaults that had singular single-tile corridors for entrances now have
   diagonal entryways that allow for mild ducking around corners but also
   don't make it quite so easy to funnel enemies down a single line, to try
   and mildly discourage digging tactics nearly as much as the branch
   already does for the first ~50% of the end vault. Possibly these stone
   entrance paths want to get fairly larger still to more meaningfully
   discourage such, but I'm wary of doing too much with this when the end
   castle layout wants more discrete singular boxes....<br>
 * Yet more small amounts of beast and serpent talismans are in thematic
   vaults early on.<br>
 * Some of the statistically weaker Pan lord vaults and Swamp end vaults
   have been nudged upwards again.<br>
 * The last couple of rounds of arenasprint are slightly more vicious
   yet again, due to the ceiling already being quite high and the discrete
   nature of waves being easy to adjust. Some day I'll do enough fresher
   tests to get a feel for the overall wave balance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a893128bbb">a893128bbb</a> | 2024-12-06 19:21:50 -0330 | DracoOmega</pre>
Fix bombard having the wrong projectile tile<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=146f489888">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-553-g146f489888.zip">here</a>.]]></description>
            <pubDate>Tue, 10 Dec 2024 06:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-549-g2ebf7937d9.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-549-g2ebf7937d9.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ebf7937d9">2ebf7937d9</a> | 2024-12-07 14:44:30 -0600 | Implojin</pre>
Fix a des typo (Pinkbeast)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c3642ac46">7c3642ac46</a> | 2024-12-07 10:25:43 -0600 | Implojin</pre>
Don't skip mutation and forms checks when equipping bardings<br>As reported in #4142, Nagas were previously able to equip bardings
while in beast form. This was because `can_wear_armour` was returning
true early when equipping bardings, thus skipping the mutation and
forms checks further down in the function.<br>
Fixes #4142
Closes #4148
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b64493d6d0">b64493d6d0</a> | 2024-12-07 07:56:09 -0600 | Implojin</pre>
Remove a spurious untransform barding check<br>As far as I can tell, it isn't currently possible to wear boots on a
barding species while transformed. Also, special casing this slot
removal exclusive to boots on barding species was super weird; if this
fix was previously needed, it seems like it should have been handled
on the equip side.<br>
(Did we ever have a form that *intentionally* gave temporary legs with
an attached equip slot??)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb585edb74">fb585edb74</a> | 2024-12-07 06:30:20 -0600 | brandon s allbery kf8nh</pre>
remove old g++ check<br>The pattern matches Arch's 14.2.x, which leads to inconsistent
optimization and crashes with their build flags.<br>
Meanwhile, (a) OS X no longer ships the ancient gcc/g++ it's
trying to avoid, and (b) akrasiac was at some point upgraded to
a gcc/g++ that supports C++11, so just remove the whole thing
instead of trying to fix it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80a0b1252b">80a0b1252b</a> | 2024-12-07 01:59:07 -0330 | regret-index</pre>
Vault review ever-repeating<br>Worthy of note:<br>
 * A few decorative altar vaults to Chei and Oka can now appear in Snake,
   and a few more vaults closer to the tone of V than Depths (using e.g.
   crystal guardians or slime creatures) have been moved to the former.<br>
 * In an experimental and incomplete fashion, a small number of Elf end
   vaults that had singular single-tile corridors for entrances now have
   diagonal entryways that allow for mild ducking around corners but also
   don't make it quite so easy to funnel enemies down a single line, to try
   and mildly discourage digging tactics nearly as much as the branch
   already does for the first ~50% of the end vault. Possibly these stone
   entrance paths want to get fairly larger still to more meaningfully
   discourage such, but I'm wary of doing too much with this when the end
   castle layout wants more discrete singular boxes....<br>
 * Yet more small amounts of beast and serpent talismans are in thematic
   vaults early on.<br>
 * Some of the statistically weaker Pan lord vaults and Swamp end vaults
   have been nudged upwards again.<br>
 * The last couple of rounds of arenasprint are slightly more vicious
   yet again, due to the ceiling already being quite high and the discrete
   nature of waves being easy to adjust. Some day I'll do enough fresher
   tests to get a feel for the overall wave balance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a893128bbb">a893128bbb</a> | 2024-12-06 19:21:50 -0330 | DracoOmega</pre>
Fix bombard having the wrong projectile tile<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a6c091abe">5a6c091abe</a> | 2024-12-06 14:13:20 -0600 | gammafunk</pre>
Fix the build on CAO<br>Apparently CAO's gcc 4.7 doesn't like that various calls to std::sort()
have lambdas with non-const arguments. We're not sure precisely why it's
complaining, since this doesn't happen with non-ancient versions of gcc.
Until we can upgrade CAO's toolchain, this fix will allow CAO's crawl
builds to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8f82a2dde">f8f82a2dde</a> | 2024-12-06 06:43:47 -0330 | DracoOmega</pre>
Fix Searing Ray crashing when cast<br>Broken by 1f3234b. I should have paid more attention to the 'else' below
that...<br>
Fixes #4162
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bf3021b3d">8bf3021b3d</a> | 2024-12-05 23:24:28 -0330 | DracoOmega</pre>
Revert "Make banish animation (and similar) fill the webtiles viewport properly"<br>This seems to be causing crashes with shift+X that I don't yet know the
cause of, so I'm reverting for now in hope that the slow build servers
don't catch this.<br>
This reverts commit 761acde7cbba57105fef83c912b375ac92b690cd.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ceed6161e0">ceed6161e0</a> | 2024-12-05 21:25:23 -0330 | DracoOmega</pre>
Reduce Diamond Sawblade damage<br>This spell has gotten overall positive feedback, but is probably a little
overtuned. This reduces its damage output by ~20% (a little less at low
power, and a little more at high power.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2ebf7937d9">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-549-g2ebf7937d9.zip">here</a>.]]></description>
            <pubDate>Sun, 08 Dec 2024 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-545-g80a0b1252b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-545-g80a0b1252b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80a0b1252b">80a0b1252b</a> | 2024-12-07 01:59:07 -0330 | regret-index</pre>
Vault review ever-repeating<br>Worthy of note:<br>
 * A few decorative altar vaults to Chei and Oka can now appear in Snake,
   and a few more vaults closer to the tone of V than Depths (using e.g.
   crystal guardians or slime creatures) have been moved to the former.<br>
 * In an experimental and incomplete fashion, a small number of Elf end
   vaults that had singular single-tile corridors for entrances now have
   diagonal entryways that allow for mild ducking around corners but also
   don't make it quite so easy to funnel enemies down a single line, to try
   and mildly discourage digging tactics nearly as much as the branch
   already does for the first ~50% of the end vault. Possibly these stone
   entrance paths want to get fairly larger still to more meaningfully
   discourage such, but I'm wary of doing too much with this when the end
   castle layout wants more discrete singular boxes....<br>
 * Yet more small amounts of beast and serpent talismans are in thematic
   vaults early on.<br>
 * Some of the statistically weaker Pan lord vaults and Swamp end vaults
   have been nudged upwards again.<br>
 * The last couple of rounds of arenasprint are slightly more vicious
   yet again, due to the ceiling already being quite high and the discrete
   nature of waves being easy to adjust. Some day I'll do enough fresher
   tests to get a feel for the overall wave balance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a893128bbb">a893128bbb</a> | 2024-12-06 19:21:50 -0330 | DracoOmega</pre>
Fix bombard having the wrong projectile tile<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a6c091abe">5a6c091abe</a> | 2024-12-06 14:13:20 -0600 | gammafunk</pre>
Fix the build on CAO<br>Apparently CAO's gcc 4.7 doesn't like that various calls to std::sort()
have lambdas with non-const arguments. We're not sure precisely why it's
complaining, since this doesn't happen with non-ancient versions of gcc.
Until we can upgrade CAO's toolchain, this fix will allow CAO's crawl
builds to complete.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8f82a2dde">f8f82a2dde</a> | 2024-12-06 06:43:47 -0330 | DracoOmega</pre>
Fix Searing Ray crashing when cast<br>Broken by 1f3234b. I should have paid more attention to the 'else' below
that...<br>
Fixes #4162
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bf3021b3d">8bf3021b3d</a> | 2024-12-05 23:24:28 -0330 | DracoOmega</pre>
Revert "Make banish animation (and similar) fill the webtiles viewport properly"<br>This seems to be causing crashes with shift+X that I don't yet know the
cause of, so I'm reverting for now in hope that the slow build servers
don't catch this.<br>
This reverts commit 761acde7cbba57105fef83c912b375ac92b690cd.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ceed6161e0">ceed6161e0</a> | 2024-12-05 21:25:23 -0330 | DracoOmega</pre>
Reduce Diamond Sawblade damage<br>This spell has gotten overall positive feedback, but is probably a little
overtuned. This reduces its damage output by ~20% (a little less at low
power, and a little more at high power.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec6189af12">ec6189af12</a> | 2024-12-05 21:16:14 -0330 | DracoOmega</pre>
Allow Spike Launcher to be built in any type of wall<br>I'd originally thought that limiting it to rock walls would be a positional
restriction of mild interest (the vast majority of early walls are rock
already, after all, and the spell is long past its lifespan by the time
that changes). This has been somewhat unpopular, but the biggest motivator
for this change was realizing that this makes it almost completely unusable
in Sprints. Arguably that isn't the biggest deal with the current state of
Sprint maintenance, but I'm also not sure 'rock only' is a critical part of
the spell's design either. So now it works in all walls.<br>
There is no functional benefit to making the trap in a metal or crystal
wall, compared to rock, but it does work. (I didn't want to incentivize
people dragging things back to an isolated crystal pillar in earlygame, and
the random targeting might feel worse if it could miss the 'good' wall
nearby.)<br>
This also adds a static targeter (which coincidentally fixes a crash with
the default one, which thought it was a beam spell with -1 range...)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f3234b322">1f3234b322</a> | 2024-12-05 20:55:42 -0330 | DracoOmega</pre>
Fix Searing Ray charging an extra 1 MP on its first turn active<br>If you only had 2 MP, it would still work, but would eat up 3 MP if you had
it available.<br>
If you were a djinn at 3 HP, though, it would just crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddd2a15787">ddd2a15787</a> | 2024-12-05 20:54:52 -0330 | DracoOmega</pre>
Fix sawblades still spinning in Sanctuaries (Bn)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=698b4d415c">698b4d415c</a> | 2024-12-05 20:53:43 -0330 | DracoOmega</pre>
Don't let alembic brew potions by hitting firewood (Oneirical)<br>I considered ignoring peripheral monsters also, but that might be
unintuitive and those at least typically only show up mid-battle.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=80a0b1252b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-545-g80a0b1252b.zip">here</a>.]]></description>
            <pubDate>Sat, 07 Dec 2024 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-541-g8bf3021b3d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-541-g8bf3021b3d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8bf3021b3d">8bf3021b3d</a> | 2024-12-05 23:24:28 -0330 | DracoOmega</pre>
Revert "Make banish animation (and similar) fill the webtiles viewport properly"<br>This seems to be causing crashes with shift+X that I don't yet know the
cause of, so I'm reverting for now in hope that the slow build servers
don't catch this.<br>
This reverts commit 761acde7cbba57105fef83c912b375ac92b690cd.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ceed6161e0">ceed6161e0</a> | 2024-12-05 21:25:23 -0330 | DracoOmega</pre>
Reduce Diamond Sawblade damage<br>This spell has gotten overall positive feedback, but is probably a little
overtuned. This reduces its damage output by ~20% (a little less at low
power, and a little more at high power.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ec6189af12">ec6189af12</a> | 2024-12-05 21:16:14 -0330 | DracoOmega</pre>
Allow Spike Launcher to be built in any type of wall<br>I'd originally thought that limiting it to rock walls would be a positional
restriction of mild interest (the vast majority of early walls are rock
already, after all, and the spell is long past its lifespan by the time
that changes). This has been somewhat unpopular, but the biggest motivator
for this change was realizing that this makes it almost completely unusable
in Sprints. Arguably that isn't the biggest deal with the current state of
Sprint maintenance, but I'm also not sure 'rock only' is a critical part of
the spell's design either. So now it works in all walls.<br>
There is no functional benefit to making the trap in a metal or crystal
wall, compared to rock, but it does work. (I didn't want to incentivize
people dragging things back to an isolated crystal pillar in earlygame, and
the random targeting might feel worse if it could miss the 'good' wall
nearby.)<br>
This also adds a static targeter (which coincidentally fixes a crash with
the default one, which thought it was a beam spell with -1 range...)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f3234b322">1f3234b322</a> | 2024-12-05 20:55:42 -0330 | DracoOmega</pre>
Fix Searing Ray charging an extra 1 MP on its first turn active<br>If you only had 2 MP, it would still work, but would eat up 3 MP if you had
it available.<br>
If you were a djinn at 3 HP, though, it would just crash.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddd2a15787">ddd2a15787</a> | 2024-12-05 20:54:52 -0330 | DracoOmega</pre>
Fix sawblades still spinning in Sanctuaries (Bn)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=698b4d415c">698b4d415c</a> | 2024-12-05 20:53:43 -0330 | DracoOmega</pre>
Don't let alembic brew potions by hitting firewood (Oneirical)<br>I considered ignoring peripheral monsters also, but that might be
unintuitive and those at least typically only show up mid-battle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d85df88ef1">d85df88ef1</a> | 2024-12-05 20:52:43 -0330 | DracoOmega</pre>
Fix pillars of rime not expiring with time (Oneirical)<br>And make them last just a touch longer than they were supposed to.<br>
(Was accidentally broken bye the summon refactor.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=761acde7cb">761acde7cb</a> | 2024-12-05 19:34:37 -0330 | DracoOmega</pre>
Make banish animation (and similar) fill the webtiles viewport properly<br>crawl_view.viewsz is supposed to represent the size of the viewable
viewport, but webtiles only ever used the default value (33x17, for some
unclear reason...) rather than adjust it based on the actual viewable area.<br>
The map itself was clearly drawn without needing to consult it, but this
made some animations take up a fixed size in the middle of the screen
rather than the whole viewable area. (It also negatively affected feature
cycling with x, and potentially some other UI things that expected viewsz
to correspond to the viewable area, instead of typically being smaller than
it.)<br>
Given that I still have low confidence with webtiles rendering, I'm not
completely confident something else didn't rely on the old (seemingly
buggy) behavior, but fingers crossed...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d6bf4ca7f">9d6bf4ca7f</a> | 2024-12-05 06:05:24 -0330 | DracoOmega</pre>
Disallow casting Poisonous Vapours on yourself<br>(It currently crashes if you do so, but I'm not especially sure there's any
good reason to allow it anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34712576ec">34712576ec</a> | 2024-12-05 00:53:27 -0330 | regret-index</pre>
Tweak Call of Chaos's target checks<br>It used to only exclude firewood, but not tentacle segments or projectiles.
Providing message spam _and_ visual confusion for buffing tentacle
segments (that may despawn anyway as part of tentacle movement) is
particularly obvious with Mnoleg having both Call of Chaos and Malign
Gateway. As such, it now uses the is_peripheral check from 62137d7 to
cover those other missing parts.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8bf3021b3d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-541-g8bf3021b3d.zip">here</a>.]]></description>
            <pubDate>Fri, 06 Dec 2024 06:45:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-532-g34712576ec.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-532-g34712576ec.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34712576ec">34712576ec</a> | 2024-12-05 00:53:27 -0330 | regret-index</pre>
Tweak Call of Chaos's target checks<br>It used to only exclude firewood, but not tentacle segments or projectiles.
Providing message spam _and_ visual confusion for buffing tentacle
segments (that may despawn anyway as part of tentacle movement) is
particularly obvious with Mnoleg having both Call of Chaos and Malign
Gateway. As such, it now uses the is_peripheral check from 62137d7 to
cover those other missing parts.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ca0e80452">7ca0e80452</a> | 2024-12-05 00:45:36 -0330 | regret-index</pre>
Further Forgecraft tiles (Sastreii)<br>Spell icons for Nazja's Percussive Tempering and Splinterfrost Shell,
alongside a new monster look for platinum paragons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ba2e51c61">7ba2e51c61</a> | 2024-12-05 00:16:29 -0330 | regret-index</pre>
Prevent Xom bazaar trips in Sprint<br>Crawl crashes rather unhappily when Xom tries to enact bazaar banishment,
due to all branches outside of the Sprint map not being allowed to exist.
It'd screw up arenasprint and meatsprint timers, and Lugonu doesn't get to
do any Abyss shenanigans either, so we might as well just disable it both
from Xom's choices and wizmode calls.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=988c20a3a5">988c20a3a5</a> | 2024-12-04 23:50:30 -0330 | regret-index</pre>
Remove an unused enum<br>dragon_class_type was used for Summon Drakes having a chance to also pick
base draconians or random dragons (and for bonus points, listed all the
drakes under lizards due to having a chance for komodo dragons), but hasn't
been used for such since the Summon Drakes changes in 9b5a216 (as 0b5e84b
carried forward).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=afdce70f48">afdce70f48</a> | 2024-12-04 21:04:50 -0330 | DracoOmega</pre>
Fix the game thinking Mercury Arrow could hit 1 past its range (pisaster)<br>This was true of Mercury Vapours, but you only get the splash effect when
you actually hit something now, so it cannot affect things with no enemy
in range.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae92cfba07">ae92cfba07</a> | 2024-12-04 18:41:24 -0330 | DracoOmega</pre>
Fix randart staves getting verbose descriptons in dumps (Ge0FF)<br>Other weapons did not get the block about how your skill training would
affect them (which even contained unstripped colour tags).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a90abc6ff1">a90abc6ff1</a> | 2024-12-04 17:32:42 -0330 | DracoOmega</pre>
Fix custom books shop for new spells<br>(Oops)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c082a88ec8">c082a88ec8</a> | 2024-12-04 17:12:38 -0330 | DracoOmega</pre>
Don't weaken monsters with no attacks<br>(It cannot actually do anything to them, so don't bother announcing.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f97d59c571">f97d59c571</a> | 2024-12-04 17:12:38 -0330 | DracoOmega</pre>
Remove rPois from endoplasms<br>With Alchemist's starting spell now literally unable to harm monsters with
rPois, an early endoplasm seems unnecessarily threatening to XL 1
alchemists. So let's just cut their rPois entirely (who says all slimes are
made of the same sort of stuff, anyway, right?). This should have little
meaningful effect on anyone else.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=baccc4ca43">baccc4ca43</a> | 2024-12-04 17:12:33 -0330 | DracoOmega</pre>
Experimentally adjust Alchemist level 1/2 spells<br>Mercury Vapours was a spell that many players struggled to find worth
using. The weakening effect could hit the player in close range (making it
less good for helping melee encounters than one would like), and the very
short range left its smite-targeting only mildly useful. The fact that the
weakness ignored rPois was *intended* to help alchemists a little against
poison-immune encounters, but generally it didn't help by *enough* to make
it worth fighting poison-immune enemies instead of fleeing. It certainly
wasn't useless, but it feels like we can do better.<br>
This is an attempt to make the Alchemist level 2 feel a bit better, while
keeping the uses between their level 1 and 2 spell more distinct. Mercury
Vapours is replaced with Mercury Arrow, a range 4 level 2 conj/alchemy
spell that does partially-irresistable poison damage (just like sting did)
and inflicts Weakness on the enemy hit (and all enemies adjacent to it)
using the same formula Mercury Vapours used to. It *cannot* weaken the
player. Sting is replaced by Poisonous Vapours (slightly different than the
old spell by that name). It is range 3 level 1 alch/air spell that does a
tiny bit of AC-ignoring poison and inflicts 1 level of poison on a target,
but does not affect anything with rPois at all - essentially a
weaker/shorter-range version of 0.30 poisonous vapours, but level 1.<br>
The hope here is that the level 2 is more worth using in more situations
(including sometimes against rPois enemies, even if they remain a distinct
weakness for early alchemists), while making the level 1 a bit more
distinct in usage compared to a couple other level 1 spells and Sting. (It
retains utility for a little while by being able to poison enemies behind
other enemies, even while mercury arrow does more burst damage.)<br>
(Sting continues to exist as a monster spell, for the very few current uses
of it.)<br>
Let's see how this feels!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=34712576ec">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-532-g34712576ec.zip">here</a>.]]></description>
            <pubDate>Thu, 05 Dec 2024 06:45:02 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-520-g0c05a917f8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-520-g0c05a917f8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c05a917f8">0c05a917f8</a> | 2024-12-03 21:34:47 -0330 | DracoOmega</pre>
Fix beams not being properly bouncy (ragingrage, pisaster)<br>I used the wrong bool in 7056299 and didn't notice at the time because it
*also* fixed the bug. Oops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c3491426b6">c3491426b6</a> | 2024-12-03 18:59:44 -0330 | DracoOmega</pre>
Fix monster_pathfind::fill_traversability ignoring no_actors argument<br>The argument was set and then *immediately* discarded by the call to
init_pathfind, so let's just do the proper setup directly in
fill_traversability.<br>
(This resulted in battlesphere being able to 'blink' to the other side of
enemies, even when no visible path existed.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a85234a9e1">a85234a9e1</a> | 2024-12-03 18:59:44 -0330 | DracoOmega</pre>
Fix battlesphere sometimes shooting its owner (1000000branches, Darby)<br>When a battlesphere fails to find any path to shoot at its primary target,
it can accept a 'fallback' position that let it shoot at *some* enemy in
that direction instead. But the source of the beam wasn't being properly
updated if it did so, causing it to fire from whichever position it fired a
tracer from *last* - which could even strike the player!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=afa22cc02a">afa22cc02a</a> | 2024-12-03 04:09:23 -0330 | DracoOmega</pre>
Fix rings of Fire/Ice having a {buggy} stash prefix (Namsan)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=862ef21dcb">862ef21dcb</a> | 2024-12-02 20:53:22 -0330 | DracoOmega</pre>
Fix item spell fail preview sometimes giving the wrong summary (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f291e87058">f291e87058</a> | 2024-12-02 20:51:01 -0330 | DracoOmega</pre>
Have clockwork bee remember its target focus between windings<br>Instead of picking an entirely random enemy target each time a clockwork
bee is reactivated, have it prefer the target it was last focused on (if
it's still in sight and valid). It even maintains this memory if the
original target it was aimed at leaves LoS before the bee deploys (so that
bumping it afterward will still get it heading in the proper direction,
instead of somewhere else at random).<br>
This should be a small QoL improvement, hopefully.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74c169a5b7">74c169a5b7</a> | 2024-12-02 20:30:00 -0330 | DracoOmega</pre>
Fix being able to deconstruct blazeheart cores with ctr+direction (Ge0FF)<br>(Really, I don't think they made sense as a tempering target anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7056299157">7056299157</a> | 2024-12-02 20:26:33 -0330 | DracoOmega</pre>
Prevent a rare Call Down Lightning crash<br>If Call Down Lightning was cast upon a solid feature containing a monster,
it would attempt to bounce (being electricity). And trying to bounce when
it took no path in the first place would assert.<br>
It is very hard for this situation to even occur at the moment, but one
specific instance is when an eldritch tentacle has first appeared and is
still in its malign gateway feature (which is solid). A thunderhulk can aim
at it with Call Down Lightning, and then try to bounce off the 'wall' it
just shot.<br>
Now, beams will not bounce at all if they are aimed at a spot. (Thanks to
Implojin for the suggestion, which is a better general fix than just making
Call Down Lightning non-bouncy, which I'd been otherwise about to do.)<br>
Note: due to a separate issue, the spell still doesn't *hit* the tentacle
when cast from this spot, but the tentacle would be immune to the damage
even if it did, so I don't consider that as relevant to fix at the moment.
Perhaps if we ever end up with other monsters inside walls, in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a5942adc">e6a5942adc</a> | 2024-12-02 19:59:00 -0330 | DracoOmega</pre>
Try again to fix assorted buggy behavior with exploding monsters<br>4d9de507325e9399f8639ab74e243801ce0b59dd fixed some bugs and introduced
others. It broke blame strings for player's being killed by friendly
exploders (ie: would claim that they were killed by an exploding program
bug) and also introduced a weird issue where monsters would flee away from
blazeheart core explosions because they were testing reachability against
ANON_FRIENDLY_MONSTER at (0,0) and determining that they could not reach
it.<br>
Instead of setting ANON_FRIENDLY_MONSTER as the source of friendly
explosions directly now, it still uses the exploder's mid (for proper blame
strings), but beam::agent() is changed so that if it fails to find anything
when retrieving the agent by mid, it checks if a monster by that mid has
been cached (as is currently done only for dying exploders) and then uses
MID_ANON_FRIEND purely for damage attribution (so that the player gets XP
but not penance).<br>
Since this still means that the ME_WHACK event will be attributed to
ANON_FRIENDLY_MONSTER, specifically ignore that for purposes of setting
foe (but still do all the other aspects of getting hit by them, like
breaking fear, etc.)<br>
I'm not 100% confident this doesn't introduce some other bug somewhere in
this ongoing game of explosive whack-a-mole, but fingers crossed!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5569844878">5569844878</a> | 2024-12-01 18:55:29 -0330 | regret-index</pre>
Don't place a Zot entrance on D:15 (PanSaczeczos)<br>Possibly we should have more standardized function-based set-ups for
placing Depths and Zot entrances, between the tags, the weights, the gems,
and the actual specific entry features- the last of these got the wrong
feature in a copy-paste, making due_index_antique_fridge place the wrong
branch entrance in the D:15 setting. (Possibly Crawl itself should also
actually complain about generating floors not connecting properly to given
branches....)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0c05a917f8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-520-g0c05a917f8.zip">here</a>.]]></description>
            <pubDate>Wed, 04 Dec 2024 06:44:57 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-516-g862ef21dcb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-516-g862ef21dcb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=862ef21dcb">862ef21dcb</a> | 2024-12-02 20:53:22 -0330 | DracoOmega</pre>
Fix item spell fail preview sometimes giving the wrong summary (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f291e87058">f291e87058</a> | 2024-12-02 20:51:01 -0330 | DracoOmega</pre>
Have clockwork bee remember its target focus between windings<br>Instead of picking an entirely random enemy target each time a clockwork
bee is reactivated, have it prefer the target it was last focused on (if
it's still in sight and valid). It even maintains this memory if the
original target it was aimed at leaves LoS before the bee deploys (so that
bumping it afterward will still get it heading in the proper direction,
instead of somewhere else at random).<br>
This should be a small QoL improvement, hopefully.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74c169a5b7">74c169a5b7</a> | 2024-12-02 20:30:00 -0330 | DracoOmega</pre>
Fix being able to deconstruct blazeheart cores with ctr+direction (Ge0FF)<br>(Really, I don't think they made sense as a tempering target anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7056299157">7056299157</a> | 2024-12-02 20:26:33 -0330 | DracoOmega</pre>
Prevent a rare Call Down Lightning crash<br>If Call Down Lightning was cast upon a solid feature containing a monster,
it would attempt to bounce (being electricity). And trying to bounce when
it took no path in the first place would assert.<br>
It is very hard for this situation to even occur at the moment, but one
specific instance is when an eldritch tentacle has first appeared and is
still in its malign gateway feature (which is solid). A thunderhulk can aim
at it with Call Down Lightning, and then try to bounce off the 'wall' it
just shot.<br>
Now, beams will not bounce at all if they are aimed at a spot. (Thanks to
Implojin for the suggestion, which is a better general fix than just making
Call Down Lightning non-bouncy, which I'd been otherwise about to do.)<br>
Note: due to a separate issue, the spell still doesn't *hit* the tentacle
when cast from this spot, but the tentacle would be immune to the damage
even if it did, so I don't consider that as relevant to fix at the moment.
Perhaps if we ever end up with other monsters inside walls, in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6a5942adc">e6a5942adc</a> | 2024-12-02 19:59:00 -0330 | DracoOmega</pre>
Try again to fix assorted buggy behavior with exploding monsters<br>4d9de507325e9399f8639ab74e243801ce0b59dd fixed some bugs and introduced
others. It broke blame strings for player's being killed by friendly
exploders (ie: would claim that they were killed by an exploding program
bug) and also introduced a weird issue where monsters would flee away from
blazeheart core explosions because they were testing reachability against
ANON_FRIENDLY_MONSTER at (0,0) and determining that they could not reach
it.<br>
Instead of setting ANON_FRIENDLY_MONSTER as the source of friendly
explosions directly now, it still uses the exploder's mid (for proper blame
strings), but beam::agent() is changed so that if it fails to find anything
when retrieving the agent by mid, it checks if a monster by that mid has
been cached (as is currently done only for dying exploders) and then uses
MID_ANON_FRIEND purely for damage attribution (so that the player gets XP
but not penance).<br>
Since this still means that the ME_WHACK event will be attributed to
ANON_FRIENDLY_MONSTER, specifically ignore that for purposes of setting
foe (but still do all the other aspects of getting hit by them, like
breaking fear, etc.)<br>
I'm not 100% confident this doesn't introduce some other bug somewhere in
this ongoing game of explosive whack-a-mole, but fingers crossed!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5569844878">5569844878</a> | 2024-12-01 18:55:29 -0330 | regret-index</pre>
Don't place a Zot entrance on D:15 (PanSaczeczos)<br>Possibly we should have more standardized function-based set-ups for
placing Depths and Zot entrances, between the tags, the weights, the gems,
and the actual specific entry features- the last of these got the wrong
feature in a copy-paste, making due_index_antique_fridge place the wrong
branch entrance in the D:15 setting. (Possibly Crawl itself should also
actually complain about generating floors not connecting properly to given
branches....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf341ee2b0">bf341ee2b0</a> | 2024-12-01 14:28:47 +0300 | Nikolai Lavsky</pre>
docs: remove obsolete targeting commands<br>As a followup to 83d77bb6a, update the list of commands and settings
files.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d50fa5e7cc">d50fa5e7cc</a> | 2024-11-30 15:12:07 -0330 | DracoOmega</pre>
Don't fail to place explosion clouds beneath the player (grumposus)<br>Broken by 33284afee520d1fe114d1a0560f5795f086bd044 .<br>
(The method used there apparently gets tripped for all explosions, causing
them to skip the part where they leave clouds on the player's tile. This
should hopefully be a bit more foolproof, even if it's slightly ugly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=914cb651be">914cb651be</a> | 2024-11-30 09:53:01 -0330 | regret-index</pre>
Withered mystic tiles (pianoman523)<br>Tiles for Iskenderun's Mystic Blast and withered plants. The former had
some re-orienting edits done to make it feel less solid for a damaging
blast effect, while the latter (which clearly mix both new tiles and
Sastreii's new regular plant tiles) have been edited to mix the old focus
on grey with the new tiles being brown- said neutral-dark grey helps the
tile fit one of its branches' palettes more easily (Zot), and also
provides a little less monochromatic appearance mixed amongst the less
colourful derived undead it's usually deployed with.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aaac53294">4aaac53294</a> | 2024-11-30 08:27:59 -0330 | regret-index</pre>
Some more Forgecraft spell icons (Sastreii)<br>Kinetic Grapnel, Fortress Blast, and Rending Blade, to be precise.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=862ef21dcb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-516-g862ef21dcb.zip">here</a>.]]></description>
            <pubDate>Tue, 03 Dec 2024 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-511-g5569844878.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-511-g5569844878.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5569844878">5569844878</a> | 2024-12-01 18:55:29 -0330 | regret-index</pre>
Don't place a Zot entrance on D:15 (PanSaczeczos)<br>Possibly we should have more standardized function-based set-ups for
placing Depths and Zot entrances, between the tags, the weights, the gems,
and the actual specific entry features- the last of these got the wrong
feature in a copy-paste, making due_index_antique_fridge place the wrong
branch entrance in the D:15 setting. (Possibly Crawl itself should also
actually complain about generating floors not connecting properly to given
branches....)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf341ee2b0">bf341ee2b0</a> | 2024-12-01 14:28:47 +0300 | Nikolai Lavsky</pre>
docs: remove obsolete targeting commands<br>As a followup to 83d77bb6a, update the list of commands and settings
files.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d50fa5e7cc">d50fa5e7cc</a> | 2024-11-30 15:12:07 -0330 | DracoOmega</pre>
Don't fail to place explosion clouds beneath the player (grumposus)<br>Broken by 33284afee520d1fe114d1a0560f5795f086bd044 .<br>
(The method used there apparently gets tripped for all explosions, causing
them to skip the part where they leave clouds on the player's tile. This
should hopefully be a bit more foolproof, even if it's slightly ugly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=914cb651be">914cb651be</a> | 2024-11-30 09:53:01 -0330 | regret-index</pre>
Withered mystic tiles (pianoman523)<br>Tiles for Iskenderun's Mystic Blast and withered plants. The former had
some re-orienting edits done to make it feel less solid for a damaging
blast effect, while the latter (which clearly mix both new tiles and
Sastreii's new regular plant tiles) have been edited to mix the old focus
on grey with the new tiles being brown- said neutral-dark grey helps the
tile fit one of its branches' palettes more easily (Zot), and also
provides a little less monochromatic appearance mixed amongst the less
colourful derived undead it's usually deployed with.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aaac53294">4aaac53294</a> | 2024-11-30 08:27:59 -0330 | regret-index</pre>
Some more Forgecraft spell icons (Sastreii)<br>Kinetic Grapnel, Fortress Blast, and Rending Blade, to be precise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2437acaab0">2437acaab0</a> | 2024-11-30 08:03:45 -0330 | regret-index</pre>
Count mutant beasts as chaotic (#4150)<br>As the issue notes, the box of beasts is hated by Zin, and they also are
explicitly thematically created by radiation. This mostly matters for
one vault and one wizlab, but we might as well be consistent about this.<br>
Closes #4150.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=151a97f16f">151a97f16f</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Fix a typo (Patrick2011b)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83d77bb6aa">83d77bb6aa</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Completely rewrite default target picking and cycling code<br>The code which rested at the core of direction_picker and controlled how
default targets were picked for spells was ancient and deeply arcane,
making it laborious to make even simple, oft-requested QoL improvements to
many spells. It also suffered from multiple surface-level issues, like
inconsistent behavior about aiming explosions to avoid the player hitting
themselves. (eg: casting fireball with a single enemy in melee range of you
would aim off to the side of that enemy, so as to avoid getting caught in
the blast, only if you had not previously aimed at that enemy on a prior
turn. If you *had*, it would instead aim straight at them and force the
player to adjust the aim or deal with a warning prompt.)<br>
This commit replaces the inner workings of this part of direction_chooser
entirely and improves a multitude of autotargeting behaviors in the
process. It no longer uses recursion with multiple gotos or targets enemies
based on viewport dimensions(!) and should be vastly easier to work with in
future. In addition:<br>
 -AoE will be noticably better at avoiding the player, regardless of
  whether you'd previously aimed at that enemy.
 -AoE will also attempt to avoid harming allies, if a trivial aim
  adjustment could accomplish this.
 -The aimer is more aware of when AoE is harmless to the player, and won't
  needlessly aim-adjust a wand of roots off to the side of an enemy.
 -You no longer need to aim directly at a monster for the aimer to consider
  it your 'previous target'; merely catching it in the blast of a spell is
  sufficient. (In cases where multiple monsters are in the affected area,
  it will prioritize keeping its existing target lock, and otherwise pick
  the closest to the centre.)
 -+/- can now cycle through enemies that aren't themselves in range, but
  could be hit by AoE (ie: enemies just beyond the range of fireball) and
  will work sensibly with LRD.
 -Ranged autofight will more consistently use smart default aim, instead of
  only doing so for some spells.
 -Previous monster target is saved via mid instead of mindex (which could
  rarely do weird things when mindexes were reused)
 -Better default behavor for some spells like Gavotte (no longer
  prioritizes aiming at nearby enemies) or Tempering (prefers constructs
  with enemies actually in the blast zone.)<br>
All in all, this should produce meaningfully improved behavior for a number
of spells (and AoE spells like fireball, in particular, should prompt the
player about harming self or allies *significantly* less, making them more
autofight-friendly.)<br>
To be clear, this isn't an attempt to make targeting smarter in the sense
of 'make better decisions for the player'. It doesn't attempt to choose
more important enemies or maximize how many things are caught in AoE, but
rather to not present the player with 'obviously incorrect' default aims.
It will still generally prioritize 'last-targeted enemy' or 'closest
enemy', but not default to including the player's face in the blast when
some obvious way not to do that exist. (And all of this new behavior is
disabled if Options.simple_targeting is true, though using that feels
personally quite questionable to me.)<br>
This commit also removes a couple unused or non-functional commands (some
effectively broken since as far back as 553c0cd8d1dc9edb71fdb08f1d3d3be3 ),
as well as CMD_TARGET_PREV_TARGET (which I feel was largely opaque and
unhelpful). Finally, while 'iterate through feature in viewport while
aiming' has been reimplemented for the sake of using stairs via x, you
can no longer cycle through items on the ground with ;/' in that mode. I am
unconvinced that this was ever useful to do when ctrl+x exists (and X still
offers the same functionality for the map in general.). +/- still works for
cycling objects when aiming Apportation.<br>
All in all, I hope this is a significant improvement to code readability,
and also a meaningful improvement to player QoL with many different spells.<br>
Death to _find_square.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=870d526920">870d526920</a> | 2024-11-29 19:53:11 +0300 | Nikolai Lavsky</pre>
fix: don't print messages when monsters cast Irradiate out of LOS<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f7cafc865">2f7cafc865</a> | 2024-11-27 00:30:52 -0500 | patrick</pre>
Checkwhite<br>:I
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5569844878">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-511-g5569844878.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Dec 2024 06:44:42 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-509-gd50fa5e7cc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-509-gd50fa5e7cc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d50fa5e7cc">d50fa5e7cc</a> | 2024-11-30 15:12:07 -0330 | DracoOmega</pre>
Don't fail to place explosion clouds beneath the player (grumposus)<br>Broken by 33284afee520d1fe114d1a0560f5795f086bd044 .<br>
(The method used there apparently gets tripped for all explosions, causing
them to skip the part where they leave clouds on the player's tile. This
should hopefully be a bit more foolproof, even if it's slightly ugly.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=914cb651be">914cb651be</a> | 2024-11-30 09:53:01 -0330 | regret-index</pre>
Withered mystic tiles (pianoman523)<br>Tiles for Iskenderun's Mystic Blast and withered plants. The former had
some re-orienting edits done to make it feel less solid for a damaging
blast effect, while the latter (which clearly mix both new tiles and
Sastreii's new regular plant tiles) have been edited to mix the old focus
on grey with the new tiles being brown- said neutral-dark grey helps the
tile fit one of its branches' palettes more easily (Zot), and also
provides a little less monochromatic appearance mixed amongst the less
colourful derived undead it's usually deployed with.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4aaac53294">4aaac53294</a> | 2024-11-30 08:27:59 -0330 | regret-index</pre>
Some more Forgecraft spell icons (Sastreii)<br>Kinetic Grapnel, Fortress Blast, and Rending Blade, to be precise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2437acaab0">2437acaab0</a> | 2024-11-30 08:03:45 -0330 | regret-index</pre>
Count mutant beasts as chaotic (#4150)<br>As the issue notes, the box of beasts is hated by Zin, and they also are
explicitly thematically created by radiation. This mostly matters for
one vault and one wizlab, but we might as well be consistent about this.<br>
Closes #4150.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=151a97f16f">151a97f16f</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Fix a typo (Patrick2011b)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83d77bb6aa">83d77bb6aa</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Completely rewrite default target picking and cycling code<br>The code which rested at the core of direction_picker and controlled how
default targets were picked for spells was ancient and deeply arcane,
making it laborious to make even simple, oft-requested QoL improvements to
many spells. It also suffered from multiple surface-level issues, like
inconsistent behavior about aiming explosions to avoid the player hitting
themselves. (eg: casting fireball with a single enemy in melee range of you
would aim off to the side of that enemy, so as to avoid getting caught in
the blast, only if you had not previously aimed at that enemy on a prior
turn. If you *had*, it would instead aim straight at them and force the
player to adjust the aim or deal with a warning prompt.)<br>
This commit replaces the inner workings of this part of direction_chooser
entirely and improves a multitude of autotargeting behaviors in the
process. It no longer uses recursion with multiple gotos or targets enemies
based on viewport dimensions(!) and should be vastly easier to work with in
future. In addition:<br>
 -AoE will be noticably better at avoiding the player, regardless of
  whether you'd previously aimed at that enemy.
 -AoE will also attempt to avoid harming allies, if a trivial aim
  adjustment could accomplish this.
 -The aimer is more aware of when AoE is harmless to the player, and won't
  needlessly aim-adjust a wand of roots off to the side of an enemy.
 -You no longer need to aim directly at a monster for the aimer to consider
  it your 'previous target'; merely catching it in the blast of a spell is
  sufficient. (In cases where multiple monsters are in the affected area,
  it will prioritize keeping its existing target lock, and otherwise pick
  the closest to the centre.)
 -+/- can now cycle through enemies that aren't themselves in range, but
  could be hit by AoE (ie: enemies just beyond the range of fireball) and
  will work sensibly with LRD.
 -Ranged autofight will more consistently use smart default aim, instead of
  only doing so for some spells.
 -Previous monster target is saved via mid instead of mindex (which could
  rarely do weird things when mindexes were reused)
 -Better default behavor for some spells like Gavotte (no longer
  prioritizes aiming at nearby enemies) or Tempering (prefers constructs
  with enemies actually in the blast zone.)<br>
All in all, this should produce meaningfully improved behavior for a number
of spells (and AoE spells like fireball, in particular, should prompt the
player about harming self or allies *significantly* less, making them more
autofight-friendly.)<br>
To be clear, this isn't an attempt to make targeting smarter in the sense
of 'make better decisions for the player'. It doesn't attempt to choose
more important enemies or maximize how many things are caught in AoE, but
rather to not present the player with 'obviously incorrect' default aims.
It will still generally prioritize 'last-targeted enemy' or 'closest
enemy', but not default to including the player's face in the blast when
some obvious way not to do that exist. (And all of this new behavior is
disabled if Options.simple_targeting is true, though using that feels
personally quite questionable to me.)<br>
This commit also removes a couple unused or non-functional commands (some
effectively broken since as far back as 553c0cd8d1dc9edb71fdb08f1d3d3be3 ),
as well as CMD_TARGET_PREV_TARGET (which I feel was largely opaque and
unhelpful). Finally, while 'iterate through feature in viewport while
aiming' has been reimplemented for the sake of using stairs via x, you
can no longer cycle through items on the ground with ;/' in that mode. I am
unconvinced that this was ever useful to do when ctrl+x exists (and X still
offers the same functionality for the map in general.). +/- still works for
cycling objects when aiming Apportation.<br>
All in all, I hope this is a significant improvement to code readability,
and also a meaningful improvement to player QoL with many different spells.<br>
Death to _find_square.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=870d526920">870d526920</a> | 2024-11-29 19:53:11 +0300 | Nikolai Lavsky</pre>
fix: don't print messages when monsters cast Irradiate out of LOS<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f7cafc865">2f7cafc865</a> | 2024-11-27 00:30:52 -0500 | patrick</pre>
Checkwhite<br>:I
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=223376ce86">223376ce86</a> | 2024-11-27 00:19:44 -0500 | patrick</pre>
Tone down nicolae_beast_mode<br>This vault places a box of beasts, and surrounds it with hostile
but weak mutant beasts. It turns out that even weak mutant beasts
who roll the shock facet can be overwhelmingly murderous with their
blinkbolts. (Blinkbolting mutant beasts are responsible for one of
the few times I've killed myself with one of my own vaults, even.)
Thus, I have specified the non-shock combinations of facets explicitly
for the juvenile mutant beasts. Additionally, slightly tone down the
number of juveniles, from 4-7 to 3-6.
The lone larval mutant beast will retain the ability to roll the
shock facet, at least for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdad7ad164">cdad7ad164</a> | 2024-11-26 22:24:07 -0330 | regret-index</pre>
Fix a vault testing weight (tekkud)<br>(Really large vaults and vaults_hard vaults are both difficult for the
V layout generators to handle, so this wasn't quite as common as its
weight made it appear to be.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d50fa5e7cc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-509-gd50fa5e7cc.zip">here</a>.]]></description>
            <pubDate>Sun, 01 Dec 2024 06:45:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-505-g151a97f16f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-505-g151a97f16f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=151a97f16f">151a97f16f</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Fix a typo (Patrick2011b)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=83d77bb6aa">83d77bb6aa</a> | 2024-11-30 01:01:53 -0330 | DracoOmega</pre>
Completely rewrite default target picking and cycling code<br>The code which rested at the core of direction_picker and controlled how
default targets were picked for spells was ancient and deeply arcane,
making it laborious to make even simple, oft-requested QoL improvements to
many spells. It also suffered from multiple surface-level issues, like
inconsistent behavior about aiming explosions to avoid the player hitting
themselves. (eg: casting fireball with a single enemy in melee range of you
would aim off to the side of that enemy, so as to avoid getting caught in
the blast, only if you had not previously aimed at that enemy on a prior
turn. If you *had*, it would instead aim straight at them and force the
player to adjust the aim or deal with a warning prompt.)<br>
This commit replaces the inner workings of this part of direction_chooser
entirely and improves a multitude of autotargeting behaviors in the
process. It no longer uses recursion with multiple gotos or targets enemies
based on viewport dimensions(!) and should be vastly easier to work with in
future. In addition:<br>
 -AoE will be noticably better at avoiding the player, regardless of
  whether you'd previously aimed at that enemy.
 -AoE will also attempt to avoid harming allies, if a trivial aim
  adjustment could accomplish this.
 -The aimer is more aware of when AoE is harmless to the player, and won't
  needlessly aim-adjust a wand of roots off to the side of an enemy.
 -You no longer need to aim directly at a monster for the aimer to consider
  it your 'previous target'; merely catching it in the blast of a spell is
  sufficient. (In cases where multiple monsters are in the affected area,
  it will prioritize keeping its existing target lock, and otherwise pick
  the closest to the centre.)
 -+/- can now cycle through enemies that aren't themselves in range, but
  could be hit by AoE (ie: enemies just beyond the range of fireball) and
  will work sensibly with LRD.
 -Ranged autofight will more consistently use smart default aim, instead of
  only doing so for some spells.
 -Previous monster target is saved via mid instead of mindex (which could
  rarely do weird things when mindexes were reused)
 -Better default behavor for some spells like Gavotte (no longer
  prioritizes aiming at nearby enemies) or Tempering (prefers constructs
  with enemies actually in the blast zone.)<br>
All in all, this should produce meaningfully improved behavior for a number
of spells (and AoE spells like fireball, in particular, should prompt the
player about harming self or allies *significantly* less, making them more
autofight-friendly.)<br>
To be clear, this isn't an attempt to make targeting smarter in the sense
of 'make better decisions for the player'. It doesn't attempt to choose
more important enemies or maximize how many things are caught in AoE, but
rather to not present the player with 'obviously incorrect' default aims.
It will still generally prioritize 'last-targeted enemy' or 'closest
enemy', but not default to including the player's face in the blast when
some obvious way not to do that exist. (And all of this new behavior is
disabled if Options.simple_targeting is true, though using that feels
personally quite questionable to me.)<br>
This commit also removes a couple unused or non-functional commands (some
effectively broken since as far back as 553c0cd8d1dc9edb71fdb08f1d3d3be3 ),
as well as CMD_TARGET_PREV_TARGET (which I feel was largely opaque and
unhelpful). Finally, while 'iterate through feature in viewport while
aiming' has been reimplemented for the sake of using stairs via x, you
can no longer cycle through items on the ground with ;/' in that mode. I am
unconvinced that this was ever useful to do when ctrl+x exists (and X still
offers the same functionality for the map in general.). +/- still works for
cycling objects when aiming Apportation.<br>
All in all, I hope this is a significant improvement to code readability,
and also a meaningful improvement to player QoL with many different spells.<br>
Death to _find_square.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=870d526920">870d526920</a> | 2024-11-29 19:53:11 +0300 | Nikolai Lavsky</pre>
fix: don't print messages when monsters cast Irradiate out of LOS<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f7cafc865">2f7cafc865</a> | 2024-11-27 00:30:52 -0500 | patrick</pre>
Checkwhite<br>:I
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=223376ce86">223376ce86</a> | 2024-11-27 00:19:44 -0500 | patrick</pre>
Tone down nicolae_beast_mode<br>This vault places a box of beasts, and surrounds it with hostile
but weak mutant beasts. It turns out that even weak mutant beasts
who roll the shock facet can be overwhelmingly murderous with their
blinkbolts. (Blinkbolting mutant beasts are responsible for one of
the few times I've killed myself with one of my own vaults, even.)
Thus, I have specified the non-shock combinations of facets explicitly
for the juvenile mutant beasts. Additionally, slightly tone down the
number of juveniles, from 4-7 to 3-6.
The lone larval mutant beast will retain the ability to roll the
shock facet, at least for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdad7ad164">cdad7ad164</a> | 2024-11-26 22:24:07 -0330 | regret-index</pre>
Fix a vault testing weight (tekkud)<br>(Really large vaults and vaults_hard vaults are both difficult for the
V layout generators to handle, so this wasn't quite as common as its
weight made it appear to be.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c27a4ad61">1c27a4ad61</a> | 2024-11-26 21:05:08 -0330 | DracoOmega</pre>
Fix Charm instantly breaking (not_that_greg)<br>Accidentally broken by 1dcf16d5f2f0bb8b4fbd7f36cd11368bcbb95fe0
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd918d39a0">cd918d39a0</a> | 2024-11-26 19:33:03 -0330 | DracoOmega</pre>
Don't launch bomblets at firewood (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61fbf599b9">61fbf599b9</a> | 2024-11-26 12:31:28 +0300 | Nikolai Lavsky</pre>
fix: don't say Paragon can use any current weapon<br>since paragons can't fall back on using the player's current weapon
since 901f017ee1.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5daf8ae013">5daf8ae013</a> | 2024-11-26 01:14:37 -0330 | DracoOmega</pre>
Fix a knockback-related crash<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=151a97f16f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-505-g151a97f16f.zip">here</a>.]]></description>
            <pubDate>Sat, 30 Nov 2024 06:45:26 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-502-g2f7cafc865.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-502-g2f7cafc865.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f7cafc865">2f7cafc865</a> | 2024-11-27 00:30:52 -0500 | patrick</pre>
Checkwhite<br>:I
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=223376ce86">223376ce86</a> | 2024-11-27 00:19:44 -0500 | patrick</pre>
Tone down nicolae_beast_mode<br>This vault places a box of beasts, and surrounds it with hostile
but weak mutant beasts. It turns out that even weak mutant beasts
who roll the shock facet can be overwhelmingly murderous with their
blinkbolts. (Blinkbolting mutant beasts are responsible for one of
the few times I've killed myself with one of my own vaults, even.)
Thus, I have specified the non-shock combinations of facets explicitly
for the juvenile mutant beasts. Additionally, slightly tone down the
number of juveniles, from 4-7 to 3-6.
The lone larval mutant beast will retain the ability to roll the
shock facet, at least for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdad7ad164">cdad7ad164</a> | 2024-11-26 22:24:07 -0330 | regret-index</pre>
Fix a vault testing weight (tekkud)<br>(Really large vaults and vaults_hard vaults are both difficult for the
V layout generators to handle, so this wasn't quite as common as its
weight made it appear to be.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1c27a4ad61">1c27a4ad61</a> | 2024-11-26 21:05:08 -0330 | DracoOmega</pre>
Fix Charm instantly breaking (not_that_greg)<br>Accidentally broken by 1dcf16d5f2f0bb8b4fbd7f36cd11368bcbb95fe0
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd918d39a0">cd918d39a0</a> | 2024-11-26 19:33:03 -0330 | DracoOmega</pre>
Don't launch bomblets at firewood (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=61fbf599b9">61fbf599b9</a> | 2024-11-26 12:31:28 +0300 | Nikolai Lavsky</pre>
fix: don't say Paragon can use any current weapon<br>since paragons can't fall back on using the player's current weapon
since 901f017ee1.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5daf8ae013">5daf8ae013</a> | 2024-11-26 01:14:37 -0330 | DracoOmega</pre>
Fix a knockback-related crash<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41443316a5">41443316a5</a> | 2024-11-26 00:09:27 -0330 | Isaac Clancy</pre>
Warn when summoning with fulsome fusillade active (Flugkiller)<br>Fulsome fusillade can damage your summons so it should warn when you
try to summon with it active, similar to spells like polar vortex.<br>
Should resolve #4055
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7791d1a895">7791d1a895</a> | 2024-11-26 00:00:40 -0330 | DracoOmega</pre>
Fix some illusions not being marked as summoned/temporary<br>While many illusionary clones are supposed to hide the fact that they are
summoned (since it's part of the illusion that you can't tell them apart
from the original), this is fairly silly for things like player illusions
or hostile clones of your ancestor and such.<br>
But treating those *entirely* as normal summons would reintroduce an
information leak, where it was possible to identify the real Mara by
looking at the 'summoner' of your illusion. But the real problem is not
player illusions, but Mara themselves, so refactor things to hide the
summoner specifically if it's Mara, but show it for other player illusion
sources (ie: mainly the strange machines in the Tukima wizlab)<br>
This fixes #4083
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1dcf16d5f2">1dcf16d5f2</a> | 2024-11-25 23:31:58 -0330 | DracoOmega</pre>
Refactor god_protects, shoot_through_monster, and related functions<br>A number of different types of ally are intended to either never be harmed
by player actions, or outright be fired through (eg: battlespheres, Hep
ancestors, demonic guardians). But many of these different catergories are
handled by different functions, and one category or another being
overlooked from some attack is a frequent source of bugs.<br>
This refactors essentially all such cases to go through a pair of
functions: never_harm_monster() and shoot_through_monster(). The former is
for all monsters that should never be negatively affected by any actions
caused the a given agent (usually the player). shoot_through_monster() is
mostly the exact same list, except additionally includes Jiyva jellies
(where the player cannot harm them, but also cannot shoot through them.)<br>
(I think some of this Jiyva behavior is a bit strange and incorrect, but
I've not attempt to change its current functionality in this commit.)<br>
never_harm_monster() shoud be used in most cases, with
shoot_through_monster() specifically for projectiles.<br>
This commit also fixes a handful of existing bugs, such as it being
possible to affect a demonic guardian with Irradiate or slow any
normally-unharmable ally with Metabolic Englaciate.<br>
This also fixes #3985, and half of #4083
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2f7cafc865">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-502-g2f7cafc865.zip">here</a>.]]></description>
            <pubDate>Wed, 27 Nov 2024 06:44:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-496-g5daf8ae013.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-496-g5daf8ae013.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5daf8ae013">5daf8ae013</a> | 2024-11-26 01:14:37 -0330 | DracoOmega</pre>
Fix a knockback-related crash<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41443316a5">41443316a5</a> | 2024-11-26 00:09:27 -0330 | Isaac Clancy</pre>
Warn when summoning with fulsome fusillade active (Flugkiller)<br>Fulsome fusillade can damage your summons so it should warn when you
try to summon with it active, similar to spells like polar vortex.<br>
Should resolve #4055
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7791d1a895">7791d1a895</a> | 2024-11-26 00:00:40 -0330 | DracoOmega</pre>
Fix some illusions not being marked as summoned/temporary<br>While many illusionary clones are supposed to hide the fact that they are
summoned (since it's part of the illusion that you can't tell them apart
from the original), this is fairly silly for things like player illusions
or hostile clones of your ancestor and such.<br>
But treating those *entirely* as normal summons would reintroduce an
information leak, where it was possible to identify the real Mara by
looking at the 'summoner' of your illusion. But the real problem is not
player illusions, but Mara themselves, so refactor things to hide the
summoner specifically if it's Mara, but show it for other player illusion
sources (ie: mainly the strange machines in the Tukima wizlab)<br>
This fixes #4083
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1dcf16d5f2">1dcf16d5f2</a> | 2024-11-25 23:31:58 -0330 | DracoOmega</pre>
Refactor god_protects, shoot_through_monster, and related functions<br>A number of different types of ally are intended to either never be harmed
by player actions, or outright be fired through (eg: battlespheres, Hep
ancestors, demonic guardians). But many of these different catergories are
handled by different functions, and one category or another being
overlooked from some attack is a frequent source of bugs.<br>
This refactors essentially all such cases to go through a pair of
functions: never_harm_monster() and shoot_through_monster(). The former is
for all monsters that should never be negatively affected by any actions
caused the a given agent (usually the player). shoot_through_monster() is
mostly the exact same list, except additionally includes Jiyva jellies
(where the player cannot harm them, but also cannot shoot through them.)<br>
(I think some of this Jiyva behavior is a bit strange and incorrect, but
I've not attempt to change its current functionality in this commit.)<br>
never_harm_monster() shoud be used in most cases, with
shoot_through_monster() specifically for projectiles.<br>
This commit also fixes a handful of existing bugs, such as it being
possible to affect a demonic guardian with Irradiate or slow any
normally-unharmable ally with Metabolic Englaciate.<br>
This also fixes #3985, and half of #4083
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=77984fd6c1">77984fd6c1</a> | 2024-11-25 19:17:36 -0330 | DracoOmega</pre>
Improve out of range message when aiming Paragon finisher (pisaster)<br>If you aimed it at a spot the Paragon could not see (possibly because you
had blinked away from it), the game would confusingly claim "You cannot
see that place." when the actual issue is that the *paragon* cannot see
that place. So let's just say that it's out of range instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d464759a54">d464759a54</a> | 2024-11-25 19:06:36 -0330 | DracoOmega</pre>
Don't show EV/fail rate preview when examining unID'd randart weapons<br>(Armour and jewelry appear to have already had this check.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cfb42be0b4">cfb42be0b4</a> | 2024-11-25 19:05:47 -0330 | DracoOmega</pre>
Don't allow looking at spell success rate changes for unequippable items<br>While (for example), a spriggan examining a scale mail wouldn't be told
that it would affect their spell fail chances, if they pressed '!' they
could still bring up a tab confusingly showing some of that information
anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=66324250c4">66324250c4</a> | 2024-11-25 18:42:38 -0330 | DracoOmega</pre>
Allow deconstructing forgecraft constructs with ctrl+direction<br>You used to be able to accomplish something similar with lightning spire,
back when it got upset when you hurt it, but this stopped being possble
once mindless constructed stopped caring about player damage. It felt that
it was fine if the player *couldn't* instantly dismiss them (and largely
still do), but this is aimed at improving QoL for clockwork bee in
particular.<br>
When there are no more targets around to attack, clockwork bee falls
dormant. It also cannot be recharged without a visible target. This
frequently results in it briefly blocking a corridor after a battle, and
while I have not *personally* felt that this is a problem (you should
rest!), enough other people have found it annoying that I am doing this
with the aim of making it feel better for them.<br>
This solution still feels 'clunky' to me (needing an additional command and
giving a *much* longer message when trying to reactivate a bee without a
target), but other proposed solutions have had potentially more serious
side-effects, so let's just give this a try for now and see what player
response is.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bdf4c9db22">bdf4c9db22</a> | 2024-11-25 13:50:22 -0600 | dependabot[bot]</pre>
Bump tornado in /crawl-ref/source/webserver/requirements<br>Bumps [tornado](https://github.com/tornadoweb/tornado) from 6.4.1 to 6.4.2.
