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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to patches</title><link href="https://sourceforge.net/p/crawl-ref/patches/" rel="alternate"/><link href="https://sourceforge.net/p/crawl-ref/patches/feed.atom" rel="self"/><id>https://sourceforge.net/p/crawl-ref/patches/</id><updated>2009-12-24T17:36:20Z</updated><subtitle>Recent changes to patches</subtitle><entry><title>Make wyvern zombies big</title><link href="https://sourceforge.net/p/crawl-ref/patches/281/" rel="alternate"/><published>2009-12-24T17:36:20Z</published><updated>2009-12-24T17:36:20Z</updated><author><name>dis_astranagant</name><uri>https://sourceforge.net/u/gunofdis/</uri></author><id>https://sourceforge.net62631671583e39a3b6fd305d06c6202934c01b70</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;These get bitched about all the damn time and it was just a 5 char change....&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Make ammo branding spells auto id ammo</title><link href="https://sourceforge.net/p/crawl-ref/patches/280/" rel="alternate"/><published>2009-11-20T18:52:19Z</published><updated>2009-11-20T18:52:19Z</updated><author><name>johnny shelley</name><uri>https://sourceforge.net/u/jwshelley/</uri></author><id>https://sourceforge.nete056ea3056e03ed3580acc77eaee277c6aeed3fd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Never caught this as wizmode id's the ammo for you. While i was at it, I simplified the function a bit and got rid of redundant code.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>ranged weapons + confusion fix</title><link href="https://sourceforge.net/p/crawl-ref/patches/279/" rel="alternate"/><published>2009-11-19T12:38:07Z</published><updated>2009-11-19T12:38:07Z</updated><author><name>johnny shelley</name><uri>https://sourceforge.net/u/jwshelley/</uri></author><id>https://sourceforge.netbc888b7f9845265e3220ee8ef7f0ff26d2b26ac0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;this fixes confusion and ranged weapons, which were previously completely unaffected. the second patch is a whitespace fix for the first patch =\&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Portal projectile fixes + mulch rate changes</title><link href="https://sourceforge.net/p/crawl-ref/patches/278/" rel="alternate"/><published>2009-11-19T06:05:31Z</published><updated>2009-11-19T06:05:31Z</updated><author><name>johnny shelley</name><uri>https://sourceforge.net/u/jwshelley/</uri></author><id>https://sourceforge.net769f430105e1cb162240316aeef547997f846e88</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;fixes two bugs in portal projectile and changes mulch behavior for some  special ammo&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Re-arranged spell functionality code</title><link href="https://sourceforge.net/p/crawl-ref/patches/277/" rel="alternate"/><published>2009-11-18T23:19:47Z</published><updated>2009-11-18T23:19:47Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netfc2a660c90ec910d5da6fbc63fff8a02147d2974</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Moved all of the spellsN files into one big spells file, with the intention of break out any spells that other cc files need to call into their own files.&lt;/p&gt;
&lt;p&gt;All of the spells have been roughly sorted into categories -- necromancy, conj / offense, enchantment, translocation, and misc.&lt;/p&gt;
&lt;p&gt;Animate Dead has been broken out, and tomorrow I plan to do the rest.  (In the meantime, you'll pretty much have to &lt;/p&gt;
&lt;p&gt;This patch blows away whatever changes were made to Zin today in spells2, so that'd need to get reintegrated into this.&lt;/p&gt;
&lt;p&gt;- timecircuits&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Returning ammo + launchers fix</title><link href="https://sourceforge.net/p/crawl-ref/patches/276/" rel="alternate"/><published>2009-11-15T14:33:53Z</published><updated>2009-11-15T14:33:53Z</updated><author><name>johnny shelley</name><uri>https://sourceforge.net/u/jwshelley/</uri></author><id>https://sourceforge.net7d1ddb4ac951370d90d97009d1dfb3f7019ac2ee</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;made returning ammo work when launched as well as thrown. if launched, the appropriate launcher skill is checked rather than throwing.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Warper Overhaul</title><link href="https://sourceforge.net/p/crawl-ref/patches/275/" rel="alternate"/><published>2009-11-15T04:02:51Z</published><updated>2009-11-15T04:02:51Z</updated><author><name>johnny shelley</name><uri>https://sourceforge.net/u/jwshelley/</uri></author><id>https://sourceforge.netbc4433bb34d059340ec861fa6d3d7ffa6ba23615</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;FR2893800&lt;/p&gt;
&lt;p&gt;Note, this is just my take on it; feel free to tweak some things for balance. I wasn't really able to do much more than error checking in-game as I don't think SF wants me using their shell server to play a video game for a week or so. =)&lt;/p&gt;
&lt;p&gt;Notes from the patch:&lt;br /&gt;
Subject: [PATCH] Warper Overhaul - Renamed to Arcane Marksman&lt;/p&gt;
&lt;p&gt;Missile Changes&lt;br /&gt;
--&lt;br /&gt;
