24/10/1998 - PernAngband 2.9.9a
- Added the DragonRider from the Anne McCaffrey's Books, masters of
  teleportation.
- The CTRL+l key leaves the game without saving
- Added the Tanker point, like the mana point, but can only be refilled
  by eating the Firestone (for DragonRiders)
- Added the RohanKnight race, fast and wise
- Added the Ent race, can grow trees, but slow
- Removed some races from Zangband which were not enough tolkienian...
- Added the BeastMaster class which can summon pets
- Added the Blood of Life
- DragonRider now can choose to breathe a bolt, a beam or a ball
- Added the Unique level patch from Glenn Vanzanden
- Added the Mage Staves , with new ego items:
        -of Mana : multiply your max mana
        -of Spell : Increase your spell power
        -of Mana & Spell : try to find !:)
        -of Power : Activate for some spell, they carry 2 spells
  All the ego mage staves have a penalty to damage and to hit
- Added The Mage Staff of Gandalf, extremely powerful but even rarer than
  the One Ring !
- Added the boots of jumping activatable for phase door every 10+d10 turns
- Added Helm of the Dwarves and of the Noldor
- Beastmasters' pets now give kill experience to the player
- Added the Alchemist class which use power batteries to convert magic item
- New unique level : Treasure room at level 11
- Replaced the Trump Hound from the Trump realm by the Trump Home spell, which
  allows the player to access to her/his home from everywhere in the dungeon
- Added the new artifact The Ring of F'lar, which belonged to F'lar the
  powerful DragonRider

26/10/1998
- Added potions of Mutation
- Warrior-Mage now can choose Sorcery instead of Arcane
- Invisibility, Potion of Invisibility, Ring of Invisibility and
  The One Ring now has invisibility like in the Lord Of The Rings !!!
- Added the parchments from Kamband

30/10/1998
- Ported PernAngband to the new Zangband 2.2.0
- Added the mimic class
- Some Zangband bugs are fixed
- The DragonRider can now only teleport on known terrain, because they must
  mentally show the destination to their dragons but to do this they MUST
  have seen the destination before (like in the Anne McCaffrey books) !
- The Ringwraiths are back!
- Some uniques like Bert, Tom, Bill are back, while others (Gandalf, Fangorn)
  are gone!
- Morgoth and Sauron are back as the final quests

01/11/1998 - PernAngband 3.0.0
- All reference to Zangband have been removed
- Added monster corpses
- Added the Beastmaster Shanty for the beastmaster, the Mimic Tower for the
  Mimic, and the Weaver Tower, where you can ask for corpse quests
- The corpse quests require you to bring back to the weaver some corpse,
  head,... of a kind of monster, and you'll get a reward, like maybe
  the full knowledge about this monster, or some armor made with the corpse
  (maybe dragon scale mail for dragon, ...)
- Added susceptibility to fire, for the Ents! They take twice more damage from
  fire, but it's hopefully cancelled by resist fire.
- Changed some artifacts / unique monsters to be more pernish
- Added a new armor type : the DragonRider flying suit[9,+0] resist fire/cold
- New monster flag : PET , the monster is your pet when it's created
- Added the army man which use the PET flag will be used to give you an army
  in some future quest.

03/11/1998
- The exe file is now pernang.exe(in the dos version)
- Replaced the AMBERITE monster flag by the DRAGONRIDER flag
- Some Unique will have the PET flag so they will help you !
- All the Amberite are now gone and replaced by DragonRiders or uniques
  (with some of them friendly)
- Can sell the Mage staves in the Weapon smith and Magic shop.
- Now when an alchemist tries to extract a power from an item, if he can't
  it won't show up again in the extractable list the next time
- The DragonRider must eat more because of their dragon
- The Troll Fortress quest
- Added The Battle of the five armies quest !!!

05/11/1998
- Nature spell : Stop breeders
- New ego item sword of life, it multiplies your max hitpoints
- Now some Mimic forms give you bonuses to blows per round like the Vala:
  +5 blows !!!
- Added a new Unique : The Philosophy Teacher !
- Pink horrors are replaced with 2 Blue horrors when they die
- Bloodletters of Khorne drop a blade of chaos when they die
- Absorb light mutation bug fixed (I think)
- Vampires and vampire mimics no longer can get food in the inns.
- Renamed the artifacts with their real names
- Replaced the pattern by the Straight Road (idea from GSN-Band)
- Replaced the pattern weapons with weapons of Valinor (idea from GSN-Band)
- Player and monsters can't pass through the trees (unless they can fly:)
- When a Dragonrider dies he drops some firestones
- Added the Whip of Gothmog, which can be dropped by Gothmog when killed
- Begin to add a new feature : the between
- Add a great description of the Ents and the Rohan's Knights from Akhronath

07/11/1998
- The between is fully implemented now.
- The dimension door spell is replaced by the between gate.
  It put a between gate at the player position and at the destination
  location. And when you walk on the between you are transported on the other
  between gate. But the between is SO cold that when you are in you lose some
  hp even if resistant or immune to cold! Only the dragonrider can go between
  without taking damage.
- Stole the Stone of Lore from Oangband ! :)
- Monsters can't use the between now because of a bug
- Now you can eat corpses and temporarily gain some of the powers of monsters!
- Raise Death replaces Terror in the death realm, cast it on a monster corpse
  on the floor and the monster is brought back to life!

09/11/1998
- Added the boomerang, the player wears them instead of the bow and with the 'f'
  command (like for the bow) can throw them but them come back ... if they don't
  break !
- Add 2 boomerang artifacts
- Add another dragonrider artifact belonging to Mardra
- Add The Anchor of Space-Time, it prevents disruption of the space-time
  continuum

11/11/1998
- Add the carry slot in the equipment, to wield monsters that can't move :)
- Fixed a bug that prevented dragonriders from being summoned
- Add a Neuter sex (for the neuter players)  :-)
- Add the Death Mold race (stolen from Kamband) :-)

13/11/1998
- Add in spell description the bonus of mage staves
- Add the scroll of summon never-moving pet for wielding them !:)
- When a monster is wielded it can attack monsters when you attack
  It can sometimes attack the wielder too, because he/she is not in perfect
  symbiosis
- Muar the balrog is back and will drop Calris when killed
- Add the Symbiotic realm, like a life realm for your monster
- Add the Symbiant class which can be in perfect symbiosis with their monster

15/11/1998
- The number of artifacts is now 132
- Add some spells to the symbiotic realm
- Add a spell to use the spells of the monster you wear
- Add a light-speed (nearly stop time) spell
- Finished the Symbiotic realm, only two books because they can use their
  monster's powers.

18/11/1998
- Warriors can now spread their attacks after level 34
- The experience factor of the races can now be > than 255
- The DragonRider need more experience to advance (+220%) because it's a REALLY
  powerful race.
- Monsters can now use the between but if they are not immune to cold they
  will lose some hp
- Added a health bar for the monster you are carrying ( MH xxxxx/xxxxx )
- Added sanity (from Kamband) ( the line SN xxxxx/xxxxx in the window)
- Stolen the aquatic monsters from Kamband
- Add the Gods from Kamband and GSNBand
- The Philosophy Teacher now causes insanity !:)
- Now only the Symbiants can carry monsters in their inventory, in fact they
  act like "living-books" !:)
- Add the Tactics from ADOM. You can change the tactic in the Character window
- Add a new town unique : Mathilde, the science student, she is in my class
  and giggles all the time, don't kill her ! :)
- Fixed bug : The carried monster cannot absorb damage done by itself !
- The Battle of the five armies now has a reward (The Arkenstone)

20/11/1998 - PernAngband 3.0.2
- Now there will be some between gates randomly placed in the levels
- If you are in great favor with your god they can resurrect you

22/11/1998
- Add Random artifacts from Kamband - They are junk items which can be
  activated every few turns and their activation is chosen randomly
- Fixed (I think) a bug in the unique levels
- Add a flooded level type (enable those levels in the PernAngband options)
  to make the aquatic monsters more useful
- Gandalf and Fangorn are back as Friendly uniques
- Changed the Necklace of the Dwarves into The Nauglamir to be more
  Tolkien-like
- Changed The Serpent of the Chaos into Dark God, Mighty Coder from Hell :)
- Reworked the corpse system (stolen from Rangband), now they all have
  different weights based on the monster weight. You can hack up the corpse
  with 'h' and cure it with 'K'.

24/11/1998
- Add a new Unique : The Physics Teacher !
- Changed the Town layout of Gondolin with the one made by Akhronath
  with 2 quests : Hunt for Eol and Maeglin's Mine
- Add a new Unique : Eol the Dark Elf
- Stole the silly messages when you hit a monster from Kamband

26/11/1998
- Add a scroll of Craftmanship to enchant weapon's pval.
- The first 300 monsters have received a weight
- Add a new spell type : Identify, now you can have a Ball of identification !
- Add a new set of object flags (mainly unused now) :-)
- Add a NEVER_BLOW flag for object
- Add the NEVER_BLOW flag to The Mage Staff of Gandalf to rebalance it.
- Add a new ego item weapon : of Nothing (with the NEVER_BLOW flag) !! :)

29/11/1998
- Add a Harper (bard) class !!! they use music books and most
  of their spells are prolonged in time, ex: you cast a hiding song,
  and for each turn you lose some mana (breath) while the effect (invisibility)
  continues. If you start singing another song the old one is stopped.
  There is also a spell which costs no mana which is used to stop singing.
- Stolen the *Defender* ego-item from Pziband
- Stolen the Spectral ego-item from Pziband

01/12/1998
- Added musical instruments : you wear them in the bow slot and you can
  activate them for a song. The longer the song lasts the longer it'll be
  charging, you can stop the song by activating it when it sing.
- Finished the Harpers
- Now the Harper mana stat is Charisma !
- New Artifact : The Palantir of Minas Tirith, which can be activated for
  the list of the uniques of the level !
- Added 3 new artifacts : The Harp of Master Robinton, The Drum of Piemur,
  The Flute of Menolly
- Added the Micro$oft quest at Minas Anor
- Changed the niceness description of the gods
- The Harper and ONLY the harper can use a musical instrument without any
  chance of failure.
- The wilderness size is now taken from misc.txt
- All the monsters have a weight now ... pfff, it was a lot of work !:)
- The Alchemists are easier to play
- Add the Vapor quest at Minas Anor
- Add the Rebellion in Gondolin(from Akhronath) quest at Gondolin

02/12/1998 - PernAngband 3.0.4
- Changed certain god realm name on the suggestion of Akhronath
- Add the bounties list like in Kamband (OK, ok, stolen from Kamband) :)
- Add the Fire-lizards, they are friendly
- New roguelike command : 'i' for hack up corpse, 'I' for curing meat, 'C'
  for Sacrificing at altars

05/12/1998
- Add the Power Mage class, like the Corrupted in Kamband, with 100 randomly
  generated attack spells
- Corrected the character generation bug !!!! Thanks to Tim Baker for the fix
- Corrected the segmentation fault bug for the object 653. Thanks to Tim baker
- Corrected the files.c bug in get_line(). Thanks to Tim baker
- Add the GF_DESTRUCTION type of attack to allow Power Mage to have destruction
- Changed the names of the songs, Thanks to Akhronath

07/12/1998
- Add the Eggs, some monsters (only Firelizards for the moment) can be found
  as eggs and will hatch after a certain amount of time based on the monster
  weight, you can also stop the development by "activating" them ('A' key),
  or resume the development by activating them an other time.
- Add the last of the Gondolin's quest from Akhronath :
  Invasion of Gondolin (Danger level 90, with some funny stuff like Gothmog,
  Muar,..., some Great hell wyrms) !!!
- Fixed a bug which made it so when you drop your wielded monster you also
  drop Nothing if you are not a Symbiant
- You can imprint some monsters (Firelizards for now), when it has
  been given an imprint it will follow you on each levels. They may not
  appear on a certain level but they will be back for the next. To
  imprint a monster you must find an egg, carry it on you and when it'll
  hatch you'll give it the imprint
- The Harper will begin the game with a Blue Firelizard egg

09/12/1998
- The Black market now generate items based on your level
- Add a new shop : The Pet Shop where you can find some eggs

12/12/1998
- Your godly favor will go down when they resurrect you
- Repaired a stupid bug : I haven't coded the Satisfy Hunger effect of the
  Symbiant class !:)
- Add the easy floor feature !!!
- Add an always small dungeon option
- The scrolls of Artifact Creation can now be used on rings and amulets

15/12/1998
- The One Ring is now "just" heavy cursed !:)
- Add 3 new vaults

18/12/1998
- Add the fate : you can be fated to meet some monsters or to find an object
  on a certain level or ..... to DIE (very rare). You don't know your
  fate until a soothsayer or a scroll of divination shows it to you. You
also get a feeling when entering a level where you will meet your fate.
  In the future there will be more fates, like finding a great vault, an
  artifact or even, as Murazor the Witch-King of Angmar, to never die by the
  hands of a mortal !:)
- Changed Trump Weapon to Dragon Weapon
- Smeagol will now drop ......... A ring of invisibility (because the One Ring
  would be a little too powerful :)

23/12/1998
- Replaced the Amber notation in the player characteristics by the old one
  from Vanilla Angband
- When the player is on a tree he can be hit by a monster for half
  normal damage
- Paladin and Priests are given a religion at the beginning
- In the wizard spoiler creation (A + ") you can chose to make a spoiler for
  batteries
- The random artifacts now have a charging time (no more mass genocide every
  turn)
- Add a Soothsayer at Bree
- Add the batteries of extra life, you can now make a sword of Life !

25/12/1998
- The Alchemists are now better fighters, equal to the rangers
- New extremely powerful power for the Alchemist (level 30 and higher) :
  Artifact creation !
  They just have to chose the flags, the name and to suffer the bad side effect
  like curse equipment, permanent stat loss, high failure rate and ..... they
  have their artifact ! But they can't give it an activation !
  They can also add some bad flags (like cursed, drain exp, ...) to reduce the
  chance of failure. Merry Christmas ! :)
- Add the Runecrafter class, they use runes instead of books (see birth.txt)
- Cleaned the Alchemist's code

27/12/1998 - PernAngband 3.0.7
- Added (.... stolen from Sangband) the Pick of Erebor. It can be activated for
  passing through secret passages in the walls.
- The Potion of *Enlightenment* now show every grid of the dungeon, like the
  debug command 'u', I just think it's more beautiful :)
- WOOOOOOOH I'm sorry there was a BIG bug in the PernAngband 3.0.7 release.
  The game was sometimes hanging without any solution to stop it !
  After some hours of debugging I've found it, it resulted from the correction
  of the bug of the glyph of warding! Now everything works (I hope)
- Change the titles of the Runecrafter with the proposition of Jonathan R Lewis
- Add TANG, The Angband Newbie Guide made by Chris Weisiger
  (jmartin@inreach.com) It's in the help directory

29/12/1998
- Fixed a bug which allowed beastmasters to sing when they summon pets!
- Fixed the bug in the Fate screen
- Some cosmetic changes in the r_info.txt and birth.txt with the help of
  Chris Weisiger (jmartin@inreach.com)
- Add new ego-items for the musical instrument and the horn, there were
  suggested by Akhronath
- New sentence to say for the speaking unique pets
- 4 new musical instrument artifacts from Akhronath and I'm happy to declare
  there is 143 artifacts in PernAngband!
- Added, .... stolen, 5 new artifact from Angband/64

31/12/1998
- Add the quiver slot to wield your ammo
- A scroll of remove curse have 1 chance into (55-level) to reverse the curse
  effect ie: a ring of speed (-2) can become a ring of speed (+2)

01/01/1999
- Add a new monster flag : MORTAL, which means that the monster is a mortal
  being. It's used for the new fate : Never to die by the hand of a mortal
  being. The orcs are considered mortal, but I'm not sure, it's not mentioned
  in the silmarillion or the Lord of The Rings, the trolls are immortals along
  with the dragons, BUT the Dragonriders are mortal and Dark God (Yes, let your
  joy explode!) :-). But well, don't be afraid your preferred monsters
  (Morgoth and Sauron) are immortals :-)
  PS: If someone thinks that a monster should or not be mortal just email me
  because I'm not certain for some (ok, ok a lot of) monsters

03/01/1999
- Add the ring of precognition which work as if the player had activated the
  cheat mode (peek into object, monster, vault creation). There is no need
  to say it's very rare :-)
- Add the black breath concept from Tolkien. Beware now the weapons of morgul
  they confer the black breath! The undead can also give it.

05/01/1999
- Changed the harpers ranking names, some racial histories with the ones from
  Akhronath
- The One Ring is now A LOT more powerful, because at the time you find it
  you already have one or two immunities, your stats are near the max, plus
  some other things that made it less useful. Now it confers 5 blows, mana x5
  spell power x5, after all Sauron has put the most part of his power in it.
  I also plan to change the activation.
- Add 2 wand artifacts, The Wand of Stone to Mud of Thrain and the Wand of
  Fire Balls of Mithrandir, they can be recharged at will and will never be
  destroyed, for this purpose the new RECHARGE flags has been used (note :
  it works only for the artifacts)

07/01/1999
- The runecaster is a little more playable at low levels and starts with a
  Rune [Arrow] and a Rune [Fire]

10/01/1999
- The Chaos Warriors now get chaos resistance at level 25
- The Maia mimics get +7 speed, the Vala mimics get +15 speed
- Updated the Rebellion in Gondolin and Hunt for Eol quests with the help of
  Akhronath (zzhou22876@aol.com)

13/01/1999
- Reimplemented the old magic system from vanilla to complement the new one
  The old mage and priest are come back as the Wizard and the Prior

17/01/1999
- Add susceptibilities to fire, cold, acid, lightning, poison for the monsters.
  ie: Now a white dragon will take a x3 damage from a fire attack.
  Thanks to Jerome Wojcik <Jerome.Wojcik@lmcp.jussieu.fr> for his help.
- Add the pets command (press P) from Zangband 2.2.3
- Changed the Trump realm into the Dragon Realm (mainly just name changes)

19/01/1999
- Changed the activation of the One Ring
- The One Ring is now Permanently cursed
- The One Ring is no longer aggravating because of it's new summoning ability
- It's now possible to run through the grass

21/01/1999
- Add the persistent dungeon option at birth
- When a breeder multiplies it have a 7/100 chance of mutating into an other
  monster. (in general a worse one) This would prevent monster farming abuse :)

24/01/1999
- NEW : the body changing feature! with a new class to use it. Your spirit
  can leave your body to go into another one but while your spirit is alone
  your max hp is of 1. When in the corpse of a monster your first blows are
  the monster's one and you can use it's magical power. Your life is also
  changed by the monster's one and you gain all it's abilities and resistances
  while losing those of your real race because you have left your body.
- Add a lot of new vaults mainly from Weisiger <jmartin@inreach.com>

28/01/1999
- Death Molds now can teleport onto store entrances
- A new randart activation that fires light after absorbing the ambient one

05/02/1999
- Changed the Roguelike commands. Now ^G to sacrifice, $ to hack up a corpse
  ^O to Cure meat
- Updated the command.txt file
- Add the AB's gfx for the weapon/armor
- Multiple dungeons : The old levels 1-33 are now in the Mirkwood forest with
  trees and grass, 34-66 are the Land of Mordor with mountain, wall and dirt
  67-127 are the Dungeon of Angband with wall and normal floor and occasionally
  flooded levels (if chosen in the options).
  The ability to levitate is now a GREAT advantage in the Mirkwood forest !
  You can reach Mirkwood from Menegroth, Mordor from Minas Anor and Angband
  from Gondolin. In the vanilla town there are three stairs.
  When you take a staircase down in the last level of a dungeon you arrive back
  in town.

07/02/1999 - PernAngband 3.0.9
- X in the roguelike mode for the pet commands
- Updated the magic.txt file with the new classes

09/02/1999
- Updated version.txt, modified dungeon.txt
- Shelob is now a little bit more powerful in order to make her the quest
  monster of the last Mirkwood level.
- The Vanilla books are now sellable in the magic shop/temple and the bookstore

13/02/1999
- New class : the Sorcerer, they can't wield any weapon useless it's a Mage
  Staff and without it they are the WORST fighters of the game even bare-handed.
  But to compensate this they are the BEST magical class : the can use any
  book of any realm without having to learn the spell, but they also don't
  gain any experience from casting a spell.
- Added the susceptibilities flags to the monsters.

15/02/1999
- Stolen the exploring system (like the tactic one) from Angband/64
- Fix the bug of vanilla town, now the vanilla town flag is saved
- Ents are rebalanced, they have a -9 speed penalty
- Tweaked the Troll Fortress quest to make it less easy

21/02/1999
- Corrected some bugs in the town files. The crashing wilderness bug
  seem to be gone.

23/02/1999
- Fixed the bug of the traps. No more grey "invisible traps" on a level
  covered with grass, same for the dirt
- Updated the Gondolin town and quest with the Akhronath's ones
- Enabled the S-lang support
- A new script directory is in lib, it contain a file script.sl which indicate
  every S-lang script files that must be loaded
- Add the event's gestion to the slang script. An event is produced in certain
  conditions (like a keypress,...) and a script can put an handle on it to have
  a function called each time the event happens. I've made a stupid example
  that use the key 'y' to shout at the monsters.
  PS: Take a look at slang.txt in the help directory
- Add the load/save function to the script

24/02/1999 - PernAngband 3.1.0

26/02/1999
- I've finally successfully compiled Python. So the S-Lang support is replaced
  with the python one. The 'y' key and the thieves quest are there too.
- Stolen and modified intro.py from Pangband
- The random quest bug is fixed (maybe :) ). I say maybe because as for the
  wilderness one it doesn't happens by me so I can't test it :(
- Today one of my dream have become true! With the help of a python script
  I've made a new quest for the DragonRiders that can be given at the Weyr
  of Arda in Menegroth. You enter forest area and the only thing you can use
  is the flame of your dragon(no magic, no wands, ...). And you need to
  destroy every thread while saving at least 50% of the trees, and your own
  flame can consume them!

28/02/1999
- Yeah, the wilderness bug is now gone. And a minor bug which looks like the
  the wilderness one is gone too. It happened when you try under certain
  conditions to go in the wilderness with an imprinted pet.
- Fixed the random quest bug
- Fixed the inventory bug that when picking up an object said you have foo
  in slot r and reorder it after that o the letter is no more r. I know it was
  really annoying but well it's now gone :)
- The undead races now start at night

02/03/1999
- The spectres can now pass through trees and mountains
- A new dungeon type at Bree: The Upper reaches of Galgals(level 1-10) !
- Changed the code for the different dungeon types. Now it's a lot easier to
  add a new dungeon type. I'll maybe make a d_info.txt to define the dungeon
  types
- Add a new dungeon: The Volcano, you reach it by going to the north east of
  Minas Anor. Level 30-45

05/03/1999
- Spectres can't pass through trees because trees are pure and natural
  things :)
- New dungeon type: The Hell !!! Level 500 to 530, Yes 530 ! With a little
  present for you at the bottom... if you manage to survive :) I can just
  said one more thing: don't go there with your level 1 character :)
  You can reach it near the volcano hole.
- Now fire balls can burn the trees
- Invisibility now consume a lot of food
- Fixed a strange bug with the pool of deep water... It was possible to
  sacrifice at and to worship (before the crash:) one :). Thanks to Steve Dice
- Add a very nasty surprise at level 1.... Moldoux, the defenceless mold with
  1 hp no powers, can't move, can't attack... Oh and if it's killed there just
  one Great Wyrm of Power which can be summoned to avenge it !

07/03/1999
- The look command doesn't stop anymore on the trees, grass, ...

07/03/1999 - PernAngband 3.1.2

13/03/1999
- Sorcerors have now a bad pseudo-id
- Sorcerors have now a -25% penalty of hp
- Add a scroll of deincarnation
- Add the possibility to engrave the floor with some magic words found in some
  parchments. The words are in Adunaic(Numeronean), Quenya, Sindarin or any
  other tongues of Middle Earth. But the parchment also give useless words
  with the useful ones, so you have to try different combinations.
- No more "human" sex when randomly chosen

16/03/1999
- Mathilde will say the right sentences now
- Fixed a bug in melee2.c which could produce an x and an y out of the limits
- Disabled the engraving command for now because it's too unbalancing...
- If you pray while low on hitpoints (< 20%) your god will do something to help
  you, like summoning pets, curing wounds, killing enemies...

19/03/1999
- There is now a minimum level needed to enter some dungeons, to prevent
  gaining great objects easily
- Fixed the OLD bug of the pink horrors, now only 2 blue horrors
  will be summoned
- Fixed a bug with the tiles for the non unique DragonRiders

21/03/1999
- The Dragon realm users receive some experience for the kills of their pets
- The Palantir of Minas Tirith now can teleport you next to the quest monster
  but it'll take more time to recharge
- Fixed the possessor's number of blows bug. Also the town uniques corpses (
  Maggot, Martti, Mathilde) can't be used to attack because their attack is
  moan with no damage
- Added a faq (see pern_faq.txt)
- Added a new monster ally, the Dolphiner. They came from the planet Pern
  and can summon dragonriders, their friends. They are men riding dolphins

******************** Attempts to rebalance the game **************************
- Changed the xp modifiers of the new races in an attempt to make them more
  balanced. Thanks to Shawn Cheng <mfighter@hotmail.com>
- Invulnerability, Wraith Form and Life Multiplier now consume a *lot* of food
- RohanKnight's gain less speed at each levels
- Sound attacks of the harpers are less likely to stun...
- IMPORTANT NOTE: At the character birth if you choose a forbidden class for
  your race, you'll be considered as a cheater and the game won't be scored.
  It's mainly to prevent the too powerful combination of Deathmold Mimic or
  Deathmold Possessor. The characters made before the next release won't be
  affected by that
- Some more attempts that I don't remember :)
- Changed the Mana and life multipliers, now mage staff of mana(100%) will
  ADD 100% of mana to your max mana and not multiply it by 100 :)
******************************************************************************

23/03/1999
- Replaced Menegroth by the new Lothlorien skilfully made by Akhronath
  (zzhou22876@aol.com), with 2 new quests + The Battle of the Five Armies +
  (only for DragonRiders) The Fight against a Threadfall
  Thanks again Akhronath !
- Deathmolds can now enter wilderness
- Radically changed the score calculation, in the future it'll serve to choose
  which characters must be turned into monsters. Note that the old score files
  are compatible but the old scores mean nothing with the new system

26/03/1999
- Changed some aspect of the python implementation to make it more portable
- The usleep python function may react strangely
- When you pick up the same type of ammo that you wield in your quiver it
  automatically combine with it
- The specials levels are now restricted to a certain depth AND a certain
  dungeon type
- The number of collected bounties now count for the final score
- Add a new option to not pick up monster's corpses. It's yes by default.
  I've made it to avoid losing good characters by auto picking up a great
  wyrm of power corpse and getting -500 speed !

28/03/1999
- Reimplemented the player ghosts, but in a different way. First the bone files
  are a lot more complex to include more aspects of the dead character. Second,
  only the best characters are allowed to become ghosts when they die, or commit
  suicide, it's based on their final score. In the bone directory there is a new
  file which held the name of the bone files that the player want to be used.
  To add a bone file, put it in the bone directory, add it to the bones.txt file
  and increment the number of bone file in the same file.
  When a game is loaded it looks for this file, try to find some unallocated
  ghosts and modify r_info with the new info from the ghost. When this is done
the bone file is not used anymore because all the info is saved in the
  player savefile. The race/class characteristics are not fully handled now.
- Now even with a Mage Staff the Sorcerors have a penalty of -10 to hit/dam
- A Vampire can now wield the Phial of Undeath without being scorched, while
  all the other light artifacts scorch them

30/03/1999
- The Arcane Zap spell now works correctly
- Updated the FAQ with the help of Leon Marrick
- Updated magic.txt with the help of Leon Marrick
- WOH ! Impressive ! Great work indeed ! Well, Andreas Koch has made a
  powerful graphic editor for PernAngband !!!! And it has also drew some new
  tiles! The editor is really impressive, you load the graphic file, the prf
  file and you can assign a tile to every monsters/objects/... you want, just
  with a click ! It can even scan the *_info.txt to search for new things that
  are not in the current prf file and to add them !
  You just need a big screen resolution(1152x864x16bits works for me)
  Thanks for the great work Andreas(akoch@rbg.informatik.tu-darmstadt.de) !
- The Archer class as suggested by Mike Hommel <jamul@hamumu.com>. They gain
  some extra shot and might with levels and can also create ammo with rubble
  and junks.