- [Changelog](https://github.com/tornadoweb/tornado/blob/v6.4.2/docs/releases.rst)
- [Commits](https://github.com/tornadoweb/tornado/compare/v6.4.1...v6.4.2)<br>
---
updated-dependencies:
- dependency-name: tornado
  dependency-type: direct:production
...<br>
Signed-off-by: dependabot[bot] <support@github.com><br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=20f8f3c1c4">20f8f3c1c4</a> | 2024-11-25 13:43:26 -0600 | Implojin</pre>
Add Robert J. Redelmeier to the credits<br>For 520e15dbdb.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5daf8ae013">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-496-g5daf8ae013.zip">here</a>.]]></description>
            <pubDate>Tue, 26 Nov 2024 06:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-484-ge55ba79dcc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-484-ge55ba79dcc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e55ba79dcc">e55ba79dcc</a> | 2024-11-24 03:47:20 -0330 | DracoOmega</pre>
Fix missing break in disjunction dart description (Bn)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ebf140c76">9ebf140c76</a> | 2024-11-24 03:07:28 -0330 | Alejandro Ramirez</pre>
Make player doll match lost wings mutation (#3973)<br>Redraw the player doll when losing wings so that
draconians that loses their big wing mutation see
the change immediately (kuniqsX)<br>
Resolves #3973
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1ee981f09">c1ee981f09</a> | 2024-11-24 03:06:14 -0330 | regret-index</pre>
Changelog tweaks (various)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1d4bba160">c1d4bba160</a> | 2024-11-24 03:05:27 -0330 | regret-index</pre>
Tweak spriggan druid call / might criteria<br>8a9237d added a special case to make only swamp dragons count for
mons_is_beast, leaving out the swamp end fire and ice dragons due to their
noticeably higher threat. Since then, Swamp has gotten quite a ways more
dangerous, and in particular druids can call in bunyips in Swamp or
shrikes and spark wasps in Depths. As such, I'm removing this one special
case, letting them care about the other types of dragon when calling in
or granting might to beasts in general.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d3692a3390">d3692a3390</a> | 2024-11-24 03:05:27 -0330 | regret-index</pre>
Various quick adjustments to ironbound beastmasters<br> * The beastmaster spawn count is higher than desired due to a shift
   later in design to target slime creatures instead of harpies plus an
   accidental use of max over min, doubling their overall placement rate
   from what was planned. This enstates their proper chance to appear in
   a band versus depth, while adjusting the numbers to make them appear
   quite often with lindwurms, more rarely with slime creatures, and with
   less beasts overall in their more common vaults.<br>
 * Arcanists were added on the same console glyph and colour combination
   in 129f0b0 since the ironbound beastmaster removal. I'm moving
   arcanists over to lightred, since it matches their tile and what
   currently is on that same combination (the true form of shapeshifters)
   is harmless whenever actually found anyway.<br>
 * Their description has been tweaked to not raise confusion about them
   causing frenzy or berserk with their aura.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d447e0d7be">d447e0d7be</a> | 2024-11-24 03:02:01 -0330 | DracoOmega</pre>
Don't remove felid stat-0 status on revival if stats still below 0<br>Dying removes stat drain, which will *usually* result in stats being above
0 again (in which case it's fine to remove these statuses), but mutations
or equipment may result in them still being 0 or less after being revived,
in which case they should persist.<br>
Closes #4066
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dac7352ac4">dac7352ac4</a> | 2024-11-24 02:33:18 -0330 | DracoOmega</pre>
Fix spacing in reminder message for recruiting first apostle<br>This closes #3865
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eefd5e6a19">eefd5e6a19</a> | 2024-11-23 23:21:54 -0330 | DracoOmega</pre>
Fix/tweak a few things about randart artprop descriptions<br>-Remove a redundant additional description of Wiz effect for randart rings
 of wizardry<br>
-Give a few more base types 'fake' artprops (now that appropriate ones
 exist) and remove the hard-coded descriptions of even faker artprops<br>
-Cut some descriptions that weren't even being used at present (due to
 having been using fake artprops for a while)<br>
-Describe artprops in full item descriptions in the same order that they
 appear in the inscriptions (instead of enum order, which reads as very
 arbitrarily unrelated in-game)<br>
-Show the rC+/rF- from base rings of Ice (and inversely for Fire) in the
 randart's inscription. At one point in time, 'Fire' was sufficient to
 imply rF+/rC-/fire-enhancer, but that is no longer the case. (ie: when
 'Fire' shows up on a randart staff or orb, it may *only* mean a fire
 enhancer, with no resists baked in.)<br>
This closes #2664
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=520e15dbdb">520e15dbdb</a> | 2024-11-23 19:39:40 -0600 | Robert J. Redelmeier</pre>
Fix a typo<br>Correct tense for Phalanx Beetle spell description.<br>
[Committer's notes: Edited commit message.<br>
Closes #4139.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26961a4193">26961a4193</a> | 2024-11-23 21:49:24 -0330 | DracoOmega</pre>
Fix a comment<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e55ba79dcc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-484-ge55ba79dcc.zip">here</a>.]]></description>
            <pubDate>Mon, 25 Nov 2024 06:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-483-g9ebf140c76.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-483-g9ebf140c76.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ebf140c76">9ebf140c76</a> | 2024-11-24 03:07:28 -0330 | Alejandro Ramirez</pre>
Make player doll match lost wings mutation (#3973)<br>Redraw the player doll when losing wings so that
draconians that loses their big wing mutation see
the change immediately (kuniqsX)<br>
Resolves #3973
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1ee981f09">c1ee981f09</a> | 2024-11-24 03:06:14 -0330 | regret-index</pre>
Changelog tweaks (various)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1d4bba160">c1d4bba160</a> | 2024-11-24 03:05:27 -0330 | regret-index</pre>
Tweak spriggan druid call / might criteria<br>8a9237d added a special case to make only swamp dragons count for
mons_is_beast, leaving out the swamp end fire and ice dragons due to their
noticeably higher threat. Since then, Swamp has gotten quite a ways more
dangerous, and in particular druids can call in bunyips in Swamp or
shrikes and spark wasps in Depths. As such, I'm removing this one special
case, letting them care about the other types of dragon when calling in
or granting might to beasts in general.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d3692a3390">d3692a3390</a> | 2024-11-24 03:05:27 -0330 | regret-index</pre>
Various quick adjustments to ironbound beastmasters<br> * The beastmaster spawn count is higher than desired due to a shift
   later in design to target slime creatures instead of harpies plus an
   accidental use of max over min, doubling their overall placement rate
   from what was planned. This enstates their proper chance to appear in
   a band versus depth, while adjusting the numbers to make them appear
   quite often with lindwurms, more rarely with slime creatures, and with
   less beasts overall in their more common vaults.<br>
 * Arcanists were added on the same console glyph and colour combination
   in 129f0b0 since the ironbound beastmaster removal. I'm moving
   arcanists over to lightred, since it matches their tile and what
   currently is on that same combination (the true form of shapeshifters)
   is harmless whenever actually found anyway.<br>
 * Their description has been tweaked to not raise confusion about them
   causing frenzy or berserk with their aura.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d447e0d7be">d447e0d7be</a> | 2024-11-24 03:02:01 -0330 | DracoOmega</pre>
Don't remove felid stat-0 status on revival if stats still below 0<br>Dying removes stat drain, which will *usually* result in stats being above
0 again (in which case it's fine to remove these statuses), but mutations
or equipment may result in them still being 0 or less after being revived,
in which case they should persist.<br>
Closes #4066
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dac7352ac4">dac7352ac4</a> | 2024-11-24 02:33:18 -0330 | DracoOmega</pre>
Fix spacing in reminder message for recruiting first apostle<br>This closes #3865
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eefd5e6a19">eefd5e6a19</a> | 2024-11-23 23:21:54 -0330 | DracoOmega</pre>
Fix/tweak a few things about randart artprop descriptions<br>-Remove a redundant additional description of Wiz effect for randart rings
 of wizardry<br>
-Give a few more base types 'fake' artprops (now that appropriate ones
 exist) and remove the hard-coded descriptions of even faker artprops<br>
-Cut some descriptions that weren't even being used at present (due to
 having been using fake artprops for a while)<br>
-Describe artprops in full item descriptions in the same order that they
 appear in the inscriptions (instead of enum order, which reads as very
 arbitrarily unrelated in-game)<br>
-Show the rC+/rF- from base rings of Ice (and inversely for Fire) in the
 randart's inscription. At one point in time, 'Fire' was sufficient to
 imply rF+/rC-/fire-enhancer, but that is no longer the case. (ie: when
 'Fire' shows up on a randart staff or orb, it may *only* mean a fire
 enhancer, with no resists baked in.)<br>
This closes #2664
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=520e15dbdb">520e15dbdb</a> | 2024-11-23 19:39:40 -0600 | Robert J. Redelmeier</pre>
Fix a typo<br>Correct tense for Phalanx Beetle spell description.<br>
[Committer's notes: Edited commit message.<br>
Closes #4139.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26961a4193">26961a4193</a> | 2024-11-23 21:49:24 -0330 | DracoOmega</pre>
Fix a comment<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=afcf477568">afcf477568</a> | 2024-11-23 20:07:41 -0330 | DracoOmega</pre>
Refactor how tile-picking for beams works<br>Tile selection for beams used to be handled by tileidx_bolt(), which was
organized in an... archaic manner. Tile selection was done via a
combination of beam color and string-matching against the name of the
projectile being fired. This was clunky and also error-prone in several
ways: projectile text could be edited elsewhere (which would silently cause
their custom tiles to disappear), tile overrides for removed spells could
remain long after the spell was gone (since it's not obvious which string
corresponds to what spell). In fact, both of those things were true for at
least one or two spells immediately prior to this commit!<br>
This removes that function entirely and instead allows any custom tiles to
be specified as a simple member of zap_info (or manually-specified via
beam.tile_beam and beam.tile_explosion, in cases where zaps are not used.)
If neither is specified, it will still fall back on the default
color-to-tile mapping done by tileidx_zap().<br>
This also allows the tile for the path of a beam, and the explosion at the
*end* of that beam, to use different tiles easily. This has been applied to
iceblast (and related spells) and fireball at present, but could easily be
extended to move things. (I think it is a cleaner visual, in general, if
the non-damaging trail and damaging explosion of an effect use different
tiles, though not all effects have such obviously useful tiles
pre-existing.)<br>
Tile directional orientation is now also handled automatically by
vary_bolt_tile() and I renamed the tile enums for the 'default' color-based
bolts to be clearer.<br>
Aside from the aforementioned animation tweaks to iceblast/fireball, there
should be no other functional change.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9ebf140c76">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-483-g9ebf140c76.zip">here</a>.]]></description>
            <pubDate>Sun, 24 Nov 2024 06:45:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-458-g5383b0d124.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-458-g5383b0d124.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5383b0d124">5383b0d124</a> | 2024-11-23 00:29:02 -0330 | regret-index</pre>
Tweak the Iceblast effect tile (DracoOmega)<br>Less orthogonal symmetry and less taking up the whole tile to get closer to
the other blasting effects Crawl already uses, and a slight amount more
visual variety through rotation now that it's noticeable when it does so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a727347fca">a727347fca</a> | 2024-11-23 00:29:01 -0330 | regret-index</pre>
Heavily revise and revive ironbound beastmasters<br>V is a branch that is very pressured in its placement- usually immediately
after some of the higher variety in the game in the Lair branches, usually
before the heavy large vault use in Elf and Depths that it itself can
barely use, and yet not originally given a unique monster set to itself.
There's been multiple attempts to help out the branch out with more and
more unique monsters, and in my personal opinion, it could always use
more: the loose theme of much more organized and cosmopolitan structure
is easily workable, and V:1-4 has decent value as a pacing break after the
first few runes that still tries to stand out mechanically.<br>
Ironbound beastmasters were tried out in 0b001ba and removed in f8b08d3
for a number of reasons that are each reasonably addressable in different
fashions:<br>
 * Depending solely on their bands made them require unique and very
   frail special-casing to always place their band regardless of other
   calls for individual monsters (in vaults, wizmode placements, bot
   information calls, and so on). Rather than going out of the way to make
   sure individual beastmaster spawns come with a band, they instead now
   only spawn a part of V animal and slime bands when those bands already
   successfully place, with a chance increasing by depth to join lindwurm,
   slime creature, and dire elephant bands when the full band spawns
   already. (This replaces one of the dire elephants with a beastmaster
   when it spawns, but doesn't for lindwurms or slime creatures.)<br>
 * Goad Beasts was a very invisible spell, since the actual number of
   actions monsters take in a turn without involving spells is a
   relatively subtle effect. Instead of relying on the energy system, this
   instead relies on a far more direct effect using other reworked
   systems: they simply have an passive aura of haste for living
   creatures of animal or lower intelligence. This should also help
   create very little ambiguity as to what they haste, because they
   visibly immediately haste or don't haste given other monsters.<br>
 * They were also pretty weak for their depth when caught by themselves
   seperated from a successful band placement, whether from bands
   wandering around or being convoked. This return comes with somewhat
   higher base damage and a coinflip chance for a polearm. They also now
   have a new support spell that can work with other monsters than beasts
   or slimes, "Throw Bolas", which does relatively minor physical damage
   for the depth and also inflicts -Move. (The rope for the bolas
   projectile and spell icon is a CC0 asset by fleurman, and the balls are
   steel sling bullet icons by ontoclasm.)<br>
(To accomodate the last of these, paralysis and petrification both end
with "You can now act again", and -Move from Momentum Strike now reads
"You can move again" rather than "You are no longer robbed of your
momentum".)<br>
I'll let players find out in practice just how common it is to be bound in
place as hasted dire elephants or hasted titanic slime creatures barrel
towards them. Players are pretty strong by the time they do V, and I'm
doubtful the ~4 beastmasters per visit will noticeably more dangerous than
the multitudes of thunderhulks or convokers, anyway. Being interrupted
heavily by not being able to move may get some resistance from players who
otherwise focus solely on playing quickly (c.f. 98a3e4f and 54e5184), but
fortunately their boosted allies can help solve the problem of reckless
play in a quick and direct fashion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49d95937af">49d95937af</a> | 2024-11-22 17:18:53 -0600 | gammafunk</pre>
Fix the build (DracoOmega)<br>In 8f22220, the tile enum was added as a new entry instead of replacing
the dummy entry of 0. For at least GCC, on newer compilers this
incorrect data was silently initialized into the struct, but the older
version of GCC on CDO was not happy. Concerning that newer compilers
didn't at least warn about the problem, but at least the offending line
was easy to detect...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5fac02aaea">5fac02aaea</a> | 2024-11-21 12:46:35 -0600 | Implojin</pre>
Revert "Fix slime not showing around slime walls after reload"<br>This commit was causing level previews using shift-X [ or ] to display
the player's current floor in the main viewport, instead of the target
floor.<br>
I don't have time to hunt this down right now and am concerned about
leaving it alone since this was likely caused by an interaction with
tags, so I'm simply reverting for now.<br>
This reverts commit 96a7ec282a2df5b68c187281be947cd77b4c37f8.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3c942dec9">e3c942dec9</a> | 2024-11-20 22:47:29 -0330 | DracoOmega</pre>
Fix Ru magic school sacrifices blocking the wrong schools (Lightli)<br>Sac Forgecraft blocked Translocations, Sac Translocations blocked Alchemy,
etc. (even though it removed levels of the appropriate skill.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=39329bb7ae">39329bb7ae</a> | 2024-11-20 18:24:08 -0330 | DracoOmega</pre>
Don't show irrelevant information when looking up non-book spells (Ge0FF)<br>Looking up spells with ?/s that were technically player usable (because
they were wand spells, or an internal implementation of an ability) would
still display miscast effects and some other things which would only be
relevant if any player could actually cast the spell directly.<br>
Instead, hide this information for non-book spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ab36c3030">7ab36c3030</a> | 2024-11-20 18:16:36 -0330 | DracoOmega</pre>
Fix an Arenasprint crash with foxfires<br>After 6938ffb21ab4f, foxfires are directly killed as part of them hitting
enemies, but if such an attack ended a wave in Arenasprint, the automatic
'dismiss all allies' function in lua would kill the foxfire before the
point where the foxfire's own code would kill it, leading to an assert.<br>
I am... not entirely happy with this sort of safeguard here just for one
sprint (and suspect there are similar cases elsewhere, too), but it's an
immediate short-term fix at the very least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d5a26f9b7">4d5a26f9b7</a> | 2024-11-20 18:06:07 -0330 | DracoOmega</pre>
Don't ignore beam.aux_source set by mons_spell_beam<br>A couple spells set custom aux_sources in their beam setup, which would be
entirely ignored in practice. For instance, when 357ea4826f refactored how
Creeping Frost was set up, the game began to claim that players killed by
it were killed '...by a frost.', but that is not the only spell thus
affected.<br>
I can't see any obvious reason why we should ignore aux_sources set up
manually, and the code here is truly ancient. So let's try only setting
default values if no non-default values have already been set.<br>
This fixes #4011
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4330605426">4330605426</a> | 2024-11-20 17:00:16 -0330 | DracoOmega</pre>
Shorten alchemy artprop string to match other spell schools<br>After 1bdb9b73b77 shortened forgecraft's, I realized that basically every
other school used an abbreviated version as well. Alchemy could arguably
have still fit, but Alch seems adequately clear to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=531cc0b697">531cc0b697</a> | 2024-11-20 17:00:01 -0330 | DracoOmega</pre>
Fix battlesphere firing message (Flugkiller)<br>I considered rolling back to the shorter 'Your battlesphere fires!', but
since battlesphere uses more particular target selection now and yet cannot
*always* reach the target of that selection (though it tries very hard),
I thought that specifying its aim might reduce confusion sometimes when it
hits something other than its ideal target.<br>
Maybe this doesn't matter? Easy to change again later, at least.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5383b0d124">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-458-g5383b0d124.zip">here</a>.]]></description>
            <pubDate>Sat, 23 Nov 2024 06:44:55 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-456-g49d95937af.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-456-g49d95937af.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49d95937af">49d95937af</a> | 2024-11-22 17:18:53 -0600 | gammafunk</pre>
Fix the build (DracoOmega)<br>In 8f22220, the tile enum was added as a new entry instead of replacing
the dummy entry of 0. For at least GCC, on newer compilers this
incorrect data was silently initialized into the struct, but the older
version of GCC on CDO was not happy. Concerning that newer compilers
didn't at least warn about the problem, but at least the offending line
was easy to detect...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5fac02aaea">5fac02aaea</a> | 2024-11-21 12:46:35 -0600 | Implojin</pre>
Revert "Fix slime not showing around slime walls after reload"<br>This commit was causing level previews using shift-X [ or ] to display
the player's current floor in the main viewport, instead of the target
floor.<br>
I don't have time to hunt this down right now and am concerned about
leaving it alone since this was likely caused by an interaction with
tags, so I'm simply reverting for now.<br>
This reverts commit 96a7ec282a2df5b68c187281be947cd77b4c37f8.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3c942dec9">e3c942dec9</a> | 2024-11-20 22:47:29 -0330 | DracoOmega</pre>
Fix Ru magic school sacrifices blocking the wrong schools (Lightli)<br>Sac Forgecraft blocked Translocations, Sac Translocations blocked Alchemy,
etc. (even though it removed levels of the appropriate skill.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=39329bb7ae">39329bb7ae</a> | 2024-11-20 18:24:08 -0330 | DracoOmega</pre>
Don't show irrelevant information when looking up non-book spells (Ge0FF)<br>Looking up spells with ?/s that were technically player usable (because
they were wand spells, or an internal implementation of an ability) would
still display miscast effects and some other things which would only be
relevant if any player could actually cast the spell directly.<br>
Instead, hide this information for non-book spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ab36c3030">7ab36c3030</a> | 2024-11-20 18:16:36 -0330 | DracoOmega</pre>
Fix an Arenasprint crash with foxfires<br>After 6938ffb21ab4f, foxfires are directly killed as part of them hitting
enemies, but if such an attack ended a wave in Arenasprint, the automatic
'dismiss all allies' function in lua would kill the foxfire before the
point where the foxfire's own code would kill it, leading to an assert.<br>
I am... not entirely happy with this sort of safeguard here just for one
sprint (and suspect there are similar cases elsewhere, too), but it's an
immediate short-term fix at the very least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d5a26f9b7">4d5a26f9b7</a> | 2024-11-20 18:06:07 -0330 | DracoOmega</pre>
Don't ignore beam.aux_source set by mons_spell_beam<br>A couple spells set custom aux_sources in their beam setup, which would be
entirely ignored in practice. For instance, when 357ea4826f refactored how
Creeping Frost was set up, the game began to claim that players killed by
it were killed '...by a frost.', but that is not the only spell thus
affected.<br>
I can't see any obvious reason why we should ignore aux_sources set up
manually, and the code here is truly ancient. So let's try only setting
default values if no non-default values have already been set.<br>
This fixes #4011
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4330605426">4330605426</a> | 2024-11-20 17:00:16 -0330 | DracoOmega</pre>
Shorten alchemy artprop string to match other spell schools<br>After 1bdb9b73b77 shortened forgecraft's, I realized that basically every
other school used an abbreviated version as well. Alchemy could arguably
have still fit, but Alch seems adequately clear to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=531cc0b697">531cc0b697</a> | 2024-11-20 17:00:01 -0330 | DracoOmega</pre>
Fix battlesphere firing message (Flugkiller)<br>I considered rolling back to the shorter 'Your battlesphere fires!', but
since battlesphere uses more particular target selection now and yet cannot
*always* reach the target of that selection (though it tries very hard),
I thought that specifying its aim might reduce confusion sometimes when it
hits something other than its ideal target.<br>
Maybe this doesn't matter? Easy to change again later, at least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c00413b3c2">c00413b3c2</a> | 2024-11-20 17:00:01 -0330 | DracoOmega</pre>
Flag Kinetic Grapnel as destructive<br>I hesitated a little, since half the point of this spell is as a melee
augment, but I'd mostly been thinking of Vehumet support at the time. But
since this flag also affects whether it works with battlesphere, probably
it shouldn't be excluded from support by a spell in its own school.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3ca3d1998">e3ca3d1998</a> | 2024-11-20 17:00:01 -0330 | DracoOmega</pre>
Don't let the player (rarely) shoot themselves while confused<br>Firing beams while confused aims randomly, but this random space chosen to
aim at could extremely rarely be the player's own location, giving them a
1 in 169 chance to shoot *themselves.*<br>
Melee attacks cannot harm the player while confused, and I think this is
unexpected behavior that could sometimes be quite lethal. Just aim
somewhere else instead.<br>
This closes #4091
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=49d95937af">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-456-g49d95937af.zip">here</a>.]]></description>
            <pubDate>Fri, 22 Nov 2024 23:37:38 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-430-g2e717cac72.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-430-g2e717cac72.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e717cac72">2e717cac72</a> | 2024-11-19 02:34:56 -0330 | DracoOmega</pre>
Add a preview for examined equipments' effect on spell success<br>Equipment in Crawl has a signficant effect on spell success that can often
be difficult to intuitively predict the magnitude of. The general advice
for determining just how badly that heavy armour will affect your spells is
to try it on, but this isn't always possible. Sometimes a player is
considering buying expensive armour from a shop, but isn't sure if it will
ruin their important spells or not. Worse, Ashenzari worshippers often
cannot swap their items without literally destroying them forever.<br>
In the spirit of items showing preview of how they would modify your EV,
item descriptions now indicate their effect on spell success. Since effect
on spell success is extremely individual to the spell, a single number
cannot be provided; instead, a second page of information is provided for
items that would modify spell success rate (accessible by pressing '!')<br>
This indicates the change in spell failure for every spell the player knows
which would change by at least 1%. They are sorted in order of magnitude of
change, and color-coded for how good/bad the change is. Items which cause
any such change mention this in the same space where AC/EV changes are
listed (along with how to access the additional information).<br>
Something like this has been a repeatedly-requested feature for some time
now. I hope it will be helpful!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d9de50732">4d9de50732</a> | 2024-11-18 15:38:51 -0330 | DracoOmega</pre>
Fix various brokenness with exploding monster attributions (Midn8)<br>The most obvious breakage is that the player was incorrectly getting
penance for blazeheart core explosions, but the player also was not getting
XP for some things like ballisto spore explosions. I *think* this should
straighten most of that out.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=648c01eb48">648c01eb48</a> | 2024-11-17 22:49:25 -0330 | DracoOmega</pre>
Don't crash when a spike launcher made on the level border fires<br>By making the source of the attack be the monster's feet rather than the
spike launcher's own location (I don't think this actually affects anything
meaningful, since it was only range 1 anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a63397c37">9a63397c37</a> | 2024-11-17 21:08:17 -0330 | DracoOmega</pre>
Fix a pronoun issue with Curse of Agony expiring (salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa28e0d10a">aa28e0d10a</a> | 2024-11-17 21:02:10 -0330 | DracoOmega</pre>
Don't warn about hurting immune allies with Plasma Beam or Magnavolt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0618abe852">0618abe852</a> | 2024-11-17 20:57:28 -0330 | DracoOmega</pre>
Tweak will-of-the-wisp resists<br>Remove the mildly-inexplicable rC+ and add another level of rF+
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=165d15814e">165d15814e</a> | 2024-11-17 20:56:50 -0330 | DracoOmega</pre>
Fix Soul Splinter not working on electric eels<br>They're not normally spectralisable on account of having no melee attack,
but since the soul wisp does not refer to any of the source monster's
stats besides HD in any way, there's no reason they should be excluded.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37ced69e49">37ced69e49</a> | 2024-11-17 20:45:00 -0330 | DracoOmega</pre>
Ban Awaken Forest from being cast via Aphotic Marionette (Colgate)<br>Since it will currently always be hostile to the player.<br>
(I could have sworn I disabled this before the ability was first pushed to
trunk, but seemingly not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f546792b7">1f546792b7</a> | 2024-11-17 20:40:48 -0330 | DracoOmega</pre>
Make phalanx beetle AC boost colour AC blue in webtiles<br>This fixes #4138
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971a450147">971a450147</a> | 2024-11-17 20:15:15 -0330 | DracoOmega</pre>
Be a bit clearer that pyre arrow's listed damage is per turn<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2e717cac72">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-430-g2e717cac72.zip">here</a>.]]></description>
            <pubDate>Tue, 19 Nov 2024 06:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-428-g648c01eb48.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-428-g648c01eb48.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=648c01eb48">648c01eb48</a> | 2024-11-17 22:49:25 -0330 | DracoOmega</pre>
Don't crash when a spike launcher made on the level border fires<br>By making the source of the attack be the monster's feet rather than the
spike launcher's own location (I don't think this actually affects anything
meaningful, since it was only range 1 anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a63397c37">9a63397c37</a> | 2024-11-17 21:08:17 -0330 | DracoOmega</pre>
Fix a pronoun issue with Curse of Agony expiring (salticid)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa28e0d10a">aa28e0d10a</a> | 2024-11-17 21:02:10 -0330 | DracoOmega</pre>
Don't warn about hurting immune allies with Plasma Beam or Magnavolt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0618abe852">0618abe852</a> | 2024-11-17 20:57:28 -0330 | DracoOmega</pre>
Tweak will-of-the-wisp resists<br>Remove the mildly-inexplicable rC+ and add another level of rF+
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=165d15814e">165d15814e</a> | 2024-11-17 20:56:50 -0330 | DracoOmega</pre>
Fix Soul Splinter not working on electric eels<br>They're not normally spectralisable on account of having no melee attack,
but since the soul wisp does not refer to any of the source monster's
stats besides HD in any way, there's no reason they should be excluded.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37ced69e49">37ced69e49</a> | 2024-11-17 20:45:00 -0330 | DracoOmega</pre>
Ban Awaken Forest from being cast via Aphotic Marionette (Colgate)<br>Since it will currently always be hostile to the player.<br>
(I could have sworn I disabled this before the ability was first pushed to
trunk, but seemingly not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f546792b7">1f546792b7</a> | 2024-11-17 20:40:48 -0330 | DracoOmega</pre>
Make phalanx beetle AC boost colour AC blue in webtiles<br>This fixes #4138
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=971a450147">971a450147</a> | 2024-11-17 20:15:15 -0330 | DracoOmega</pre>
Be a bit clearer that pyre arrow's listed damage is per turn<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e9803c144">0e9803c144</a> | 2024-11-17 20:15:02 -0330 | DracoOmega</pre>
Give the player a helpful suggestion when set on fire<br>While information about how to deal with sticky flame is included directly
in the status description, spell description, and bombardier beetle
description, let's try a tiny bit of extra notice that is hopefully
inobtrusive enough (rather than yell this at the player every single turn).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=adb32c1a65">adb32c1a65</a> | 2024-11-17 20:07:36 -0330 | DracoOmega</pre>
Don't claim that gravitambourine does anything to orbs of destruction<br>It would still print the 'is pinned by gravity' message, even though it did
not actually affect them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=648c01eb48">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-428-g648c01eb48.zip">here</a>.]]></description>
            <pubDate>Mon, 18 Nov 2024 06:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-408-g599108c877.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-408-g599108c877.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=599108c877">599108c877</a> | 2024-11-17 00:13:13 +0300 | Nikolai Lavsky</pre>
fix: give water elementals animal intelligence too<br>This got missed in 62137d702.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=901f017ee1">901f017ee1</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Make Platinum Paragon use artefact weapons only (PleasingFungus)<br>I'd originally implemented per-weapon-type damage scaling for paragon out
of concern that certain weapon types (like axes or quick blades) would be
disproportionately good on them. Many of the usual factors that govern
player weapon choice don't really apply to either monsters or lategame -
scaling is very different, and you're sure to have your choice of a
reasonable weapon in nearly any category. I didn't want the choice to feel
too 'flat'.<br>
But something you perhaps *aren't* guaranteed to have an obvious gauranteed
best option of are artifacts (and artifact weapons are the most fun to use
anyway.) So let's try removing the weapon-type-based scaling and just only
allow imprinting artefacts. (This does make Gyre and Gimble even more
absurd, but... maybe that's allow?)<br>
This does mean the paragon can no longer fall back on using the player's
current weapon, if you've never imprinted one, so to try and avoid players
not realizing they should use this, you can no longer cast paragon unless
you first imprint *something*. (I considered just having them be unarmed
in this case, but it seems likely some players will miss that.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=838d476545">838d476545</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Don't waste a turn trying to deploy a Paragon in deep water (Lightli)<br>Possibly the paragon should just fly, but while I debate about that, it
shouldn't consume a turn and 9 mana to do nothing.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d03ed3959e">d03ed3959e</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Be more clear in the Spike Launcher failure message (ragingrage)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a53a18d65b">a53a18d65b</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Fix spell memorisation menu spacing (Lightli)<br>I forgot to realign this to fit crocodile when I adjusted the spell cast
menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=46016ea2b6">46016ea2b6</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Don't let Walking Alembic give player potions in Cocytus (regret-index)<br>If it deliberately works like real potions in as many other ways as
possible, probably this should also block it.<br>
(For now, it doesn't affect ally buff effects, but to be honest, I am not
sure how much we can concieve of sawblades as drinking a potion anyway.
Maybe the alembic just made it some nice industrial oil to polish it with.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=99847303ae">99847303ae</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Preserve clockwork bee HP better than winding/unwinding<br>This grew especially weird when Tempering was involved, and could result
in it looking like your bee grew steadily more injured each time you
re-activated it.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=50e1018844">50e1018844</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Fix missing Shred spell icon<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c18741777b">c18741777b</a> | 2024-11-16 16:53:26 -0330 | DracoOmega</pre>
Preserve Tempering status when a clockwork bee unwinds/winds (ragingrage)<br>This also meant you could get explosions off the bee much more often than
expected.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=976cc2dc96">976cc2dc96</a> | 2024-11-16 13:25:02 -0600 | Implojin</pre>
Draw Kinetic Grapnel UI icon in webtiles<br>This was left out of 0183c6dfd6.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=599108c877">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-408-g599108c877.zip">here</a>.]]></description>
            <pubDate>Sun, 17 Nov 2024 06:44:50 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-388-g12864aae5e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-388-g12864aae5e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12864aae5e">12864aae5e</a> | 2024-11-16 02:37:35 -0330 | DracoOmega</pre>
Fix a crash with examining Platinum Paragon spell description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e664b64c1b">e664b64c1b</a> | 2024-11-15 21:46:47 -0800 | Nicholas Feinberg</pre>
Dedent<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b08092cf68">b08092cf68</a> | 2024-11-15 21:22:29 -0800 | Nicholas Feinberg</pre>
Small spell description tweaks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=907fb87e44">907fb87e44</a> | 2024-11-15 23:18:48 -0600 | David Lawrence Ramsey</pre>
Add a few Forgecraft ghost lines.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8e2f50cc">2e8e2f50cc</a> | 2024-11-15 23:17:16 -0600 | David Lawrence Ramsey</pre>
Fix spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69e20f60b9">69e20f60b9</a> | 2024-11-15 23:13:46 -0600 | gammafunk</pre>
Tweak a clua function<br>For the newly added view.trap_at() function, slightly rework it to
return the "base" trap name by the crawl-side trap_name() function. This
is mostly for consistency with the c_trap_is_safe() clua hook, which is
passed this same form of name. Previously we used a longer form that
includes "trap" in its returned string, which is more appropriate for
e.g. `x` mode descriptions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=241dc13c55">241dc13c55</a> | 2024-11-15 21:12:45 -0800 | Nicholas Feinberg</pre>
Remove the indescribeable<br>Since an actual Forgecraft description is higher in the same file.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0267f39781">0267f39781</a> | 2024-11-15 21:10:49 -0800 | Nicholas Feinberg</pre>
Fix a few monstrous typos<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0c33a18029">0c33a18029</a> | 2024-11-15 21:05:00 -0800 | Nicholas Feinberg</pre>
Fix: (Parenthesize) Percussive Tempering<br>Make percussive temp check attitude while ignoring monsters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d72c9b7a1d">d72c9b7a1d</a> | 2024-11-16 01:28:25 -0330 | DracoOmega</pre>
Fix tag upgrade build?<br>Apparently the only beetle that had the beetle genus was phalanx beetle,
and it is otherwise dummied out. It's maybe arguable a mechanical one
shouldn't be a living genus anyway, but I honestly barely know what genus
even affects.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=12864aae5e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-388-g12864aae5e.zip">here</a>.]]></description>
            <pubDate>Sat, 16 Nov 2024 06:45:05 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-322-g559d583a2e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-322-g559d583a2e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559d583a2e">559d583a2e</a> | 2024-11-14 17:43:19 -0330 | DracoOmega</pre>
Tweak foxfire monster description<br>The part about it being able to injure friendlies hasn't been true in
years.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d02de9489b">d02de9489b</a> | 2024-11-14 17:43:18 -0330 | DracoOmega</pre>
Don't let foxfires drag around enemies who cannot move<br>Due to a misordering of checks in _mons_can_displace, monsters were able to
swap with a hostile foxfire even if they were bound, paralyzed, caught in a
net, or several other things. This had the apparent effect of looking like
foxfires were 'pulling' this enemy towards them sometimes, as they hit it.<br>
The whole 'enemies can freely swap into hostile foxfires' thing is a little
weird when the player cannot do anything of the sort. I guess the idea was
to prevent them being used to body-block enemies (since instead of wasting
a turn swinging at the foxfire, the monster will still be able to step
forward where they wanted to go), and removing this *would* be an earlygame
buff to the spell. But I wonder if the player should also be unobstructed
by them, since marshlight health is set so high that you cannot practically
injure them anyway. A question for another day...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d9b5d05aa">4d9b5d05aa</a> | 2024-11-14 17:43:18 -0330 | DracoOmega</pre>
Don't have hostile marshlights sometimes fly in the wrong direction<br>Or rather: despite being 'projectiles' shot by a will-o-wisp, marshlights
could fail to even notice the player after spawning and wander away while
looking confused (especially if the player had high stealth.) Instead, have
hostile foxfires simply inherit the caster's foe.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6786cf231f">6786cf231f</a> | 2024-11-14 17:43:18 -0330 | DracoOmega</pre>
Set MG_AUTOFOE targets upon monster spawn, instead of later<br>This should hopefully make the process slightly less brittle by
*immediately* setting an MG_AUTOFOE monster who finds a foe to BEH_SEEK
instead of relying on it happening later.<br>
(This might render the previous commit unnecessary, but it might still be
relevant for homing in on a target only notice *after* spawn.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80d639dd4d">80d639dd4d</a> | 2024-11-14 17:43:18 -0330 | DracoOmega</pre>
Try to prevent foxfires from sometimes failing to move towards enemies<br>If the player cast foxfire with the only hostile targets at the edge of
their vision, it was possible for some foxfires to spawn too far away from
this enemy to see it themselves. Crawl generally handles these situations
by using the player's vision to pick foes for summons, but for exploding
allies *in particular*, their target would not be properly set on spawn,
since this seems to be done via an ME_ALERT event. This meant that there
was a small chance that the foxfires you spawned would just run off in a
random direction and disappear, despite there being an obvious target for
them.<br>
Removing the check this commit touches altogether causes foxfires to
cluster nicely next to the player and follow them around if no enemies are
in sight, allowing you to 'pre-fire' a bunch of them in advance of an
incoming enemy, which I'm not sure is great gameplay for this spell. But
this smaller change seems to at least *mostly* fix the aforementioned
issue (even if it feels like a bit of a band-aid).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6bca15cbc9">6bca15cbc9</a> | 2024-11-14 17:43:17 -0330 | DracoOmega</pre>
Re-enable certain animations on webtiles after 10 years<br>These were disabled by c562a60e928ebbb . It's unclear what technical issue
might have caused them not to function properly at the time, but they seem
to work without issue now, and it seems a shame for webtiles players not
to have the fancy banishment entrance animation. (Also, without it, there
were complaints that the Xom bazaar entrance was jarringly abrupt.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be89f894c6">be89f894c6</a> | 2024-11-14 10:02:18 -0600 | Implojin</pre>
Fix a purple draconian Ru sac will crash<br>https://underhound.eu/crawl/morgue/ZingZang1235/crash-ZingZang1235-20241112-184040.txt<br>
What happened here was that first, the player took Ru sacrifice will,
granting an innate MUT_WEAK_WILLED. Then, at XL7, they became a purple
draconian, and the levelup mutation code tried to grant them an innate
MUT_STRONG_WILLED. This caused the loop in perma_mutate() to assert,
because there was an implicit assumption there that we wouldn't try
to grant conflicting innate mutations.<br>
To workaround this, here we prevent granting a species mutation on
levelup (!) if a prior conflicting innate mutation exists.<br>
This really shouldn't be happening, but as we've seen, continued
expansion of Ru sacrifices and species mutations (and now Makhleb marks)
over time makes it increasingly likely that someone will inadvertently
add conflicting innate muts which will need to be handled.<br>
These conditions could have theoretically triggered an assert for a
long time, but as far as I can tell, the conditions to actually
trigger this bug were introduced in 02fa12cfa58b when purple Dr gained
strong-willed. This commit therefore shouldn't need to be backported
further than 0.32.<br>
I've also added an explicit assert here to maybe save some future
devtime in tracking this down, if it reoccurs through an alternate
(non-levelup) call to perma_mutate() in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37b12fa2a3">37b12fa2a3</a> | 2024-11-14 09:00:36 -0600 | Implojin</pre>
Fix two clua make api errors<br>This should once again be working properly. Would be nice to get
doc.dcss.io updated at some point.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d20f59752">4d20f59752</a> | 2024-11-13 09:00:43 -0600 | Implojin</pre>
Dedup invocations manual acquirement (Darby)<br>Here we dedup some code that's being checked in invo_skill(), and also
permit invocations manual acquirement under GOD_NO_GOD with the reasoning
that this might affect future god choice.<br>
We also block this acquirement for demigods, as it will never be useful
for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=661e094aa2">661e094aa2</a> | 2024-11-13 03:47:39 -0600 | Implojin</pre>
feat: Add player torment immunity info to clua<br>Here we expose player torment immunity as a clua function,
you.torment_immune().<br>
Players have occasionally asked for this info to become available in
clua, so here it is.<br>
Internally, this just wraps player::res_torment(). Our C++ handling of
the various torment-affecting statuses is mildly messy, but I'm not
touching any of that here.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=559d583a2e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-322-g559d583a2e.zip">here</a>.]]></description>
            <pubDate>Fri, 15 Nov 2024 06:45:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-314-g4d20f59752.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-314-g4d20f59752.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d20f59752">4d20f59752</a> | 2024-11-13 09:00:43 -0600 | Implojin</pre>
Dedup invocations manual acquirement (Darby)<br>Here we dedup some code that's being checked in invo_skill(), and also
permit invocations manual acquirement under GOD_NO_GOD with the reasoning
that this might affect future god choice.<br>
We also block this acquirement for demigods, as it will never be useful
for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=661e094aa2">661e094aa2</a> | 2024-11-13 03:47:39 -0600 | Implojin</pre>
feat: Add player torment immunity info to clua<br>Here we expose player torment immunity as a clua function,
you.torment_immune().<br>
Players have occasionally asked for this info to become available in
clua, so here it is.<br>
Internally, this just wraps player::res_torment(). Our C++ handling of
the various torment-affecting statuses is mildly messy, but I'm not
touching any of that here.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8252ba838">a8252ba838</a> | 2024-11-13 01:53:01 -0330 | regret-index</pre>
Some more new specific spell effect tiles<br>A bunch of these were produced as side-effects or add-ons for impending
Forgecraft spells that can also just be added in advance for other spell
effects. In particular, I'd like to make partially-resisted blasts more
visually distinguished from regular blasts in general, and this should be
a reasonable start; splitting off Flash Freeze and Chain Lightning would
be next if I had ideas for either.<br>
Sources:<br>
 * Wand of Warping's blast: A CC0 slash vfx by Cethiel.<br>
 * Iceblast and Seracfall and Glaciate: Denzi's old LCS icon.<br>
 * Magma zaps and Fire Storm: Denzi's old zap effects and lava tiles.<br>
(I'd like to reorganize dc-misc.txt entirely and make tileidx_bolt solely
fall on spell sources rather than colour + string matching, but I'll wait
until after Forgecraft lands to slightly reduce the number of merge
conflicts, since it's not greatly pressing to do either.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6419177204">6419177204</a> | 2024-11-12 09:43:09 -0600 | Implojin</pre>
Add Lici to the credits<br>Thanks Lici!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c977fbfc18">c977fbfc18</a> | 2024-11-12 09:25:31 -0600 | Implojin</pre>
Remove some obsolete Ru code<br>Following e16e337a13, SIZE_SMALL species can now use staves one-handed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e16e337a13">e16e337a13</a> | 2024-11-12 09:20:50 -0600 | LiciTheCrawler</pre>
1h enhancer staves for small species<br>Enhancer staves are currently two handed for Ko and Sp.  I feel like it mostly catches people off guard and doesn't matter much as far as their power level goes. 

It might be worth taking a look at other stuff since it feels like there is little reason behind what is two and what is one handed for small species.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3712c6d7f1">3712c6d7f1</a> | 2024-11-11 08:09:48 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd16a8b4c0">fd16a8b4c0</a> | 2024-11-10 16:49:53 +0300 | Nikolai Lavsky</pre>
text: update the description of Bolt of Light<br>This wand spell doesn't confuse the player anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a9379c173">6a9379c173</a> | 2024-11-10 12:24:04 +0000 | Aliscans</pre>
Use more nouns when a boulder pushes something into the unknown.<br>Brom's Barrelling Boulder can push monsters into terrain you haven't
seen. This created a message such as " Your boulder crushes the orc
against and falls apart!" as feature_description_at() returns an empty
string for unknown terrain.<br>
Replace the empty string with "something" for that message.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75134b2f13">75134b2f13</a> | 2024-11-09 13:03:51 -0600 | gammafunk</pre>
Fix the CAO build by using std::set::insert()<br>It seems that CAO's STL doesn't support std::set::emplace().
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4d20f59752">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-314-g4d20f59752.zip">here</a>.]]></description>
            <pubDate>Thu, 14 Nov 2024 06:44:41 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-312-ga8252ba838.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-312-ga8252ba838.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8252ba838">a8252ba838</a> | 2024-11-13 01:53:01 -0330 | regret-index</pre>
Some more new specific spell effect tiles<br>A bunch of these were produced as side-effects or add-ons for impending
Forgecraft spells that can also just be added in advance for other spell
effects. In particular, I'd like to make partially-resisted blasts more
visually distinguished from regular blasts in general, and this should be
a reasonable start; splitting off Flash Freeze and Chain Lightning would
be next if I had ideas for either.<br>
Sources:<br>
 * Wand of Warping's blast: A CC0 slash vfx by Cethiel.<br>
 * Iceblast and Seracfall and Glaciate: Denzi's old LCS icon.<br>
 * Magma zaps and Fire Storm: Denzi's old zap effects and lava tiles.<br>
(I'd like to reorganize dc-misc.txt entirely and make tileidx_bolt solely
fall on spell sources rather than colour + string matching, but I'll wait
until after Forgecraft lands to slightly reduce the number of merge
conflicts, since it's not greatly pressing to do either.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6419177204">6419177204</a> | 2024-11-12 09:43:09 -0600 | Implojin</pre>
Add Lici to the credits<br>Thanks Lici!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c977fbfc18">c977fbfc18</a> | 2024-11-12 09:25:31 -0600 | Implojin</pre>
Remove some obsolete Ru code<br>Following e16e337a13, SIZE_SMALL species can now use staves one-handed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e16e337a13">e16e337a13</a> | 2024-11-12 09:20:50 -0600 | LiciTheCrawler</pre>
1h enhancer staves for small species<br>Enhancer staves are currently two handed for Ko and Sp.  I feel like it mostly catches people off guard and doesn't matter much as far as their power level goes. 

It might be worth taking a look at other stuff since it feels like there is little reason behind what is two and what is one handed for small species.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3712c6d7f1">3712c6d7f1</a> | 2024-11-11 08:09:48 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd16a8b4c0">fd16a8b4c0</a> | 2024-11-10 16:49:53 +0300 | Nikolai Lavsky</pre>
text: update the description of Bolt of Light<br>This wand spell doesn't confuse the player anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a9379c173">6a9379c173</a> | 2024-11-10 12:24:04 +0000 | Aliscans</pre>
Use more nouns when a boulder pushes something into the unknown.<br>Brom's Barrelling Boulder can push monsters into terrain you haven't
seen. This created a message such as " Your boulder crushes the orc
against and falls apart!" as feature_description_at() returns an empty
string for unknown terrain.<br>
Replace the empty string with "something" for that message.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75134b2f13">75134b2f13</a> | 2024-11-09 13:03:51 -0600 | gammafunk</pre>
Fix the CAO build by using std::set::insert()<br>It seems that CAO's STL doesn't support std::set::emplace().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f801aa8b2f">f801aa8b2f</a> | 2024-11-09 02:04:32 -0600 | gammafunk</pre>
Fix mapstat/objstat initialization issues<br>This commit fixes a crash due to mapstat/objstat not resetting seen
unrands between iterations. Once all 8 octopus king rings had been
generated from previous iterations, the first iteration that attempted
to generate another octopus king ring would cause a crash. Even if the
crash didn't happen, objstat wasn't generating unrands correctly across
iterations.<br>
To fix this, I've made mapstat/objstat use a centralised
dgn_reset_player_data(), which is a function formerly called
dgn_flush_map_memory() that was used by lua tests. This function covered
all resets mapstat/objstat was already doing as well as those it was
missing. It was missing one reset for item sets, which I've added. Use
of dgn_reset_player_data() reduces the number of places where we have
duplicate player data reset code from three to two; hopefully at some
point we can reduce this to one.<br>
Additionally for mapstat/objstat, we call initial_dungeon_setup() to get
a more centralised and complete initialisation of dungeon setup that
includes setting up Ecumenical Temple maps. I've also rename the dlua
function dgn.clear_data() to dgn.clear_persistant_data() for clarity and
consistency with another related dlua function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2c7b62eb">0d2c7b62eb</a> | 2024-11-08 15:34:55 +0300 | Nikolai Lavsky</pre>
text: update the description of Trog's wizardly items conduct<br>Troglodytes can safely use pain-branded weapons now, but a wizardly
item like the sphere of Battle will get them into trouble.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a8252ba838">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-312-ga8252ba838.zip">here</a>.]]></description>
            <pubDate>Wed, 13 Nov 2024 06:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-308-g3712c6d7f1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-308-g3712c6d7f1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3712c6d7f1">3712c6d7f1</a> | 2024-11-11 08:09:48 -0600 | David Lawrence Ramsey</pre>
Add another mythical creature to artefacts.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd16a8b4c0">fd16a8b4c0</a> | 2024-11-10 16:49:53 +0300 | Nikolai Lavsky</pre>
text: update the description of Bolt of Light<br>This wand spell doesn't confuse the player anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a9379c173">6a9379c173</a> | 2024-11-10 12:24:04 +0000 | Aliscans</pre>
Use more nouns when a boulder pushes something into the unknown.<br>Brom's Barrelling Boulder can push monsters into terrain you haven't
seen. This created a message such as " Your boulder crushes the orc
against and falls apart!" as feature_description_at() returns an empty
string for unknown terrain.<br>
Replace the empty string with "something" for that message.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75134b2f13">75134b2f13</a> | 2024-11-09 13:03:51 -0600 | gammafunk</pre>
Fix the CAO build by using std::set::insert()<br>It seems that CAO's STL doesn't support std::set::emplace().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f801aa8b2f">f801aa8b2f</a> | 2024-11-09 02:04:32 -0600 | gammafunk</pre>
Fix mapstat/objstat initialization issues<br>This commit fixes a crash due to mapstat/objstat not resetting seen
unrands between iterations. Once all 8 octopus king rings had been
generated from previous iterations, the first iteration that attempted
to generate another octopus king ring would cause a crash. Even if the
crash didn't happen, objstat wasn't generating unrands correctly across
iterations.<br>
To fix this, I've made mapstat/objstat use a centralised
dgn_reset_player_data(), which is a function formerly called
dgn_flush_map_memory() that was used by lua tests. This function covered
all resets mapstat/objstat was already doing as well as those it was
missing. It was missing one reset for item sets, which I've added. Use
of dgn_reset_player_data() reduces the number of places where we have
duplicate player data reset code from three to two; hopefully at some
point we can reduce this to one.<br>
Additionally for mapstat/objstat, we call initial_dungeon_setup() to get
a more centralised and complete initialisation of dungeon setup that
includes setting up Ecumenical Temple maps. I've also rename the dlua
function dgn.clear_data() to dgn.clear_persistant_data() for clarity and
consistency with another related dlua function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2c7b62eb">0d2c7b62eb</a> | 2024-11-08 15:34:55 +0300 | Nikolai Lavsky</pre>
text: update the description of Trog's wizardly items conduct<br>Troglodytes can safely use pain-branded weapons now, but a wizardly
item like the sphere of Battle will get them into trouble.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9556e82baa">9556e82baa</a> | 2024-11-08 13:19:26 +0300 | Nikolai Lavsky</pre>
fix: don't let pain weapons enable Necromancy training under Trog<br>Even though followers of Trog can use pain branded weapons since
9c3d1c461, they get no benefit from training Necromancy. So training
this skill is not only harmful, but also useless for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f847e8a4cf">f847e8a4cf</a> | 2024-11-08 01:24:37 -0600 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=832354d22e">832354d22e</a> | 2024-11-08 01:20:22 -0600 | David Lawrence Ramsey</pre>
Fix missing message when all gems are collected.<br>It wasn't properly accounting for gems in branches that weren't
generated in a given game (Swamp, Shoals, Snake Pit, Spider's Nest).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c96b193c27">c96b193c27</a> | 2024-11-05 19:17:29 -0600 | brandon s allbery kf8nh</pre>
work around crash in actor::knockback<br>https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt<br>
Passive retaliation killed the caster of a force lance before
knockback could occur; since the caster's position was long gone
by the time actor::knockback finally got called, there is no
position to knockback away from any more, so just return false.<br>
[Committer's notes: DracoOmega mentioned a preference for trying to
preserve knockback direction here even if the knockback agent was
dead, but as that commit hasn't yet happened, I'm merging this, since
it should fix a recurring segfault.<br>
Closes #4077.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3712c6d7f1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-308-g3712c6d7f1.zip">here</a>.]]></description>
            <pubDate>Tue, 12 Nov 2024 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-307-gfd16a8b4c0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-307-gfd16a8b4c0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd16a8b4c0">fd16a8b4c0</a> | 2024-11-10 16:49:53 +0300 | Nikolai Lavsky</pre>
text: update the description of Bolt of Light<br>This wand spell doesn't confuse the player anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a9379c173">6a9379c173</a> | 2024-11-10 12:24:04 +0000 | Aliscans</pre>
Use more nouns when a boulder pushes something into the unknown.<br>Brom's Barrelling Boulder can push monsters into terrain you haven't
seen. This created a message such as " Your boulder crushes the orc
against and falls apart!" as feature_description_at() returns an empty
string for unknown terrain.<br>
Replace the empty string with "something" for that message.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75134b2f13">75134b2f13</a> | 2024-11-09 13:03:51 -0600 | gammafunk</pre>
Fix the CAO build by using std::set::insert()<br>It seems that CAO's STL doesn't support std::set::emplace().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f801aa8b2f">f801aa8b2f</a> | 2024-11-09 02:04:32 -0600 | gammafunk</pre>
Fix mapstat/objstat initialization issues<br>This commit fixes a crash due to mapstat/objstat not resetting seen
unrands between iterations. Once all 8 octopus king rings had been
generated from previous iterations, the first iteration that attempted
to generate another octopus king ring would cause a crash. Even if the
crash didn't happen, objstat wasn't generating unrands correctly across
iterations.<br>
To fix this, I've made mapstat/objstat use a centralised
dgn_reset_player_data(), which is a function formerly called
dgn_flush_map_memory() that was used by lua tests. This function covered
all resets mapstat/objstat was already doing as well as those it was
missing. It was missing one reset for item sets, which I've added. Use
of dgn_reset_player_data() reduces the number of places where we have
duplicate player data reset code from three to two; hopefully at some
point we can reduce this to one.<br>
Additionally for mapstat/objstat, we call initial_dungeon_setup() to get
a more centralised and complete initialisation of dungeon setup that
includes setting up Ecumenical Temple maps. I've also rename the dlua
function dgn.clear_data() to dgn.clear_persistant_data() for clarity and
consistency with another related dlua function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2c7b62eb">0d2c7b62eb</a> | 2024-11-08 15:34:55 +0300 | Nikolai Lavsky</pre>
text: update the description of Trog's wizardly items conduct<br>Troglodytes can safely use pain-branded weapons now, but a wizardly
item like the sphere of Battle will get them into trouble.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9556e82baa">9556e82baa</a> | 2024-11-08 13:19:26 +0300 | Nikolai Lavsky</pre>
fix: don't let pain weapons enable Necromancy training under Trog<br>Even though followers of Trog can use pain branded weapons since
9c3d1c461, they get no benefit from training Necromancy. So training
this skill is not only harmful, but also useless for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f847e8a4cf">f847e8a4cf</a> | 2024-11-08 01:24:37 -0600 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=832354d22e">832354d22e</a> | 2024-11-08 01:20:22 -0600 | David Lawrence Ramsey</pre>
Fix missing message when all gems are collected.<br>It wasn't properly accounting for gems in branches that weren't
generated in a given game (Swamp, Shoals, Snake Pit, Spider's Nest).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c96b193c27">c96b193c27</a> | 2024-11-05 19:17:29 -0600 | brandon s allbery kf8nh</pre>
work around crash in actor::knockback<br>https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt<br>
Passive retaliation killed the caster of a force lance before
knockback could occur; since the caster's position was long gone
by the time actor::knockback finally got called, there is no
position to knockback away from any more, so just return false.<br>
[Committer's notes: DracoOmega mentioned a preference for trying to
preserve knockback direction here even if the knockback agent was
dead, but as that commit hasn't yet happened, I'm merging this, since
it should fix a recurring segfault.<br>
Closes #4077.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559140af29">559140af29</a> | 2024-11-04 08:09:13 -0600 | David Lawrence Ramsey</pre>
Reword Brilliance's description.<br>So that it only refers to Yredelemnul by name, as is done elsewhere.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fd16a8b4c0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-307-gfd16a8b4c0.zip">here</a>.]]></description>
            <pubDate>Mon, 11 Nov 2024 06:45:07 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-305-g75134b2f13.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-305-g75134b2f13.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75134b2f13">75134b2f13</a> | 2024-11-09 13:03:51 -0600 | gammafunk</pre>
Fix the CAO build by using std::set::insert()<br>It seems that CAO's STL doesn't support std::set::emplace().
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f801aa8b2f">f801aa8b2f</a> | 2024-11-09 02:04:32 -0600 | gammafunk</pre>
Fix mapstat/objstat initialization issues<br>This commit fixes a crash due to mapstat/objstat not resetting seen
unrands between iterations. Once all 8 octopus king rings had been
generated from previous iterations, the first iteration that attempted
to generate another octopus king ring would cause a crash. Even if the
crash didn't happen, objstat wasn't generating unrands correctly across
iterations.<br>
To fix this, I've made mapstat/objstat use a centralised
dgn_reset_player_data(), which is a function formerly called
dgn_flush_map_memory() that was used by lua tests. This function covered
all resets mapstat/objstat was already doing as well as those it was
missing. It was missing one reset for item sets, which I've added. Use
of dgn_reset_player_data() reduces the number of places where we have
duplicate player data reset code from three to two; hopefully at some
point we can reduce this to one.<br>
Additionally for mapstat/objstat, we call initial_dungeon_setup() to get
a more centralised and complete initialisation of dungeon setup that
includes setting up Ecumenical Temple maps. I've also rename the dlua
function dgn.clear_data() to dgn.clear_persistant_data() for clarity and
consistency with another related dlua function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2c7b62eb">0d2c7b62eb</a> | 2024-11-08 15:34:55 +0300 | Nikolai Lavsky</pre>
text: update the description of Trog's wizardly items conduct<br>Troglodytes can safely use pain-branded weapons now, but a wizardly
item like the sphere of Battle will get them into trouble.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9556e82baa">9556e82baa</a> | 2024-11-08 13:19:26 +0300 | Nikolai Lavsky</pre>
fix: don't let pain weapons enable Necromancy training under Trog<br>Even though followers of Trog can use pain branded weapons since
9c3d1c461, they get no benefit from training Necromancy. So training
this skill is not only harmful, but also useless for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f847e8a4cf">f847e8a4cf</a> | 2024-11-08 01:24:37 -0600 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=832354d22e">832354d22e</a> | 2024-11-08 01:20:22 -0600 | David Lawrence Ramsey</pre>
Fix missing message when all gems are collected.<br>It wasn't properly accounting for gems in branches that weren't
generated in a given game (Swamp, Shoals, Snake Pit, Spider's Nest).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c96b193c27">c96b193c27</a> | 2024-11-05 19:17:29 -0600 | brandon s allbery kf8nh</pre>
work around crash in actor::knockback<br>https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt<br>
Passive retaliation killed the caster of a force lance before
knockback could occur; since the caster's position was long gone
by the time actor::knockback finally got called, there is no
position to knockback away from any more, so just return false.<br>
[Committer's notes: DracoOmega mentioned a preference for trying to
preserve knockback direction here even if the knockback agent was
dead, but as that commit hasn't yet happened, I'm merging this, since
it should fix a recurring segfault.<br>
Closes #4077.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559140af29">559140af29</a> | 2024-11-04 08:09:13 -0600 | David Lawrence Ramsey</pre>
Reword Brilliance's description.<br>So that it only refers to Yredelemnul by name, as is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2694494baf">2694494baf</a> | 2024-11-04 15:03:42 +0300 | Nikolai Lavsky</pre>
fix: adjust conditions for activating skill training (dilly)<br>Currently, the activation of skill training has a few false positives
and false negatives:
* Artefact rings and amulets with +Blink/+Inv don't activate training
  of Evocations.
* Weapons and staves with evocable abilities enable training of
  Evocations even if you can't use such items. E.g., carrying an
  artefact GSC with +Blink does that even if you're a kobold or felid.
* Artefact talismans with +Blink don't activate Evocations training.
* An active talisman doesn't enable relevant skills unless you have it
  in your inventory. So evoking a talisman from the ground doesn't
  activate training of Shapeshifting.
* Shattering a cursed item under Ash doesn't deactivate training of
  corresponding skills.<br>
This commit fixes that and refactors the relevant code a bit. Thanks
to dilly for reporting this!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=381ce9d8e6">381ce9d8e6</a> | 2024-11-02 21:28:10 -0230 | regret-index</pre>
Don't display doubled vigour fading messages out-of-los (Implojin)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=75134b2f13">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-305-g75134b2f13.zip">here</a>.]]></description>
            <pubDate>Sun, 10 Nov 2024 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-303-g0d2c7b62eb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-303-g0d2c7b62eb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d2c7b62eb">0d2c7b62eb</a> | 2024-11-08 15:34:55 +0300 | Nikolai Lavsky</pre>
text: update the description of Trog's wizardly items conduct<br>Troglodytes can safely use pain-branded weapons now, but a wizardly
item like the sphere of Battle will get them into trouble.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9556e82baa">9556e82baa</a> | 2024-11-08 13:19:26 +0300 | Nikolai Lavsky</pre>
fix: don't let pain weapons enable Necromancy training under Trog<br>Even though followers of Trog can use pain branded weapons since
9c3d1c461, they get no benefit from training Necromancy. So training
this skill is not only harmful, but also useless for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f847e8a4cf">f847e8a4cf</a> | 2024-11-08 01:24:37 -0600 | David Lawrence Ramsey</pre>
Unbrace.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=832354d22e">832354d22e</a> | 2024-11-08 01:20:22 -0600 | David Lawrence Ramsey</pre>
Fix missing message when all gems are collected.<br>It wasn't properly accounting for gems in branches that weren't
generated in a given game (Swamp, Shoals, Snake Pit, Spider's Nest).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c96b193c27">c96b193c27</a> | 2024-11-05 19:17:29 -0600 | brandon s allbery kf8nh</pre>
work around crash in actor::knockback<br>https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt<br>
Passive retaliation killed the caster of a force lance before
knockback could occur; since the caster's position was long gone
by the time actor::knockback finally got called, there is no
position to knockback away from any more, so just return false.<br>
[Committer's notes: DracoOmega mentioned a preference for trying to
preserve knockback direction here even if the knockback agent was
dead, but as that commit hasn't yet happened, I'm merging this, since
it should fix a recurring segfault.<br>
Closes #4077.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559140af29">559140af29</a> | 2024-11-04 08:09:13 -0600 | David Lawrence Ramsey</pre>
Reword Brilliance's description.<br>So that it only refers to Yredelemnul by name, as is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2694494baf">2694494baf</a> | 2024-11-04 15:03:42 +0300 | Nikolai Lavsky</pre>
fix: adjust conditions for activating skill training (dilly)<br>Currently, the activation of skill training has a few false positives
and false negatives:
* Artefact rings and amulets with +Blink/+Inv don't activate training
  of Evocations.
* Weapons and staves with evocable abilities enable training of
  Evocations even if you can't use such items. E.g., carrying an
  artefact GSC with +Blink does that even if you're a kobold or felid.
* Artefact talismans with +Blink don't activate Evocations training.
* An active talisman doesn't enable relevant skills unless you have it
  in your inventory. So evoking a talisman from the ground doesn't
  activate training of Shapeshifting.