electricity missiles are now an option - they are always destroyed&lt;br /&gt;
reaping / dispersal ammo is now always destroyed as it can be created by players&lt;br /&gt;
poison ammo can again affect rocks / bullets etc - still no nets. Apparently&lt;br /&gt;
this is a contact poison, but mainly it's to close the gap between sling users&lt;br /&gt;
and archers.&lt;/p&gt;
&lt;p&gt;SKILLS&lt;br /&gt;
--&lt;br /&gt;
Ranged weapon 3&lt;br /&gt;
Dodging 2&lt;br /&gt;
Spellcasting 2&lt;br /&gt;
Enchantments OR Translocations 3&lt;/p&gt;
&lt;p&gt;EQUIPMENT&lt;br /&gt;
--&lt;br /&gt;
Robe&lt;br /&gt;
Ration&lt;br /&gt;
Scroll of blink&lt;br /&gt;
Some ranged weapon options as Hunter&lt;br /&gt;
No melee weapon!&lt;br /&gt;
Either book of elemental missiles or warped missiles&lt;/p&gt;
&lt;p&gt;The book of Elemental Missiles&lt;/p&gt;
&lt;p&gt;Spells                             Type                      Level&lt;br /&gt;
a - Corona                       Enchantment                   1&lt;br /&gt;
b - Swiftness                    Enchantment/Air               2&lt;br /&gt;
c - Repel Missiles               Enchantment/Air               2&lt;br /&gt;
d - Flame Ammunition             Enchantment/Fire              3&lt;br /&gt;
e - Frost Ammunition             Enchantment/Ice               3&lt;br /&gt;
f - Poison Ammunition            Enchantment/Poison            4&lt;/p&gt;
&lt;p&gt;The book of Warped Missiles&lt;/p&gt;
&lt;p&gt;Spells                             Type                      Level&lt;br /&gt;
a - Apportation                  Translocation                 1&lt;br /&gt;
b - Portal Projectile            Translocation                 2&lt;br /&gt;
c - Repel Missiles               Enchantment/Air               2&lt;br /&gt;
d - Blink                        Translocation                 2&lt;br /&gt;
e - Returning Ammunition         Enchantment/Translocation     3&lt;br /&gt;
f - Warp Ammunition              Enchantment/Translocation     5&lt;/p&gt;
&lt;p&gt;The book of Devastating Missiles&lt;/p&gt;
&lt;p&gt;Spells                             Type                      Level&lt;br /&gt;
a - Poison Ammunition            Enchantment/Poison            4&lt;br /&gt;
b - Warp Ammunition              Enchantment/Translocation     5&lt;br /&gt;
c - Shocking Ammunition          Enchantment/Air               5&lt;br /&gt;
d - Haste                        Enchantment                   6&lt;br /&gt;
e - Deflect Missiles             Enchantment/Air               6&lt;br /&gt;
f - Exploding Ammunition         Enchantment/Fire/Air          7&lt;br /&gt;
g - Reaping Ammunition           Enchantment/Necromancy        7&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Show depth descended in overview (FR 2810891)</title><link href="https://sourceforge.net/p/crawl-ref/patches/274/" rel="alternate"/><published>2009-11-13T19:31:30Z</published><updated>2009-11-13T19:31:30Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netc2a3f77a54e54558be72abbfd196bcdd95254ecf</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Per the FR, adds the branch depth to the overview screen.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Fix Jiyva's piety gain</title><link href="https://sourceforge.net/p/crawl-ref/patches/273/" rel="alternate"/><published>2009-11-03T00:53:57Z</published><updated>2009-11-03T00:53:57Z</updated><author><name>N78291</name><uri>https://sourceforge.net/u/n78291/</uri></author><id>https://sourceforge.net27ead3c1957431e690e97315d35884c58de7e602</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Entirely numerical changes, this patch tones Jiyva's piety gain down. Previously Slime:6 alone would more than max out piety and the low timeout caused too many gifts.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Bolt of Iron-&gt;Iron Shot, Ice Bolt-&gt;Fling Icicle (FR1801710)</title><link href="https://sourceforge.net/p/crawl-ref/patches/272/" rel="alternate"/><published>2009-10-28T22:36:34Z</published><updated>2009-10-28T22:36:34Z</updated><author><name>Abraham</name><uri>https://sourceforge.net/u/abrahamwl/</uri></author><id>https://sourceforge.net47106f4952de092ccb454ef0d81ad3d96a167f63</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Based on FR 1801710&lt;/p&gt;
&lt;p&gt;Bolt of Iron and Ice Bolt were both mechanically different from the other&lt;br /&gt;
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was&lt;br /&gt;
very easy to confuse with Bolt of Cold. So they got their names changed to&lt;br /&gt;
Iron Shot and Fling Icicle, respectively. This change is both external (in&lt;br /&gt;
the game output) and internal (how the code refers to the spells). This&lt;br /&gt;
commit also changes the names of the spells in the data files (ie. for&lt;br /&gt;
tiles) and the names of some data files themselves (tile images).&lt;br /&gt;
(See the file list.)&lt;/p&gt;
&lt;p&gt;Note that Lemuel's comment about the concept (and tile art)of "bolt" not&lt;br /&gt;
fitting with the way the "bolt" spells behave is still valid, but that's&lt;br /&gt;
another issue. I think this stems from a confusion between lightning&lt;br /&gt;
"bolts" and crossbow "bolts."&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>