05/04/1999
- Fixed a bug in the Weyr of Arda at Lothlorien
- Add the artifact's descriptions made by ... well I don't have his/her name.
  Anyway, great work.
- The rings of teleportation can now be activated but they'll be destroyed in
  the process. It's like a last chance option :)

08/04/1999
- The uniques used in the special levels are no longer shown as killed in the
  list and can only be created in the special level.
  Note : This will only affect the new characters.
- Fixed : When a Power Mage spell fails it is not cast anyway.
- Wall creation works for Power Mage
- Divia wrote some missing artifact descriptions

12/04/1999
- Reimplemented the engraving feature. There are some parchments in the
  dungeon which contain Adunaic/Quenya/Sindarin/... words you can use to
  engrave the floor with 'x'(']' in the roguelike keyset). You must read them
  before engraving even if you know the words from your last game. Also the
  inscription is magical and so needs some mana to work. So there is a new
  and unique feature : each grid in the dungeon have some mana on it's own.
  You can sense the mana of one grid by pressing 'X'('[' in the roguelike
  keyset), but this is not very precise nor easy, it's based on the magical
  ability. When an inscription is used it decrease the grid's mana and when
  there is not enough mana the inscription don't work anymore. The maximum
  mana of each grid is 255. i.e.: when you engrave the protection inscription
  which use 8 mana on a grid with 80 mana, a monster won't be able to walk on
  it for 80/8=10 turns, but well, this can save your life !
  Note : There are not a lot of inscriptions, if you have some ideas, don't
  hesitate, email me !

14/04/1999
- Changes in the r_info for the HAS_EGG flag as suggested by Akhronath
- Bloodletters of Khorne only have a 20% chance of dropping Blade of Chaos

17/04/1999
- Raal's Tomes of Destruction have a 20% chance of dropping a Raal's Tome of
  Destruction
- Symbiants are more likely to receive the grow molds mutation

20/04/1999
- Quest monsters can not be pets or breeders
- Can now place Trees(T), Mountain(M), Shallow & Deep lava(l, L) and
  Shallow & Deep water(w, W) in the special levels
- Add a new dungeon type: The lost city of Numenor which is mainly composed
  of water and which can be found to the west of Bree
********************* IMPORTANT *************************
- The savefile from the old versions of PernAngband are no longer compatible
  with the new one. It's mainly due to the new magic system but also some other
  changes. I'm sorry but this would be hard to write a converter since all
  the realm change (they have more spells) and so the books too and also the
  way to remember which spells are known, forgotten, tried...
*********************************************************

22/04/1999
- Some new graphics from Andreas Koch
- Fixed the wilderness generation bug which sometimes hung the computer when
  trying to go on a wilderness border
- The features(in f_info.txt) have some flags now. This allows me to create 2
  new types of wall: The Glass walls which you can see through but that you
  can't pass and the Illusion walls that you can pass but not see through
- The screen is now correctly redrawn when leaving/entering a body
- Add the Wands of Wall Creation
- Death Mold powers have moved to the activation command('U')

24/04/1999
- Your are no longer crushed when flying over trees/mountain without being a
  DragonRider
- The Vanilla feelings are back

26/04/1999
- All the spellbooks are now placed on the top of the inventory.
- The Sorcerors can now use the Wizard and Prior books
- The new magic system is ready. I'm just waiting for Akhronath and Shawn
  Cheng. And now adding a new realm or an old fashioned magic system is
  performed the same way and easily
- Add the Illusionists from Kangband. Someone has asked for them so... :)

28/04/1999
- Finished the Valarin Realm
- Between gates are now allowed in the vaults. To place them place 2 times a
  number from 0 to 7. I.e.(from weisiger <jmartin@inreach.com>):
  D:XXXXXXXXXXXXXXXXXXXXXXXXX
  D:#,,,,,X&...@X..**&X....9X
  D:#...&1X.,,,2X..**&X3...9X
  D:#...&.X1,,,.X2.**3X....9X
  D:#,,,,,X&...@X..**&X....9X
  D:XXXXXXXXXXXXXXXXXXXXXXXXX
  But BEWARE ! You MUST put the 2 occurrences of the number, no check are done
  so it'll surely crash or bug if not ! You've been warmed.
- You can now walk over the water with a Valarin spell

30/04/1999
- A monster on a between gate when the player is using the other is teleported
  to the player location
- Add some Between vaults from weisiger
- Added the Sigaldry realm
- The Rings and Amulets are now allowed to be random artifacts
- You can use the between gates in the special levels via the numbers 4,5,6,7,
  8,9,0
- Alchemists MUST wear gloves (no cesti nor gauntlets) in order to do alchemy.
  They also begin the game with some gloves
- Add a Potion of Learning which allow you to learn one more spell than you
  normally can. No need to say that they are very rare
- The more you learn spells in a realm the more efficient with that realm
  you are

02/05/1999
- Implemented the Nether Realm

09/05/1999
- Magical stair at the bottom of each dungeon
- Reworked the imprinted pet system, now it will work lot better
- Add the scrolls of spell which can cast a spell like a book. They must be
  created by the Sigaldry magic, they can't be randomly generated
- Updated the Sigaldry realm
- Added Staves of Wishing! You can wish for objects, monsters, spells but
  NOT FOR ARTIFACTS nor for staves of wishing
- Flying monsters can now pass over trees and mountains

11/05/1999
- The game will ask you to choose ammo from your inventory if your quiver is
  empty

26/05/1999
- Add the Crusade Realm
- Add some new inscriptions
- It's now possible to add up to 32 realms

03/06/1999
- Wraith form is less powerful since it's not so rare. Now damage is only
  divided by 5 and armor raised by 50

05/06/1999
- Add the speaking patch from Matt Graham. Just edit the monspeak.txt file
  to add new entries. And don't hesitate to send me what you've added !

11/06/1999
- There are fewer gods and each god has one or two preferred races and if one of
  this race pray to him they gain better benefits. Also the praying effects
  are more differentiated (based on the different gods)
- Add the 'only once' quest type
- It's harder to please your deity
- The Nazguls are MUCH more powerful (ideas from Akhronath):
  ******** Quote from Akhronath mail ********
  All weapons which are not ego-items cannot harm them, and will be destroyed if
  the character hits a Nazgul with it. Ego-items which have slay evil or slay
  undead can harm them, but each hit has a 25% chance of destroying the weapon.
  Other ego-items can't damage them, and have the same 25% chance of
  destruction. An artifact weapon will be able to hit them only if the weapon
  has slay evil or undead, but the weapon will be hit with disenchantment every
  time it connects (but this is negated with disenchantment resistance on the
  character). And even these artifacts can be destroyed, although there's only a
  5% chance. Other artifacts, of course, can't damage the Nazgul, and still have
  the 5% destruction chance.

  When a character does any damage to a Nazgul or is damaged by a Nazgul, he has
  a 25% chance of being afflicted by the Black Breath. Thenceforth the character
  will slowly be drained of experience and sanity. The character can stay alive
  by using restoring and curing potions, but to cure the Black Breath he must
  either drink a Potion of Life or eat (a new item) Athelas Leaf. (Athelas isn't
  really eaten, of course, but I can't think of another simple way to implement
  it.)

  This will really make the player think twice before going up to a Nazgul, and
  makes it very useful to carry spare weapons.
  *******************************************
  So if you encounter a Nazgul .... RUN AWAY !
- Sensing the grid's mana is now done by pressing 'x' key to engrave the floor
  The X key is free for some new function (maybe for the new riding system)

17/06/1999
- When browsing the spells while being a Power Mage there are no more bugs
  when pressing escape
- Removed the forbidden race/class combination feature. But it's always
  possible to recompile PernAngband with it with the FORBID_BAD_COMBINAISON
  define(in config.h)
- New god : The RNG

19/06/1999
- The priest/prior/paladin's god is now chosen dependent on their race
- I have enough of hunting those damn ghost bug which makes them unable to
  move. So it's now a feature ! They don't move because they are GREAT
  adventurers who now just want to stand there to find peace :)
  Hey, fixing bugs is easy this way :))

22/06/1999
- When 'A'ctivating the first screen showed is the equipment and no more the
  inventory
- Some new gfx drew by Andreas Koch

06/07/1999
- You can place object kind in the special levels instead of artifacts by
  using 1000+k_idx as the number instead of just the artifact index

17/07/1999
- Add the Yeek race, but not as in Zangband. It's the one from Drangband.
  I was thinking of a race who advance even quicker than the humans in levels
  since a long time and I've found it !
  So they suffer lots of disadvantages but need less exp than the other
races, i.e.: When a DragonRider comes to level 2 a Yeek can already be at
  level 7 !!
- Added the FLY attribute, it allows you to fly over trees and mountains
  because it's no longer possible with the levitation one. It's also a lot
  rarer since it's POWERFUL in Galgals and Mirkwood. DragonRiders have it
  by default. There is also a change in the features flags, CAN_LEVITATE
  means that you can just avoid them by floating over it (like a pit,
  water, ...) and CAN_FLY means that you must have the FLY flag to cross it.

19/07/1999
- The monster's drop are now created at the same time as the monster is
  created. First it disallows scumming of monster drops. And the most
  important thing is that it will allow me to add the new ability of stealing
  objects from monsters (everyone will be able to do it, but only Rogue will
  be excellent at it). For the point of view of the player there is no change.
  It may produce some strange object disappearance in the late game since
  all the objects are generated with the dungeon. And thus it may need to
  increment the maximum size of o_list in misc.txt. If such problems shows
  up, email me.
- Press 'Z'('[' in roguelike mode) to STEAL an item from a monster. The
  success rate is based on your dexterity, the fact that you are or aren't
  a Rogue (being one makes it easier), the weight of the object to steal and
  the base level of the monster. A Rogue will also gain some experience
  if he/she succeeds. This made them more Rogue and less Warriors.

22/07/199
- Add more graphics from Andreas Koch along with a new version of the editor

26/07/1999
- The resurrection effect of the gods is now harder to get and decreases a lot
  more your grace. It was ... well ... too powerful for the cost of some
  crappy artifacts
- Finished the Magery realm created by Chris Weisiger (jmartin@inreach.com)

03/08/1999
- I've finally fixed it ! You know, this ugly bug that disallows the darkening
  of the grass & mud tiles when they have been lit.

18/08/1999
- Yeah ! It's done! The new magic system is finished (I will add Spirit Realm
  later). The final form is 4 Major Realms : Valarin, Nether, Magery, Shadow
  and 4 Minor Realms : Crusade, Tribal, Sigaldry, Illusion.
  The only problem is be that it could be unbalanced, especially the
  Shadow realm since I've created it :)
  Anyway it should be great. There are still a lot of old spells but some new
  coloured funny spells for you to discover, as Control the Ring, Infuse Amulet,
  Scribe Scroll, Doppleganger, Volcano Flow, Tidal Wave, and a lot of others!
  The max number of spells a character can learn depends on his class. But
  generally the player can learn fewer spells than the total number of spells he
  has in all the books he can read.
  I want to thank Akhronath (who has the first idea and who write some realms),
  Shawn Cheng, Chris Weisiger and DSCreamer<DSCreamer@aol.com> for their great
  help.
- Moldoux can not appear at any other level than level 1

21/08/1999
- A new version of the Tile Editor plus a full set of graphs (expect the books)!
- Moved the dungeon types definitions from tables.c to a new info file in the
  lib directory: d_info.txt
  It allows you to add new dungeon types easily.
  There is also a brand new feature: You can specify which monster flags that
  are NEEDED for a monster to be generated in the dungeon.
  There is also an addition of dungeon flags. Here is the structure:
  N:<index>:<name>
  D:<long name>
  W:<min depth>:<min depth>:<min player level>:<next dungeon>:<flags mode>:<min alloc>:<max alloc chance>
  L:<floor1>:<%1>:<floor2>:<%2>:<floor3>:<%3>
  A:<wall1>:<%1>:<wall2>:<%2>:<wall3>:<%3>:<outer wall>:<inner wall>
  F:<flags>
  M:<monster flags>
  S:<monster spells>
- The quest rewards are always good
- I've finally found and fixed the Mirkwood Spiders Quest

24/08/1999
- Add the MAZE flag to the dungeon type flag list, which instead of a normal
  dungeon generate a full big maze ! And it's EVIL ! Note that there will be
  no rooms and no vaults generated, just a plain evil maze
  The algorithm is from <Pierre.Bru@spotimage.fr> on rec.games.roguelike.development
- Note about the dungeons : A dungeon can't have more than 40 levels
- You can use SMALLEST, SMALL and BIG as dungeon flags to specify the level's
  size
- 6 new dungeon types: a Graveyard, an Illusory Castle, an Orc cave, a Maze
  a Dragon's Lair and A Forest with specific gfxs and monsters restrictions
- Some new gfx form Andreas Koch mostly to add more flavor to the towns

29/08/1999
- You can add a guardian and a guardian artifact to each dungeons types with
  the following flags: FINAL_ARTIFACT_artifact_number and
  FINAL_GUARDIAN_guardian_number

29/08/1999 - PernAngband 4.0.0

01/09/1999
- Fixed the max_dlv non allocation error
- Fixed the Tribal realm spell descriptions

01/09/1999 - PernAngband 4.0.0b
- New dungeon type, the Netherworld with Muar and the Wand of Fireball of
  Mithrandir at the bottom
- You can't gain a fate before being level 10
- Some cosmetic changes suggested by Akhronath
- A new Artifact by Akhronath, The Long Sword of Murazor 4d5, so ... the next
  time you see a long sword 4d5, beware ...

05/09/1999
- Add a feature flag to allow running
- Fixed the Chaos Warriors bug (they were unable to use magic !)
- Fixed the Chaos Realm descriptions
- You can't rest on a between gate
- You can now steal from stores. But beware of the consequences if you fail...
- Fixed a bug in that when recalling to the town the player was sometimes
  placed in the upper left corner

08/09/1999
- Fixed a bug that disallowed the creation of entrances to some vaults

14/09/1999
- Fixed the Dragon Tower bug
- Add minimum player level to the random dungeons
- Add shafts, you can use them do go up/down for up to 4 levels(but you can't
  ignore quest levels). Original patch from Static Chaos. Idea from GSN
- Add a dungeon flags to forbid generation of doors

27/09/1999
- Some tweaks to the possessor code as written by Static Chaos i.e:
  You must possess a monster that is able to open to door to do so. The
  same applies to bashing. Your sex is modified by your body. Lots of tweaks
  to the spells that can be used...
- The racial power of the Dwarves is now the same as The Pick of Erebor
  activation: they can find hidden passage in the walls
- There is 1 chance in 10 that the level is an magical level, which means that
  each grid will contain more mana than a normal level.
- Add some new sentences to the monsters sentence lists

04/10/1999
- Began to add the Druid class. But it's TOTALLY different from the other
  variant's Druids. They make intense use of the mana flow from within the
  earth and the elements, thus their spells can regenerate the mana they have
  used by pumping it from the floor, like the Tunnel spell which will blink
  the player and will try to absorb enough mana form the grid he/she lands on.
  They can also (and they are the only to be able to do that) regenerate the
  mana flow of the earth. They also can use enhanced attack types called
  Druidic Bolt/Beam/Ball that can follow a mana flow laid by the player.
- The Druids can sense precisely the amount of mana of a grid

08/10/1999
- Added some revised graphics by Andreas Koch
- Added the code provided by Alexey Guzeev(aga@russia.crosswinds.net) to
  compile PernAngband under OS/2 with EMX
- It's finally fixed ! the damn bug that was crashing the game when leaving
  a town on certain system (Mac and Windows) ! this will never happen again !

27/10/1999
- Finished the Druid class. They have 40 spells (8 * 5 books). The spells that
  activate Mana Runes is not active for now, but it will in a near future.
- Add a slightly modified Tom Morton fake artifact patch (it won't print {} at
  the end)

30/10/1999
- You can inscribe an object with !! to notify the player when it's recharged
- Lots of bug fixes thanks to Lothar Lange <100644.2004@compuserve.com>
- Lots of new ideas thanks to Lothar Lange <100644.2004@compuserve.com>

30/10/1999 - PernAngband 4.0.1
- "Foolish mortal! Thou hast not pleased me! I'll doom your game with the new
  horrible DG curse !"
  Yes I've done it, the DG curse is even worse than the TY one. One of it's
  most perverse feature is that it can replicate itself to contaminate sane
  objects that can't be cured. Also if you remove the curse of a DG cursed
  object, it will recurse itself automatically !
  Beware of the horrible Long Sword of Murazor because it carries the ancient
  morgothian curse !
  Oh, there are also some monsters that give the DG Curse when dying ... but
  I'll let you find whose they are by yourself :-<|>  (Dark God makes an evil
  smile). I can just say one thing : you should *REALLY* *NOT* kill Mathilde...
  But do not worry she's got much more HP, so you can't kill her anymore :)

01/11/1999
- Add the Rod of Home Summoning, which acts like the old dragon spells
  "Call Home"

08/11/1999
- Drastically reduced the recharging time of the Dragon Scale mails in order
  to render them useful.
- Added a new weapon ego-item: of Spinning, which will make you spin around
  in order to hit every monster around you. Note that you'll only get one
  blow for each monsters whatever your normal number of blow is.
- Added (ok stolen) the question in the GSNband FAQ about wrists hurting (it can
  be useful, so everyone should know)
- Rogues and monks gain more and more stealth as they gain levels (SBF)
- Added some sentences for the Dwarves (in monspeak.txt)
- Added the support of two-handed weapons (from GSN). Thus there are weapons
  that can be handled with two or one hand (but with one hand it halves the
  damage). A 2 handed weapon can't be wielded with a shield.
- Added the random character name generation from Cthangband
- Added rivers (water & lava) from the Steven Fuerst fractal patch. Note that
  you have to add WATER_RIVER, LAVA_RIVER, WATER_RIVERS or LVA_RIVERS to a
  dungeon to have some rivers generated (actually in Mordor(lava), Dragon lair
  (Lava) and Forest(Multiple Water))
- Updated generate.c to the Steven Fuerst fractal patch room generator (using
  room_alloc), in order to implement the remaining part of the patch easier.
  But I'm still having problems adapting it to my extended dungeon generator.
- Ahah ! I've resolved the problem !! there are now fractal rooms (15%, can be
  always enabled by specifying the CAVE flag), now the orc caves looks great

10/11/1999
- Added the Caverns(enabled via the CAVERN flag)
- Hell has been moved down, it now begins at level 666! :)

12/11/1999
- Add the Static Chaos persistent dungeon patch that save every level of a
  dungeon (which has the PERSISTENT flag) on disk and reload it instead of
  regenerating a new level.
- Add the Outer World dungeon type (this is an entrance to a place of an
  incredible stability). It use the PERSISTENT flag and thus will be saved.
  Only level 50 characters can go there to prevent abuse(like have an old
  ultra powerful character and a new one and going into the Outer World to
  exchange some stuff). And yes the saved dungeons are the same for EVERY
  characters. But to add ... err ... variety,  I've put it from level 300 to
  305, I've put it to have at least 30 monsters from the beginning AND to have
  an higher monster generation rate(1/60 instead of 1/160 !), thus you'll
  NEVER get bored there :)
- Implemented the much more complex trap system from Angband/64 thanks to the
  patch made by Static Chaos. There is 169 traps (see tr_info.txt).
  Beware that on average the traps are deadlier...
- It comes along with a new feature for stat system: temporary stat drain,
  it's cool

14/11/1999
- Renamed Power Batteries to Essences
- The DG_CURSE can put the NEVER_BLOW flag on a weapon ... sadistic !!!

16/11/1999
- DSMs now have been granted the FLY flag

19/11/1999
- The monster memory now colors some important things about the monster (like
  resists, speed, ...)
- Fixed a wand of wishing bug, that made them sometimes NOT use a charge
- Moved the special level DeathWatch to the Orc Cave
- Moved the special level Treasure Room to the Maze so people are forced
  to play those dungeons if they want the artifacts
- Random quests will only occurs on PRINCIPAL dungeons (the one created by
  splitting the vanilla dungeon into 4 smaller ones, Galgals, Mirkwood,
  Mordor and Angband itself)
- To prevent too many YASD from the DG curse of Mathilde she has now been
  granted 22500 hp, but as usual she can't attack :))
- Fixed a bug that disabled the guardian at the bottom of some dungeons

25/11/1999
- Added main-gcu from Angband/64 to allow larger screens
- Added the new note command that dumps to a file from "Tom Morton"
  <tmorton@yikesstation.freeserve.co.uk>

27/11/1999
- Added funny time message from Z
- Added object experience as suggested by Ceilti <Ceilti@aol.com>
- Fixed a bug when the magestaves were cursed

29/11/1999
- Added the small trees (along with a new feature flag: SUPPORT_LIGHT) to
  replace the walls in the Forest and Mirkwood
- Some new gfx from Andreas, and the town of Bree with the new tiles

02/12/1999
- Add 4 dungeons by variaz@hotmail.com: Vanilla Dungeon(only from Vanilla Town,
  The Small Water Cave, The Sacred Land Of Mountains(if you don't fly ...
  do not even plan on going there),
  The Wild Land Of Kurukar(It sure looks great)

04/12/1999
- New dungeon flags: HOT and COLD that affect object decay
- Add YA*IF (Yet Another *_info File): wt_info.txt
  It defines wilderness features *, allowing a better wilderness map. Since
  it now defines nearly everything a wilderness need to have, the map itself
  only have to be an array of feature and seed, thus allowing a much bigger
  wilderness. I also plan to have a Omega wilderness mode where you can have
  an overview of the wilderness to travel quicker (but time will pass much
  quicker too:)
  The structure of w_info is also changed, it's uglier but well .... :)
  The wilderness size must be EXACTLY the same as the size defined in misc.txt.

06/12/1999
- Scrolls of Reset Recall are now WORKING !!!!!
- The new wilderness mode is done ! When you reach the border of a wilderness
  screen you go to the small scale wilderness map, where you can see all
  the wilderness map with the towns/dungeons/... A lot of commands are
  disabled there and moving takes MUCH more time, so beware of the food !
  You can enter the big scale mode by pressing > (this allow you to enter towns)
  NOTE: The Death Molds CAN'T reach the small scale mode because their
  erratic movements are impossible to handle in such a scale.
  BEWARE: Your imprinted pets WON'T follow you in the wilderness !!!

11/12/1999
- Add wilderness encounters
- Add Oangband rod/wand stacking
- Amulets of the Serpent from Sadi Khan <sadik@christa.unh.edu>:
  Resist Poison, Dexterity, some AC and Poison breathing

12/12/1999 - PernAngband 4.0.5

18/12/1999
- Updated the makefiles and renamed object3.c to traps.c
- Add 5 new essences from Sadi Khan: Force, Darkness, Lightning, Mana and
  Knowledge
- Fixed the bug that was placing the player at the town entrance when
  leaving a building

20/12/1999
- Add the tool slot. It's actually only used to wield a shovel/pick but I've
  some plans for it
- You can only dig walls if you use a shovel/pick in your tool slot

24/12/1999
- Removed the player ghosts, well in fact made them a compile-time option(see
  config.h)

26/12/1999
- Added the Necromancer class. But again not quite the same as you've seen
  before. They can't be killed as easily as the other class. In fact when
  their HP comes to 0 they don't die but become undead for a while. While
  being undead their HP is replaced by DP(Death Points) that have a max
  inferior to the max HP and that are slowly decreasing(1 DP less each turn).
  They can use all the healing spells/potions/... but this won't stop them
  from being reduced again. The only way for them to come back in the world
  of the living is to kill 2 * player_level monsters.

01/01/2000
- Happy New Year !

02/01/2000
- Add a new curse(as suggested by LucFrench@aol.com). When a weapon has this
  curse and that the wielder attacks a monster with it, it can clone it !
  And it's REALLY REALLY annoying, especially when fighting some kinds of
  wyrms :)

10/01/2000
- Finally fixed the flags shown on the character display.
- The quit without save command(CTRL + L) is now a compile time option disabled
  by default
- The Necromancer class now has 5 spells (used the same way as the mindcrafter
  powers)

17/01/2000
- Power gained by levelling artifacts has been reduced
- New unique monster: The Greater Lag Monster... beware :)
- AHAHHAHAH ! I got it ! the wilderness bug that made the game crash when
  entering a town is fixed ! And the wilderness system has been greatly
  improved.
  Now to switch the wilderness mode, just press < or >.
  Everything should now works properly

16/02/2000
- Each Nazgul will now drop his Ring of Power. They are randomly generated
  and thus they don't appear in a_info.txt. They always give invisibility,
  life draining and are heavy cursed.

21/02/2000
- Changed the format of w_info.txt again, it's much more readable now.
  I also added a additional parameter to the W lines of wf_info to define
  which letter will be used in w_info.txt
- 60x20, this is the scale of the new wilderness, it tries to looks like
  the 3rd age middle earth map. Thus some dungeons leaved the towns they
  were used to be to join their "real" place on the map. Only the Upper
  Reaches of Galgals are still reachable from Bree.

24/03/2000
- Added a small hack from Static chaos to allow running faster with the
  overhead map enabled.

24/03/2000 - PernAngband 4.0.6
- Possessors now have a MUCH better pseudo id, equal to warrior's one

06/04/2000
- Changed the wilderness map with the one provided by Gwidon S. Naskrent
  (naskrent@artemida.amu.edu.pl). It's bigger, it's better :)
- Fixed a bug with the chasm opening inscription

08/04/2000
- Fixed a bug with the staff of wishing
- Druids can now pass through trees
- Stairs are now noticed again (when you see one it will stay on your screen
  even when out of torch radius)

10/04/2000
- When a Necromancer turns into an undead he/she/it gets cured of everything

05/05/2000
- MAYBE fixed the damn wild bug ... again ? oh please GREAT RNG help me !