* Shattering a cursed item under Ash doesn't deactivate training of
  corresponding skills.<br>
This commit fixes that and refactors the relevant code a bit. Thanks
to dilly for reporting this!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=381ce9d8e6">381ce9d8e6</a> | 2024-11-02 21:28:10 -0230 | regret-index</pre>
Don't display doubled vigour fading messages out-of-los (Implojin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1f6b956e">4b1f6b956e</a> | 2024-10-30 19:14:38 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b28a76aa2d">b28a76aa2d</a> | 2024-10-30 23:31:58 +0300 | Nikolai Lavsky</pre>
refactor: tweak some unrand staves-related code<br>Both UNRAND_ASMODEUS and UNRAND_DISPATER are no longer staves. Also,
the former has a passive effect now, which doesn't depend on Evocations.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0d2c7b62eb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-303-g0d2c7b62eb.zip">here</a>.]]></description>
            <pubDate>Sat, 09 Nov 2024 06:44:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-299-gc96b193c27.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-299-gc96b193c27.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c96b193c27">c96b193c27</a> | 2024-11-05 19:17:29 -0600 | brandon s allbery kf8nh</pre>
work around crash in actor::knockback<br>https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt<br>
Passive retaliation killed the caster of a force lance before
knockback could occur; since the caster's position was long gone
by the time actor::knockback finally got called, there is no
position to knockback away from any more, so just return false.<br>
[Committer's notes: DracoOmega mentioned a preference for trying to
preserve knockback direction here even if the knockback agent was
dead, but as that commit hasn't yet happened, I'm merging this, since
it should fix a recurring segfault.<br>
Closes #4077.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559140af29">559140af29</a> | 2024-11-04 08:09:13 -0600 | David Lawrence Ramsey</pre>
Reword Brilliance's description.<br>So that it only refers to Yredelemnul by name, as is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2694494baf">2694494baf</a> | 2024-11-04 15:03:42 +0300 | Nikolai Lavsky</pre>
fix: adjust conditions for activating skill training (dilly)<br>Currently, the activation of skill training has a few false positives
and false negatives:
* Artefact rings and amulets with +Blink/+Inv don't activate training
  of Evocations.
* Weapons and staves with evocable abilities enable training of
  Evocations even if you can't use such items. E.g., carrying an
  artefact GSC with +Blink does that even if you're a kobold or felid.
* Artefact talismans with +Blink don't activate Evocations training.
* An active talisman doesn't enable relevant skills unless you have it
  in your inventory. So evoking a talisman from the ground doesn't
  activate training of Shapeshifting.
* Shattering a cursed item under Ash doesn't deactivate training of
  corresponding skills.<br>
This commit fixes that and refactors the relevant code a bit. Thanks
to dilly for reporting this!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=381ce9d8e6">381ce9d8e6</a> | 2024-11-02 21:28:10 -0230 | regret-index</pre>
Don't display doubled vigour fading messages out-of-los (Implojin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1f6b956e">4b1f6b956e</a> | 2024-10-30 19:14:38 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b28a76aa2d">b28a76aa2d</a> | 2024-10-30 23:31:58 +0300 | Nikolai Lavsky</pre>
refactor: tweak some unrand staves-related code<br>Both UNRAND_ASMODEUS and UNRAND_DISPATER are no longer staves. Also,
the former has a passive effect now, which doesn't depend on Evocations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c11dcb7fa">7c11dcb7fa</a> | 2024-10-30 17:55:22 -0230 | regret-index</pre>
New Xom action: light webs on fire<br>On one hand, it's what a lot of games that aren't Crawl would allow the
player to do anyway, and Xom already has a noticeably fiery action.<br>
On the other hand, the idea that in the entirety of Crawl, that only Xom
can rarely decide to do this, is probably funny enough in and of itself.<br>
Much like Snakes to Sticks, this is meant to provide a Xom action that
changes according to the branches one gets in a game- and somewhat
usefully, there's only two monsters in Spider's Nest with any fire
resistance. Unlike Snakes to Sticks, this comes with a fair bit less
complexity- it just removes all webs in sight (and frees anybody stuck in
a web), then creates fire clouds where those webs were. It provides a
little more ease of movement for the branch in a flavourful fashion without
being too intrusive, and continues the trend of Xom uniquely warping the
Dungeon's terrain on a whim.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8dadf6a4fb">8dadf6a4fb</a> | 2024-10-30 13:04:49 -0500 | David Lawrence Ramsey</pre>
Add missing Divine Shield status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d75f24163">8d75f24163</a> | 2024-10-29 19:10:16 -0500 | Sean Dewar</pre>
Add missing space to Horror status light text<br>Makes it consistent with other such status light texts, and should fix the
WebTiles hover tooltip showing "No description found" despite a correct
description existing in `dat/descript/status.txt:458` (though I couldn't locally
test that; assumed from looking near `tileweb.cc:1213` and
`webserver/game_data/static/player.js:447`).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14434f1371">14434f1371</a> | 2024-10-29 12:45:07 -0500 | Implojin</pre>
Add adelrune to the credits<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c96b193c27">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-299-gc96b193c27.zip">here</a>.]]></description>
            <pubDate>Wed, 06 Nov 2024 06:45:04 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-298-g559140af29.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-298-g559140af29.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=559140af29">559140af29</a> | 2024-11-04 08:09:13 -0600 | David Lawrence Ramsey</pre>
Reword Brilliance's description.<br>So that it only refers to Yredelemnul by name, as is done elsewhere.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2694494baf">2694494baf</a> | 2024-11-04 15:03:42 +0300 | Nikolai Lavsky</pre>
fix: adjust conditions for activating skill training (dilly)<br>Currently, the activation of skill training has a few false positives
and false negatives:
* Artefact rings and amulets with +Blink/+Inv don't activate training
  of Evocations.
* Weapons and staves with evocable abilities enable training of
  Evocations even if you can't use such items. E.g., carrying an
  artefact GSC with +Blink does that even if you're a kobold or felid.
* Artefact talismans with +Blink don't activate Evocations training.
* An active talisman doesn't enable relevant skills unless you have it
  in your inventory. So evoking a talisman from the ground doesn't
  activate training of Shapeshifting.
* Shattering a cursed item under Ash doesn't deactivate training of
  corresponding skills.<br>
This commit fixes that and refactors the relevant code a bit. Thanks
to dilly for reporting this!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=381ce9d8e6">381ce9d8e6</a> | 2024-11-02 21:28:10 -0230 | regret-index</pre>
Don't display doubled vigour fading messages out-of-los (Implojin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1f6b956e">4b1f6b956e</a> | 2024-10-30 19:14:38 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b28a76aa2d">b28a76aa2d</a> | 2024-10-30 23:31:58 +0300 | Nikolai Lavsky</pre>
refactor: tweak some unrand staves-related code<br>Both UNRAND_ASMODEUS and UNRAND_DISPATER are no longer staves. Also,
the former has a passive effect now, which doesn't depend on Evocations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c11dcb7fa">7c11dcb7fa</a> | 2024-10-30 17:55:22 -0230 | regret-index</pre>
New Xom action: light webs on fire<br>On one hand, it's what a lot of games that aren't Crawl would allow the
player to do anyway, and Xom already has a noticeably fiery action.<br>
On the other hand, the idea that in the entirety of Crawl, that only Xom
can rarely decide to do this, is probably funny enough in and of itself.<br>
Much like Snakes to Sticks, this is meant to provide a Xom action that
changes according to the branches one gets in a game- and somewhat
usefully, there's only two monsters in Spider's Nest with any fire
resistance. Unlike Snakes to Sticks, this comes with a fair bit less
complexity- it just removes all webs in sight (and frees anybody stuck in
a web), then creates fire clouds where those webs were. It provides a
little more ease of movement for the branch in a flavourful fashion without
being too intrusive, and continues the trend of Xom uniquely warping the
Dungeon's terrain on a whim.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8dadf6a4fb">8dadf6a4fb</a> | 2024-10-30 13:04:49 -0500 | David Lawrence Ramsey</pre>
Add missing Divine Shield status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d75f24163">8d75f24163</a> | 2024-10-29 19:10:16 -0500 | Sean Dewar</pre>
Add missing space to Horror status light text<br>Makes it consistent with other such status light texts, and should fix the
WebTiles hover tooltip showing "No description found" despite a correct
description existing in `dat/descript/status.txt:458` (though I couldn't locally
test that; assumed from looking near `tileweb.cc:1213` and
`webserver/game_data/static/player.js:447`).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14434f1371">14434f1371</a> | 2024-10-29 12:45:07 -0500 | Implojin</pre>
Add adelrune to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d9a8409e">10d9a8409e</a> | 2024-10-29 12:06:25 -0500 | guillaume</pre>
Apply location effects to flank and swoop<br>Before this commit, flank and swoop attack flavours would
not trigger traps and trap-like effects like sigil of
binding when moving the monster.<br>
I haven't found an issue for this but I stumbled upon that
bug while feeling clever about a ufetubus getting sigil'ed.
The ufetubus didn't get sigiled as I expected.<br>
Here we also let sigil of binding prevent monsters from flanking or
swooping: without this change, adjacent bound ufetubui would still be
able to flank the player.<br>
[Committer's notes: Squashed. Edited commit message.<br>
Closes #4101.]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=559140af29">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-298-g559140af29.zip">here</a>.]]></description>
            <pubDate>Tue, 05 Nov 2024 06:45:20 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-296-g381ce9d8e6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-296-g381ce9d8e6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=381ce9d8e6">381ce9d8e6</a> | 2024-11-02 21:28:10 -0230 | regret-index</pre>
Don't display doubled vigour fading messages out-of-los (Implojin)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1f6b956e">4b1f6b956e</a> | 2024-10-30 19:14:38 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b28a76aa2d">b28a76aa2d</a> | 2024-10-30 23:31:58 +0300 | Nikolai Lavsky</pre>
refactor: tweak some unrand staves-related code<br>Both UNRAND_ASMODEUS and UNRAND_DISPATER are no longer staves. Also,
the former has a passive effect now, which doesn't depend on Evocations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c11dcb7fa">7c11dcb7fa</a> | 2024-10-30 17:55:22 -0230 | regret-index</pre>
New Xom action: light webs on fire<br>On one hand, it's what a lot of games that aren't Crawl would allow the
player to do anyway, and Xom already has a noticeably fiery action.<br>
On the other hand, the idea that in the entirety of Crawl, that only Xom
can rarely decide to do this, is probably funny enough in and of itself.<br>
Much like Snakes to Sticks, this is meant to provide a Xom action that
changes according to the branches one gets in a game- and somewhat
usefully, there's only two monsters in Spider's Nest with any fire
resistance. Unlike Snakes to Sticks, this comes with a fair bit less
complexity- it just removes all webs in sight (and frees anybody stuck in
a web), then creates fire clouds where those webs were. It provides a
little more ease of movement for the branch in a flavourful fashion without
being too intrusive, and continues the trend of Xom uniquely warping the
Dungeon's terrain on a whim.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8dadf6a4fb">8dadf6a4fb</a> | 2024-10-30 13:04:49 -0500 | David Lawrence Ramsey</pre>
Add missing Divine Shield status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d75f24163">8d75f24163</a> | 2024-10-29 19:10:16 -0500 | Sean Dewar</pre>
Add missing space to Horror status light text<br>Makes it consistent with other such status light texts, and should fix the
WebTiles hover tooltip showing "No description found" despite a correct
description existing in `dat/descript/status.txt:458` (though I couldn't locally
test that; assumed from looking near `tileweb.cc:1213` and
`webserver/game_data/static/player.js:447`).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14434f1371">14434f1371</a> | 2024-10-29 12:45:07 -0500 | Implojin</pre>
Add adelrune to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d9a8409e">10d9a8409e</a> | 2024-10-29 12:06:25 -0500 | guillaume</pre>
Apply location effects to flank and swoop<br>Before this commit, flank and swoop attack flavours would
not trigger traps and trap-like effects like sigil of
binding when moving the monster.<br>
I haven't found an issue for this but I stumbled upon that
bug while feeling clever about a ufetubus getting sigil'ed.
The ufetubus didn't get sigiled as I expected.<br>
Here we also let sigil of binding prevent monsters from flanking or
swooping: without this change, adjacent bound ufetubui would still be
able to flank the player.<br>
[Committer's notes: Squashed. Edited commit message.<br>
Closes #4101.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f200facdd">5f200facdd</a> | 2024-10-28 18:15:47 -0230 | regret-index</pre>
Minor vault review, mostly aesthetics edition<br>Worthy of note:<br>
 * Vaults entry vaults now consistently all don't take up the large vault
   slot on the floor, so late D has more odds to place more interesting
   vaults to thus stand out a little bit more to justify itself.<br>
 * wizlab_eringya has grass floor tiles again, as was accidentally removed
   in 5f48996.<br>
 * lightli_orcish_oven is downweighted in V, since vaults_rooms are used
   substantially more thoroughly than otherwise and we've gotten plenty of
   vaults for V since 831329d.<br>
 * nicolae_yak_garden has been moved from an incredibly deep depth
   (originally meant to be half way through Lair, now pushed upwards as
   Lair has picked up more threat) and has a Crypt version to use the
   old lich garden flavour when it was in Zot before 8ac13c1 moved it to
   Forest (followed by it eventually moving it to Lair).<br>
 * serial_glass now has a 1/4 chance when placing in Depths, Elf, or Crypt
   to use different (but still reserved) tile colourations, to make it a
   little nicer seeming later on. This also makes a handful of generic
   glass vaults sometimes use those different colours, but honestly, it's
   fine to throw around more tile changes visuals-wise compared to a lot
   of other accumulated vaultmaking sins.<br>
 * "you.depth_fraction() < 1" checks in vaults for being on floors before
   the end of a branch have been replaced with checks for "you.depth() ~=
   dgn.br_depth(you.branch())", which is longer but actually directly
   states its usage intent and makes lua usage more consistent for future
   guide-writing purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8f5e9b4e">2e8f5e9b4e</a> | 2024-10-26 04:51:29 -0230 | DracoOmega</pre>
Fix monsters sometimes following the player into Duels (particleface)<br>MF_TAKING_STAIRS is set on nearby monsters when the player starts to take a
stair. This flag is used at the end of the stair delay to determine what
monsters are eligable to follow. It is cleared from non-following monsters
when the player leaves the floor, but was *not* cleared when the player's
attempt to take the stairs was interrupted (eg: by constriction, trampling,
etc.)<br>
Oka's Duel ability enters the arena via code that handles normal stair
transitions. It does not *set* the MF_TAKING_STAIRS flag, but it still
respects it on any monsters which already had it. Thus it was possible, if
the player took the stairs, was interrupted, and then used Duel, to pull in
all the monsters that *would* have followed them across the stairs into the
Duel.<br>
This was a rather mysterious bug to deduce and I'm still not 100% convinced
this solves all instances of Duel stowaways, but it does solve at least a
solid chunk of them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=381ce9d8e6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-296-g381ce9d8e6.zip">here</a>.]]></description>
            <pubDate>Sun, 03 Nov 2024 06:45:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-295-g4b1f6b956e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-295-g4b1f6b956e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b1f6b956e">4b1f6b956e</a> | 2024-10-30 19:14:38 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b28a76aa2d">b28a76aa2d</a> | 2024-10-30 23:31:58 +0300 | Nikolai Lavsky</pre>
refactor: tweak some unrand staves-related code<br>Both UNRAND_ASMODEUS and UNRAND_DISPATER are no longer staves. Also,
the former has a passive effect now, which doesn't depend on Evocations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c11dcb7fa">7c11dcb7fa</a> | 2024-10-30 17:55:22 -0230 | regret-index</pre>
New Xom action: light webs on fire<br>On one hand, it's what a lot of games that aren't Crawl would allow the
player to do anyway, and Xom already has a noticeably fiery action.<br>
On the other hand, the idea that in the entirety of Crawl, that only Xom
can rarely decide to do this, is probably funny enough in and of itself.<br>
Much like Snakes to Sticks, this is meant to provide a Xom action that
changes according to the branches one gets in a game- and somewhat
usefully, there's only two monsters in Spider's Nest with any fire
resistance. Unlike Snakes to Sticks, this comes with a fair bit less
complexity- it just removes all webs in sight (and frees anybody stuck in
a web), then creates fire clouds where those webs were. It provides a
little more ease of movement for the branch in a flavourful fashion without
being too intrusive, and continues the trend of Xom uniquely warping the
Dungeon's terrain on a whim.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8dadf6a4fb">8dadf6a4fb</a> | 2024-10-30 13:04:49 -0500 | David Lawrence Ramsey</pre>
Add missing Divine Shield status description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d75f24163">8d75f24163</a> | 2024-10-29 19:10:16 -0500 | Sean Dewar</pre>
Add missing space to Horror status light text<br>Makes it consistent with other such status light texts, and should fix the
WebTiles hover tooltip showing "No description found" despite a correct
description existing in `dat/descript/status.txt:458` (though I couldn't locally
test that; assumed from looking near `tileweb.cc:1213` and
`webserver/game_data/static/player.js:447`).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14434f1371">14434f1371</a> | 2024-10-29 12:45:07 -0500 | Implojin</pre>
Add adelrune to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d9a8409e">10d9a8409e</a> | 2024-10-29 12:06:25 -0500 | guillaume</pre>
Apply location effects to flank and swoop<br>Before this commit, flank and swoop attack flavours would
not trigger traps and trap-like effects like sigil of
binding when moving the monster.<br>
I haven't found an issue for this but I stumbled upon that
bug while feeling clever about a ufetubus getting sigil'ed.
The ufetubus didn't get sigiled as I expected.<br>
Here we also let sigil of binding prevent monsters from flanking or
swooping: without this change, adjacent bound ufetubui would still be
able to flank the player.<br>
[Committer's notes: Squashed. Edited commit message.<br>
Closes #4101.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f200facdd">5f200facdd</a> | 2024-10-28 18:15:47 -0230 | regret-index</pre>
Minor vault review, mostly aesthetics edition<br>Worthy of note:<br>
 * Vaults entry vaults now consistently all don't take up the large vault
   slot on the floor, so late D has more odds to place more interesting
   vaults to thus stand out a little bit more to justify itself.<br>
 * wizlab_eringya has grass floor tiles again, as was accidentally removed
   in 5f48996.<br>
 * lightli_orcish_oven is downweighted in V, since vaults_rooms are used
   substantially more thoroughly than otherwise and we've gotten plenty of
   vaults for V since 831329d.<br>
 * nicolae_yak_garden has been moved from an incredibly deep depth
   (originally meant to be half way through Lair, now pushed upwards as
   Lair has picked up more threat) and has a Crypt version to use the
   old lich garden flavour when it was in Zot before 8ac13c1 moved it to
   Forest (followed by it eventually moving it to Lair).<br>
 * serial_glass now has a 1/4 chance when placing in Depths, Elf, or Crypt
   to use different (but still reserved) tile colourations, to make it a
   little nicer seeming later on. This also makes a handful of generic
   glass vaults sometimes use those different colours, but honestly, it's
   fine to throw around more tile changes visuals-wise compared to a lot
   of other accumulated vaultmaking sins.<br>
 * "you.depth_fraction() < 1" checks in vaults for being on floors before
   the end of a branch have been replaced with checks for "you.depth() ~=
   dgn.br_depth(you.branch())", which is longer but actually directly
   states its usage intent and makes lua usage more consistent for future
   guide-writing purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8f5e9b4e">2e8f5e9b4e</a> | 2024-10-26 04:51:29 -0230 | DracoOmega</pre>
Fix monsters sometimes following the player into Duels (particleface)<br>MF_TAKING_STAIRS is set on nearby monsters when the player starts to take a
stair. This flag is used at the end of the stair delay to determine what
monsters are eligable to follow. It is cleared from non-following monsters
when the player leaves the floor, but was *not* cleared when the player's
attempt to take the stairs was interrupted (eg: by constriction, trampling,
etc.)<br>
Oka's Duel ability enters the arena via code that handles normal stair
transitions. It does not *set* the MF_TAKING_STAIRS flag, but it still
respects it on any monsters which already had it. Thus it was possible, if
the player took the stairs, was interrupted, and then used Duel, to pull in
all the monsters that *would* have followed them across the stairs into the
Duel.<br>
This was a rather mysterious bug to deduce and I'm still not 100% convinced
this solves all instances of Duel stowaways, but it does solve at least a
solid chunk of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f708d3ed5">9f708d3ed5</a> | 2024-10-26 04:51:23 -0230 | DracoOmega</pre>
Apply some attack flavours against dead monsters<br>Monster attack flavour handling was skipped if the initial hit killed a
monster's target. Most of the time this was sensible (no point in freezing
something that is already dead!), but a handful of attack flavours had
effects that reached beyond just the target they were attacking. For
example:<br>
-Broodmothers/Obsidian Bats couldn't summon things off killing blows
-AF_VAMPIRIC monsters couldn't drain HP from killing blows (notably: the
 vampiric weapon brand *does* work on killing blows.
-Shadowghasts don't lose their invisibility on shadowstabs that kill their
 target (allowing them to reuse it immediately)
-AF_SWARM, AF_BLOODZERK, AF_BLINK similarly don't work properly.<br>
This commit changes a handful of such attack flavours to work even if the
defender is dead.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4b1f6b956e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-295-g4b1f6b956e.zip">here</a>.]]></description>
            <pubDate>Thu, 31 Oct 2024 06:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-291-g8d75f24163.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-291-g8d75f24163.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8d75f24163">8d75f24163</a> | 2024-10-29 19:10:16 -0500 | Sean Dewar</pre>
Add missing space to Horror status light text<br>Makes it consistent with other such status light texts, and should fix the
WebTiles hover tooltip showing "No description found" despite a correct
description existing in `dat/descript/status.txt:458` (though I couldn't locally
test that; assumed from looking near `tileweb.cc:1213` and
`webserver/game_data/static/player.js:447`).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14434f1371">14434f1371</a> | 2024-10-29 12:45:07 -0500 | Implojin</pre>
Add adelrune to the credits<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=10d9a8409e">10d9a8409e</a> | 2024-10-29 12:06:25 -0500 | guillaume</pre>
Apply location effects to flank and swoop<br>Before this commit, flank and swoop attack flavours would
not trigger traps and trap-like effects like sigil of
binding when moving the monster.<br>
I haven't found an issue for this but I stumbled upon that
bug while feeling clever about a ufetubus getting sigil'ed.
The ufetubus didn't get sigiled as I expected.<br>
Here we also let sigil of binding prevent monsters from flanking or
swooping: without this change, adjacent bound ufetubui would still be
able to flank the player.<br>
[Committer's notes: Squashed. Edited commit message.<br>
Closes #4101.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f200facdd">5f200facdd</a> | 2024-10-28 18:15:47 -0230 | regret-index</pre>
Minor vault review, mostly aesthetics edition<br>Worthy of note:<br>
 * Vaults entry vaults now consistently all don't take up the large vault
   slot on the floor, so late D has more odds to place more interesting
   vaults to thus stand out a little bit more to justify itself.<br>
 * wizlab_eringya has grass floor tiles again, as was accidentally removed
   in 5f48996.<br>
 * lightli_orcish_oven is downweighted in V, since vaults_rooms are used
   substantially more thoroughly than otherwise and we've gotten plenty of
   vaults for V since 831329d.<br>
 * nicolae_yak_garden has been moved from an incredibly deep depth
   (originally meant to be half way through Lair, now pushed upwards as
   Lair has picked up more threat) and has a Crypt version to use the
   old lich garden flavour when it was in Zot before 8ac13c1 moved it to
   Forest (followed by it eventually moving it to Lair).<br>
 * serial_glass now has a 1/4 chance when placing in Depths, Elf, or Crypt
   to use different (but still reserved) tile colourations, to make it a
   little nicer seeming later on. This also makes a handful of generic
   glass vaults sometimes use those different colours, but honestly, it's
   fine to throw around more tile changes visuals-wise compared to a lot
   of other accumulated vaultmaking sins.<br>
 * "you.depth_fraction() < 1" checks in vaults for being on floors before
   the end of a branch have been replaced with checks for "you.depth() ~=
   dgn.br_depth(you.branch())", which is longer but actually directly
   states its usage intent and makes lua usage more consistent for future
   guide-writing purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8f5e9b4e">2e8f5e9b4e</a> | 2024-10-26 04:51:29 -0230 | DracoOmega</pre>
Fix monsters sometimes following the player into Duels (particleface)<br>MF_TAKING_STAIRS is set on nearby monsters when the player starts to take a
stair. This flag is used at the end of the stair delay to determine what
monsters are eligable to follow. It is cleared from non-following monsters
when the player leaves the floor, but was *not* cleared when the player's
attempt to take the stairs was interrupted (eg: by constriction, trampling,
etc.)<br>
Oka's Duel ability enters the arena via code that handles normal stair
transitions. It does not *set* the MF_TAKING_STAIRS flag, but it still
respects it on any monsters which already had it. Thus it was possible, if
the player took the stairs, was interrupted, and then used Duel, to pull in
all the monsters that *would* have followed them across the stairs into the
Duel.<br>
This was a rather mysterious bug to deduce and I'm still not 100% convinced
this solves all instances of Duel stowaways, but it does solve at least a
solid chunk of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f708d3ed5">9f708d3ed5</a> | 2024-10-26 04:51:23 -0230 | DracoOmega</pre>
Apply some attack flavours against dead monsters<br>Monster attack flavour handling was skipped if the initial hit killed a
monster's target. Most of the time this was sensible (no point in freezing
something that is already dead!), but a handful of attack flavours had
effects that reached beyond just the target they were attacking. For
example:<br>
-Broodmothers/Obsidian Bats couldn't summon things off killing blows
-AF_VAMPIRIC monsters couldn't drain HP from killing blows (notably: the
 vampiric weapon brand *does* work on killing blows.
-Shadowghasts don't lose their invisibility on shadowstabs that kill their
 target (allowing them to reuse it immediately)
-AF_SWARM, AF_BLOODZERK, AF_BLINK similarly don't work properly.<br>
This commit changes a handful of such attack flavours to work even if the
defender is dead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1faad6508c">1faad6508c</a> | 2024-10-25 23:36:33 -0700 | tuohy</pre>
correct period to comma in wand of light description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1108719ceb">1108719ceb</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
Reorganize dc-wall.txt<br>This file is a complete mess, depositing branch walls all over the
place and with two awkward divisions of intermingled rock and stone
tiles before an end point of glass / crystal / metal splits.<br>
This shouldn't have any visible effects in-game, but it should make
adding new wall tiles reasonably more consistent through ordering and
sectioning. Sections-wise, everything has been split into:
 * The default wall tiles (+ colour variations) for each main wall type,
 * then branch tiles according to their rough depth,
 * then portal tiles,
 * then vault tiles.<br>
This also consistently puts features in those given sections into
split-ups of rock, then stone, then other features, rather than mixing
the former two. It also adds comments over tiles for branches and portals
whose tile file names don't contain their given location in their name.
Altogether, this should hopefully significantlly help keep the file more
organized and help others look up tiles' places and uses for vault
deployment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6879795947">6879795947</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
New Makhleb Mark invocation icons (Sastreii)<br>Undeniably striking art, each of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0ae30da48">b0ae30da48</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Adjust Xom polymorph checks (Mike)<br>5cebcaf adding in a condition to avoid polymorphing super early bats over
arrival / altar vault liquids also accidentally screwed up the logic
checks to properly exclude firewood, the non-living, or the undead as long
as one was above XL 3. This has been fixed and tweaked upwards to require
being above XL 4, also preventing Xom from polymorphing regular firewood
plants and fungi entirely.<br>
Xom could previously still polymorph early oklob plants into thorn hunters
or starflowers or shambling mangroves, though, (and could make sleepcaps
turn into ballistomycetes to sporulate with extremely little warning),
which is now also softly excluded from completely destroying early chaos
knights (by refusing to polymorph plant holiness monsters period unless
one's above XL 8).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8d75f24163">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-291-g8d75f24163.zip">here</a>.]]></description>
            <pubDate>Wed, 30 Oct 2024 06:44:43 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-288-g5f200facdd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-288-g5f200facdd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f200facdd">5f200facdd</a> | 2024-10-28 18:15:47 -0230 | regret-index</pre>
Minor vault review, mostly aesthetics edition<br>Worthy of note:<br>
 * Vaults entry vaults now consistently all don't take up the large vault
   slot on the floor, so late D has more odds to place more interesting
   vaults to thus stand out a little bit more to justify itself.<br>
 * wizlab_eringya has grass floor tiles again, as was accidentally removed
   in 5f48996.<br>
 * lightli_orcish_oven is downweighted in V, since vaults_rooms are used
   substantially more thoroughly than otherwise and we've gotten plenty of
   vaults for V since 831329d.<br>
 * nicolae_yak_garden has been moved from an incredibly deep depth
   (originally meant to be half way through Lair, now pushed upwards as
   Lair has picked up more threat) and has a Crypt version to use the
   old lich garden flavour when it was in Zot before 8ac13c1 moved it to
   Forest (followed by it eventually moving it to Lair).<br>
 * serial_glass now has a 1/4 chance when placing in Depths, Elf, or Crypt
   to use different (but still reserved) tile colourations, to make it a
   little nicer seeming later on. This also makes a handful of generic
   glass vaults sometimes use those different colours, but honestly, it's
   fine to throw around more tile changes visuals-wise compared to a lot
   of other accumulated vaultmaking sins.<br>
 * "you.depth_fraction() < 1" checks in vaults for being on floors before
   the end of a branch have been replaced with checks for "you.depth() ~=
   dgn.br_depth(you.branch())", which is longer but actually directly
   states its usage intent and makes lua usage more consistent for future
   guide-writing purposes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8f5e9b4e">2e8f5e9b4e</a> | 2024-10-26 04:51:29 -0230 | DracoOmega</pre>
Fix monsters sometimes following the player into Duels (particleface)<br>MF_TAKING_STAIRS is set on nearby monsters when the player starts to take a
stair. This flag is used at the end of the stair delay to determine what
monsters are eligable to follow. It is cleared from non-following monsters
when the player leaves the floor, but was *not* cleared when the player's
attempt to take the stairs was interrupted (eg: by constriction, trampling,
etc.)<br>
Oka's Duel ability enters the arena via code that handles normal stair
transitions. It does not *set* the MF_TAKING_STAIRS flag, but it still
respects it on any monsters which already had it. Thus it was possible, if
the player took the stairs, was interrupted, and then used Duel, to pull in
all the monsters that *would* have followed them across the stairs into the
Duel.<br>
This was a rather mysterious bug to deduce and I'm still not 100% convinced
this solves all instances of Duel stowaways, but it does solve at least a
solid chunk of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f708d3ed5">9f708d3ed5</a> | 2024-10-26 04:51:23 -0230 | DracoOmega</pre>
Apply some attack flavours against dead monsters<br>Monster attack flavour handling was skipped if the initial hit killed a
monster's target. Most of the time this was sensible (no point in freezing
something that is already dead!), but a handful of attack flavours had
effects that reached beyond just the target they were attacking. For
example:<br>
-Broodmothers/Obsidian Bats couldn't summon things off killing blows
-AF_VAMPIRIC monsters couldn't drain HP from killing blows (notably: the
 vampiric weapon brand *does* work on killing blows.
-Shadowghasts don't lose their invisibility on shadowstabs that kill their
 target (allowing them to reuse it immediately)
-AF_SWARM, AF_BLOODZERK, AF_BLINK similarly don't work properly.<br>
This commit changes a handful of such attack flavours to work even if the
defender is dead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1faad6508c">1faad6508c</a> | 2024-10-25 23:36:33 -0700 | tuohy</pre>
correct period to comma in wand of light description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1108719ceb">1108719ceb</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
Reorganize dc-wall.txt<br>This file is a complete mess, depositing branch walls all over the
place and with two awkward divisions of intermingled rock and stone
tiles before an end point of glass / crystal / metal splits.<br>
This shouldn't have any visible effects in-game, but it should make
adding new wall tiles reasonably more consistent through ordering and
sectioning. Sections-wise, everything has been split into:
 * The default wall tiles (+ colour variations) for each main wall type,
 * then branch tiles according to their rough depth,
 * then portal tiles,
 * then vault tiles.<br>
This also consistently puts features in those given sections into
split-ups of rock, then stone, then other features, rather than mixing
the former two. It also adds comments over tiles for branches and portals
whose tile file names don't contain their given location in their name.
Altogether, this should hopefully significantlly help keep the file more
organized and help others look up tiles' places and uses for vault
deployment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6879795947">6879795947</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
New Makhleb Mark invocation icons (Sastreii)<br>Undeniably striking art, each of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0ae30da48">b0ae30da48</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Adjust Xom polymorph checks (Mike)<br>5cebcaf adding in a condition to avoid polymorphing super early bats over
arrival / altar vault liquids also accidentally screwed up the logic
checks to properly exclude firewood, the non-living, or the undead as long
as one was above XL 3. This has been fixed and tweaked upwards to require
being above XL 4, also preventing Xom from polymorphing regular firewood
plants and fungi entirely.<br>
Xom could previously still polymorph early oklob plants into thorn hunters
or starflowers or shambling mangroves, though, (and could make sleepcaps
turn into ballistomycetes to sporulate with extremely little warning),
which is now also softly excluded from completely destroying early chaos
knights (by refusing to polymorph plant holiness monsters period unless
one's above XL 8).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26535046ea">26535046ea</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Place a missing midnight gem (#4097)<br>Accidentally broken in ce7c55b. My apologies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e21b1ddef6">e21b1ddef6</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
A variety of remixed extended tiles<br>All of these branches lacked their own unique tile appearances beyond a
few recolours of default tiles. With the bulk of extended running heavily
off of theme and novelty more than about replayable variety, it helps
Pan and the Hells each to have their own unique tiles for both the sake
of external vault flavour and for the flavour of each of those branches.
(I also have some ideas and work done on new Zot tiles in this capacity,
but it required each branch to technically have its own tiles first.)<br>
 * Pandemonium stone: A mix of Denzi's wall_relief, wall_bars, and
   Porkchop's stone_dark walls recolouring Denzi's stone_grey walls.<br>
 * Mnoleg stone variation: A mix of Denzi's wall_relief, wall_bars, and
   unrecognizably-warped old very ugly thing tile.<br>
 * Gloorx Vloq stone: A mix of ontoclasm's Crypt metal, plus Sastreii's
   Snake stone and Depths vault floors.<br>
 * Lom Lobon crystal: A combination of heavily edited CC0 art by NettySvit
   and cynicmusic.<br>
 * Cerebov metal: A mix of Heavily edited CC0 art by Surt and
   unrecognizably-warped balrug tiles by Sastreii.<br>
 * Gehenna stone: A mix of ontoclasm's Labyrinth stone and
   unrecognizably-warped pit fiend tiles by Denzi.<br>
This also comes with some minor adjustments to a number of vaults to deploy
these tiles a bit more (for various demonic contexts), and to avoid using
them in holy_pan while that's still around. Should be a little easier to
make Pan decor any visually interesting, at least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d854694f7a">d854694f7a</a> | 2024-10-24 22:22:23 +0100 | Kate</pre>
Remove a speech line<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5f200facdd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-288-g5f200facdd.zip">here</a>.]]></description>
            <pubDate>Tue, 29 Oct 2024 06:44:46 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-287-g2e8f5e9b4e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-287-g2e8f5e9b4e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e8f5e9b4e">2e8f5e9b4e</a> | 2024-10-26 04:51:29 -0230 | DracoOmega</pre>
Fix monsters sometimes following the player into Duels (particleface)<br>MF_TAKING_STAIRS is set on nearby monsters when the player starts to take a
stair. This flag is used at the end of the stair delay to determine what
monsters are eligable to follow. It is cleared from non-following monsters
when the player leaves the floor, but was *not* cleared when the player's
attempt to take the stairs was interrupted (eg: by constriction, trampling,
etc.)<br>
Oka's Duel ability enters the arena via code that handles normal stair
transitions. It does not *set* the MF_TAKING_STAIRS flag, but it still
respects it on any monsters which already had it. Thus it was possible, if
the player took the stairs, was interrupted, and then used Duel, to pull in
all the monsters that *would* have followed them across the stairs into the
Duel.<br>
This was a rather mysterious bug to deduce and I'm still not 100% convinced
this solves all instances of Duel stowaways, but it does solve at least a
solid chunk of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f708d3ed5">9f708d3ed5</a> | 2024-10-26 04:51:23 -0230 | DracoOmega</pre>
Apply some attack flavours against dead monsters<br>Monster attack flavour handling was skipped if the initial hit killed a
monster's target. Most of the time this was sensible (no point in freezing
something that is already dead!), but a handful of attack flavours had
effects that reached beyond just the target they were attacking. For
example:<br>
-Broodmothers/Obsidian Bats couldn't summon things off killing blows
-AF_VAMPIRIC monsters couldn't drain HP from killing blows (notably: the
 vampiric weapon brand *does* work on killing blows.
-Shadowghasts don't lose their invisibility on shadowstabs that kill their
 target (allowing them to reuse it immediately)
-AF_SWARM, AF_BLOODZERK, AF_BLINK similarly don't work properly.<br>
This commit changes a handful of such attack flavours to work even if the
defender is dead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1faad6508c">1faad6508c</a> | 2024-10-25 23:36:33 -0700 | tuohy</pre>
correct period to comma in wand of light description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1108719ceb">1108719ceb</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
Reorganize dc-wall.txt<br>This file is a complete mess, depositing branch walls all over the
place and with two awkward divisions of intermingled rock and stone
tiles before an end point of glass / crystal / metal splits.<br>
This shouldn't have any visible effects in-game, but it should make
adding new wall tiles reasonably more consistent through ordering and
sectioning. Sections-wise, everything has been split into:
 * The default wall tiles (+ colour variations) for each main wall type,
 * then branch tiles according to their rough depth,
 * then portal tiles,
 * then vault tiles.<br>
This also consistently puts features in those given sections into
split-ups of rock, then stone, then other features, rather than mixing
the former two. It also adds comments over tiles for branches and portals
whose tile file names don't contain their given location in their name.
Altogether, this should hopefully significantlly help keep the file more
organized and help others look up tiles' places and uses for vault
deployment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6879795947">6879795947</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
New Makhleb Mark invocation icons (Sastreii)<br>Undeniably striking art, each of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0ae30da48">b0ae30da48</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Adjust Xom polymorph checks (Mike)<br>5cebcaf adding in a condition to avoid polymorphing super early bats over
arrival / altar vault liquids also accidentally screwed up the logic
checks to properly exclude firewood, the non-living, or the undead as long
as one was above XL 3. This has been fixed and tweaked upwards to require
being above XL 4, also preventing Xom from polymorphing regular firewood
plants and fungi entirely.<br>
Xom could previously still polymorph early oklob plants into thorn hunters
or starflowers or shambling mangroves, though, (and could make sleepcaps
turn into ballistomycetes to sporulate with extremely little warning),
which is now also softly excluded from completely destroying early chaos
knights (by refusing to polymorph plant holiness monsters period unless
one's above XL 8).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26535046ea">26535046ea</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Place a missing midnight gem (#4097)<br>Accidentally broken in ce7c55b. My apologies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e21b1ddef6">e21b1ddef6</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
A variety of remixed extended tiles<br>All of these branches lacked their own unique tile appearances beyond a
few recolours of default tiles. With the bulk of extended running heavily
off of theme and novelty more than about replayable variety, it helps
Pan and the Hells each to have their own unique tiles for both the sake
of external vault flavour and for the flavour of each of those branches.
(I also have some ideas and work done on new Zot tiles in this capacity,
but it required each branch to technically have its own tiles first.)<br>
 * Pandemonium stone: A mix of Denzi's wall_relief, wall_bars, and
   Porkchop's stone_dark walls recolouring Denzi's stone_grey walls.<br>
 * Mnoleg stone variation: A mix of Denzi's wall_relief, wall_bars, and
   unrecognizably-warped old very ugly thing tile.<br>
 * Gloorx Vloq stone: A mix of ontoclasm's Crypt metal, plus Sastreii's
   Snake stone and Depths vault floors.<br>
 * Lom Lobon crystal: A combination of heavily edited CC0 art by NettySvit
   and cynicmusic.<br>
 * Cerebov metal: A mix of Heavily edited CC0 art by Surt and
   unrecognizably-warped balrug tiles by Sastreii.<br>
 * Gehenna stone: A mix of ontoclasm's Labyrinth stone and
   unrecognizably-warped pit fiend tiles by Denzi.<br>
This also comes with some minor adjustments to a number of vaults to deploy
these tiles a bit more (for various demonic contexts), and to avoid using
them in holy_pan while that's still around. Should be a little easier to
make Pan decor any visually interesting, at least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d854694f7a">d854694f7a</a> | 2024-10-24 22:22:23 +0100 | Kate</pre>
Remove a speech line<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bacc2b0399">bacc2b0399</a> | 2024-10-24 22:22:10 +0100 | Kate</pre>
Adjust some more Yredelemnul messages<br>To properly refer to Yredelemnul only by name.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2e8f5e9b4e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-287-g2e8f5e9b4e.zip">here</a>.]]></description>
            <pubDate>Sun, 27 Oct 2024 06:44:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-284-g1108719ceb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-284-g1108719ceb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1108719ceb">1108719ceb</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
Reorganize dc-wall.txt<br>This file is a complete mess, depositing branch walls all over the
place and with two awkward divisions of intermingled rock and stone
tiles before an end point of glass / crystal / metal splits.<br>
This shouldn't have any visible effects in-game, but it should make
adding new wall tiles reasonably more consistent through ordering and
sectioning. Sections-wise, everything has been split into:
 * The default wall tiles (+ colour variations) for each main wall type,
 * then branch tiles according to their rough depth,
 * then portal tiles,
 * then vault tiles.<br>
This also consistently puts features in those given sections into
split-ups of rock, then stone, then other features, rather than mixing
the former two. It also adds comments over tiles for branches and portals
whose tile file names don't contain their given location in their name.
Altogether, this should hopefully significantlly help keep the file more
organized and help others look up tiles' places and uses for vault
deployment.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6879795947">6879795947</a> | 2024-10-24 21:59:46 -0230 | regret-index</pre>
New Makhleb Mark invocation icons (Sastreii)<br>Undeniably striking art, each of them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0ae30da48">b0ae30da48</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Adjust Xom polymorph checks (Mike)<br>5cebcaf adding in a condition to avoid polymorphing super early bats over
arrival / altar vault liquids also accidentally screwed up the logic
checks to properly exclude firewood, the non-living, or the undead as long
as one was above XL 3. This has been fixed and tweaked upwards to require
being above XL 4, also preventing Xom from polymorphing regular firewood
plants and fungi entirely.<br>
Xom could previously still polymorph early oklob plants into thorn hunters
or starflowers or shambling mangroves, though, (and could make sleepcaps
turn into ballistomycetes to sporulate with extremely little warning),
which is now also softly excluded from completely destroying early chaos
knights (by refusing to polymorph plant holiness monsters period unless
one's above XL 8).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=26535046ea">26535046ea</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
Place a missing midnight gem (#4097)<br>Accidentally broken in ce7c55b. My apologies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e21b1ddef6">e21b1ddef6</a> | 2024-10-24 21:59:45 -0230 | regret-index</pre>
A variety of remixed extended tiles<br>All of these branches lacked their own unique tile appearances beyond a
few recolours of default tiles. With the bulk of extended running heavily
off of theme and novelty more than about replayable variety, it helps
Pan and the Hells each to have their own unique tiles for both the sake
of external vault flavour and for the flavour of each of those branches.
(I also have some ideas and work done on new Zot tiles in this capacity,
but it required each branch to technically have its own tiles first.)<br>
 * Pandemonium stone: A mix of Denzi's wall_relief, wall_bars, and
   Porkchop's stone_dark walls recolouring Denzi's stone_grey walls.<br>
 * Mnoleg stone variation: A mix of Denzi's wall_relief, wall_bars, and
   unrecognizably-warped old very ugly thing tile.<br>
 * Gloorx Vloq stone: A mix of ontoclasm's Crypt metal, plus Sastreii's
   Snake stone and Depths vault floors.<br>
 * Lom Lobon crystal: A combination of heavily edited CC0 art by NettySvit
   and cynicmusic.<br>
 * Cerebov metal: A mix of Heavily edited CC0 art by Surt and
   unrecognizably-warped balrug tiles by Sastreii.<br>
 * Gehenna stone: A mix of ontoclasm's Labyrinth stone and
   unrecognizably-warped pit fiend tiles by Denzi.<br>
This also comes with some minor adjustments to a number of vaults to deploy
these tiles a bit more (for various demonic contexts), and to avoid using
them in holy_pan while that's still around. Should be a little easier to
make Pan decor any visually interesting, at least.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d854694f7a">d854694f7a</a> | 2024-10-24 22:22:23 +0100 | Kate</pre>
Remove a speech line<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bacc2b0399">bacc2b0399</a> | 2024-10-24 22:22:10 +0100 | Kate</pre>
Adjust some more Yredelemnul messages<br>To properly refer to Yredelemnul only by name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48f6307ce2">48f6307ce2</a> | 2024-10-24 22:12:08 +0100 | Kate</pre>
Clarify some Yredelmnul ability descriptions<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41421e2eb3">41421e2eb3</a> | 2024-10-24 16:21:14 +0300 | Nikolai Lavsky</pre>
text: tweak a few more descriptions<br>To match the "Does X" format. Also, remove a stray space.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2f3612d91">f2f3612d91</a> | 2024-10-24 00:33:11 +0100 | Kate</pre>
Adjust some god descriptions<br>To match the other descriptions in referring to the player as "the
worshipper", "the follower" etc, rather than directly as "you".
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1108719ceb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-284-g1108719ceb.zip">here</a>.]]></description>
            <pubDate>Fri, 25 Oct 2024 05:45:03 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-275-gf2f3612d91.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-275-gf2f3612d91.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2f3612d91">f2f3612d91</a> | 2024-10-24 00:33:11 +0100 | Kate</pre>
Adjust some god descriptions<br>To match the other descriptions in referring to the player as "the
worshipper", "the follower" etc, rather than directly as "you".
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ae0b0c6c5">9ae0b0c6c5</a> | 2024-10-24 00:29:17 +0100 | Kate</pre>
Adjust some ability descriptions<br>To match the format of other abilities ("Does x" rather than "Do x").
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4cfdf539c">c4cfdf539c</a> | 2024-10-24 00:25:46 +0100 | Kate</pre>
Reword some god messages and descriptions<br>By convention, Crawl gods aren't gendered, and they are referred to
directly by name only (not by singular they pronouns). Adjust some speech
lines, descriptions and other messages to match this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5f5f5be5e">e5f5f5be5e</a> | 2024-10-23 01:14:20 +0100 | Kate</pre>
Fix Ignition exploding on projectiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f91ea3cd2">2f91ea3cd2</a> | 2024-10-22 23:17:35 +0100 | Kate</pre>
Display Imbue Servitor's delay on the ability menu<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=361589c4d2">361589c4d2</a> | 2024-10-22 18:02:12 +0100 | Kate</pre>
Fix Ash bondage not updating with slot-blocking muts<br>Bondage level was rechecked if an equipped piece of equipment was forced
off due to a mutation, but not if you didn't have anything equipped in that
slot already. However, it should still be rechecked in those cases because
piety scales based on the number of available slots (so if, for example, a
player has every slot filled except one, and then that uncursed slot is
blocked by a mutation, they should then reach max piety).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d558c92145">d558c92145</a> | 2024-10-22 18:02:04 +0100 | Kate</pre>
Australianise some spelling<br>And fix a typo.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6938ffb21a">6938ffb21a</a> | 2024-10-22 16:30:54 +0100 | Kate</pre>
Fix some Foxfire messaging<br>Prevents foxfires from printing "Your foxfire is destroyed!" messages when
hitting something, and correctly uses their timeout message on expiry.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6727bf9f3c">6727bf9f3c</a> | 2024-10-22 17:58:03 +0300 | Nikolai Lavsky</pre>
feat: make miasma-breathing monsters less picky about their targets<br>There doesn't seem to be one explicit and consistent policy for player
resists affecting monster AI, but most cloud spells don't check even
species-level resistances.<br>
A catoblepas would happily breathe calcifying dust at a gargoyle or
djinni, swamp dragons don't mind breathing poison at a mummy, having
poison resistance or even poison immunity doesn't affect swamp drakes'
AI too, and only death drakes absolutely refuse to waste turns breathing
miasma at anyone with rMiasma. This includes not only mummies, ghouls,
and bloodless vampires, but also players who wear the Cigotuvi's embrace
and players in statue, storm, death, or wisp form.<br>
Death drakes share this spell with a few extended monsters, so this
commit makes them all ignore rMiasma when casting Miasma Breath or Death
Rattle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0fd5bc31a">a0fd5bc31a</a> | 2024-10-21 19:49:30 -0500 | Implojin</pre>
docs: deprecate some mantis links<br>Players haven't been able to create accounts on mantis for many years,
it doesn't seem helpful to continue to link mantis in our in-game FAQ.<br>
I've also updated a few links here to our currently active community
feedback locations: github issues, github PRs, and the roguelikes
discord.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f2f3612d91">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-275-gf2f3612d91.zip">here</a>.]]></description>
            <pubDate>Thu, 24 Oct 2024 05:45:01 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-272-ge5f5f5be5e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-272-ge5f5f5be5e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5f5f5be5e">e5f5f5be5e</a> | 2024-10-23 01:14:20 +0100 | Kate</pre>
Fix Ignition exploding on projectiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2f91ea3cd2">2f91ea3cd2</a> | 2024-10-22 23:17:35 +0100 | Kate</pre>
Display Imbue Servitor's delay on the ability menu<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=361589c4d2">361589c4d2</a> | 2024-10-22 18:02:12 +0100 | Kate</pre>
Fix Ash bondage not updating with slot-blocking muts<br>Bondage level was rechecked if an equipped piece of equipment was forced
off due to a mutation, but not if you didn't have anything equipped in that
slot already. However, it should still be rechecked in those cases because
piety scales based on the number of available slots (so if, for example, a
player has every slot filled except one, and then that uncursed slot is
blocked by a mutation, they should then reach max piety).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d558c92145">d558c92145</a> | 2024-10-22 18:02:04 +0100 | Kate</pre>
Australianise some spelling<br>And fix a typo.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6938ffb21a">6938ffb21a</a> | 2024-10-22 16:30:54 +0100 | Kate</pre>
Fix some Foxfire messaging<br>Prevents foxfires from printing "Your foxfire is destroyed!" messages when
hitting something, and correctly uses their timeout message on expiry.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6727bf9f3c">6727bf9f3c</a> | 2024-10-22 17:58:03 +0300 | Nikolai Lavsky</pre>
feat: make miasma-breathing monsters less picky about their targets<br>There doesn't seem to be one explicit and consistent policy for player
resists affecting monster AI, but most cloud spells don't check even
species-level resistances.<br>
A catoblepas would happily breathe calcifying dust at a gargoyle or
djinni, swamp dragons don't mind breathing poison at a mummy, having
poison resistance or even poison immunity doesn't affect swamp drakes'
AI too, and only death drakes absolutely refuse to waste turns breathing
miasma at anyone with rMiasma. This includes not only mummies, ghouls,
and bloodless vampires, but also players who wear the Cigotuvi's embrace
and players in statue, storm, death, or wisp form.<br>
Death drakes share this spell with a few extended monsters, so this
commit makes them all ignore rMiasma when casting Miasma Breath or Death
Rattle.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0fd5bc31a">a0fd5bc31a</a> | 2024-10-21 19:49:30 -0500 | Implojin</pre>
docs: deprecate some mantis links<br>Players haven't been able to create accounts on mantis for many years,
it doesn't seem helpful to continue to link mantis in our in-game FAQ.<br>
I've also updated a few links here to our currently active community
feedback locations: github issues, github PRs, and the roguelikes
discord.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90227b9278">90227b9278</a> | 2024-10-19 12:59:53 -0230 | DracoOmega</pre>
Don't have inner flame monsters explode on timeout (dilly)<br>While this is appropriate behavior for things like ball lightning, inner
flamed summons that expire should just disappear quietly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4140c9fd">3d4140c9fd</a> | 2024-10-18 23:59:00 -0230 | regret-index</pre>
New requested monster spell icons (pianoman523)<br>Spells that get new icons: Blink Allies Away, Blink Allies Encircling,
Dimensional Anchor, Flash Freeze, Mesmerize, Resonance Strike, Vitrify,
and Vitrifying Gaze.<br>
Most of these have come with some edits and tweaks to the initial
submission. The Blink Allies [Encircling | Away] icons also uses the old
ally heart icon drawn by ontoclasm, and the Resonance Strike icons also
uses the Leda's Unmaking tile by Sastreii.<br>
(Also, removed an excess placeholder Hoarfrost Cannonade tile left
in a different folder for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de4f08d9b4">de4f08d9b4</a> | 2024-10-18 23:32:31 -0230 | regret-index</pre>
Some more preliminary tiles, triton edition<br>Composited from other tiles to fulfill differentiating the large number
of absent mutation and spell icons, as is usual:<br>
 * Mertail mutation: ontoclasm's mermaid statue.<br>
 * Siren Song, Avatar Song: CanOfWorms' Fugue of the Fallen icon,
   ontoclasm's merfolk siren / merfolk avatar water tiles and
   dancing weapon status icon.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e5f5f5be5e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-272-ge5f5f5be5e.zip">here</a>.]]></description>
            <pubDate>Wed, 23 Oct 2024 05:44:48 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-266-ga0fd5bc31a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-266-ga0fd5bc31a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a0fd5bc31a">a0fd5bc31a</a> | 2024-10-21 19:49:30 -0500 | Implojin</pre>
docs: deprecate some mantis links<br>Players haven't been able to create accounts on mantis for many years,
it doesn't seem helpful to continue to link mantis in our in-game FAQ.<br>
I've also updated a few links here to our currently active community
feedback locations: github issues, github PRs, and the roguelikes
discord.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90227b9278">90227b9278</a> | 2024-10-19 12:59:53 -0230 | DracoOmega</pre>
Don't have inner flame monsters explode on timeout (dilly)<br>While this is appropriate behavior for things like ball lightning, inner
flamed summons that expire should just disappear quietly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4140c9fd">3d4140c9fd</a> | 2024-10-18 23:59:00 -0230 | regret-index</pre>
New requested monster spell icons (pianoman523)<br>Spells that get new icons: Blink Allies Away, Blink Allies Encircling,
Dimensional Anchor, Flash Freeze, Mesmerize, Resonance Strike, Vitrify,
and Vitrifying Gaze.<br>
Most of these have come with some edits and tweaks to the initial
submission. The Blink Allies [Encircling | Away] icons also uses the old
ally heart icon drawn by ontoclasm, and the Resonance Strike icons also
uses the Leda's Unmaking tile by Sastreii.<br>
(Also, removed an excess placeholder Hoarfrost Cannonade tile left
in a different folder for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de4f08d9b4">de4f08d9b4</a> | 2024-10-18 23:32:31 -0230 | regret-index</pre>
Some more preliminary tiles, triton edition<br>Composited from other tiles to fulfill differentiating the large number
of absent mutation and spell icons, as is usual:<br>
 * Mertail mutation: ontoclasm's mermaid statue.<br>
 * Siren Song, Avatar Song: CanOfWorms' Fugue of the Fallen icon,
   ontoclasm's merfolk siren / merfolk avatar water tiles and
   dancing weapon status icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=790fefb5c0">790fefb5c0</a> | 2024-10-18 18:08:17 -0230 | regret-index</pre>
Don't try to place blind dancing weapons (#4089)<br>nicolae_gammafunk_elf_defective_weapons_storage tries to make one set of
defective dancing weapons blind, but nonliving creatures can't be blinded
in the first place, losing the defective weapon flavour that excuses a
runed door box from placing ~8 or more dancing weapons. (The vault's own
comments mention trying out confusion instead, but this will just make them
kill everything else in the vault.) To fit the defect theme of being slow
or covered in acid, and to follow the bug report's suggestion, they are now
vitrified instead so they will effectively die much faster.<br>
Closes #4089.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dbb4b3ddd">6dbb4b3ddd</a> | 2024-10-18 17:41:20 -0230 | regret-index</pre>
Add more to the Abyss feature sanitizing list<br>This list is used for when banishment changes one's immediate terrain
surroundings from the prior branch into the Abyss. (Honestly, we could
probably do with more of the reverse of Abyss corruption here and have the
floor tiles of given old branches show up in the Abyss both on immediate
banishment and in the floor copying so people can more easily notice that
the Abyss is mirroring places besides Swamp.)<br>
 * Decorative floors rely on vault redefinitions and thus show up as
   question marks asking for a bug report otherwise. They now are just
   replaced with plain floor instead for now.<br>
 * The Orb Dais was duplicated by banishment (and is itself still otherwise
   unchanging in the process), and now is replaced by a statue instead.<br>
 * Runed doors not set by vaults (and instead by the Abyss copying seen
   and generated floors) tend to not actually lead to anywhere or serve
   their purpose at all, which is flavourful but also confusing for the
   heavy usage of runed doors as a highly mechanical matter. They now
   are replaced by regular clear closed doors instead. (Abyss recently got
   new flavour with the eye fountains, anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=803e90bfac">803e90bfac</a> | 2024-10-18 17:14:10 -0230 | regret-index</pre>
New leather armour tiles (Sastreii)<br>Good updates for all of the base leather armour tiles (mundane, good_item,
and randart), as well as a new tile for Cigotuvi's Embrace.<br>
(I also moved the most easily reusable old variation to the unused/armour
directory and deleted some quite old tiles in exchange.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=551f775c75">551f775c75</a> | 2024-10-18 15:09:12 -0230 | DracoOmega</pre>
Fix Gavotte not being aimable at the level boundary (Drazool)<br>The spell never directly affects the target cell anyway, and you can
already cast it against any other type of wall just fine (if your objective
is to move things besides yourself).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0442bec93c">0442bec93c</a> | 2024-10-18 15:06:03 -0230 | DracoOmega</pre>
Fix pillars of rime not being LRD-able (Drazool)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49991a7d3d">49991a7d3d</a> | 2024-10-18 15:02:56 -0230 | DracoOmega</pre>
Properly use the MONSTER_TIMEOUT channel for explosion poof messages<br>(Since this is intended to replace the normal poof message when inner flame
blows up a summon, for instance.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a0fd5bc31a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-266-ga0fd5bc31a.zip">here</a>.]]></description>
            <pubDate>Tue, 22 Oct 2024 05:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-265-g90227b9278.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-265-g90227b9278.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90227b9278">90227b9278</a> | 2024-10-19 12:59:53 -0230 | DracoOmega</pre>
Don't have inner flame monsters explode on timeout (dilly)<br>While this is appropriate behavior for things like ball lightning, inner
flamed summons that expire should just disappear quietly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4140c9fd">3d4140c9fd</a> | 2024-10-18 23:59:00 -0230 | regret-index</pre>
New requested monster spell icons (pianoman523)<br>Spells that get new icons: Blink Allies Away, Blink Allies Encircling,
Dimensional Anchor, Flash Freeze, Mesmerize, Resonance Strike, Vitrify,
and Vitrifying Gaze.<br>
Most of these have come with some edits and tweaks to the initial
submission. The Blink Allies [Encircling | Away] icons also uses the old
ally heart icon drawn by ontoclasm, and the Resonance Strike icons also
uses the Leda's Unmaking tile by Sastreii.<br>
(Also, removed an excess placeholder Hoarfrost Cannonade tile left
in a different folder for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de4f08d9b4">de4f08d9b4</a> | 2024-10-18 23:32:31 -0230 | regret-index</pre>
Some more preliminary tiles, triton edition<br>Composited from other tiles to fulfill differentiating the large number
of absent mutation and spell icons, as is usual:<br>
 * Mertail mutation: ontoclasm's mermaid statue.<br>
 * Siren Song, Avatar Song: CanOfWorms' Fugue of the Fallen icon,
   ontoclasm's merfolk siren / merfolk avatar water tiles and
   dancing weapon status icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=790fefb5c0">790fefb5c0</a> | 2024-10-18 18:08:17 -0230 | regret-index</pre>
Don't try to place blind dancing weapons (#4089)<br>nicolae_gammafunk_elf_defective_weapons_storage tries to make one set of
defective dancing weapons blind, but nonliving creatures can't be blinded
in the first place, losing the defective weapon flavour that excuses a
runed door box from placing ~8 or more dancing weapons. (The vault's own
comments mention trying out confusion instead, but this will just make them
kill everything else in the vault.) To fit the defect theme of being slow
or covered in acid, and to follow the bug report's suggestion, they are now
vitrified instead so they will effectively die much faster.<br>
Closes #4089.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dbb4b3ddd">6dbb4b3ddd</a> | 2024-10-18 17:41:20 -0230 | regret-index</pre>
Add more to the Abyss feature sanitizing list<br>This list is used for when banishment changes one's immediate terrain
surroundings from the prior branch into the Abyss. (Honestly, we could
probably do with more of the reverse of Abyss corruption here and have the
floor tiles of given old branches show up in the Abyss both on immediate
banishment and in the floor copying so people can more easily notice that
the Abyss is mirroring places besides Swamp.)<br>
 * Decorative floors rely on vault redefinitions and thus show up as
   question marks asking for a bug report otherwise. They now are just
   replaced with plain floor instead for now.<br>
 * The Orb Dais was duplicated by banishment (and is itself still otherwise
   unchanging in the process), and now is replaced by a statue instead.<br>
 * Runed doors not set by vaults (and instead by the Abyss copying seen
   and generated floors) tend to not actually lead to anywhere or serve
   their purpose at all, which is flavourful but also confusing for the
   heavy usage of runed doors as a highly mechanical matter. They now
   are replaced by regular clear closed doors instead. (Abyss recently got
   new flavour with the eye fountains, anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=803e90bfac">803e90bfac</a> | 2024-10-18 17:14:10 -0230 | regret-index</pre>
New leather armour tiles (Sastreii)<br>Good updates for all of the base leather armour tiles (mundane, good_item,
and randart), as well as a new tile for Cigotuvi's Embrace.<br>
(I also moved the most easily reusable old variation to the unused/armour
directory and deleted some quite old tiles in exchange.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=551f775c75">551f775c75</a> | 2024-10-18 15:09:12 -0230 | DracoOmega</pre>
Fix Gavotte not being aimable at the level boundary (Drazool)<br>The spell never directly affects the target cell anyway, and you can
already cast it against any other type of wall just fine (if your objective
is to move things besides yourself).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0442bec93c">0442bec93c</a> | 2024-10-18 15:06:03 -0230 | DracoOmega</pre>
Fix pillars of rime not being LRD-able (Drazool)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49991a7d3d">49991a7d3d</a> | 2024-10-18 15:02:56 -0230 | DracoOmega</pre>
Properly use the MONSTER_TIMEOUT channel for explosion poof messages<br>(Since this is intended to replace the normal poof message when inner flame
blows up a summon, for instance.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14ba1b91ca">14ba1b91ca</a> | 2024-10-18 15:02:14 -0230 | DracoOmega</pre>
Fix some weirdness with blazeheart core explosions (Ge0ff)<br>The core itself was now accidentally treated as abjurable, resulting not
only in some odd messages about its residue disappearing in a puff of
smoke (and it itself disappeared in a puff of smoke), but *actually* making
smoke on its own tile, which prevented the flame clouds from ever being
placed there.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=90227b9278">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-265-g90227b9278.zip">here</a>.]]></description>
            <pubDate>Sun, 20 Oct 2024 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-264-g3d4140c9fd.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-264-g3d4140c9fd.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d4140c9fd">3d4140c9fd</a> | 2024-10-18 23:59:00 -0230 | regret-index</pre>
New requested monster spell icons (pianoman523)<br>Spells that get new icons: Blink Allies Away, Blink Allies Encircling,
Dimensional Anchor, Flash Freeze, Mesmerize, Resonance Strike, Vitrify,
and Vitrifying Gaze.<br>
Most of these have come with some edits and tweaks to the initial
submission. The Blink Allies [Encircling | Away] icons also uses the old
ally heart icon drawn by ontoclasm, and the Resonance Strike icons also
uses the Leda's Unmaking tile by Sastreii.<br>
(Also, removed an excess placeholder Hoarfrost Cannonade tile left
in a different folder for now.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de4f08d9b4">de4f08d9b4</a> | 2024-10-18 23:32:31 -0230 | regret-index</pre>
Some more preliminary tiles, triton edition<br>Composited from other tiles to fulfill differentiating the large number
of absent mutation and spell icons, as is usual:<br>
 * Mertail mutation: ontoclasm's mermaid statue.<br>
 * Siren Song, Avatar Song: CanOfWorms' Fugue of the Fallen icon,
   ontoclasm's merfolk siren / merfolk avatar water tiles and
   dancing weapon status icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=790fefb5c0">790fefb5c0</a> | 2024-10-18 18:08:17 -0230 | regret-index</pre>
Don't try to place blind dancing weapons (#4089)<br>nicolae_gammafunk_elf_defective_weapons_storage tries to make one set of
defective dancing weapons blind, but nonliving creatures can't be blinded
in the first place, losing the defective weapon flavour that excuses a
runed door box from placing ~8 or more dancing weapons. (The vault's own
comments mention trying out confusion instead, but this will just make them
kill everything else in the vault.) To fit the defect theme of being slow
or covered in acid, and to follow the bug report's suggestion, they are now
vitrified instead so they will effectively die much faster.<br>
Closes #4089.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6dbb4b3ddd">6dbb4b3ddd</a> | 2024-10-18 17:41:20 -0230 | regret-index</pre>
Add more to the Abyss feature sanitizing list<br>This list is used for when banishment changes one's immediate terrain
surroundings from the prior branch into the Abyss. (Honestly, we could
probably do with more of the reverse of Abyss corruption here and have the
floor tiles of given old branches show up in the Abyss both on immediate
banishment and in the floor copying so people can more easily notice that
the Abyss is mirroring places besides Swamp.)<br>
 * Decorative floors rely on vault redefinitions and thus show up as
   question marks asking for a bug report otherwise. They now are just
   replaced with plain floor instead for now.<br>
 * The Orb Dais was duplicated by banishment (and is itself still otherwise
   unchanging in the process), and now is replaced by a statue instead.<br>
 * Runed doors not set by vaults (and instead by the Abyss copying seen
   and generated floors) tend to not actually lead to anywhere or serve
   their purpose at all, which is flavourful but also confusing for the
   heavy usage of runed doors as a highly mechanical matter. They now
   are replaced by regular clear closed doors instead. (Abyss recently got
   new flavour with the eye fountains, anyway.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=803e90bfac">803e90bfac</a> | 2024-10-18 17:14:10 -0230 | regret-index</pre>
New leather armour tiles (Sastreii)<br>Good updates for all of the base leather armour tiles (mundane, good_item,
and randart), as well as a new tile for Cigotuvi's Embrace.<br>
(I also moved the most easily reusable old variation to the unused/armour
directory and deleted some quite old tiles in exchange.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=551f775c75">551f775c75</a> | 2024-10-18 15:09:12 -0230 | DracoOmega</pre>
Fix Gavotte not being aimable at the level boundary (Drazool)<br>The spell never directly affects the target cell anyway, and you can
already cast it against any other type of wall just fine (if your objective
is to move things besides yourself).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0442bec93c">0442bec93c</a> | 2024-10-18 15:06:03 -0230 | DracoOmega</pre>
Fix pillars of rime not being LRD-able (Drazool)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49991a7d3d">49991a7d3d</a> | 2024-10-18 15:02:56 -0230 | DracoOmega</pre>
Properly use the MONSTER_TIMEOUT channel for explosion poof messages<br>(Since this is intended to replace the normal poof message when inner flame
blows up a summon, for instance.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14ba1b91ca">14ba1b91ca</a> | 2024-10-18 15:02:14 -0230 | DracoOmega</pre>
Fix some weirdness with blazeheart core explosions (Ge0ff)<br>The core itself was now accidentally treated as abjurable, resulting not
only in some odd messages about its residue disappearing in a puff of
smoke (and it itself disappeared in a puff of smoke), but *actually* making
smoke on its own tile, which prevented the flame clouds from ever being
placed there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a278277405">a278277405</a> | 2024-10-18 14:59:59 -0230 | DracoOmega</pre>
Don't make blazeheart golems explode on timeout (particleface)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3d4140c9fd">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-264-g3d4140c9fd.zip">here</a>.]]></description>
            <pubDate>Sat, 19 Oct 2024 05:45:13 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-252-gb65ea80194.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-252-gb65ea80194.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b65ea80194">b65ea80194</a> | 2024-10-17 20:30:45 -0500 | Implojin</pre>
Fix inhibited regen infoleaking invis mons<br>Previously, the inhibited regen mutation effect was being applied while
any monster was nearby, regardless of whether the player knew that it was
there. This was technically an infoleak, and also led to messaging that
players found confusing: E.g. with a nearby unseen horror, players couldn't
rest, and they weren't being informed why in the combat log.<br>
This commit changes the behavior of inhibited regen to only take effect
with visible nearby monsters: there shouldn't be any issues with this from
a gameplay perspective, and this fixes both the infoleak and the messaging.<br>
Fixes #4018.
Closes #4064.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dacd37fa5">3dacd37fa5</a> | 2024-10-17 00:48:52 -0500 | Implojin</pre>
Clarify spellcasting tutorial phrasing (Noctsol)<br>We had a report from a player that the `z?` message in the spellcasting
tutorial wasn't very clear (is the game unsure about what the command is?).<br>
This commit tries to clarify things by breaking up that message, into
separate memorisation and quivering tutorial tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3973d0effb">3973d0effb</a> | 2024-10-15 22:15:46 +0200 | Medrano83</pre>
Fix the Android default screen settings<br>This value error makes the game crash on some devices when starting
the game in landscape mode.<br>
Thank you to the player from Indonesia who reported the bug.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e9ad9ad44">0e9ad9ad44</a> | 2024-10-14 22:12:27 -0500 | Implojin</pre>
Remove an outdated slime shaft veto (gammafunk)<br>Previously, player shaft destinations were specifically vetoing target
positions with adjacent slime walls. This check was added in 61e6210cf4,
to prevent shafts in slime from dealing damage to the player (and possibly
killing the player) before they had a chance to react.<br>
That reasoning was obviated in e3182b2870, when slime walls were reworked
to no longer deal damage. Preventing the player from being shafted to a
position that corrodes them is less compelling reasoning; let's allow it
again.<br>
This reverts commit 61e6210cf4b648636163e9fe7f42c1eae1754a39.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=921eff9f32">921eff9f32</a> | 2024-10-14 22:26:30 -0230 | regret-index</pre>
Replace the V / Trove rock tiles<br>These rarely-seen rock tiles have always been somewhat gaudy in their
highly-saturated fashion from back in the very first days of Crawl having
tiles, and don't particularly obviously suit either of their uses. I'm
fusing them with the equally-old and currently quite rare wall_brick_gray
(currently used in one Spider end, one Shoals end, one Kiku vault, and one
bazaar option) to present a sort of "flaking golden bricks stained very
lightly with blood" look, which should hopefully work out better in terms
of resembling regular building material while still looking different from
most other places' rock tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0bf80241f6">0bf80241f6</a> | 2024-10-14 08:02:16 +0100 | mumra</pre>
Properly remove Animate Skeleton<br>Animate Skeleton was nominally removed in 613369f but the removal was
somewhat incomplete. The spell description was left in a number of
translations (just removed in en), the spell tile still remained,
the spell data was still present and not made into an AXED_SPELL, the
enum was not marked for TAG_MAJOR_VERSION deletion, and (consequently)
it was not added to removed_spells.<br>
So to avoid potential confusion and errors I have done the above. I
also added a fixup in tags.cc so very old Necromancer saves should now
receive Soul Splinter instead (which it was ultimately replaced with).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=06e22a58e0">06e22a58e0</a> | 2024-10-13 00:58:34 -0230 | regret-index</pre>
Fit more vault.lua includes into the .des files<br>Crawl rebuilds got somewhat tempermental about the .des caches after
5f48996 and ce7c55b made the bulk of files rely on dlua/vault.lua functions
to redefine statues or floor- this should hopefully should fix up such
issues by putting the crawl_require line into all files that use any of
the three redefinition functions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8334a9b5f1">8334a9b5f1</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Adjust some spell tiles<br> * Removed the Fake Rakshasa Summon icon, since the old Rakshasa summon
   behaviour is extremely unlikely to return and current Rakshasas split
   without casting a spell.<br>
 * Made a new quick placeholder Hoarfrost Cannonade tile using Sastreii's
   recent hoarfrost cannon submissions. Spells like this one meant for the
   upcoming school may need a new full revising in time to get them closer
   to one another in colour schema and consistent tile appearance, but this
   should most likely wait until the initial spells are added for the
   school.<br>
 * Repurpose a Hoarfrost Cannonade tile submission that lacked any visible
   cannons to instead work as Hoarfrost Bullet and Legendary Destruction
   icons, with the former also using ontoclasm's Throw Icicle icon.<br>
 * Trim the accidental black border off of the Gell's Gavotte icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6874458004">6874458004</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Heavily rewrite Xom's action picking code + subsequent odds<br>Xom's twin action-picking functions (one each for good and bad actions)
were legendarily bad code that was next to impossible to properly assess
the odds of any given action or change such in any meaningful way. (One
could run the wizmode Xom simulations list to get a very rough idea of the
former, but the latter was heavily bound by its implementation.) This
rewrite replaces massive waterfalls of condition + roll checks to instead
just use a list of weights and lambdas, to make it much easier to parse
and adjust for any future Xom changes, as well as to minorly tweak Xom's
overall effects with such newfound capabilities.<br>
This also comes with some implementation changes:<br>
 * Xom will only polymorph allies with non-zero tension, so Xom will no
   longer see the player resting and decide to replace the regenerating
   single long-term ally with a random no-longer-regenerating ally.<br>
 * Tension checks are no longer heavily fudged between actions, and now
   weapon animation, multiple ally summoning, mass charm, and swapping
   door states all require more than next to no tension to happen.<br>
 * Most noticeably: Xom's non-boredom mood no longer de-emphasizes the
   most common effects, for both good and bad effects. Xom's mood has
   always been one of Xom's weakest design components (in how Xom's
   inherent lack of reliablity meant particularlly good or bad moods
   were background announced swings of luck rather than any inherent
   change). Future goals for Xom in this version are to replace all
   of Xom's mood levels besides boredom with a visible tension meter,
   while slicing out the most enemy-annihilating / player-annihilating
   options into more controlled fashions to try and save a worshipper
   rather than annihilating individual quokkas or komodos with half a
   dozen force lances.<br>
   * Most noticeable out of this is that Xom is marginally more likely
     to teleport the player into bad situations in a worse mood at no
     tension, and is more likely to stick to potions and tension spells
     versus summoning allies or raining down destruction when in a good
     mood at any meaningful tension.<br>
In the total average of Xom moods, action chances shouldn't change by more
than a flat 0.1% to happen or 4% proportionally either way with the new
math, but even mood evening out the likelihood of actions more often there
are a few notable shifts while these initial numbers were being set:<br>
 * In the good actions list, tension spells and random item gifts are
   marginally more common (as they're some of Xom's most usefully
   variable actions in the first place), while detect all, fog, mass
   halo, and bazaar trips are all less common (the first is quite good
   these days but has significant fall-off on more completed floors, the
   second is boring, and the last two work better the rarer they are to
   see).<br>
 * In the bad actions list, Xom has less chance to roll nothing and
   slightly more chance to make idle noise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=701edd8936">701edd8936</a> | 2024-10-13 00:44:25 -0230 | DracoOmega</pre>
Fix Yred reaping always working (T1-M4T)<br>The code explicitly skipped summoned zombies/spectrals, but since the
recent summon refactor, Yred's own zombies counted as such, causing your
reaping effect to think you never had any zombies (and thus should have a
100% chance of success).<br>
In addition to fixing that, this commit adds an explicit summon type to
track Yred-reaped undead more directly.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b65ea80194">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-252-gb65ea80194.zip">here</a>.]]></description>
            <pubDate>Fri, 18 Oct 2024 05:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-250-g3973d0effb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-250-g3973d0effb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3973d0effb">3973d0effb</a> | 2024-10-15 22:15:46 +0200 | Medrano83</pre>
Fix the Android default screen settings<br>This value error makes the game crash on some devices when starting
the game in landscape mode.<br>
Thank you to the player from Indonesia who reported the bug.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e9ad9ad44">0e9ad9ad44</a> | 2024-10-14 22:12:27 -0500 | Implojin</pre>
Remove an outdated slime shaft veto (gammafunk)<br>Previously, player shaft destinations were specifically vetoing target
positions with adjacent slime walls. This check was added in 61e6210cf4,
to prevent shafts in slime from dealing damage to the player (and possibly
killing the player) before they had a chance to react.<br>
That reasoning was obviated in e3182b2870, when slime walls were reworked
to no longer deal damage. Preventing the player from being shafted to a
position that corrodes them is less compelling reasoning; let's allow it
again.<br>
This reverts commit 61e6210cf4b648636163e9fe7f42c1eae1754a39.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=921eff9f32">921eff9f32</a> | 2024-10-14 22:26:30 -0230 | regret-index</pre>
Replace the V / Trove rock tiles<br>These rarely-seen rock tiles have always been somewhat gaudy in their
highly-saturated fashion from back in the very first days of Crawl having
tiles, and don't particularly obviously suit either of their uses. I'm
fusing them with the equally-old and currently quite rare wall_brick_gray
(currently used in one Spider end, one Shoals end, one Kiku vault, and one
bazaar option) to present a sort of "flaking golden bricks stained very
lightly with blood" look, which should hopefully work out better in terms
of resembling regular building material while still looking different from
most other places' rock tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0bf80241f6">0bf80241f6</a> | 2024-10-14 08:02:16 +0100 | mumra</pre>
Properly remove Animate Skeleton<br>Animate Skeleton was nominally removed in 613369f but the removal was
somewhat incomplete. The spell description was left in a number of
translations (just removed in en), the spell tile still remained,
the spell data was still present and not made into an AXED_SPELL, the
enum was not marked for TAG_MAJOR_VERSION deletion, and (consequently)
it was not added to removed_spells.<br>
So to avoid potential confusion and errors I have done the above. I
also added a fixup in tags.cc so very old Necromancer saves should now
receive Soul Splinter instead (which it was ultimately replaced with).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=06e22a58e0">06e22a58e0</a> | 2024-10-13 00:58:34 -0230 | regret-index</pre>
Fit more vault.lua includes into the .des files<br>Crawl rebuilds got somewhat tempermental about the .des caches after
5f48996 and ce7c55b made the bulk of files rely on dlua/vault.lua functions
to redefine statues or floor- this should hopefully should fix up such
issues by putting the crawl_require line into all files that use any of
the three redefinition functions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8334a9b5f1">8334a9b5f1</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Adjust some spell tiles<br> * Removed the Fake Rakshasa Summon icon, since the old Rakshasa summon
   behaviour is extremely unlikely to return and current Rakshasas split
   without casting a spell.<br>
 * Made a new quick placeholder Hoarfrost Cannonade tile using Sastreii's
   recent hoarfrost cannon submissions. Spells like this one meant for the
   upcoming school may need a new full revising in time to get them closer
   to one another in colour schema and consistent tile appearance, but this
   should most likely wait until the initial spells are added for the
   school.<br>
 * Repurpose a Hoarfrost Cannonade tile submission that lacked any visible
   cannons to instead work as Hoarfrost Bullet and Legendary Destruction
   icons, with the former also using ontoclasm's Throw Icicle icon.<br>
 * Trim the accidental black border off of the Gell's Gavotte icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6874458004">6874458004</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Heavily rewrite Xom's action picking code + subsequent odds<br>Xom's twin action-picking functions (one each for good and bad actions)
were legendarily bad code that was next to impossible to properly assess
the odds of any given action or change such in any meaningful way. (One
could run the wizmode Xom simulations list to get a very rough idea of the
former, but the latter was heavily bound by its implementation.) This
rewrite replaces massive waterfalls of condition + roll checks to instead
just use a list of weights and lambdas, to make it much easier to parse
and adjust for any future Xom changes, as well as to minorly tweak Xom's
overall effects with such newfound capabilities.<br>
This also comes with some implementation changes:<br>
 * Xom will only polymorph allies with non-zero tension, so Xom will no
   longer see the player resting and decide to replace the regenerating
   single long-term ally with a random no-longer-regenerating ally.<br>
 * Tension checks are no longer heavily fudged between actions, and now
   weapon animation, multiple ally summoning, mass charm, and swapping
   door states all require more than next to no tension to happen.<br>
 * Most noticeably: Xom's non-boredom mood no longer de-emphasizes the
   most common effects, for both good and bad effects. Xom's mood has
   always been one of Xom's weakest design components (in how Xom's
   inherent lack of reliablity meant particularlly good or bad moods
   were background announced swings of luck rather than any inherent
   change). Future goals for Xom in this version are to replace all
   of Xom's mood levels besides boredom with a visible tension meter,
   while slicing out the most enemy-annihilating / player-annihilating
   options into more controlled fashions to try and save a worshipper
   rather than annihilating individual quokkas or komodos with half a
   dozen force lances.<br>
   * Most noticeable out of this is that Xom is marginally more likely
     to teleport the player into bad situations in a worse mood at no
     tension, and is more likely to stick to potions and tension spells
     versus summoning allies or raining down destruction when in a good
     mood at any meaningful tension.<br>
In the total average of Xom moods, action chances shouldn't change by more
than a flat 0.1% to happen or 4% proportionally either way with the new
math, but even mood evening out the likelihood of actions more often there
are a few notable shifts while these initial numbers were being set:<br>
 * In the good actions list, tension spells and random item gifts are
   marginally more common (as they're some of Xom's most usefully
   variable actions in the first place), while detect all, fog, mass
   halo, and bazaar trips are all less common (the first is quite good
   these days but has significant fall-off on more completed floors, the
   second is boring, and the last two work better the rarer they are to
   see).<br>
 * In the bad actions list, Xom has less chance to roll nothing and
   slightly more chance to make idle noise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=701edd8936">701edd8936</a> | 2024-10-13 00:44:25 -0230 | DracoOmega</pre>
Fix Yred reaping always working (T1-M4T)<br>The code explicitly skipped summoned zombies/spectrals, but since the
recent summon refactor, Yred's own zombies counted as such, causing your
reaping effect to think you never had any zombies (and thus should have a
100% chance of success).<br>
In addition to fixing that, this commit adds an explicit summon type to
track Yred-reaped undead more directly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a5ed6d79a">0a5ed6d79a</a> | 2024-10-12 23:54:25 -0230 | DracoOmega</pre>
Fix Elemental Force summons expiring immediately (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07456b3189">07456b3189</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Fix tentacles losing constriction whenever they pull something<br>The entire concept behind how starspawn tentacles and snaplasher vines are
supposed to work is that they pull the thing that they are constricting.
But (since 0.18-ish) due to their own movement, they actually stop
constricting the thing immediately *before* they drag it, resulting in
confusing message sequences like "The snaplasher vine loses its grip on
you. The vine pulls you backwards!" How is it doing that, exactly?<br>
This is, of course, because there is a moment in time where the tentacle
has moved, but the constrictee has not yet, and thus the constriction is
'invalid'. Conceptually, they're supposed to be moving at the same time,
though, so this adds a parameter to actor::moveto and actor::move_to_pos to
allow skipping constriction invalidation until after both things have
moved.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3973d0effb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-250-g3973d0effb.zip">here</a>.]]></description>
            <pubDate>Wed, 16 Oct 2024 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-249-g0e9ad9ad44.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-249-g0e9ad9ad44.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e9ad9ad44">0e9ad9ad44</a> | 2024-10-14 22:12:27 -0500 | Implojin</pre>
Remove an outdated slime shaft veto (gammafunk)<br>Previously, player shaft destinations were specifically vetoing target
positions with adjacent slime walls. This check was added in 61e6210cf4,
to prevent shafts in slime from dealing damage to the player (and possibly
killing the player) before they had a chance to react.<br>
That reasoning was obviated in e3182b2870, when slime walls were reworked
to no longer deal damage. Preventing the player from being shafted to a
position that corrodes them is less compelling reasoning; let's allow it
again.<br>
This reverts commit 61e6210cf4b648636163e9fe7f42c1eae1754a39.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=921eff9f32">921eff9f32</a> | 2024-10-14 22:26:30 -0230 | regret-index</pre>
Replace the V / Trove rock tiles<br>These rarely-seen rock tiles have always been somewhat gaudy in their
highly-saturated fashion from back in the very first days of Crawl having
tiles, and don't particularly obviously suit either of their uses. I'm
fusing them with the equally-old and currently quite rare wall_brick_gray
(currently used in one Spider end, one Shoals end, one Kiku vault, and one
bazaar option) to present a sort of "flaking golden bricks stained very
lightly with blood" look, which should hopefully work out better in terms
of resembling regular building material while still looking different from
most other places' rock tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0bf80241f6">0bf80241f6</a> | 2024-10-14 08:02:16 +0100 | mumra</pre>
Properly remove Animate Skeleton<br>Animate Skeleton was nominally removed in 613369f but the removal was
somewhat incomplete. The spell description was left in a number of
translations (just removed in en), the spell tile still remained,
the spell data was still present and not made into an AXED_SPELL, the
enum was not marked for TAG_MAJOR_VERSION deletion, and (consequently)
it was not added to removed_spells.<br>
So to avoid potential confusion and errors I have done the above. I
also added a fixup in tags.cc so very old Necromancer saves should now
receive Soul Splinter instead (which it was ultimately replaced with).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=06e22a58e0">06e22a58e0</a> | 2024-10-13 00:58:34 -0230 | regret-index</pre>
Fit more vault.lua includes into the .des files<br>Crawl rebuilds got somewhat tempermental about the .des caches after
5f48996 and ce7c55b made the bulk of files rely on dlua/vault.lua functions
to redefine statues or floor- this should hopefully should fix up such
issues by putting the crawl_require line into all files that use any of
the three redefinition functions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8334a9b5f1">8334a9b5f1</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Adjust some spell tiles<br> * Removed the Fake Rakshasa Summon icon, since the old Rakshasa summon
   behaviour is extremely unlikely to return and current Rakshasas split
   without casting a spell.<br>
 * Made a new quick placeholder Hoarfrost Cannonade tile using Sastreii's
   recent hoarfrost cannon submissions. Spells like this one meant for the
   upcoming school may need a new full revising in time to get them closer
   to one another in colour schema and consistent tile appearance, but this
   should most likely wait until the initial spells are added for the
   school.<br>
 * Repurpose a Hoarfrost Cannonade tile submission that lacked any visible
   cannons to instead work as Hoarfrost Bullet and Legendary Destruction
   icons, with the former also using ontoclasm's Throw Icicle icon.<br>
 * Trim the accidental black border off of the Gell's Gavotte icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6874458004">6874458004</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Heavily rewrite Xom's action picking code + subsequent odds<br>Xom's twin action-picking functions (one each for good and bad actions)
were legendarily bad code that was next to impossible to properly assess
the odds of any given action or change such in any meaningful way. (One
could run the wizmode Xom simulations list to get a very rough idea of the
former, but the latter was heavily bound by its implementation.) This
rewrite replaces massive waterfalls of condition + roll checks to instead
just use a list of weights and lambdas, to make it much easier to parse
and adjust for any future Xom changes, as well as to minorly tweak Xom's
overall effects with such newfound capabilities.<br>
This also comes with some implementation changes:<br>
 * Xom will only polymorph allies with non-zero tension, so Xom will no
   longer see the player resting and decide to replace the regenerating
   single long-term ally with a random no-longer-regenerating ally.<br>
 * Tension checks are no longer heavily fudged between actions, and now
   weapon animation, multiple ally summoning, mass charm, and swapping
   door states all require more than next to no tension to happen.<br>
 * Most noticeably: Xom's non-boredom mood no longer de-emphasizes the
   most common effects, for both good and bad effects. Xom's mood has
   always been one of Xom's weakest design components (in how Xom's
   inherent lack of reliablity meant particularlly good or bad moods
   were background announced swings of luck rather than any inherent
   change). Future goals for Xom in this version are to replace all
   of Xom's mood levels besides boredom with a visible tension meter,
   while slicing out the most enemy-annihilating / player-annihilating
   options into more controlled fashions to try and save a worshipper
   rather than annihilating individual quokkas or komodos with half a
   dozen force lances.<br>
   * Most noticeable out of this is that Xom is marginally more likely
     to teleport the player into bad situations in a worse mood at no
     tension, and is more likely to stick to potions and tension spells
     versus summoning allies or raining down destruction when in a good
     mood at any meaningful tension.<br>
In the total average of Xom moods, action chances shouldn't change by more
than a flat 0.1% to happen or 4% proportionally either way with the new
math, but even mood evening out the likelihood of actions more often there
are a few notable shifts while these initial numbers were being set:<br>
 * In the good actions list, tension spells and random item gifts are
   marginally more common (as they're some of Xom's most usefully
   variable actions in the first place), while detect all, fog, mass
   halo, and bazaar trips are all less common (the first is quite good
   these days but has significant fall-off on more completed floors, the
   second is boring, and the last two work better the rarer they are to
   see).<br>
 * In the bad actions list, Xom has less chance to roll nothing and
   slightly more chance to make idle noise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=701edd8936">701edd8936</a> | 2024-10-13 00:44:25 -0230 | DracoOmega</pre>
Fix Yred reaping always working (T1-M4T)<br>The code explicitly skipped summoned zombies/spectrals, but since the
recent summon refactor, Yred's own zombies counted as such, causing your
reaping effect to think you never had any zombies (and thus should have a
100% chance of success).<br>
In addition to fixing that, this commit adds an explicit summon type to
track Yred-reaped undead more directly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a5ed6d79a">0a5ed6d79a</a> | 2024-10-12 23:54:25 -0230 | DracoOmega</pre>
Fix Elemental Force summons expiring immediately (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07456b3189">07456b3189</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Fix tentacles losing constriction whenever they pull something<br>The entire concept behind how starspawn tentacles and snaplasher vines are
supposed to work is that they pull the thing that they are constricting.
But (since 0.18-ish) due to their own movement, they actually stop
constricting the thing immediately *before* they drag it, resulting in
confusing message sequences like "The snaplasher vine loses its grip on
you. The vine pulls you backwards!" How is it doing that, exactly?<br>
This is, of course, because there is a moment in time where the tentacle
has moved, but the constrictee has not yet, and thus the constriction is
'invalid'. Conceptually, they're supposed to be moving at the same time,
though, so this adds a parameter to actor::moveto and actor::move_to_pos to
allow skipping constriction invalidation until after both things have
moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3382226504">3382226504</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Don't display tentacle/segments as 'minions'<br>They may internally be treated as summons, but are logically part of a
single large creature and probably make sense to display as such.<br>
(Solo tentacles created by magic still display as minions, but their
segments should not.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0e9ad9ad44">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-249-g0e9ad9ad44.zip">here</a>.]]></description>
            <pubDate>Tue, 15 Oct 2024 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-246-g06e22a58e0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-246-g06e22a58e0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=06e22a58e0">06e22a58e0</a> | 2024-10-13 00:58:34 -0230 | regret-index</pre>
Fit more vault.lua includes into the .des files<br>Crawl rebuilds got somewhat tempermental about the .des caches after
5f48996 and ce7c55b made the bulk of files rely on dlua/vault.lua functions
to redefine statues or floor- this should hopefully should fix up such
issues by putting the crawl_require line into all files that use any of
the three redefinition functions.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8334a9b5f1">8334a9b5f1</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Adjust some spell tiles<br> * Removed the Fake Rakshasa Summon icon, since the old Rakshasa summon
   behaviour is extremely unlikely to return and current Rakshasas split
   without casting a spell.<br>
 * Made a new quick placeholder Hoarfrost Cannonade tile using Sastreii's
   recent hoarfrost cannon submissions. Spells like this one meant for the
   upcoming school may need a new full revising in time to get them closer
   to one another in colour schema and consistent tile appearance, but this
   should most likely wait until the initial spells are added for the
   school.<br>
 * Repurpose a Hoarfrost Cannonade tile submission that lacked any visible
   cannons to instead work as Hoarfrost Bullet and Legendary Destruction
   icons, with the former also using ontoclasm's Throw Icicle icon.<br>
 * Trim the accidental black border off of the Gell's Gavotte icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6874458004">6874458004</a> | 2024-10-13 00:48:28 -0230 | regret-index</pre>
Heavily rewrite Xom's action picking code + subsequent odds<br>Xom's twin action-picking functions (one each for good and bad actions)
were legendarily bad code that was next to impossible to properly assess
the odds of any given action or change such in any meaningful way. (One
could run the wizmode Xom simulations list to get a very rough idea of the
former, but the latter was heavily bound by its implementation.) This
rewrite replaces massive waterfalls of condition + roll checks to instead
just use a list of weights and lambdas, to make it much easier to parse
and adjust for any future Xom changes, as well as to minorly tweak Xom's
overall effects with such newfound capabilities.<br>
This also comes with some implementation changes:<br>
 * Xom will only polymorph allies with non-zero tension, so Xom will no
   longer see the player resting and decide to replace the regenerating
   single long-term ally with a random no-longer-regenerating ally.<br>
 * Tension checks are no longer heavily fudged between actions, and now
   weapon animation, multiple ally summoning, mass charm, and swapping
   door states all require more than next to no tension to happen.<br>
 * Most noticeably: Xom's non-boredom mood no longer de-emphasizes the
   most common effects, for both good and bad effects. Xom's mood has
   always been one of Xom's weakest design components (in how Xom's
   inherent lack of reliablity meant particularlly good or bad moods
   were background announced swings of luck rather than any inherent
   change). Future goals for Xom in this version are to replace all
   of Xom's mood levels besides boredom with a visible tension meter,
   while slicing out the most enemy-annihilating / player-annihilating
   options into more controlled fashions to try and save a worshipper
   rather than annihilating individual quokkas or komodos with half a
   dozen force lances.<br>
   * Most noticeable out of this is that Xom is marginally more likely
     to teleport the player into bad situations in a worse mood at no
     tension, and is more likely to stick to potions and tension spells
     versus summoning allies or raining down destruction when in a good
     mood at any meaningful tension.<br>
In the total average of Xom moods, action chances shouldn't change by more
than a flat 0.1% to happen or 4% proportionally either way with the new
math, but even mood evening out the likelihood of actions more often there
are a few notable shifts while these initial numbers were being set:<br>
 * In the good actions list, tension spells and random item gifts are
   marginally more common (as they're some of Xom's most usefully
   variable actions in the first place), while detect all, fog, mass
   halo, and bazaar trips are all less common (the first is quite good
   these days but has significant fall-off on more completed floors, the
   second is boring, and the last two work better the rarer they are to
   see).<br>
 * In the bad actions list, Xom has less chance to roll nothing and
   slightly more chance to make idle noise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=701edd8936">701edd8936</a> | 2024-10-13 00:44:25 -0230 | DracoOmega</pre>
Fix Yred reaping always working (T1-M4T)<br>The code explicitly skipped summoned zombies/spectrals, but since the
recent summon refactor, Yred's own zombies counted as such, causing your
reaping effect to think you never had any zombies (and thus should have a
100% chance of success).<br>
In addition to fixing that, this commit adds an explicit summon type to
track Yred-reaped undead more directly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0a5ed6d79a">0a5ed6d79a</a> | 2024-10-12 23:54:25 -0230 | DracoOmega</pre>
Fix Elemental Force summons expiring immediately (Autarch)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07456b3189">07456b3189</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Fix tentacles losing constriction whenever they pull something<br>The entire concept behind how starspawn tentacles and snaplasher vines are
supposed to work is that they pull the thing that they are constricting.
But (since 0.18-ish) due to their own movement, they actually stop
constricting the thing immediately *before* they drag it, resulting in
confusing message sequences like "The snaplasher vine loses its grip on
you. The vine pulls you backwards!" How is it doing that, exactly?<br>
This is, of course, because there is a moment in time where the tentacle
has moved, but the constrictee has not yet, and thus the constriction is
'invalid'. Conceptually, they're supposed to be moving at the same time,
though, so this adds a parameter to actor::moveto and actor::move_to_pos to
allow skipping constriction invalidation until after both things have
moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3382226504">3382226504</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Don't display tentacle/segments as 'minions'<br>They may internally be treated as summons, but are logically part of a
single large creature and probably make sense to display as such.<br>
(Solo tentacles created by magic still display as minions, but their
segments should not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9adc1c5f74">9adc1c5f74</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Be a little more specific about summon dismissal on attacking friendlies<br>Use a (hopefully) more correct killer_type and don't fire this for
tentacles/segments. Propogating the event to the head should properly
handle whether the tentacle monster should go poof or just get angry with
you.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dbd12bfa3">9dbd12bfa3</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Fix attitude change propogation for tentacles<br>Changing the attitude of a tentacle head properly adjusted the attitude of
its tentacles, but the reverse was *not* true, leading to some weird
behavior.<br>
If a player (for instance) attacked the tentacle segment of a charmed
starspawn, the starspawn would appear to ignore it entirely. (The segment's
attitude would be made hostile, but segments are constantly recreated every
action, and it would be seemlessly replaced by another friendly one
essentially immediately.)<br>
But if the player attacked the *tip* of a tentacle, the tip would turn
hostile, *but the rest of the segments would not*, resulting in some
impressive acrobatics as the tentacle attempted to attack/constrict its own
segments.<br>
This commit attempts to do a better job of propagating attitude changes
back up to the head. Changing attitude directly in wizmode works properly
if you do it for tentacle segments, and attitude changes cased by
ME_WHACK/ME_ANNOY behavior events called on child monsters will send the
same event to the tentacle head itself. This should result in attacks
against any part of the tentacle monster being interpreted as attacks
against the monster as a whole.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d54a0429a">1d54a0429a</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Fix a crash on non-damage kills of tentacle segments (staticshock)<br>If a tentacle segment was killed for reasons other than damage, the code in
monster_die that attempts to clean up the rest of the tentacle would
recursively kill it a second time before the first monster_die finished,
resulting in an assert.<br>
(Presently this is happening due to a second bug that is considering
all tentacle segments to be summons which should be abjured upon taking
friendly fire, but it is conceptually possible to trigger this in other
ways.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=06e22a58e0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-246-g06e22a58e0.zip">here</a>.]]></description>
            <pubDate>Sun, 13 Oct 2024 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-241-g07456b3189.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-241-g07456b3189.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07456b3189">07456b3189</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Fix tentacles losing constriction whenever they pull something<br>The entire concept behind how starspawn tentacles and snaplasher vines are
supposed to work is that they pull the thing that they are constricting.
But (since 0.18-ish) due to their own movement, they actually stop
constricting the thing immediately *before* they drag it, resulting in
confusing message sequences like "The snaplasher vine loses its grip on
you. The vine pulls you backwards!" How is it doing that, exactly?<br>
This is, of course, because there is a moment in time where the tentacle
has moved, but the constrictee has not yet, and thus the constriction is
'invalid'. Conceptually, they're supposed to be moving at the same time,
though, so this adds a parameter to actor::moveto and actor::move_to_pos to
allow skipping constriction invalidation until after both things have
moved.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3382226504">3382226504</a> | 2024-10-11 17:28:07 -0230 | DracoOmega</pre>
Don't display tentacle/segments as 'minions'<br>They may internally be treated as summons, but are logically part of a
single large creature and probably make sense to display as such.<br>
(Solo tentacles created by magic still display as minions, but their
segments should not.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9adc1c5f74">9adc1c5f74</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Be a little more specific about summon dismissal on attacking friendlies<br>Use a (hopefully) more correct killer_type and don't fire this for
tentacles/segments. Propogating the event to the head should properly
handle whether the tentacle monster should go poof or just get angry with
you.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9dbd12bfa3">9dbd12bfa3</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Fix attitude change propogation for tentacles<br>Changing the attitude of a tentacle head properly adjusted the attitude of
its tentacles, but the reverse was *not* true, leading to some weird
behavior.<br>
If a player (for instance) attacked the tentacle segment of a charmed
starspawn, the starspawn would appear to ignore it entirely. (The segment's
attitude would be made hostile, but segments are constantly recreated every
action, and it would be seemlessly replaced by another friendly one
essentially immediately.)<br>
But if the player attacked the *tip* of a tentacle, the tip would turn
hostile, *but the rest of the segments would not*, resulting in some
impressive acrobatics as the tentacle attempted to attack/constrict its own
segments.<br>
This commit attempts to do a better job of propagating attitude changes
back up to the head. Changing attitude directly in wizmode works properly
if you do it for tentacle segments, and attitude changes cased by
ME_WHACK/ME_ANNOY behavior events called on child monsters will send the
same event to the tentacle head itself. This should result in attacks
against any part of the tentacle monster being interpreted as attacks
against the monster as a whole.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d54a0429a">1d54a0429a</a> | 2024-10-11 17:28:06 -0230 | DracoOmega</pre>
Fix a crash on non-damage kills of tentacle segments (staticshock)<br>If a tentacle segment was killed for reasons other than damage, the code in
monster_die that attempts to clean up the rest of the tentacle would
recursively kill it a second time before the first monster_die finished,
resulting in an assert.<br>
(Presently this is happening due to a second bug that is considering
all tentacle segments to be summons which should be abjured upon taking
friendly fire, but it is conceptually possible to trigger this in other
ways.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2156aa9015">2156aa9015</a> | 2024-10-11 05:47:28 +0100 | mumra</pre>
Fix randomness in shield block to-hit calculation<br>To account for shield block in hit %, shield_bonus() was copied to
monster_info; however slightly unexpectedly there was a random roll
being applied in this method. This meant that for monsters with shields
(or an amulet of reflection) the to-hit % would randomly change each
time inspected.<br>
Additionally the way integer division was used across these methods
meant there was some further inaccuracy in the simple average calculated
for some values of sh.<br>
This change improves the formula a bit; it's still not perfect but
definitely better. It also now correctly indicates when a monster's
incapacitated status is affecting the shield block, if that monster had
zero dodge normally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ce201e34c">6ce201e34c</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Clean up an unused function call<br>In the past, _player_hurt_monster handled its own death cleanup, but
this was changed in 1567df3. Various other incremental changes to the
function mean there is nothing hurting the monster *other* than the
::hurt call, and as that now handles any necessary death cleanup
this final condition should never be possible to hit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cf4ae63b3">2cf4ae63b3</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Comment cleanup: an already-done constify todo<br>Was apparently already done in 083cf6bb240
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe43b3371">6fe43b3371</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Fix Sniper showing 1% hit chance and bypass shield<br>Improvements to the hit chance display unfortunately introduced a bug
when hit chance is AUTOMATIC_HIT, causing the xv to show to hit as 1%.<br>
While fixing this I noticed there is a very tiny but still non-zero
chance for AUTOMATIC_HIT attacks to be blocked by a shield, due to
AUTOMATIC_HIT being treated as a hit roll of 1500. Since this is either
slightly unexpected or if intended should be more impactful, it seems
easiest to just bypass shield checks as well for something like Sniper.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de153c73cf">de153c73cf</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Correctly describe Canine Familiar cooldown<br>Due to confusing property ordering in duration data, the "You are unable
to call your canine familiar" message was only visible in wizmode, and
not on the @ screen as intended.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=07456b3189">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-241-g07456b3189.zip">here</a>.]]></description>
            <pubDate>Sat, 12 Oct 2024 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-236-g2156aa9015.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-236-g2156aa9015.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2156aa9015">2156aa9015</a> | 2024-10-11 05:47:28 +0100 | mumra</pre>
Fix randomness in shield block to-hit calculation<br>To account for shield block in hit %, shield_bonus() was copied to
monster_info; however slightly unexpectedly there was a random roll
being applied in this method. This meant that for monsters with shields
(or an amulet of reflection) the to-hit % would randomly change each
time inspected.<br>
Additionally the way integer division was used across these methods
meant there was some further inaccuracy in the simple average calculated
for some values of sh.<br>
This change improves the formula a bit; it's still not perfect but
definitely better. It also now correctly indicates when a monster's
incapacitated status is affecting the shield block, if that monster had
zero dodge normally.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ce201e34c">6ce201e34c</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Clean up an unused function call<br>In the past, _player_hurt_monster handled its own death cleanup, but
this was changed in 1567df3. Various other incremental changes to the
function mean there is nothing hurting the monster *other* than the
::hurt call, and as that now handles any necessary death cleanup
this final condition should never be possible to hit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cf4ae63b3">2cf4ae63b3</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Comment cleanup: an already-done constify todo<br>Was apparently already done in 083cf6bb240
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe43b3371">6fe43b3371</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Fix Sniper showing 1% hit chance and bypass shield<br>Improvements to the hit chance display unfortunately introduced a bug
when hit chance is AUTOMATIC_HIT, causing the xv to show to hit as 1%.<br>
While fixing this I noticed there is a very tiny but still non-zero
chance for AUTOMATIC_HIT attacks to be blocked by a shield, due to
AUTOMATIC_HIT being treated as a hit roll of 1500. Since this is either
slightly unexpected or if intended should be more impactful, it seems
easiest to just bypass shield checks as well for something like Sniper.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de153c73cf">de153c73cf</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Correctly describe Canine Familiar cooldown<br>Due to confusing property ordering in duration data, the "You are unable
to call your canine familiar" message was only visible in wizmode, and
not on the @ screen as intended.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e325cd85d1">e325cd85d1</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Remove and clarify a TODO around OOD monsters<br>The comment was inaccurate as the check *can* come out true, so I added
an explanation as to why it's there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41fc793b43">41fc793b43</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Remove a redundant XXX comment<br>Given ammo no longer really exists, this comment seems to be irrelevant
now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8b311e6f6">c8b311e6f6</a> | 2024-10-11 05:47:27 +0100 | mumra</pre>
Remove some dud param comments and fix typo<br>The documented params seem long gone.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=06a421242d">06a421242d</a> | 2024-10-10 23:40:20 -0500 | gammafunk</pre>
Add the Abjuration spell to clua monster info<br>Monsters with spells marked with the summon flag get Abjuration the
automatically, although only cast with a chance when they would cast a
summon spell. This special case has to be handled separately if we're
listing a monster's spells. Hence this commit adds Abjuration to a
monster's spell list in clua when appropriate.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f099897d9">7f099897d9</a> | 2024-10-11 04:45:44 +0100 | mumra</pre>
Fix directional bias in pool fixup<br>Due to the algorithm modifying tiles as it went, subsequent iterations
were based on the new state rather than the original - this resulted
in North- and West-facing pools getting affected potentially several
tiles deep, while the South and East edges general got just a one tile
layer of shallow water, which looked a bit odd and not symmetrical.<br>
The adjusted algorithm builds a vector of coords to paint later: however
this looked rather too neat as then there is only ever a 1-tile border
of shallow water. So I ran a 2nd pass to let the shallow water encroach
to 2 tiles deep in places. The probabilities needing tweaking to
produce a satisfying organic look that is quite varied.<br>
Sometimes the 2nd pass will not run, with a 25% chance, to produce
tidier pools and moats occasionally (but not in Lair).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2156aa9015">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-236-g2156aa9015.zip">here</a>.]]></description>
            <pubDate>Fri, 11 Oct 2024 05:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-224-g21dfed3d1e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-224-g21dfed3d1e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=21dfed3d1e">21dfed3d1e</a> | 2024-10-09 10:08:52 -0400 | patrick</pre>
Make a scroll shop always ID the scrolls lying around<br>These days, vaults that always place a specific type of consumable
will pre-ID that consumable to avoid the need for spoilers. This
scroll shop vault, which leaves a few scrolls of noise lying around,
somehow missed the memo. So I'm fixing that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09451382ac">09451382ac</a> | 2024-10-08 22:06:30 -0700 | Nicholas Feinberg</pre>
New Fedhas altar (Sastreii)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac5b87be5f">ac5b87be5f</a> | 2024-10-08 22:06:05 -0700 | Nicholas Feinberg</pre>
New plant tiles (Sastreii)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c17059a10">6c17059a10</a> | 2024-10-07 19:20:39 -0230 | DracoOmega</pre>
Fix agent-less monster::was_created_by() always returning false<br>Things likely broken by this:
 -Qazlal elementals losing their cloud and Upheaval immunity
 -Lugonu anti-wrath protection not prioritizing wrath summons
 -Flashing Balestra weapons using the wrong death messages
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c53e13f8b">7c53e13f8b</a> | 2024-10-07 19:20:33 -0230 | DracoOmega</pre>
Fix Flayed effect ending upon taking stairs with a ghost (staticshock)<br>The comment for monster_cleanup() was misleading enough that some on-death
functions ended up being moved here by 5f5c15f, but this resulted in Flay
wearing off immediately if a flayed ghost left the level (including by
taking the stairs with the player!)<br>
There were some other bugs also, such as earning credit for Beogh Venegance
kills by merely taking the stairs with a vengeance-marked target. They
didn't even lose the status, so you could dance up and down with the same
simple enemy repeatedly to clear a vengeance debt against many other
things!<br>
(I've rewritten the function comment to hopefully be clearer in future.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44df65d264">44df65d264</a> | 2024-10-07 14:40:20 -0400 | Matthew Granstrom</pre>
Remove Gell's Gravitas<br>from Nicolae's custom books shop<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=443864507a">443864507a</a> | 2024-10-04 18:20:37 -0500 | gammafunk</pre>
A clua monster method for finding its summoner<br>The crawl UI highlights a monster's summoner in LOS examination mode,
but there was previously no way to determine a monster's summoner from
clua. This commit adds a summoner_pos() method to the monster info table
that returns a pair of LOS coordinates of the monster's summoner. It
returns nil if the monster's isn't summoned or it the monster or its
summoner are not in LOS. I've copied the summoning monster's mid into
the monster_info class and updated the examination mode UI to use this
information. This way we have a centralized check for whether the
summoner is valid to reveal, at least regardless of LOS concerns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=933e26f2f7">933e26f2f7</a> | 2024-10-04 12:21:45 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcf9493a85">dcf9493a85</a> | 2024-10-04 14:30:22 -0230 | DracoOmega</pre>
Better-document some methods (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74cecdf8d6">74cecdf8d6</a> | 2024-10-04 14:28:36 -0230 | DracoOmega</pre>
Fix Pan lords improperly using A/An when coming into view with others<br>ie: "A Plog and a hellwing come into view."<br>
(This lead more than a couple players to think they were a weirdly-named
ordinary monster and not a pseudo-unique.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=21dfed3d1e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-224-g21dfed3d1e.zip">here</a>.]]></description>
            <pubDate>Thu, 10 Oct 2024 05:44:40 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-223-g09451382ac.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-223-g09451382ac.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=09451382ac">09451382ac</a> | 2024-10-08 22:06:30 -0700 | Nicholas Feinberg</pre>
New Fedhas altar (Sastreii)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ac5b87be5f">ac5b87be5f</a> | 2024-10-08 22:06:05 -0700 | Nicholas Feinberg</pre>
New plant tiles (Sastreii)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c17059a10">6c17059a10</a> | 2024-10-07 19:20:39 -0230 | DracoOmega</pre>
Fix agent-less monster::was_created_by() always returning false<br>Things likely broken by this:
 -Qazlal elementals losing their cloud and Upheaval immunity
 -Lugonu anti-wrath protection not prioritizing wrath summons
 -Flashing Balestra weapons using the wrong death messages
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c53e13f8b">7c53e13f8b</a> | 2024-10-07 19:20:33 -0230 | DracoOmega</pre>
Fix Flayed effect ending upon taking stairs with a ghost (staticshock)<br>The comment for monster_cleanup() was misleading enough that some on-death
functions ended up being moved here by 5f5c15f, but this resulted in Flay
wearing off immediately if a flayed ghost left the level (including by
taking the stairs with the player!)<br>
There were some other bugs also, such as earning credit for Beogh Venegance
kills by merely taking the stairs with a vengeance-marked target. They
didn't even lose the status, so you could dance up and down with the same
simple enemy repeatedly to clear a vengeance debt against many other
things!<br>
(I've rewritten the function comment to hopefully be clearer in future.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44df65d264">44df65d264</a> | 2024-10-07 14:40:20 -0400 | Matthew Granstrom</pre>
Remove Gell's Gravitas<br>from Nicolae's custom books shop<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=443864507a">443864507a</a> | 2024-10-04 18:20:37 -0500 | gammafunk</pre>
A clua monster method for finding its summoner<br>The crawl UI highlights a monster's summoner in LOS examination mode,
but there was previously no way to determine a monster's summoner from
clua. This commit adds a summoner_pos() method to the monster info table
that returns a pair of LOS coordinates of the monster's summoner. It
returns nil if the monster's isn't summoned or it the monster or its
summoner are not in LOS. I've copied the summoning monster's mid into
the monster_info class and updated the examination mode UI to use this
information. This way we have a centralized check for whether the
summoner is valid to reveal, at least regardless of LOS concerns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=933e26f2f7">933e26f2f7</a> | 2024-10-04 12:21:45 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcf9493a85">dcf9493a85</a> | 2024-10-04 14:30:22 -0230 | DracoOmega</pre>
Better-document some methods (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74cecdf8d6">74cecdf8d6</a> | 2024-10-04 14:28:36 -0230 | DracoOmega</pre>
Fix Pan lords improperly using A/An when coming into view with others<br>ie: "A Plog and a hellwing come into view."<br>
(This lead more than a couple players to think they were a weirdly-named
ordinary monster and not a pseudo-unique.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4be0ea19d6">4be0ea19d6</a> | 2024-10-04 13:37:04 -0230 | DracoOmega</pre>
Adjust kill crediting for exploding monsters in general<br>The more I look at crediting in _setup_base_explosion, the more I feel like
it doesn't make sense. So now, non-abjurable monsters created by the player
always credit the player directly (ie: prisms, ball lightning) and other
friendly monsters will credit ANON_FRIENDLY_MONSTER to ensure you get
proper XP for them.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=09451382ac">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-223-g09451382ac.zip">here</a>.]]></description>
            <pubDate>Wed, 09 Oct 2024 05:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-221-g6c17059a10.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-221-g6c17059a10.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6c17059a10">6c17059a10</a> | 2024-10-07 19:20:39 -0230 | DracoOmega</pre>
Fix agent-less monster::was_created_by() always returning false<br>Things likely broken by this:
 -Qazlal elementals losing their cloud and Upheaval immunity
 -Lugonu anti-wrath protection not prioritizing wrath summons
 -Flashing Balestra weapons using the wrong death messages
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c53e13f8b">7c53e13f8b</a> | 2024-10-07 19:20:33 -0230 | DracoOmega</pre>
Fix Flayed effect ending upon taking stairs with a ghost (staticshock)<br>The comment for monster_cleanup() was misleading enough that some on-death
functions ended up being moved here by 5f5c15f, but this resulted in Flay
wearing off immediately if a flayed ghost left the level (including by
taking the stairs with the player!)<br>
There were some other bugs also, such as earning credit for Beogh Venegance
kills by merely taking the stairs with a vengeance-marked target. They
didn't even lose the status, so you could dance up and down with the same
simple enemy repeatedly to clear a vengeance debt against many other
things!<br>
(I've rewritten the function comment to hopefully be clearer in future.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44df65d264">44df65d264</a> | 2024-10-07 14:40:20 -0400 | Matthew Granstrom</pre>
Remove Gell's Gravitas<br>from Nicolae's custom books shop<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=443864507a">443864507a</a> | 2024-10-04 18:20:37 -0500 | gammafunk</pre>
A clua monster method for finding its summoner<br>The crawl UI highlights a monster's summoner in LOS examination mode,
but there was previously no way to determine a monster's summoner from
clua. This commit adds a summoner_pos() method to the monster info table
that returns a pair of LOS coordinates of the monster's summoner. It
returns nil if the monster's isn't summoned or it the monster or its
summoner are not in LOS. I've copied the summoning monster's mid into
the monster_info class and updated the examination mode UI to use this
information. This way we have a centralized check for whether the
summoner is valid to reveal, at least regardless of LOS concerns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=933e26f2f7">933e26f2f7</a> | 2024-10-04 12:21:45 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcf9493a85">dcf9493a85</a> | 2024-10-04 14:30:22 -0230 | DracoOmega</pre>
Better-document some methods (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74cecdf8d6">74cecdf8d6</a> | 2024-10-04 14:28:36 -0230 | DracoOmega</pre>
Fix Pan lords improperly using A/An when coming into view with others<br>ie: "A Plog and a hellwing come into view."<br>
(This lead more than a couple players to think they were a weirdly-named
ordinary monster and not a pseudo-unique.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4be0ea19d6">4be0ea19d6</a> | 2024-10-04 13:37:04 -0230 | DracoOmega</pre>
Adjust kill crediting for exploding monsters in general<br>The more I look at crediting in _setup_base_explosion, the more I feel like
it doesn't make sense. So now, non-abjurable monsters created by the player
always credit the player directly (ie: prisms, ball lightning) and other
friendly monsters will credit ANON_FRIENDLY_MONSTER to ensure you get
proper XP for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e630d8722b">e630d8722b</a> | 2024-10-04 13:37:04 -0230 | DracoOmega</pre>
Fix fulminant prisms having incorrect summon data (aliasthespectator)<br>They were appearing as abjurable, which not only made their death messages
weird ("the fulminant prism residue disappears in a puff of smoke!") but
possibly affected the fact that you weren't credited for their kills
anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1de5a75f">6d1de5a75f</a> | 2024-10-04 00:32:06 -0230 | regret-index</pre>
Tweak confusion's interaction with tension<br>Confusion is easily cured with potions of curing later in the game, so
staying in confusion being a high multiplier of tension is sort of weird
in so far as one would only do such if they weren't any concerned with
the encounter. (However, it's still plenty lethal very early on, when
one doesn't know about potions of curing yet.) Contrariwise, confusion
is substantially worse than many other statuses if one can't actually
cure it any time soon due to not being able to drink potions (whether
in Cocytus, while possessing -Potion status, or being a mummy / lich).<br>
As such, this takes the current x2 tension multiplier for confusion,
sets it slightly higher by default, and drops that slowly down versus
one's current XL, unless one can't drink to cure it which case it
becomes a flat x2.5 multiplier. (This is a little silly for Elyvilon, but
there's a piety cost involved for the extremely little non-Xom non-wrath
uses of tension that could even come up versus -Potion.) Hopefully this
should help out Mummy Chaos Knights a little bit more and get tension the
littlest bit closer to being a more usable function.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6c17059a10">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-221-g6c17059a10.zip">here</a>.]]></description>
            <pubDate>Tue, 08 Oct 2024 05:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-218-g443864507a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-218-g443864507a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=443864507a">443864507a</a> | 2024-10-04 18:20:37 -0500 | gammafunk</pre>
A clua monster method for finding its summoner<br>The crawl UI highlights a monster's summoner in LOS examination mode,
but there was previously no way to determine a monster's summoner from
clua. This commit adds a summoner_pos() method to the monster info table
that returns a pair of LOS coordinates of the monster's summoner. It
returns nil if the monster's isn't summoned or it the monster or its
summoner are not in LOS. I've copied the summoning monster's mid into
the monster_info class and updated the examination mode UI to use this
information. This way we have a centralized check for whether the
summoner is valid to reveal, at least regardless of LOS concerns.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=933e26f2f7">933e26f2f7</a> | 2024-10-04 12:21:45 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcf9493a85">dcf9493a85</a> | 2024-10-04 14:30:22 -0230 | DracoOmega</pre>
Better-document some methods (Ge0FF)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=74cecdf8d6">74cecdf8d6</a> | 2024-10-04 14:28:36 -0230 | DracoOmega</pre>
Fix Pan lords improperly using A/An when coming into view with others<br>ie: "A Plog and a hellwing come into view."<br>
(This lead more than a couple players to think they were a weirdly-named
ordinary monster and not a pseudo-unique.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4be0ea19d6">4be0ea19d6</a> | 2024-10-04 13:37:04 -0230 | DracoOmega</pre>
Adjust kill crediting for exploding monsters in general<br>The more I look at crediting in _setup_base_explosion, the more I feel like
it doesn't make sense. So now, non-abjurable monsters created by the player
always credit the player directly (ie: prisms, ball lightning) and other
friendly monsters will credit ANON_FRIENDLY_MONSTER to ensure you get
proper XP for them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e630d8722b">e630d8722b</a> | 2024-10-04 13:37:04 -0230 | DracoOmega</pre>
Fix fulminant prisms having incorrect summon data (aliasthespectator)<br>They were appearing as abjurable, which not only made their death messages
weird ("the fulminant prism residue disappears in a puff of smoke!") but
possibly affected the fact that you weren't credited for their kills
anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1de5a75f">6d1de5a75f</a> | 2024-10-04 00:32:06 -0230 | regret-index</pre>
Tweak confusion's interaction with tension<br>Confusion is easily cured with potions of curing later in the game, so
staying in confusion being a high multiplier of tension is sort of weird
in so far as one would only do such if they weren't any concerned with
the encounter. (However, it's still plenty lethal very early on, when
one doesn't know about potions of curing yet.) Contrariwise, confusion
is substantially worse than many other statuses if one can't actually
cure it any time soon due to not being able to drink potions (whether
in Cocytus, while possessing -Potion status, or being a mummy / lich).<br>
As such, this takes the current x2 tension multiplier for confusion,
sets it slightly higher by default, and drops that slowly down versus
one's current XL, unless one can't drink to cure it which case it
becomes a flat x2.5 multiplier. (This is a little silly for Elyvilon, but
there's a piety cost involved for the extremely little non-Xom non-wrath
uses of tension that could even come up versus -Potion.) Hopefully this
should help out Mummy Chaos Knights a little bit more and get tension the
littlest bit closer to being a more usable function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9cddea6ec">f9cddea6ec</a> | 2024-10-03 23:48:00 -0230 | regret-index</pre>
Teach searing wretches to swim across lava<br>Gehenna is in a weird place versus Cocytus, where over half of its threats
can't move across lava the way Cocytus's can move across deep water. While
this does provide a useful contrast point for the differing varieties of
ranged monsters in Gehenna (and tyrants also work very differently than
wellsprings), it means the main unique layouts of the Hell work out
awkwardly in terms of several threats figuring out how to walk towards the
player.<br>
As a point of comparison, the other fiery undead in the branch (stokers)
actually _swims_ across lava, which feels like precedent enough to let
searing wretches do the same. Melee-only threats being impeded by their
own branches terrain feels very awkward, there's no vaults in Gehenna
that seem to rely on them being unable to move across lava, and there's
not a lot of lava for them to otherwise swim in as part of Margery's
band, so this should be a reasonable safe change.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb316f7f2e">fb316f7f2e</a> | 2024-10-03 23:42:46 -0230 | regret-index</pre>
Name removed spells when failing to learn or cast them<br>It can be quite annoying to type in wizmode e.g. just "Conjure" for Ball
Lightning and not be explicitly told it first found Conjure Flame, or
that "Summon S" fills in the rest as Swarm and not Small Mammals, so
we might as well list what exactly it tried to find instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40db0d2193">40db0d2193</a> | 2024-10-03 23:18:16 -0230 | regret-index</pre>
Fiddle with Hells stair -> fountain replacements<br>Getting what are now established as normal drinking water fountains in the
hellish realms of endless lava and endless decay looks a bit silly, so
their non-blood fountains have been replaced with dry fountains. (In the
hell filled with water it's fine, and in the hell meant to be a city it's
one of the closest way its boxes are actually any life-like.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=443864507a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-218-g443864507a.zip">here</a>.]]></description>
            <pubDate>Sat, 05 Oct 2024 05:45:09 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-212-g6d1de5a75f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-212-g6d1de5a75f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1de5a75f">6d1de5a75f</a> | 2024-10-04 00:32:06 -0230 | regret-index</pre>
Tweak confusion's interaction with tension<br>Confusion is easily cured with potions of curing later in the game, so
staying in confusion being a high multiplier of tension is sort of weird
in so far as one would only do such if they weren't any concerned with
the encounter. (However, it's still plenty lethal very early on, when
one doesn't know about potions of curing yet.) Contrariwise, confusion
is substantially worse than many other statuses if one can't actually
cure it any time soon due to not being able to drink potions (whether
in Cocytus, while possessing -Potion status, or being a mummy / lich).<br>
As such, this takes the current x2 tension multiplier for confusion,
sets it slightly higher by default, and drops that slowly down versus
one's current XL, unless one can't drink to cure it which case it
becomes a flat x2.5 multiplier. (This is a little silly for Elyvilon, but
there's a piety cost involved for the extremely little non-Xom non-wrath
uses of tension that could even come up versus -Potion.) Hopefully this
should help out Mummy Chaos Knights a little bit more and get tension the
littlest bit closer to being a more usable function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9cddea6ec">f9cddea6ec</a> | 2024-10-03 23:48:00 -0230 | regret-index</pre>
Teach searing wretches to swim across lava<br>Gehenna is in a weird place versus Cocytus, where over half of its threats
can't move across lava the way Cocytus's can move across deep water. While
this does provide a useful contrast point for the differing varieties of
ranged monsters in Gehenna (and tyrants also work very differently than
wellsprings), it means the main unique layouts of the Hell work out
awkwardly in terms of several threats figuring out how to walk towards the
player.<br>
As a point of comparison, the other fiery undead in the branch (stokers)
actually _swims_ across lava, which feels like precedent enough to let
searing wretches do the same. Melee-only threats being impeded by their
own branches terrain feels very awkward, there's no vaults in Gehenna
that seem to rely on them being unable to move across lava, and there's
not a lot of lava for them to otherwise swim in as part of Margery's
band, so this should be a reasonable safe change.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fb316f7f2e">fb316f7f2e</a> | 2024-10-03 23:42:46 -0230 | regret-index</pre>
Name removed spells when failing to learn or cast them<br>It can be quite annoying to type in wizmode e.g. just "Conjure" for Ball
Lightning and not be explicitly told it first found Conjure Flame, or
that "Summon S" fills in the rest as Swarm and not Small Mammals, so
we might as well list what exactly it tried to find instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40db0d2193">40db0d2193</a> | 2024-10-03 23:18:16 -0230 | regret-index</pre>
Fiddle with Hells stair -> fountain replacements<br>Getting what are now established as normal drinking water fountains in the
hellish realms of endless lava and endless decay looks a bit silly, so
their non-blood fountains have been replaced with dry fountains. (In the
hell filled with water it's fine, and in the hell meant to be a city it's
one of the closest way its boxes are actually any life-like.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3a15ca111d">3a15ca111d</a> | 2024-10-03 23:18:16 -0230 | regret-index</pre>
New creeping inferno tile (pianoman523)<br>As with the apis change in b8f47f2 and retiling in b29aa79, this
submission was delayed until the mechanics for the monster were reworked,
to hopefully help tiles players associate a new appearance with a
drastically different behaviour. This combines and edits multiple
submissions by the same artist; it still looks a bit silly, but vastly
less janky than the previous creeping inferno's lurking horror recolour
tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7d3b0a02a">b7d3b0a02a</a> | 2024-10-03 23:18:16 -0230 | regret-index</pre>
Revise creeping infernos and tweak stokers<br>Creeping infernos are very strangely troubled monsters for Gehenna.<br>
 * Frail explosive enemies in extended are extremely unlikely to actually
   detonate on the player in general, as anything from wands to level 2
   spells to boomerangs and stones could easily kill them before they
   approach.<br>
 * The lurking horror behaviour where they hesitate to move the further
   away they are combines very strangely with their limited explosion
   range and frailty- while lurking horrors are a usefully-scaling
   screen-wide torment burst, creeping infernos can take over a dozen
   turns from being a screen-distance away (thus giving players lots and
   lots of time to throw a stone), and can take twice as long if a player
   actually tries to run away at all.<br>
 * Even when they actually succeed at hitting the player, their 8d7
   partially-resistable damage is only slightly stronger than a balrug's
   3d23 fireball with one pip of rF, and weaker than balrug smiting or
   hellion damnation at two pips of rF, which is very sad for something
   that could have very easily failed to hit the player.<br>
(I'm not going to even start on how stokers have little chance to succeed
in rarely summoning bombs that are slow to actually have walk up. Maybe
these designs made more sense when stokers had maintain_range? They're
extremely unlikely to get it back, but this should help them too- for
now, they're moving from a tiny 5% to a passable 10% chance to actually
summon their defining threat.)<br>
This commit reworks creeping infernos entirely to instead just act like
bloated husks do for Swamp- they have an average of 111 HP, move normally
at normal speed, and still explode on death or on touching the player (for
8d10 rather than 8d7 previously!) if they reach melee range. This
reasonably increases their functionality while still preserving their
namesake impending threat- now instead of collapsing from individual
stones, they require rather deliberate firefighting as their new bulk
inevitably creeps towards the player. To help make this not trivially
ignorable, they also go from Will 10 to Will 60- by the time one's in
the Hells, non-spellcasters can afford some Evocations investment.<br>
It will take a fairly long bit of testing to see how this works out-
extended feedback takes quite a while to come in. Gehenna is unlikely to
move that much further from its current easiest Hell position or push that
much higher than the other hells (which _have_ been adjusted recently),
anyway- these still die to anything from summons to conjurations to
Manifold Assault to charming a hell hog to just facetanking their
relatively low single-burst damage anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=52868c5510">52868c5510</a> | 2024-10-03 22:33:08 -0230 | DracoOmega</pre>
Fix Boris's timeout speech<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2442f177b0">2442f177b0</a> | 2024-10-03 22:33:02 -0230 | DracoOmega</pre>
Fix a handful of monsters not counting as true summons<br>(Basically anything that called mark_summoned() directly, without ever
having used mgen_data::set_summoned())<br>
This incidentally messed up the poof messages for them as well.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4bb16c9eb9">4bb16c9eb9</a> | 2024-10-03 22:32:53 -0230 | DracoOmega</pre>
Fix summons not looking like summons during timeout (Colgate, Darby)<br>monster::is_summoned() was looking for the presence of a summon timer to
determine whether a monster was summoned, but this timer doesn't actually
exist while they're in the process timing out. As a result of this, it was
possible to get XP from hitting hostile summons and then letting them
expire. (If you actually killed them, they would still look like summons
and grant no XP).<br>
While KILL_TIMEOUT probably never needs to give XP, it seems dangerous to
allow summons to look - at any point - like they are not summons. Who knows
what other things, now or in the future, might work improperly this way?<br>
I am *hoping* the new criteria for is_summoned() will properly encompass
everything that should count and nothing which shouldn't, but I won't be
entirely confident until we test it out. Fingers crossed!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb4998b30b">bb4998b30b</a> | 2024-10-03 13:05:12 -0230 | DracoOmega</pre>
Use a different color dot for non-abjurable summons<br>And describe them as 'minion' when examined, instead of 'summoned'.<br>
(Also fix the Unrewarding icon not rending on webtiles)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6d1de5a75f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-212-g6d1de5a75f.zip">here</a>.]]></description>
            <pubDate>Fri, 04 Oct 2024 05:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-198-gcd4c005c59.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-198-gcd4c005c59.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cd4c005c59">cd4c005c59</a> | 2024-10-03 01:12:48 -0230 | DracoOmega</pre>
Fix players getting no XP for kills by their own ball lightning<br>I'm not really satisfied with some of how kill attribution works for
exploding monsters *in general*, but I think this should fix the most
significant known issue for now. (Prisms still worked properly, even
without this)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=56ef7711ba">56ef7711ba</a> | 2024-10-03 00:34:45 -0230 | regret-index</pre>
More nekomata tweaks<br> * Don't use the altered nekomata tile for Phantom Blitz unless the
   caster-to-clone is a nekomata, just in case some sprint monster ends
   up using the spell.<br>
 * Tweak the nekomata experience value yet further up. Honestly, we could
   probably do with adjusting threat display for lategame characters with
   some sort of overriding threat flag- hell sentinels no longer being
   listed as lethal at reaching XL 20 is a pretty direct demonstration
   that the whole system is troubled at high experience levels.<br>
 * Remove nekomata from the orb run, as they're overshadowing the random
   Pan lords there and many people aren't examining a new monster to treat
   it with the same respect a random Pan lord would deserve. (I'd rather
   just keep the strongest Pan monsters out of the orb run entirely than
   actually nerf down monsters meant to be highlights of a given extended
   branch. If we continue to move in the direction of Hell-Pan roulette,
   we can just seperate orb run lists from Pan entirely (since Pan
   wouldn't exist in half the games) and it could mix in Hell enemies
   without expecting either branches' strongest and most emblematic
   monsters to appear on the orb run like shard shrikes or doom hounds.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30d083ede6">30d083ede6</a> | 2024-10-03 00:23:43 -0230 | DracoOmega</pre>
Don't crash on monsters dying to dead monsters (+fix monster frenzy orb)<br>The guard which prevented a crash on kills by dead monsters (such as
exploders) was removed by 400f974 at least in part because the comment
above it was misleading enough that I thought it wasn't necessary.<br>
This also fixes a second bug among the same code, where Orbs of Mayhem
wielded by monsters could only trigger if the player currently worshipped
TSO and the monster which died was evil. ...because for some reason, the
mayhem check was in the TSO follower blessing codeblock, and appears to
have always been.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eaf764a6c2">eaf764a6c2</a> | 2024-10-02 21:43:37 -0230 | DracoOmega</pre>
Don't kill an ancestor every time the player takes the stairs (Shummie)<br>After the recent refactoring, the simplified ally dismissal code was
killing *all* monsters on the floor the player was leaving that were marked
as having been created by the player. And for some reason, Hep ancestors
considered the player to be their summoned.<br>
I don't *think* there will be any issue with them just not having a
summoner marked at all, and this fixes the present issue. (If some reason
is discovered why this marking is important, I can fix it in some other
way.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07b0ac27cd">07b0ac27cd</a> | 2024-10-02 15:38:34 -0230 | DracoOmega</pre>
Fix minor message bug and simplify summon removal upon leaving floors<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4639139513">4639139513</a> | 2024-10-02 15:38:34 -0230 | DracoOmega</pre>
Rename monster::is_summoned_by() to ::was_created_by()<br>Since it includes more things now where monster::is_summoned() will return
false, and it feels very wrong to me if is_summoned_by() is ever true when
is_summoned() is false.<br>
(There's a decent argument that is_summoned() should also be renamed to
is_temporary() or something. I'll consider it.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53d16b7429">53d16b7429</a> | 2024-10-02 15:38:34 -0230 | DracoOmega</pre>
Narrow what returns true from monster:is_summoned()<br>To ensure that unrewarding monsters from god wrath, etc, do not count.