08/05/2000
- Added the Notes patch from Chris Kern. That allows you to get a .txt file
  recording great events in your life, your notes, ...
  Very useful I think

11/05/2000
- Fixed the artifact wands stacking bug
- Removed the Netherworld dungeon
- Added the Moria dungeon, it's not random and can be found in ... the moria
  mountain chain :) There is Muar waiting you at the bottom, guarding the
  Quarterstaff of Olorin
- Waldern, the king of water is back, and he is the final monster of the
  small water cave, guarding a the Trident of Ulmo. But beware it is more
  powerful than in vanilla
- Dungeon guardians and dungeon guarding's artifacts can only be generated
  in their respective dungeons
- Removed rumors that were still Zangbandish and some others I didn't like :)

14/05/2000
- The MONSTER_PERCENT_ flag can be added to some dungeons to specify the
  amount of monsters that are affected by the dungeon specific restrictions
- Random dungeons now appear on the overhead wilderness view
- COULD IT BE !!!!!! yes it could !!!! thanks to Tom Demuyt that sent me a
  savefile where he wasn't able to learn spells, I may have finally fixed the
  dreaded spell bug !!!! I say may because I'm waiting for some fellow
  mac user to compile it to see if it really fixes the bug.
- IT WASN'T ! but now it *IS* !!!!
  That was an other bug. And now Gob, the great Gob, the powerful Gob,
  found the dreaded mac spell bug !!! thanks Gob !!!!
- Changed the price for Runes/Essences to be more accurate
- Changed some uniques in r_info to their former vanilla glory
- The look command can now show the trap's types

18/05/2000
- Fixed some typos(thanks whimsy)
- Began to add the Body parts system to allow more rings, weapons,
  everything, depending on your current corpse (dragons will have more rings,
  mariliths 2 weapons, ...)
- If your corpse allows the use of more than one weapon, you can use them :)
  let see a Sorceror using Ringil AND Gandalf ! :) well first he has to find
  the rare scroll to change body and then to find a corpse that allows 2
  weapons
- Changed color of shafts (brown now) because they were hardly visible
- Flying no longer allows passing over mountains, you MUST have a Climbing Set

22/05/2000
- Fast autoroller as a birth option
- E'x'amining books in stores now browses them if your class can read them
- Add a bookstore to Lothlorien town

26/05/2000
- When in battle rage(berserk) and using the ascii mode the screen goes all
  red (as it is white for invulnerability and black for wraithform)
- r_info is modified to give all monsters some inventory slots. the format is
  E:weapon:torso:arms:finger:head:legs

27/05/2000 - PernAngband 4.0.7
- add a new dir to lib, DNGN which contain the definition of the LEVELS
  not the dungeons. one file for each level named dun$dungeon$.$level$
  In it you can have some declarations, like B:dungeontype which will
  create a stairway to an other dungeon, thus allowing to have "branches"
  in the dungeons.
  L:dungeontype and L:level specify which is the "father" dungeon and at which
  level the stair appear.
  S:ext means to save the level(and thus to reload it) in the player.ext file
  so allowing the use of persistent levels(the persistent dungeons option
  is gone)

29/05/2000
- Necromancers can use the Nether realm in addition to their old set of
  powers(now accessible through 'U')

01/06/2000
- Boomerangs of spinning are no longer allowed (that was silly)
- Increased the rarity of the ULTIMATE artifacts (Magestaff of Gandalf,
  Longsword of Eru, Seeker Bolt/Xbow of the Elves)
- Fixed the displaying of attributes under the 'C'haracter display

-04/06/2000
- Players can now choose which kinds of monsters they don't want in their game
  at birth (wipe all Pern monsters, all Cth, monsters, joke monsters, ..)
  Note that monsters in fixed quests are not affected.
  Thanks Static Chaos.
- In the Maze you can no longer remember anything, that means everything you
  see is what it's in your light radius ! MUAHAHHAH, I'm *NASTY*
- Archers now get a better chance of not breaking their ammo as they
  advance levels

08/06/2000
- Note taking bug should be fixed
- Fixed a bug with the incarnation code

11/06/2000
- Added the Orc Barracks special level (level 35 of Moria) from
  Chris Weisiger (jmartin@inreach.com)
- The maze is now guarded by The Baby Minotaur who is holding The Steel
  helm of Hammerhand
- The graveyard is guarded by Vecna holding Doomcaller
- You can now use the 'l'ook command in the small wilderness view
***********IMPORTANT************
- Between gates are no longer automatic, you must press > while standing on
  one to activate it
********************************

16/06/2000
- Revised the Adventurer's guide thanks to Chris Weisiger(jmartin@inreach.com)
- You can no more recall from a quest
- You can no longer target pets
- Re-enabled the "Control the rings" spells of the Shadow realm
- Between gates are now purple +

02/07/2000
- Only priest-like characters can use the Valarin realm
- Removed all the references to Logrus
- Tunnelling rubble will place the standard floor of the current dungeon and
  not the floor feature
- Grow trees no longer crashes when used near the dungeon edge

05/07/2000
- Fixed the character dump resistances
- When a full character dump is requested (upon death) the self-knowledge
  screen is used instead of the grid of abilities, that looks better :)
- Fixed a bug in the placement of stairs which sometimes led to a stairway
  to another dungeon when not requested
- Fixed the bug that generated 'unknown' grids
- Should now compile (nearly) without any warnings
- Fixed the mountain bug that hung the game when entering mountain chains
  in the wilderness

07/07/2000
- Some more monsters from Angband/64 and some more work on r_info from
  Static Chaos. That brings the number of monsters to ... 1023 !
- Damage taken from going between is divided by (ac / 50) + 1
  So between 0 and 49 ac it's full damage, between 50 and 99 it's half
  damage and so on
- Greater Hell Beasts now have .. 1 hp :)

11/07/2000
- Add the Unbeliever class, they are anti magicians. Great warriors, they
  have the worst magic device skill of all the classes, they continuously
  generate an anti-summoning field around them disabling monsters from
  summoning. The radius of the field increase with levels. After level 20
  they can also disrupt the magic continuum, thus getting the same effects
  as Anti-Magic, Anti-Tele and The Stone of Lore(nobody on the level can
  teleport)

13/07/2000
- Add an option to auto tunnel walls when bumping into them.
  NOTE that it'll ALWAYS take a turn then, so beware...
- Really fixed the note taking bug (ok stole the fix from Zangband :) )
- Changed the object description so now it's "Smeagol's Corpse" instead of
  "The Smeagol's Corpse"

13/07/2000 - PernAngband 4.0.9

29/07/2000
- Orc Barrack's between doors are fixed
- God favor is reinitialized upon birth
- Added the Daemologist class along with a brand new realm and lots of new
  cool effects(try making all your pets explode ! :)
  All made by Static Chaos

31/07/2000
- Fixed lots of compilation warnings thanks to Static Chaos
- Added the random vaults and crypt vaults from Zangband with the help of
  Static Chaos
- Fixed some bugs pointed out by Bablos
- The Ray Rune now relay make a beam and not a pseudo bolt

03/08/2000
- 2 handed weapons wielded with a shield now really restrict your fighting
  abilities (I forgot to add the code before) :)
- Possessors can't leave their body while they wear cursed items
- Word of Destruction is no longer allowed in quests
- Add a fate spoiler created by Dustin Ragan
- Removed the old new player ghosts implementation
- Added the new old player ghost implementation (stolen from Drangband)
- Rod system have been totally reworked. Now you can find "base" rods without
  power (rods of nothing) with a certain quality (wooden, iron, ...) on which
  depends the amount of mana they contain. You can also find rod tips which
  contain the real spells but cannot be activated alone. You must attach (with
  the 'z' command) a rod tip to a base rod before using it. The spells of the
  different rod tips need different amounts of mana (so illumination is less
  mana-hungry than healing) :). You can also have base rods ego-items (artifacts
  soon) that can decrease the mana cost of the spell, increase the capacity
  of the rod, decrease the time needed to zap the rod, ...
  Oh BTW, you should be eager to get an Adamantite Rod of Healing of the
  Istari :)
  Now rods will hopefully be useful.
  Note that you have to identify the base rod to get the mana indicator
- Note files are now playername.nte instead of playername.txt
So if you want your note file to be carried to the next version you'd better
  rename it :)
- Fixed a bug that prevented Azog from being generated at the bottom of the Orc
  Caves

07/08/2000
****************** IMPORTANT *****************
- Removed the Python support because it was slowing the game, adding
  weight to the executable (and thus to the archive), was mainly unused,
  and was never present in some ports
**********************************************

09/08/2000
- Unbelievers are now much better at perception, and actually become even
  better as they go up levels
- Fixed several bugs thanks to Iain McFall
- Reset recall is now much nicer to use thanks to Iain (again :)
- When a character is infected by the Black Breath it is show in the char
  screen & dump

15/08/2000
- Cursed mage staves should no longer crash the game when identified
- A Marilith can now drop it's corpse when killed
- Add the gods spoiler made by Dustin Ragan
- Fixed a bug that could eventually crash the game when looking at the quests
  screen
- Fixed a bug in the random junk artifacts that made them cure fear when said to
  cure confusion
- Add the squelch patch from Iain McFall
- Boomerangs are now pseudo-id'd

19/08/2000
- The *thanc artifact daggers are less common because they are so powerful

24/08/2000
- The Midas Touch 30k gold limit has been removed (suggestion from Chris)
- Fixed (ok ok Iain fixed :) ) several trap related bugs
- Squelch now use the pseudo-id thanks to Iain
- Pseudo-id inscriptions are no longer part of the real inscription of an object
  and thus ... it's better :)
- Tribal spell "Life Drain" now reduces your stat permanently 30% of the time
  and the other 70% it can be cured via restore stats pots. The damage is now
  always 50d50 and is no longer affected by mage staves of spell
- Tribal spell "Meditate" no longer hastes/heals you
  (it still heals your sanity) and the glyphs' radius have been decreased
- Add the Trap of Acquirement that will give a great object and then mutate
  into an other trap. It can never be identified and the color varies.
  Idea from Iain
- When casting charm upon monsters only the non-pet ones will be affected
- Elder Aranea HP reduced
- Small trees are burned by fire
- Randomly activated mutations are no longer activated in the overview
  wilderness
- Ghoulkings are now z instead of p
- Thrown potions now give xp when killing by a ball effect
- Scrolls of reincarnation have been removed now you can only find scrolls of
  deincarnation. To reincarnate into a new body 'U'se the appropriate power
- Recharging is now useful again
- Breeders should be a BIT slower
- Reduced mutation chance of breeders from 7% to 3%

03/09/2000
- New, unified store/building code

08/09/2000
- Add quest plots. Feature 75, 76, 77, 78 are now permanent walls but used
  as quest plot info holders. Before the new building code quest info was
  stored in the building feature but now all stores/buildings use the same
  feature(74) and the "special" value defines them.
- Add semi-random towns. Now if the ' ' (space) character is used in the town
  definition this grid will be replaced by the feature calculated by the
  plasma generator as if it was a normal wilderness screen. So the forest of
  Lothlorien is plasma generated and not fixed. It add variety and consistency
  with the rest of the wilderness
- All towns are now updated to the new store/building code
- Removed the "you are being crushed" bug when going in the overview map thanks
  to Iain McFall (as usual :) )

10/09/2000
- When you use a 2 handed weapon and press 'e' the equipment list will show
  the weapon(and some info) in the shield slot too
- Monsters can't have fewer arms than weapons
- Mimics have been upgraded. They now have 5 powers. First is to use books of
  lore as before. Second is invisibility. The other ones are Mimicries.
  There are 3 mimicries, legs mimicry, wall mimicry and arms mimicry.
  Legs and arms mimicry will "create" a new body part (or some) for a certain
  duration. Wall mimicry will make the caster able to walk in walls (he becomes
  a wall) but ONLY in walls .. not on floor .. so beware with this one

27/09/2000
- For your god to resurrect you need 3 times more grace and your grace
  will drop to -100000

30/09/2000
- Add exploding ammos (bolt, arrows, shots) thanks to a patch by Static Chaos

13/10/2000
- Add some patches from Kusunose Toru <kusunose@hcn.zaq.ne.jp>
- Neuters get a weight & height

13/10/2000 - PernAngband 4.1.2

14/10/2000
- Building doors can't be erased

28/10/2000
- Fixed a bug in the rod system when attaching form the floor
- Added fountains that you can quaff from ('H' in normal mode, 'V' in roguelike
  mode, yeah I know it was for version number .. but .. mhh who is using it ?:)
  Thanks to Static Chaos for the patch
- You can fill empty options with fountains(thanks static chaos)
- Added the Iain McFall Show Monster patch to show all viewable monsters

08/11/2000
- Fixed numerous bugs
- Fixed the st_info & ba_info files thanks to Kusunose Toru

16/11/2000
- Godly blasts can't be reflected anymore, so beware, puny mortal !!! :)
- Added a whole bunch of new floor features (ice, mud, sand, sandwalls, ...)
  thanks to Static Chaos.
- More spell effect will affect the dungeon, for example, fire will melt ice,
  nether will kill trees, fire will create ash, cold will freeze water, ...
  thanks to Static Chaos again :)
- Cleaned up the feature code again (that was a REALLY messy part of angband...
  and especially of Zangband)
- Note: Sandwalls can be dug WITHOUT any digging tools
- Teleport scrolls/staves are back in the shops
- Mages, Wizards and Sorcerors now only get a wand of fire bolt at birth
- Finally fixed the Alchemists extracting powers
- Fixed numerous bugs thanks to KUSUNOSE Toru
- Desert and Glacier wilderness features now really look like desert &
  glacier :)

18/11/2000
- Debug commands are allowed in the overview map, but beware, do not create
  objects & monsters there ...
- The wilderness map is no longer fully known, you have to explore it
- New wild.c file to support all wilderness functions
- Maps can be found to reveal some places of the wilderness

27/11/2000
- Exp gaining weapons will gain levels way slower
- Ring & Amulet random artifacts will only be "Ring of foo" and not
  "Ring of Slow digestion of foo"

30/11/2000
- Level gaining Artifacts have been significantly toned down
- Sauron lost his chances to drop The One Ring
- Blood of Life potions & Staves of Wishing are more rare
- Your god wont always resurrect you even if you have enough piety
- When leaving corpses, Possessor equipment will be dropped to floor
  to prevent their form being "lost"
- Sandworm lair, a new dungeon
- Staves of wishing now only have 1 charge

12/12/2000
- A patch to the alchemist patch from KUSUNOSE Toru, they should now work
  perfectly
- h-system.h fixed so it should compile fine on Linux

29/12/2000
- New r_info.txt with the HAS_LITE flag, thanks to Static Chaos :)
- Now some monsters can have a light around them

03/01/2001
- Phial of Galadriel and Phial of Undeath now use the same symbol(yellow ~)

06/01/2001
- Fates now show up in the character dump (thanks Kusunose)
- Scrolls of Divination are more friendly now (thanks Kusunose)
- Artifacts in monster inventories not yet seen are not shown in the
  artifact list (thanks Kusunose)

08/01/2001
- Zweihanders are now 2-handed weapons(as they always should have been :) )

11/01/2001
- Ego Rods are now "xxx rod of egoname of power" and not
  "xxx rod of power of egoname"
- Fixed some typos(parchEment, NumeRoNean, ...)
- Fixed a bug with junk randarts

18/01/2001
- Gods now need more sacrifices
- Disabled the monster lite feature right now because it's HORRIBLY buggy
- The Sandworm Queen will now drop the Sandworm armour when killed

03/02/2001
- Now you can separate a dungeon entrance from a dungeon exit on the
  wilderness map using the WILD_ix_iy__ox_oy flag in d_info.txt.
  ix, iy are the coordinates on the wilderness map of the entrance.
  ox, oy are the coordinates of the exit.
  Note that each of them(entrance and exit) must have a physical entrance
  on the wilderness map(that is a line in w_info.txt).
  When you use the entrance to enter you get to the first level but when you
  use the exit to enter you get to the last level.
  So now you can have dungeons that create shortcuts in the map.
  Or even allow to go in previously unreachable places(like now the dungeon
  of Moria allows you to reach a secret valley in the Mountains of the Moria
  which allow getting to some other dungeons)
- Fixed a bug with fountains (yeah, fountains of the Blood of Life were quite
  unbalancing :)
- Priests can't use Tribal magic anymore
- Mages can't use Crusade & Illusion Magic anymore
- Rogues can't use Crusade anymore

05/02/2001
- Found why under certain circumstances forbidden objects could still be
  generated (and that's also fixed now :) )
- Dungeons & Monsters can now have object themes (yeah I know, I stole that
  from Zangband, though the dungeon theme was in my head for long, but
  when I steal I do admit it ...)
  For example The Sandworm lair is really full of magical items, while the
  Orc Caves are more on the side of the weapons & armors. And the Dragon Lair
  is filled with ... oh well everything :) and so on.
  So it's now really worth to get out of the 4 basic dungeons and see the
  wild world!
  All dungeons are done with the themes, it could take a bit longer for
  the (1031) monsters... :)
  NOTE: Dragon Scale Mails are considered TREASURES

07/02/2001
- Ego Monsters, yes like Ego items but for monsters. New file re_info.txt
  defines all possible ego monsters types (skeletons, zombie, ...). It can
  modify, the flags, spells, level, speed, ac, ... of the monster that is
  turned into an ego monster.
  This will increase the randomness of the game, increase the number of
  monsters from 1031 to .. a lot... :)
  There are not much ego monsters right now, so feel free to submit them

09/02/2001
- Sorcerors can't use much armor
- Beastmasters have been give access to the Tribal realm, the Beastmaster's
  powers are now available through the 'U' key
- Player Raise death spells will now really create an undead. For example
  you cast raise death upon a kobold corpse and you can get a Skeleton Kobold,
  or a Zombie or a Spectre one. New Undead types will be added later. And I'm
  open to ideas naturally
- Narya activation is now Healing (500)
- Nenya activation is now Healing (800)
- Vilya activation is now Healing (900) and cures Black Breath
- Daemonologists can now wield their books (in the weapon slot). When used this
  way, spells are cast in 1/3 of a turn otherwise it takes 5 turns

11/02/2001
- Specialized ESP, like Orc ESP, Troll ESP, Dragon ESP, ...
  They are less rare than full esp, but full esp is more rare
- Fixed a Runecrafter bug which could crash the game if no second rune was
  selected

11/02/2001 - PernAngband 4.1.5

11/02/2001
- Ents get nearly no sustenance from eating

15/02/2001
- Center player option
- Alchemist artifact creation now requires player level magic essences to
  work. The stats are permanently reduced upon failure (as it always meant to
  be). You PERMANENTLY lose 100 max hp when trying to create an artifact.
  This should reduce the number of mad alchemists :)
- Dark Swords as a new item type. They generate an antimagic field of 50%
  minus the sum of the enchantment (a +5+5 one will only do 40%) on a
  5 tile radius (also minus the enchantment)
- Unbelievers now generate a (player level)% antimagic field on a distance of
  (player level / 10)
- An antimagic field disables any form of magic on the user, and can prevent
  monsters from casting spells (not breathing). A 50% antimagic field will have
  a 50% chance of stopping a spell

18/02/2001
- Normal Artifacts. Normal Artifacts are artifacts found directly in k_info
  that doesn't require a place in a_info. That allow strange artifacts, like
  wands, rods, staff (those were possible already but ugly), ... and even
  food
- The Rod Tip of Home Summoning is now a Normal Artifact
- The Greater Ration of Health is the first (very rare) food artifact !
  When eaten it provide +70 hp permanently
- The Potion of the Blood of Life is now a Normal Artifact
- Invulnerability can no longer appear in fountains
- The Ring of Precognition is now a Normal Artifact
- The Ring of Wraithform is now a Normal Artifact
- The Scroll of Deincarnation is now a Normal Artifact
- Hell is now the Nether Realm
- Fixed a bug that created stairs at bottoms of dungeons
- Extra blows can only be provided by things in the weapon slots
- The Scroll of Mass Resurrection
- Renamed Warrior-Mage to Warlock

20/02/2001
- The Wand of Stone to Mud of Thrain and The Wand of Fireball of Gandalf
  got the EASY_USE flag, allowing them to be used even by unskilled
  characters
- As does the Stone of lore

23/02/2001
- Fixed a bug that allowed people in quests to use the '<' key to get to the
  wilderness timescale
- Fixed a quest bug that allowed players to regenerate the quest many times
- The Control the Three shadow spell is now much much more effective, since
  it removes black breath and DG_CURSE. The only little annoying thing is that
  it requires that player to wear the *THREE* rings. And that can only be
  accomplished with either the Possessor class (though they CAN'T cast the
  spell -- no hope for them) or The Scroll of Deincarnation

10/03/2001
- Monks can choose which spell to learn
- Fixed a bug with limited ESP description
- Fixed a bug in Possessor titles

09/04/2001
- DeathMolds can now teleport onto stores & such (all features that are
  considered floor by the game)
- Objects cannot be dropped on traps anymore
- The Sandworm Queen no longer appears multiple times
- Harpers wont crash at the start anymore
- Panic saves will use the playername.pnc filename (thanks Improv)
- Symbiants can't hypnotize monsters that aren't pets anymore

15/04/2001
- Add an old patch from SC which allows dungeons to project an attack every
  few turns. For example a player in the Nether Realm will be hurt by nether
  every 3 turns for a damage of 10d10.
  The syntax is(up to 4 lines):
  E:<dice>d<sides>:<frequency>:<attack type>
- Volcano now does 2d10 damage each 10 turns, beware scrolls on the floor :)
- Lost Ruins of Numenor does 1d1 acid damage each turn (water will RUST you)
- Cirith Ungol will poison you every 20 turns for 4d4
- Illusory Castle will confuse you every 6 turns for 6d2
- Small Water Cave does 1d1 acid damage each 20 turns (water will RUST you)
- Nether Realm is unlightable (as is the Maze) and always empty levels
- Nether Realm is now guarded by Tik'srvzllat who guards the Ring of Phasing
  a powerful ring that allow wraithform and immunity to nether

16/04/2001
- New Race system, Now you select a race AND a race modifier at birth.
  For example you choose to be a human vampire, or a dwarf skeleton, ...
  Then some modifiers apply (stats, skills, extra powers, ...). Note that
  all races can't use all race modifiers
- New race modifier, Barbarian, the old barbarian race is gone
- New race, the Wood Elf from CathAngband, masters of the bow, with 1 extra
  might and 1 more if they use bow and are high level enough
- Extra Might can now be > 1
- Penalty for priests using non blessed swords/axes/polearms is now (-15,-15)
- New weapon category: Axes
- Add Weaponmaster class from Gumband, trained into one weapon category, being
  great with it but bad with anything else

18/04/2001
- Aranruth is a broad sword, 15lb, 3d5
- Fixed lots of spelling errors/typos thanks to Improv
- Add a new birth option: Astral (ghosts from Kamband, name from Gumband)
  It enforces vanilla town and makes you start at level 98, you can't recall
  and need to reach town
- Trap doors can't appear at the last level of dungeons or in non dungeons
- The concept of non-dungeon places: some "dungeons" got the FLAT flag
  meaning they are  ... flat, like a forest
- The concept of Towers, going up instead of down
- Updated birth.txt to take in account the race modifiers
- Wood Elves can go through trees
- Ammo similar to the one in your quiver will always be picked up

20/04/2001
- The death fate is way different now. When the player enters level he is
  fated to die on he gets teleported to a special level in a special dungeon.
  the level is empty, small and full of really out of depth monsters. Recall,
  genocide, ... are forbidden. There are no stairs, the only way to leave it is
  to kill every single monster of the level. Then the player is teleported
  back to town. Chance of surviving are *LOW* but not nonexistent :)
- The knowledge rune will now probe monsters
- Runecrafters are now playable (new damage formula) even at low levels !
  Now lets hope they are not TOO powerful :)
- Runecrafters upgraded. They can now:
        1) Cast a spell on the fly (as before)
2) Cast a runespell they memorized before (can memorize up to 100)
        3) Cast it from a carved runestone (uses 75% mana and does NOT need the
           runes to be present in the inventory, but consumes the runes during
           creation and it must be carried around to be used)
- Mormegil is now a Darksword and is quite nice
- Lesser & Greater Krakens now drop corpses

24/04/2001
- Add random towns in the dungeons. There can be up to 4 towns per dungeons.
  Not all dungeons (well should say places) can hold towns. Random town shops
  are took from the possible shops in st_info.txt with the RANDOM flag
- Stores in st_info.txt got flags
- When carving a Runestone the involved runes are destroyed
- Random towns can have different shapes, from vanilla one to hidden one
  (the stores are placed randomly on the level, without any buildings)
- When the player is invisible and does not have see invisible the @ symbol
  disappears
- Cannot locate undetected traps by simply 'l'ooking around
- Mariliths cannot use boots

26/04/2001
- The player is no longer "teleported away" when leaving some buildings
- Level gaining artifacts rarity have been increased
- Death Ray will actually kill the player
- Removed traps of death ray (now that death ray insta-kills)
- Recharged wands/staves cannot be extracted anymore
- Wraithform no longer reduces damage
- New hp formula for Possessors
- Some sentences for the DarkGod monster to say, based on #angband :)

28/04/2001
- *WARNING*, squelch list has to be checked upon importing an old savefile
- Every item can provides blows since Alchemists can't create that many arts
  now
- Wielding a mage staff (even non ego ones) will provide with a decrease of 20%
  of the casting speed (using 80 energy instead of 100)
- Add makefile.bcc thanks to Arch

29/04/2001
- Some Spelling/Grammar fixes in lib/help/ -- Improv
- Levelling artifacts will now use a new scheme:
  There are now groups of abilities (the Fire realm, the Cold Realm and so on)
  Whenever a weapon goes up a level, it gets to either:
  1.  become enchanted by +2/+1
  2.  gain another attribute from a group it already has.
  3.  gain +1 to hit, and a point.
  when a weapon gains a certain number of points, it might buy access to a new
  group. Note that some groups can contain good AND bad abilities
- Pet shop now sells scrolls of summon never moving pets
- Lots of fixes (ammo weight, god flags, ...) thanks to Kusunose Toru
- Towers deactivated for the time begin
- Rods considered good

01/05/2001 - PernAngband 4.2.2
- Force attacks will pull away monsters (from Dr)
- Fist of Force is now a force attack
- Unbelievers can now detect traps at level 25 and destroy them at level 35
  Press 'm'

03/05/2001
- GoI no longer protects from insanity
- Colored messages
- Artifact creation results in a 40hp loss

05/05/2001
- Hermit subrace, magic adepts weaker physically but have more mana reserves
- Use upx for exe compression of the DOS version in makefile

07/05/2001
- Fixed makefile difficulties in makefile.org, and uncommented one of
  the safer sets of CFLAGS/LIBS in that file as a good default -- Improv
- Fixed some other spelling problems, notably in cmd7.c -- Improv

13/05/2001
- Reworked the old (ugly) activatable mutations, race powers, ... system to a
  new unified one. Race, subrace, class powers are defined in the tables in
  tables.c. Now the new system will allow for artifacts to grant powers, it
  also allow intrinsic powers (i.e. you quaff The Potion of Blinking
  and from now on you can blink at will)
- There is a 2% chance of gaining the grow mold mutation when eating a slime
  mold
- Priests gets the curse detection power
- Oops the Sandworm Queen wasn't confusion resistant :)
- Added various granted powers to various artifacts and ego items
- Sorceror allowed spellbooks are now in tables.c (Mrealm_choice)
- Changed the install rule to do something sensible on Unix. Changed config.h
  to suit. Default dir for lib is now /usr/lib/games/pernband/
  Hopefully this won't make too many people angry -- Improv

15/05/2001
- New GFX by Andreas Koch
- Fixed some entries in a_info
- Monster memory now tells people when they're facing a Nazgul (Kevin W Thomas)
- Fixed a bug in dungeon town generation (Kevin W Thomas)

16/05/2001
- Added makefile.WHICH, fixed up my earlier patches to add a real install
  rule - Improv
- Pseudo id now works for potions, scrolls, wands, staves and rods. Magicians
are better at pseudo id-ing those than warriors (SC)
- Can only use one ultimate artifact at a time (not that it really
  matters given that no-one will ever find one :) )
- Fixed a bug preventing The Baby Minotaur from being generated if it was
  already generated for a previous character using the same savefile

17/05/2001
- Upgraded to latest z-term code
- Illusory castle got a guardian, The Glass Golem (a NASTY thing) hoarding
  The Helm of Knowledge, which auto ids every item you walk onto and activates
  for insanity + *id*
- Crushed all oriental items(nearly) of the game, they just doesn't fit the
  general theme
- Gigantic dungeons (flag DOUBLE) from SC
- Ice lair as a Gigantic dungeon from SC
- Dragon Lair is gigantic now
- Between gates travelling damage is now /2

18/05/2001
- Checked in an EXTREMELY raw and broken version of my z-term changes that
  produce cmovie files. It's disabled by default, if you want to play with
  it, play with z-term.c ... Until I incorporate a cmovie player into
  Pernangband, you can use the one I wrote for MY roguelike MoLD, available
  at http://www.sourceforge.net/projects/mold/ . Little plug there. -- Improv

21/05/2001
- Moria WILL have downstairs at the bottom

24/05/2001
- New quest code ! Quests are no longer in *_info.txt files but are able to do
  many new things, and the code is less ugly than it was :)
- Random Quests refitted to use new quest code, now each level with a random
  quest will have a vault with the monsters you need to kill inside, and a
  princess that is held prisoner (your goal being to save her)
- Refitted Thieves quest
- New Bree quest, The Lost Hobbit ! save Merton !!
- New key, 'y' to give items to monsters
- Elven vampires no longer get resist lite, that was silly AND unbalancing
- Artifact arrows wont come in piles anymore

26/05/2001
- Removed Wizard & prior classes, Mages & Priests can now use their realms
- Refitted Crusade realm, some new (fun) spells
- cmovie changes to make it work better. Should have it all cleaned up and
  portable very soon. -- Improv
- Updated pern_faq -- Improv
- Power mages start with a 2d4 spells
- Fixed a bug which made random artifacts destroyed by auto-squelch. --
  Kusunose
- Changed spellbooks colors to be more .. accurate
- Add the Spirit realm, taking the place that was designed for it a long time
  ago, the one that tribal used until now, between Valarin and Shadow.
  Tribal is not removed, but it can only be used by some nature-like classes
  (like beastmasters, rangers, ...). Some spell names & spellbooks names are
  took from psiband Psionicists