(This also means that friendlies made by Animate Dead / Death Channel will
go back to not counting, but I am fairly sure this doesn't actually affect
anything meaningful.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d61e3f1930">d61e3f1930</a> | 2024-10-02 15:38:34 -0230 | DracoOmega</pre>
Use a couple documented-but-mostly-unused summon types<br>Despite being clearly described as existing for this purpose,
MON_SUMM_WRATH wasn't used for god wrath summons and MON_SUMM_ZOT wasn't
used for things made by Zot traps. Fix this (at least partially; it's
possible I overlooked some wrath effect).<br>
(This actually has a mechanical effect now that Lugonu anti-wrath
specifically looks for monsters created by other gods' wrath. But it seems
like good policy regardless.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e49fde2923">e49fde2923</a> | 2024-10-02 15:38:34 -0230 | DracoOmega</pre>
Make Bind Soul simulacra (and Kiku wrath derived undead) unrewarding<br>It wasn't terribly obvious that the simulcra created by Bind Soul were
temporary, since their durations were extremely long, but they were. Which
meant that the player got no XP for them, despite no messages otherwise
indicating they were 'summons'. At that rate, it seems fine if they just
stay around forever, and are explicit about this.<br>
This also fixes a bug where the MF_NO_REWARD flag set by Kiku wrath
reanimations was being overridden just a few lines below where it was set.
This didn't *seem* to result in the player being able to get XP from them
in 0.32, so a different (bug?) must have been preventing this bug from
mattering. At any rate, it should be fixed now.<br>
(The MF_HARD_RESET doesn't really do anything except make the new icon
and description appear properly)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8706489d8f">8706489d8f</a> | 2024-10-02 15:38:33 -0230 | DracoOmega</pre>
Rename 'durably summoned' to 'unrewarding' and tweak a few things<br>Despite the name, durably summoned monsters didn't act like summons in
very many ways besides 'created by a spell/effect and don't drop items or
xp'. They weren't abjurable, could take stairs, were valid targets for many
things summons were not, never went away when the thing that created them
was destroyed, etc.<br>
At the same time, some monsters which were *effectively* the same as
'durably summoned' were not marked as such, presumably because no pretense
of magic was involved - most notably the spawns of The Royal Jelly.<br>
I think this entire thing would be made clearer by not giving any
suggestion that current 'durably summoned' monsters are similar to
'summoned' and instead hilight the part that *actually* distinguishes them
from any other normal monster: the fact that they don't give any reward.<br>
These monsters now say 'unrewarding' when examined, and the icon used is
slightly different (to distinguish it further from the summon dot). TRJ
spawns also recieve this icon, so it will now be possible to tell them
apart from other jellies at a glance. (This was always possible if you xv'd
them, but that was very time-consuming)<br>
This additionally removes the message "That felt strangely unrewarding" for
monsters explicitly labelled as unrewarding. I mean, what else would one
expect?<br>
Note: this icon is presently displayed both on the same condition as
durable summons were (ie: having both MF_HARD_RESET and MF_NO_REWARD) but
also the old condition used to mention no rewards when xv'd (which just
checked for MF_NO_REWARD and mons_class_gives_xp()). This previous behavior
was always *slightly incorrect*, since MF_NO_REWARD does not prevent item
drops, and while many effects set both flags at once, not all of them do.
In fact, it is important that some don't! (Bound souls should still drop
their equipment, for instance). But despite this, xv will claim that they
cannot drop items.<br>
A review to fix up a few cases where this gives slightly misleading
information would be a good idea, but it rarely actually matters, so I
will do that at some future time.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=cd4c005c59">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-198-gcd4c005c59.zip">here</a>.]]></description>
            <pubDate>Thu, 03 Oct 2024 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-163-g6f3bd40977.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-163-g6f3bd40977.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6f3bd40977">6f3bd40977</a> | 2024-09-30 15:07:27 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1636c52b2f">1636c52b2f</a> | 2024-09-30 18:51:05 +0300 | Nikolai Lavsky</pre>
feat: make &H reset more cooldowns and heal more statuses<br>This commit lets wizmode super healing cure -Recite, -Gavotte, rF-,
and -Word and also fully charge Grave Claw.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=81d07ba6e8">81d07ba6e8</a> | 2024-09-30 08:55:05 -0400 | patrick</pre>
Fix small typo in vaults_rooms_hard.des<br>It's been bugging me for a while.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=860b457654">860b457654</a> | 2024-09-30 04:32:30 -0230 | regret-index</pre>
New Coglin paper doll tile (pianoman523)<br>It gets somewhat awkwardly covered up by the default pants characters get,
but it's a reasonable improvement in terms of more obviously being a
mechanical harness than prior.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=407acacb1d">407acacb1d</a> | 2024-09-29 23:48:13 -0230 | Brian Power</pre>
Fix #4063: Quad damage (Sprint) is pluralised to "quad damagi" (#4064)<br>[Closes #4063.
Closes #4064.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e6af4a6f9">0e6af4a6f9</a> | 2024-09-29 23:17:51 -0230 | RypoFalem</pre>
Update quickstart.md (#4057)<br>Replace a mention of Hill Orc with Mountain Dwarf.<br>
Make the layout section less console-specific.<br>
Mention that heavy armour also hampers launcher attacks.<br>
[Closes #4057.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc8bfd6970">fc8bfd6970</a> | 2024-09-29 23:07:41 -0230 | regret-index</pre>
Tweak the text of large HP costs on abilities<br>The previous ambigious cost of "Pain" was used on four different abilities:<br>
 * Kiku's Brand Weapon With Pain: invoking Torment
 * Lugonu's Enter the Abyss: a completely random but non-lethal HP amount
 * Yred's Bind Soul: 1/3rd of HP, returned on soul-binding
 * Makhleb's Brand Self: 2/3rds of HP<br>
Mentioning in abilities that this merely "will hurt you" is quite the
understatement, and was also entirely false for Kiku if the player is
undead or a wisp. "Pain" is also a relatively overloaded term in-game,
with both a weapon brand and a monster spell that both don't hurt nearly as
much.<br>
As such, I've added another ability flag to differentiate Kiku's Torment
cost from the other costs, and more precisely state in the other ability's
cost descriptions that one will lose a large fraction of their HP.
Hopefully, this should prevent people from using Kiku and Makhleb 6* gifts
mid-fight as can be quite dangerous.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e69982c27">0e69982c27</a> | 2024-09-28 23:49:36 -0230 | regret-index</pre>
Prevent most (but not all) auras from affecting firewood (Sastreii)<br>This was less obvious when the main aura being deployed was torpor snails
and thus players only saw them when a wand of charming or a scroll of
summoning got a friendly torpor snail to affect firewood. Now that
polterguardians can make rare V plants repel missiles and apises can
double the vigour of nearby Shoals or Holy Pan plants (yet not prevent them
from withering away entirely), this is conspicuous enough that it's now
disabled for most auras by default.<br>
(The main exception here is for martyred shades, as Fedhas doesn't
complain about summoning ghosts these days and they definitely _should_ be
able to support player or enemy briar patches. For now, unless further
aura effects produce a second exception, said injury bond is the only one
that still affects firewood.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=437a092d51">437a092d51</a> | 2024-09-28 23:41:03 -0230 | regret-index</pre>
New tiny tiles (Sastreii)<br>Scrub nettles and boggarts, to be more specific.<br>
(To offset adding a few more tiles into rltiles/UNUSED for the sake of
future potential placeholders, I've also cut a few more of what was in the
folder.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f489960a8">5f489960a8</a> | 2024-09-28 23:04:15 -0230 | regret-index</pre>
New decorations: flags, flowers, mop buckets, fur brushes<br>All of these employ the previous commit's "decorative floor" feature. As a
result, they are all mutually exclusive in appearances with each other,
and all thus lack messages or solidity. Still, they should help liven up
the Dungeon with various non-obtrusive themes.<br>
 * "Orcish standards" appear in the more statistically dangerous orc
   bailies, a few of the blander orc vaults outside of their branch, and
   some of the least decorated Orc vaults in the branch, so these vaults
   have more than orcish idols and altars of Beogh.
 * "Infernal standards" mostly appear in Gehenna, so the branch has
   something specific to it (compare 9c46c80.)
 * Regular "mop and bucket" decorations appear in Vaults, with the rare
   occasional other use in D and other humanoid-centric branches like
   Snake. We've got a lot of random generic boxes made by layout
   generators already- given closets and corners might as well be handed
   a small bit of flavour and purpose.
 * "Bloodied mop and bucket" decorations mostly appear in Dis and Makhleb
   vaults (compare to pillars of rime and infernal standards).
 * "Garden patches" and "floral vases" appear in various housing and
   garden locations (extending some of 5c82c18 while also giving them
   descriptions), with the latter also getting a few graveyard uses.
 * "Flower patches" appear in various forests, grassy locales, and around
   a few killer bee vaults.
 * "Mourning vases" and "broken floral vases" appear in ruins, undead
   vaults, memorial graveyards, and so on and so forth.
 * "Fur piles", while very rare, mostly appear in Vaults (where they're
   brushing the various yaktaurs) and other yak vaults.<br>
All of these tiles are by ploomutoo, as was added in 76a730d. I trimmed
out and made various colour-cyclings of the cobblestone garden flowers for
more visual variety in flower patches. To ease further tile additions
using these features and to make the colouration schemas more consistent
for any other uses, these all use a predefined list in dlua/vault.lua-
just use something like ": decorative_floor(_G, 'p', "flower patch")" in
a given vault. (Some other repeated feature renames / recolours /
retiling, like 0.32's various statues, probably should get this same
sort of ease in the future, to trim down on boilerplate and make it easier
to document and teach other would-be users of such in the future.)<br>
Thanks to DracoOmega for helping edit these new decorative feature
descriptions. (I also resorted dat/descript/features.txt a little while
adding these new descriptions, to split apart portals from other vaults.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6f3bd40977">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-163-g6f3bd40977.zip">here</a>.]]></description>
            <pubDate>Tue, 01 Oct 2024 05:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-156-g0e69982c27.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-156-g0e69982c27.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e69982c27">0e69982c27</a> | 2024-09-28 23:49:36 -0230 | regret-index</pre>
Prevent most (but not all) auras from affecting firewood (Sastreii)<br>This was less obvious when the main aura being deployed was torpor snails
and thus players only saw them when a wand of charming or a scroll of
summoning got a friendly torpor snail to affect firewood. Now that
polterguardians can make rare V plants repel missiles and apises can
double the vigour of nearby Shoals or Holy Pan plants (yet not prevent them
from withering away entirely), this is conspicuous enough that it's now
disabled for most auras by default.<br>
(The main exception here is for martyred shades, as Fedhas doesn't
complain about summoning ghosts these days and they definitely _should_ be
able to support player or enemy briar patches. For now, unless further
aura effects produce a second exception, said injury bond is the only one
that still affects firewood.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=437a092d51">437a092d51</a> | 2024-09-28 23:41:03 -0230 | regret-index</pre>
New tiny tiles (Sastreii)<br>Scrub nettles and boggarts, to be more specific.<br>
(To offset adding a few more tiles into rltiles/UNUSED for the sake of
future potential placeholders, I've also cut a few more of what was in the
folder.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f489960a8">5f489960a8</a> | 2024-09-28 23:04:15 -0230 | regret-index</pre>
New decorations: flags, flowers, mop buckets, fur brushes<br>All of these employ the previous commit's "decorative floor" feature. As a
result, they are all mutually exclusive in appearances with each other,
and all thus lack messages or solidity. Still, they should help liven up
the Dungeon with various non-obtrusive themes.<br>
 * "Orcish standards" appear in the more statistically dangerous orc
   bailies, a few of the blander orc vaults outside of their branch, and
   some of the least decorated Orc vaults in the branch, so these vaults
   have more than orcish idols and altars of Beogh.
 * "Infernal standards" mostly appear in Gehenna, so the branch has
   something specific to it (compare 9c46c80.)
 * Regular "mop and bucket" decorations appear in Vaults, with the rare
   occasional other use in D and other humanoid-centric branches like
   Snake. We've got a lot of random generic boxes made by layout
   generators already- given closets and corners might as well be handed
   a small bit of flavour and purpose.
 * "Bloodied mop and bucket" decorations mostly appear in Dis and Makhleb
   vaults (compare to pillars of rime and infernal standards).
 * "Garden patches" and "floral vases" appear in various housing and
   garden locations (extending some of 5c82c18 while also giving them
   descriptions), with the latter also getting a few graveyard uses.
 * "Flower patches" appear in various forests, grassy locales, and around
   a few killer bee vaults.
 * "Mourning vases" and "broken floral vases" appear in ruins, undead
   vaults, memorial graveyards, and so on and so forth.
 * "Fur piles", while very rare, mostly appear in Vaults (where they're
   brushing the various yaktaurs) and other yak vaults.<br>
All of these tiles are by ploomutoo, as was added in 76a730d. I trimmed
out and made various colour-cyclings of the cobblestone garden flowers for
more visual variety in flower patches. To ease further tile additions
using these features and to make the colouration schemas more consistent
for any other uses, these all use a predefined list in dlua/vault.lua-
just use something like ": decorative_floor(_G, 'p', "flower patch")" in
a given vault. (Some other repeated feature renames / recolours /
retiling, like 0.32's various statues, probably should get this same
sort of ease in the future, to trim down on boilerplate and make it easier
to document and teach other would-be users of such in the future.)<br>
Thanks to DracoOmega for helping edit these new decorative feature
descriptions. (I also resorted dat/descript/features.txt a little while
adding these new descriptions, to split apart portals from other vaults.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f37800eb1">1f37800eb1</a> | 2024-09-28 23:04:14 -0230 | regret-index</pre>
Placeholder feature: decorative floor<br>This is a bit of a placeholder hack for a large number of good tile
submissions in 76a730d and potential additional tile additions over time,
that don't want to actually be executed as rapidly-destructible or
diggable statues, solely placed on top of walls, or heavily written up for
character-specific messaging as fountains and food incidentally heavily
rely upon. (There are also no features left that entirely make sense for
them to be renames for, after fountains gained flavour messages in 8966e59
to help justify their whole lot. It would also add an indefinite number of
additional floor tiles to feign these otherwise being properly layered on
top of given branch layouts, and would lose out on writing up any
descriptions for them.)<br>
Without any other relatively reasonable ways to approach such, and with
nearly a dozen different potential tiles workable for these purposes, I am
using a hack of a new feature solely meant to be redefined, which for all
intents and purposes is floor with a different glyph. (As with the
addition of food caches back in 831329d, these are all walkable features
that shouldn't interrupt terrain transformation in any fashion, and which
Xom doesn't interact with.)<br>
Ideally, these cases would instead be handled with a significant rewrite
to the vault code for KFEAT to allow per-instance per-glyph redefinitions
of names and colours and tiles, in much the same way as vault monsters,
scythes, and hammers work. It'd deal with various other issues (like the
current inability to use both dead trees and live trees in the same vault,
or the inability to use more than two types of statues) and smoothen over
a fair bit of this code. Until then, the relatively invisible hack should
be worth the straightforward additional flavour possibilities.<br>
(Note: I am 100% against adding almost anything else in this space, like
DNGN_METAL_STATUE_2 or DNGN_DECORATIVE_FLOOR_2, solely for the sake of
vaults that want to deploy multiples of these at once. Said rewrite should
happen before stretching this hack any further, as the cost of having a
single feature wouldn't be nearly as bad as adding further ones.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=12f2da7b15">12f2da7b15</a> | 2024-09-28 15:34:33 -0500 | gammafunk</pre>
fix: Correct a filename to fix the build<br>The Makefile expects the splash screen filenames to have a prefix of
"title_". Also clean up some tabs in the Makefile itself.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ec8a70db8">9ec8a70db8</a> | 2024-09-27 12:17:27 -0700 | Nicholas Feinberg</pre>
New Oni Summoner splash (benadryl)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=660b845a87">660b845a87</a> | 2024-09-25 20:41:49 -0500 | gammafunk</pre>
doc: Update the debian changelog for 0.32.1<br>(cherry picked from commit f5deb65975461a56ac8751e43d5d0e34f98eae4c)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=533394c400">533394c400</a> | 2024-09-25 20:41:47 -0500 | gammafunk</pre>
doc: Update the changelog for 0.32.1<br>(cherry picked from commit ba77377449e8c9fd173e04de3e1cb4a329792bc7)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1924735fe">c1924735fe</a> | 2024-09-25 14:03:02 -0230 | DracoOmega</pre>
Fix apises giving monsters permanent max HP every turn (RoGGa)<br>The apis aura, behind the scenes, was removing and re-adding the doubled
vigor buff each turn. This theoretically would have no effect (dividing
their doubled max HP by 2, then multiplying it by 2 again), but math in
monster::scale_hp intended to prevent monsters from *losing* max HP after
berserking, due to rounding, was causing each monster in the aura to gain
1 base max HP for every turn they were near the apis. This meant that by
the time the player found the apis, monsters nearby might have gained
hundreds of additional max HP!<br>
The solution in this commit is very quick and hacky. A better solution
would involve actually storing the monster's 'original' max HP in some
fashion. But since there are multiple stacking ways to modify this, and
some care would be needed to make sure it did not introduce new bugs, I
have opted for the simplest, quickest solution for the moment, to put a
stop to a bug that will easily kill players.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07630011bb">07630011bb</a> | 2024-09-25 01:52:00 -0230 | regret-index</pre>
Silence a build warning<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0e69982c27">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-156-g0e69982c27.zip">here</a>.]]></description>
            <pubDate>Sun, 29 Sep 2024 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-151-g9ec8a70db8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-151-g9ec8a70db8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ec8a70db8">9ec8a70db8</a> | 2024-09-27 12:17:27 -0700 | Nicholas Feinberg</pre>
New Oni Summoner splash (benadryl)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=660b845a87">660b845a87</a> | 2024-09-25 20:41:49 -0500 | gammafunk</pre>
doc: Update the debian changelog for 0.32.1<br>(cherry picked from commit f5deb65975461a56ac8751e43d5d0e34f98eae4c)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=533394c400">533394c400</a> | 2024-09-25 20:41:47 -0500 | gammafunk</pre>
doc: Update the changelog for 0.32.1<br>(cherry picked from commit ba77377449e8c9fd173e04de3e1cb4a329792bc7)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1924735fe">c1924735fe</a> | 2024-09-25 14:03:02 -0230 | DracoOmega</pre>
Fix apises giving monsters permanent max HP every turn (RoGGa)<br>The apis aura, behind the scenes, was removing and re-adding the doubled
vigor buff each turn. This theoretically would have no effect (dividing
their doubled max HP by 2, then multiplying it by 2 again), but math in
monster::scale_hp intended to prevent monsters from *losing* max HP after
berserking, due to rounding, was causing each monster in the aura to gain
1 base max HP for every turn they were near the apis. This meant that by
the time the player found the apis, monsters nearby might have gained
hundreds of additional max HP!<br>
The solution in this commit is very quick and hacky. A better solution
would involve actually storing the monster's 'original' max HP in some
fashion. But since there are multiple stacking ways to modify this, and
some care would be needed to make sure it did not introduce new bugs, I
have opted for the simplest, quickest solution for the moment, to put a
stop to a bug that will easily kill players.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07630011bb">07630011bb</a> | 2024-09-25 01:52:00 -0230 | regret-index</pre>
Silence a build warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70dc07e95b">70dc07e95b</a> | 2024-09-25 01:07:21 -0230 | regret-index</pre>
Adjust the repulsion field mutation text (#4053)<br>As the issue notes, 359da3a forgot to adjust this mutation's description of
repel missiles, which this now fixes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa0487cc57">aa0487cc57</a> | 2024-09-25 01:04:43 -0230 | regret-index</pre>
Add a description for Mass Regeneration (#4049)<br>The addition of the Mass Regeneration monster spell in e97a2a3 forgot to
include a written description for the spell.<br>
Closes #4049.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7607e5391">c7607e5391</a> | 2024-09-24 23:27:22 -0230 | regret-index</pre>
Fix elves_outpost_lemuel's lua (#4050)<br>I screwed up some brackets slightly in 8908559- this should place in each
of its locations now. Tweaked some syntax slightly while I was here.<br>
Closes #4050.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c46c80674">9c46c80674</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Reuse pillars of rime as occasional Cocytus decor<br>Another attempt to try and use what we already have available in game for
another decorative purpose, to make Cocytus feel a little more Hell like
instead of just being an ice zone with demons in it as ice caves already
present.<br>
Compared to the usage of decorative boulders in d9500d9 and their
replacement for piles of debris in 03d5c24, these don't list a movespeed
or have use that itself is more active. (If people _are_ still going to be
paranoid about them doing something, then those same people are probably
still paranoid about granite statues or pillars of salt.) Also: by the
time one's in Cocytus, most characters should also be readily easily able
to break apart or pierce attack past an obstacle with only ~37 average HP
and 15 AC, so I am experimenting a second time with using obstacles that
don't start slowly dying on the slightest touch. It should distinguish it
a little more as an actual new decoration, and they're not really placed
in a branch that has lots of space or running around to encourage
individually destroying them all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c068db49a3">c068db49a3</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Don't claim stationary monsters can open doors<br>As they can't, which is listed confusingly for ice blocks and pillars of
both salt and rime (due to them depicting things frozen or saltified being
able to wield equipment before they collapse entirely) plus Roxanne.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9ec8a70db8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-151-g9ec8a70db8.zip">here</a>.]]></description>
            <pubDate>Sat, 28 Sep 2024 05:44:45 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-150-g660b845a87.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-150-g660b845a87.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=660b845a87">660b845a87</a> | 2024-09-25 20:41:49 -0500 | gammafunk</pre>
doc: Update the debian changelog for 0.32.1<br>(cherry picked from commit f5deb65975461a56ac8751e43d5d0e34f98eae4c)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=533394c400">533394c400</a> | 2024-09-25 20:41:47 -0500 | gammafunk</pre>
doc: Update the changelog for 0.32.1<br>(cherry picked from commit ba77377449e8c9fd173e04de3e1cb4a329792bc7)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1924735fe">c1924735fe</a> | 2024-09-25 14:03:02 -0230 | DracoOmega</pre>
Fix apises giving monsters permanent max HP every turn (RoGGa)<br>The apis aura, behind the scenes, was removing and re-adding the doubled
vigor buff each turn. This theoretically would have no effect (dividing
their doubled max HP by 2, then multiplying it by 2 again), but math in
monster::scale_hp intended to prevent monsters from *losing* max HP after
berserking, due to rounding, was causing each monster in the aura to gain
1 base max HP for every turn they were near the apis. This meant that by
the time the player found the apis, monsters nearby might have gained
hundreds of additional max HP!<br>
The solution in this commit is very quick and hacky. A better solution
would involve actually storing the monster's 'original' max HP in some
fashion. But since there are multiple stacking ways to modify this, and
some care would be needed to make sure it did not introduce new bugs, I
have opted for the simplest, quickest solution for the moment, to put a
stop to a bug that will easily kill players.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07630011bb">07630011bb</a> | 2024-09-25 01:52:00 -0230 | regret-index</pre>
Silence a build warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70dc07e95b">70dc07e95b</a> | 2024-09-25 01:07:21 -0230 | regret-index</pre>
Adjust the repulsion field mutation text (#4053)<br>As the issue notes, 359da3a forgot to adjust this mutation's description of
repel missiles, which this now fixes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa0487cc57">aa0487cc57</a> | 2024-09-25 01:04:43 -0230 | regret-index</pre>
Add a description for Mass Regeneration (#4049)<br>The addition of the Mass Regeneration monster spell in e97a2a3 forgot to
include a written description for the spell.<br>
Closes #4049.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7607e5391">c7607e5391</a> | 2024-09-24 23:27:22 -0230 | regret-index</pre>
Fix elves_outpost_lemuel's lua (#4050)<br>I screwed up some brackets slightly in 8908559- this should place in each
of its locations now. Tweaked some syntax slightly while I was here.<br>
Closes #4050.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c46c80674">9c46c80674</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Reuse pillars of rime as occasional Cocytus decor<br>Another attempt to try and use what we already have available in game for
another decorative purpose, to make Cocytus feel a little more Hell like
instead of just being an ice zone with demons in it as ice caves already
present.<br>
Compared to the usage of decorative boulders in d9500d9 and their
replacement for piles of debris in 03d5c24, these don't list a movespeed
or have use that itself is more active. (If people _are_ still going to be
paranoid about them doing something, then those same people are probably
still paranoid about granite statues or pillars of salt.) Also: by the
time one's in Cocytus, most characters should also be readily easily able
to break apart or pierce attack past an obstacle with only ~37 average HP
and 15 AC, so I am experimenting a second time with using obstacles that
don't start slowly dying on the slightest touch. It should distinguish it
a little more as an actual new decoration, and they're not really placed
in a branch that has lots of space or running around to encourage
individually destroying them all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c068db49a3">c068db49a3</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Don't claim stationary monsters can open doors<br>As they can't, which is listed confusingly for ice blocks and pillars of
both salt and rime (due to them depicting things frozen or saltified being
able to wield equipment before they collapse entirely) plus Roxanne.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0dc3ca754">c0dc3ca754</a> | 2024-09-24 18:01:15 -0400 | patrick</pre>
Fix up the custom gadgets shop<br>Now that evokers are basically unrands, it's possible for one gadget
shop to stock a good chunk of the evokers in your game. I've changed
the inventory so it can only ever generate one evoker at once.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=660b845a87">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-150-g660b845a87.zip">here</a>.]]></description>
            <pubDate>Thu, 26 Sep 2024 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-147-g07630011bb.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-147-g07630011bb.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=07630011bb">07630011bb</a> | 2024-09-25 01:52:00 -0230 | regret-index</pre>
Silence a build warning<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70dc07e95b">70dc07e95b</a> | 2024-09-25 01:07:21 -0230 | regret-index</pre>
Adjust the repulsion field mutation text (#4053)<br>As the issue notes, 359da3a forgot to adjust this mutation's description of
repel missiles, which this now fixes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa0487cc57">aa0487cc57</a> | 2024-09-25 01:04:43 -0230 | regret-index</pre>
Add a description for Mass Regeneration (#4049)<br>The addition of the Mass Regeneration monster spell in e97a2a3 forgot to
include a written description for the spell.<br>
Closes #4049.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c7607e5391">c7607e5391</a> | 2024-09-24 23:27:22 -0230 | regret-index</pre>
Fix elves_outpost_lemuel's lua (#4050)<br>I screwed up some brackets slightly in 8908559- this should place in each
of its locations now. Tweaked some syntax slightly while I was here.<br>
Closes #4050.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9c46c80674">9c46c80674</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Reuse pillars of rime as occasional Cocytus decor<br>Another attempt to try and use what we already have available in game for
another decorative purpose, to make Cocytus feel a little more Hell like
instead of just being an ice zone with demons in it as ice caves already
present.<br>
Compared to the usage of decorative boulders in d9500d9 and their
replacement for piles of debris in 03d5c24, these don't list a movespeed
or have use that itself is more active. (If people _are_ still going to be
paranoid about them doing something, then those same people are probably
still paranoid about granite statues or pillars of salt.) Also: by the
time one's in Cocytus, most characters should also be readily easily able
to break apart or pierce attack past an obstacle with only ~37 average HP
and 15 AC, so I am experimenting a second time with using obstacles that
don't start slowly dying on the slightest touch. It should distinguish it
a little more as an actual new decoration, and they're not really placed
in a branch that has lots of space or running around to encourage
individually destroying them all.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c068db49a3">c068db49a3</a> | 2024-09-24 22:25:16 -0230 | regret-index</pre>
Don't claim stationary monsters can open doors<br>As they can't, which is listed confusingly for ice blocks and pillars of
both salt and rime (due to them depicting things frozen or saltified being
able to wield equipment before they collapse entirely) plus Roxanne.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0dc3ca754">c0dc3ca754</a> | 2024-09-24 18:01:15 -0400 | patrick</pre>
Fix up the custom gadgets shop<br>Now that evokers are basically unrands, it's possible for one gadget
shop to stock a good chunk of the evokers in your game. I've changed
the inventory so it can only ever generate one evoker at once.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4966338b9b">4966338b9b</a> | 2024-09-24 17:09:16 -0230 | DracoOmega</pre>
Don't zap self with Magnavolt if standing in a dust cloud (monkooky)<br>It didn't even warn the player, even.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e3108018c">4e3108018c</a> | 2024-09-24 15:37:54 -0230 | regret-index</pre>
Make base jellies amorphous (Ogregutan, rypofalem)<br>When I was working on cc540e3, I was replacing what were originally checks
for monsters with the jelly genus, and forgot to actually adjust the base
jelly monster itself. Whoops.<br>
(This mostly makes them immune to constriction and nets again.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b29aa79de7">b29aa79de7</a> | 2024-09-24 15:37:53 -0230 | regret-index</pre>
Two new holy tiles (Sastreii)<br>Apis and ophan tiles, to be specific. Hopefully people will quickly
associate the newer tiles with their new aura behaviours?
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=07630011bb">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-147-g07630011bb.zip">here</a>.]]></description>
            <pubDate>Wed, 25 Sep 2024 05:45:10 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-135-g23b886832e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-135-g23b886832e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=23b886832e">23b886832e</a> | 2024-09-24 01:13:56 -0230 | DracoOmega</pre>
Don't claim 'You are here.' about tiles on other floors<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e1e37f56a">5e1e37f56a</a> | 2024-09-24 01:08:36 -0230 | DracoOmega</pre>
Don't allow performing actions on features on other levels (angelslayer)<br>Related to the previous bug, it was possible to open/close doors on other
floors, provided you were standing adjacent to the same coordinate on your
present floor. You could also interact with transporters and worship at
altars (and possibly other things?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e40546fae5">e40546fae5</a> | 2024-09-24 00:44:16 -0230 | Aliscans</pre>
Don't let the player use off-level items with CMD_DISPLAY_MAP.<br>_allowed_actions() had allowed commands such as (g)et for items on
another level, so long as they have shared the player's co-ordinates.
You could (say) pick up the orb of Zot from D:1, or "blink" through a
wall using a suitably placed scroll.<br>
It now only allows "(g)o to location" for anything on another level.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0a131fed7">d0a131fed7</a> | 2024-09-23 02:21:44 -0230 | regret-index</pre>
Fix a teleport closet in nemelex_altar_shiori (Halvarca)<br>The risks of compressing dense SUBST lines together combined with the
no_tele_into flag, alas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3386d7afde">3386d7afde</a> | 2024-09-23 02:21:44 -0230 | regret-index</pre>
Let player illusions copy a lot more statuses<br>The _player_duration_to_mons_enchantment list for player illusions
(whether sourced from Mara, Nemelex, or Xom) is extremely short, unchanged
in 13 years. Unsurprisingly, we've added quite a few statuses over such
a span of time, but next to none of them have been included in this list.
It's got a strangely flavour-based comment explanation above it stating
that "internal" "magical" effects are supposed to be gathered, but not
"external" effects- I'm choosing to forego this entirely, due to such
logic being both 1: non-obvious, 2: weird to single out when illusions
also are ostenibly getting one's collective equipment offenses and
defenses, and 3: extremely out of date with other added "internal" magic
effects.<br>
The old list of copied effects were: invisibility, confusion, paralysis,
slow, haste, might, berserk, and poison. The new list adds on: barbs,
blind, brilliance, corrosion, dimensional anchor, fire vulnerability,
frozen, lowered or heightened will, -move, petrifying, poison
vulnerability, resistance, sap magic, sign of ruin, swiftness, toxic
radiance, vitrification, and weak.<br>
This should make friendly illusions a little weaker (which is fine,
since Nemelex is quite strong) but with a few key upside uses (in
preserving some notable effects like brilliance and swiftness). It
should also make hostile effects a bit scarier (unless one is already
heavily debuffed, which covers for itself anyway), which is good due to
Mara underperforming these days and Xom always being in need of more
noticeably variation in threat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea5bc3604b">ea5bc3604b</a> | 2024-09-22 08:51:36 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0d9199257">b0d9199257</a> | 2024-09-22 04:18:47 -0230 | regret-index</pre>
More tweaks to more recent monsters<br> * Experience value increases are being handed out to thermic dynamos
   (which are taking up quite a high proportion of kills versus appearance
   numbers), undying armouries (who are successfully providing very
   dangerous support roles while being reasonably sturdy themselves), and
   nekomata (who are successfully completely terrifying if not properly
   respected, can squash most other tier-1 demons, and are currently
   tearing apart Pan visitors). Since the winrate went slightly down in
   the last tournament, this should be fine in terms of slightly
   increasing overall amounts of experience in the game, and it should
   also help the monster threat assessment displays.<br>
 * Sin beasts continue to underperform in Pan- unsurprising, considering
   their relatively low damage as melee threats that late. Rather than
   buff Geryon much further, sin beasts spawning rather than being
   summoned now appear in duos- trampling non-draconic monsters tend to
   spawn in bands as is, and their support capacities of antimagic and
   repositioning for other monsters will work better when they get
   another body to work with.<br>
 * To help make finding the original nekomata easier to parse, their
   summons now get a differently-recoloured tile to help mark them
   seperately from the original beyond the small purple summoned status
   dot. (I'm divided on doing what AF_SWARM does and sending the
   summons to be owned by original caster, as this will make them summon
   copies much faster due to individual ones not having their own
   effective summon cap- I want more data before revising such an
   implementation.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e166ad1d2">8e166ad1d2</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New tileset for granite statues in Depths, Zot<br>The long granite statue tile list has a number of upsides and downsides.
It provides reasonably easy flavour for given vaults of civilisation or
ruin, it highlights the highly cosmopolitan population of the Dungeon and
its branches, and they always immediately serve as a conspicuous
highlighting point to indicate the presence of a vault. However, they also
have major issues- with 29 different statue tiles depicting completely
different matters used in excess amounts throughout every single branch
regardless of that branch's flavour, they immediately all blend into the
mental background. A given arbitrary hall in D, Lair, Snake, Swamp, Elf,
and Zot all share depictions of angels, demons, warriors, and snails,
which actually homogenizes those branches with the very means a vault is
meant to stand out with. While an extensive list of highly-specific
stand-out decorations have been deployed throughout 0.32 and 0.33 to try
and provide more specific flavour, they can't be deployed absolutely
everywhere without losing their own distinctive flavour, and already in
their sparser uses lead to concern and confusion about whether or not
they actually do anything.<br>
As an attempt to deal with such issues, I'm starting what may be an
extremely long-term project, to deploy overlapping but mostly completely
different tilesets for granite statues in different branches corresponding
to their contents and flavour both. As I have plenty of artistic
limitations, the bulk of what I'm deploying here is admittedly recolours
using current tiles, unused tiles, and replaced tiles. Still, I am adamant
that this overall effort is worthwhile for making a statue actually have
any deliberate purpose rather than being effectively random noise in over
75% of their hundreds of uses.<br>
This commit starts off with Depths and Zot, branches that already heavily
want to stand out as dramatic for being the end of a regular three-rune
game. These statue sets include focusing down on demons, not-yet-walking
tomes, liches, spriggans, and varying depictions of orb guardians over
the ages. Hopefully they'll succeed at making Depths and Zot feel more
coherent in their specific flavour, and the palette + statue tiles they'll
share amongst themselves but not other branches will hopefully help
connect the two branches yet further.<br>
"New" tile sources:
 * Tomes statue - Ploomutoo's decorative books.
 * Spriggan, vampiric fang statues -
   Coolio's spriggan berserker and mimic tiles.
 * Asmodeus, devil statues -
   roctavian's non-tall Asmodeus and blue devil.
 * Lich, seraph, serpent and old orb guardian statues -
   Denzi's old 32x32 and 64x64 tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b1a4445c4">9b1a4445c4</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New tengu tiles (Sastreii)<br>Wonderfully sharp tilework as is usual.<br>
(I quickly threw together a new Shadowslip base tengu tile, since it was
missing from the submission and those are relatively simple tiles to make.
Maybe something else besides the tengu conjurer can get a goofy wizard hat
that doesn't blend in so much with the tile in the future?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f64d002df9">f64d002df9</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New decorations: weird machinery<br>Both of these new, very rare, and harmless statue-variants are using
pieces from the large tile submission by ploomutoo in 76a730d. Since
they're much more advanced technology than is usual for the rest of the
Dungeon, they're currently solely meant to be used in Wizlabs (where they
can join conduits in being weird magicwork equipment) and Zot (where
electric golems have been running around for decades, which has other
sci-fi references in it, and which has always wanted to seem more notably
different from the rest of the Dungeon).<br>
The enigmatic dynamoes are flavoured around knowing as little as possible
about the machine, while the nascence circuits are flavoured around
inexplicably knowing its exact purpose in making constructs. The duality
of this should be cute enough to justify such an isolated shift in
technological purpose (and neither actually implies that much more fancy
capabilities than what iron and electric golems already imply). Both
are only deployed in already relatively weird vaults or wizlabs that
already focus on construct and mystery themes.<br>
(There have been some disagreements between devs about how much these
tiles and other vault statues should be deployed, so for now, they're
only in a handful of vaults each. Several other decorative statues and
petrified trees are in less, so this is fine for now. In the future,
there should probably be more overall decoration options, which will
also help figure out what exact tones and contents each branch wants.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=23b886832e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-135-g23b886832e.zip">here</a>.]]></description>
            <pubDate>Tue, 24 Sep 2024 05:44:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-132-gd0a131fed7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-132-gd0a131fed7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d0a131fed7">d0a131fed7</a> | 2024-09-23 02:21:44 -0230 | regret-index</pre>
Fix a teleport closet in nemelex_altar_shiori (Halvarca)<br>The risks of compressing dense SUBST lines together combined with the
no_tele_into flag, alas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3386d7afde">3386d7afde</a> | 2024-09-23 02:21:44 -0230 | regret-index</pre>
Let player illusions copy a lot more statuses<br>The _player_duration_to_mons_enchantment list for player illusions
(whether sourced from Mara, Nemelex, or Xom) is extremely short, unchanged
in 13 years. Unsurprisingly, we've added quite a few statuses over such
a span of time, but next to none of them have been included in this list.
It's got a strangely flavour-based comment explanation above it stating
that "internal" "magical" effects are supposed to be gathered, but not
"external" effects- I'm choosing to forego this entirely, due to such
logic being both 1: non-obvious, 2: weird to single out when illusions
also are ostenibly getting one's collective equipment offenses and
defenses, and 3: extremely out of date with other added "internal" magic
effects.<br>
The old list of copied effects were: invisibility, confusion, paralysis,
slow, haste, might, berserk, and poison. The new list adds on: barbs,
blind, brilliance, corrosion, dimensional anchor, fire vulnerability,
frozen, lowered or heightened will, -move, petrifying, poison
vulnerability, resistance, sap magic, sign of ruin, swiftness, toxic
radiance, vitrification, and weak.<br>
This should make friendly illusions a little weaker (which is fine,
since Nemelex is quite strong) but with a few key upside uses (in
preserving some notable effects like brilliance and swiftness). It
should also make hostile effects a bit scarier (unless one is already
heavily debuffed, which covers for itself anyway), which is good due to
Mara underperforming these days and Xom always being in need of more
noticeably variation in threat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ea5bc3604b">ea5bc3604b</a> | 2024-09-22 08:51:36 -0500 | David Lawrence Ramsey</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b0d9199257">b0d9199257</a> | 2024-09-22 04:18:47 -0230 | regret-index</pre>
More tweaks to more recent monsters<br> * Experience value increases are being handed out to thermic dynamos
   (which are taking up quite a high proportion of kills versus appearance
   numbers), undying armouries (who are successfully providing very
   dangerous support roles while being reasonably sturdy themselves), and
   nekomata (who are successfully completely terrifying if not properly
   respected, can squash most other tier-1 demons, and are currently
   tearing apart Pan visitors). Since the winrate went slightly down in
   the last tournament, this should be fine in terms of slightly
   increasing overall amounts of experience in the game, and it should
   also help the monster threat assessment displays.<br>
 * Sin beasts continue to underperform in Pan- unsurprising, considering
   their relatively low damage as melee threats that late. Rather than
   buff Geryon much further, sin beasts spawning rather than being
   summoned now appear in duos- trampling non-draconic monsters tend to
   spawn in bands as is, and their support capacities of antimagic and
   repositioning for other monsters will work better when they get
   another body to work with.<br>
 * To help make finding the original nekomata easier to parse, their
   summons now get a differently-recoloured tile to help mark them
   seperately from the original beyond the small purple summoned status
   dot. (I'm divided on doing what AF_SWARM does and sending the
   summons to be owned by original caster, as this will make them summon
   copies much faster due to individual ones not having their own
   effective summon cap- I want more data before revising such an
   implementation.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8e166ad1d2">8e166ad1d2</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New tileset for granite statues in Depths, Zot<br>The long granite statue tile list has a number of upsides and downsides.
It provides reasonably easy flavour for given vaults of civilisation or
ruin, it highlights the highly cosmopolitan population of the Dungeon and
its branches, and they always immediately serve as a conspicuous
highlighting point to indicate the presence of a vault. However, they also
have major issues- with 29 different statue tiles depicting completely
different matters used in excess amounts throughout every single branch
regardless of that branch's flavour, they immediately all blend into the
mental background. A given arbitrary hall in D, Lair, Snake, Swamp, Elf,
and Zot all share depictions of angels, demons, warriors, and snails,
which actually homogenizes those branches with the very means a vault is
meant to stand out with. While an extensive list of highly-specific
stand-out decorations have been deployed throughout 0.32 and 0.33 to try
and provide more specific flavour, they can't be deployed absolutely
everywhere without losing their own distinctive flavour, and already in
their sparser uses lead to concern and confusion about whether or not
they actually do anything.<br>
As an attempt to deal with such issues, I'm starting what may be an
extremely long-term project, to deploy overlapping but mostly completely
different tilesets for granite statues in different branches corresponding
to their contents and flavour both. As I have plenty of artistic
limitations, the bulk of what I'm deploying here is admittedly recolours
using current tiles, unused tiles, and replaced tiles. Still, I am adamant
that this overall effort is worthwhile for making a statue actually have
any deliberate purpose rather than being effectively random noise in over
75% of their hundreds of uses.<br>
This commit starts off with Depths and Zot, branches that already heavily
want to stand out as dramatic for being the end of a regular three-rune
game. These statue sets include focusing down on demons, not-yet-walking
tomes, liches, spriggans, and varying depictions of orb guardians over
the ages. Hopefully they'll succeed at making Depths and Zot feel more
coherent in their specific flavour, and the palette + statue tiles they'll
share amongst themselves but not other branches will hopefully help
connect the two branches yet further.<br>
"New" tile sources:
 * Tomes statue - Ploomutoo's decorative books.
 * Spriggan, vampiric fang statues -
   Coolio's spriggan berserker and mimic tiles.
 * Asmodeus, devil statues -
   roctavian's non-tall Asmodeus and blue devil.
 * Lich, seraph, serpent and old orb guardian statues -
   Denzi's old 32x32 and 64x64 tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9b1a4445c4">9b1a4445c4</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New tengu tiles (Sastreii)<br>Wonderfully sharp tilework as is usual.<br>
(I quickly threw together a new Shadowslip base tengu tile, since it was
missing from the submission and those are relatively simple tiles to make.
Maybe something else besides the tengu conjurer can get a goofy wizard hat
that doesn't blend in so much with the tile in the future?)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f64d002df9">f64d002df9</a> | 2024-09-22 03:58:17 -0230 | regret-index</pre>
New decorations: weird machinery<br>Both of these new, very rare, and harmless statue-variants are using
pieces from the large tile submission by ploomutoo in 76a730d. Since
they're much more advanced technology than is usual for the rest of the
Dungeon, they're currently solely meant to be used in Wizlabs (where they
can join conduits in being weird magicwork equipment) and Zot (where
electric golems have been running around for decades, which has other
sci-fi references in it, and which has always wanted to seem more notably
different from the rest of the Dungeon).<br>
The enigmatic dynamoes are flavoured around knowing as little as possible
about the machine, while the nascence circuits are flavoured around
inexplicably knowing its exact purpose in making constructs. The duality
of this should be cute enough to justify such an isolated shift in
technological purpose (and neither actually implies that much more fancy
capabilities than what iron and electric golems already imply). Both
are only deployed in already relatively weird vaults or wizlabs that
already focus on construct and mystery themes.<br>
(There have been some disagreements between devs about how much these
tiles and other vault statues should be deployed, so for now, they're
only in a handful of vaults each. Several other decorative statues and
petrified trees are in less, so this is fine for now. In the future,
there should probably be more overall decoration options, which will
also help figure out what exact tones and contents each branch wants.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89085595bf">89085595bf</a> | 2024-09-22 03:58:16 -0230 | regret-index</pre>
Ever-recurring vault review<br>Of note:<br>
 * grunt_temple_overflow_holy_war uses rock walls for wall_catacombs, so
   it matches the use of that rock in serial_column_ruins.<br>
 * st's old swamp vaults now have several still-relatively-old Swamp
   monsters added to them so that they're less monotonously close to the
   Swamp rune vaults (since they lack the sheer number to hold any of the
   same interest said rune vaults also possess).<br>
 * elves_outpost_lemuel and sword_in_stone are now rescaled earlier on, so
   they're not quite so aggressive with pre-Lair threats like e.g. 5.5
   zephyrmancers.<br>
 * Chaos zig floors no longer include greater demons (as proteans provide
   plenty of non-pan-lord variety and other floors emphasize plenty of
   greater demons at this point), while Vestibule zig floors use slightly
   slower amounts of silent spectres (as they become redundant after a
   certain point versus the actual threats of a floor) in exchange for more
   greater demons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2999c8d83f">2999c8d83f</a> | 2024-09-21 23:06:20 -0400 | patrick</pre>
Add a quote for the hand cannon.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d67f649228">d67f649228</a> | 2024-09-20 02:43:18 -0230 | DracoOmega</pre>
Don't attack an exponential number of times with cleaving quick blades<br>(ie: if you have the Cleave status from Xom)<br>
The second attack against each target would initiate an entire new series
of attacks against every adjacent enemy, which grew *wildly* out of hand
with many nearby enemies. If you were sufficiently bad at killing them
(maybe only possible in wizmode), this could even crash the game.<br>
Instead, only determine cleave targets from the first attack.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d0a131fed7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-132-gd0a131fed7.zip">here</a>.]]></description>
            <pubDate>Mon, 23 Sep 2024 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-124-g2999c8d83f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-124-g2999c8d83f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2999c8d83f">2999c8d83f</a> | 2024-09-21 23:06:20 -0400 | patrick</pre>
Add a quote for the hand cannon.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d67f649228">d67f649228</a> | 2024-09-20 02:43:18 -0230 | DracoOmega</pre>
Don't attack an exponential number of times with cleaving quick blades<br>(ie: if you have the Cleave status from Xom)<br>
The second attack against each target would initiate an entire new series
of attacks against every adjacent enemy, which grew *wildly* out of hand
with many nearby enemies. If you were sufficiently bad at killing them
(maybe only possible in wizmode), this could even crash the game.<br>
Instead, only determine cleave targets from the first attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f967fc499">3f967fc499</a> | 2024-09-19 20:07:49 -0230 | regret-index</pre>
Hatch off a spider teleport island (#3611)<br>I'm not the most worried about people using their last blinking scrolls to
leap onto no_tele_into islands and having absolutely no other ways to get
out, but we might as well be consistent about handling such through
hatches.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e02436c18">6e02436c18</a> | 2024-09-19 20:06:06 -0230 | regret-index</pre>
Fix an Abyss crash (Implojin)<br>ae9bbc2 screwed up Abyss feature conversion (as I had been indecisive as
to whether or not fountains of eyes should be handled in sanitize_feature
or push_features_to_abyss), and should now properly handle weird terrain
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b814bfba8c">b814bfba8c</a> | 2024-09-19 19:55:38 -0230 | regret-index</pre>
Properly contain a runed door (#4040)<br>minmay_the_grid_triangle_9x9_subtriangle didn't account for subvault
usages that would connect in the backmost part- I've had to squish in the
vault to make sure it's sealed in. This sometimes means that there's no
actual monsters behind a runed door, but the vault creator has a deep
antipathy against NSUBST and I'd need to review the entire rest of this
file if I was going to make that more consistent anyway.<br>
Closes #4040.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4cb121a70e">4cb121a70e</a> | 2024-09-19 19:48:14 -0230 | regret-index</pre>
Make the Robe of Folly actually a dull grey (#3787)<br>The 16-year-old rltiles tile for the Robe of Folly has never actually
matched its description as "a dull grey robe", a description roughly
equally old. With a new fanciful Robe of Augmentation tile replacing a
previously grey tile, I've quickly tweaked that old Augmentation tile
to be both a dull grey and stained like the old Robe of Folly tile was.<br>
Closes #3787.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af0e7bad45">af0e7bad45</a> | 2024-09-19 19:31:05 -0230 | regret-index</pre>
New default meat cache tile (pianoman523)<br>Modified to be slightly redder than the original submission- they may
be mostly cured and smoked meats, but they should also parse as meat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=675ddfb807">675ddfb807</a> | 2024-09-19 18:48:41 -0230 | regret-index</pre>
A wide variety of new tiles (CanOfWorms)<br>New Tiles for the Robe of Augmentation, Firestarter, the rarely-seen base
forms for shapeshifter monsters and glowing shapeshifters, and living
spells now in newly different shades depending on the spell they'll cast.<br>
There's also a new a great orb of eyes tile that I can't help but see a
face in, and have thus mirrored to face left (as every single monster
besides the one literally-sleepwalking monster does). We'll see how it
feels in practice.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22c7523c43">22c7523c43</a> | 2024-09-19 16:49:52 -0230 | regret-index</pre>
Fix a mutation text typo (CanOfWorms)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1f659f69e">b1f659f69e</a> | 2024-09-19 09:08:50 -0700 | Nicholas Feinberg</pre>
Convert monster_shout to use a reference<br>As a demonstration, and also cleanup.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2999c8d83f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-124-g2999c8d83f.zip">here</a>.]]></description>
            <pubDate>Sun, 22 Sep 2024 05:44:30 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-123-gd67f649228.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-123-gd67f649228.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d67f649228">d67f649228</a> | 2024-09-20 02:43:18 -0230 | DracoOmega</pre>
Don't attack an exponential number of times with cleaving quick blades<br>(ie: if you have the Cleave status from Xom)<br>
The second attack against each target would initiate an entire new series
of attacks against every adjacent enemy, which grew *wildly* out of hand
with many nearby enemies. If you were sufficiently bad at killing them
(maybe only possible in wizmode), this could even crash the game.<br>
Instead, only determine cleave targets from the first attack.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f967fc499">3f967fc499</a> | 2024-09-19 20:07:49 -0230 | regret-index</pre>
Hatch off a spider teleport island (#3611)<br>I'm not the most worried about people using their last blinking scrolls to
leap onto no_tele_into islands and having absolutely no other ways to get
out, but we might as well be consistent about handling such through
hatches.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e02436c18">6e02436c18</a> | 2024-09-19 20:06:06 -0230 | regret-index</pre>
Fix an Abyss crash (Implojin)<br>ae9bbc2 screwed up Abyss feature conversion (as I had been indecisive as
to whether or not fountains of eyes should be handled in sanitize_feature
or push_features_to_abyss), and should now properly handle weird terrain
again.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b814bfba8c">b814bfba8c</a> | 2024-09-19 19:55:38 -0230 | regret-index</pre>
Properly contain a runed door (#4040)<br>minmay_the_grid_triangle_9x9_subtriangle didn't account for subvault
usages that would connect in the backmost part- I've had to squish in the
vault to make sure it's sealed in. This sometimes means that there's no
actual monsters behind a runed door, but the vault creator has a deep
antipathy against NSUBST and I'd need to review the entire rest of this
file if I was going to make that more consistent anyway.<br>
Closes #4040.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4cb121a70e">4cb121a70e</a> | 2024-09-19 19:48:14 -0230 | regret-index</pre>
Make the Robe of Folly actually a dull grey (#3787)<br>The 16-year-old rltiles tile for the Robe of Folly has never actually
matched its description as "a dull grey robe", a description roughly
equally old. With a new fanciful Robe of Augmentation tile replacing a
previously grey tile, I've quickly tweaked that old Augmentation tile
to be both a dull grey and stained like the old Robe of Folly tile was.<br>
Closes #3787.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af0e7bad45">af0e7bad45</a> | 2024-09-19 19:31:05 -0230 | regret-index</pre>
New default meat cache tile (pianoman523)<br>Modified to be slightly redder than the original submission- they may
be mostly cured and smoked meats, but they should also parse as meat.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=675ddfb807">675ddfb807</a> | 2024-09-19 18:48:41 -0230 | regret-index</pre>
A wide variety of new tiles (CanOfWorms)<br>New Tiles for the Robe of Augmentation, Firestarter, the rarely-seen base
forms for shapeshifter monsters and glowing shapeshifters, and living
spells now in newly different shades depending on the spell they'll cast.<br>
There's also a new a great orb of eyes tile that I can't help but see a
face in, and have thus mirrored to face left (as every single monster
besides the one literally-sleepwalking monster does). We'll see how it
feels in practice.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=22c7523c43">22c7523c43</a> | 2024-09-19 16:49:52 -0230 | regret-index</pre>
Fix a mutation text typo (CanOfWorms)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1f659f69e">b1f659f69e</a> | 2024-09-19 09:08:50 -0700 | Nicholas Feinberg</pre>
Convert monster_shout to use a reference<br>As a demonstration, and also cleanup.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d60b030d2">4d60b030d2</a> | 2024-09-18 23:38:10 -0500 | David Lawrence Ramsey</pre>
Rename Agonizing Touch to Agonising Touch.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d67f649228">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-123-gd67f649228.zip">here</a>.]]></description>
            <pubDate>Fri, 20 Sep 2024 05:45:22 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-114-g4d60b030d2.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-114-g4d60b030d2.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d60b030d2">4d60b030d2</a> | 2024-09-18 23:38:10 -0500 | David Lawrence Ramsey</pre>
Rename Agonizing Touch to Agonising Touch.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=39ec392c86">39ec392c86</a> | 2024-09-18 23:25:29 -0500 | David Lawrence Ramsey</pre>
Fix typos and spelling.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36d77bed45">36d77bed45</a> | 2024-09-19 01:49:17 -0230 | Index</pre>
Fix crash in Xom's wave of despair effect (#4037)<br>If `place_monster_corpse` returns nullptr, the game crashes when trying
to call `turn_corpse_into_skeleton`.

Possible when placing a skeleton on a terrain feature that destroys
items, like lava. (`move_item_to_grid` destroys the would-be corpse
item)

Example crash log:
https://underhound.eu/crawl/morgue/seandewar5/crash-seandewar5-20240902-225318.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a16d74b5a3">a16d74b5a3</a> | 2024-09-19 01:48:19 -0230 | regret-index</pre>
Revive ancient pizza memes (pianoman523)<br>Add a new cache of meat tile by pianoman523 that clearly is Just A Pizza
with slight extras. Since caches of meat are meant to convey a wider
variety of meal options beyond pizza itself, the odds of seeing it out in
the wild are relatively low compared to the current placeholder sausage +
jerky tile, but it _can_ be specified by a vault, as has now been done for
a few old vaults and with the revival of one old food vault.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdc6e31f64">cdc6e31f64</a> | 2024-09-19 01:03:32 -0230 | regret-index</pre>
Reorganize monspell.txt (completely) and rltiles/UNUSED folder (a little)<br> * Removed some tiles in the UNUSED folder otherwise already in use,
   renamed more &s as .small.pngs, and moved some more tiles to proper
   locations.<br>
 * unused/armour/cornuthaum.png is entirely supplanted by
   item/armour/headgear/wizard_hat.png and is thus no longer stored.<br>
 * monspell.txt has been alphabetized heavily, had several removed spells
   or specific-spell monster cast lines cleaned out, and had a number of
   entries placed in their right header sections. Hopefully, having an
   already alphabetized set of lists should make this have far less decay
   and rot set into the entire arrangement over the next years.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a3ff4ff344">a3ff4ff344</a> | 2024-09-18 21:02:02 -0230 | regret-index</pre>
New creepy-crawly tiles (Sastreii)<br>New brain worm and culicivora tiles, to be specific.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=37ed16d397">37ed16d397</a> | 2024-09-18 19:46:00 -0230 | regret-index</pre>
Fix gold_lair_mu's teleport islands (#3612), update it<br>The bug report issue pointed out some teleport islands, which I've handled
here through hatches since it's not the most compactly threatening vault
by any real margin.<br>
While I'm here, I also fiddled with the header to fit more house style
matters, removed oklob plants entirely as are harmless at Depths depth, and
doubled the golden dragon count (to two) due to golden dragons no longer
being such a rare highlight with the reworking of D:16-27 into Depths.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=97551ef1b1">97551ef1b1</a> | 2024-09-18 05:41:52 -0230 | regret-index</pre>
Adjust blizzard demon flavour, messaging, substance (Lici, acrobat)<br>With blizzard demons having had a formless (and angry) crackling cloud
tile for over a dozen years (e970459), they can reasonably count as
insubstantial. With c2ce1f5 having changed their shape out of a humanoid
state, their Airstrike message has been screwed up (not that it's ever
really clear they ever had conventional arms), so they now have a custom.
arm / hand name string. With a deeply generic elemental description since
their inception in caa05f8 (not a single other demon is even just described
as "greater"), they can do with even the slightest bit of emotion-driven
flavour in their description and cast messages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c57dba787">4c57dba787</a> | 2024-09-18 00:13:34 -0230 | regret-index</pre>
Fix an include error<br>727ca9e forgot to include coord-def.h in mon-clone.h adding a new default
argument for clone_mons. Weirdly enough, regular compiliation didn't
complain at all about this, probably due to chain includes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8afca07a99">8afca07a99</a> | 2024-09-18 00:05:44 -0230 | regret-index</pre>
Fix the build<br>Forgot to not cast players as monsters in 9f88647.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4d60b030d2">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-114-g4d60b030d2.zip">here</a>.]]></description>
            <pubDate>Thu, 19 Sep 2024 05:45:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-105-g4c57dba787.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-105-g4c57dba787.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c57dba787">4c57dba787</a> | 2024-09-18 00:13:34 -0230 | regret-index</pre>
Fix an include error<br>727ca9e forgot to include coord-def.h in mon-clone.h adding a new default
argument for clone_mons. Weirdly enough, regular compiliation didn't
complain at all about this, probably due to chain includes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8afca07a99">8afca07a99</a> | 2024-09-18 00:05:44 -0230 | regret-index</pre>
Fix the build<br>Forgot to not cast players as monsters in 9f88647.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=80eda39fb5">80eda39fb5</a> | 2024-09-17 22:30:39 -0230 | Lexi Hattaway</pre>
Add arrival / ecumenical / ice cave entry vaults (#3984)<br>[Committer's notes: Most of what I'd do here was sent as feedback to the
PR and eventually handled by the submitter. The only things I'm doing here
are tweaking one of the vaults' header line orders and squashing all of
the commits into one.<br>
Merges #3984.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5656a03f3f">5656a03f3f</a> | 2024-09-17 22:30:39 -0230 | regret-index</pre>
Prevent more species dummy monsters from getting Crypt zombies<br>Since the player isn't expected to fight plain deep dwarf, tengu,
draconian, or vine stalker monsters in general, making their zombies in
Crypt is deeply silly and weird. The former two at least have the reasoning
that they were previously regular monsters and got removed from such a
position, the plain draconians are weird (holdovers from shapeshifters
turning into them)?, and vine stalker zombies raise general questions of
"just how alive is their host body" that are difficult to answer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f88647463">9f88647463</a> | 2024-09-17 22:30:39 -0230 | regret-index</pre>
Don't let chaos confuse boulders and bombs (#3654)<br>Most mons_is_conjured spell components shouldn't be confusable in the first
place, aside from the vortices already being redundantly pseudo-confused-
they all have specific behaviours that don't work when confused or
acknowledge being confused.<br>
Closes #3654.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=727ca9edda">727ca9edda</a> | 2024-09-17 22:30:39 -0230 | regret-index</pre>
New Pan demon: nekomata<br>Pandemonium could always do with some more variety beyond the demons one
sees shared between summoning from the rest of a 3-rune game, the demonic
vaults before Lair branches + entry vaults Depths, and the demons shared
with the Abyss and the Hells. Demonspawn enemies and Pan lords themselves
reasonably help with this, but there's plenty of hypothetical space across
multiple glyphs to fit in more monsters, especially in the danger tier
that demonspawn try to fulfill between tier 2 and tier 1 demons.<br>
This new feline demon of trickery and disdain, a white "R" in console, is
meant to try out a strange conjoining of archetypes- it is a ranged weapon
threat _and_ a summoner, simultaneously. In the former aspect, it always
comes with a branded ranged launcher (of flaming or draining, to reflect
its arson and necromantic mythological capacities), plus Repel Missiles
(as we never used in extended) and a demon blade (of either brand) as a
fallback. In the latter aspect, it has a high chance to cast a new
conjurations spell- "Phantom Blitz", a single-target projectile that deals
damage and summons a copy of itself where the projectile stops. The summon
cap for the spell is only 2, but each of the clones have their own summon
cap for the spell, which should be memorably terrifying if let out of
control.<br>
This thus has the unique, cruel property of being even stronger than
previous monsters that summon-on-hit by instead summoning from a distance
with a conjuration, and works as a new iteration on the illusion mechanics
of other eastern demons used in Crawl already. In its placement, it joins
Pan and ranged Zig floors, gets to appear as a mage in Lom Lobon's floor
and in a few guaranteed demonic rune vaults, plus regular Pan floor
monster set generation / orb run sightings. Very high level Xom
worshippers may also see them rarely- a summoning demon that can get out
of control feels entirely appropriate for Xom.<br>
Their tile is a modification of Sastreii's current rakshasa tile (with
twin tails pulled off of Denzi's felid tiles). The current rakshasa tile
is far too cat-like to be any mythologically accurate- a proper rakshasa
may be somewhat beastial, but is hardly a full anthromorphic design, and
also usually somewhat deformed. (Blame D&D for the tiger associations.)
The previously-unused tile by meckryl still emphasizes ornate accessories
while fitting a more fangsome and asymmetric appearance, and is now used
for the rakshasa earlier in the game instead. The Phantom Blitz spell icon
placeholder simply modifies ontoclasm and roctavian's Searing Ray icon.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2b7a90caab">2b7a90caab</a> | 2024-09-17 15:38:32 -0230 | DracoOmega</pre>
Remove a tiny bit of obsolete code<br>It isn't actually possible to directly create skeletons of active monsters
since the removal of Nectotise.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe4f17deeb">fe4f17deeb</a> | 2024-09-17 15:38:32 -0230 | DracoOmega</pre>
Update a comment<br>Fountains haven't counted as water since b47861556a4dd18e
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4012fd3d9b">4012fd3d9b</a> | 2024-09-17 15:38:32 -0230 | DracoOmega</pre>
Fix a rare crash with Dith shadow shot<br>If the player made a ranged attack which killed its primary target, and
also triggered a shadow shot while the player shadow was not already out
*and* the player was both invisible and could not see invisible, the game
would crash. If any of these things was not true, it worked properly.<br>
(The issue stemmed from fuzzing for beams near invisible players and how
MID_PLAYER was used as the source of the tracer for determining what other
target the shadow should shoot at, if it wasn't deployed yet. But
MID_PLAYER_SHADOW_DUMMY was added for the specific purpose of simulating
a player shadow that doesn't exist yet, so use it instead here. To be
honest, I'm not sure why it wasn't already.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd2f4f1e42">fd2f4f1e42</a> | 2024-09-16 21:27:03 -0500 | brandon s allbery kf8nh</pre>
don't crash if shadow can't be placed (ChongLi)<br>If a player is surrounded by monsters to depth 3+, _get_shadow_spots
produces an empty vector and the game crashes trying to dereference
the first entry. Check for an empty vector first.
(https://cbro.berotato.org/morgue/ChongLi/crash-ChongLi-20240908-132253.txt)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4c57dba787">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-105-g4c57dba787.zip">here</a>.]]></description>
            <pubDate>Wed, 18 Sep 2024 05:45:06 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-96-gfd2f4f1e42.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-96-gfd2f4f1e42.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd2f4f1e42">fd2f4f1e42</a> | 2024-09-16 21:27:03 -0500 | brandon s allbery kf8nh</pre>
don't crash if shadow can't be placed (ChongLi)<br>If a player is surrounded by monsters to depth 3+, _get_shadow_spots
produces an empty vector and the game crashes trying to dereference
the first entry. Check for an empty vector first.
(https://cbro.berotato.org/morgue/ChongLi/crash-ChongLi-20240908-132253.txt)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df7c40bf2b">df7c40bf2b</a> | 2024-09-16 21:00:13 -0500 | NormalPerson7</pre>
Don't auto-hide currently unmemorisable spells when picking up books<br>Previously, if you worshipped Okawaru (for example), spells which
could not be memorised would be silently added to your library and also
hidden in your library.<br>
Spells that can't be memorised do not appear on the spell library
interface, so this had no actual effect as long as the spell could not
be memorised. But, say, if you then abandoned Okawaru, you would
find all their previously unmemorisable spells hidden in the library
(so that, to unhide and memorise them, you would have to visit the
"Show" screen).<br>
In practice, this meant many players would just assume the spell was
lost forever.<br>
Resolves #3994.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4126433af7">4126433af7</a> | 2024-09-16 20:08:03 -0230 | DracoOmega</pre>
Don't boost !magic from Potion Petition by being an oni/Kyrias (Lici)<br>Technically !ambrosia would also be bugged in this fashion, were it
possible to actually get it via Potion Petition.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad5dd902bf">ad5dd902bf</a> | 2024-09-16 20:08:03 -0230 | DracoOmega</pre>
Don't generate coglin gizmos with Rampage for Chei worshippers<br>In the same spirit that acquirement respects items your god bans, don't
let coglins of Chei invent gizmos with rampage (which therefore rules out
an entire whole item, along with its guaranteed properties).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7007fb380">e7007fb380</a> | 2024-09-16 20:07:53 -0230 | NormalPerson7</pre>
Don't gain experience from killing allied apostles<br>Previously it was possible to kill your apostles with e.g. scrolls of
poison, not incur wrath, and gain experience from the kill.<br>
I can't really imagine players ever wanting to take advantage of this,
but nonetheless it goes against the spirit of Beogh so let's prevent
apostles from giving experience.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c4b16875ff">c4b16875ff</a> | 2024-09-16 20:07:34 -0230 | NormalPerson7</pre>
Preserve bribe enchantments for reviving bennu<br>Previously, if a bennu was friendly-bribed in their first life, it
would revive as a permanent friendly ally that could follow the player
everywhere. If it was temporarily neutral-bribed, it would revive
as a permanent neutral monster.<br>
Fix this issue by preserving friendly and neutral bribe enchantments
upon revival.<br>
Sidenote: currently unbribed bennu get a second chance to become bribed
upon revival - is this good behaviour?<br>
Resolves #4026.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=45882a55ab">45882a55ab</a> | 2024-09-16 13:57:27 -0500 | NormalPerson7</pre>
Fix HP/MP not updating when (un)equipping the Charlatan's Orb<br>Make the Charlatan's Orb explicitly update the player's HP and MP in its
equip/unequip functions.<br>
Also add the Charlatan's Orb as a cause of increased skills on the
skills screen to fix the previous text
"Skills enhanced by  are in green."
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55f019ead6">55f019ead6</a> | 2024-09-16 16:08:21 -0230 | DracoOmega</pre>
Make exploding sheep properly flee from the player (Lici)<br>The dream sheep spawned by kb_xom_exploding_sheep are generated permanently
afraid, with the presumable intent that they run away from the player,
however they aren't generated being *aware* of the player, which means that
they usually have an internal target of (0, 0) and they try to run away
from that instead of the player (ie: they just move south-east in general,
regardless of where the player is).<br>
If any other monster shouted or the player otherwise got the sheep's
attention somehow, they would start fleeing in the proper direction, but it
could still sometimes be a rude surprise to a low XL player. So let's try
to get them moving in the right direction to start with.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f9f973bd00">f9f973bd00</a> | 2024-09-16 09:18:11 -0500 | gammafunk</pre>
task: Remove the trunk 0.32 tournament reminder<br>This reverts commit b3de7b944d009aaea3c3fea32e8150c556050f64.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf3d107625">bf3d107625</a> | 2024-09-15 23:41:53 -0230 | regret-index</pre>
Scale Zig sets a marginal amount harder<br>Since the quadratic scaling introduced in 5942d1e seems to have gone on
perfectly fine without much noticing for ziggurats in the last tournament,
we clearly can do with a little bit more harsh scaling for more floors.
Worthy of note:<br>
 * Tar floors become almost entirely tzitzimimeh and silent spectres.
 * Dis floors become almost entirely hell sentinels.
 * Fire floors become almost entirely orbs of fire.
 * Holy floors become almost entirely seraphs.
 * Abyss, as a branch that can technically spawn silent spectres, now
   joins the fun of becoming a floor with explicit silent spectres and
   a swapping out of liches for daevas (who still smite under Silence).<br>
Also, with increasing chances up to a guarantee on the ninth completed
ziggurat, Zot traps replace the floor of many (but not all) ziggurat
pillar vaults after one has completed more than one ziggurat, so that
pillar vaults are more noticeable amongst all the rest of the enemy spam.<br>
I do want to still come up with more unique scaling effects for ziggurats,
later in this version, but they'll most likely wait until after more Pan
and holy work is done.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fd2f4f1e42">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-96-gfd2f4f1e42.zip">here</a>.]]></description>
            <pubDate>Tue, 17 Sep 2024 05:44:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-87-gbf3d107625.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-87-gbf3d107625.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf3d107625">bf3d107625</a> | 2024-09-15 23:41:53 -0230 | regret-index</pre>
Scale Zig sets a marginal amount harder<br>Since the quadratic scaling introduced in 5942d1e seems to have gone on
perfectly fine without much noticing for ziggurats in the last tournament,
we clearly can do with a little bit more harsh scaling for more floors.
Worthy of note:<br>
 * Tar floors become almost entirely tzitzimimeh and silent spectres.
 * Dis floors become almost entirely hell sentinels.
 * Fire floors become almost entirely orbs of fire.
 * Holy floors become almost entirely seraphs.
 * Abyss, as a branch that can technically spawn silent spectres, now
   joins the fun of becoming a floor with explicit silent spectres and
   a swapping out of liches for daevas (who still smite under Silence).<br>
Also, with increasing chances up to a guarantee on the ninth completed
ziggurat, Zot traps replace the floor of many (but not all) ziggurat
pillar vaults after one has completed more than one ziggurat, so that
pillar vaults are more noticeable amongst all the rest of the enemy spam.<br>
I do want to still come up with more unique scaling effects for ziggurats,
later in this version, but they'll most likely wait until after more Pan
and holy work is done.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9310caa5ee">9310caa5ee</a> | 2024-09-15 20:39:18 -0500 | David Lawrence Ramsey</pre>
Fix doubled foul flame melee attack damage.<br>The previous doubling of damage was only supposed to apply to foul flame
weapon attacks.<br>
This partially reverts 90a6e0420698cfe08bc0206b481ef80845585b54.<br>
Closes #4000.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01db4b9143">01db4b9143</a> | 2024-09-15 18:42:45 -0230 | regret-index</pre>
Make Ephemeral Shield only activate on invocations that cost anything (Ge0FF)<br>Mostly to prevent instantly renaming one's ancestor from providing free SH
over and over again. "Costs" as the mutation description now mentions
include piety, HP, MP, cards, gold, max HP draining, Exhaustion, -Recite,
and (begrudgingly) sacrifices to Ru. It's a weird list, but for the most
part it should be fine for costing something or another preventing most
invocations spam anyway- the only real cost here is losing Wu Jian
wall-jumps, and Serpent's Lash is already an invocation that can highly
value getting some shields afterwards.<br>
(I'm not greatly worried about this still counting allies recall, as I
mentioned in 9303715. Wasting the turn for 7 SH is unlikely to be of much
value versus either walking away from enemies or swapping behind one's
allies, and the mp cost is not insignificant when the gods with Recall
also have MP-costing abilities of much higher value between Smiting,
Torchlight, and Idealize.)<br>
(There _might_ be some arguing about cards, Exhaustion, and Recite all
counting. We'll see how this feels out over the long time it takes for
non-Xom non-Jiyva characters to even see the mutations.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=433eebaeb2">433eebaeb2</a> | 2024-09-15 17:32:41 -0230 | regret-index</pre>
Let player berserk give immunity to fear (DracoOmega)<br>Berserk monsters are immune to fear when berserked (as is obvious with
early black bears), but players aren't (and a comment has been wondering
about this discrepancy since c6d2f85). Cause Fear is a relatively rare
effect only used on about four monsters, so it's not too significant a
monster nerf / berserk buff (and those monsters all either meaningfully
summon or debuff from a distance, so there's still some danger), but it
adds a little more consistency in a relatively player-generous fashion.<br>
(Also of high importance: Crawl doesn't show the fear aura that well when
one is also berserk, and it'd be a massive headache to try to make it do
so. Happy dual solutions.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b1b5fd0351">b1b5fd0351</a> | 2024-09-15 17:32:41 -0230 | regret-index</pre>
Marginally nerf ball pythons<br>After the major constriction rewrite of 9adf0d1, ball python have finally
started to successfully tutorialize on the existence and power of
constriction for D:1. This is good! It means there's a monster with a
gimmick that'll take a fair ways longer to be seen again, that can allow
experimenting with the gimmick much earlier, and which stands out amongst
other D:1 and D:2 enemies in its support + damage role.<br>
However, they're also a noticeably increased threat on D:1, which doesn't
really need the bump upwards- between the two tournaments, they moved from
the 43rd killer to the 13th. A good promotion, but possibly a bit much for
one.<br>
As such, I'm nudging down their non-constriction damage and their EV very
slightly, which should make it easier to kill them when there's other
enemies around, but which should also still let their newly finally
threatening constriction be somewhat noticeable if they're not focused down
on.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c2ce1f5d24">c2ce1f5d24</a> | 2024-09-15 17:32:40 -0230 | regret-index</pre>
List which monsters can open doors<br>There are a number of monster tile bodyplans that would seemingly preclude
the ability for a monster to open doors, yet some of those monsters still
can in practice. Sun demons, ugly things, tentacled monstrosities and
starspawn, glowing orange brains, various weirdly-composed golems and
wraiths (including putrid mouths), Gloorx Vloq, Lom Lobon, and orb
guardians make up the most obvious candidates here. It would be a
significant nerf to make many of these unable to use doors (and console
has gone on by knowing e.g. most Xs and all tiered demons can use doors).<br>
Instead, this could be addressed by UI means somewhat directly. This
comes with a variety of different attempts to address this:<br>
 * Every monster that can wield equipment already has the ability to open
   doors. Doors descriptions (outside of runed and sealed doors) further
   emphasize this fact, as well as mentioning some monsters that don't
   use equipment but can open doors.<br>
 * Monsters that could have equipment but haven't found any (crimson imps
   and iron imps being the obvious stand-outs), as well as monsters that
   only have MONUSE_OPEN_DOORS, now mention it amongst the other travel
   lines. To try to make the nonstandard-appearance door users stand out,
   monsters that lack a humanoid shape have a conspicuously different
   properties line than normal.<br>
   * (Ufetubi are now MONS_SHAPE_BIRD (they're closest to penguins),
     sun demons are now MON_SHAPE_ORB (matching foxfires and orbs of
     fire), and blizzard demons and putrid mouths are now MON_SHAPE_MISC
     (matching worldbinders as hands in clouds). This should only affect
     messaging and not anything else.)<br>
 * Jellies, Xtahua, and the Serpent of Hell also explicitly mention they
   can eat or crash through doors, as well.<br>
 * To try to reduce the number of description lines here, don't bother
   listing off if a monster could survive in water or lava if it already
   flies- currently, there's no way to ground enemies without outright
   polymorphing them anyway.<br>
If there are sufficient complaints about excess monster information
displayed here versus other more important bits, then some of this can be
reverted. I'd like to keep the unusual door interactions and avoiding
flying + water travel reductions, regardless.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d4d42d1c2">1d4d42d1c2</a> | 2024-09-15 17:32:40 -0230 | regret-index</pre>
Prevent polymorph and shapeshifters from accessing base tengu<br>Plain base tengu monsters were used for a while as regular monsters in
making classed tengu into regular monsters, but were cut for being far more
plain and weaker than comparative naga or merfolk. As such, they never got
the M_NO_POLY_TO tag other base player-species monsters got, which I'm
fixing up here- if it's not already a branch spawn, the only player species
monster that's allowed to spawn normally (i.e. not as part of vault decor)
are humans.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7901554542">7901554542</a> | 2024-09-15 17:32:40 -0230 | regret-index</pre>
New spell / unrand tiles by Sastreii, some unused tile reorganizing<br>New great tiles for Permafrost Eruption, Magnavolt, Hellfire Mortar,
Fulsome Fusillade, the hoarfrost cannon and hellfire mortar monsters, and
the unrands Brilliance + the Sword of the Doom Knight.<br>
Most of the previous tiles were moved to the unused folder, and I've now
now moved many old spell tiles from the unused/gui folder to their proper
unused/spells folder while tweaking said tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9a799e10ea">9a799e10ea</a> | 2024-09-15 17:32:40 -0230 | regret-index</pre>
New decoration: cache of baked goods<br>A follow-up to 831329d in terms of providing more options for civilized
and lived-in housing flavour, though with some different angles here.
These try for species' culture flavours rather than cultivars of fruit
or given animal meats, and they're creeping into spriggan / centaur /
klown / V vaults more than caches of meat go towards carnivore species and
caches of fruit go to various old fruiting plants / trees.<br>
As with the other food caches, Xom also can spawn or shuffle them around,
and they use the same food_snacking_frequency option added in 9f76b2e.
This also gets to mean the triumphant return of spriggan bakers.<br>
Their tiles are by ploomutoo, edited slightly from 1a665c4 to have more
outlining as helps with lighter background tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5c82c18273">5c82c18273</a> | 2024-09-15 17:32:40 -0230 | regret-index</pre>
A quick distribution of some new decorative tiles<br> * The yak with flowers on it is now part of the Elyvilon peaceful quokka
   vault at further depths and one of the more grassy bazaars.<br>
 * The bailies with orc warlords now get quick wall tiles dedicated to
   Beogh, using one of the Beogh wall banners.<br>
 * A few vaults meant to be a nice, idyllic home or garden get the gardens
   with cobblestones around them.<br>
 * A few Vaults and Zot vaults sample from the newer fountains. Ideally,
   I'd like to use different fountain tile bases per branch, but this
   would need more than just palette-adjusted drawing efforts for dry +
   eye fountains- probably would be good to ask other artists for such.<br>
TODO: Write up decorlines as was done for food and fountains for different
types of flowers between each branch, add a variant recolour or two (and
use the version without the cobblestone in Lair), then have gardens be a
new kind of walk-on-for-commentary terrain type?
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=bf3d107625">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-87-gbf3d107625.zip">here</a>.]]></description>
            <pubDate>Mon, 16 Sep 2024 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-56-g460ee30645.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-56-g460ee30645.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=460ee30645">460ee30645</a> | 2024-09-14 21:25:52 -0230 | regret-index</pre>
Don't spawn abyssal stairs on Abyss:7 (Shadow_Rider)<br>No accessing Abyss:8 just yet, anyway.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff001066c8">ff001066c8</a> | 2024-09-14 21:25:52 -0230 | regret-index</pre>
Put a spot for the Serpent of Hell in tar_mu (Lici, #4027)<br>The encompass vault was missing an actual place for the Serpent of Hell's
set-up function to look for and spawn the unique in question.<br>
Closes #4027.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55745971f8">55745971f8</a> | 2024-09-13 16:47:33 -0500 | gammafunk</pre>
feat: Add monster intelligence to clua<br>Monster intelligence (e.g. "Human" or "Mindless") was missing from clua
even though it's present in the UI. This is a minimal implementation
that simply returns the standard description string of a monster's
intelligence. This is technically a feature, which we wouldn't normally
add to stable/tournament, but it's only related to UI and arguably a bug
that it was missing. It's also very minimal and has been tested locally.<br>
(cherry picked from commit cc8dab42f0033f0eb96e1de10bcbeea62793514c)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9043e79ccf">9043e79ccf</a> | 2024-09-08 04:35:42 -0230 | Samantha Tobias</pre>
fix: "Ran out of altars for temple" error (thirdmesn, Vajrapani) (#4005)<br>A few temple vaults had a temple_altars_X tag where X was lower than
the number of altars in the vault. This caused the "Ran out of altars
for temple" error during the creation of a new character/dungeon.<br>
This commit fixes the issue by increasing the tag values to match the
number of altars in the vault. This change results in temple vaults
with 22 and 26 altars, instead of the previous max of 21.<br>
Note: Does not update temple vaults with a variable temple count due
to substitution removing the superfluous altars in the vault.<br>
Resolves #2810
Resolves #3846<br>
[Committer's note: actually tweaked the initialization temple function to
allow the 22-altar temples to be picked. This _does_ slightly raise the
average number of gods compared to 1659c76, but it's probably fine now
that more gods are attractive to more characters in 0.32. Also, left a few
more comments around.<br>
Closes #4005.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7029d3762f">7029d3762f</a> | 2024-09-07 21:04:49 -0500 | gammafunk</pre>
fix: Don't nest the clua monster spell table<br>The implementation of the clua monster info spells() function was
unconditionally putting the array of spells in another table, probably
to handle the case when a monster doesn't have spells. This commit uses
this (empty) table only in the case when a monster doesn't have spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e99af74eb8">e99af74eb8</a> | 2024-09-06 21:59:22 -0230 | DracoOmega</pre>
Add Alejandro Ramirez to CREDITS.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=460ee30645">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-56-g460ee30645.zip">here</a>.]]></description>
            <pubDate>Sun, 15 Sep 2024 05:45:34 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-54-g55745971f8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-54-g55745971f8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=55745971f8">55745971f8</a> | 2024-09-13 16:47:33 -0500 | gammafunk</pre>
feat: Add monster intelligence to clua<br>Monster intelligence (e.g. "Human" or "Mindless") was missing from clua
even though it's present in the UI. This is a minimal implementation
that simply returns the standard description string of a monster's
intelligence. This is technically a feature, which we wouldn't normally
add to stable/tournament, but it's only related to UI and arguably a bug
that it was missing. It's also very minimal and has been tested locally.<br>
(cherry picked from commit cc8dab42f0033f0eb96e1de10bcbeea62793514c)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9043e79ccf">9043e79ccf</a> | 2024-09-08 04:35:42 -0230 | Samantha Tobias</pre>
fix: "Ran out of altars for temple" error (thirdmesn, Vajrapani) (#4005)<br>A few temple vaults had a temple_altars_X tag where X was lower than
the number of altars in the vault. This caused the "Ran out of altars
for temple" error during the creation of a new character/dungeon.<br>
This commit fixes the issue by increasing the tag values to match the
number of altars in the vault. This change results in temple vaults
with 22 and 26 altars, instead of the previous max of 21.<br>
Note: Does not update temple vaults with a variable temple count due
to substitution removing the superfluous altars in the vault.<br>
Resolves #2810
Resolves #3846<br>
[Committer's note: actually tweaked the initialization temple function to
allow the 22-altar temples to be picked. This _does_ slightly raise the
average number of gods compared to 1659c76, but it's probably fine now
that more gods are attractive to more characters in 0.32. Also, left a few
more comments around.<br>
Closes #4005.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7029d3762f">7029d3762f</a> | 2024-09-07 21:04:49 -0500 | gammafunk</pre>
fix: Don't nest the clua monster spell table<br>The implementation of the clua monster info spells() function was
unconditionally putting the array of spells in another table, probably
to handle the case when a monster doesn't have spells. This commit uses
this (empty) table only in the case when a monster doesn't have spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e99af74eb8">e99af74eb8</a> | 2024-09-06 21:59:22 -0230 | DracoOmega</pre>
Add Alejandro Ramirez to CREDITS.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=55745971f8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-54-g55745971f8.zip">here</a>.]]></description>
            <pubDate>Sat, 14 Sep 2024 05:45:45 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-53-g9043e79ccf.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-53-g9043e79ccf.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9043e79ccf">9043e79ccf</a> | 2024-09-08 04:35:42 -0230 | Samantha Tobias</pre>
fix: "Ran out of altars for temple" error (thirdmesn, Vajrapani) (#4005)<br>A few temple vaults had a temple_altars_X tag where X was lower than
the number of altars in the vault. This caused the "Ran out of altars
for temple" error during the creation of a new character/dungeon.<br>
This commit fixes the issue by increasing the tag values to match the
number of altars in the vault. This change results in temple vaults
with 22 and 26 altars, instead of the previous max of 21.<br>
Note: Does not update temple vaults with a variable temple count due
to substitution removing the superfluous altars in the vault.<br>
Resolves #2810
Resolves #3846<br>
[Committer's note: actually tweaked the initialization temple function to
allow the 22-altar temples to be picked. This _does_ slightly raise the
average number of gods compared to 1659c76, but it's probably fine now
that more gods are attractive to more characters in 0.32. Also, left a few
more comments around.<br>
Closes #4005.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7029d3762f">7029d3762f</a> | 2024-09-07 21:04:49 -0500 | gammafunk</pre>
fix: Don't nest the clua monster spell table<br>The implementation of the clua monster info spells() function was
unconditionally putting the array of spells in another table, probably
to handle the case when a monster doesn't have spells. This commit uses
this (empty) table only in the case when a monster doesn't have spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e99af74eb8">e99af74eb8</a> | 2024-09-06 21:59:22 -0230 | DracoOmega</pre>
Add Alejandro Ramirez to CREDITS.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75c2363917">75c2363917</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Hopefully fix crash when viewing the Form Properties menu (ge0FF)<br>This crash doesn't occur on any architecture I personally have access to,
but had been reported for local tiles on both Arch Linux and Fedora. Big
thanks to ge0FF for hopefully tracking down the real culprit. I'm just
going to have to take other people's word that this fixes things.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9043e79ccf">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-53-g9043e79ccf.zip">here</a>.]]></description>
            <pubDate>Mon, 09 Sep 2024 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-52-g7029d3762f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-52-g7029d3762f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7029d3762f">7029d3762f</a> | 2024-09-07 21:04:49 -0500 | gammafunk</pre>
fix: Don't nest the clua monster spell table<br>The implementation of the clua monster info spells() function was
unconditionally putting the array of spells in another table, probably
to handle the case when a monster doesn't have spells. This commit uses
this (empty) table only in the case when a monster doesn't have spells.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e99af74eb8">e99af74eb8</a> | 2024-09-06 21:59:22 -0230 | DracoOmega</pre>
Add Alejandro Ramirez to CREDITS.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75c2363917">75c2363917</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Hopefully fix crash when viewing the Form Properties menu (ge0FF)<br>This crash doesn't occur on any architecture I personally have access to,
but had been reported for local tiles on both Arch Linux and Fedora. Big
thanks to ge0FF for hopefully tracking down the real culprit. I'm just
going to have to take other people's word that this fixes things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e258f827">41e258f827</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Don't let Vanquished Vanguard summons sometimes drop items (cfcfcfcfcf)<br>This only happened if they were killed directly (as opposed to timing out
or the summoner being killed).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7029d3762f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-52-g7029d3762f.zip">here</a>.]]></description>
            <pubDate>Sun, 08 Sep 2024 05:44:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-51-ge99af74eb8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-51-ge99af74eb8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e99af74eb8">e99af74eb8</a> | 2024-09-06 21:59:22 -0230 | DracoOmega</pre>
Add Alejandro Ramirez to CREDITS.txt<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75c2363917">75c2363917</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Hopefully fix crash when viewing the Form Properties menu (ge0FF)<br>This crash doesn't occur on any architecture I personally have access to,
but had been reported for local tiles on both Arch Linux and Fedora. Big
thanks to ge0FF for hopefully tracking down the real culprit. I'm just
going to have to take other people's word that this fixes things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e258f827">41e258f827</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Don't let Vanquished Vanguard summons sometimes drop items (cfcfcfcfcf)<br>This only happened if they were killed directly (as opposed to timing out
or the summoner being killed).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4495e38fd1">4495e38fd1</a> | 2024-09-01 18:28:53 -0230 | DracoOmega</pre>
Fix all blockable beams being blocked 100% of the time (Lici)<br>Broken since 2031b86 alarmingly....
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e99af74eb8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-51-ge99af74eb8.zip">here</a>.]]></description>
            <pubDate>Sat, 07 Sep 2024 05:45:17 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-50-g1545d69ba7.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-50-g1545d69ba7.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1545d69ba7">1545d69ba7</a> | 2024-09-05 15:29:20 -0230 | DracoOmega</pre>
Fix gravitambourine being able to move orbs of destruction<br>Since virtually nothing in the game can act upon these directly, I don't
think this should be able to either.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa4ca675df">fa4ca675df</a> | 2024-09-05 15:28:53 -0230 | DracoOmega</pre>
Fix octopode physiology (dilly, rypofalem, ge0FF)<br>Their species_flags were split between two blocks and seemingly only the
second was having any effect.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=321b5f042a">321b5f042a</a> | 2024-09-05 15:13:46 -0230 | Alejandro Ramirez</pre>
Ensure only actual spells trigger SpellMotor (#4003)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9fb28c6a05">9fb28c6a05</a> | 2024-09-05 15:12:09 -0230 | DracoOmega</pre>
Don't trigger chaotic artifact weapons against dead monsters<br>This could happen if specifically the base *brand* of the weapon killed a
monster, and even then didn't usually cause a visible problem. With chaotic
Rift and Punk *specifically* (among all chaotic unrands that can currently
appear in the Xom bazaar), this resulted in a crash.<br>
Unlike other sources of brand damage, Punk's acid and distortion banishment
fully reset a monster when they happen, meaning the defender's type is
MONS_NO_MONSTER by the time the secon apply_brand_damage() happens. And
chaos brand specifically tries to look at a monster's resists to determine
what brands it can roll. Against a normal dead monster, this happens
normally (and then it elects not to apply the brand at all), but against a
reset monster, this causes an assert when it looks for its resists.<br>
I think a more proper solution involves refactoring the chaos brand check,
but I'd like to cherry-pick a bugfix in 0.32, so I'm going with the
simpler solution with less possible side-effects for right now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75c2363917">75c2363917</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Hopefully fix crash when viewing the Form Properties menu (ge0FF)<br>This crash doesn't occur on any architecture I personally have access to,
but had been reported for local tiles on both Arch Linux and Fedora. Big
thanks to ge0FF for hopefully tracking down the real culprit. I'm just
going to have to take other people's word that this fixes things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e258f827">41e258f827</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Don't let Vanquished Vanguard summons sometimes drop items (cfcfcfcfcf)<br>This only happened if they were killed directly (as opposed to timing out
or the summoner being killed).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4495e38fd1">4495e38fd1</a> | 2024-09-01 18:28:53 -0230 | DracoOmega</pre>
Fix all blockable beams being blocked 100% of the time (Lici)<br>Broken since 2031b86 alarmingly....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3de7b944d">b3de7b944d</a> | 2024-08-30 21:21:10 -0500 | gammafunk</pre>
task: Add the trunk 0.32 tournament reminder<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=1545d69ba7">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-50-g1545d69ba7.zip">here</a>.]]></description>
            <pubDate>Fri, 06 Sep 2024 05:45:29 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-46-g92cb95d158.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-46-g92cb95d158.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92cb95d158">92cb95d158</a> | 2024-09-02 19:47:05 -0230 | regret-index</pre>
Fix a vault using Dungeon's gem in Depths (WizardIke)<br>An unfortunately missed copy-paste from the D:$ configuration screwed up
the Depths:$ configuration. For bonus points, it'd show up as shattered on
the ground.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3cc53a541">b3cc53a541</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Give the Black Torch status some short_text<br>(So that it can be queryable from lua, first and foremost.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75c2363917">75c2363917</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Hopefully fix crash when viewing the Form Properties menu (ge0FF)<br>This crash doesn't occur on any architecture I personally have access to,
but had been reported for local tiles on both Arch Linux and Fedora. Big
thanks to ge0FF for hopefully tracking down the real culprit. I'm just
going to have to take other people's word that this fixes things.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=41e258f827">41e258f827</a> | 2024-09-02 15:06:26 -0230 | DracoOmega</pre>
Don't let Vanquished Vanguard summons sometimes drop items (cfcfcfcfcf)<br>This only happened if they were killed directly (as opposed to timing out
or the summoner being killed).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4495e38fd1">4495e38fd1</a> | 2024-09-01 18:28:53 -0230 | DracoOmega</pre>
Fix all blockable beams being blocked 100% of the time (Lici)<br>Broken since 2031b86 alarmingly....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3de7b944d">b3de7b944d</a> | 2024-08-30 21:21:10 -0500 | gammafunk</pre>
task: Add the trunk 0.32 tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe00ff5d4">6fe00ff5d4</a> | 2024-08-29 16:13:02 -0500 | gammafunk</pre>
doc: Update the changelog for the 0.32 release<br>(cherry picked from commit 2a3b71ecb9cd912fbbc65fd33e16365abcc6daa8)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f63b3e169c">f63b3e169c</a> | 2024-08-29 15:56:07 -0500 | gammafunk</pre>
task: Update the debian changelog for 0.32.0<br>(cherry picked from commit e9cc5b35c8837d80da24021ff7dc4a8983bbf222)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf2570bee3">cf2570bee3</a> | 2024-08-28 18:20:19 -0230 | DracoOmega</pre>
Add Grave Claw to the list of monster smitey spells<br>...that is used to determine whether the caster will push past allies.<br>
As per the comment above the list, these probably should really be spell
flags (or maybe a flag on the monster itself instead??) There are quite a
few things which would theoretically qualify to be on this list, but I'm
not filling it out right now as this would cause monster behavior changes
that may or may not be positive and shouldn't be done so close to release.<br>
Will aim to do something with it in 0.33, though.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30fde11914">30fde11914</a> | 2024-08-28 18:18:18 -0230 | DracoOmega</pre>
Significantly decrease monster Grave Claw damage<br>While this isn't used on any normal monsters (yet?) and scary ghosts with
it can mostly be avoided, wizard apostles (especially early ones) could be
disproportionately deadly to fight with the numbers the spell currently
has.<br>
(I'll probably take a closer look if anything else gets this in 0.33, but
for now I feel a quick fix is warranted.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=92cb95d158">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-46-g92cb95d158.zip">here</a>.]]></description>
            <pubDate>Tue, 03 Sep 2024 05:45:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-42-g4495e38fd1.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-42-g4495e38fd1.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4495e38fd1">4495e38fd1</a> | 2024-09-01 18:28:53 -0230 | DracoOmega</pre>
Fix all blockable beams being blocked 100% of the time (Lici)<br>Broken since 2031b86 alarmingly....
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3de7b944d">b3de7b944d</a> | 2024-08-30 21:21:10 -0500 | gammafunk</pre>
task: Add the trunk 0.32 tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe00ff5d4">6fe00ff5d4</a> | 2024-08-29 16:13:02 -0500 | gammafunk</pre>
doc: Update the changelog for the 0.32 release<br>(cherry picked from commit 2a3b71ecb9cd912fbbc65fd33e16365abcc6daa8)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f63b3e169c">f63b3e169c</a> | 2024-08-29 15:56:07 -0500 | gammafunk</pre>
task: Update the debian changelog for 0.32.0<br>(cherry picked from commit e9cc5b35c8837d80da24021ff7dc4a8983bbf222)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf2570bee3">cf2570bee3</a> | 2024-08-28 18:20:19 -0230 | DracoOmega</pre>
Add Grave Claw to the list of monster smitey spells<br>...that is used to determine whether the caster will push past allies.<br>
As per the comment above the list, these probably should really be spell
flags (or maybe a flag on the monster itself instead??) There are quite a
few things which would theoretically qualify to be on this list, but I'm
not filling it out right now as this would cause monster behavior changes
that may or may not be positive and shouldn't be done so close to release.<br>
Will aim to do something with it in 0.33, though.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30fde11914">30fde11914</a> | 2024-08-28 18:18:18 -0230 | DracoOmega</pre>
Significantly decrease monster Grave Claw damage<br>While this isn't used on any normal monsters (yet?) and scary ghosts with
it can mostly be avoided, wizard apostles (especially early ones) could be
disproportionately deadly to fight with the numbers the spell currently
has.<br>
(I'll probably take a closer look if anything else gets this in 0.33, but
for now I feel a quick fix is warranted.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df7718d54d">df7718d54d</a> | 2024-08-28 18:14:02 -0230 | DracoOmega</pre>
Describe the pseudopod aux attack when examining the mutation<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=516f9d4634">516f9d4634</a> | 2024-08-27 23:03:11 -0230 | DracoOmega</pre>
Fix enhanced breath damage not displaying for red draconians (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f600990a4">8f600990a4</a> | 2024-08-27 21:58:25 -0230 | DracoOmega</pre>
Fix draconians not getting breath power boost in dragon form (Undo)<br>This was always intended, but the refactoring done as part of 0.32's
draconian breath revamp ened up accidentally removing the new breaths from
the code which would give them increased power.<br>
At the same time, clean up a confusing remnant of that old code, which gave
ABIL_BREATH_FIRE reduced power outside of dragon form (even though it was
impossible to have it outside dragon form) and gave Naga who had mutated
ABIL_BREATH_POISON increased power if they were in dragon form (???)<br>
(Dragon form breath weapon really should scale with Shapeshifting skill now
instead of XL, but I plan to do that as part of a greater pass on forms
in 0.33)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a5f74d5c56">a5f74d5c56</a> | 2024-08-27 16:52:28 -0230 | DracoOmega</pre>
Fix another spacing issue with player titles on % screen (NormalPerson7)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=4495e38fd1">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-42-g4495e38fd1.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Sep 2024 05:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-41-gb3de7b944d.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-41-gb3de7b944d.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b3de7b944d">b3de7b944d</a> | 2024-08-30 21:21:10 -0500 | gammafunk</pre>
task: Add the trunk 0.32 tournament reminder<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe00ff5d4">6fe00ff5d4</a> | 2024-08-29 16:13:02 -0500 | gammafunk</pre>
doc: Update the changelog for the 0.32 release<br>(cherry picked from commit 2a3b71ecb9cd912fbbc65fd33e16365abcc6daa8)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f63b3e169c">f63b3e169c</a> | 2024-08-29 15:56:07 -0500 | gammafunk</pre>
task: Update the debian changelog for 0.32.0<br>(cherry picked from commit e9cc5b35c8837d80da24021ff7dc4a8983bbf222)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf2570bee3">cf2570bee3</a> | 2024-08-28 18:20:19 -0230 | DracoOmega</pre>
Add Grave Claw to the list of monster smitey spells<br>...that is used to determine whether the caster will push past allies.<br>
As per the comment above the list, these probably should really be spell
flags (or maybe a flag on the monster itself instead??) There are quite a
few things which would theoretically qualify to be on this list, but I'm
not filling it out right now as this would cause monster behavior changes
that may or may not be positive and shouldn't be done so close to release.<br>
Will aim to do something with it in 0.33, though.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30fde11914">30fde11914</a> | 2024-08-28 18:18:18 -0230 | DracoOmega</pre>
Significantly decrease monster Grave Claw damage<br>While this isn't used on any normal monsters (yet?) and scary ghosts with
it can mostly be avoided, wizard apostles (especially early ones) could be
disproportionately deadly to fight with the numbers the spell currently
has.<br>
(I'll probably take a closer look if anything else gets this in 0.33, but
for now I feel a quick fix is warranted.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df7718d54d">df7718d54d</a> | 2024-08-28 18:14:02 -0230 | DracoOmega</pre>
Describe the pseudopod aux attack when examining the mutation<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=516f9d4634">516f9d4634</a> | 2024-08-27 23:03:11 -0230 | DracoOmega</pre>
Fix enhanced breath damage not displaying for red draconians (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f600990a4">8f600990a4</a> | 2024-08-27 21:58:25 -0230 | DracoOmega</pre>
Fix draconians not getting breath power boost in dragon form (Undo)<br>This was always intended, but the refactoring done as part of 0.32's
draconian breath revamp ened up accidentally removing the new breaths from
the code which would give them increased power.<br>
At the same time, clean up a confusing remnant of that old code, which gave
ABIL_BREATH_FIRE reduced power outside of dragon form (even though it was
impossible to have it outside dragon form) and gave Naga who had mutated
ABIL_BREATH_POISON increased power if they were in dragon form (???)<br>
(Dragon form breath weapon really should scale with Shapeshifting skill now
instead of XL, but I plan to do that as part of a greater pass on forms
in 0.33)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a5f74d5c56">a5f74d5c56</a> | 2024-08-27 16:52:28 -0230 | DracoOmega</pre>
Fix another spacing issue with player titles on % screen (NormalPerson7)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01a4114b50">01a4114b50</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Fix an extraneous space in Dith max invo title in webtiles sidebar<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b3de7b944d">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-41-gb3de7b944d.zip">here</a>.]]></description>
            <pubDate>Sat, 31 Aug 2024 05:44:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-40-g6fe00ff5d4.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-40-g6fe00ff5d4.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe00ff5d4">6fe00ff5d4</a> | 2024-08-29 16:13:02 -0500 | gammafunk</pre>
doc: Update the changelog for the 0.32 release<br>(cherry picked from commit 2a3b71ecb9cd912fbbc65fd33e16365abcc6daa8)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f63b3e169c">f63b3e169c</a> | 2024-08-29 15:56:07 -0500 | gammafunk</pre>
task: Update the debian changelog for 0.32.0<br>(cherry picked from commit e9cc5b35c8837d80da24021ff7dc4a8983bbf222)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf2570bee3">cf2570bee3</a> | 2024-08-28 18:20:19 -0230 | DracoOmega</pre>
Add Grave Claw to the list of monster smitey spells<br>...that is used to determine whether the caster will push past allies.<br>
As per the comment above the list, these probably should really be spell
flags (or maybe a flag on the monster itself instead??) There are quite a
few things which would theoretically qualify to be on this list, but I'm
not filling it out right now as this would cause monster behavior changes
that may or may not be positive and shouldn't be done so close to release.<br>
Will aim to do something with it in 0.33, though.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=30fde11914">30fde11914</a> | 2024-08-28 18:18:18 -0230 | DracoOmega</pre>
Significantly decrease monster Grave Claw damage<br>While this isn't used on any normal monsters (yet?) and scary ghosts with
it can mostly be avoided, wizard apostles (especially early ones) could be
disproportionately deadly to fight with the numbers the spell currently
has.<br>
(I'll probably take a closer look if anything else gets this in 0.33, but
for now I feel a quick fix is warranted.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df7718d54d">df7718d54d</a> | 2024-08-28 18:14:02 -0230 | DracoOmega</pre>
Describe the pseudopod aux attack when examining the mutation<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=516f9d4634">516f9d4634</a> | 2024-08-27 23:03:11 -0230 | DracoOmega</pre>
Fix enhanced breath damage not displaying for red draconians (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f600990a4">8f600990a4</a> | 2024-08-27 21:58:25 -0230 | DracoOmega</pre>
Fix draconians not getting breath power boost in dragon form (Undo)<br>This was always intended, but the refactoring done as part of 0.32's
draconian breath revamp ened up accidentally removing the new breaths from
the code which would give them increased power.<br>
At the same time, clean up a confusing remnant of that old code, which gave
ABIL_BREATH_FIRE reduced power outside of dragon form (even though it was
impossible to have it outside dragon form) and gave Naga who had mutated
ABIL_BREATH_POISON increased power if they were in dragon form (???)<br>
(Dragon form breath weapon really should scale with Shapeshifting skill now
instead of XL, but I plan to do that as part of a greater pass on forms
in 0.33)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a5f74d5c56">a5f74d5c56</a> | 2024-08-27 16:52:28 -0230 | DracoOmega</pre>
Fix another spacing issue with player titles on % screen (NormalPerson7)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01a4114b50">01a4114b50</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Fix an extraneous space in Dith max invo title in webtiles sidebar<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad26841d26">ad26841d26</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Add a placeholder description for armataur monsters<br>These can be encountered in a few entrance vaults, so it's possible for
players to examine them, and they were missing a description altogether.<br>
(It amuses me a little to write of yaktaurs as if they were common frames
of reference for people from this world.)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6fe00ff5d4">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-40-g6fe00ff5d4.zip">here</a>.]]></description>
            <pubDate>Fri, 30 Aug 2024 01:49:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-35-g516f9d4634.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-35-g516f9d4634.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=516f9d4634">516f9d4634</a> | 2024-08-27 23:03:11 -0230 | DracoOmega</pre>
Fix enhanced breath damage not displaying for red draconians (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f600990a4">8f600990a4</a> | 2024-08-27 21:58:25 -0230 | DracoOmega</pre>
Fix draconians not getting breath power boost in dragon form (Undo)<br>This was always intended, but the refactoring done as part of 0.32's
draconian breath revamp ened up accidentally removing the new breaths from
the code which would give them increased power.<br>
At the same time, clean up a confusing remnant of that old code, which gave
ABIL_BREATH_FIRE reduced power outside of dragon form (even though it was
impossible to have it outside dragon form) and gave Naga who had mutated
ABIL_BREATH_POISON increased power if they were in dragon form (???)<br>
(Dragon form breath weapon really should scale with Shapeshifting skill now
instead of XL, but I plan to do that as part of a greater pass on forms
in 0.33)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a5f74d5c56">a5f74d5c56</a> | 2024-08-27 16:52:28 -0230 | DracoOmega</pre>
Fix another spacing issue with player titles on % screen (NormalPerson7)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=01a4114b50">01a4114b50</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Fix an extraneous space in Dith max invo title in webtiles sidebar<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ad26841d26">ad26841d26</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Add a placeholder description for armataur monsters<br>These can be encountered in a few entrance vaults, so it's possible for
players to examine them, and they were missing a description altogether.<br>
(It amuses me a little to write of yaktaurs as if they were common frames
of reference for people from this world.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f04b6fbeb">3f04b6fbeb</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Adjust orc monster description<br>The current one's flavor seemed a little incongruous with the 0.32 Beogh
changes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e1e677ba4">0e1e677ba4</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Prevent a crash with a phantom mirrored Blorkula being killed<br>Cleaning up enchantments on Blorkla before 'saving' them prior to bat
split was also deleting the abjuration timer, causing them to die
mid-split. Ideally, I'd like to let them just split into summoned bats, but
there's no easy way at present to delete enchantments *other* than
abjuration. So instead, just prevent summoned Blorklas from splitting.<br>
This makes me a little sad, but it's so niche a situation that I can't
justifying the refactoring that might be involved post feature-freeze.
Maybe some future time?