28/05/2001
- disturb_move option off by default
- Bree town totally redesigned by Mynstral to be more accurate the LoTR
  description of it and to be more .. beautiful :)
- New quest in Bree after the hobbit one, The Trolls Glade
- Dark Horseman quest required level raised to 35
- Massive updates to tables.c, fixed spelling of several spells, renamed a
  few, fixed spelling of several lvl-specific class names, renamed a few.
  Also working on maintainability for race/class restriction code in same
  file. -- Improv
- Entirely replaced TANG.txt with new stuff I wrote -- Improv
- Permanent wraithform no more do the "You feel opaque" every few turns
- Recoded the passwall() function to be... less ugly and less buggy
- Archers learn to protect their arrows from fire as they advance levels
- The Toris Mejistos guarded by Ar-Pharazon the Golden at the bottom of
  the lost ruins of Numenor
- Fixed random artifacts activation bug

30/05/2001
- Spell lists are now colored
- Spell descriptions when browsing
- Half magery spells descriptions done by Parak
- The potion of learning is a k_info artifact now
- Added color to seen unique list, quests list and a few others

31/05/2001
- Descriptions added to first five Shadow books (Shaun "arch" Sides)
- Nazguls lost the DG_CURSE upon death
- The Spiders of Mirkwood quest is the first Lothlorien quest
- Magestaff of power now increases spell power while magestaff of spell
  holds 2 spells (switching their previous behaviors)
- New ego item system, externalized everything, it's half based on Matthias
  Kurzke patch
- Rewrote e_info.txt for the new ego system, the rarity should look like the
  same
- Bows of Numenor & Lothlorien as new ego items
- DSM can be ego
- some new ego & tweaks to existing egos
- 3 new light types: Everburning torches, Dwarven lanterns and Feanorian
  lamps
- New ego lights: of Brightness, of *Brightness*, of Illumination, of Boldness,
  of the Shadows, of Infravision, of the Eternal Eye
- The Phial of Galadriel is now level 20 rarity 10, the ego lights & other
  perm lights should be enough until then
- Ego light: of Fading, will make non-permanent the permanent lights :)

01/06/2001
- Add auto curse
- The One Ring will not be cursed when generated but will have the auto_curse
  flag, so it is possible to use it and take it off for VERY brief periods...
  but if it becomes cursed while you're wearing it .. you're stuck with it
- The same applies for the Toris Mejistos (except that it's not permacursed)
- Moved options around
- No more books of lore, they are now Cloaks of Mimicry (and can be ego items
  or randart)
- Monsters that can suicide cannot be random quest monsters
- Alchemist artifact creation totally changed. It now takes player level
  essences of magic and 1 hp to "imbue" a normal non-artifact, non-ego item
  into a pseudo artifact.
  You will then wield/wear it and it'll gain some xp when you do
  (reducing the amount you gain)
  When you think you have enough xp, you finalize it (actually select the
  flags that now cost xp) with the xp it has and the pval you choose.
- Did more spelling updates on this file -- Improv :)
- Finished moving the class-race combos in tables.c to a cleaner
  format -- Improv

02/06/2001
- Copied Vanilla random artifacts name generator
- Random ring & amulets are now "The Ring of foo"
- Lights can be random artifacts
- Described all Valarin spells
- All non spellbook spells (Mindcrafters, necromancers, mimics) got a
  description
- All harper songs described
- DragonRiders will learn to fly at level 17 (but they always can levitate),
that's an old Divia suggestion
- Magestaves of Spell still carry 2 spells, but they are randomly generated
  using the runespell (magic of the Runecrafters) system
- First draft of monsters gaining xp & levels
- Magestaff of Mana & Power renamed to Magestaff of Wizardry (suggested by JLE)

03/06/2001
- Beginning work on unifying the load/save code to make
  maintenance easier -- Improv
- load2.c and save.c are now one file, loadsave.c ... Will now be working on
  moving them to using unified functions so this code will be easier to
  maintain. -- Improv
- Reworked monster AI. A monster can now be enemy, neutral(oriented toward
  player or monster or full neutral), friendly, pet or companion(will follow
  you on other levels)
- Pets (and other friends) will be less stupid

04/06/2001
- You can now assign a target to a pet
- The Phial will now have a similar effect to song of morning (tribal)
- The number of companions killed is taken into account in the score
- New quest at Lothlorien, the poisoned water, with an unique reward,
  a DSM of elvenkind (cannot be generated under normal circumstances)
- Renamed Nibelungs to Petty Dwarves
- New curse, you cannot drop the item

06/06/2001
- Multiple messages will show up as only one message with a multiplier
- New Minas Anor layout (MUCH BIGGER) by Mynstral
- Fixed the princess not appearing (she WAS there but got killed)

08/06/2001
- Fixed Mormegil (it was possible to use it with magic)
- Companions stay even if you use the overview wilderness mode
- Some monsters will tease the player but always stay out of melee range
- A new pet command to make them forget their target
- New ego type for heavy armors (Dwarven) with + to STR and maybe CON
- Ammo & diggers doesn't add the tohit/todam to your total
- Herbal healing at Gondolin will cure black breath
- New store type: Master Archer
- Rings can be ego objects now
- Scrolls can be ego now (Fireproof)
- Wands & Staffs (except of wishing) can be ego item: of Plenty

10/06/2001
- Possessor now have mana (based on INT) and use it to cast the spells of the
  monster they are using

12/06/2001
- Deathmolds can now use the overview wilderness map but the travel time is
  higher and there is a chance to not blink right and move onto an undesired
  square
- Changed Summon Cyberdemon to Summon High Demon (with the incoming new JLE
  demons it'll be nasty)
- Added Possessor monsters, they'll hunt corpses and incarnate into them !!
  Now you must fear even dead monsters
- The Phial of Undeath now has a radius of 5
- Unique monsters list is now sorted (but Morgoth is always at the bottom)
- Add monster traps from PsiAngband. Rogues can now set them (with the powers
  menu, 'U' key)
  Direct quote from Psiband change file:
  Rogues can set traps for monsters. This requires a "trapping kit" as a trigger
  and something to "load" the trap with.
  All scrolls, potions, wands, staffs and rods can be used (with the appropriate
  trigger) as traps to confuse, poison, teleport, genocide, ... unwary monsters.
  But standing next to a trap with area effects will hurt the player, too.
  There are also traps that shoot ammo: hidden catapults, bows and xbows.

  Some monsters can disarm traps, and a monster that has disarmed one of your
  traps will learn how to disarm all of them...

  Ammo Traps can have (+hit,+dam) just like bows. They can also be enchanted.
  All traps can have a [+AC] showing how hard it is to disarm it.
  There are also ego and artifact traps.
- Add the ego & artifacts trap kits from PsiAngband

15/06/2001
- Hallucination monster attack (JLE will use it for the review of r_info)
- You can use up to 5 R_CHAR_x flags in the F: line or re_info.txt to specify
  races to which the ego powers are available
- Crusade realm described
- The Star of Elendil now has a light radius of 4

17/06/2001
- The dungeon info file (d_info) now allows more than one monster generation
  rule. The R: line specifies the percent of monsters affected by the rule
  and the mode of the rule(AND, NAND, OR, NOR). So it is now possible to
  have 60% of orcs, 30% of trolls and 10% dragons
- New dungeon in Mirkwood, Dol Guldur !
- Sorcerors cannot use Valarin (prayers should not be available to mages) and
  Tribal (instead they get Spirit)
- Fixed some misspellings in lib/help/ -- Kusunose

18/06/2001
- Auto pickup option now defaults to false
- Fixed bugs with the cursed ego items
- Described the remaining Magery spells

19/06/2001
- Point based character generation

20/06/2001
- Finish cmovie support !
- Added an interface to cmovie (press | key in both normal or roguelike set)
  It asks for a name (it will add the extension itself) and then if you wish
  to play or record it.
  The cmovie files (.cmv) are located in lib/cmov, note that they quickly
  become huge and so you REALLY should compress them before sending to friends
- Fixed a bug that prevented mutations from being correctly cleaned

21/06/2001
- Special artifacts can be placed anywhere in a_info, they just need the
  INSTA_ART flag
- Emptying lite warnings should work now
- Added new quest, not found in a castle.. I won't say anything more :)

23/06/2001
- Added 2 new dungeon flags:
  LIFE_LEVEL will generate levels with a cellular automaton algorithm (looks
  like a game of life)
  EVOLVE will make a LIFE_LEVEL be continuously parsed by the cellular
  automaton algorithm while the player moves, resulting in a living effect
- New dungeon: The Heart of the Earth, branching on level 25 of Mirkwood
  it uses the evolving algorithm :)
- Added the new Minas Anor (one map screen total).  Fully functional
  (except for the random terrain via the plasma generator *hint,
  hint -> DG*)  --Mynstral
- Moved the rarity of the Phial of Undeath to the one of Galadriel
- Add Death Orb monster as suggested by Prfnoff a long time ago.
  They only move when in LOS. They multiply (quickly) and can hit to parasite
  which will make a new death orb spawns out of you later
- Fixed a bug in cmovie that messed up the recording when the user specified
  different char than the normal ones
- Loadsave work is now pretty much complete. Barring the addition of
  transparent compression, which might happen later, there shouldn't be any
  reason why savefile compatibility should ever break again. -- Improv

24/06/2001
- Several bugfixes -- Kusunose
      Player's symbol was never displayed if VARIABLE_PLAYER_GRAPH or
      USE_GRAPHICS was #undef'ed
      Eating a corpse sometimes crashed the game.
      Stealing from a monster sometimes crashed the game.
      Nether immunity won't work if player had nether resistance.
      and some minor bugfixes.
- Birth classes selection is now more user friendly

27/06/2001
- D: line enabled in k_info.txt
- Added ingame information about the different objects kind one can find
  It is accessed via the observe key ('I' in original keyset)

28/06/2001
- Add back the Eol quest at Gondolin, but it's now dynamically created
  (the level layout and trap places are random)

30/06/2001
- Reimplemented Nirnaeth Arnoediad quest at Gondolin, but with a different
  reward
- Add a spoiler menu to the help menu, thanks to Dawnmist
- Fixed a bug; Steal Item Trap sometimes crashed the game.  -- Kusunose
- Working on rewriting more documents in lib/help/ -- Improv

03/07/2001
- Fixed a long-lived bug with power mages. This greatly affects play-balance
  with them -- no longer will the cost of many of their high level spells
  be merely 1 mana. Also, removed some of their effects that never really
  worked anyhow. -- Improv

07/07/2001
- Some more misspellings on this file are fixed. -- Kusunose

11/07/2001
- Cannot add essences to artifacts
- Object descriptions are added in the character dump
- Notes are saved in lib/note
- Priests and paladins begins with 10 times more grace with their god

12/07/2001
- Rods with rod tips attached sells for higher price
- Down shafts cannot get you out of a dungeon
- Cannot enter water and such in overview mode when too burdened
- The no_pickup_corpse option changed to prompt_pickup_heavy which will ask
  a confirmation before picking up objects that might slow you
- Add an menu to the option screen to dump/load options to a pref file
- Fixed a bug with dungeon guardians being generated more than once

13/07/2001
- Unique list is now in 2 columns
- Race selection screen made more user friendly with race desc

14/07/2001
- Reworked the spell system
  Now each spell got a level that you increase as you learn it more and more.
  The higher the spell level is the more damage it does, the more time it
  lasts and such.
  Also each class have a specific max on the number of levels they can achieve
  in each spells. This should help the high mage class since they get twice the
  max level of mages. Also illusionists gets more than mages.
  Also note that sometimes one more level wont change anything while 2 or 3
  more WILL change. And lastly some spells are not affected by levels at all
  One last thing, sorcerors cannot learn spells and thus cannot increase their
  spell level which will always be 1
- Player races now have inherent body parts, so a deathmold cannot use
  headgear or boots but can wear more rings
- New DarkGod sentences by Static Chaos
- Fortune cookie by SC

15/07/2001
- The more you known a spell the faster it is to cast
- Every class can now choose which spell/prayer to learn
- Began reworking the spell bonuses(from spell levels or mage staves) to a much
smoother distribution, so if a point if used it WILL have impact. Done the
  Valarin Realm
- Done Magery Realm
- Done Symbiotic Realm
- Done Music Realm
- Done Shadow Realm

16/07/2001
- Done Chaos Realm
- Ingame contextual help(on by default, can be turned off in the options)
  Only few stuff got help right now, but that'll be extended

17/07/2001
- Spell list with levels included in the character dump
- Updated docs thanks to Dawnmist

18/07/2001
- Hypertext help system, use up/down/space/- to scroll, left/right to move
  between links and enter to activate a link
- Race mods selection screen upgraded
- The k_info artifacts will have a name again(was a stupid bug)
- Done Nether Realm
- Unified savefile loading screen. Now when the game is started it presents
  a screen allowing to create new characters or to load/destroy existing ones

19/07/2001
- No more breeders in poisoned quest
- Add an option to show exp needed for next level instead of total exp
- Objects with the temporary flag will be destroyed when it's timeout
becomes 0, allowing spells to summon fiery blades and such
- Valarin Realm got a spell to create a temporary Holy Avenger

20/07/2001
- Created a cygwin makefile (makefile.cyg) for Windows -- Dawnmist
- Split spoiler help files into true spoilers and newbie help files -- Dawnmist
- Continued minor edits of help files. -- Dawnmist
- Possessors reworked again
  Now they get between 1 and 20 mana based on the spell rate of the monster.
  When you cast a spell the failure rate is determined based on the player
  level, player wisdom, monster level and spell difficulty. If the spell
  fails it is still cast but you lose a few mana. If it succeeds you don't
  lose mana. If it takes you below 0 mana you are forced to leave your corpse.
- Done Spirit Realm
- Done Tribal Realm

22/07/2001
- fixed a bug in project_meteor() that crashed the game.  -- Kusunose
- Updated option.txt for exp_need option.  -- Dawnmist.
- Continued edits on help files.  -- Dawnmist.
- Done Crusade Realm
- Rewrote bldg.txt for Pern 4.x.x.  -- Dawnmist.

23/07/2001
- Redone help file colour scheme to allow orange/yellow hyperlinks  -- Dawnmist.
- Continued edits on help files  -- Dawnmist.
- Spell checked tables.c  -- Dawnmist.
- Spell checked this file :-)  -- Dawnmist.
- Updated features and objects in dungeon.txt help file.  -- Dawnmist.
- JLE reworked the monster list, some monsters are gone, some monsters are
  changed and some are new
- Along with r_info JLE also modified d_info, big thanks to him
- No more quest for shelob in mirkwood(she guards cirith ungol now)
  Instead you must hunt the necromancer that is said to lurk in dol guldur
- As long as sauron his alive the nazguls cannot be permanently slain
- Attacking a nazgul no longer destroy artifacts(well it can, but the chance
  is 1 in 1000)
- Done Daemon and Sigaldry realms

24/07/2001
- SURPRISE!!  I did something (but what it was is a surprise too) -- Mynstral
- Added debug 'B' command, changes body -- Improv
- Added colours and hyperlinks throughout command.txt  -- Dawnmist
- Updated most command descriptions in command.txt  -- Dawnmist
- Minor updates to some other help files  -- Dawnmist

25/07/2001
- Massive merges from my internal cvs tree of loadsave.c
  Hooked experimental bzlib integration in an #ifdef
  Gutted the old 'encryption' code
  Hoping to gut RLE if bzlib changes work out
  Added nice sentinel function -- Improv
- Fixed class selection screen bugs, fixed savefile manager so it will work
  with unix. -- Improv

26/07/2001
- Added a quest map for Gondolin. -- Mynstral
- Gondolon last quest: Invasion of Gondolin !
- Upgraded max suport to the new birth interface thanks to pelpel
- Several fixes thanks to pelpel
- Add an option to use either the new r_info coloring scheme(based on V one)
  or the old one(based on Z)

28/07/2001
- Fixed a lock problem with global.svg on multiuser system thanks to pelpel
- Done Magic Realm
- Done Druidisic Realm

30/07/2001
- One can press 4 (left arrow) in class selection to get back to meta-class
  selection

02/08/2001
- Updated several *_info files thanks to JLE, new arts, ego, objects, ego
  monsters
- Fixed a bug in ego monsters, now they works perfectly :)

03/08/2001
- Done Illusion Realm
- Added macrofaq.txt to help system  -- Dawnmist.
- Updated/fixed a few problems in the help files, and linked in new macro FAQ -- Dawnmist.
- Increased chance for player ghost to appear
- No more ego monsters in town
- Spectre subrace can only use 1 ring
- Made bree and gondolin finally use the plasma generator, and added two terrain
  features.  -- Mynstral

04/08/2001
- Fixed a bug with ego monster generation that inversed ego rarities, thus
  explaining the incredible numbre of spectres running around

05/08/2001
- Fixed the orc level in the moria
- Bladeturner is now an UNTIMATE artifact, but can be activated for invulnerability
- Major rewrite of magic and class help files -- Dawnmist.
- Fixed a bug with saving/loading while doing invasion of ogondolin quest

07/08/2001
- Fixed Tribal realm
- Major rewrite of race modifier help files -- Dawnmist.
- Spellchecked this file - Improv
- Reintroduced water hounds - Improv
- Major rewrite of race help files  -- Dawnmist
- Graphics for shop doors  -- Kusunose
- With help of Antimatter, squashed item bugs related to negative pvals and
  the signedness of some functions. -- Improv
- Done Prayer Realm

09/08/2001
- Fixed a bug with evolving dungeon when saved/loaded
- Only the quest monsters counts for quest, not clones, not normaly generated
  ones
- undead ego monsters cannot be mortal
- Monster ego name can appear before or after the monster name(:B or :A at the
  end of the W: line)
- Object ego name can appear before or after the object name(B or A on the X:
  line)
- Fixed a long-lived item-pickup bug -- Improv

10/08/2001
- Ego monsters will be drawn in gfx mode
- Add a birth menu to select the god to worship, druids are forced to get
  Yavanna, priests and paladins are forced to have a god, others can choose
  to be atheist
- No more multiple artifact arrows
- Continued edits on the help files  -- Dawnmist
- Completed the spell descriptions for the Shadow Realm  -- Dawnmist
- Vampiric weapons can be sold again
- Staff & Wand of nothing of plenty cannot exist
- Staff of wishing CAN be of plenty

11/08/2001
- fixed a bug with esp and flags5 not being saved thanks to kevin w.thomas
- fixed a bug in nirnaeth quest
- Reduced sorceror hp penality to -10%
- Removed the screen coloration when berserk/wraith/goi

12/08/2001
- Fixed invasion of gondolin quest
- Fixed lightning res amu
- Add the Merchant class(thanks static chaos), they can get loans(watch out if
  you dont pay back quickly) and request items at the merchant guild.
  they can appraise items, identify items, warp items in chests. They get
  an object based ESP(see monsters carrying objects) at higher levels, they
  constantly detect objects around them and they can use portable holes
  to get a bigger inventory(but items in it weights more)

13/08/2001
- Fixed font-ibm thanks to pelpel
- Merchants gets the midas touch
- Vanilla town option removed. Astral mode now make the player start in the
  Halls of Mandos(levels 1-98) which do not have any entrance from the
  wilderness(or any dungeons). When they get out they are in the wilderness
  and can start playing normaly. And uniques cannot be generated in the halls
  of mandos

14/08/2001
- Updated font-ibm and font-win thanks to pelpel
- When selecting the number of random quests, * will get a random number
- Score list now shows the subrace, but it breaks the compatibility with old
  ones
- Reduced xp needed by monsters to gain levels
- Ego items are wishable now. i.e you can ask for "fiery dagger"
- Updated font-ibm and font-win thanks to pelpel

14/08/2001
- Added the map for a new quest.  -- Mynstral
- Finished the Last Alliance quest
- Number of companion a player can have at max depends of the class
  necro gets 1 + (plev / 10), beastmasters 4 + (plev / 10, harpers 5
  all others 2

16/08/2001
- Fixed ambushes
- Added merchant help
- updated mac suport thanks to pelpel
- Reduced by about 6mb the memory req
- Hidden towns are generable
- Fixed a bug with weapon specialty at birth  -- Kusunose
- New item ability, some rare rings can add %(based on pval) to the chance
  of getting a critical hit
- Objects can now shimmer(ATTR_MULTI), but only base types (k_info) can have
  the flag
- Features can now shimmer, note that this can be slow. Please report if it
  is unbearable on your machine(you can also disabled the avoid_other option)
- Reduced memory footprint again
- Reworked the 'U' power menu to be more nicer and intuitive while still
  allowing macros. Each powers gets a fixed number that can be used as a
  prefix to the command to bypass the menu. For example teleport is 5 so
  to directly get teleport one can always do 05U

17/08/2001
- Described Chaos realm
- Described Nether realm
- Described Sigaldry realm
- described Spirit realm
- Fixed a bug with random quests
- Fixed a bug in note taking, thanks to pelpel
- Fixed the interact with visuals menu thanks to pelpel(the fix is not even
  in vanilla yet :)
- Fixed cmovie recording
- Merchants can request ego items(same interface as wishes)
- Towns in dungeons now get townpeople in it ... leveled townpeople
- Eggs are now , instead of o

17/08/2001 - PernAngband 5.0.0 aka "Mirmidonic Carbonizer"
- Birth options now appear in the normal option screen, but as read only

18/08/2001
- Special levels reworked
- Volcano is now Mount Doom and is found on level 65 of Mordor
- fixed help system crash thanks to pelpel

21/08/2001
- fixed the hypnotic gaze bug
- reduced between gates damage
- daemon books can be enchanted

19/08/2001
- Beginning work on a new, better status screen. For now, it's assigned
  to the debugging menu as the 'A' command. -- Improv
- fatespoil.txt changed to fatespoi.txt
- rogues get some shots for their trapkit at birth
- Cannot dismiss the princess anymore

23/08/2001
- Fixed the special levels, thanks to mynstral
- Described Daemon realm

23/08/2001 - PernAngband 5.0.0b aka "Mirmidonic Carbonizer II"
- Default pref files are in lib/pref
- Random quests are disabled when using ironman_room
- Add auto_more option -- beware it can be very dangerous

24/08/2001
- Increased general store price limit
- Trapkits added to squelch list
- Fixed a bug when displaying some k_info artifacts
- Wand of Gandalf and Thrain are now k_info artifacts
- Fixed 2 bugs with rogue traps

25/08/2001
- Necromancers can turn pets into companions

26/08/2001
- Special levels are no more fully known
- Fixed fountain bug; shape of XXX did not take effect  -- Kusunose
- Described Illusion and Tribal realm spells -- Dawnmist.

27/08/2001
- Fixed bug with scrollable list of powers
- Added Magical diggers, they grant stone to mud power
- Added the Corrupted subrace gaining corruptions as they level thanks to
  Luc French
- Changed mutations to corruptions
- Dragonriders are no more considered evil

28/08/2001
- Fixed some cmovie bugs
- Fixed *godness* song on non artifacts
- Greatly increased herbal healing price in gondolin, since it cures black
  breath
- Fixed bug with store item creation -- Kusunose

29/08/2001
- Totaly rewrote the random artifact system. It now use an external ra_info
  file to define what power the artifact will get. The format is very similar
  to e_info(expect it doesnt include the 5 flags sets). Each entry define for
  which tval/sval it can be applied. Then when the game wants to create a
  randart it simply defines a number of powers to grab and randomly pick up
  the powers from ra_info(following the restriction, rarity and levels).
  This allow a totaly change of the randarts if needed, an easy addition of
  new powers, ...

30/08/2001
- Hidden doors are now hidden, in mirkwood they will look like trees, in
  barrow downs they will be mountains or trees, and so on
- Beastmasters can turn a pet into a companion

31/08/2001
- Half elf lost the str penality
- Half orcs and half Trolls or now Orcs and Trolls
- Saved levels are deleted when a new character is created
- Renamed Holy Advangers to weapons of Aman, thanks to Timo Pietila for the
  idea
- Cannot reset recall to Mount Doom
- The game time is now counted with the elven calendar (reckoning of Imladris)
  (It isnt PERFECT, every 12 years it should have years of 368 days, but I
  dont think many will get upset :)
  A year is 365 days, with 6 months (Tuile, Laire, Yavie, Quelle, Hrive and
  Coire), 3 middle days(Enderi) and one starting(Yestare) and one ending
  (Mettare) day.
  The game begins the 43rd Yavie the year 2890 of the third age, note that it
  is the birthday of Bilbo :)
- Note files (mainly) use the elven calendar to record things

02/09/2001
- Fixed several bugs (runespell deletion, ego wand and staff stacking etc)
  thanks to oops  --  Kusunose

03/09/2001
- Changed the 'Lev xxx' thing to a 3 letter name corresponding to the current
  place(dungeon, orc cave, ..)
- Enabled f_info D: line with an index(0 is general desc, 1 is to (forbid)
  tunneling)
- Changed the way total weight is calculed thanks to Kieron Dunbar
- One can edit his background history at birth :)
- Lich ego monsters can use the base monster powers
- Raise death can bring a lich

04/09/2001
- Enabled E: line in f_info(same format as d_info)
- F: lines enabled in lib/dngn files, they specify flags for the level
- Fixed a bug with special level generation
- Add bleeding and poisoning monster effects from EyAngband
- The One Ring quest

05/09/2001
- Fixed the crashing bug after level 100 in angband
- Gave Sauron 30% chances to drop The One if it is not already created
- Code now allows bi-ego objects, thoght they are impossible to generate yet.
  It will allow additing weapon/armors qulities(crude, broken, ..) easily
- Add a quick start option that let you use the same char as you previous one.
  Everything is the same execpt life rating

06/09/2001
- Abort menu in the Windows version is now compile option, disabled by
  default.  -- Kusunose

07/09/2001
- When a new day comes the game tells the player(at midnight)
- Drain hp and mana are cumulative
- Fixed file existence function for dumb systems :)

07/09/2001 - PernAngband 5.0.1 aka "Brunswik Disipator"

09/09/2001
[B]- Turns in scores are based upon the start of the game not of the year
[M]- Mimic are REALLY mimics, they can look like any object and appears as
     objects when looked at. And they got an emperor
[I]- Enhanced realm selection menu
[B]- Farmer maggot shows up in the unique list
[M]- Monster vs monster damage is now x3 to shorten fights

10/09/2001
[P]- Changed the boring Half-Giants race to the much more interresting
     Beorning race. Descandant of beorn they can all shapeshift into a powerful
     bear form at will. In bear form you cannot use weapons, gloves, shields
     and boots. But you get powerful stunning/slowing/wounding attacks
     (claw, bite, swat, hug) and innate blows. You also get bonuses and minuses
     to some stats and to to hit, to dam and speed

12/09/2001
[O]- One Ring cannot be dropped by traps
[G]- Implemented luck, an invisible stat which can only be approximately known
     via self knowledge spell/potion. It affects quite a few dice rolls.
     Each race gets a luck modifier, for most it is 0, but some gets penalities
     or bonuses(hobbits are a lucky bunch).
     Some objects also can grant luck

14/09/2001
[D]- The graveyard will now project a raise death spell on all bodies, meaning
     you'll have to kill a monster, and destroy its body before it get raised
     back in the form of a skeleton, spectre, lich, ...
     PS: MOUHAHAHAHHAHA

15/09/2001
[B]- Bugfixes  -- Kusunose
     A message "XXXX blocking your way" was displayed when you went through
     some walls or trees.
     Hidden doors remained hidden if they were detected by spells, or if they
     were opened by monsters and then closed.  Thanks to kobayasi.
     and some minor fixes.

16/09/2001
[m]- Implemented lua scripting language! More on that on the to-be docs
     You need to get lua3.2 to make it work.
[m]- Integrated lua3.2 source into the source, no more need for external
     librairie
[M]- Fixed store lockup bug thanks to Kusunose toru
[I]- Partial 8x8 tile update -- Dawnmist.
[m]- Cygwin makefile update -- Dawnmist.
[P]- Externalized player races and histories

17/09/2001
[P]- Elves cannot be vampire anymore
[P]- Hobbits get intrinsinc xtra might with slings at lvl 25
[P]- Extended the possibilities of the player races file, it is now possible to
     select what flags will be applied at what level and for what pval(if
     revelant)
[B]- Fixed non connected stairs on quests, thanks to luc french
[I]- Removed screen dump/load commands, redundant with cmovie, and frees to keys
[I]- Y( ( in roguelike keyset) key to chat with monsters
[G]- Changed the way to get the lost hobbit quest
[B]- Fixed a bug with eat magic corruption

18/09/2001
[G]- System shock when thrown out of one's body while wzearing cursed items
[G]- Set the joke/Z/cth monsters off by default
[P]- Externalized subraces to p_info
[M]- No more joke mosters as quests
[m]- Integrated an automatic help file converter(creates html files), command
     line option -h

28/09/2001
[m]- makefile.org now supports Lua, uses Improv's installation rule
     in all cases, it also understands make depend as well.
     Read it, make necessary changes for your system, then make depend
     followed by make.
[B]- validate_bg() referenced a null pointer.
[m]- CodeWarrior project file for the Mac port supports Lua.
[m]- main-xxx.c for the Mac is now in sync with my Vanilla port -- pelpel

29/09/2001
[B]- Fixed herbal healing price
[I]- 16x16 bmp/mask added to the cvs
[G]- Cth/Z/Joke monsters options appears in char dump
[B]- Fixed Crusade spell book browsing bug (Bug list #33) -- pelpel
[B]- Fixed a bug; the first harper book was never sold in the bookstore
     (Bug list #15)  -- Kusunose

30/09/2001
[G]- Increased min player level for some dugneons
[I]- Message can be multi colored
[m]- Yesterday I got OS 10.1 and found that it fixed the new window
     position bug (search for (_ _#) in main-crb.c), so I conditionalised
     the workaround -- pelpel
[B]- Fixed the combined rod pricing (Bug list #30) -- pelpel
[B]- Typo in files.c: cht_monsters -> cth_monsters. Replaced non-ASCII
     0xa0's in angdos.cfg with 0x20 (i.e. space) -- pelpel

01/10/2001
[B]- Monks and Bear form didn't have combat messages -- since many lines
     in the current flavoured messages mention weapons, I introduced a
     hack to temporarily disable flavored_attacks for them, then just
     process messages as usual, and restore the flag later (Bug list
     #44 and #53) -- pelpel

02/10/2001
[B]- The trap/door destruction spell didn't destroy doors (Bug list #25) --
     use of floor_type[rand_int(100)] results in a 'natural' terrain,
     but isn't compatible with digging etc. Do they need fixing too? -- pelpel
[m]- The main window resist resizing in the Windows port, like the Mac
     ones (Arcum's problem, future Bug list #74 and #75) -- pelpel

07/10/2001
[B]- Fixed PowerMage mana consumption bug (Bug list #114) thanks to krosky
     -- pelpel

08/10/2001
[B]- Fixed light source stacking bug (Bug list #7) -- Kusunose

21/10/2001
[M]- Add NO_CUT to some monsters

22/10/2001
[I]- Colors to news.txt

25/10/2001
[M]- Added gamma correction function taken from V2.9.x in util.c, since
     new X11 file requires it, so does my main-gtk.c, ready to be submitted
     -- pelpel
[G]- Cannot use overhead wild map if being recalled

26/10/2001
[B]- Fixed long-lived dragonrider bug (xtra1.c), Darkgod please check to see
     if the behavior is as you want it -- Improv

27/10/2001
[P]- Externalized classes to p_info.txt
[P]- Externalized meta classes to p_info.txt

28/10/2001
[B]- Fixed display of race/subrace/class flags
[I]- Add some color to the identify screen
[I]- Ignore Acid, elec, fire and cold are merged in identify screen
[I]- Inventory/equipment letter are color-coded when *identified*
[O]- Item sets ! Some artifacts are working together. If you wear them
     at the same time you get bonus powers. You can get partial bonuses i.e:
     You have 2 artifacts of 3 artifacts set, you will get some bonuses for
     them but not all.
[M]- Add NO_CUT flag to monsters needing it thanks to
     Runescrye

01/11/2001
[B]- Changed king to the actual winner name in the quest dump

03/11/2001
[m]- Upgraded to lua4
[m]- It is now possible to define new magic powers(ala mindcrafter, necro, ..
     powers) with a small lua script
[O]- New item set the Dragon Slayer
[m]- New gtk port thanks to pelpel !
[m]- Mac makefile equivalent is updated, now with lua4 for all targets -- pelpel
[m]- src/lauxlib.h is synchronised with src/lua/lauxlib.h -- pelpel
[m]- LUA_NUM_TYPE in makefile.org is removed because src/lua/llimits.h now
     has correct (read integer :-) default -- pelpel

04/11/2001
[M]- All dragons now shimmer, according to their breath types(took from LM's 4GAI)
     That is also thanks to the neat info editor of static chaos :)
[m]- Change my email adress to darkgod@pernangband.net, adds ideas@pernangband.net
     and bugs@pernangband.net thanks to Tom Le
[I]- Added gamma correction subcommand to "Interact with colours", and
     updated main-gtk.c and maid-x11.c to work with that (they formerly
     used an environment variable for this). Also added gamma correction
     support to main-ibm.c and main-dos.c.  CAVEAT: tiles don't react to
     changes in gamma immediately, for performance reasons -- pelpel

05/11/2001
[m]- Removed notice of sf_extra value from savefile load code. We probably should
     make the spot where it loads it a ls_skip and remove that older family of
     versioning variables -- Improv
[m]- Took a stab at code to make a dynamically allocated loadsave section. It's
     not called because it needs support code that presumably DG will write.
     With any luck it'll be sufficient to do the job -- Improv
[I]- Updates to experimental new status screen -- Improv
[B]- Fixed a bug that caused all monsters drop inappropriate things. Hydras now
     just drop money again. Yay. -- Improv

06/11/2001
[m]- Added an automatic nice changelog generator based on changes.txt. To all people
     with cvs access, please use the new format for changes.txt.
     It is activated with the -c flag: pernangband -c changes.txt changes.nice

07/11/2001
[P]- It is possible to define player power(under the U menu) with lua scripts
     (and thats easy :)

09/11/2001
[B]- (IBM, DOS, GTK) gamma_val is reset as well as old_gamma_val
     when invalid values are specified, ensuring correct reaction -- pelpel
[B]- File-Save was never active in the Gtk port -- pelpel
[m]- gamma correction for Windows port. I'm too lazy to save it in preferences,
     though. May be redundant since many drivers provide similar functions
     -- pelpel
[G]- Flat places no more have stairs, they have ways to next/previous areas that
     are always placed on the edge of the level
[D]- Level borders are now of the same type as the level walls, no more forest
     surrounded by granite walls
[B]- Haste Monster cannot haste as much as before
[I]- Pets infight wont disturb the player anymore if disturb_other is off
     (it is by default). In combinaison with auto_more it will totaly ignore
     pet messages
[O]- New item set, The Trinity
[m]- Lua-ified item types(can add new ones with simple lua script)

10/11/2001
[m]- Added Gtk entries in the system pref files, also enabled new graphics
     for X11/Gtk ports -- pelpel
[I]- The target prompt will indicate if the targetted monster is a quest
     monster or not

12/11/2001
[m]- Updated main-xaw.c to that from the same version as main-x11.c
     i.e. 2.9.2. It now reacts pref colours and has graphics mode
     (doesn't work with 8bpp though).  CAVEAT: main-x11.c and main-xaw.c
     should free unused colours after allocating new one. -- pelpel
[G]- Troll galde quest only available at night
[G]- Genocide is forbiden in the last alliance quest
[G]- Invasion of gondolin quest will wait the end of the current quest to be
     generated

13/11/2001
[m]- Variable savefile ! Lua scripts(or C scripts(quests)) can now add stuff
     to the savefile without ever breaking the compatibility !
     See an example ofthat in test.lua
[B]- SPECIAL_GENE objects were generated out of context -- pelpel
[B]- Inappropriate monsters could be assigned to randquests in
     rare occasions. CAVEAT: it now uses an infinite loop to
     avoid illegal choices! -- pelpel

14/11/2001
[G]- New quest, try cahtting with maggot instead of killing him, you murderer !
[m]- Re-implemented object allocation table caching -- pelpel

15/11/2001
[B]- Inserted /* Paranoia */ code in kind_is_theme() to prevent "(Nothing)"
     from generated due to missing drop theme in r_info. Player ghosts
     had this behaviour as far as I know -- pelpel
[m]- Changed the rand quest reward generation to make it compatible with
     yesterday's fix -- pelpel
[O]- Added new ego rod, of simplicity, thanks to Runescyre for the idea
[m]- Max number of classes, races, subraces and realms is now 64

16/11/2001
[I]- Stole the death screen of KaMband, much nicer :)
[P]- Removed the astral option. It is replaced by a subrace, Lostsoul, they
     have intrinsinc wraithform(until they get back to the surface), start
     with some identify scrolls and have all levels enlightened
[B]- The find artefact fate was able to grant SPECIAL_GENE artefacts  -- pelpel

17/11/2001
[D]- Dragon Lair renamed to Erebor, the misty mountains
[P]- Rogues gets level/3% more changes of critical hits
[D]- The wilderness "borders" are now Ekkaia, the Encircling Sea
[I]- I ran out of keys, so I added an extended command mode. Press '#' (')' in
     roguelike command mode) to acess to it. You can then enter the command
     name or a shortcut if the command have one(usualy a command have a 1
     letter name and a complete name). You can also press ? or help to get
     the list of commands
[I]- The time command is avaiable again for roguelike command set in the form
     of the t/time extended command
[I]- D/html-dump extended command to take an html screenshot
[I]- Quest list is now ordered by danger level

18/11/2001
[B]- Attempting to go down shaft gave the message "I see no down staircase
     here", thanks to Kevin W. Thomas -- pelpel

19/11/2001
[G]- Reduced the Spirit Realm Project Force spell radius as it increase levels
[B]- Entering Nether Realm crashed the game, thanks to M.Itakura
     -- Kusunose
[B]- Polymorphing monsters in the wall crashed the game, thanks to to
     M.Itakura  -- Kusunose
[B]- Sometimes random quest appeared on deep(dlv>98) Angband  -- Kusunose
[B]- Cursed EASY_KNOW items were not squelched  -- Kusunose
[B]- Replaced all checks against RF1_QUESTOR to MFLAG_QUEST  -- Kusunose
[B]- Shafts were not detected by detect stair spell  -- Kusunose

20/11/2001
[G]- Traps have been tweaked down to be a bit less deadly, thanks Runescrye
[P]- Summoner class! Thanks to Luc French for the idea and quite a bit of
     the code
[I]- New splash screen made by Jans

21/11/2001
[B]- Mathilde was allowed to use wepaon(when possessed)
[I]- Finished all spells description, thanks to Runescrye

22/11/2001
[m]- Quests are lua-ified
[m]- flush() is called before *that* DragonRider question, to prevent
     catastrophic(?) accidents, taken from Kusunose's Japanese version
     -- pelpel

25/11/2001
[B]- (GTK)Widget instance names should have begun with lowercase letters
     -- pelpel
[B]- (makefile)LUA_NUM_TYPE macro removed (see my 3/11/2001 mod
     for makefile.org) -- pelpel
[D]- Museum(Mathon-house) added to Bree thanks to Kusunose

27/11/2001
[I]- Added an option to allow the @ to turn into a number when health
     drops. ideas from Mangband/PernMangband

28/11/2001
[m]- ANGBAND_DIR_USER is moved to ~/.pernangband on multiuser systems
     (Unix, GNU/Linux), according to DG's preference, and against the
     V/Z way... IMPORTANT NOTE FOR 422color USERS: please move
     422color.prf to lib/pref directory -- pelpel

30/11/2001
[B]- I forgot to give Tom Demuyt credits for the Unbelievers idea.

01/12/2001
[m]- Updated makefile.bcc. It now supports lua4. -- Kusunose
[B]- The broken sword quest generates the real reward, thanks
     Dawnmist
[m]- Windows port now saves gamma_val in .INI file.  -- Kusunose

03/12/2001
[M]- Rejoice ! no more nazguls as random quests

04/12/2001
[m]- Some patches from Kieron, thanks
[I]- Kieron save squelch patch, modified to not save from chars to chars
     it can just be used to dump suqelch to a .prf file and load it

05/12/2001
[P]- New class from Luc French, the Blade, weaponless fighter able to dodge
     melee & some spells

07/12/2001
[B]- One could steal guardians' artefacts and reenter level to
     obtain multiple copies (buglist??) -- pelpel
[B]- Fates could be lost during level regeneration (auto_scum and/or
     too many objects/monsters) -- pelpel
[B]- (GTK)Fixed terribly stupid menu crash bug -- pelpel
[B]- Climbing sets can now be pluralized thanks to John Q. Smith

10/12/2001
[I]- No more annoying infighting monster messages when turning disturb_other
     off

11/12/2001
[B]- Randquests and special levels must be immune to all types of level
     regeneration now -- pelpel

12/12/2001
[B]- Fixed alchemist art creation bug that allowed to use 4x exp

13/12/2001
[M]- Krakens lost their 6 ring slots, the tentacles are too big to put
     rings on them ;)
[B]- Bashed down doors weren't revealed -- pelpel
[B]- The Phial and other activatable items didn't have (charging) message
     -- pelpel
[B]- There were extra spaces after names of unique corpses -- pelpel

14/12/2001
[B]- Detected traps should prevent running now -- pelpel
[B]- The easy disarm code used easy_disarm and always_pickup flags in a very
     strange way, resulting in undesirable pickup behaviours -- pelpel
[B]- "Grass with flowers" shouldn't disturb running now -- pelpel

15/12/2001
[B]- Entrances to vaults used dungeon-themed terrain features,
     sometimes making it impossible to dig them through -- pelpel
[B]- DG's 27/11 mod is conditionalised to avoid doing so in the graphics
     modes, because it hardcoded characters and breaks the graphics support
     -- pelpel
[B]- Mimic features are cleared when overwritten by streamers, to
     avoid, say, tree-looking deep water -- pelpel

16/12/2001
[I]- Added overlay graphics for ego monsters, player subraces and traps
     -- Kusunose
[I]- Added 'search by name' feature to '/' command. -- Kusunose

17/12/2001
[I]- Player now drops out of the overhead wilderness view when becoming hungry/
     emptying lite
[B]- Change in spell stat did not affect Mana/Spells if spell stat were
     not INT/WIS/CHR, thanks to kobayasi-san.  -- Kusunose
[B]- Change in WIS did not affect Sanity Points if WIS was not spell stat.
     -- Kusunose
[B]- Costs of Symbiontic power were not displayed in first page, thanks to
     kobayasi-san.  -- Kusunose
[B]- Symbiontic power, scare and blind, was misordered, thanks to
     kobayasi-san.  -- Kusunose

18/12/2001
[I]- Graphics overlay for the three X11 ports (untested). It requires
     USE_TRANSPARENCY and USE_EGO_GRAPHICS. USE_TRANSPARENCY was ugly,
     but this... -- pelpel
[I]- Graphics overlay for the two Macintosh ports, again, untested -- pelpel
[I]- Add ra_info.txt (randart generator info file) thanks to Runescrye

19/12/2001
[I]- Graphics overlay for the DOS port (USE_DOS). Also fixed a bug in
     the overlay support in the Mac ports. I removed always_pict
     code from the GTK+ port, because it's really slow, judging from
     the graphics performance on the Mac ports which use the mode
     to support tile width/height customisation -- pelpel
[B]- Left good_item_flag for special levels, but adjusted rating boost
     a bit, because later fixes made +50 boost unnecessary
     Also toned down the rating boost for randquests -- pelpel
[D]- New quest in Dol Guldur

21/12/2001
[B]- Fixed the very old artefact generation bug (present in
     Angband 2.7.8 -- 2.8.2) that forced "special artefacts" to be
     generated in the a_info.txt order. It is really problematic
     in Pern because of the depth of the Phial -- pelpel

22/12/2001
[B]- A Beorning's father was a Storm Giant sometime, and A Petty-Dwarve
     was one of several children of a Nibelung.  -- Kusunose

23/12/2001
[B]- Fixed a bug that allowed to throw items with CURSE_NO_DROP.
     -- Kusunose
[m]- Added spell spoiler creation in wizard mode.  -- Kusunose

24/12/2001
[m]- (Mac)Eliminated busy waits in CheckEvents and TERM_XTRA_DELAY.
     It works well on my machine, but I left the original code using
     "#if 1/0" just in case -- pelpel
[I]- Player now drops out of overhead wilderness view if a vampire and it's
     daylight

25/12/2001
[B]- Reintroduced OoD restriction on randquest monsters (until dlev 49)
     -- pelpel
[B]- a fix for RNG problem with 64-bit machines, taken from V(?) -- pelpel

27/12/2001
[I]- Basic IRC facilities! 3 new extended commands: C to connect
     D to disconnect and : to chat. Highly experimental.
[B]- Find artefact fate could cause permanent loss of artefacts. The code
     now tries to create a randart when there are no good choices instead
     of always defaults to the Phial -- pelpel
[B]- Randquests sometimes requested players to kill slain uniques,
     making it impossible to continue the game -- pelpel
[B]- (Carbon)Removed the dialogue indicating errors in AEProcessAppleEvent,
     because an r.g.r.a post pointed out that this can be quite annoying
     and Apple says they should generally be ignored -- pelpel
[I]- DOS support for the irc client, needs libsocket:
     http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm
[O]- Updated ra_info, thanks to Runescrye !
[I]- X11 Support for the IRC client.

29/12/2001
[G]- a New randquest type !
[B]- Companions cannot be hurt by the player anymore

30/12/2001
[B]- Reduced all force spells because of the side effects of force attacks
[M]- Monster breathing/casting force attacks will bounce the player.
     Just like player's force attacks bounce monsters :)
[M]- Fixed the IRC client some more.

01/01/2001 - PernAngband 5.1.0 aka "Into the Fire"

2002/02/19
[B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel
[B]- The Mathom house acted like a normal shop when selling.  -- Kusunose
[B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel
[O]- Combining rod and rod tip now considers rod's cheapness flag.
     -- Kusunose
[B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked.
     -- Kusunose
[B]- The random text code left files open in many error cases -- pelpel

2002/02/20
[B]- WeaponMasters were not restricted with their weapons.  -- Kusunose
[B]- Info text of 'disrupt mind' was described as 'dam'.  -- Kusunose
[B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel

2002/02/26
[B]- The polymorph random effect could crash the game. Thanks Kevin W.
     Thomas for the detailed analysis of the problem -- pelpel
[B]- Stat draining effect of Black breath could crash the game. Thanks
     Kevin W. Thomas again for the patch -- pelpel
[B]- With easy_disarm set, players were totally safe from detected traps,
     whatever messages might say -- pelpel
[B]- Ego graphics code is now only active when and only when 16x16 tiles
     are selected -- pelpel
[B]- Quest entrances/exits now require players to type '>'/'<' commands
     to move in/out -- pelpel
[m]- Shimmering terrain features no longer shimmer while running/resting,
     to make them more bearable on slower machines and slow I/O systems
     like GCU -- pelpel
[I]- Incorporated the hopefully improved running code from the CVS version.
     It uses CAN_RUN and DONT_NOTICE_RUNNING flags for non-conditional
     checks (i.e. not controlled by the disturbance flags or requiring
     immunity), so that most running problem can be fixed by editing
     f_info.txt -- pelpel

2002/02/27
[B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel
[m]- The tunnel code (ordinary one) now performs double check for
     feat_wall_outer and CAVE_ROOM, so it is safe to use any terrain
     features for outer wall, including those identical to fill_type.
     Note: These two changes have very significant effect on the Sacred
     Land of Mountains. I'm not 100% sure if this is what DG intended,
     but I believe so reading flags given to it in d_info.txt -- pelpel
[D]- There should be less not-at-all secret "secret" doors.
     This does *not* mean that ancient prob, but those mountains enbedded in
     plain wall in Barrow-Downs, for example -- pelpel
[I]- Inven/equip/item choice in subwindows now clears to the bottom of screen,
     to avoid glitches and in accordance with the way it worked -- pelpel
[I]- Identify and *Identify* don't list known/fully known items in
     object selection -- pelpel
[m]- Depth/field name area is now 13 character long, so that names like
     "shallow water" will fit, and "Lothlorien" is not truncated in GCU.
     Also added short dungeon name prefix to the depth-in-feet mode -- pelpel

2002/2/28
[B]- Dungeon town generation could crash the game. Thanks Mogami
     for the analysis of the problem -- pelpel

1/03/2002
[B]- Supplied missing suid code in 1) savefile removal action in the startup
     screen, 2) time table lookup, 3) dungeon savefile removal, and
     4) bone file removal.  Thanks kobayasi for the patch -- pelpel
[B]- Less platform-dependent savefile processing code for the game start
     menu, thanks again for kobayasi. It now uses files.c utility routines
	 for building appropriate savefile names -- pelpel
[B]- Magical branding of weapon/ammo, when successful, now sets enchanted
     item's discount rate to 100%, so that one can no longer make vast
     profit or easily gain his/her deity's favour.  Code adopted from
     T.o.M.E. 2.0.0 CVS -- pelpel

03/03/2002
[P]- Give Ents scrolls of satisfy hunger instead of some food.  -- Kusunose
[M]- Added a command to dismiss companions in the pet menu. Code adopted
     from T.o.M.E. 2.0.0 CVS -- Kusunose

04/03/2002
[B]- '/' in item selection didn't update screen correctly -- pelpel
[m]- Moved auto-squelch code from process_player() to process_world() -- pelpel

05/03/2002
[m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some
     subtle effects and forced coders to double check c_ptr->info and
     c_ptr->t_idx in various places -- pelpel

06/03/2002
[B]- Level generation could cause infinite loop in the Sacred Land of
     Mountains -- pelpel
[B]- Player ghosts were disabled in a way causing special feeling on
     every level -- pelpel
[m]- Changed repeated message code to V-CVS one -- pelpel
[m]- Added another graphics mode variable called graphics_mode :),
     somewhat like use_graphics in ZAngband, but it doesn't
     require any changes to main-xxx.c. It's set within reset_visuals()
     and used by map_info(), so that it doesn't have to do streq()
     each time it is called -- pelpel
[B]- Took 64-bit safe RNG from Vanilla -- pelpel

11/04/2002
[B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE
     special artefacts -- pelpel

20/04/2002
[B]- Player is now guaranteed to have initialive after entering a level.
     Thanks Joseph William Dixon for the patch -- pelpel

22/04/2002
[m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming
     convention -- pelpel

24/04/2002
[m]- Add support for multiline comments in lua: --[[ ... ]]

28/04/2002
[B]- Fixed a bug that caused gods start casting nasty effects when player's
     grace becomes negative. It should have been -60000.  -- Kusunose
[D]- The inn in Bree is now The Prancing Pony.  -- Kusunose
[m]- Improved lua interface for defining new 'm' keys, magic powers, quests, ...

05/05/2002 - T.o.M.E. 1.0.0 aka "Between the Darkness and the Light"

02/1/2002
[m]- (Mac, Carbon)Graphics mode performance improvement. When a user
     chooses a fixed width font (as is almost always the case) and
     doesn't change tile width & height, the higher_pict method is
     used instead of *very* slow and inefficient always_pict to
     draw things -- pelpel

04/1/2002
[B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel
[B]- Fixed the monster casting at other monsters but targetting you bug

11/01/2002
[B]- Sacrificing wands now decreases charges

12/1/2002
[B]- The random text code left files open in many error cases -- pelpel
[m]- The prf file loader always searches for the user directory first,
     then the pref directory if it can't find it there, so that user
     can override the system defaults keeping the distributed files
     intact. This also simpifies the pref loading codes in several
     places -- pelpel

13/01/2002
[B]- Fixed more running problems (FEAT_SAND and FEAT_ASH) -- pelpel
[B]- Some routines called malloc/free instead of C_MAKE/C_FREE in
     the vault generation -- pelpel
[B]- One wrong sign in the fractal cave code (vertical average) -- pelpel
[B]- Fixed the store info file thanks to wrabhit23

14/01/2002
[B]- Ego items had extra spaces in their names -- pelpel
[B]- (XAW)Terminals used wrong names. USE_EGO_GRAPHICS didn't even
     compile -- pelpel
[I]- IRC code for the XAW port. Caveat: it causes a linker error
     if you USE_X11 and USE_XAW at the same time... -- pelpel
[m]- the html help file converter now gets it's header and footer
     from head.aux and foot.aux in lib/help to help website
     designer adapt the generated files to whatever they want

19/01/2002
[B]- The Mathom house acted like a normal shop when selling.  -- Kusunose
[I]- Removed hard-coded direction keys in the skills menu -- pelpel
[B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel
[B]- More running problem (small trees in Mirkwood) -- pelpel

20/01/2002
[B]- final artifacts were not generated if they are k_info artifacts.
     -- Kusunose
[B]- Fixed get_com interface for lua

22/01/2002
[B]- Squelch on sense now destroys {good} items if it's told
     "destroy good", but only when the "strong" pseudo-ID is in
     effect. Doing so for the "weak" method would be too dangerous -- pelpel
[m]- The running code now uses DONT_NOTICE_RUNNING and CAN_RUN terrain
     feature flags for non-conditional checks, i.e. everything but doors,
     stairs and alike, and those requiring levitation or immunity -- pelpel

23/01/2002
[m]- Included the lua tutorials by Fearof4s

24/01/2002
[m]- Replaced the field of view code with that from Angband 2.8.3--
     -- pelpel
[I]- view_special_lite and view_granite_lite that work with non-white
     terrains (for ASCII mode only, already done for 16x16 tiles) -- pelpel

25/01/2002
[B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel
[B]- Doors are remembered, so that they work better with easy_open.
     The easy_open code now performs checks for the perennially hard-to-handle
     feature mimic field -- pelpel

27/01/2002
[D]- A fair number of dungeon guardians lost their defined artifact drop
     and got a randart drop instead. The removed arts are back top normal
     behavior(can be found)
[I]- Inven/equip/item choice in subwindows now clears to the bottom of screen,
     to avoid glitches and in accordance with the way it worked -- pelpel
[I]- Identify and *Identify* don't list known/fully known items in
     object selection -- pelpel

29/01/2002
[B]- monster_carry() could cause permanant artefact loss. A similar code
     in quests and guardian artefact generation are also fixed -- pelpel
[D]- There should be less not-at-all secret "secret" doors.
     This does *not* mean that ancient prob, but those mountains enbedded in
     plain wall in Barrow-Downs, for example -- pelpel

20/01/2002
[D]- Some spells can now stay in effect for a while, like a cloud of poison
     will stay in place and poison everything passing in it
[P]- Changed the magic system, it now uses schools of magic instead of
     realms. A school contains much less spells than a realm. Each spell
     is unique and dont make others redundant. Also all spells tries to stay
     usefull for the whole game, by increasing in power and effects with levels.
     A spell can be assigned to more than more school, in which case all the
     schools need to be raised to obtain more power. All spells are implemented
     in lua, to make it easy to tweak them.
     All spells arent coded yet but my plans are for those schools:
     Mana, Fire, Water, Air, Earth, Mind, Conveyance, Meta, Temporal,
     Divination, Nature and Nether
     It may change somewhat but thats the general idea :)
     Books are not specific to a school, they can contain any spell from any
     schools, it is even imaginable to have randomly created books

01/2/2002
[D]- Streamers use small tress instead of trees, a la KAngband and
     variants that borrowed it's code. And they should look more like
     streamers in most dungeons -- pelpel
[D]- Neither player or monsters can see through, breath, or cast spells
     over small trees, that are outer wall in Mirkwood -- arena levels
     were too nasty otherwise... -- pelpel

02/2/2002
[m]- los, player's field of view, and spell/breath projection now all use
     FF1_NO_VISION for the sake of consistency (in addition to the wall
     check in case of spell/breath projection) -- pelpel
[M]- Added a command to dismiss companions in the pet menu

03/2/2002
[D]- Moved wiz_dark() implementing the maze level from move_player() to
     process_player(), so that a spellcaster can no longer do magic mapping--
     detect monsters--detect traps then casting teleport as often as s/he
     wishes to make things incredibly easy. Because of my laziness detected
     traps aren't displayed if they are out of sight. This would require
     tremendous hack. Anyway, don't worry, they are still remembered -- pelpel
[I]- Auto-squelch menu now accepts ^R as an alternative to ^S, to be nice
     for those who USE_GCU. Thanks Skylar Thompson for the problem report
     -- pelpel
[m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some
     subtle effects and forced coders to double check c_ptr->info and
     c_ptr->t_idx in various places -- pelpel

06/02/2002
[B]- Do not drop from wild if player were not in wild mode in previous turn;
     it put player in wrong place and could crash the game.  -- Kusunose
[B]- Summoning monsters from totems could crash the game.  -- Kusunose
[B]- The Heavy Crossbow of the Elves was 'the ultimate armor' in the
     fully identified description.  -- Kusunose

07/02/2002
[m]- Added FF1_DOOR flag to open doors for lightning effects in map_info()
     and have the trap creation code explicitly avoid them, because traps
     have and should never been performance bottlenecks -- pelpel

08/02/2002
[m]- Some process_world() sections (most notably monster generation and
     lingering spell effects) are conditionalised so that they don't run
     in the overhead map -- pelpel
[D]- Added a dungeon flag that prevents generation of streamers, and
     gave it to those with water/lava rivers and places like Numenor
     and the Sacred Land of Mountains. Maze and evolving levels don't
     require this. Also made lava deeper (dlev 34 or below). Trees can
     appear on any flat levels. And eliminated undesirable calls to
     the RNG in the streamer code -- pelpel
[m]- Changed all the signed (!) flags I was able to find to unsigned, because
     they don't make any sense. Savefile code should be modified as well
     if we ever care for savefile portability -- pelpel
[m]- The tunnel code (ordinary one) now performs double check for
     feat_wall_outer and CAVE_ROOM (which was added a couple of weeks ago),
     so it is safe to use any terrain features for outer wall, including
     those identical to fill_type -- pelpel

09/02/2002
[D]- Rewrote place_new_way() so that it doesn't create unconnected dungeon
     sections, destroy outer walls of rooms, or dig room corners -- pelpel
[I]- Hopefully finished special lighting effects. Now it works this way
     (with all lighting effects options on):
     Perma-lit grids and lit walls/doors within sight, and remembered important
     features = f_info colours, Perma-lit floors and walls/doors out of
     sight = darker colours, torch-lit "boring" floor = yellow, torch-lit
     grids out-of-sight = dark grey, blindness = B&W -- pelpel
[D]- Angband dungeon now adjusts monster levels to the dungeon level.
     The monsters here will have a minimun level in the range of:
     level / 2 to level. So at level 67 the lowest monster you can encounter
     will be level 33. This means that if a white icky thing is generated
     it will be a level 33 white icky thing. If the base monster level is higher
     then nothing is adjusted.