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fefbaf9652">fefbaf9652</a> | 2024-08-27 16:33:33 -0230 | DracoOmega</pre>
Fix a possible crash with Xom fake shatter<br>It tried to modify the quantity of the large rocks created *after* they
were placed on terrain, but if the location selected to place them was
lava, the rock would already be destroyed by the time the code attempted to
modify it.<br>
It would be easy enough just to not try to place rocks in lava at all, but
the sizzling splashes caused by them seems flavorfully appropriate enough
to me.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df10614e8e">df10614e8e</a> | 2024-08-26 16:04:40 -0230 | CipHuK</pre>
fix(trove): allow wand of digging for trove_misc_dual_throne_room (#3993)<br>[Committer's note: Unnerfed the wand of digging charges count; the trove's
already more niche than the other wands trove, trove_wands_scrolls.<br>
Closes #3993.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d232e38429">d232e38429</a> | 2024-08-26 02:35:44 -0230 | DracoOmega</pre>
Don't crash when aiming Gavotte near the edges of an unseen map boundary<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=516f9d4634">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-35-g516f9d4634.zip">here</a>.]]></description>
            <pubDate>Wed, 28 Aug 2024 05:44:53 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-27-gdf10614e8e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-27-gdf10614e8e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=df10614e8e">df10614e8e</a> | 2024-08-26 16:04:40 -0230 | CipHuK</pre>
fix(trove): allow wand of digging for trove_misc_dual_throne_room (#3993)<br>[Committer's note: Unnerfed the wand of digging charges count; the trove's
already more niche than the other wands trove, trove_wands_scrolls.<br>
Closes #3993.]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d232e38429">d232e38429</a> | 2024-08-26 02:35:44 -0230 | DracoOmega</pre>
Don't crash when aiming Gavotte near the edges of an unseen map boundary<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b05a317584">b05a317584</a> | 2024-08-25 16:57:30 -0230 | DracoOmega</pre>
Fix a crash when shock serpent reprisal kills a monster<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d945e7588">6d945e7588</a> | 2024-08-25 16:17:38 -0230 | DracoOmega</pre>
Use attack_strength_punctuation for shock serpent reprisal (cfcfcfcfcf)<br>Surprising amount of code editing was needed to do this and still print the
resist message in the proper place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89b494631c">89b494631c</a> | 2024-08-25 16:17:32 -0230 | DracoOmega</pre>
Make recruitable apostles disappear when you change floor<br>Previously, if you were off-level when the recruit timer expired, the
apostle would remain wandering on that floor forever. Instea, end the timer
immediately if you leave the floor.<br>
I'm a *tiny* bit uncertain about whether this could catch a player
off-guard by ending the window prematurely, but it's relatively consistent
with other uses of good-neutral orcs and there's probably not many
situations where a player needs to leave a floor immediately, and still
plans to come back and recruit afterward. (And this is simpler to
implement by far).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4120489253">4120489253</a> | 2024-08-25 16:35:14 +0200 | Medrano83</pre>
Android fix. Declare the gategory of the app as a game<br>Categories are used to cluster multiple apps together into meaningful
groups, such as when summarizing battery, network, or disk usage.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2325b17bb0">2325b17bb0</a> | 2024-08-25 02:17:57 -0230 | DracoOmega</pre>
Display Lightning Spire's damage in Summon Lightning Spire cast interface<br>Following similar logic to Hoarfrost Cannonade doing so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11011316db">11011316db</a> | 2024-08-25 01:59:56 -0230 | DracoOmega</pre>
Display which monster is engulfing the player (when examining them)<br>In a similar fashion to when a monster is constricting you, indicate which
monster is engulfing you when you are being engulfed (to help with
ambiguities when there are several possible monsters nearby).<br>
This doesn't indicate the source of monster/monster engulfment, but that
seems of much more marginal value. (It is much less straightforward to do
this, since monsters themselves don't track who or even *if* they are
currently engulfing anything)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b671fb534">6b671fb534</a> | 2024-08-25 01:55:05 -0230 | DracoOmega</pre>
Display Makhleb's Unleash Destruction hit-chance when targeting<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1f918eca">2c1f918eca</a> | 2024-08-25 00:35:43 -0230 | DracoOmega</pre>
Remove some old runrest_ignores<br>The reasoning no longer applies to current Yred (and only one of these
message even happens anymore).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=df10614e8e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-27-gdf10614e8e.zip">here</a>.]]></description>
            <pubDate>Tue, 27 Aug 2024 05:44:51 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-26-gd232e38429.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-26-gd232e38429.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d232e38429">d232e38429</a> | 2024-08-26 02:35:44 -0230 | DracoOmega</pre>
Don't crash when aiming Gavotte near the edges of an unseen map boundary<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b05a317584">b05a317584</a> | 2024-08-25 16:57:30 -0230 | DracoOmega</pre>
Fix a crash when shock serpent reprisal kills a monster<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d945e7588">6d945e7588</a> | 2024-08-25 16:17:38 -0230 | DracoOmega</pre>
Use attack_strength_punctuation for shock serpent reprisal (cfcfcfcfcf)<br>Surprising amount of code editing was needed to do this and still print the
resist message in the proper place.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89b494631c">89b494631c</a> | 2024-08-25 16:17:32 -0230 | DracoOmega</pre>
Make recruitable apostles disappear when you change floor<br>Previously, if you were off-level when the recruit timer expired, the
apostle would remain wandering on that floor forever. Instea, end the timer
immediately if you leave the floor.<br>
I'm a *tiny* bit uncertain about whether this could catch a player
off-guard by ending the window prematurely, but it's relatively consistent
with other uses of good-neutral orcs and there's probably not many
situations where a player needs to leave a floor immediately, and still
plans to come back and recruit afterward. (And this is simpler to
implement by far).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4120489253">4120489253</a> | 2024-08-25 16:35:14 +0200 | Medrano83</pre>
Android fix. Declare the gategory of the app as a game<br>Categories are used to cluster multiple apps together into meaningful
groups, such as when summarizing battery, network, or disk usage.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2325b17bb0">2325b17bb0</a> | 2024-08-25 02:17:57 -0230 | DracoOmega</pre>
Display Lightning Spire's damage in Summon Lightning Spire cast interface<br>Following similar logic to Hoarfrost Cannonade doing so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11011316db">11011316db</a> | 2024-08-25 01:59:56 -0230 | DracoOmega</pre>
Display which monster is engulfing the player (when examining them)<br>In a similar fashion to when a monster is constricting you, indicate which
monster is engulfing you when you are being engulfed (to help with
ambiguities when there are several possible monsters nearby).<br>
This doesn't indicate the source of monster/monster engulfment, but that
seems of much more marginal value. (It is much less straightforward to do
this, since monsters themselves don't track who or even *if* they are
currently engulfing anything)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b671fb534">6b671fb534</a> | 2024-08-25 01:55:05 -0230 | DracoOmega</pre>
Display Makhleb's Unleash Destruction hit-chance when targeting<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1f918eca">2c1f918eca</a> | 2024-08-25 00:35:43 -0230 | DracoOmega</pre>
Remove some old runrest_ignores<br>The reasoning no longer applies to current Yred (and only one of these
message even happens anymore).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3094c0ca69">3094c0ca69</a> | 2024-08-25 00:35:07 -0230 | DracoOmega</pre>
Stop auto-explore rest over deep water with expiring temp flight<br>If the player had temporary flight and was over deep water or lava, pressed
autoexplore, and was injured enough for autoexplore to rest first, the
game would skip past the expiring flight warning instantly and activate
emergency flight (potentially draining the player quite a bit for no good
reason).<br>
It feels like autoexplore rest probably just shouldn't ignore force_mores
at all (this was already a default force_more), but for the moment adding
the message to runrest_stop_message fixes the immediate problem.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d232e38429">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-26-gd232e38429.zip">here</a>.]]></description>
            <pubDate>Mon, 26 Aug 2024 05:44:54 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-21-g2325b17bb0.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-21-g2325b17bb0.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2325b17bb0">2325b17bb0</a> | 2024-08-25 02:17:57 -0230 | DracoOmega</pre>
Display Lightning Spire's damage in Summon Lightning Spire cast interface<br>Following similar logic to Hoarfrost Cannonade doing so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11011316db">11011316db</a> | 2024-08-25 01:59:56 -0230 | DracoOmega</pre>
Display which monster is engulfing the player (when examining them)<br>In a similar fashion to when a monster is constricting you, indicate which
monster is engulfing you when you are being engulfed (to help with
ambiguities when there are several possible monsters nearby).<br>
This doesn't indicate the source of monster/monster engulfment, but that
seems of much more marginal value. (It is much less straightforward to do
this, since monsters themselves don't track who or even *if* they are
currently engulfing anything)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b671fb534">6b671fb534</a> | 2024-08-25 01:55:05 -0230 | DracoOmega</pre>
Display Makhleb's Unleash Destruction hit-chance when targeting<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c1f918eca">2c1f918eca</a> | 2024-08-25 00:35:43 -0230 | DracoOmega</pre>
Remove some old runrest_ignores<br>The reasoning no longer applies to current Yred (and only one of these
message even happens anymore).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3094c0ca69">3094c0ca69</a> | 2024-08-25 00:35:07 -0230 | DracoOmega</pre>
Stop auto-explore rest over deep water with expiring temp flight<br>If the player had temporary flight and was over deep water or lava, pressed
autoexplore, and was injured enough for autoexplore to rest first, the
game would skip past the expiring flight warning instantly and activate
emergency flight (potentially draining the player quite a bit for no good
reason).<br>
It feels like autoexplore rest probably just shouldn't ignore force_mores
at all (this was already a default force_more), but for the moment adding
the message to runrest_stop_message fixes the immediate problem.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5a265af164">5a265af164</a> | 2024-08-24 23:24:10 -0230 | DracoOmega</pre>
Don't let cosmetic clouds block catoplepas breath (among other things)<br>We've established reasonably clear rules about cloud overwriting by now,
and cosmetic (ie: harmless, non-opaque) clouds are supposed to be
overwritable by everything. This is true in perhaps the majority of cases,
but bolt::affect_place_clouds() (used mainly for placing clouds *along* a
beam path) still has a check that ends prematurely if there is *any* cloud
already at a given space.<br>
This didn't even always just prevent clouds being placed in *that* space.
Noxious Breath and March of Sorrows used this function to place clouds in
tiles *adjacent* to the beam path and those would also be skipped if there
was a cloud present. So, for instance, using Vhi's to engage Boris could
give several turns of immunity to misery clouds being placed anywhere near
you.<br>
This affected at least: catoblepas breath, player green and yellow
draconian breath, March of Sorrows, Mourning Wail, ushabti Death Rattle,
and creating cold/steam clouds over water with cold/fire beams.<br>
It nominally affected many other monster cloud breaths, but those placed
most of their clouds outside of this function, so in practice it likely
only blocked cloud placement near the monster when the monster itself was
breathing far away from itself (ie: you couldn't use Vhi's or similar for
any practical protection.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8922636c0">e8922636c0</a> | 2024-08-24 21:34:00 -0230 | DracoOmega</pre>
Don't leak the presence of monsters in the Refrigeration targeter<br>The color-coding used to indicate how many allied monsters are adjacent to
each monster (affecting Refrigeration's damage) leaked information on
the presence of both invisible monsters and those out of the player's line
of sight entirely.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9311ea8977">9311ea8977</a> | 2024-08-24 21:22:35 -0230 | DracoOmega</pre>
Fix a niche crash with displaying future XL-based mutations<br>If the player already recieved a non-innate version of a mutation they were
slated to receive at a later XL, the mutation preview would display an
incorrect mutation level (ie: expecting that they would gain an additional
level of that mutation, instead of making the level they had already gained
innate.) If that level was higher than the actual max, this would cause a
crash when opening the mutation menu.<br>
(A realistic example is a felid mutating a level of fur at random,
resulting in the mutation preview thinking they will gain Fur 4 at XL 12)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0fac641d8">c0fac641d8</a> | 2024-08-24 21:13:50 -0230 | DracoOmega</pre>
Allow casting BBB on deep water (Dilly)<br>The boulder can already travel through deep water, so there's no reason to
prevent the player from casting it on a deep water tile. (This was a
leftover from when it wasn't large enough to cross deep water).<br>
Also slightly tweak failure messages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ec6a561cd">8ec6a561cd</a> | 2024-08-24 21:07:52 -0230 | DracoOmega</pre>
Fix Shadowslip having a misleading duration when used repeatedly (Acrobat)<br>Using Shadowslip while it was already active would *set* the duration of
the misdirection effect on all enemies to a rolled duration, while the
visual change to your shadow was *added* to the duration of its curent
transformation. This meant that if you used it again before it wore off,
the effect would expire long before it 'looked' like your shadow had
returned to normal.<br>
Now the shadow visual transformation should better match the duration of
the mechanical effect.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=2325b17bb0">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-21-g2325b17bb0.zip">here</a>.]]></description>
            <pubDate>Sun, 25 Aug 2024 05:45:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-7-gfa02dad217.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-7-gfa02dad217.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fa02dad217">fa02dad217</a> | 2024-08-23 18:01:28 -0500 | gammafunk</pre>
fix: Don't mark certain spells as self enchantment<br>A number spells are marked as self enchantments despite not setting any
kind of duration or enchantment on the caster itself. These are mostly
demon-related summon spells, a few conjurations that create monsters
(e.g. Marshlight and Conjure Ball Lightning), as well as Phantom Mirror
and Spawn Tentacles. For the non-summoning spells, having this flag
leads to them not being considered as ranged spells. For Spawn
Tentacles, there's even an explicit check to override this! This commit
removes the self enchantment spell flag on the aforementioned spells. It
also removes checks in the monster casting code for some of these spells
that were only needed because of this flag.<br>
One subtle aspect affected by this commit is a monster's second spell
cast attempt. If a monster rolls a targeted spell for its action and is
unable to find a target, a second casting attempt is made, and 50% of
the time this second check only considers self enchantment spells. So
this change effectively reduces the frequency monsters would cast these
spells if they also have a spell that can somehow fail to target.
However this frequency reduction is very small in practice for the
monsters affected by this change. For example, I have tested orc
sorcerers who are in LOS but unable to target the player with bolt of
drain/paralyze, and they still readily cast Summon Demon. Monsters that
don't have targeted spells in addition to these spells will see no
change at all.<br>
Not including summons nor spells that make conjured monsters as ranged
attacks doesn't make a lot of sense and should be revisited in a future
commit. In terms of player safety, many monster summoners create summons
with "proper" ranged attacks or superior terrain traversal compared to
the summoner. And conjured monsters certainly pose an acute threat to
the player at range. I want to make extra sure I understand all the
implications of designating summon spells as ranged attacks for
monsters, although I'm fairly sure there are no issues. For now, the
only change in this regard is removing an explicit exclusion for Conjure
Ball Lightning as a ranged spell. Lom Lobon is the only monster with
this spell and has Glaciate, another ranged spell, so this has no
in-game effect.<br>
Finally, Repel Missiles and Berserker Rage are clearly self enchantments
and so are given the self enchantment flag by this commit. For Berserker
Rage, this means that bear monsters will no longer be flagged as ranged
monsters.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2e620de6b">b2e620de6b</a> | 2024-08-22 16:29:25 -0700 | Nicholas Feinberg</pre>
Fix: don't stairs into the abyss (CarefulOdds)<br>Malign Gateway's terrain feature isn't stairs, so don't colour
it on the minimap as if it were stairs. Display it as a wall.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34d56c8fa2">34d56c8fa2</a> | 2024-08-23 00:16:07 +0300 | Nikolai Lavsky</pre>
text: mention that Soul Splinter inflicts weakness (MIC132)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7e1c0f356">e7e1c0f356</a> | 2024-08-22 20:43:27 +0200 | Medrano83</pre>
Fix Android mousewheel scrolling<br>The code used to detect mouse scroll events in the SDLActivity doesn't
work in modern devices because the event's source is different from
SOURCE_MOUSE.<br>
Reference: https://developer.android.com/games/playgames/
           input-mouse#handle_mousewheel_scrolling
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc2bf62883">fc2bf62883</a> | 2024-08-21 19:17:44 -0500 | David Lawrence Ramsey</pre>
Don't give gladiators default kite shield tiles.<br>They haven't had shields in their starting equipment for ages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8817171229">8817171229</a> | 2024-08-21 21:52:02 +0200 | Medrano83</pre>
Android: Add a full screen option to the launcher<br>I got this message from an Android user:<br>
> can't enable full screen mode by setting "tile_full_screen = true",
> still shows a black bar on top with device status.<br>
I agree a full screen option for Android can improve the user
experience. Mostly when playing on landscape mode with modern devices.<br>
You can read this in the docs:<br>
> Where you set the UI flags makes a difference. If you hide the system
> bars in your activity's onCreate() method and the user presses Home,
> the system bars will reappear. When the user reopens the activity,
> onCreate() won't get called, so the system bars will remain visible.
> If you want system UI changes to persist as the user navigates in and
> out of your activity, set UI flags in onResume() or
> onWindowFocusChanged().<br>
Tried both options and the behaviour when using onWindowsFocusChanged
is more consistent. When using onResume, full screen is lost whenever
you open the top menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae761ad27d">ae761ad27d</a> | 2024-08-21 10:57:38 -0500 | David Lawrence Ramsey</pre>
Adjust kraken tentacle msgs to not mention water.<br>Since a soul-bound kraken flies and so is not in water.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=589741c2aa">589741c2aa</a> | 2024-08-20 21:09:48 -0500 | gammafunk</pre>
fix: Add some missing KMASK to a vault (dilly)<br>Set these unreachable areas to have no level generated monsters nor
items. Also, we can't actually make a gnoll bouda skeleton, just gnoll
skeletons, so simplify the skeleton placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=099670764a">099670764a</a> | 2024-08-20 18:18:40 -0500 | David Lawrence Ramsey</pre>
Fix Xom glove slot msgs for certain randarts.<br>The Mad Mage's Maulers and Delatra's gloves don't start with "pair of ",
but make Xom glove slot messages put that at the beginning of their
names anyway, so that all glove names come out as singular and the
message grammar fits.<br>
There should be a better way to handle this, but this will work for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72c75df84f">72c75df84f</a> | 2024-08-20 16:55:14 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fa02dad217">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-7-gfa02dad217.zip">here</a>.]]></description>
            <pubDate>Sat, 24 Aug 2024 05:44:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-6-gb2e620de6b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-6-gb2e620de6b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b2e620de6b">b2e620de6b</a> | 2024-08-22 16:29:25 -0700 | Nicholas Feinberg</pre>
Fix: don't stairs into the abyss (CarefulOdds)<br>Malign Gateway's terrain feature isn't stairs, so don't colour
it on the minimap as if it were stairs. Display it as a wall.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=34d56c8fa2">34d56c8fa2</a> | 2024-08-23 00:16:07 +0300 | Nikolai Lavsky</pre>
text: mention that Soul Splinter inflicts weakness (MIC132)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e7e1c0f356">e7e1c0f356</a> | 2024-08-22 20:43:27 +0200 | Medrano83</pre>
Fix Android mousewheel scrolling<br>The code used to detect mouse scroll events in the SDLActivity doesn't
work in modern devices because the event's source is different from
SOURCE_MOUSE.<br>
Reference: https://developer.android.com/games/playgames/
           input-mouse#handle_mousewheel_scrolling
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc2bf62883">fc2bf62883</a> | 2024-08-21 19:17:44 -0500 | David Lawrence Ramsey</pre>
Don't give gladiators default kite shield tiles.<br>They haven't had shields in their starting equipment for ages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8817171229">8817171229</a> | 2024-08-21 21:52:02 +0200 | Medrano83</pre>
Android: Add a full screen option to the launcher<br>I got this message from an Android user:<br>
> can't enable full screen mode by setting "tile_full_screen = true",
> still shows a black bar on top with device status.<br>
I agree a full screen option for Android can improve the user
experience. Mostly when playing on landscape mode with modern devices.<br>
You can read this in the docs:<br>
> Where you set the UI flags makes a difference. If you hide the system
> bars in your activity's onCreate() method and the user presses Home,
> the system bars will reappear. When the user reopens the activity,
> onCreate() won't get called, so the system bars will remain visible.
> If you want system UI changes to persist as the user navigates in and
> out of your activity, set UI flags in onResume() or
> onWindowFocusChanged().<br>
Tried both options and the behaviour when using onWindowsFocusChanged
is more consistent. When using onResume, full screen is lost whenever
you open the top menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae761ad27d">ae761ad27d</a> | 2024-08-21 10:57:38 -0500 | David Lawrence Ramsey</pre>
Adjust kraken tentacle msgs to not mention water.<br>Since a soul-bound kraken flies and so is not in water.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=589741c2aa">589741c2aa</a> | 2024-08-20 21:09:48 -0500 | gammafunk</pre>
fix: Add some missing KMASK to a vault (dilly)<br>Set these unreachable areas to have no level generated monsters nor
items. Also, we can't actually make a gnoll bouda skeleton, just gnoll
skeletons, so simplify the skeleton placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=099670764a">099670764a</a> | 2024-08-20 18:18:40 -0500 | David Lawrence Ramsey</pre>
Fix Xom glove slot msgs for certain randarts.<br>The Mad Mage's Maulers and Delatra's gloves don't start with "pair of ",
but make Xom glove slot messages put that at the beginning of their
names anyway, so that all glove names come out as singular and the
message grammar fits.<br>
There should be a better way to handle this, but this will work for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72c75df84f">72c75df84f</a> | 2024-08-20 16:55:14 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb33c5b31a">eb33c5b31a</a> | 2024-08-20 23:50:43 +0200 | Medrano83</pre>
Android fix: Swipe gestures produce undesired click events<br>I had the chance to play the game on a tablet and tried to use touch
events only. It was a painful experience, but this will help.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b2e620de6b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-6-gb2e620de6b.zip">here</a>.]]></description>
            <pubDate>Fri, 23 Aug 2024 05:45:15 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-3-gfc2bf62883.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-3-gfc2bf62883.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc2bf62883">fc2bf62883</a> | 2024-08-21 19:17:44 -0500 | David Lawrence Ramsey</pre>
Don't give gladiators default kite shield tiles.<br>They haven't had shields in their starting equipment for ages.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8817171229">8817171229</a> | 2024-08-21 21:52:02 +0200 | Medrano83</pre>
Android: Add a full screen option to the launcher<br>I got this message from an Android user:<br>
> can't enable full screen mode by setting "tile_full_screen = true",
> still shows a black bar on top with device status.<br>
I agree a full screen option for Android can improve the user
experience. Mostly when playing on landscape mode with modern devices.<br>
You can read this in the docs:<br>
> Where you set the UI flags makes a difference. If you hide the system
> bars in your activity's onCreate() method and the user presses Home,
> the system bars will reappear. When the user reopens the activity,
> onCreate() won't get called, so the system bars will remain visible.
> If you want system UI changes to persist as the user navigates in and
> out of your activity, set UI flags in onResume() or
> onWindowFocusChanged().<br>
Tried both options and the behaviour when using onWindowsFocusChanged
is more consistent. When using onResume, full screen is lost whenever
you open the top menu.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ae761ad27d">ae761ad27d</a> | 2024-08-21 10:57:38 -0500 | David Lawrence Ramsey</pre>
Adjust kraken tentacle msgs to not mention water.<br>Since a soul-bound kraken flies and so is not in water.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=589741c2aa">589741c2aa</a> | 2024-08-20 21:09:48 -0500 | gammafunk</pre>
fix: Add some missing KMASK to a vault (dilly)<br>Set these unreachable areas to have no level generated monsters nor
items. Also, we can't actually make a gnoll bouda skeleton, just gnoll
skeletons, so simplify the skeleton placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=099670764a">099670764a</a> | 2024-08-20 18:18:40 -0500 | David Lawrence Ramsey</pre>
Fix Xom glove slot msgs for certain randarts.<br>The Mad Mage's Maulers and Delatra's gloves don't start with "pair of ",
but make Xom glove slot messages put that at the beginning of their
names anyway, so that all glove names come out as singular and the
message grammar fits.<br>
There should be a better way to handle this, but this will work for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72c75df84f">72c75df84f</a> | 2024-08-20 16:55:14 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb33c5b31a">eb33c5b31a</a> | 2024-08-20 23:50:43 +0200 | Medrano83</pre>
Android fix: Swipe gestures produce undesired click events<br>I had the chance to play the game on a tablet and tried to use touch
events only. It was a painful experience, but this will help.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cf48a82f6">5cf48a82f6</a> | 2024-08-20 12:12:41 -0500 | David Lawrence Ramsey</pre>
Add missing commas to some monster speech.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aee97d7bc7">aee97d7bc7</a> | 2024-08-20 14:10:45 -0230 | DracoOmega</pre>
Properly make Oni double potion heal affect !magic (Acrobat/dilly)<br>It was always intended to, and the mutation description even mentions such,
but apparently it never worked properly.<br>
This also affects Kyrias, which is intended to have the same set of
functionality.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f212be2d05">f212be2d05</a> | 2024-08-20 14:55:01 +0300 | Nikolai Lavsky</pre>
fix: remove evocable flight, again<br>Having a barding or boots of flying in the inventory enables training of
Evocations, even though such items no longer require an activation.<br>
This commit fixes that.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=fc2bf62883">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-3-gfc2bf62883.zip">here</a>.]]></description>
            <pubDate>Thu, 22 Aug 2024 05:45:12 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.33-a0-0-g589741c2aa.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-0-g589741c2aa.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=589741c2aa">589741c2aa</a> | 2024-08-20 21:09:48 -0500 | gammafunk</pre>
fix: Add some missing KMASK to a vault (dilly)<br>Set these unreachable areas to have no level generated monsters nor
items. Also, we can't actually make a gnoll bouda skeleton, just gnoll
skeletons, so simplify the skeleton placement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=099670764a">099670764a</a> | 2024-08-20 18:18:40 -0500 | David Lawrence Ramsey</pre>
Fix Xom glove slot msgs for certain randarts.<br>The Mad Mage's Maulers and Delatra's gloves don't start with "pair of ",
but make Xom glove slot messages put that at the beginning of their
names anyway, so that all glove names come out as singular and the
message grammar fits.<br>
There should be a better way to handle this, but this will work for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72c75df84f">72c75df84f</a> | 2024-08-20 16:55:14 -0500 | David Lawrence Ramsey</pre>
Fix indentation.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eb33c5b31a">eb33c5b31a</a> | 2024-08-20 23:50:43 +0200 | Medrano83</pre>
Android fix: Swipe gestures produce undesired click events<br>I had the chance to play the game on a tablet and tried to use touch
events only. It was a painful experience, but this will help.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cf48a82f6">5cf48a82f6</a> | 2024-08-20 12:12:41 -0500 | David Lawrence Ramsey</pre>
Add missing commas to some monster speech.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aee97d7bc7">aee97d7bc7</a> | 2024-08-20 14:10:45 -0230 | DracoOmega</pre>
Properly make Oni double potion heal affect !magic (Acrobat/dilly)<br>It was always intended to, and the mutation description even mentions such,
but apparently it never worked properly.<br>
This also affects Kyrias, which is intended to have the same set of
functionality.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f212be2d05">f212be2d05</a> | 2024-08-20 14:55:01 +0300 | Nikolai Lavsky</pre>
fix: remove evocable flight, again<br>Having a barding or boots of flying in the inventory enables training of
Evocations, even though such items no longer require an activation.<br>
This commit fixes that.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=24a3017434">24a3017434</a> | 2024-08-20 13:39:55 +0300 | Nikolai Lavsky</pre>
docs: mention the removal of permanent bazaars in the changelog<br>They were removed in e446cd8f.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2d5535fad">f2d5535fad</a> | 2024-08-20 13:25:09 +0300 | Nikolai Lavsky</pre>
docs: update `dump_order` in the options guide<br>Document the new `apostles` field, which was added in d887a3bc.<br>
Also, convert some stray tabs to spaces.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dab2e85f15">dab2e85f15</a> | 2024-08-20 00:53:11 -0500 | David Lawrence Ramsey</pre>
Fix Xom ring msgs for macabre finger necklace.<br>Since the ring there isn't worn on a hand.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=589741c2aa">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.33-a0-0-g589741c2aa.zip">here</a>.]]></description>
            <pubDate>Wed, 21 Aug 2024 05:44:49 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.32-a0-2163-ga8b5e4c4fa.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.32-a0-2163-ga8b5e4c4fa.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a8b5e4c4fa">a8b5e4c4fa</a> | 2024-08-19 20:34:12 -0500 | David Lawrence Ramsey</pre>
Move Beogh resurrection invo icon to UNUSED.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fda3adbe32">fda3adbe32</a> | 2024-08-19 20:09:57 -0230 | DracoOmega</pre>
Allow no_tele_into tags (and some others) to actually work for subvaults<br>Map tags which applied fprops (such as no_tele_into, no_tide, no_jiyva)
did nothing at all when attached to a subvault. Most of these were not
used this way, as far as I can tell, but no_tele_into *was* used several
times - notably in the S-branch preview chambers for
grunt_ashenzari_visionary - meaning that it was possible for the player to
teleport (or take a hatch) into a place from which there was no escape and
also many wildly out of depth monsters.<br>
Now, the same set of fprop tags that work with parent vaults should also be
respected by subvaults.<br>
(It's worth nothing that kprops applied to subvaulted glyphs by the parent
vault are *also* ignored when a subvault is merged, so there was really no
good way to do this sort of thing prior to this commit, despite what one
might expect.)<br>
This fixes #3979
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8f3c08acc0">8f3c08acc0</a> | 2024-08-19 20:09:57 -0230 | DracoOmega</pre>
Show some fprops in the local tiles tile tooltip<br>It wasn't easily possible to see what tiles were marked no_tele_into in
game, and this is helpful for diagnostics sometimes.<br>
(I didn't bother showing fprops here which are easy to verify visually,
such as Sanctuary. It would be easy enough to expand this list in future,
though, if there's any need.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1eb867fef6">1eb867fef6</a> | 2024-08-19 20:09:57 -0230 | DracoOmega</pre>
Hopefully finally make player ghosts stop trying to cast Gell's Gravitas<br>The spell was removed from existing monsters in unmarshallMonster() (as is
done for many other spells) but player ghosts apparently don't go through
that function when they are loaded, allowing it to cast a spell that
didn't exist for monsters anymore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3d2af943be">3d2af943be</a> | 2024-08-19 20:09:57 -0230 | DracoOmega</pre>
Update removed_spells list<br>And add version tags around a few spells that were effectively removed, but
never got them.<br>
I wonder if, instead of using the AXED_SPELL macro in spell-data.h, dummy
data should automatically be provided for any spell in the removed_spell
list? Since currently there are effectively multiple places to say that
the spell was removed, with different consequences for not being listed
there.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=751def610d">751def610d</a> | 2024-08-20 00:19:32 +0200 | Medrano83</pre>
Fix Android build on armeabi-v7a<br>There's an error when building the game with NDK 26 for armeabi-v7a.
This passed unnoticed on previous tests because the other architectures
supported by Android are not affected. It can be fixed with another
function casting on sdl2-mixer.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cf733dc7dc">cf733dc7dc</a> | 2024-08-19 15:22:12 -0230 | DracoOmega</pre>
Fix swoop/flank attacks missing some of the proper checks (Ogregutan)<br>It was possible for a monster to perform one of these attacks while afraid,
pacified, in a sanctuary, or possibly even against an ally (though I'm not
100% sure that the circumstances that would set up this last case were
possible in practice).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e547df2160">e547df2160</a> | 2024-08-19 09:52:17 -0700 | Sean Dewar</pre>
Fix stash search prefixes for golden dragon scales<br>Presumably broke since the rename from gold -> golden.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ac6e3977b">8ac6e3977b</a> | 2024-08-18 18:24:36 -0230 | DracoOmega</pre>
Display what aspiring flesh will turn into when you examine them<br>The game already announces this in the message log, but it can be easy to
overlook and more fiddly than necessary to go find it again if you want to
double-check. Now it is displayed on the same line with other status
effects when you look at them.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1836586e43">1836586e43</a> | 2024-08-18 17:53:36 -0230 | regret-index</pre>
Add tekkud to the credits<br>Missed back in 84d97b0 and ea827eb.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a8b5e4c4fa">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.32-a0-2163-ga8b5e4c4fa.zip">here</a>.]]></description>
            <pubDate>Tue, 20 Aug 2024 05:45:11 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.31-a0-1626-g5cb510d322.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.31-a0-1626-g5cb510d322.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5cb510d322">5cb510d322</a> | 2024-01-11 18:26:26 -0330 | regret-index</pre>
New Fugue and Blazeheart spell icons (CanOfWorms)<br>Both of them are good work, as usual.<br>
Re-alphabetized a little of summoning and necromancy in dc-spells, while I
was adding new spells there. A lot of these tiles listings need some heavy
reorganizing, honestly.<br>
Wereblood's icon is now used for monster Battlecry, as something rather
important to notice on a rather wide variety of different monsters, and
as something which reasonably fits as a shouting face.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a3bd5dcfb">1a3bd5dcfb</a> | 2024-01-11 21:17:50 +0200 | Aliscans</pre>
Fix InvMenu::load_inv_items().<br>Repair the function which lost secondary hotkeys in the previous
change.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8d6b64c82">c8d6b64c82</a> | 2024-01-11 21:17:50 +0200 | Aliscans</pre>
Make "!" in the identify scroll menu identify the first unknown potion.<br>Print (e.g.) "select first with '!'" in the menu to warn the player.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4e6510e29d">4e6510e29d</a> | 2024-01-11 21:17:50 +0200 | Aliscans</pre>
Tell the player about MF_SECONDARY_SCROLL in menus.<br>If MF_SECONDARY_SCROLL is set, state in any menu "subtitles" that
object class keys (such as ? or /) move to an item in its section. This
was not previously communicated.<br>
Add MF_SECONDARY_SCROLL to equip/unequip and identify menus.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=688b343257">688b343257</a> | 2024-01-11 10:32:59 -0330 | DracoOmega</pre>
Fix pacified good neutrals not acting like they were pacified<br>This is currently done to nearby orcs when you first accept a Beogh
conversion. I assume it was intended that they actually become pacified
or the could wouldn't have called mons_pacify(), but in practice this
didn't actually work, since for some reason monsters needed to have BOTH
the pacified flag AND be true neutral.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d28174fed3">d28174fed3</a> | 2024-01-11 10:32:47 -0330 | DracoOmega</pre>
Fix a slew of frightening issues with pacified monster pathing<br>Pacified monsters were intended to path directly to the nearest level exit
and then leave the level. Sometimes they did this! And some other times,
deeply broken things happened. Where do I even begin...<br>
First of all, there was a small chance each turn for a pacified monster to
give up on whatever exit it was moving towards (1-in-40 for human
intelligence monsters and 1-in-120 otherwise). The comments implied that
this was intended to help 'stuck' monsters look for a different staircase
instead, but the code never let them ACTUALLY look for a different one.
Instead, it would cause them to just start wandering vaguely in the general
vacinity of the nearest exit instead (possibly more than LoS range away
from it). Maybe they would randomly step on it at some point! But probably
not. (Also, if they were far enough from the exit at this point and
mindless, they would likely just wander around where they already were)<br>
Also, if they rolled the random chance to stop moving towards an exit, that
exit would also become unusable to all subsequently pacified things (until
either ALL exits on a floor got marked that way, or the code hit a 1-in-20
chance when trying to find an exit for a pacified monster to regenerate
the cache from scratch). So they could give up, and then also cause future
monsters to ignore nearby stairs, too.<br>
Also, for some reason, the code considered teleport traps as valid 'exits'
from the level, but it was only possible to trigger them 'leaving' by
stepping on one if they were also wearing -tele items (since otherwise they
would teleport before the 'leave level' check happened. If they landed
nearby, they would keep on walking into the trap over and over again,
trying desperately to accomplish something useful. If they DID have a -tele
item, on the other hand, stepping onto the trap would cause them to cease
to exist without even a message.<br>
And most terrifyingly of all: the code used a cache of level exits on a
floor to avoid having to search for all of them each time a monster was
pacified. BUT THIS CACHE WAS NOT DISCARDED IF YOU LEFT THE FLOOR. This
meant that pacified monsters would try to path towards where exits were ON
A PREVIOUS FLOOR, and not the current one. And if they actually reached the
coordinates of one of those, they would simply vanish without a message.
As near as I can tell, this has likely been broken in this way for a very,
very long time.<br>
Anyway! The code is different now. The cache is properly regenerated on
each new floor, monsters actually attempt to do a pathfinding check when
looking for an exit (to avoid the very real original problem of just being
stuck staring at an exit across water until they rolled the slim chance to
started wandering in place instead). They will even look for another exit
if the one they are moving towards becomes inaccessible during their
journey (detected somewhat crudely by 'has passed a turn without a valid
step forward', which isn't perfect, but is a hell of a lot improved).<br>
If there are somehow NO exits they can path towards at all, they will
properly give up on trying and just wander around. The odds of being in
a completely disconnected spot (ie: on the other side of deep water) and
then this changing later (eg: by something teleporting them) feels slim
enough not to worry about it.<br>
Also, teleport traps no longer count as valid exits. (Shafts and Gateways
to the Infinite Horrors of the Abyss still do, because they're funny)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cbf77bbcfc">cbf77bbcfc</a> | 2024-01-10 10:26:49 -0800 | Nicholas Feinberg</pre>
Temporarily evert "Simplify off-hand attacks"<br>I forgot we're in feature freeze. Will merge this in 0.32.<br>
This reverts commit ba2c541246222192d693b6520cb875a9e2dbfda5.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ba2c541246">ba2c541246</a> | 2024-01-10 10:25:25 -0800 | Nicholas Feinberg</pre>
Simplify off-hand attacks<br>Off-hand attacks' trigger chance scaled on UC and on XL, unlike
all other aux attacks, which scaled only on XL (if anything).
This felt inconsistent (a punch scales on UC but a kick doesn't?),
and was confusing for players who misunderstood the UC skill
descriptions and thought off-hand punches were more than a consolation
prize for being shieldless.<br>
Change their trigger to scale purely based on XL instead. (Damage
still scales based on UC, for now, but perhaps should also be XL
based.)<br>
It'd be great to add a description for these somewhere - no idea
where it'd live. Ideally there'd be both a manual section and
somewhere in-game where you could learn more about your current
off-hand damage and chance.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=54f21dcd01">54f21dcd01</a> | 2024-01-10 10:35:21 -0600 | Implojin</pre>
Remove some obsolete autopickup lua<br>This code was added in a35564097f (2015) to prevent autopicking
multiple elemental evokers, which have generated only once per game
since 5db6f66fbb.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=29cbedb7bc">29cbedb7bc</a> | 2024-01-10 09:18:53 -0600 | Implojin</pre>
Autopickup elemental evokers by default<br>Excluding the horn of Geryon, because it doesn't currently exist on
the \ menu, and we want players to be able to manually disable these
if desired.<br>
Possibly the horn should be enabled in both places, since it is treated
internally as an xp evoker, but I'm not touching that here.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=5cb510d322">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.31-a0-1626-g5cb510d322.zip">here</a>.]]></description>
            <pubDate>Fri, 12 Jan 2024 06:44:46 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.30-a0-1164-ge08a67761e.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.30-a0-1164-ge08a67761e.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e08a67761e">e08a67761e</a> | 2023-04-28 16:21:22 -0500 | Implojin</pre>
fix: Don't let Jiyva eat evokers (dilly)<br>Since 5db6f66fbb, elemental evokers are now unique per-game, so we probably
don't want to let Jiyva slimes eat them. Thanks dilly!
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f69bf04e7a">f69bf04e7a</a> | 2023-04-27 16:38:32 +0300 | Nikolai Lavsky</pre>
fix: make horn of Geryon's summons default to attacking<br>Currently, summoned hell beasts often just follow the player and ignore
nearby enemies until they attack first. This commit makes these summons
more aggressive, similar to how mutant beasts behave.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2c2278344c">2c2278344c</a> | 2023-04-27 09:31:48 -0400 | advil</pre>
fix: add a missing nil check to borgnjor's wizlab<br>Resolves #3109
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0704695555">0704695555</a> | 2023-04-26 16:29:27 -0700 | Nicholas Feinberg</pre>
Nerf Call Imp (elliptic)<br>Don't sometimes round up spear enchantment, to discourage CERTAIN
PEOPLE from repeatedly re-rolling imps until they get their ideal
gacha roll.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e42c06551">6e42c06551</a> | 2023-04-24 17:37:56 -0400 | Kyle Rawlins</pre>
fix: improve some options errors<br>Be more explicit about the source of the problem in a few cases, reword.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7bafe92a0b">7bafe92a0b</a> | 2023-04-24 17:08:31 -0400 | Kyle Rawlins</pre>
fix: add some missing explore_stop aliases<br>We had plural forms for most options except these two, make it
consistent.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d85ba11b5a">d85ba11b5a</a> | 2023-04-24 07:23:41 -0400 | advil</pre>
fix: redo disable some errors on dgl builds<br>Restore c8ec674a0ca, with some missing #ifdefs.<br>
This reverts commit 2cc9ac7196178b7a7cd06e2ba3a27825e5ef34d3.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cc9ac7196">2cc9ac7196</a> | 2023-04-23 22:57:48 -0700 | Nicholas Feinberg</pre>
Revert "fix: disable some errors on dgl builds"<br>This removed the 'type' option from dgamelaunch builds entirely.
Since read_startup_prefs assumes that option exists, the game would
crash on startup.<br>
Probably.<br>
This reverts commit c8ec674a0ca8a934dd279f3553d5b4599694bb78.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8ec674a0c">c8ec674a0c</a> | 2023-04-23 22:31:28 -0400 | Kyle Rawlins</pre>
fix: disable some errors on dgl builds<br>Recent changes error on these options on builds where they are disabled,
but previously, dgl builds wrote these options to the prefs file. So,
disable the errors for now until online players have ugpraded.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f8af5b4991">f8af5b4991</a> | 2023-04-23 14:37:26 -0400 | patrick</pre>
Merge branch 'master' of github.com:crawl/crawl<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=e08a67761e">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.30-a0-1164-ge08a67761e.zip">here</a>.]]></description>
            <pubDate>Sat, 29 Apr 2023 05:44:18 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.29-a0-1052-g6990b1bffc.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.29-a0-1052-g6990b1bffc.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6990b1bffc">6990b1bffc</a> | 2022-08-16 17:09:53 -0400 | patrick</pre>
Fix a typo in the Condemnation description<br>It is important to have consistent names for your archangels. One must
be conscientious of the lore.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee5d04aabb">ee5d04aabb</a> | 2022-08-16 12:44:23 -0700 | Nicholas Feinberg</pre>
Halve Okawaru throwing gifts<br>By popular demand. It's been a bit excessive ever since other ammo
was removed.<br>
Doing this via quantity, rather than via gift timer, to avoid messing
with the piety curve. Let's reconsider that later.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ffc8e8dbe">9ffc8e8dbe</a> | 2022-08-16 12:44:23 -0700 | Nicholas Feinberg</pre>
Update Oka gift message (Bamboomancer)<br>Plus some comments.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=47afbbedbb">47afbbedbb</a> | 2022-08-16 15:15:26 -0400 | advil</pre>
lint: unbrace<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=619dfb4ed5">619dfb4ed5</a> | 2022-08-16 13:40:13 -0400 | advil</pre>
fix: a very old off-by-one error in `join_the_dots`<br>I've convinced myself that this is not intentional, good to fix, and
safe to fix. We'll see -- this pathfinding method is heavily used. The
issue appears to originate from 883396a6ffc, and is that
`cur.insert(cur.begin() + random2(cur.size()), *ai);` cannot insert at
the end of `cur`. Since `cur` starts empty in the relevant loop, and at
most three things can be inserted, this insertion or the resulting
behavior is completely deterministic in a number of circumstances and at
least always deterministic in what the third element is if there are
three. The most visible one I am aware of was when pathfinding near a
masked region (a vault), if the path gets pushed N or S by a mask, and
needs to eventually get the other direction, emergent behavior can
(must?) cause the path to continue deterministically N or S until it
hits something (e.g. the map boundary), and then make a loop back, also
moving straight. This often looks quite weird, especially if there is a
long distance to the map boundary.  Example (I was able to replicate
this exact case using the seed and spent some time investigating it):<br>
https://www.reddit.com/r/dcss/comments/wl9yrm/odd_shallow_water_formation_should_i_be_looking/<br>
This commit also includes some useful debug code that I wouldn't want to
write again, and tries to comment the pathfinding part of this algorithm
to the best of my understanding (it's odd). I've also isolated the rng
here, to try to control the impact of calling jtd and random draws
before and after for any future changes to this algorith (since it had a
very unpredictable effect due to the varying number of draws). This may
or may not be futile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7c58e119a4">7c58e119a4</a> | 2022-08-15 16:25:01 -0700 | Alex Jurkiewicz</pre>
Remove unused variable<br>ui.cc:2174:9: warning: variable 'ew' set but not used [-Wunused-but-set-variable]
    int ew = 0;
        ^
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=17b7e71a25">17b7e71a25</a> | 2022-08-15 16:24:01 -0700 | Nikolai Lavsky</pre>
fix: don't offer Meteorae potion petitions with invisibility<br>Since Meteorae can become invisible only via the shadow form, there is
no point to offer them petitions with the invisibility potion.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc2ad454c0">fc2ad454c0</a> | 2022-08-15 16:23:21 -0700 | Nicholas Feinberg</pre>
Disable opportunity attacks when swapping<br>Since the enemy can't follow you directly anyway.<br>
Probably this should also apply to moving out of a fedhas plant.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f74c4bd0f">9f74c4bd0f</a> | 2022-08-15 16:23:21 -0700 | Nicholas Feinberg</pre>
Turn sandblast into speedblast<br>Player feedback feels very strongly that 2x delay is too high. By
popular demand, let's try it at 1.5x delay instead.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=569b05d6ff">569b05d6ff</a> | 2022-08-14 23:08:34 -0700 | Rytis Petronis</pre>
Add sentei_temple_godly_chess chessboard temple for 17 gods<br>[ Committer's note: Closes #2636. Taught the gods a bit more opening
  theory. ]
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6990b1bffc">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.29-a0-1052-g6990b1bffc.zip">here</a>.]]></description>
            <pubDate>Wed, 17 Aug 2022 05:44:39 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.28-a0-1629-gf728b707aa.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.28-a0-1629-gf728b707aa.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f728b707aa">f728b707aa</a> | 2022-01-23 13:46:06 -0800 | Perry Fraser</pre>
fix: set FTILE in kennysheep_arrival_seaside stair<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c66546352e">c66546352e</a> | 2022-01-23 11:10:02 -0500 | advil</pre>
fix: initialize a bool (Goratrix)<br>This was resulting (depending on random local circumstances) in the
first viewmap command sometimes being dropped spuriously.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6e7a31e4fc">6e7a31e4fc</a> | 2022-01-23 10:58:36 -0500 | advil</pre>
fix: map touch input backspace to esc<br>The lack of esc is one of the more immediate issues for using an
on-screen keyboard, and using backspace seems like a workable solution.
Backspace is prominent on these any touch virtual keyboard I've seen and
would otherwise just go (almost) unused on touch input (in fact sending
a fairly useless ctrl-h, which maybe needs a webtiles workaround in
general). This only affects key input events handled via the mobile
input button, so doesn't affect normal play or touch devices with
physical keyboards.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e5bbfea7ee">e5bbfea7ee</a> | 2022-01-23 10:19:52 -0500 | advil</pre>
feat: use DESC_INVENTORY_EQUIP for carried stash search results<br>Suggestion from u/SvalbardCaretaker
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee65da1d57">ee65da1d57</a> | 2022-01-23 10:06:59 -0500 | advil</pre>
fix: select first travelable item in stash search<br>Some players use this menu as a quick shortcut while collecting items
that they are sure already exist, and I guess having to hit ','+enter is
too much work. This lets enter immediately travel to the first
travelable item.<br>
I'm undecided as of yet what to do with the lettering: I respect that
many players have some muscle memory for ctrl-f a, but on the other
hand, I don't think the fact that a kind of dodgy UI decision is
enshrined in people's muscle memory is a good reason to keep it. I'm
definitely opposed to making items on the current position fully
unselectable in this UI, as was done (for carried items) in response to
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=20374. This makes
the whole UI less usable and there's a ton of players who don't need or
want the reversion that was (rather unconstructively) advocated for in
that old thread.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=820543e53a">820543e53a</a> | 2022-01-22 19:38:17 -0500 | advil</pre>
fix: enable feature actions in full square describe<br>Under this one code path (which happens with multiple describable things
on the same square) a bool was not correctly applied.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70179d601d">70179d601d</a> | 2022-01-22 19:22:08 -0500 | advil</pre>
fix: further fix describe item actions (perryprog)<br>inventory items can't be expected to have a valid item index relative to
env.items.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c30f734a66">c30f734a66</a> | 2022-01-22 16:14:06 -0500 | advil</pre>
fix: remove debug code<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=86ee99c729">86ee99c729</a> | 2022-01-22 15:52:08 -0500 | advil</pre>
fix: parens<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d457d2bfb3">d457d2bfb3</a> | 2022-01-22 15:42:00 -0500 | advil</pre>
fix: expand item index check from b35b39474d43<br>Reading and quaffing shouldn't work for this case either (and will
crash).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=f728b707aa">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.28-a0-1629-gf728b707aa.zip">here</a>.]]></description>
            <pubDate>Mon, 24 Jan 2022 06:44:25 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.27-a0-1611-gff50d6eb01.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.27-a0-1611-gff50d6eb01.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff50d6eb01">ff50d6eb01</a> | 2021-07-20 22:58:09 -0500 | gammafunk</pre>
doc: Add a tier 1 vault demon to the mailmap<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=de9417c70f">de9417c70f</a> | 2021-07-20 22:54:09 -0500 | gammafunk</pre>
feat: Remove `allow_dup` from a shop vault (ardl)<br>This style of "inconvenient shop" is amusing, but less amusing the
second time you get it in the same game. Remove `allow_dup`, so it only
generates once per game.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=669cdb294d">669cdb294d</a> | 2021-07-20 22:33:34 -0500 | gammafunk</pre>
feat: Allow spectral ego on certain weapons<br>Currently the spectral ego is only allowed on two-handed weapons or the
one-handed club base type, even for artefacts and vault-defined weapons
that request the spectral ego. Yet the scroll of brand weapon bypasses
this exception, allowing spectral as a result on any one-handed melee
weapon, to help make that scroll more exciting. We already have the
weapon property data to limit spectral to only club or staves on mundane
generated items. This commit removes the handedness restriction for
spectral, thus allowing it to generate on all artefact melee weapons and
on vault-defined melee weapons that specifically ask for that ego. This
won't increase the amount of spectral too much and makes the ego's logic
consistent. It's now simply a melee-only ego that's allowed on
artefacts, like other such egos, but is limited to clubs and staves for
mundane weapon generation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=60587a63ad">60587a63ad</a> | 2021-07-20 22:23:24 -0500 | gammafunk</pre>
feat: Adjust monster-placing Elf vaults<br>Most changes are to refactor syntax of recently merged Elf branch
monster vaults by nicolae. We use numeric glyphs for monsters and
simplify statements. A couple vaults have more significant changes, as
described here:<br>
nicolae_elf_defective_weapons_storage:<br>
Instead of having various helpless and inneffective dancing weapons,
rework this vault to place dancing weapons that all have some kind of
permanent debuff (and hence are still "defective"), but have other
aspects allowing them to still be significant threats. Break weapons up
into three tiers by type of ego we'll give as well as type of debuff:
fast acting chaos weapons get blindness, slower acting distortion
weapons get slowness, so they'll be slower than normal speed, and we use
highest quality base types for venom, but make them "damaged" (-1 to -4
enchant) and permanently corroded.<br>
The vault is now a runed door vault since it's fairly dangerous and
having these weird weapons leak out into the level would ruin the theme.
Not to mention that the blind weapons need to stay in a fairly confined
area to be effective. It's layout has gotten a slight trim to completely
reveal the loot inside. Since I worked with nicolae to re-imagine this
vault, we agreed to rename it to
nicolae_gammafunk_elf_defective_weapons_storage.<br>
nicolae_elf_double_double_double_trouble:<br>
This is a runed door vault, but the current layout means a player might
be forced to open the door to reach otherwise disconnected areas in Elf.
We like to avoid forcing players to take runed doors, and although two
blade masters with two double swords is not an especially dangerous
threat that would normally warrant a runed door, it's helpful for the
specific theme of this vault. So mark the doors and sealed areas of the
vault as opaque for connectivity purposes. Add more runed door to keep
the two blademasters separated, increasing the visual theme. Upgrade one
of the blademasters' double swords to either good_item or randart, thus
allowing them to pose a bit more of a threat. Finally, introduce a
star_item and two normal item loot pieces on both sides of the vault,
giving some incentive to open the vault for those who wouldn't benefit
from the weapons.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=979284e43a">979284e43a</a> | 2021-07-20 22:23:24 -0500 | Nicolae Carpathia</pre>
Update elf_deep_mausoleum based on gammafunk comments<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddbec97b21">ddbec97b21</a> | 2021-07-20 22:23:24 -0500 | gammafunk</pre>
feat: Adjust some Elf entry vaults<br>For nicolae_elf_arrival_dilemma, technically we shouldn't require
passage through a runed door like this to the rest of a level, but I'm
allowing it in this case. The right side of the vault is a perfectly
ordinary encounter with four monsters, hence always a reasonable option
for those with basic preparation for Elf. The runed door for this side
fits the "border check" aspect, which allows inexperienced players to
re-evaluate their decision before it's too later. The two choices feel
one-dimensional, and a single high level elf feels a bit sad alone
behind a runed door. So we up the runed door aspect, adding a second
high level elf to the left section and two high quality loot pieces,
also adding one normal quality loot item to the right section. Give this
entry half weight so that it's not too common.<br>
For nicolae_elf_arrival_no_cutting_in_line, ensure we place at least two
monsters in each of the two thematic groups. The odds of rolling no
monsters in the orc group or no monsters in the elf group are not that
small, and if either happens the vault's theme is ruined. This increases
the size of each group by 1.5 monsters on-average, but the groups are
only 3.5 monsters each, and the monsters used here are common for Orc
and late dungeon.<br>
Some glyph and syntax cleanups for this and two other
entry vaults.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ed5bec7572">ed5bec7572</a> | 2021-07-20 22:23:24 -0500 | gammafunk</pre>
feat: Split up vaults in elf.des<br>Move decorative and monster-placing vaults into their own distinct
sections.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2d3e3a81d9">2d3e3a81d9</a> | 2021-07-20 22:23:24 -0500 | gammafunk</pre>
fix: Remove `decor` from Elf vaults<br>The decor tag does nothing in vaults except on D:14- and in Depths,
hence we don't need that tag for vaults in Elf.<br>
Also update the DES syntax document for decor to refer to the correct
range where the tag applies.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5ea49452ee">5ea49452ee</a> | 2021-07-20 22:23:24 -0500 | gammafunk</pre>
fix: Remove `no_dump` from a Hall of Blades vault<br>Forgot to remove this tag from this vault in a previous commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7cc329e542">7cc329e542</a> | 2021-07-20 22:23:24 -0500 | Nicolae Carpathia</pre>
Add two decor vaults to Elf.<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=ff50d6eb01">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.27-a0-1611-gff50d6eb01.zip">here</a>.]]></description>
            <pubDate>Wed, 21 Jul 2021 05:44:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.26-a0-1213-gd52f5182fe.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.26-a0-1213-gd52f5182fe.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d52f5182fe">d52f5182fe</a> | 2020-12-29 08:24:35 -0800 | Nicholas Feinberg</pre>
Rename art-data MAGIC->WILL<br>MAGIC was always an extremely confusing property name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0de2e1c0f6">0de2e1c0f6</a> | 2020-12-29 06:58:43 -0600 | gammafunk</pre>
Fix a changelog entry (ebering)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=66cac9c236">66cac9c236</a> | 2020-12-29 06:14:40 -0600 | gammafunk</pre>
Update the changelog<br>Through 0.26-a0-1210-gada54dbd18.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ada54dbd18">ada54dbd18</a> | 2020-12-29 06:06:41 -0600 | gammafunk</pre>
Restore the Glaive of the Guard's enchantment (curatorofearth)<br>Make it +8 again, since its spectral weapon ego is good, but not good
enough to also have bad enchantment. This was an apparently
unintentional change made when ebering was testing a version with
multiple spectral weapons (!!).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49d2223b27">49d2223b27</a> | 2020-12-29 05:11:49 -0600 | gammafunk</pre>
Tweak boulder beetle rolling AI<br>Boulder beetles currently continue rolling even if they don't have a
viable move, which leads to them rolling in-place behind monsters or
damaging clouds. This does confer a benefit to the monster should a
viable path open up before the roll enchantment expires, but is counter
to the player expectation that rolling implies to movement. This commit
has boulder beetles stop rolling if they have no viable move, and
likewise prevents them from attempting to roll if there is no viable
move. Although this is a slight nerf to boulder beetles, they're quite
worthy foes already.<br>
This implementation uses the monster tracking info use by thorn hunters,
specifically tracking what our next viable move is. It would be ideal to
have better fidelity about this move information, since it doesn't
necessarily contain the move a monster would end up choosing. A later
codepath ends up trying a backup move location if current choice proves
unviable, but we don't have access to this data.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=978f32097b">978f32097b</a> | 2020-12-29 13:03:34 +0200 | wheals</pre>
Clarify AF_CONFUSE's confusing flavour<br>AF_CONFUSE, when combined with AT_SPORE, represents a cloud of confusing
spores that cause confusion when breathed in. Otherwise, it is simply a
magical effect that causes confusion.<br>
Fixes #1385
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dd5fdbaec6">dd5fdbaec6</a> | 2020-12-29 12:58:38 +0200 | wheals</pre>
Remove a confusingly redundant function.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=814068fe0c">814068fe0c</a> | 2020-12-29 12:27:21 +0200 | wheals</pre>
Add some periods.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4083c211ab">4083c211ab</a> | 2020-12-28 14:38:29 -0500 | advil</pre>
Mark an ossuary entrance as transparent<br>Resolves #1639
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fff606423">6fff606423</a> | 2020-12-28 14:13:37 -0500 | advil</pre>
Transparency fixes for a kennysheep vault (12426)<br>It lacks an @, so when marked as opaque could generate with the single
door not connected.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d52f5182fe">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.26-a0-1213-gd52f5182fe.zip">here</a>.]]></description>
            <pubDate>Wed, 30 Dec 2020 06:44:19 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.25-a0-1137-g7f6bfe439b.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.25-a0-1137-g7f6bfe439b.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7f6bfe439b">7f6bfe439b</a> | 2020-05-22 21:11:17 -0700 | Nicholas Feinberg</pre>
Remove +11 GDA (vt)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1285e62ab">c1285e62ab</a> | 2020-05-22 12:57:18 -0400 | CanOfWorms</pre>
Adjust troves fees<br>Now that agility potions have become stabbing potions, their situational
utility makes them a poor choice for trove fees.

Scrolls of fog and fear are added as trove fees as well, since they are
both fairly strong defensive consumables, although an argument could be
made that fear's utility decreases as the player progresses in the game.
Both scrolls are given the same fee as blinking, since they have the same
generation weight, but it's also reasonable to make them cost more.

Scrolls of summoning are also a good candidate for trove fees, but I'm
not adding them for now since it requires some uselessness checks if the
player has sacrificed Love under Ru.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7103978af7">7103978af7</a> | 2020-05-22 05:50:20 -0500 | gammafunk</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cef5c75803">cef5c75803</a> | 2020-05-22 06:16:18 -0400 | CanOfWorms</pre>
Insert a cap in spell failure calculations<br>It's possible to cause an overflow in the spell failure calculations with
extreme encumbrance values, achieved by having 0 or 1 strength and wearing
CPA. This commit sets the cap to a value slightly lower than where the
overflow should theoretically occur to avoid this.

This should be considered a temporary solution until something more elegant
is done with the spell failure calculations.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=93ebf739aa">93ebf739aa</a> | 2020-05-19 21:35:04 -0400 | Alex Jurkiewicz</pre>
Require upper-case Y to forget Vehumet gifts<br>Resolves #1418
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9d38388ac0">9d38388ac0</a> | 2020-05-19 08:15:47 +0100 | Kate</pre>
Update misc acquirement handling<br>Don't generate tremorstones in stacks (this would cause crashes since
they're now non-stackable), and don't generate tremorstones again once
they've been seen. Since this makes it possible for all misc items to be
useless (with Sacrifice Love and having found one of each of the XP
evokers), add a fallback to just generate duplicates of the XP evokers.<br>
(Currently the only way to actually acquire misc should be via vault
placement in a couple of sprint maps.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3921152533">3921152533</a> | 2020-05-19 07:29:25 +0100 | Kate</pre>
Remove acquirement items from some abyss vaults<br>Only troves should use actual acquirement code to generate tailored items -
other vaults use good_item for high-quality loot.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3926558f3a">3926558f3a</a> | 2020-05-19 04:51:05 +0100 | Kate</pre>
Fix a broken alphashops entry (#12262)<br>alphashops places items by subtype only and doesn't generate items that
require "ego" lines, so changing harm from an amulet to a scarf means it
should be removed from the vault (since the "S" shop already places
scarves).<br>
Since scarves are defined purely by their ego and are more like jewellery
than other armour slots, it'd probably also be fine to rework the vault to
remove scarves from "S" and place each ego in the relevant shop.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a7b400a135">a7b400a135</a> | 2020-05-18 19:56:15 -0400 | advil</pre>
Even more save info fixes / tweaks<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fd937d7183">fd937d7183</a> | 2020-05-18 19:08:20 -0400 | advil</pre>
Obvious bugfix<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7f6bfe439b">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.25-a0-1137-g7f6bfe439b.zip">here</a>.]]></description>
            <pubDate>Sat, 23 May 2020 05:48:21 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.24-b1-0-g0f74319.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.24-b1-0-g0f74319.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f74319286">0f74319286</a> | 2019-10-11 12:18:19 -0400 | advil</pre>
Don't crash with equip_unequip<br>I think this case just got missed in b57a41d.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a050431806">a050431806</a> | 2019-10-10 18:28:50 -0400 | Umer Shaikh</pre>
Allow putting on jewellery from the floor<br>This commit extends previous functionality to work with
puton_ring (which also handles amulets). Amount of time to perform the
action is the same as putting on jewellery from the inventory.<br>
[ Closes #1136 ]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b57a41df76">b57a41df76</a> | 2019-10-10 18:23:04 -0400 | Umer Shaikh</pre>
Allow wielding and wearing from the floor<br>This commit changes wield_weapon and wear_armour to use use_an_item so
the player can wield and wear from the floor. It also changes
use_an_item so * and - options are allowed to, respectively, view and
choose from all items and (if selecting weapons) swap to bare hands.
This means * is now available for quaffing and reading as well.<br>
The wield weapon menu can now be brought up even if there are no weapons
around---indeed, even if there is nothing at all around. The first is
because you can wield non-weapons with *. The second is because you
always have your bare hands, and I am anticipating a menu where basic
stats for weapons are displayed alongside the options (a long-standing
feature request).<br>
This commit implements * to show all items. This preserves the current
ability to wield non-weapons and fulfills a TODO marked in the existing
use_an_item code, so that * can be used for reading scrolls and quaffing
as well. However, my own feeling is that this is not a usefull bit of UI
complexity from the player's side. You cannot quaff non-potions, read
non-scrolls, or wear non-wearables anyway. And as far as I know the only
practical use for wielding non-weapons is breadswinging, a niche
speedrunning tactic. I suggest cutting this and cutting the ability to
wield non-weapons.<br>
This commit makes wielding or wearing from the floor take the same
amount of time as wielding or wearing from your inventory. I think this
is the least surprising UI and is consistent with the current behaviour
for quaffing and reading from the floor (10 aut). I anticipate this
means speedrunners and the hyper-optimal will want to sometimes pick
items up by wielding them from the floor (e.g., wielding arrows to pick
them up).<br>
[ Committer's note: Wielding arrows from the floor to pick them up then
  switching back to the previously wielded item costs 15 aut and 2 turns.