11/02/2002
[m]- (Temporary note) Separated staying effect handling code from
     process_world() and made it a function, so that it can be called in
     any place with in dungeon() [can be activated by #define pelpel :)]
     I temporarily placed it after process_player(), but we have to spend
     some time testing this, seeking for the best turn structure -- pelpel
[m]- Auto-squelch is performed *before* a player turn, just before the
     pack overflow code to prevent some interface problems. This means
     that squelching occurs as the very last action of a player turn,
     after monster drops or even after pseudo-ID, so that you don't have to
     press extra space to squelch items. Another possible arrangement
     would be within process_world(), right after sensing -- pelpel

12/02/2002
[B]- Fixed a bug in the hook code that may or may not be the cause of
     various quest-related bugs -- pelpel
[D]- Altars now have CAN_RUN flag, so that you no longer see the
     message "You cannot run in that direction" when trying to run
     across them -- pelpel
[m]- Added flush() before all the quest questions to prevent accidental
     loss/declination/acceptance of quest rewards/quests, also added
     very important flush_failure and flush() to the lua interface and
     put that in the spell failure code, so that spells can be macroed
     safely -- pelpel
[B]- Fixed a bug in the 6 monster randquest thanks to Louis-Frederic Michaud

13/02/2002
[O]- Elvish waybread renamed to lembas, thanks to nimloth
[I]- Because I find detection no longer works on panels, added DTrap status
     line as well as a new disturbance option disturb_detect. Also removed
     hardcoded row/column positions in the status line code, in preparation
     for big-screen support -- pelpel

16/02/2002
[I]- Added scrolling target/look code, which is bastardised :) form of
     Z and V ones -- pelpel
[m]- Depth/field name area is now 13 character long, so that names like
     "shallow water" will fit, and "Lothlorien" is not truncated in GCU.
     Also added short dungeon name prefix to the depth-in-feet mode -- pelpel
[m]- Because map_info() is the #1 bottleneck routine and because I felt
     hack_map_info_default is incredibly ugly :(, I removed
     hack_map_info_default and added specialised version of map_info()
     for use by cmovie and the HTML screen shot saver -- pelpel
[B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel
[I]- Big screen is sort of working now, but main-xxx.c (have
     to remove restrinction on size of the PernAngband window) and
     cmovie are still needing upgrade -- pelpel

17/02/2002
[B]- Made panel_bound() more paranoid about the current dungeon size,
     to prevent many big screen-related crashes -- pelpel

18/02/2002
[m]- Added 8x8 graphics support to trap display code -- pelpel
[m]- Added another graphics mode variable called graphics_mode :),
     somewhat like use_graphics in ZAngband, but it doesn't
     require any changes to main-xxx.c. It's set within reset_visuals()
     and used by map_info(), so that it doesn't have to do streq()
     each time it is called -- pelpel

19/02/2002
[m]- Added term resize hooks so that one doesn't have to hit the redraw
     key and alike when s/he resizes windows. Hooked functions are placed
     in xtra2.c, because they are only related to big screen support
     and other panel related codes are there.  Don't like the way stuffs
     are initialised -- assumption about max number of terms, setting terms
     package hooks from within the upper layer codes -- but the existing
     implementations do it this way, and the "right" way requires changes
     to main-xxx.c, which I'm too lazy to do... -- pelpel
[I]- Big screen support for X11 and XAW ports (already done for Gtk, Mac
     and Windows ports). Also added an option -o to force the use of 8x8
     tiles in graphics mode. Say "-g -- -o" to activate it. And please note
     that because of the way transparency effect is implemented in
     X11/XAW/Gtk ports, it is available even with 8x8 tiles -- pelpel

20/02/2002
[B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked.
     -- Kusunose
[O]- Combining rod and rod tip now considers rod's cheapness flag.
     -- Kusunose

22/02/2002
[M]- Restored monster light code, modeled after Steven Fuerst's implementation
     insteand of APW one this time, but without his support for multiple radii.
     -- pelpel
[M]- Made monster light a run-time option. CAVEAT: It'll cause display
     weirdness when you turn this option from ON to OFF while playing.
     Save/Restart or entering new level will fix the problem.
     Should call forget_mon_lite() when the game detects it... -- pelpel
[M]- monster lite option is on by default

23/02/2002
[B]- A failure in disarming traps using easy-disarm caused another attempt
     at disarming traps (because it calls move_player_aux which calls
     do_cmd_disarm_aux which calls move_player_aux...), growing call
     stack infinitely. It's dangerous, and, in fact, players were totally
     safe from traps (messages said "You set off...", but traps were never
     activated) -- pelpel
[B]- Black breath could crash the game (it's really evil, isn't it :)
     Thanks Kevin W. Thomas for the patch -- pelpel
[m]- Ego graphics code now only tries to use graphics overlays for
     monsters and players if and only if 16x16 tiles are used -- pelpel
[B]- map_info() had problem with walls mimicking floors -- pelpel
[m]- Shimmering terrain features no longer shimmer while running or resting
     to make themselves somewhat more bearable on slower machines -- pelpel

24/02/2002
[m]- Updated lighting effect code so that it works the same as rr9's Angband
     versions. Also removed hardcoded IBM pseudo graphics code points, so that
     if anyone is ever interested in updating its font & prf files, s/he
     can do so freely without editing the source code.
     And map_info / map_info_default is now fully aware of c_ptr->mimic,
     so that map edges will not have strange lighting effects etc.,
     hopefully -- pelpel

26/02/2002
[B]- Polymorphing random effect of Chaos Warriors could crash the game.
     Special thanks for Kevin W. Thomas for the detailed analysis
     of the problem -- pelpel
[I]- Moving onto quest entrance/exit no longer causes annoying automatic
     stair movements. You have to tell the game '>' or '<' to enter/leave
     -- pelpel
[m]- Renamed see_wall() in cmd1.c to see_obstacle() also added a grid-based
     version of the function to be used by run_test(), so that those who have
     immunity and/or levitation can run over lava fields, deep water etc.
     -- pelpel
[O]- There are 2 kinds of spellbooks for the magic schools, the ones that
     are named "a Spellbook of foo" where foo is a randomly choosen spell
     (selection is based on the dungeon level)
     and other names that are fixed books

27/02/2002
[O]- School spellbooks can be fireproof ego items
[B]- Dungeon town generation could crash the game. Thanks Mogami
     for the analysis of the problem -- pelpel

01/03/2002
[B]- Supplied missing suid code in 1) savefile removal action in the startup
     screen, 2) dungeon savefile removal, and 3) bone file removal.
     Thanks kobayasi for the patch -- pelpel
[m]- Less platform-dependent savefile processing code for the game start
     menu, thanks again for kobayasi. It now uses files.c utility routines
     for building appropriate savefile names -- pelpel

03/03/2002
[B]- Special level names wherent corrently displayed if the N: line was the
     first of the file in lib/dngn

03/03/2002
[m]- Added initialization code to add SPECIAL_GENE flag to final guardians
     and their artifacts (and DROP_RANDART if there are no final artifacts).
     -- Kusunose
[D]- Put yet another fractal code (unlike the others it's quite simple)
     in the level filler generator, and added a F: parameter in d_info.txt
     to control its behaviour. Its syntax is FILL_METHOD_#, where # is
     0: use the first filler w/o calling RNG (for Angband, Mirkwood etc.),
     1: the same as the previous versions (default), 2: slightly smoothed,
     3: more smoothed, or 4: max smoothing (initial step of 8 grids) -- pelpel

04/03/2002
[B]- '/' in item selection didn't update screen correctly -- pelpel
[m]- Moved squelch-on-sense code from process_player() to process_world()
     -- pelpel

04/03/2002
[P]- High intelligence increase mana regeneration rate

06/03/2002
[B]- Level generation could cause infinite loop in the Sacred Land of
     Mountains -- pelpel
[m]- Changed repeated message code to V-CVS one -- pelpel
[B]- Player ghosts were disabled in a way causing special feeling on
     every level -- pelpel

07/03/2002
[m]- Trap display now uses x_attr/x_char of FEAT_TRAP (f_info N:17)
     1) if a trap is set on a "boring" terrain in the ASCII mode, where
     only x_char is used and attr is taken from tr_info.txt XXX XXX XXX
     or 2) if attr/char for a trap is not defined in prf files in the
     graphics modes -- pelpel
[m]- Removed FAKE_VER_*, because it has been quite long since we lost savefile
     compatibility with Angband 2.8.1 and info.txt files can be updated
     by sed/perl/whatever script in a snap -- pelpel
[B]- Took 64-bit safe RNG from Vanilla -- pelpel

08/03/2002
[m]- To accommodate the practice of not upgrading version stamp of info.txt
     files at each release (never done in V-based variants, but common among
     Z-based ones for historical reasons), version stamp checks against game
     data files in lib/edit is made a compile time option
     (VERIFY_VERSION_STAMP), off by default.  With this option off, version
     stamp checks for the binary files are still performed and they always
     have version signature of the game, not those specified by the V: lines
     -- pelpel
[B]- Wide light radius worked in the small scale wilderness map,
     where it should have been WILDERNESS_SEE_RADIUS -- pelpel

10/03/2002
[m]- Upgraded the lua bitlib so it can handle stuff like bor(1, 2, 4, 8)

11/03/2002
[M]- Confusion, stunning, charming now works on uniques(those that dont have the
     corresponding resistance)

24/03/2002
[I]- Stats can now be displayed in a linear mode(from 3 to 37) instead of
     3 to 18/***, the option is off by default

25/03/2002
[D]- No more shafts in the halls of mandos
[m]- Block comments( --[[...]] ) in Lua enabled

27/03/2002
[D]- Tweaked the door code a bit so that some doors are much harder
     to find -- pelpel
[I]- Added recall depth subcommand to the knowledge menu -- pelpel

03/04/2002
[I]- Removed the flavoured_attack option and made most 'silly' messages
     off by default. They are now controlled by 'insanity roll', which is
     d100 roll against (max_sanity - current_sanity) * 100 / max_sanity.
     The same roll is also used to determine if the game should use
     silly monster descriptions (in addition to the hallucination
     effects) -- pelpel

04/04/2002
[I]- The skill interface no longer asks question whenever you increase skills.
     Changes to skill values are made permanent if the player confirms them
     when s/he leave the skill menu, otherwise, they are simply ignored
     -- pelpel
[P]- The skill system is ready ! Some small tweakings are needed, but it is
     mostly ready. Each level you gain a few skill points that you can spend
     on various skills(like combat, weaponmastery, magic, ...). Most actions
     are now tied to skills.
[P]- Classes revamped as more or less skill templates. Classes now can have
     specializations which allow starting with somewhat different skill set.
[B]- Since streamers can create unconnected dungeon sections, the code for
     it is moved after stair and player allocation -- pelpel
[m]- Reorganised the linkage order of makefile.org a bit, so that similar
     files are grouped together, also frequently called files are not coupled
     together with rarely used ones. This *might* help on-demand-paging memory
     manager a bit -- pelpel
[m]- Changed all occurances of " ?" in strings to "? ". --takkaria

08/04/2002
[B]- Some player_type fields and corresponding lua interface definitions
     were of different types. Fix thanks to rr9. -- pelpel

09/04/2002
[I]- Bigtile patch for windows, x11 and mac ports thanks to Takeshi Mogami

11/04/2002
[B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE
     special artefacts -- pelpel

15/04/2002
[M]- Revision of the conf/stun/sleep resists for uniques thanks to Runescrye

18/04/2002
[G]- The adventurer quest reward is now either the adventurer or some skills
[I]- Asks for a last screenshot upon death

20/04/2002
[I]- You can now dump a frame of a cmovie as an html screenshot(while playing
     the movie)
[P]- New god system, each god will be much more different from all others.
     Altars are less vital. There are less gods.
[m]- Renamed inappropriately called global array 'town' to 'town_info', also
     moved some boolean town_type members into 'flags', in order to support
     dungeon town information subcommand of do_cmd_knowledge -- pelpel
[m]- Commented out or moved many local variables causing 'unused' warnings,
     because of badly placed if 0's -- pelpel
[B]- Player is now guaranteed to have initialive after entering a level.
     Thanks Joseph William Dixon for the patch -- pelpel
[I]- The commands for skills and spells are swapped. Please use 'G' to learn/
     check skills and '$' ('\$' in roguelike) to learn spells.

22/04/2002
[m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming
     convention -- pelpel

23/04/2002
[O]- Bound the wands & staves damage/power to the Magic skill, attack wands
     should actually be usefull now

25/04/2002
[P]- Magic skill now allows you to copy spells from books into various
     objects. Not all objects can contain spells naturally, but most object
     of the Magi can, and all mage staves
[P]- Spectres loses HP while in walls, it was too abusable(and in fact, I never
     planned to remove it)

28/04/2002
[D]- The inn in Bree is now The Prancing Pony.  -- Kusunose

01/05/2002
[D]- Small levels cannot generate full levels anymore
[I]- The prompt to cast a spell now understand to press @, which will ask for
     a spell name, it'll look all books and cast it if you can.
     It EASES macros, a macro will now look like:
     02m@Manathrust\r*t
[I]- Message recall now understands bigscreen thanks to pav
[I]- Help now understands bigscreen thanks to pav
[I]- Skill screen now understands bigscreen thanks to pav
[I]- No more pickup prompt with autopickup when inventory is full, thanks to pav

03/05/2002
[B]- The skill increase/decrease code was unable to detect underflow -- pelpel

06/05/2002
[P]- Made running commands exempt from do_nothing processing, because this
     can be abusable and makes no sense -- you could, for example, hold down
     movment keys when following Eru and use running when following other
     deities -- pelpel
[I]- Took big screen code for horizontal scrolling of message recalls
     from Vanilla -- pelpel
[I]- You can navigate through option menus with roguelike_keys -- in fact,
     I didn't know users of the original keyset can go up before I play
     the latest V and see its code... Taken from Vanilla CVS -- pelpel
[m]- Entirely removed function definining macros from script.c, because
     it can confuse some compilers (a lcc case was reported), and some
     preprocessor reports syntax error for missing macro arguments -- pelpel
[I]- Added big screen support for GCU -- pelpel

12/05/2002
[m]- Some, if not all, command line options are documented -- pelpel
[B]- Full map command displayed only half of current dungeon level when
     bigtile mode is used.  Thanks for Takeshi Mogami for tha patch
     -- Kusunose

19/05/2002
[m]- 1) Slightly reorganised menus in the Mac ports, because there were so
     many of them on the menu bar. 2) added a switch (-b) to the GCU port
     to select multiple terms or one big screen. 3) the GTK port issued
     huge number of fatal warnings if the graphics mode was turned on and off.
     4) Compiled latest V CVS with main-gtk.c in T.o.M.E. and fixed some
     portability problems.  -- pelpel
[P]- Pseudo-id is now bound to the Combat skill(for weapons/armors) and the
     Magic skill(potions, ...)
[P]- It is now possible to press @ at the 'm' key prompt to select a skill action
     by it's full name. Thus allowing unbreakable macro:
     m@Cast a spell\r@Manathrust\r*t
[I]- The skill screen cannot be abused to get more skills anymore

27/05/2002
[P]- New god Melkor Bauglir
[P]- Weaponmastery, Archery and Barehand skills increase Combat skill much more

02/06/2002
[B]- Various spell effects that polymorph monsters could crash the game.
     -- Kusunose
[B]- Compare weapons command miscalculated muliplying bonus.  -- Kusunose

12/06/2002
[P]- Deathmold fetch ability pickups gold and objects(if autopickup is set) thanks
     to "kenderband" <kenderband@hotmail.com>
[m]- Exported cur_hgt and cur_wid to lua by request of Fearof4s. (takkaria)

14/02/2002
[m]- Updated the lua help files thanks to Fearof4s and Chris Hadgis

17/06/2002
[B]- Fixed junk artifacts and music instruments stacking bug in stores
     -- Kusunose

03/07/2002
[M]- Monsters drop stolen gold when killed

04/07/2002
[B]- Capped max number of extra blows at 2 when the limit_blow flag is set
     in two places -- pelpel

09/07/2002
[B]- Cancelling a scroll of reset recall didn't work.  -- Kusunose
[O]- Reset recall now lists all the dungeons a player has visited and
     additionally allow a player to select by name. -- Kusunose

13/07/2002
[O]- Enabled the generation of double ego items. An item cannot get 2 prefix
     or 2 suffix, it will always be a prefix and a suffix

14/07/2002
[P]- New bounty quest available at the beastmaster shanty! Bring back a corpse
     and get some monster-lore skill and the ability to learn corpse-preservation
     skill if you couldn't already

15/07/2002
[P]- Replaced first necromancy spell with Horrify from the old Nether realm and
     the third spell with absorb soul, provides some health upon monster death

16/07/2002
[m]- Updated lua_ques.txt to fix some misinformation. -- fearoffours

17/07/2002
[B]- One was able to have another entry in the score file for a dead/retired
     character by loading him/her with the -w option, then answering 'n' to
     the wizard mode confirmation. Bug report and fix (for Angband 3.0.1, but
     applicable for all variants) by Hallvard B. Furuseth, Takeshi Mogami and
     Robert Ruehlmann -- pelpel

22/07/2002
[m]- More lua documentation fixes, particularly adding square brackets to field
     names on lines that would allow this without mucking up colour formatting.
     -- fearoffours

23/07/2002 - T.o.M.E 2.0.0 aka "Point of No Return"

24/07/2002
[m]- The splash screen now shows "Tales of Middle Earth" or "Troubles of Middle
     Earth" randomly.  Thanks to Scott Holder for the idea and some code.
     (takkaria)
[m]- makefile.org now defaultds to ./lib for the lib directory
[m]- makefile.org is now makefile.std
[B]- Fixed a silly bug preventing Polearm masstery from wroking

26/07/2002
[B]- In multiuser installations, notes and cmovie were written under the lib
     directory using the game's permission, making them inaccessible by
     the player. I moved them to ~/.tome. Note: This means that a coder
     shouldn't grab permission before opening files in these directories
     -- pelpel
[B]- There are still inappropriate (and even unbalanced!!!) calls to
     safe_setuid_grab() and safe_setuid_drop() in the game. Thanks Neil
     for pointing out those in the macro save commands. There are so many
     places that I have to look at, but I'm trying... -- pelpel
[I]- Better (hopefully) object identification screen

28/07/2002
[m]- Added safe_setuid_grab/safe_setuid_drop to all the functions that
     access files in the lib directory. I did so even for the game
     initialisation, knowing that it's very unorthodox. This is because
     I found some of them in the init[12].c.  There's no other sure ways
     to keep them from messing multiuser installations. -- pelpel
[m]- Added makefile.dos, which is a copy of makefile (now), in order to
     prevent overwriting accidents. Ideally, 'makefile' should be in the
     .cvsignore, so that every developper can feel at ease with his/her
     own preferred environment -- pelpel

01/08/2002
[P]- New corruption system, savefiles are compatibles but you will loose
     all your corruptions.
     Most corruptions now have a good and a bad effect. Some corruptions
     depends of others, it means that you can only get them when you have
     the ones they depend of(i.e: Balrog Form need Balrog Wings, Balrog
     Aura and balrog Strength to work). Some corruptions can be mutualy
     exclusive. The list of corruption is totaly rewrote. They are more
     in-theme now.
[B]- Perma curse cannot happen on randarts anymore

02/08/2002
[B]- Player could not pick up items from home if he did not have enough
     gold.  -- Kusunose
[B]- Traps of wasting wand dont mess up wands
[B]- Dragon helms get resistances

03/08/2002
[B]- No races were allowed to be loremasters
[B]- Fixed a bug in Character classes allowed, tahnks to Alex Wilkins
[m]- Added Melkor to the gods docs.
[B]- Spells cannot be cast while blinded or confused(execpt for a few)
[G]- Wielding the One Ring has some ... disadvantages now ...
[B]- Poor Melkor didnt had his altar generated in dungeons, while he is the
     only god for a use of an altar

05/08/2002
[m]- Improved the adventurer guide and added a section for macros to it
[P]- All Udun spells are no more multi-school spells
[P]- Reorganized the skill tree to remove the Misc skill tree. Alchemy is now
     under Magic, Antimagic is in Combat and Music in Spirituality

07/08/2002
[B]- Fixed the -1 activation power of some mage staves of spell
[G]- Troll Glade/Wight Grave selection is now (usualy) based on the
     Combat/Magic skills level

08/08/2002
[I]- The game asks confirmation before learning a skill that can exclude an
     already known one
[I]- When 'I'nspecting(or upon *id*) a fully *id* weapon/ammo the game will
     tell you the damage it would do if you used it(idea from Ey)

10/08/2002
[I]- 'U' power menu is now usable with repeat key 'n'

11/08/2002
[G]- The chance for combat item pseudo-ID now improves exponentially,
     just like V Warriors (combat skill 0 == plev 0, maxed == plev 50),
     while that for magic items improves slowly, just like V Rangers
     and Mages but with higher success rate (more than ten times as
     frequent as V Rangers) -- pelpel

12/08/2002
[B]- Added missing spell frequency to Fire golem.  -- Kusunose
[B]- Symbiant cannot pickup a hypnotized pet from a pile.  Thanks to kobayasi
     for the patch.  -- Kusunose
[P]- Give Ents scrolls of satisfy hunger instead of some food.  -- Kusunose
[B]- Stats more than 18/220 were displayed incorrectly if linear_stats was ON.
     -- Kusunose

13/08/2002
[m]- Made chg_to_txt in files.c conditional, so that it won't be included in
     Windows, Mac and RISCOS ports (they don't call the function, so it has
     been dead code) -- pelpel
[D]- Since Tome generated small levels once in three times when requested,
     which I think is too often, and in Z and Ey the chance is 1/5 and 1/10
     respectively, I lowered the chance to 1/6 -- pelpel
[B]- The small_level option had the same effect as always_small_levels
     -- pelpel
[O]- Removed CURSE_NO_DROP from ego items. Players want new curses, and when
     they get them they complain...

14/08/2002
[I]- Added avoid_shimmer efficiency option to suppress shimmering of terrain
     features, because I have had problems with them on really big screens
     -- pelpel
[P]- Increased the modifier of the masteries for warriors
[P]- New Warrior subclass, the Demonologist, spell enhanced warriors. They
     use the new Demon school and the renewed Demonblades, Demonshields and
     Demonhorns. Their spells enhance their fighting potential. They can either
     be seen as a force of good, fighting against demons with their own powers
     or as a force of evil fighting to bring corruption to the world.
[P]- Sorcerors begin with a robe instead of a dagger
[I]- Easy close is now slightly more intelligent in their handling of
     broken doors -- pelpel

15/08/2002
[O]- Ring/Amulet of Spell, cheap, early objects that can contain a spell
[B]- Exploding ammo dont stack with normal ammo

16/08/2002
[B]- Ammo creation is bound to Arechery skill instead of player level
[B]- Fixed a bug in related skills, when one increased a skills sometimes the
     related skills didnt increased

17/08/2002
[m]- Do not grab/drop permissions twice.  Thanks to kobayasi for the patch.
     -- Kusunose

18/08/2002
[B]- Temporal stat drain no longer cancels normal stat drain.  -- Kusunose

19/08/2002
[O]- Temple will now stock random spells from god schools, Magic Shop will
     only stock non god spells and bookstore will contain both
[O]- Stores buyable list is now lua defined
[B]- The amount of mana in each grid was always magical level.  -- Kusunose
[P]- Changed the formula to calc the player HP when using possession so that
     a higher possession skill will be prefered

20/08/2002
[B]- Extracted essences overwrote a weapon slot when inventry was full.
     -- Kusunose

21/08/2002
[I]- Ingame contextual help is on by default(it was before, but it was bugged..)
     It is now proccessed by lua, file help.lua and should be much easier to
     add new sections to than before. So all feel free :)
[G]- Added town of Khazad-Dum (where 'exit' from Moria was) with nice Mining
     supply shop. -- fearoffours

23/08/2002
[I]- Contextual help for the birth screens too. Press ? when over a race,
     class, ... and it'll bring the specific help for it
[M]- Monster ego wont start awake
[P]- lost Souls now have see invisible, I know I'm far too nice :)
[I]- Contexual help to skill screen, press ?
[I]- Easy macro recorder! Just press $ and press a normal key sequence!

26/08/2002
[m]- Removed the autosquelch to replace it with a new Automatizer that should
     be much more powerful. It lacks a gui, but that should soon change :)

28/08/2002
[I]- The new Automatizer got a GUI :) It should be quite easy to grasp, you
     define rules to match and action to take. But it does allow very complex
     rules.

27/08/2002
[m]- Added updated class help documents. Removed extraneous ones.  Amended
     links in birth.txt to reflect changes. Added appropriate entries to
     help.lua for contextual class help at birth. Thanks to Mef. -- fearoffours
[m]- More contextual help: races and god selection at birth, rod tips, rods and
     trapping kits. -- feaoffours

29/08/2002
[G]- Added new god quest. Given at random time by your god, you have to retrieve
     a piece of a relic generated at a random level of a randomly places dungeon.
     More than one of these quests may be given (currently up to 4), though only
     if you complete previous quests. The relic is only generated once in each
     dungeon, so look carefully for it. Diving won't help you. -- fearoffours

31/08/2002
[P]- New Water spell: Vapor, it create a low damage wide radius short lasting
     cloud of water. It is designed to be a cheap attack spell for annoying
     critters. Beware, random spellbooks & inscribed objects spells will "morph"
     to other ones, sorry, unavoidable

03/09/2002
[B]- Fix mushrooms stacking for the maggot quest
[m]- Fix birth.txt crash -- fearoffours

04/09/2002
[O]- Scythes of Slicing are now vorpal, rarer and deeper

05/09/2002
[G]- Added the fireproofing quest. Visit the Mage tower in lothlorien to get the
     quest, bring back something for the mage, get books fireproofed in return.
     -- fearoffours

08/09/2002
[I]- Updated the forgotten IBM pseudographics, based on my unknown work for
     Pern 4.1.2.  Also added an X11 BDF file so that it can be used on
     the three X ports -- copy graf-ibm.prf to font-x11.prf in your user
     directory (i.e. ~/.tome) and set the font of main window to the font
     made from lib/xtra/ang16.bdf.  Instruction for installing new X fonts
     should be found in the bdftopcf, mkfontdir and xset man pages.
     -- pelpel

10/09/2002
[I]- Current location(town, level, ...) is show in orange when about to recall

17/09/2002
[m]- Updated skill docs, thanks to lemming
[m]- More minor help file updates. thanks mef and Chris Hadgis

21/09/2002
[P]- Mindcrafters gets esp even after level 40

22/09/2002
[I]- You can press $ at object destruction prompt to automaticaly create a new rule
     for the Automatizer about the object being destroyed
[B]- Casting "Disperse Magic" when spell level is 20 or more produced a lua
     error.  -- Kusunose
[m]- Reformatted the makefile.WHICH file.  Do we really need this file anymore?
     other variants get by without it, I don't really think it's needed...
     (takkaria)
[m]- Reformatted the todo list, removed some entries which have been done.
     Also added a section for stuff which I will do (one day). (takkaria)
[m]- I've reformatted and reorganized a fair bit of notes.c; I've made stuff
     less hacky and made the function which writes notes to file use
     my_fputs()...  Also replaced some hardcoded buffer sizes with sizeof().
     (takkaria)
[m]- Removed hardcoded buffer sizes in wizard1.c. (takkaria)

23/09/2002
[M]- Farmer maggot quest provides a better reward, thanks to Revanant Morituri
     and Wil Hunt for the idea

25/09/2002
[B]- The centre player option failed to do so while running. Thanks Neil
     Stevens for the patch. -- pelpel
[B]- Random Artifact arrows should now stack properly.  -- wilh
[B]- Mindcrafters lost their ESP at level 40.  Now they have it permanently
     at that level.  (p_info.txt) -- wilh
[B]- Above bug was supposed to be skill level 40, not clvl 40.  Fixed. :)

28/09/2002
[I]- Macro-patch from Mogami, now the macro prf files are portable between Windows,
     X11 and Mac. It also shows readable triggers like: \[shift-F1] and such

29/09/2002
[m]- Added .cvsignore to the src directory to prevent makefile overwriting
     accidents from happening. Currently it excludes makefile (developers
     are expected to update platform-specific makefile if s/he indents to
     make permanent changes to them), tome, tolua, TOME.EXE and TOLUA.EXE.
     -- pelpel

01/10/2002
[G]- Alchemy totaly changed! Thanks to John Gilmore for the patch! It has now entered
     cvs to begin being tested and "balanced" ;)

05/10/2002
[P]- Symbiotic power changed to be bookless

06/10/2002
[P]- Available skills to leanr via random quests are defined in s_info.txt
[P]- Trying to mimic when already mimiced(with the skill) will turn you back to
     normal form
[O]- All objects now have a description, thanks to Konijn
     When identifying an item you can then press 'I'nspect to check it. It si most
     usefull for scrolls & such, they tell you what exactly they will do
[B]- Fixed a bug that made mage staves very costy

07/10/2002
[I]- Replaced font-ibm.prf, graf-ibm.prf, font-win.prf and font-mac.new (a
     font-mac.prf replacement that has IBM-like pseudographics definitions)
     with program-generated ones, hopefully up-to-date with recent changes
     in info.txt files -- pelpel

11/10/2002
[I]- Unusable skills do not show anymore on the skill screen

17/10/2002
[I]- New option to not have the equipment/inventory windows move items around
     when a prompt ask for an item. Thanks to John Gilmore
[B]- Fix a bug of wands in store
[B]- Fix an old spelling error: "droped" not "dropped" -- Neil

18/10/2002
[O]- Behold! The new Grand Scheme For Wands, Staves and Rods!;)
     Now all sticks in the game use the same system as the spells. The unified
     spell system could we say ;)
     What does it changes? sticks should now be usefull, jsut as spells are.
     For example a wand of manathrust is not to be laughed at.
     Hw does it work? 'I'nspect the stick you want to know about you'll see
     he details, each stick gets a spell and a base level. The base level
     means the spell will be cast at that level if you have 0 in the
     Magic Device skill. If you have Magic Device it increases the level.
     Works a bit like Spell-power for the spells.
     Also the distinction of wands/staves is tenuous now, wands are attack
     stuff and staves not but wands can sometimes NOT be targeted spells

20/10/2002
[P]- Yavanna Kementari as a new Vala, protectress of nature. Along with her
     priests, the Druids

21/10/2002
[m]- Updated symbiant helpfiles including full list of their new bookless spells
     in m_symbio.txt -- fearoffours

23/10/2002
[I]- Recording cmovies is now working on a microsecond timeframe, much better looking
     Let's just hope that silly systems know gettimeofday()

26/10/2002
[m]- Introduced a performance measure for process_world_hook, which I suspect
     is causing slow movement problems in the reduced map mode.  Please read
     the comment in process_world() [in dungeon.c] for alternative solutions.
     -- pelpel

27/10/2002
[m]- Changed every instance of "essense" to the correctly-spelled "essence".
     Update your macros. -- neil
[M]- Changed "The Balrog of Moria" to "Durin's Bane". Less of a mouthful, and more
     in-theme -- fearoffours
[M]- added the "spirits". They are the inhabitants of the void. They're nasty.
     -- fearoffours

28/10/2002
[P]- Typo in Druid description: Kemenari -> Kementari. --fearoffours
[B]- Fixed bug where ironman_rooms would give you the number of random quests
     you played last time, instead of zero. -- neil

29/10/2002
[D]- Added SPIRIT flag to The Void, so that Spirits are actually generated there now
     -- fearoffours

02/11/2002
[P]- Subraces can now have skill mods
[P]- Spells bound to two or more schools now require at least one point in
     each of the schools to be used
[m]- Trimmed down the size of chardumps(removed uselessness from object
     descriptions)

05/11/2002
[I]- Obvious object flags will show up when 'I'nspecting items when they are
     only identified(no more need for *id*). Obvious flags are like acid
     resisatnce on an armor of resist acid and such

06/11/2002
[P]- New skill, Stunning-blows, a haftedmastery subskill, just like critical
     hits is a subskill of swordmasery. It requires a hafted weapon > 5 lb
[O]- Activations are now a_info/k_info/e_info definable with a: lines
     You can do a:HARDCORE=NAME where NAME is an activation name
     that is hardcoded in the C source.
     Or a:SPELL=Name where Name is a "spell" name as defined in the unified
     spell system(the first defined spell(index 0) cannot be used this way

07/11/2002
[B]- Allow non-artifact, non-ego items with activations be activated. -- neil
[I]- Cause of death is now shown in chardumps

08/11/2002
[m]- Added descriptions to Totems, removed redundant need to identify them.
     -- neil
[G]- Yavanna's followers now have a God quest. -- fearoffours
[m]- Help docs for Yavanna and Druids, thanks Mef and Massimiliano Marangio.
     -- fearoffours

09/11/2002
[M]- Only gain exp from pet kills, not from every monsters, when using Monster
     Lore skill

10/11/2002
[m]- Yes, more help updates. In tome_faq.txt and TANG.txt I added links to
     skills.txt, magic.txt, birth.txt and gods.txt where appropriate. Removed
     two references to Pern that got missed in tome_faq.txt.Added a
     c_priest.txt file for contextual help at birth when choosing a main class.
     Corrected typo in r_info (SPirit became Spirit). -- fearoffours

11/11/2002
[I]- CTRL+] to save an html screenshot anytime(ie: to preserve the current
     message)
[P]- Necromancers start with corpse preservation skill

13/11/2002
[B]- Don't let the Maggot sling be generated randomly. -- neil

15/11/2002
[m]- Added a new TERM_XTRA call, TERM_XTRA_GET_DELAY which should return the
     time in microseconds. What time exactly isnt meaningfull but it must be
     usable to compute the length of time an action takes.
[I]- Thanks to the new TERM_XTRA_GET_DELAY the cmovie code is now cleaner
     and should work fine:) Windows and unix platforms should now be able
     of microsecond resolution cmovies!
[m]- Made all the socket code into z-sock.[ch] and wrapped it into a
     virtualizing layer so that the rest of the code can use it independantly
     of the implementation. Currently unix and windows sockets are supported.

16/11/2002
[B]- Prevent the automatizer from treating "good" bows as "average" -- neil
[B]- Prevent earthquake damage for characters with wraithform, and prevent
     some of the damage for characters with semi-wraithform -- neil
[B]- Fix spelling of Book of Teleportation -- neil

17/11/2002
[P]- New Meta/Conveyance Spell: Tracker, it will track the last teleportation
     that happened on the level and teleport you to its destination

18/11/2002
[G]- The Old Mage in Lothlorien will now fireproof staves or scrolls as well as
     books, making it profitable for non-spellcasters. Currently he has enough
     errr 'fireproofing material' for 3 books or 4 staves or 12 scrolls, or a
     combination of these. Check fireprof.lua for the code. -- fearoffours
[I]- Skills that have sub-skills in which you do not (and cannot) have points
     no longer display the redundant +/- sign. thanks lemming for the code.
     -- fearoffours
[m]- Lots and lots of itsy-witsy help file updates. Stunning-blows, other
     references to Pern, more links to other files... -- fearoffours

19/11/2002
[m]- Compress the grid in the character dump, eliminating blank lines and only
     showing lines without '+'s for the resistances and sustains page -- neil
[m]- Show the Mathom-house contents in the character dump -- neil

21/11/2002
[O]- When 'I'nspecting objects you'll know how you found them
[B]- Magelock cannot override permanent walls(or walls for taht matter) and works
     only in LOS

22/11/2002
[O]- 3 new artifacts of Gothmog, regrouped in an item set
[m]- Cleaned up the notes code a little.  (takkaria)
[P]- Summon skill doesnt caerte drops for partial summons
[P]- Summon skill doesnt work in an antimagic field

23/11/2002
[B]- Automatizer should not treat enchanted ammo and tools as average, either.
     -- neil
[B]- Fixed the bug that allowed to use unallowed gods
[P]- Lost souls start with many satisfy hunger scrolls, I'm really too nice...
[M]- Themed townspeople! In Lothlorien and GOndolin you find elven people and
     dwarven in Khazad-dum

24/11/2002
[m]- Display in the dump how interesting items were found -- neil
[B]- Two-handed artifact weapons now act as such -- neil
[O]- Darksword antimagic field now scales on the antimagic skill
     So using one with 0 in the skill is not worth much
[m]- DESTDIR support in makefile.std -- neil

25/11/2002
[B]- Don't mark items as store bought until they are bought -- neil
[O]- Distinguish stolen items from bought items -- neil
[m]- main-net.c display module which redirects display over the z-sock layer
     and thus over any ip network to allow to create very lightweight terminals
     to play ToME everywhere. This is still experimental
[B]- Don't show Gondolin twice in the dump -- neil
[O]- Cut down the price of Spectral weapon given their .. usefullness
[I]- Fixed the bug that told you you could buy more items than you really could.
     At least when using auto_haggle. Poor sods that dont use it shall burn
     in hell
[I]- Damage info is displayed for items that are only identified

26/11/2002
[G]- OK the god quest is a little easier now, as you're told the dungeon is to
     the north/south and east/west of you. -- fearoffours
[G]- Having autosquelch on will now not affect the essence in the fireproof
     quest. And the mage gives a warning about the fact it may be easy to
     destroy it too. -- fearoffours
[B]- Fixed the incredible townspeople generation rate
[B]- String fixes from lemming -- neil
[B]- Don't print discomfort messages when examining and comparing weapons -- neil
[I]- new <state> function to the automatizer to detect identified state
[I]- Automatizer rules are automatically apply upon exit of the screen or
     autogeneration of a rule with the 'k' command

28/11/2002
[B]- Add experimental support to the automatizer for marking "bad" rings and
     amulets -- neil
[m]- Distinguish average, disarmed, and empty chests in the automatizer -- neil
[B]- Let summoners summon again (patch by masmarangio) -- neil
[B]- Remove duplicate warning of an empty quiver (patch by masmarangio) -- neil

29/11/2002
[O]- Let Demonshields and Demonhorns be treated as armor -- neil
[m]- Can include string terminators in help file tags i.e:
     *****foo.txt*7[see:\] it works;)]
[m]- Can save screenshots to help file format, this is only usefull to
     documentation writters and thus the option only appears when wizard mode
     is activated. It uses the new verbatim mode &&&&& at the line beginning

01/12/2002
[m]- The helpfile typo corrections just keep coming! Added Udun school help,
     and demonologist school help, thanks Mef and masmarangio. -- fearoffours
[m]- Some more spelling errors corrected. Updated warriors skills in the
     help files -- masmarangio

02/12/2002
[m]- Skill updates for more character classes in the help files. -- masmarangio
[m]- Automatizer tutorial added. -- fearoffours
[G]- God quest relic is now inscribed to prevent automatizer 'accidents'
     -- fearoffours

02/12/2002
[O]- Wands/staves are now described this way: a wand of foo[bonus|max]
     Bonus is the bonus spell levels you get, and max is the limit of spell
     levels for that wand. It means even if you have Magic Device at level 50
     you cannot get a level 50 spell from a wand with max 30. Naturally the
     max(and bonus) increase with the depth you find the wand/staff :)
[P]- Players in monster form can now use barehanded combat, instead of
     reverting to monster attacks. -- neil
[O]- Fix and reduce the wand and staff pricing -- neil
[B]- Make the automatizer work independently of the player's body -- neil

03/12/2002
[m]- Clean out some unused variables and some other valid warnings -- neil
[B]- Don't spoil things in the dump -- neil

04/12/2002
[m]- Updates of the character races help files -- masmarangio

05/12/2002
[B]- Maiar can't choose a god anymore -- masmarangio
[I]- Added a message if you don't have powers but press 'U' -- masmarangio

06/12/2002
[B]- Staves are properly fireproofed now. -- fearoffours
[m]- God quest gets more clues to the location, and they're printed in the
     'Ctrl-Q'uest screen. I'm too nice. -- fearoffours

07/12/2002
[I]- Added the extended command #quest (or #Q for short) to get quest list
     because some prts catch the CTRL+Q combo
[m]- Added contextual help for wands/staves, also added a section in the help
     about it. --fearoffours
[m]- Some small help file updates (Muar becomes Durin's Bane) -- masmarangio
[m]- Added full mindcrafting spell info in the same form as other schools of
     magic. Removed help on the Music skill, as this will not be included for
     2.1.0. Added some other help stuff. -- fearoffours

08/12/2002
[B]- Correct Damage/Round display for bare and bear combat. -- neil
[m]- Help now has an alphabetical index! -- fearoffours
[B]- Melkor wants you to sacrifice corpses, not raw meat -- neil

09/12/2002
[B]- Fixed an off-by-one error in loadsave.c that caused savefile corruption
     if the number of monsters or objects saved was maximal -- masmarangio
[m]- Removed help on the Druidistic skill since Druids are normal Priests now.
     Minor changes to the skill example to match human warriors.
     Updated Option help file, some other minor changes -- masmarangio
[O]- Allow Wooden Rods to be sold at the Magic Shop -- neil

10/12/2002
[B]- Corrected the price of enchanted boomerangs and instruments. -- masmarangio
[B]- Corrected the used multiplier while 'I'nspecting ammo.
     Fixed the damage of throwing items / boomerangs -- masmarangio

11/12/2002
[I]- 'Compare weapons' works only with melee weapons, item selection changed.
     Expanded the description of a god at birth. -- masmarangio

12/12/2002
[m]- Removed Tank Points and firestones. -- neil
[m]- Removed PERNANGBAND monster flag and renamed as many Pern monsters,
     artifacts, and other references as I could find -- neil
[M]- Firebirds (formerly firelizards) and Thunderlords are B, not d and D
     -- neil
[B]- Fix some artifact activations -- neil
[B]- Fixed (temporarily) item activation and description. Some items could
     activate for the unified activation, and display the other activation, so
     further changes are needed. -- masmarangio
[I]- Removed the silly 'You are shooting with a flute' message. -- masmarangio

13/12/2002
[m]- Renamed instruments in luckspoi.txt, comment changes -- masmarangio
[I]- Added OBJ_FOUND_SELFMADE for items that were created by the player.
     Alchemist should also use it (not changed yet). Replaced the plain
     description "in the Town" for items fond on the surface -- masmarangio

14/12/2002
[O]- Monster traps are disarmed by GF_KILL_TRAP and GF_KILL_DOOR -- masmarangio
[m]- The description of ACT_DEST_DOOR includes traps, better description of
     deactivating music instruments. -- masmarangio
[M]- Increase Thunderlord rarities -- neil

14/12/2002 -- T.o.M.E 2.1.0 aka "No Surrender, No Retreat"

14/12/2002
[B]- Artifact spoiler was messed up

15/12/2002
[m]- some small help files updates (Melkor, GoI, races) -- masmarangio
[B]- some Orc Cave crashes fixed -- masmarangio

16/12/2002
[B]- Fixed the Mushroom Quest: mushrooms are taken before creating the rewards,
     and these are created even with a full inventory -- masmarangio
[B]- Grammar fix for breathing messages -- neil
[B]- Changed order of level feelings, removed unused feelings. -- masmarangio
[B]- A Rod of Drain Life is needed for vampiric artifacts instead of the Wand.
     Renamed one ego light of Boldness (now of Fearlessness). -- masmarangio
[m]- Updated and reformatted the essence spoiler. -- masmarangio

18/12/2002
[O]- Removed the double pval for Mana-items (40%)(+2). The description of
     Mana and Life items is now with percents. -- masmarangio
[m]- Small updates to m_demono.txt -- fearoffours
[m]- Added mindcraft in magic.txt and a paragraph in m_mindcr.txt -- masmarangio

19/12/2002
[B]- Adjusted the melee damage shown in the status screen. -- masmarangio
[B]- Spelling errors corrected. Thanks to markrax -- masmarangio
[B]- Fixed bashing the trigger doors in the Thieves Quest -- masmarangio
[B]- Allow Amulets of the Magi and *Defender* weapons to be sold -- neil
[B]- Fix alchemist creation of ego staves, etc. (patch from "oops") -- neil
[B]- Don't let gold into the inventory -- neil
[B]- Temple doesn't want unblessed edged weapons -- neil
[B]- Properly handle obvious flags on non-*ID*d objects (fixes things like
     resistances grid and selling Blessed weapons in the temple) -- neil
[B]- Squelch at different times, to avoid destroying the wrong items -- neil

20/12/2002
[m]- Removed some compiler warnings. Thanks to markrax -- masmarangio
[I]- Work / fixes in spoiler creation (items, essences, menu) -- masmarangio
[B]- Automatizer: <symbol> works with graphic modes -- masmarangio
[B]- Fixed pval3 for artifact staves and wands in apply_magic -- masmarangio
[m]- Corrected some typos and some comments. Thanks to markrax -- masmarangio
[m]- Spell description edit -- neil
[B]- Exclusive skill fix (patch by markrax) -- neil
[B]- Yet more copyediting by markrax -- neil

21/12/2002
[m]- Corrected most of the typos found by vrak. -- masmarangio
[B]- Fixed a display bug when passing through walls, thanks jup
[B]- Copyediting of lib/edit/* -- markrax
[B]- Copyediting of monster description books (lib/file/book-1[0-9].txt)
     -- markrax
[B]- Copyediting of misc. files in lib/file/ -- markrax
[B]- Copyediting of most files in lib/help/ -- markrax
[B]- Copyediting and description tweaks to tables.c -- markrax
[B]- More minor copyediting -- markrax
[m]- Minor externs.h code cleanup, remove dups -- markrax
[B]- Let keypad 5 key work in X11 target -- markrax
[I]- Add columns, tweak UI in character info sheet -- markrax
[I]- Updated the artifact spoiler creation -- masmarangio
[m]- Corrected some errors in a_info.txt -- masmarangio
[B]- Display the arm slot when not wearing a two-handed weapon -- neil
[I]- Cleaned up some code in the character info sheet -- masmarangio
[B]- Fix drop message for junk artifacts (patch by jup) -- neil

22/12/2002
[m]- Copyediting of lib/edit/k_info.txt -- markrax
[m]- Copyediting of lib/edit/al_info.txt -- markrax
[m]- Added ENGLISH.txt file with ToME textual conventions -- markrax
[m]- Standardized on "Middle-earth" spelling -- markrax
[m]- More grammatical fixes (mostly "it's") -- markrax
[m]- Removal of many Americanisms, grammatical fixes -- markrax
[O]- Centered Map around Minas Anor -- masmarangio
[I]- Allowed the user to abort when asked to engrave on a grid.  Also, don't
     let the player engrave on a grid with no mana.  Thanks to Pav of
     angband.~.cz for this patch.  -- takkaria
[m]- Updated and relocated style guide -- markrax
[O]- CURSED two items with HEAVY_CURSE, thanks jup -- markrax
[O]- CURSED Ring of Durin (had HEAVY_CURSE), thanks jup -- markrax
[B]- Let *Identify* of your pack work the same as an individual *Identify*
     for the purposes of alchemists -- neil

23/12/2002
[I]- Updated the broken spell spoiler creation (works for the bookless powers).
     LUA schools should be added -- masmarangio
[m]- Parchment titles capitalised. Spacing of artifacts and some americanisms
     and errors in a_info.txt, tables.c, and other files corrected.
     -- masmarangio

24/12/2002
[O]- Added description from Sangband to the Shield of Gil-Galad -- masmarangio
[B]- tried to prevent printing of alchemy items in spell spoiler -- masmarangio
[B]- Fixed two alchemy bugs: Same sval for Rings of Critical Hits and the Ring
     of Durin. Corrected the sval of Rings of Constitution -- masmarangio

25/12/2002 - Mery xmass!
[P]- Boulder throwing skill :) For Ents .. Don't get used to it as I don't know
     if I'll let it in
[B]- Destruction cannot kill quest monsters
[B]- The lost temple (god quest) dungeon really cannot be generated in
     inaccessible places now. -- fearoffours
[I]- Unidentified objects are marked in slate(the inventory letter)

26/12/2002
[m]- Updated the skill gain in skills.txt, corrected some spelling errors.
     Added Boulder-throwing to the help files -- masmarangio

27/12/2002
[B]- Fixed note file problem under windows -- masmarangio
[m]- Corrected some americanisms and spelling errors -- masmarangio
[B]- Fixed an alchemy error with fireproofed staves, removed tabs from c_prt
     calls -- masmarangio

28/12/2002
[P]- Added dynamic subrace. This means that "things" in the game can somewhat
     change your subrace. This is used by the 3 new Vampire corruptions, which
     when combined will permanently turn you into a full blown Vampire.
     The Vampire subrace has been removed, it might come back as a template for
     the corruptions, or not. All others undead subrace will have the same
     fate. This means that soon you'll be able to turn into an undead rather
     than start as one. The penalties will be tweaked too so we don't end up
     with every char being an undead.
[B]- Fixed a branding bug that allowed to modify artifacts and ego-items.
     -- Kusunose
[m]- Updated corruption_spoiler_generation (includes index tags, don't show the
     Lose message for not removable corruptions) and corspoil.txt -- masmarangio

29/12/2002
[I]- Stores/homes inventory letters are colored just like inventory/equipment
     thanks to Pav
[m]- Music system performance improvement -- neil
[m]- Added help on pets to dungeon.txt and some clarification about Spell-power
     affecting only the 11 primary schools of magic. -- fearoffours
[m]- Added to Spell-power the other affected Schools (Udun, Demonology, Gods),
     as well as naming Sorcery in the Udun School help file  -- masmarangio

30/12/2002
[O]- init1.c: added two times OBJ_FOUND_SPECIAL -- masmarangio
[m]- al_info.txt: removed double acid essences in amulet of resistance, grouped
     entries for ring of extra attacks, renamed some entries -- masmarangio
[m]- wizard1.c: Added IS_CVS to header, create artifacts at 25, not 35, added
     index in Essence Spoiler. essences.txt: new spoiler file -- masmarangio
[m]- cmd1.c: removed a compiler warning. caves.c: simplified a test -- masmarangio
[m]- Info on spell-power and multi-school-spell interaction, typo fix in
     m_mindcr.txt -- fearoffours

31/12/2002
[B]- object2.c: Initialised Artifacts with LEVELS in apply_magic -- masmarangio
[O]- generate.c: OBJ_FOUND_MONSTER for final artifacts / objects -- masmarangio
[B]- al_info.txt: Svals of Ring of Sustain Con and Dex exchanged -- masmarangio

01/01/2003 - Happy new year !!!
[B]- store.c: Fixed bug with prices of wands, indentation -- masmarangio
[I]- Better fountain command interface.  -- Kusunose
[B]- al_info.txt: Added Ammo of slay animal. Amulet of regeneration with new
     sval. Ego Weapons of Life added -- masmarangio

02/01/2003
[B]- find_ignore_stairs, set or unset, failed to handle some quest related
     stairs properly. -- pelpel
[B]- cmd7.c: Fixed bug with TR4_ART_EXP not set correctly -- masmarangio
[O]- cmd7.c: Added OBJ_FOUND_SELFMADE for created items/artifacts -- masmarangio
[B]- Don't allow a change from weapon combat if a cursed weapon is wielded
     -- neil
[m]- wizard1.c: Changed position of IS_CVS, added double ego items in essence
     spoiler. essences.txt: reflects this -- masmarangio

03/01/2003
[B]- wizard2.c: Some bound checks to prevent crashes -- masmarangio
[B]- cmd7.c: Fixed reduced capacity of ego rods -- masmarangio
[B]- object1.c: Added a "It cannot be destroyed" msg in place of "it has blah%
     chance of breaking upon hit" for artifact ammo. thanks lemming for fix
     -- fearoffours

04/01/2003
[O]- e_info.txt: Added indestructible and cursed amulets to simplify alchemy
     -- masmarangio
[B]- cmd7.c: Allow creation of artifacts from single ego items; don't change
     artifacts and double ego items if you don't wish to create an artifact.
     Simplified amulet handling and other code fragments -- masmarangio
[m]- QUITING-> QUITTING, COMBINAISON->COMBINATION: two cases of typos
     that I've long been aware of... -- pelpel
[D]- Changed the marker(#172) to look like open floor(#1) -- masmarangio
[B]- Updated Amulets and Rings in defines.h / defines.txt -- masmarangio
[B]- al_info.txt: Amulet of Adornment without pval. cmd7.c: skill >= 25
     needed to create artifacts, not > 25 -- masmarangio
[B]- Warning about leaving a trap detected zone don't cost energy -- masmarangio

05/01/2003
[m]- First update of commands.txt -- masmarangio
[B]- spells2.c, self_knowledge(): f4 through esp were not initialised before
     referenced. -- pelpel
[B]- cmd7.c, extern.h: changed the variable "tocreate" in alchemist_items_check()
     from bool to int -- masmarangio
[B]- xtra1.c, apply_flags(): Added bounds checks for antimagic. -- pelpel
[B]- xtra1.c, apply_flags(): changed the type of bit field variables from s32b
     to u32b, for obvious reasons. -- pelpel
[G]- Princess now offer 3 reward and the player selects one