  Just picking up the arrows costs 10. Whether turns or aut are used for
  scoring, just picking up arrows is faster. ]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7a8766ae5">b7a8766ae5</a> | 2019-10-10 18:06:47 -0400 | Byrel Mitchell</pre>
Fixed bug in OTR variance reduction commit<br>This makes it impossible to gain extra OTR duration by breadswinging during
the final turn of duration.<br>
[Closes #1177]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71cb82dfb8">71cb82dfb8</a> | 2019-10-11 02:44:24 +0800 | Aidan Holm</pre>
Fix crash when repeating menu evocations (gammafunk)<br>When repeating the previous command via the ` key, the UI is not fully
laid out. The current implementation depends on having the menu more
text default to not being visible for the UI to layout correctly.<br>
On local tiles this isn't an issue, since scrollers render their own
scrollbars, but on console the scroll position is rendered to the more,
and the layout error was causing a division by zero in the position
calculation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddf7d93d98">ddf7d93d98</a> | 2019-10-10 14:29:33 -0400 | Byrel Mitchell</pre>
Adjust OTR to be more turn length invariant.<br>Changed direct damage to use turn length in auts (instead of 10s of auts) for direct damage, and to scale odds of adding a poison stack linearly between 1 and 20 aut turn lengths (instead of 50% odds regardless of turn length.) This has the same results as previous calculation at 10 aut turns, but eliminates the incentive to 'quick-blade-swing' to add poison stacks rapidly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36a6468e2f">36a6468e2f</a> | 2019-10-11 01:41:06 +0800 | Aidan Holm</pre>
Don't scale when rendering lines (Goratrix, 12085)<br>This bug was caused by line buffer rendering correctness depending on
the GL scale being the same when buffer packing and when rendering,
which was only required due to the way the local tiles minimap worked.<br>
The local tiles minimap has been changed to render the boundary box with
no scaling, fixing this weird quirk.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5730307ebe">5730307ebe</a> | 2019-10-10 13:36:11 -0400 | Nikolai Lavsky</pre>
Indicate damage done by Ignite Poison<br>This commit brings Ignite Poison in line with other damaging spells
that use exclamation marks to show the amount of damage done.<br>
It is a followup for PR #952 and commits 4a3ee908 and 1f260a4b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=410b6b9510">410b6b9510</a> | 2019-10-11 00:53:02 +0800 | Aidan Holm</pre>
Revert "Remove UI_CRT and other UI gunk"<br>Reverted due to https://crawl.develz.org/mantis/view.php?id=12090<br>
This reverts commit ad5c9ccc1d3bb7aae20c7d970926c877ea0f62fe.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc6939d5a1">bc6939d5a1</a> | 2019-10-11 00:02:05 +0800 | Aidan Holm</pre>
Fix minimap stretching on local tiles<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0f74319">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.24-b1-0-g0f74319.zip">here</a>.]]></description>
            <pubDate>Sat, 12 Oct 2019 05:49:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.24-a0-812-ga050431.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.24-a0-812-ga050431.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a050431806">a050431806</a> | 2019-10-10 18:28:50 -0400 | Umer Shaikh</pre>
Allow putting on jewellery from the floor<br>This commit extends previous functionality to work with
puton_ring (which also handles amulets). Amount of time to perform the
action is the same as putting on jewellery from the inventory.<br>
[ Closes #1136 ]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b57a41df76">b57a41df76</a> | 2019-10-10 18:23:04 -0400 | Umer Shaikh</pre>
Allow wielding and wearing from the floor<br>This commit changes wield_weapon and wear_armour to use use_an_item so
the player can wield and wear from the floor. It also changes
use_an_item so * and - options are allowed to, respectively, view and
choose from all items and (if selecting weapons) swap to bare hands.
This means * is now available for quaffing and reading as well.<br>
The wield weapon menu can now be brought up even if there are no weapons
around---indeed, even if there is nothing at all around. The first is
because you can wield non-weapons with *. The second is because you
always have your bare hands, and I am anticipating a menu where basic
stats for weapons are displayed alongside the options (a long-standing
feature request).<br>
This commit implements * to show all items. This preserves the current
ability to wield non-weapons and fulfills a TODO marked in the existing
use_an_item code, so that * can be used for reading scrolls and quaffing
as well. However, my own feeling is that this is not a usefull bit of UI
complexity from the player's side. You cannot quaff non-potions, read
non-scrolls, or wear non-wearables anyway. And as far as I know the only
practical use for wielding non-weapons is breadswinging, a niche
speedrunning tactic. I suggest cutting this and cutting the ability to
wield non-weapons.<br>
This commit makes wielding or wearing from the floor take the same
amount of time as wielding or wearing from your inventory. I think this
is the least surprising UI and is consistent with the current behaviour
for quaffing and reading from the floor (10 aut). I anticipate this
means speedrunners and the hyper-optimal will want to sometimes pick
items up by wielding them from the floor (e.g., wielding arrows to pick
them up).<br>
[ Committer's note: Wielding arrows from the floor to pick them up then
  switching back to the previously wielded item costs 15 aut and 2 turns.
  Just picking up the arrows costs 10. Whether turns or aut are used for
  scoring, just picking up arrows is faster. ]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7a8766ae5">b7a8766ae5</a> | 2019-10-10 18:06:47 -0400 | Byrel Mitchell</pre>
Fixed bug in OTR variance reduction commit<br>This makes it impossible to gain extra OTR duration by breadswinging during
the final turn of duration.<br>
[Closes #1177]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=71cb82dfb8">71cb82dfb8</a> | 2019-10-11 02:44:24 +0800 | Aidan Holm</pre>
Fix crash when repeating menu evocations (gammafunk)<br>When repeating the previous command via the ` key, the UI is not fully
laid out. The current implementation depends on having the menu more
text default to not being visible for the UI to layout correctly.<br>
On local tiles this isn't an issue, since scrollers render their own
scrollbars, but on console the scroll position is rendered to the more,
and the layout error was causing a division by zero in the position
calculation.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ddf7d93d98">ddf7d93d98</a> | 2019-10-10 14:29:33 -0400 | Byrel Mitchell</pre>
Adjust OTR to be more turn length invariant.<br>Changed direct damage to use turn length in auts (instead of 10s of auts) for direct damage, and to scale odds of adding a poison stack linearly between 1 and 20 aut turn lengths (instead of 50% odds regardless of turn length.) This has the same results as previous calculation at 10 aut turns, but eliminates the incentive to 'quick-blade-swing' to add poison stacks rapidly.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=36a6468e2f">36a6468e2f</a> | 2019-10-11 01:41:06 +0800 | Aidan Holm</pre>
Don't scale when rendering lines (Goratrix, 12085)<br>This bug was caused by line buffer rendering correctness depending on
the GL scale being the same when buffer packing and when rendering,
which was only required due to the way the local tiles minimap worked.<br>
The local tiles minimap has been changed to render the boundary box with
no scaling, fixing this weird quirk.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5730307ebe">5730307ebe</a> | 2019-10-10 13:36:11 -0400 | Nikolai Lavsky</pre>
Indicate damage done by Ignite Poison<br>This commit brings Ignite Poison in line with other damaging spells
that use exclamation marks to show the amount of damage done.<br>
It is a followup for PR #952 and commits 4a3ee908 and 1f260a4b.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=410b6b9510">410b6b9510</a> | 2019-10-11 00:53:02 +0800 | Aidan Holm</pre>
Revert "Remove UI_CRT and other UI gunk"<br>Reverted due to https://crawl.develz.org/mantis/view.php?id=12090<br>
This reverts commit ad5c9ccc1d3bb7aae20c7d970926c877ea0f62fe.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc6939d5a1">bc6939d5a1</a> | 2019-10-11 00:02:05 +0800 | Aidan Holm</pre>
Fix minimap stretching on local tiles<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fe114aac19">fe114aac19</a> | 2019-10-10 22:45:34 +0800 | Aidan Holm</pre>
Remove ui_ prefix from namespaced functions<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=a050431">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.24-a0-812-ga050431.zip">here</a>.]]></description>
            <pubDate>Fri, 11 Oct 2019 05:47:38 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.23-a0-891-g16004d8.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.23-a0-891-g16004d8.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=16004d8ef0">16004d8ef0</a> | 2019-01-28 01:14:13 -0500 | NormalPerson7</pre>
Make yellow draconians' rAcid a true mutation (11381)<br>Previously, yellow draconians' rAcid was hardcoded into the game and
they were given a fake mutation description in the species yaml file.
This had the problem that when transforming into statue or lich form,
the fake mutation description was greyed out on the A screen despite
continuing to function.<br>
Therefore, add a new acid resistance mutation, MUT_ACID_RESISTANCE, and
give it to yellow draconians. Remove the special-casing for yellow
draconians' rAcid at the same time, and add a new minor version to
manually give yellow draconians in progress their rAcid mutation.<br>
Additionally, add back "(rCorr)" to the mutation description on the A
screen. This was lost when species definitions were converted to yaml
files.<br>
[Committer's note: Closes #965]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c1834021d8">c1834021d8</a> | 2019-01-27 23:49:51 -0500 | advil</pre>
swap true and false (vt)<br>[skip ci]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b46e92f49">6b46e92f49</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Actually use a function added earlier<br>Was added to consolidate debug code with real setup code, but then only
used for debug code.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=72c98355c2">72c98355c2</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Finish sentence (switch__)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4f7982ca75">4f7982ca75</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Webtiles implementation for the progress bar<br>Pregen is still disabled in DGL builds, but with this commit it now
works exactly the same as tiles/console.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5e79892fce">5e79892fce</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
checkwhite<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6caef08bea">6caef08bea</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Two sanity-check fixes<br>Both of these, I think, were leading to memory corruption. In the case
of the tileweb.cc change, if you were to set the number of ui state
channels to 0, and then try to push a ui update to channel 0, this could
lead to memory corruption if your stdlib let it happen. In the case of
the formatted_string change, what's being pushed back is really an
fs_op, and so the constructor needs to be called, in which case it is
really better as an emplace_back; I'm not 100% sure that this would be
bad on all (or any) stdlib implementations (since it might rely on an
implicit copy constructor or something), but I definitely got an lldb
backtrace with a crash inside this call.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=568795b110">568795b110</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
More documentation for seeding<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4636eb8d82">4636eb8d82</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Make Boris compatible with pregeneration<br>This (in a kind of ad-hoc way) simple regenerates Boris with a fixed
probability on appropriate levels, as long as he is dead and has been
killed at least once.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62981b35a7">62981b35a7</a> | 2019-01-27 23:13:21 -0500 | advil</pre>
Fix some state bugs with pregeneration<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=16004d8">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.23-a0-891-g16004d8.zip">here</a>.]]></description>
            <pubDate>Mon, 28 Jan 2019 06:37:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.22-a0-815-gb582571.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.22-a0-815-gb582571.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b582571b5a">b582571b5a</a> | 2018-07-23 10:06:16 +0800 | Edgar A. Bering IV</pre>
Don't re-check forgotten map squares (10461)<br>Prevents annotations for runed doors and transporters from stacking up.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8125a50190">8125a50190</a> | 2018-07-23 09:25:46 +0800 | Aidan Holm</pre>
Fix segfault after viewing help from menu (josh, #11553)<br>These extra lines were holdovers from the previous menu implementations,
which needed to explicitly re-render after showing the help screen and
used reentrancy to do so. This caused an additional UI layer to be
pushed for every time the help was opened; these were not popped when
end() was called, because the UI framework does not handle exceptions
(yet?).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f2cf4e3eae">f2cf4e3eae</a> | 2018-07-23 09:15:55 +0800 | Aidan Holm</pre>
Fix use of uninitialized memory in help (josh)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c1e2d5471">4c1e2d5471</a> | 2018-07-22 12:31:00 -0400 | advil</pre>
Fix further issues with extra init/exits in SkillMenu (Gorice)<br>Bugs 11527, 11549. This class really needs to be rewritten with a proper
constructor etc. Thanks to Gorice for the diagnosis of the bug in
https://crawl.develz.org/mantis/view.php?id=11527&nbn=1#bugnotes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf238096ae">bf238096ae</a> | 2018-07-22 04:58:07 -0500 | gammafunk</pre>
Adjust Harold's attack, armour, spells, and depth (mikee)<br>Harold doesn't post much of a threat in his current incarnation. In
later dungeon and lair levels he has a difficult time doing appreciable
damage. Additionally his spell set of bolt of fire and emergency blink
don't particularly match well with this bounty hunter theme.<br>
This commit increases Harold's base attack damage by 75%, and gives him
better armour on-average. Additionally he loses Bolt of Fire and
Emergency Blink, gaining Harpoon Shot (currently only seen on swamp
worms and iron giants) and Sentinel's Mark. Sentinel's Mark should make
Harold more of a complicating factor where he appears. Harpoon Shot
prevents player escape, allowing him to put that improved melee to more
use, and restores a bit of ranged damage from losing Bolt of Fire.
Harpoon loses Emergency Blink since it plays poorly with Harpoon Shot,
and since Blink isn't an especially effective spell now that Harold
mostly does melee damage.<br>
Finally, Harold's placement has been moved up so that he places on
D:7-11, Lair:1-2, and Orc:1 (formerly on D:10-12, Orc:1-2, Lair:1-4). He
should be more effective in those earlier Dungeon levels, and D:7-9
happen to have some of the lowest unique placement already.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=93d14410fa">93d14410fa</a> | 2018-07-22 04:39:37 -0500 | gammafunk</pre>
Hopefully fix menu scrolling in WebTiles (aidanh, robotcentaur, 11551)<br>If I were to guess why this change fixes things, I'd say the event
callback for scrolling synchronization needs to not try to handle events
for UI objects like menus that send their own sychronization messages.
I could be totally wrong...I'm trying to stay ignorant of most of
Javascript for as long as I can...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=cdea45354b">cdea45354b</a> | 2018-07-22 14:07:01 +0800 | Aidan Holm</pre>
Revert "Remove most remaining CRT control code"<br>This commit caused the main game UI to be displayed on webtiles before
starting a game, and also caused the end-game hiscores list to be
invisible. Don't have time to debug properly, so a quick revert is in
order.<br>
This reverts commit 91fb4304bbf47b9154f8e27076c55e3f2d47abdd.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fc7157da6">7fc7157da6</a> | 2018-07-22 13:04:19 +0800 | Aidan Holm</pre>
Add webtiles client-side scrolling<br>This commit adds client-side scrolling to all HTML UI layouts, including
formatted scrollers.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6ffe099ff9">6ffe099ff9</a> | 2018-07-22 13:04:19 +0800 | Aidan Holm</pre>
Add server -> client scroller synchronization<br>This commit sends all client-side scrollers' scroll events to webtiles
clients. The webtiles client responds by scrolling the scroller found
within the top popup, if there is only one such scroller.<br>
With this change, formatted scrollers now send two scroll update
messages: the pre-existing scroll update from UIHookedScroller, and this
newly-added update. The former currently provides client -> server
synchronization (currently lacking for other scrollers), and so webtiles
clients will ignore new scroll messages if the top popup is a formatted
scroller.<br>
There are race conditions here, since scroll update messages do not
identify their target widget.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fba9adeb19">fba9adeb19</a> | 2018-07-22 13:04:19 +0800 | Aidan Holm</pre>
Improve webtiles scroller line-height detection<br>The previous method of prepending a hidden span had a number of issues,
chief of which was that it recreated all scroller contents by converting
them to HTML and reparsing. This erased all canvas element contents.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=b582571">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.22-a0-815-gb582571.zip">here</a>.]]></description>
            <pubDate>Mon, 23 Jul 2018 05:37:08 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.21-a0-641-geef9d7f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.21-a0-641-geef9d7f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=eef9d7f0d2">eef9d7f0d2</a> | 2017-12-30 02:26:27 +0000 | Chris Campbell</pre>
Tweak Shatter some more<br>Add icy creatures back to the increased damage level (so they now take 2*
damage, compared to previously taking 1.5*), make the chances of wall
destruction all fixed instead of power-based, and update description.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=849abb4ab8">849abb4ab8</a> | 2017-12-30 02:00:18 +0000 | hellmonk</pre>
Simplify shatter damage formula.<br>Will always do either 1, 3, or 6 dice depending on the monster. Notably,
shatter will now damage insubstantial monsters (for 1 die of damage), will do
normal damage instead of 1/3 to water elementals, and no longer does
additional damage to icy monsters. TBH this should be simplified further.<br>
[Made some minor further adjustments, adjusting the order of operations for
checks on material/flight/insubstantiality for better consistency - MarvinPA]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8afaa31302">8afaa31302</a> | 2017-12-30 01:20:52 +0000 | Chris Campbell</pre>
Simplify LRD explosion damage and size<br>Make each material type have a fixed damage and size, and don't increase
damage or size on a cast that destroys a monster or wall. Adjust metal walls
to have a fixed chance of destruction once above the power threshold, as alli
other wall types already had (instead of a power-based chance - simplifying
these further across the board would probably be good).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=11b2e07010">11b2e07010</a> | 2017-12-29 15:44:44 -0500 | advil</pre>
Allow wall jump against closed doors via the ability<br>Since the ability is always possible, there's no reason not to allow
this now. When moving, moving against a closed door still has the
regular behavior for the door type.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6577c8f77">f6577c8f77</a> | 2017-12-29 15:44:44 -0500 | advil</pre>
Add a targeter/ability for WJC wall jump<br>This adds a way to trigger wall jump via an ability that has you target
a wall position; the targeter highlights the landing square and any
affected monsters. The behavior of wall jump activated this way should
be identical to that of move-triggered wall jump, but this is safer and
easier to understand.<br>
This ability is always available if the player has wall jump, but
doesn't replace move-triggered wall jump.  For safer movement,
move-triggered wall jump can be disabled in rc by setting
`wall_jump_move = false` (default: true) leaving only the ability.  The
`wall_jump_prompt` option remains, but by default is false.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=589fbc3efc">589fbc3efc</a> | 2017-12-29 07:22:59 -0500 | Neil Moore</pre>
Update new-member instructions slightly.<br>With the move of the private list, the set of people who can edit
it is different.<br>
[skip ci]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1790b8220f">1790b8220f</a> | 2017-12-29 07:22:59 -0500 | Neil Moore</pre>
Champagne and caviar for aidanh.<br>Welcome to the team!<br>
[skip ci]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=af8bc5dced">af8bc5dced</a> | 2017-12-28 22:21:32 -0500 | advil</pre>
Use random food tiles for rations<br>This is based on a bunch of ideas that came up in ##crawl-dev last week
(|amethyst, wheals, maybe others).  It may or may not be a good idea
UI-wise with this exact tile set (since all the tiles are very focused
on one food concept, and might give the wrong impression) but it does
make the food tiles, and especially food shops, less monotonous.<br>
This approach normalizes to the basic tile (currently the old bread
ration tile) in inventory. I've also brought back some old tiles, though
I left out the ones I found hardest to identify as food.  Handles save
compat for the inventory tile name.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c047d5f35">4c047d5f35</a> | 2017-12-27 14:02:52 -0800 | Alan Malloy</pre>
Update copyright from 2016 to 2018<br>It may look a little early to you, but I got a time machine for Christmas.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1e37ce5188">1e37ce5188</a> | 2017-12-26 07:12:43 -0600 | gammafunk</pre>
Fix messaging when the Borg's Vile Clutch enchantment expires<br>Previously it would say "You lose your grip on ..." when Vile Clutch
expired, since the message was handled in the constriction code after
the enchant expired. Move this message into the enchantment expiration
code, so it can say "The zombie hands release their grip on..." instead.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=eef9d7f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.21-a0-641-geef9d7f.zip">here</a>.]]></description>
            <pubDate>Sat, 30 Dec 2017 06:38:24 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.20-a0-1126-g0f15420.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.20-a0-1126-g0f15420.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f15420414">0f15420414</a> | 2017-05-16 12:45:43 -0700 | Doesnt</pre>
Don't let apocalypse crab breath attacks ignore player clarity<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=174c67540e">174c67540e</a> | 2017-05-16 05:55:01 -0500 | gammafunk</pre>
Changelog through 0.20-a0-1124-g2e29d97<br>Also a first pass at 0.20 release highlights.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2e29d97aba">2e29d97aba</a> | 2017-05-14 19:50:20 -0400 | Neil Moore</pre>
Improve abyss_greek_temple wrt WJC.<br>When WJC is not present, disable their altar; when they are, randomize
it along with the other altars rather than always placing it in the
middle.  Also, give the altar the correct floor tile.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db355f5443">db355f5443</a> | 2017-05-14 19:46:56 -0400 | advil</pre>
Add a max for pain bond damage calculation<br>Pain bond damage on the original target is calculated after the
recursive call based on hp difference, but in obscure conditions the
original target can actually be healed (if a druid dies in the
recursion).  Don't allow negative damage in the hurt calculations.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b7cbeb9e66">b7cbeb9e66</a> | 2017-05-09 22:29:06 -0500 | gammafunk</pre>
Disable gnolls in the stable release<br>After some discussion it was felt that there needs to be more work on
this species, specifically the way it tries to achieve its aim of
pushing the player to learn many skills. Several crawl skills yield high
reward for low XP investment, which is a general problem with crawl's
skill system, but the Gnoll aptitude system especially pushes the player
toward these skills. Crawl already does push players to train a variety
of of the most impactful skills, so if Gnolls are to be the species that
pushes players to hybridize in a meaningfully different way, it would be
better if it didn't try to prevent specialization using aptitude
decreases or skill level cutoffs. A secondary problem is that gnolls
require more careful checking of skill levels since each skill aptitude
independently changes based on the skill's training.<br>
One alternative being considered is to lock Gnolls into very low stat
levels, but to still give them high aptitudes.  This or any other rework
will likely not be ready in time for play-testing before feature freeze,
so this commit disables Gnolls in stable. When re-enabling Gnolls for
stable, simply revert this commit.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb42413abe">bb42413abe</a> | 2017-05-09 18:52:26 -0500 | gammafunk</pre>
Disable Wu Jian in stable<br>Making this god trunk-only for the upcoming 0.20 release. There's a
general consensus that the god needs more work, and the major idea being
explored (merging some powers into Uskayaw) will not be ready in time
for the feature freeze. It's also possible that the god will remain as a
separate god but with substantial changes to god powers. Trunk players
can still play-test Wu Jian, but altars to the god will be unavailable
in stable.<br>
If re-enabling Wu in stable, simply revert this commit. Note that the
two commits preceeding this (d9b63d7e and e512d5f5) should not be
reverted as they make actions like this easier in the future.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d9b63d7ea4">d9b63d7ea4</a> | 2017-05-09 18:34:46 -0500 | gammafunk</pre>
Refactor a disabled god check function<br>This is relevant for disabling Wu Jian in stable, but putting this in a
seperate commit so it doesn't get reverted if we re-enable that god in
stable when it's finished.<br>
Make this a switch to allow easier editing/expansion of this function in
the future, and use this function for the is_unavailable_god() function.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e512d5f585">e512d5f585</a> | 2017-05-09 18:12:09 -0500 | gammafunk</pre>
Make more room in an abyss altar vault<br>We keep adding new gods! Expand it and add Wu Jian.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=35a2cd32de">35a2cd32de</a> | 2017-05-09 09:34:44 -0400 | advil</pre>
Don't let shock serpent self-retaliate when confused (nikheizen)<br>This was recursing from the retaliation, and consequently a shock
serpent that bit itself would usually kill itself in a single bite, or
come close.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=62da73fdae">62da73fdae</a> | 2017-05-08 17:49:22 -0400 | Neil Moore</pre>
Miscellaneous mon-pick improvements.<br>Relocate some compile-time asserts next to the arrays they concern;
name a repeated anonymous type; make a run-time assert into an
ASSERT_RANGE; clarify a boolean return value; and replace an if-else
with a conditional.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0f15420">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.20-a0-1126-g0f15420.zip">here</a>.]]></description>
            <pubDate>Wed, 17 May 2017 05:37:31 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.19-a0-1937-g70ed36a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.19-a0-1937-g70ed36a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=70ed36aeb2">70ed36aeb2</a> | 2016-10-25 23:13:28 -0400 | Shmuale Mark</pre>
For trunk, make webtiles mouse control on by default.<br>Don't cherry-pick this.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=330ea1e693">330ea1e693</a> | 2016-10-25 23:12:47 -0400 | Shmuale Mark</pre>
Make webtiles mouse control an option (off by default).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=874f6784bf">874f6784bf</a> | 2016-10-25 17:31:07 -0700 | Nicholas Feinberg</pre>
Fix Fire Storm aborting<br>Bug introduced by 59ea75df (sort of): the warnings for "this beam
would hit you/a pal, are you sure?" triggered *after* spell
failure was checked.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5180b6bb6f">5180b6bb6f</a> | 2016-10-25 16:27:23 -0700 | Nicholas Feinberg</pre>
Tweak Channel Magic description<br>"a magical power regeneration ability" seemed very awkward. Not
totally satisfied with this version either, but I think it scans
a little better.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=052ff517c4">052ff517c4</a> | 2016-10-25 08:01:29 -0700 | Nicholas Feinberg</pre>
Fix freezing vapours description (Darox)<br>The curse of the copy-paste...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=59670f6dc4">59670f6dc4</a> | 2016-10-24 15:13:11 -0700 | Nicholas Feinberg</pre>
Display Hep's transfer radius at 5*<br>Hopefully not more confusing than helpful...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f4bb0bdfa4">f4bb0bdfa4</a> | 2016-10-24 12:34:43 -0700 | Nicholas Feinberg</pre>
Reduce Hepliaklqanal piety gain<br>Make it take longer for the god to bloom, especially with weaker
builds (since piety decay really eats into slow piety gains).
Slightly decrease piety costs so that they'll be usable.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ebf956298d">ebf956298d</a> | 2016-10-24 12:04:51 -0700 | Nicholas Feinberg</pre>
Remove some changelog highlights (MarvinPA)<br>RIP...
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c9712f40bc">c9712f40bc</a> | 2016-10-24 12:01:54 -0700 | Nicholas Feinberg</pre>
Cut ancestor cast freq from 40 -> 25<br>Nerfs.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3941b7aae1">3941b7aae1</a> | 2016-10-24 11:59:22 -0700 | Nicholas Feinberg</pre>
Remove status effect cures from Idealise<br>A marginal effect (that most people didn't realize existed!);
unecessary complexity. Now that ancestors are unliving and that
there's little penalty for their deaths, the effect is pretty
irrelevant.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=70ed36a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.19-a0-1937-g70ed36a.zip">here</a>.]]></description>
            <pubDate>Wed, 26 Oct 2016 05:37:33 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.18-a0-1805-g8ab820f.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.18-a0-1805-g8ab820f.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8ab820f8c4">8ab820f8c4</a> | 2016-04-24 22:27:11 -0400 | Shmuale Mark</pre>
Fix typo.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0930707038">0930707038</a> | 2016-04-24 11:02:10 -0700 | Nicholas Feinberg</pre>
Halve pubby_orc_utopia's weight<br>It ended up placing about 30-40% more frequently than other maps,
because (as an encompass) it can't be vetoed. It's also an
unusually XP-dense ending; can stand to show up a little less
often.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e65acefaa9">e65acefaa9</a> | 2016-04-24 10:05:04 -0700 | Nicholas Feinberg</pre>
Changelog fixes<br>Merged two redundant entries, and fixed a math error. (rElec is
a 'boolean resist', which means it provides more damage reduction
than a 'normal' resistance (rC, rF) of the same level.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76aef2b9e1">76aef2b9e1</a> | 2016-04-24 16:34:45 +0100 | Chris Campbell</pre>
Typo fix<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=fc652ffcd3">fc652ffcd3</a> | 2016-04-24 09:22:36 -0400 | Corin Buchanan-Howland</pre>
Update changelog<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dc7a371e4e">dc7a371e4e</a> | 2016-04-22 23:12:46 -0700 | Nicholas Feinberg</pre>
Don't log deaths of vault-named allies (rchandra)<br>"10172 | Ossuary  | Your ally decayed died"
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6250cb2454">6250cb2454</a> | 2016-04-22 12:44:32 -0700 | Alan Malloy</pre>
Make cmut ignore temp muts, instead of curing nothing (Undo)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=441868c839">441868c839</a> | 2016-04-22 11:38:01 +0100 | Chris Campbell</pre>
De-apostrophise a description<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c18daef7b9">c18daef7b9</a> | 2016-04-21 20:31:55 -0400 | Shmuale Mark</pre>
Remove Hive.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b5bbf13917">b5bbf13917</a> | 2016-04-21 16:42:15 -0700 | Nicholas Feinberg</pre>
Mention autofight in the quickstart<br>Start those bad habits early!
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8ab820f">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.18-a0-1805-g8ab820f.zip">here</a>.]]></description>
            <pubDate>Mon, 25 Apr 2016 05:36:52 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.17-a0-2220-g6fea741.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.17-a0-2220-g6fea741.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fea7410b7">6fea7410b7</a> | 2015-10-27 22:17:38 -0400 | Shmuale Mark</pre>
Merge pull request #169 from michaelbarlow7/asserts-bug<br>Removed important methods from within ASSERTs<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=43caaf9b0e">43caaf9b0e</a> | 2015-10-28 09:34:43 +1100 | Michael Barlow</pre>
Removed important methods from within ASSERTs<br>If asserts are not switched on during compilation, these methods are not
called, resulting in strange behaviour in-game (mobs don't follow the
player downstairs)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8711a14e6">c8711a14e6</a> | 2015-10-27 19:48:41 +0000 | Chris Campbell</pre>
Make Gozag's Call Merchant always place shops at the player's feet<br>Making shop placement depend on which dungeon levels have been generated results
in weird behaviour for spoiled players, such as saving late levels of D to allow
them to still generate shops there before the ability starts placing shops in
Vaults and then Depths, making the shops generally inaccessible until a rune is
found. It also results in the ability suddenly working in a completely different
way once all of D/V/U are explored.<br>
It might be possible to come up with some alternate implementation where shops
still require some exploration before being placed, but without the spoiler
issues and inconsistent behaviour, but in the meantime (for 0.17) this is
hopefully a simple improvement.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a280b8d143">a280b8d143</a> | 2015-10-27 16:55:38 +0000 | Chris Campbell</pre>
Fix Gozag bribe handling for the Hells<br>Fixes some incorrect handling of bribes when standing on the staircase to a
Hell sub-branch - the bribe would go to the wrong place (to the individual
sub-branch, which doesn't have any effect), and the player could also be
prompted twice if they answered no to the first prompt.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=73fe096001">73fe096001</a> | 2015-10-27 15:56:07 +0000 | Chris Campbell</pre>
Fix Zin's mutation curing still requiring an empty floor space<br>It still had the check despite not creating an altar any more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49c1de045d">49c1de045d</a> | 2015-10-26 23:05:26 -0400 | Neil Moore</pre>
Move Gift Necronomicon to N by default (ontoclasm)<br>It had been assigned to Y, but that meant a Hill Orc of Kiku would
get the Beogh pitch on Z.<br>
I considered V, but ontoclasm's suggestion of N is just as distinctive
and perhaps more mnemonic, not that it matters much for an ability you
will use at most once.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3c052a84d9">3c052a84d9</a> | 2015-10-26 22:56:29 -0400 | Neil Moore</pre>
Restore capital letters for one-time god abilities.<br>Those letters were assigned by _find_ability_slot(), but that function
was not even called for god abilities.  Now it is.<br>
Try to keep the "normal" a-e god abilities in fixed slots, even if
earlier abilities are remapped.  That is, "ability_slot = Berserk:z"
shouldn't cause Trog's Hand to shift down to 'a'.  This isn't a change
in behaviour (that's how set_god_abilities worked before), but did
require a change to find_ability_slot's signature.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=118695ef12">118695ef12</a> | 2015-10-26 19:11:42 -0700 | DrKe</pre>
Tweak Zin ability letters<br>Put Donate Gold on "e", after more commonly used invocations.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=754f01c540">754f01c540</a> | 2015-10-26 19:23:49 -0600 | Steve Melenchuk</pre>
Remove a stray wall from cerebov_grunt_fire_and_steel.<br>Oops.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bb7320eed7">bb7320eed7</a> | 2015-10-26 17:55:35 +0200 | Pekka Lampila</pre>
Fix kobold shield offset (#9953).<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=6fea741">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.17-a0-2220-g6fea741.zip">here</a>.]]></description>
            <pubDate>Wed, 28 Oct 2015 06:36:58 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.16-a0-4127-g24fbb24.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.16-a0-4127-g24fbb24.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=24fbb24a16">24fbb24a16</a> | 2015-03-01 19:38:38 -0500 | Neil Moore</pre>
Simplify (wheals)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1402169daa">1402169daa</a> | 2015-03-01 19:33:03 -0500 | Edgar A. Bering IV</pre>
Don't include (inert) in the action table for xp evokers (9486)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=75a0564fb9">75a0564fb9</a> | 2015-03-01 19:20:50 -0500 | Neil Moore</pre>
Be a little more careful.<br>I didn't mean to replace all those checks, just the base_type part.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f6222b3ab4">f6222b3ab4</a> | 2015-03-01 19:18:21 -0500 | Neil Moore</pre>
Stop vampire feeding when a corpse skeletonises.<br>See for example:
    http://crawl.akrasiac.org/rawdata/Kitty/crash-Kitty-20150301-233403.txt<br>
And improve a related message.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=49b462eac8">49b462eac8</a> | 2015-03-01 17:58:06 -0500 | Neil Moore</pre>
Fix debug mode compilation (oops)<br>Introduced by my "improvement" in 0.16-a0-4120-gb205902.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=92c252efc0">92c252efc0</a> | 2015-03-01 17:16:09 -0500 | Edgar A. Bering IV</pre>
Remove unique annotations for god gifts and pacification (dpeg, #9475)<br>If you convert Saint Roka his annotation follows you around even though
he's an ally. Additionally, prior to this patch, a annotation was only
removed for a pacified unique if the player saw the unique leave. This
has been changed to remove the annotation on pacification.<br>
This has a possible edge case that I don't think can actually happen. If
the unique is pacified and then becomes hostile again before leaving out
of the player's sight the annotation won't be re-added, which could lead
to a player being surprised. If this can happen (maybe with clouds?)
it's far less frequent than an annotation remaining because the player
did not see the monster leave.<br>
[Committer's note: removed a set of braces. -nfm]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9306c41744">9306c41744</a> | 2015-03-01 17:08:38 -0500 | Neil Moore</pre>
Don't use typedef with anonymous structs (minmay)<br>This isn't C.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b205902570">b205902570</a> | 2015-03-01 16:17:36 -0500 | Zannick</pre>
Prevent infinite recursion via frenzied twins (#9137)<br>- Don't attempt to make a frenzied twin hostile since it won't work.
- Don't convert one twin if the other dies insane.
- Refactor some common twin-finding code into a separate function.
- Hold off on upgrading them until after they come out of it. Duvessa
  won't be able to berserk while insane or exhausted anyways, and Dowan
  can't really cast while insane, so this mostly affects when Dowan's
  spell set changes and the message printed.
- A twin that comes out of frenzy reverts to the same attitude as their
  twin (or hostile if that twin is still frenzied or dead). This, I think,
  makes the most sense, since the only sources of frenzy are: the monster
  spell (which neither has), the AoE player spell, and the needle. And,
  let's face it, if both get frenzied by a monster using needles, it's
  probably the player's fault.
- Add "frenzied and insane" to monsters' debug descriptions.<br>
[Committer's note: Lifted a comma_separated_line call out of both sides
 of an if; and fixed braces. -nfm]
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1a44955996">1a44955996</a> | 2015-03-01 15:51:03 -0500 | Edgar A. Bering IV</pre>
Ambrosia no longer heals more when performing fast actions (#9504)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2bcf425b13">2bcf425b13</a> | 2015-03-01 15:41:30 -0500 | Neil Moore</pre>
Don't suppress textinput events for AltGr on Windows (#9306)<br>Ignore the keydown events entirely.  Thanks to Lasty for helping find the
right combination of modifiers to look for.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=24fbb24">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.16-a0-4127-g24fbb24.zip">here</a>.]]></description>
            <pubDate>Mon, 02 Mar 2015 06:36:00 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.16-a0-1992-g9ca7539.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.16-a0-1992-g9ca7539.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9ca753906b">9ca753906b</a> | 2014-11-08 14:44:02 -0600 | gammafunk</pre>
Define a constant under mingw compilation<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aaec901ee2">aaec901ee2</a> | 2014-11-08 10:20:59 -0800 | Nicholas Feinberg</pre>
Buff the Box of Beasts<br>Add 5 to the level of the selections, like the Rod of Shadows
buff. Possibly more sophisticated changes should be made, but
this is a good start.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=51e631d323">51e631d323</a> | 2014-11-08 10:06:15 -0800 | Nicholas Feinberg</pre>
Don't display melded weapons in webtiles<br>In the Wp: slot.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d754fce01b">d754fce01b</a> | 2014-11-08 10:06:15 -0800 | Nicholas Feinberg</pre>
Add an overlooked part of the Gozag commit<br>git is too hard :(
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0b8360431d">0b8360431d</a> | 2014-11-08 16:58:56 +0000 | Brendan Hickey</pre>
Memory Management<br>Add deleteAll for cleaning up collection<T*>
Use unique_ptr in a few places.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=2ee5e867d7">2ee5e867d7</a> | 2014-11-08 17:16:48 +0100 | David Ploog</pre>
Imperialist pseudo-scientific wording fixed.<br>s/epicenter/centre/
center (AE), centre (BE), and the epi is meaningless outside of earthquakes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=919575a600">919575a600</a> | 2014-11-08 00:00:54 -0600 | ontoclasm</pre>
Mosaic floor tiles for Snake<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=5f12227c2e">5f12227c2e</a> | 2014-11-07 21:18:27 -0800 | Nicholas Feinberg</pre>
Increase low-weight monster Gozag goldification<br>Switch the baseline mass from 200 (rat) to 550 (human); change
baseline gold from 3 to 13; change weight scale factor from 27 to
40. (Sorry!)<br>
All monsters human weight or smaller now give 6-19 gold (was 1-4
for the smallest monsters); monsters larger than humans now give
somewhat less. (E.g., yaks are down from 18-55 to 16-48.)<br>
This is probably a Gozag buff, but is mainly intended to make
Spider a little more fun/rewarding for Gozagites.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1651e00bde">1651e00bde</a> | 2014-11-07 20:58:48 -0800 | Nicholas Feinberg</pre>
End the Fen Folio honeymoon<br>Increase its rarity from 7 to 12, per the comments made at the
time of its creation. (A little too... specifically themed to be
mega-common.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=831c73a790">831c73a790</a> | 2014-11-07 20:51:37 -0800 | Nicholas Feinberg</pre>
Add more uses of 'brand'<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=9ca7539">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.16-a0-1992-g9ca7539.zip">here</a>.]]></description>
            <pubDate>Sat, 08 Nov 2014 21:02:14 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.15-a0-2391-gd4b779a.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.15-a0-2391-gd4b779a.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=d4b779af61">d4b779af61</a> | 2014-08-02 01:11:56 -0400 | Neil Moore</pre>
Let macro_colour handle -1 (by passing it through)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e652697805">e652697805</a> | 2014-08-02 00:32:07 -0400 | Neil Moore</pre>
Assert when mapping a bad colour.<br>Hopefully this will turn the #8848 ugliness into crashes.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ecce74e7d9">ecce74e7d9</a> | 2014-08-01 20:16:55 -0700 | Nicholas Feinberg</pre>
Double crosstraining bonuses<br>20% was not a meaningful bonus, in practice.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f833ab47f">9f833ab47f</a> | 2014-08-01 17:20:40 -0400 | Neil Moore</pre>
Fix a comment (wheals)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bf02086bd6">bf02086bd6</a> | 2014-08-01 02:04:51 -0400 | Neil Moore</pre>
Make is_unavailable_god available to dlua.<br>As crawl.unavailable_god("Jiyva")
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=838f727e50">838f727e50</a> | 2014-07-31 21:33:34 -0700 | Nicholas Feinberg</pre>
Add the new monster spell 'Corrosive Bolt'<br>As part of the continuing quest to add more acid to more places.<br>
For now, it's on deep elf sorcerers (replacing b. draining),
tengu reavers (replacing one of the venom bolts in one of their
spellbooks), and a./liches (replacing the bolt of draining in one
of their spellbooks).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6a83109def">6a83109def</a> | 2014-07-31 19:36:39 -0700 | Nicholas Feinberg</pre>
Improve stair-sliding messages<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c940287ee3">c940287ee3</a> | 2014-07-31 19:36:38 -0700 | Nicholas Feinberg</pre>
Add a few unrands to zigsprint<br>The Majin-Bo and Sniper (as unrands of questionable benefit),
and Firestarter (as a Very Fun Unrand).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e3e48960dc">e3e48960dc</a> | 2014-07-31 19:36:38 -0700 | Nicholas Feinberg</pre>
Decorpsify mana vipers<br>It feels incorrect for mana vipers (weird magical creatures) to
be safely edible, and it's pretty much a flavor decision, so.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=90d7c0d749">90d7c0d749</a> | 2014-07-31 19:36:38 -0700 | Nicholas Feinberg</pre>
Clarify spellbook theming<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=d4b779a">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.15-a0-2391-gd4b779a.zip">here</a>.]]></description>
            <pubDate>Sat, 02 Aug 2014 05:34:28 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.14-a0-3588-g3b3a7b6.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.14-a0-3588-g3b3a7b6.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3b3a7b63ad">3b3a7b63ad</a> | 2014-03-29 00:29:07 -0400 | Neil Moore</pre>
Put cursor at end when navigating get_line history in Webtiles.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=f98fe4345f">f98fe4345f</a> | 2014-03-28 22:07:00 -0600 | Steve Melenchuk</pre>
Nudge changelog.<br>This will probably need to be updated one more time before branching,
but that can happen when it happens.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dd10857344">dd10857344</a> | 2014-03-28 23:55:13 -0400 | Neil Moore</pre>
Give n_spe to mystery-meat renames.<br>This avoids displaying a unique-style name caption in local tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6275a28756">6275a28756</a> | 2014-03-28 23:55:13 -0400 | Neil Moore</pre>
Document tiles side-effect of name_species.<br>Added in 0.11-a0-2129-gb288258.<br>
Also remove an out-of-date reference to name_species' effect on
articles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=198c3de14e">198c3de14e</a> | 2014-03-28 23:53:24 -0400 | tenofswords</pre>
Catch more loose plain deep dwarf monsters<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d1eca549a">1d1eca549a</a> | 2014-03-28 23:42:54 -0400 | tenofswords</pre>
Catch one last plain deep dwarf monster.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a67810d854">a67810d854</a> | 2014-03-28 23:39:09 -0400 | tenofswords</pre>
Remove species dummy monsters from vaults (minmay, #8119)<br>(I wanted to take my own spin on most of these vault changes,
 but the issue served as a base on finding and weeding out
 all of these monsters that shouldn't really spawn in places
 as threats for the sake of simplicity and avoiding redundancy.
 Of course, humans are special due to being too bloody ubiquitious
 to cleanly remove half as easily, and items / display cases are fine.)<br>
(Also, this cuts octopodes, as they've been recently de-spawned,
 fits in a few random dumb hd redefinition clearings, and removes
 not-really-available-for-comparsion formicid, octopode, and deep dwarf
 zombies from the extended zombies player-species list.)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8766f87a67">8766f87a67</a> | 2014-03-28 21:12:42 -0600 | Steve Melenchuk</pre>
Add reaver to CREDITS.txt.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=48b6b74a6b">48b6b74a6b</a> | 2014-03-28 20:57:43 -0600 | Steve Melenchuk</pre>
Don't randomly generate plain octopode enemies.<br>This was really only meant as an experiment dating back to before forest
dispersal work, which proved to be about as interesting as a hat farm.<br>
You can still get randomly generated octopode zombies in the late game
(possibly for now, alongside formicid and deep dwarf zombies despite
 their respective base monsters never generating randomly).
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=6518468885">6518468885</a> | 2014-03-28 22:50:20 -0400 | tenofswords</pre>
Nerf special_room_mythical_zoo<br>The ones that spam hydra in Depths and fire drakes in Lair, for those
unaware of the name in the code. Manticores were accidentally untouched
in a previous commit meant to push them deeper, while the spawn fodder
of hippogrives were pushed far down instead, making them even meaner.<br>
Wvyerns are used were manticores previously were, hippogrives get their
earlier appearances back, and manticores are now put at hydra depth /
weighting. Also, some phoenix boss chances are replaced with apises.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3b3a7b6">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.14-a0-3588-g3b3a7b6.zip">here</a>.]]></description>
            <pubDate>Sat, 29 Mar 2014 06:36:59 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.13.0-11-g0187522.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.13.0-11-g0187522.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=018752220e">018752220e</a> | 2013-10-17 17:16:15 -0400 | Naruni</pre>
Fix scythe of curses<br>Check to see if the monster died before checking to see if it has/had
lifeforce to prevent assert crash.
(cherry picked from commit 0b0477452d84769f256a790c206c36e67915910b)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc4a7b4b68">bc4a7b4b68</a> | 2013-10-17 16:04:27 -0400 | Chris Oelmueller</pre>
Fix Jiyva off-by-one error on Slime:$<br>Previously used 161 despite d703f4dc02d0d08642f20f5d14f471127b4255df.
piety_rank should be a bit more stable than numeric piety values.
(cherry picked from commit 4f4fca30c5a92f50e3142b36a93dbc5f40002565)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc74161f39">bc74161f39</a> | 2013-10-16 12:07:01 -0400 | elliptic</pre>
Fix vampire knights coming with water elementals 3/4 of the time (N78291). (cherry picked from commit ffff52d87250aa0b89201090bd7e879b97b1778b)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=89817d7f49">89817d7f49</a> | 2013-10-16 11:56:41 -0400 | Neil Moore</pre>
Don't crash when shuffling length-0 vectors (xFleury)<br>If the vector is empty, &vec[0] is undefined behaviour, and MSVC does
bounds-checking by default.<br>
(cherry picked from commit f2b8b55cca63307837bfdcffa1c0545458b444a4)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3df9ff14f9">3df9ff14f9</a> | 2013-10-15 12:11:53 -0400 | Neil Moore</pre>
Don't randomly generate unfinished derived undead.<br>(cherry picked from commit 3275460c99791181263d74ff06306af85d5b46f9)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=40e4d2d936">40e4d2d936</a> | 2013-10-14 10:28:30 -0400 | elliptic</pre>
Clean up checks for disabled species/jobs when starting a new game.<br>It was possible to get around these checks in various ways. Hopefully this
stops all of those ways and will make it easier to maintain this code in the
future, since only is_species_valid_choice and is_job_valid_choice need
to be modified now.
(cherry picked from commit c3caa5d9d42e23213a92ac0b8ca4fcb876f485e3)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7e31f0ad58">7e31f0ad58</a> | 2013-10-13 16:22:45 +0200 | Adam Borowski</pre>
Leak the identity of unfinished monsters spawning in real games.<br>Saying that 'it' is not yet fully coded is quite cryptic.<br>
(cherry picked from commit 796714c9d67bbc5d27e5ad6880bf238c994587a9)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e37688d637">e37688d637</a> | 2013-10-13 16:10:06 +0200 | Adam Borowski</pre>
Fix no longer supported tags appearing in .pl hell effect messages.<br>(cherry picked from commit 36c305885168e7c5cc44ee7ab817b71307a72bb0)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=966e3ec7bb">966e3ec7bb</a> | 2013-10-12 00:50:33 +0200 | Adam Borowski</pre>
Fix wellsprings generating in deep D.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=aa24e9cc71">aa24e9cc71</a> | 2013-10-11 17:51:46 -0400 | Neil Moore</pre>
Fix a bad Lua string (hasufell)<br>Latest luajit reports: "invalid escape sequence" for "\/".<br>
(cherry picked from commit a7c14a4424ac9954794651216feaf61eeb6f78a3)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=0187522">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.13.0-11-g0187522.zip">here</a>.]]></description>
            <pubDate>Fri, 18 Oct 2013 05:55:44 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.13-b1-52-g3dd6219.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.13-b1-52-g3dd6219.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3dd6219efe">3dd6219efe</a> | 2013-10-09 12:32:26 +0200 | Adam Borowski</pre>
Fix the name on Bullseye's desc.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=daff9ecb25">daff9ecb25</a> | 2013-10-09 12:29:21 +0200 | Adam Borowski</pre>
A crappy update to the shield of the gong's description.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8387471acb">8387471acb</a> | 2013-10-09 12:27:49 +0200 | Adam Borowski</pre>
Tentatively revert Bullseye changes for 0.13.<br>We still lack updated tiles.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7fcdada41b">7fcdada41b</a> | 2013-10-09 12:27:24 +0200 | Adam Borowski</pre>
Tentatively disable layout_gridlike for 0.13.<br>It tends to generate closets that trap people.  A proper fix would be nice,
but as we have a crapload of other layouts, it's not critical to have it
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c0e4dc83bd">c0e4dc83bd</a> | 2013-10-09 12:20:21 +0200 | Adam Borowski</pre>
Paper over a ghostly flame crash.<br>I'll debug it properly later, but I want 0.13 releasable for now.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=052d390dc0">052d390dc0</a> | 2013-10-09 11:36:46 +0200 | Adam Borowski</pre>
Revert multiple branch exits being DEBUG_FATAL-fatal.<br>Hasn't been fixed yet, is not something important, and hampers looking for
other bugs automatically.<br>
This reverts commit a40525a78886e345c5dbf9b0cbbc938193d07bf7.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=00c14ad2ca">00c14ad2ca</a> | 2013-10-09 11:36:46 +0200 | Adam Borowski</pre>
Flag a bunch of stuff as "unfinished".<br>Stops them from spawning in some cases.<br>
Not wind drakes, as they're already on drac summoners' list.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=38f3f9b914">38f3f9b914</a> | 2013-10-08 22:28:24 +0200 | Adam Borowski</pre>
Reorder checks in forget_map.<br>An expensive LOS check was done first, while most of the map can be rejected
on the account of it being not known in the first place, or being too close
to the player.<br>
On a profiler run, this managed to score 10%.<br>
(cherry picked from commit c71e4c71abacc07063af2d2f72da2d5eb5f21093)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=14e3425b85">14e3425b85</a> | 2013-10-08 22:27:59 +0200 | Adam Borowski</pre>
Fix a crash with magic shield if rotting kills you.<br>Sounds extremely niche?  ZotDef at least.<br>
(cherry picked from commit c8849e1a6cfd91570e461b2ad5bf953b079de61a)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=be8601753e">be8601753e</a> | 2013-10-08 22:27:49 +0200 | Adam Borowski</pre>
Fix equipment properties getting truncated.<br>Again, another case of "80 characters should be enough for anybody".<br>
It was wrong both in the game (except for tinyterms) and in character
dumps.<br>
(cherry picked from commit 221f82edb2bbfd667bc9a842dc4ca0cf82c18066)
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=3dd6219">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.13-b1-52-g3dd6219.zip">here</a>.]]></description>
            <pubDate>Wed, 09 Oct 2013 20:23:43 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.13-a0-3153-g497d563.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.13-a0-3153-g497d563.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=497d563dde">497d563dde</a> | 2013-09-23 03:09:50 +0200 | Adam Borowski</pre>
A manual update from the wiki.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13770f7c1e">13770f7c1e</a> | 2013-09-23 02:43:03 +0200 | Adam Borowski</pre>
Special-case fake Mara and rakshasas to not show up on ?/mR<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=57470556cd">57470556cd</a> | 2013-09-23 02:32:30 +0200 | Adam Borowski</pre>
Disallow mimics to mess with runed doors.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=3c9feb00dd">3c9feb00dd</a> | 2013-09-22 20:00:39 -0400 | Neil Moore</pre>
Add a hatch to hangedman_what_comes_after_a<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=363c294f82">363c294f82</a> | 2013-09-22 19:57:34 -0400 | Neil Moore</pre>
Move a vault to a more correct file.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c5bb99fb6c">c5bb99fb6c</a> | 2013-09-23 01:31:22 +0200 | Adam Borowski</pre>
Fix flay effect not ending if the ghost is killed out of sight.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0f3190c279">0f3190c279</a> | 2013-09-23 00:34:37 +0200 | Adam Borowski</pre>
Some documentation for the abyss bot.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=44f78730ef">44f78730ef</a> | 2013-09-22 23:31:26 +0200 | Adam Borowski</pre>
Two new quotes.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a98d4f6fc7">a98d4f6fc7</a> | 2013-09-22 23:09:06 +0200 | Adam Borowski</pre>
Fix a warning.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=ffb8eab3c4">ffb8eab3c4</a> | 2013-09-22 22:53:09 +0200 | Adam Borowski</pre>
Shorten the abyssal generator depth to 32 bits (fixes an infinite loop).<br>A good enough fix would be to re-cast the depth to unsigned during
unmarshalling so it doesn't get sign-extended before putting into an
uint64_t variable.  Bits above 32 can't be ever used, though -- even
bits over 31 hardly ever do (initial value is < 0x80000000 but increases
with time).
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=497d563">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.13-a0-3153-g497d563.zip">here</a>.]]></description>
            <pubDate>Mon, 23 Sep 2013 05:30:38 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.11.0-0-g8a98804.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.11.0-0-g8a98804.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a98804c85">8a98804c85</a> | 2012-10-01 01:04:59 +0200 | Adam Borowski</pre>
Set the 0.11 date in the changelog.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4818192ceb">4818192ceb</a> | 2012-10-01 01:04:41 +0200 | Adam Borowski</pre>
Butcher and chop up the config file message.<br>There's some nasty breakage in tiles that causes messages to get miswrapped
and mixed with remnants of old text.  Hard-wrapping the string and padding
it with spaces is not the best fix (to say it lightly...), but let's not
delay the release any more.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=b287ffcfde">b287ffcfde</a> | 2012-09-30 23:40:25 +0200 | Adam Borowski</pre>
Add a big scary warning if you have an old config file.<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=a940a96d73">a940a96d73</a> | 2012-09-30 22:53:13 +0200 | David Lawrence Ramsey</pre>
Add spelling fixes. (cherry picked from commit 9211612966853ebde6f76ba3fb5ceea93ab8f11b)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c71393b538">c71393b538</a> | 2012-09-30 22:52:26 +0200 | Chris Campbell</pre>
Revert some unique descriptions, fix various pronouns (cherry picked from commit 4914782177f73675483d8f52b1c60c015bb49422)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0e745f82da">0e745f82da</a> | 2012-09-30 22:42:37 +0200 | Chris Campbell</pre>
Make sure Geryon drops his horn before leaving the level, add a message (cherry picked from commit 763911e9972f4536ed6b8b9eaad2c0dddfcc4731)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=415c24e471">415c24e471</a> | 2012-09-30 22:42:18 +0200 | Chris Campbell</pre>
Don't multiply torment/agony damage with quad damage (cherry picked from commit 07e2a902cbf5f0230514d3df007dc5619e9e15db)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=960c61fca8">960c61fca8</a> | 2012-09-27 11:35:16 +0200 | Raphael Langella</pre>
Fix rod generation in vaults being 5 times higher than it should.<br>Bug introduced by fea71b51. Only one staff in 10 was turned into a rod,
not 1 in 2.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e67133cbf6">e67133cbf6</a> | 2012-09-26 18:27:06 -0400 | Neil Moore</pre>
Update shopping list count after actions (chrisoelmueller).<br>Deleting an item, in particular, failed to update the header.
(cherry picked from commit 385b9616e62eb418977815f8c016152bab1bbfd3)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bc9d0406a1">bc9d0406a1</a> | 2012-09-26 23:24:22 +0200 | Raphael Langella</pre>
Revert "Replace minor healing by heal other for orc priests."<br>It doesn't work in the emergency spell slot and it's a bit late to fix
it for 0.11.<br>
This reverts commit dbf340badc878effed80cf6d9b1cb95ea3478854.
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=8a98804">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.11.0-0-g8a98804.zip">here</a>.]]></description>
            <pubDate>Mon, 01 Oct 2012 05:06:16 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.9-rc1-6-gc780f77.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.9-rc1-6-gc780f77.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=c780f77ec7">c780f77ec7</a> | 2011-08-12 02:23:58 +0200 | Adam Borowski</pre>
Upon invalidating mcache, remove all references to it as well.<br>Otherwise, it's possible a new monster will occupy a slot we have a dangling
reference to -- and then get decremented, triggering an assert.<br>
Really, now that we have map_knowledge, we shouldn't save the mcache nor the
references at all, but that's 0.10 stuff.
(cherry picked from commit 319ca4e023f349442d3869baca2745c6e0db44fc)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=76f0bdcfac">76f0bdcfac</a> | 2011-08-11 15:38:31 +0200 | Raphael Langella</pre>
Revert "Disable skill menu for potions and card of experience."<br>Bug has been fixed.
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=4d8597acb8">4d8597acb8</a> | 2011-08-11 15:38:02 +0200 | Raphael Langella</pre>
Fix a crash in the skill menu with Ashenzari (#4325).<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dfbe2f142e">dfbe2f142e</a> | 2011-08-10 23:27:46 +0200 | Adam Borowski</pre>
Fix ? shortcuts not working when built from \r\n sources.<br>The latter can happen in specific git configurations when building on Windows.
(cherry picked from commit 1430cb589b43c5b74ac592dff09e369880d2f026)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=58ed2e440d">58ed2e440d</a> | 2011-08-10 23:27:39 +0200 | Adam Borowski</pre>
Never use version hash in exact releases. (cherry picked from commit fb03cd1a7cfab95c8747680fc48ca5c1279e304e)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=05f2c2cec4">05f2c2cec4</a> | 2011-08-10 19:26:49 +0200 | Adam Borowski</pre>
Don't emulate usleep() on Windows, all supported toolchains do that already.<br>MSVC might not have it, but I can't test that.
(cherry picked from commit bfed2af4aa5c5299e258c302bd597c8a0006de55)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=bab69e4891">bab69e4891</a> | 2011-08-10 16:59:22 +0200 | Adam Borowski</pre>
Fix build failure with gcc-trunk. (cherry picked from commit de1e0293ad53cc5c7ebbe421b9f99300874d9c25)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=8a67f058b0">8a67f058b0</a> | 2011-08-10 16:59:12 +0200 | Adam Borowski</pre>
Fix a std::string.c_str() going out of scope crash.<br>There's no point in using a std::string here at all.
(cherry picked from commit 40501e87a23ee80d3e948b9d9232e7fdcf46108f)
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e780a60955">e780a60955</a> | 2011-08-10 16:58:59 +0200 | Adam Borowski</pre>
Fix a crash under valgrind. (cherry picked from commit 0b752a20f1d3266a055d3b11c8e88c1668ed9abc)<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=469ae222fe">469ae222fe</a> | 2011-08-10 16:47:08 +0200 | Adam Borowski</pre>
Mention ZotDef. (cherry picked from commit 09eeebf26b55958ae8f43ef44f4aa000aadc19cf)<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=c780f77">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.9-rc1-6-gc780f77.zip">here</a>.]]></description>
            <pubDate>Fri, 12 Aug 2011 05:11:38 +0100</pubDate>
        </item>
        <item>
            <title>crawl_tiles-0.7.1-1-g7ce9b19.zip</title>
            <link>http://crawl.develz.org/trunk/crawl_tiles-0.7.1-1-g7ce9b19.zip</link>
            <description><![CDATA[<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7ce9b1904a">7ce9b1904a</a> | 2010-07-25 00:30:23 +0530 | Darshan Shaligram</pre>
Update changelog for 0.7.1. (cherry picked from commit 4e6cf2fca3704530f188bb909df3731c4ad0cbb5)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=e240f6d8e5">e240f6d8e5</a> | 2010-07-24 22:18:56 +0530 | Robert Vollmert</pre>
Fix markers not being activated on reload. (cherry picked from commit 4730d9a383f2fea31818c9c9220b32e231295229)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=13fa9d43b6">13fa9d43b6</a> | 2010-07-24 14:22:12 +0530 | Darshan Shaligram</pre>
[2062] Fix travel excludes not being saved. (cherry picked from commit 4009ffb92515b81e31b64e6e8df822b34c985101)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=db1e8518cb">db1e8518cb</a> | 2010-07-24 08:51:52 +0530 | Darshan Shaligram</pre>
Add release date to changelog. (cherry picked from commit 713c82c9c26a6f9a4850ce2d9ad44a76f9211948)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=53494fd381">53494fd381</a> | 2010-07-24 08:48:42 +0530 | Adam Borowski</pre>
Fix the "plain" item during acquirement not getting properly cleared.<br>If you received a helmet with non-plain description and then the code decided
to give you gloves instead, they could get a description out of range.<br>
On all items, this could result in invalid "runed" as well, since plus2
was non-zero.
(cherry picked from commit 85eca0af3e3edfea65a081d44621e957ee85149a)<br>
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=dcfd9d60d1">dcfd9d60d1</a> | 2010-07-24 08:48:35 +0530 | Robert Vollmert</pre>
Remove some minor changes/bugfixes. (cherry picked from commit 673f93d422df344f607494be74b5f9a728d03190)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=69b22c1bff">69b22c1bff</a> | 2010-07-24 08:48:25 +0530 | Robert Vollmert</pre>
Resort interface items; remove disabled inventory cursor. (cherry picked from commit 4757339adc5f8c2a7b42deef2287d3b0897cae0a)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=324ccd5f69">324ccd5f69</a> | 2010-07-24 08:48:19 +0530 | Robert Vollmert</pre>
Tighten up spell changelog. (cherry picked from commit 113a481e6eea5e52e54ee245cd6d8c18d90baa6e)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=7b97b7286a">7b97b7286a</a> | 2010-07-24 08:48:10 +0530 | Robert Vollmert</pre>
changelog: Remove some duplicates. (cherry picked from commit 0bc3c1a0c22e38f0443bf9ba4ff594fc4194f2f6)<br>Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr><pre><a href="http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d083f967d">0d083f967d</a> | 2010-07-22 19:56:55 +0530 | Eino Keskitalo</pre>
Remove possibility of two demonic runes in rand_demon_5 (st_)<br>Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
(cherry picked from commit 7005ca6f4c8731d6f1af86ee3c6162d1ef2d8c68)<br>
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
<br><br>
<hr>&bull; Read about previous changes <a href="http://git.develz.org/?p=crawl.git;a=log;h=7ce9b19">here</a>.<br>&bull; Download this version <a href="http://crawl.develz.org/trunk/crawl_tiles-0.7.1-1-g7ce9b19.zip">here</a>.]]></description>
            <pubDate>Sat, 24 Jul 2010 19:05:11 +0100</pubDate>
        </item>
    </channel>
</rss>