06/01/2003
[B]- cmd7.c: Fixing three bugs in Alchemy: Extracting from double ego items and
     from stacks of staves, as well as generating all leeched empty items.
     Problems may still arise when you leech a stack of objects from the floor
     and essences get dropped over them. Boomerangs can be enchanted now.
     -- masmarangio
[B]- generate.c: Moved the room creating loop (fix from 15/12). Something better
     should be used than this brute force method -- masmarangio
[B]- Minor spelling and grammar fix -- neil
[B]- Changed the type of dungeon_flags to u32b, as in types.h -- masmarangio
[B]- cmd7.c: Instruments can be enchanted now. -- masmarangio
[G]- Applied the Artifact Activation patch -- masmarangio
[B]- Fix activations -- neil
[G]- Alchemists can no longer make artifacts granting Precognition or Immunity
     to Nether -- neil
[B]- Avoid some bad periods in monster descriptions -- neil

07/01/2003
[P]- p_info.txt: Updated, compacted history-chart. Trolls, Orcs, Elves with new
     entries, some other small changes. Deleted the unused races -- masmarangio
[m]- Added Activations to essence spoiler, new help file created -- masmarangio
[B]- Reset the pval of extracted rings and amulets, prevent creation of cursed
     empty items -- masmarangio
[B]- Make ego staves / wands of nothing extractable, disallow empowering of ego
     items / artifacts that are not wearable (e.g. staves) -- masmarangio

08/01/2003
[I]- squeltch.c: Ask for overwriting rules file and display saving message in the
     same box -- masmarangio

10/01/2003
[m]- Added a (conservative and preliminary) port to OS X + gcc + makefile.
     The four *.icns files are faithful conversions of the traditional Angband
     icons that have long been used by Mac ports, even before Ben.
     makefile.std itself is not updated.  Please read comments in main-crb.c.
     -- pelpel
[m]- Module support. It means that people can write ToME "modules" which will
     go in lib/mods and contain "variants" that use the same game engine but
     different lib/foo files. The module selection screen only appears when
     the game detects more than one module. The new -Mfoo command line option
     allows to bypass module selection
[m]- 'Death' Message of a Nazgul: Choose pronoun 'she' or 'he' according to the
     sex -- masmarangio
[G]- God quest wont trigger for Lost Souls until they reach the surface
[m]- Turn off some ToME things when using a non-ToME module -- neil
[B]- Fix the monster description messages even better -- neil
[B]- Better honor the NO_TARGET flag -- neil
[M]- Give Farmer Maggot the NO_TARGET flag -- neil
[B]- Fixed (hopefully) the wrong activation bug -- masmarangio
[m]- (Mac, Carbon) Modernised file system interface (currently only turned on
     for Mach-O Carbon port), improved Mach-O Carbon support, incorporated my
     32x32 tiles support code for V3.0.2, and more gcc porting note -- pelpel
[m]- Let the player see which game module he selected in the character
     selection screen -- neil

11/01/2003
[B]- Fixed one wrong sval in al_info.txt -- masmarangio
[m]- Added makefile and some auxiliary files for developer CD gcc compilation
     of Carbon port -- pelpel
[m]- (OS X Carbon) Changed the format of graphics tiles from PICT in the
     resource fork to plain PNG files, only for gcc compilation at the moment
     -- pelpel

12/01/2003
[B]- Alchemy: The song of music instruments, the type of explosive ammo and
     the level of sticks are not changed by enchanting / leeching the items.
     -- masmarangio
[m]- Expanded the description of Antimagic, small index updates -- masmarangio
[I]- wizard2.c: Initialised the lua command (^A >) with the help file index
     generation -- masmarangio
[m]- (OS X Carbon) Cleaned up my recent updates. It's fairly stable now.
     To do: move to .nib based menu/dialogues, pulling sound out of resource
     fork, and better sound code. -- pelpel
[B]- cmd7.c: Allow extraction of the charges of Sticks of Plenty -- masmarangio

13/01/2003
[m]- preliminary SCANDIR support for gcu, gtk, xaw borrowed from x11 -- neil

14/01/2003
[m]- Modules can control the number of levels over the player level a skill
     may have allocated now, using max_skill_overage. -- neil
[m]- HOOK_FIRE added -- neil
[m]- Changed the help files about vampires; classes, races etc. are listed
     in alphabetical order in birth.txt -- masmarangio
[m]- Races & subraces get a starting object list in p_info, less hacks in birth.c
[I]- Automatizer can now be used to auto-inscribe items, thanks to jepler
[I]- Automatizer can now display rules in a more english like maner, xml mode
     is also available, switch by pressing 'x', thanks to jepler

15/01/2003
[G]- Summoner can extract totems from skeletons / carapaces. -- masmarangio
[B]- Trap of Wasting Wands (affects also Staves) change the Wand/Staff to the of
     nothing type. Deleted SV_WAND(STAFF)_NASTY_WAND(STAFF), since in the new
     stick system the worthless sticks don't have the first svals -- masmarangio
[B]- Fixed a fountain filling bug, simplified the item_tester -- masmarangio

16/01/2003
[B]- (Mac, OS X) Tilewidth/height code ceased to work because menu API started
     to return Unicode crap instead of holy ASCII -- pelpel

17/01/2003
[m]- HOOK_EAT added -- neil
[O]- New artifact:  The Sling of the Thain -- neil

18/01/2003
[B]- empty chests are generated as known (i.e. they were opened) -- masmarangio
[B]- do_cmd_rest flushes input if the player can't do so for some reasons
     and flush_failure is set.
     Note: flush() doesn't seem to work as it used to do...  Any changes have
     been made to inkey, or some code touches its various control variables?
     -- pelpel
[m]- (Gtk) Added support for the "bigtile" mode. Please start the game with
     "tome -- -w" if you don't like to see horrible glitches... This is not
     Gtk-specific problem by the way.  Scrolling the map and hitting ^R fixes
     it too, if you prefer menu command -- pelpel
[G]- Trees are now passable by wraith beings. Monsters that fly will pass trees.
     Dead small trees will be dead small trees. Monsters tunneling will also
     destroy trees
[P]- Extra HP bonus(from quest, melkor, ...) is applied before sorcery penality

19/01/2003
[B]- (Gtk) Fixed problems with wide tile mode when it is used with backing
     store.  Seems more like the problem is in z-term (it only updates every
     two columns of the dungeon map...), but it works now -- pelpel
[B]- (Mac) The asynchronous sound player unlocked and released sound data
     without confirming its completion.  Wrote an alternative implementation
     that holds data until a channel it is played is reused, to avoid using
     interrupt-time code (which is quite complicated business in 68K).
     Because this means that a fairly large amount of data can be locked in
     memory for a long time, I reduced number of channels used to
     4 in Classic and 8 for Carbon  -- pelpel

20/01/2003
[G]- Trees/grass can only grow one some terrains(yes that DO exclude lava;)
[I]- z) slot is hidden until needed -- thanks to Scott Bigham
[I]- Some cosmetic changes and improvements to char dumps -- thanks to Scott Bigham

21/01/2003
[B]- Monster traps: Changed the code so that the new wands and staves are
     functional in device monster traps. This is commented out with #if 0 since
     the code must be tested. Perhaps a lua solution is better ? -- masmarangio

22/01/2003
[B]- Deathmolds could use their racial power without spending a turn!
[B]- 'U' powers didn't remove Disruption Shield
[m]- (Mac, Windows) Added an in-game menu command to view current scoreboard.
     Taken from the latest [V] (Win port only there), minus the use of
     display_scores_aux, which I regard first-degree Mega-Hack -- pelpel
[G]- Wielding the One Ring now has real disadvantages, you've been warned :)
     What ? I didn't mention what disadvantages ? Oh yes, I didn't.
[G]- Bump required level and difficulty rating of Minas Anor quest, as the
     trees changes have made it just a little harder. -- neil

23/01/2003
[I]- Hopeless attempts to dig will be noticed to the player -- thanks to jepler
[B]- Potions of Cure Water are no more extractable by Alchemy

25/01/2003
[P]- Bard class is back(was called Harper before) with a new Music skill.
     Instruments carries the spells, and they work a bit like Psi foci in
     psiband. An instrument (+2) can only play songs that are marked (I) or
     (II) not (III) or (IV)
[B]- Ordered the music songs according to the needed pval, then level.
     Fixed the svals of artifact instruments, changing the Flute to a Harp.
     Added a better description of Bards. Please check it ! -- masmarangio

26/01/2003
[B]- An Alchemist can now fireproof spellbooks -- masmarangio
[m]- Bard and Music docs are done. Please check em. -- fearoffours
[B]- A possessor (the creature, not the class) can only possess whole
     corpses and skeletons, not pieces of meat -- masmarangio

27/01/2003
[B]- Make wielding more than one demonshield (or demonsword I suppose) work
     -- neil

28/01/2003
[B]- Possession something while encumbered to the point of having 0 mana
     allowed free use of body spells without failure
[P]- Mana is now function of the Magic skill and either INT or WIS, whichever
     is higher

30/01/2003
[B]- Possibly the relic in the god quest couldn't have been generated.
     Wasn't me honest guv. -- fearoffours
[G]- The lost temples for god quests now have harder monsters to make the piety
     gain rather more substantial and obvious I hope. Deeper monsters appear
     as player clvl increases. -- fearoffours
[m]- Help file corrections on Music skill. -- fearoffours

01/02/2003
[B]- Some menus exits when 'e' was hit on some comapilation.
     Note: '\e' for escape is compiler dependant extension so do not
     use it.  Thanks kobayasi for fix.  -- Kusunose
[B]- All known staves and wands are displayed as 'Globe of Light' in
     the Known Object list.  Thanks kobayasi for fix.  -- Kusunose

08/02/2003
[m]- Make HOOK_QUAFF take an o_ptr, and let HOOK_EAT return the identify success
     -- neil

12/02/2003
[I]- Useless but fun, when a wield monster takes damage instead of you
     the monster will be named. If you named it(with the #foo inscription)

16/02/2003
[B]- Chaging the melee style did not update bonuses.  Thanks to kobayasi for
     the patch.  -- Kusunose
[B]- <sval> in automatizer worked even when the player was not aware of
     the object.  It was possible to use this as a free ID. Thanks to
     kobayasi for the patch.  -- Kusunose

24/02/2003
[B]- Cancelling the reward skill sellection could crash the game. -- Kusunose

26/02/2003
[I]- Boomerangs now display damage with 'I'nspecting, thanks to Scott Bigham

27/02/2003
[B]- Inspecting or Identifying something shouldn't infect you with the
     Black Breath -- neil

28/02/2003
[I]- Genocide and genocide like effects that require monster race now allow
     targetting of a monster to select the race. Gfx users can now correctly
     genocide :)

01/03/2003
[I]- d/s and g/p work in both home & stores. Pfft.

02/03/2003
[m]- Fixed a typo in The Dragon Helm of Turin Turambar  -- WeZ
[G]- Fixed the teleport-level ability of Deathmolds, so they
     can teleport out of a dungeon, instead of getting a
     message saying there's only air above them.  -- WeZ

04/03/2003
[P]- Probability travel level teleport ability & teleport level spells
     wont work in some dungeon

05/03/2003
[G]- A new quest! An ultra ending! "Falling Toward Apotheosis"
     After banning Morgoth spirit in the Void, you can pursue him
     there to forever end the darkness. But beware, it is more than
     likely that you will die. But for the few that succeed, the fame
     will be great!
     Note: you can only do it if you choosed the way of Good and thus
     destroyed the One Ring. An evil ultra ending is planned and will
     come a bit latter.

06/03/2003
[P]- Dwarves get a bonus to axe mastery, as they rightfully should
[O]- Cloak of Air. Generates an air bubble around you so you can breath.
     Just in case you need it ..

08/03/2003
[G]- Another new quest!  An old mage in Minas Anor needs help, too. -- neil

12/03/2003
[B]- Non-enemy monsters now won't hold up victory in the Spiders and Library
     quests. -- neil
[B]- Various Library quest fixes -- neil

13/03/2003
[O]- Lebohaum activation is now true to the original material..
[P]- All mages start with 0.1 less mod to Sorcery. Specialists dont have sorcery.
     Runecrafters dont iether, nor Alchemists. Thaumaturgists do.
     Specialists also get a bit better Spell-power

16/03/2003
[I]- Only show enemies in the uniques list -- neil

20/03/2003
[m]- The various ?_info.txt files can now include otehr files with the <:file.txt
     command. This allows people to split up too big files

23/03/2003
[I]- X11 port can now do text selection copy&paste with the mouse, thanks to kieron

27/03/2003
[B]- Mage staves, rod tips, and magic tomes are now "good" items.  This should
     fix the problem of Saruman, Sauron, and others dropping nothing but rods.
     -- neil

28/03/2003
[I]- Show "ironman_rooms" setting in the character dump -- neil

29/03/2003
[P]- The adventurer quest skill reward will now only provide a modifier of 0.3
     if you dont have the skill, but if you have it it will improve the modifier
     by 0.1 if it is below 0.5
[I]- Automatizer rules now have an module attribute, defaulting to "ToME".  The
     module name is case sensitive, as always.  <rule module="ToME" name="Die"
     type="destroy"> will only destroy items when you're playing the ToME
     module. -- neil

02/04/2003
[B]- Fix grammar error pointed out by "JanaRaissa" -- neil
[B]- Prevent instrument-wielders from firing things, as pointed out by
     "Chudus" -- neil
[B]- Those who can breathe water or don't need to breathe at all should not
     drown in pools of water, as pointed out by "Zonk" -- neil
[B]- Fix Rods of Simplicity for those who need it most, as pointed out by
     "Zizzo" -- neil

03/04/2003
[O]- Dragon Scale Mail now has more options for egos and random artifacts
     -- neil

04/04/2003
[B]- Fix god quest temple placement error pointed out by "Fringe Worthy"
     -- neil

05/04/2003
[I]- Somewhat nicer char screen, thanks to lemmings(I think ;)
[B]- No more (broken) pattern vaults -- neil

08/04/2003
[m]- Ability to add timers in lua
[B]- Fix spelling: PARCHEMENT -> PARCHMENT.  Automatizer rules and other scripts
     that use PARCHEMENT will still work, though. -- neil

09/04/2003
[M]- Companions and pet uniques can now be killed

11/04/2003
[P]- Trolls cannot get the troll blood corruption
[P]- At Monster lore skill level 12 one can turn a pet in a loyal companion.
     Note that you are limited in companion number
[P]- Reduced Necromancy spell failure damage

12/04/2003
[P]- Skill multipliers of Rogues and Assassins are higher now. -- neil
[B]- Fixed alchemy making of xtra shots/might
[P]- Some skills have more chances to be taugth than others by fumblefinger

13/04/2003
[P]- Melkor Curse spell autocast chance formula changed
[O]- Wishing for dual ego items works

14/04/2003
[P]- Spellbinder spell will reveal more info about itself when cast while
     already active
[P]- Increase Mage's Weaponmastery Multiplier by 0.1 -- neil
[P]- Experimentally double Barehanded Combat martial arts damage dice
     to make Monks more attractive -- neil

16/04/2003
[O]- Goods stolen from stores now get a 100% discount. -- neil
[P]- One can now steal from more places -- neil

17/04/2003
[B]- Everburning torches, Feanorian Lanterns, and Dwarven Lanterns of Fading
     couldn't be filled -- neil
[B]- The Crumpled Scroll of Mass Resurrection no longer revives special
     monsters who won't ever appear again anyway. -- neil

18/04/2003
[B]- Gauntlets that contain spells no longer hinder spellcasters -- neil
[I]- Some junk removed from the character resistances grid -- neil

18/04/2003
[G]- Bree house is not available from start anymore, you have to get it
     as a reward from the thieves quest

20/04/2003
[G]- The Lothlorien and Gondolin homes aren't free anymore, either -- neil

21/04/2003
[G]- The Minas Anor and Khazad-dum homes must be won, too -- neil

24/04/2003
[I]- Reworked 16x16 gfx by P_laloli@hotmail.com

25/04/2003
[B]- Fix the case where some birth items wouldn't stack -- neil
[B]- Disarming a trap on a stair should not destroy the stair -- neil

26/04/2003
[B]- Player invisibility shouldn't hinder monsters attacking targets other
     than the player (patch by Jeff Epler) -- neil

27/04/2003
[B]- Mana and Life drains should not cause infinite rest loops -- neil

28/04/2003
[O]- Handmade items like arrows and totems are fully identified -- neil

29/04/2003
[m]- Max skills internaly increased to 200
[G]- Random quest are now disabled when persistent dungeon levels are enabled.
     -- neil

30/04/2003
[O]- The artifact that had aggravation and a stealth bonus no longer has
     that useless stealth bonus -- neil
[O]- It's now much harder for sentient weapons to get the Acid realm -- neil

01/05/2003
[I]- '+' command(alter terrain) wil ltry to open doors instead of tunneling
     them

02/05/2003
[P]- Shots now pierce when they used to ricochet in random directions -- neil
[P]- Piercing shots are now togglable -- neil
[G]- Singing happy drunks will freely accept alcoholic beverages from you.
     -- fearoffours
[m]- Class helpfiles updated to reflect some changes in skill allocation.
     -- fearoffours
[I]- Turned on by default the linear stats display
[m]- Chris Hadgis submitetd the first documented package of the ToME API!
     More comming :)
[I]- Maxxed stats now show a "!" in the character screen and dump, too -- neil
[P]- If you play something experimental, it now shows up in the character
     dump.  Alchemists and Death Molds are marked as such for now -- neil
[P]- Necromantic magic got a new spell: Necromantic Teeth

05/05/2003
[B]- Stone Prison spell would create floor where it shouldn't, possibly
     trapping you in places like the Eol quest. -- neil

06/05/2003
[G]- Angband now blocks the magic of the Thunderlords' Nest -- neil
[B]- Fix activation descriptions patch by Chris Hadgis -- neil

09/05/2003
[I]- ToME should try harder to use proper thematic flooring when appropriate
     -- neil
[B]- Stone Prison should not be able to turn walls into floors. -- neil

11/05/2003
[B]- Sound effects shouldn't give knowledge the player wouldn't otherwise
     know (like the generation of the relic) -- neil

12/05/2003
[B]- Don't show silly chance to break for exploding ammo -- neil

14/05/2003
[m]- lib/patch directory to contains auto-loaded patches.
     Each patch must be contained in it's own subdirectory and
     must contain a patch.lua file with a patch_init() function in it
     that must return the patch name and version

16/05/2003
[P]- Abilities. Abilities are like skills, but are booleans. That is
     you either know them or not, there is no scale. One can learn
     abilities by spending skill points in the abilitie screen(press 'N').
     Abilities can have prerequisites to be meet before one can learn them.
     (Like some can need a stat level, a skill level, ...)
     Some classes get abilities for free at certain level. Like warriors
     will get Spread-blows ability at level 25 for free(even if they dont
     actually meet the prereqs).
[P]- All classes now get 4 max blows. But there abilities that can increase
     the max. Warriors gets them for free at birth, and other classes also
     get some so they are not less powerful than before the change. This
     will however help people create warrior-mages for example.
[m]- Internal change: Magic Realms are gone. -- neil
[I]- No more spell list window flag.  It hadn't done anything since ToME 2.0
     anyway -- neil
[m]- Total savefile compatibility break.  Hopefully we can do better from now
     on -- neil

21/05/2003
[I]- The player now gets warned during race/class/subrace selection that a
     class is experimental. -- neil

23/05/2003
[B]- Innate monster friendliness shoudln't take precedence over summoned pet
     or companion status -- neil
[B]- The Helm of Knowledge and Automatizer pickup now get along -- neil

26/05/2003
[m]- Initial helpfiles update for Abilities. -- fearoffours

27/05/2003
[I]- Princess quest reward selection is not cancelable

28/05/2003
[P]- New skill: Geomancy, works in combinaison with the 4 elemental skills
     to produce various effects from the raw elements around teh caster
     (grass, sand, ...). Elementalists becomes Geomancers now.
     Thanks to Fubar Obfusco for the detailed idea
[P]- Runecraft is not gainable from fumblefingers until it is reworked

29/05/2003
[m]- More help updates - Artifact Creation ability, plus addtions to FAQ and
     skills.txt and others. Thanks to Michael Beatty for some suggestions.
     -- fearoffours
[I]- Autoroller now uses linear stats when requested
[I]- Object window will now display the 'I'nspection of the last manipulated
     item

30/05/2003
[B]- Resting ignores HP or SP if a drain on HP or SP is induced by an object
[O]- Beat down the power of randart rings yet more -- neil

31/05/2003
[m]- Geomancy help. -- fearoffours
[O]- heavy Xbows of Siegecraft, thanks to Fang

01/06/2003
[B]- The automatic drop from wilderness should no longer be abusable.  No longer
     can you hit < when you're hungry, cut, poisoned, or sensitive to light during
     the day -- neil
[P]- Far reaching attack ability. When using a long polearm you can attack monsters
     1 or even 2 grids away(at the cost of a reduced number of blows)
     Idea taken from Adamant
[O]- Ingeborg S. Norden's artifact bolts added -- neil
[P]- Trapping is now an ability instead of a skill. Rogues, but not Assassins,
     start with it -- neil
[m]- Help updated to reflect new abilities. Deathmold question added to FAQ.
     -- fearoffours

06/06/2003
[P]- Undead Form is now an ability
[m]- Documentation for Undead Form added. -- fearoffours

08/06/2003
[m]- Added skill tests abilities to .prf files thanks to Scott Bigham
[B]- Thaumaturgy attacks will travel more than one grid when not targeted
     at a monster thanks to Scott Bigham
[I]- Inscription and discount clauses for the automatizer thanks to Scott Bigham

09/06/2003
[O]- Boomerangs now have just a 1% chance to break, have their chance to hit
     improved by Boomerang-mastery, get sold in shops, and are a bit less
     rare -- neil

10/06/2003
[G]- The god quest is a (little) bit more forgiving about the direction the
     dungeon lies in, and you also get an approximation of it's distance.
     -- fearoffours

11/06/2003
[B]- Thaumaturgy spells could be too weak -- neil
[B]- Demonologists couldn't use the Demon Summon spell -- fearoffours

16/06/2003 -- T.o.M.E 2.2.0 aka "Born to the Purple"

10/11/2005
[m]- Rewrote/touched most of the game engine which is now known as the T-Engine.
     Started re-implementing/re-importing ToME as a T-Engine module.

10/11/2005 -- T.o.M.E 3.0.0alpha aka "The Gathering"

[P]- Removed the hardcoded timed effects(set_blind, set_shield, ....) and replaced
     them with the new lua timed_effect method
     Also broke savefile compat. heh.
[m]- Added the engine concept of subsystems.
     look in engine/subsystems/ for some info
[P]- Food is implemented as a timed effect
[m]- Fixed obvious flags
[O]- Added wands. Each wand carry a randomly generated thaumaturgy spell.
[P]- Resting is implemented as a timed effect
[P]- Fixed negative level spells
[P]- Life, mana and sanity are now luaified under the "counters" concept.
     There are subsystems to handle them, most modules will want to at least
     load the "player_life" subsystem. Upgrading is easy, simply replace
     player.chp by player.chp() and so on

16/11/2005 -- T.o.M.E 3.0.0alpha2 aka "The Gathering"

[P]- Player starts with counters at max
[D]- Feature damage effects are once per player turn now
[P]- Fixed player melee
[P]- Turned water bite into nature wrath, yavanna will prefer it
[m]- Misc bugs fixed ;>
[m]- Subsystems may now have parameters
[m]- Weapon combat(the default one) is now a subsystem
[m]- Archery is now a subsystem
[m]- No town(as in ODE)/No wilderness map(as in Scroll) are now subsystems
[P]- Added temporary resists. Items & temporary resists are percent based.
     But they do not simply add up. For each type of damage the higest resist
     from the equipment is used and then merged with the temporary bonus(if any)
     with the formula "100 - (((100 - resist1) * (100 - resist2)) / 100)".
     (This is the modules own business, one can make a module where it adds up
     just fine)
[P]- Added the main quests(dol guldur, the one ring, sauron)
[P]- Thieves quest in Bree. The reward is a house. The house is now a permanent
     level(obviously without floro stacking), is this good ? bad ? fun ?
[m]- The engine now supports levels up to 253x253(was 198x66). This should not make
     anything crash :) Dungeons now must define their size(including the wilderness)
     if not specified it defaults to 3x3 (measure is in "screens" of 66x22) which is the
     default old size. This means we can have huge wilderness maps, huge dungeons, huge
     whatevers
[O]- Objects can gain exp, on an item level basis. The One Ring now uses item leveling.
     It starts out weak and grows in power the more it is used
[G]- Began implementing riding
[m]- Changed the lua syntax to make the ',' optional in lists declaration, so that now
     { 1 2 3 4 } is valid and equivalent of { 1, 2, 3, 4 }
[I]- Engine allos for more colors than 16, but some terminals wont handle it, so they will
     "warp" to the default 16. Be warned.
[D]- Fly is now a valued attribute. Levitation is no more, fly=1 is equivalent.
     Each "flyable" terrain now requires a certain amount of flight(the higher you can fly).
     I.e: trees need a fly=3 while runble need a fly=1 and mountains a fly=15

[V]- T.o.M.E 3.0.0alpha3 aka "A Late Delivery from Avalon "

[I]- The library remote has been incorporated in the modules selection screen.
     This means the screen will displays compatible modules available at
     modules.t-o-m-e.net and download them automatically when selected
[M]- Fix monsters attacking fellow monsters
[G]- Timed effects now have a type(like physical, magical, mental, ...) and
     a status (beneficial/detrimental).
     A new info screen (press !) has been added to see all beneficial effects
     currently applied to the character.
[D]- Imported Theme worldmap, thanks to TheFalcon
[O]- Items can have up to 5 egos(sorry mathew I broke some of your new code :/ )
[P]- New Meta spell, Manaflow. Why do I bother writting this file, I forget to note
     9/10th of what I do anyway :)
[P]- New movement mode subsystem as suggetsed by Fubar Obfusco a long time ago.
     Replaces tactics/exploration mode. Some modes are only available by gaining the
     corresponding ability

[V]- T.o.M.E 3.0.0alpha4 aka "A Late Delivery from Avalon "

[P]- Finalized the "Future" rune, whcih allows a runecrafter to project a spell
     in the future. The more powerfull the spell, the further away in time will it
     trigger.
[m]- The formula for player gaining experience from monster death is customizable
     by simply redefining the function player.gain_exp_from_monster(monst)
[m]- Damage absorbtions in addition to resistances. A monster or object can absorb
     a certain amount of a certain type of damage.
     A ring of flame could absorb 50 fire damage. So a fire attack targetting the player
     for 75 damage would hit for 25, over which the classic resistances would be applied.
[P]- Quickstart is back!
[I]- Mac interface is now the SDL interface, which is still in development
[O]- Equipment slots are NOT hardcoded anymore, module makers need to define the slots they
     want(see game/tome/slots.lua)

[V]- T.o.M.E 3.0.0alpha5 aka "Die Me, Dichotomy"

[P]- Abilities can now be hidden from the ability screen(this is saved in the savefile)
     ability(AB_FOO).hidden = true
[I]- Objects extending equipment slots can not be removed until the said slots are freed
[P]- Melee resistances now add up directly(magic resistances did not change), obviously this
     is module specific.
[P]- Basic implementation of dual wielding
[P]- Weapons to_d and to_h are not added up to the player to_d/to_h(they are added by
     the combat subsystems)
[P]- Removed hit dice bonus for classes, instead the Combat skill acts as an HP bonus
[m]- Added the engine error logger to the cvs, no more need to add it manualy
[m]- Force the engine to never use raw files, should help module devs.
     If the game starts to slowly for you, just comment the line in tome.cfg
     (I should remove that anyway when 3.0.0 is out of alpha/beta)
[P]- Corruptions are now an independant subsystem, load it with load_subsystem("corruption")
     It also has been namespaced so that every function starts with corruption. (check
     engine/subsystems/corruption.lua)
[M]- Monster AI revamped! People can now write their own AIs and have monsters use them.
     AIs can be combined, parameterized, switched on the fly and so on!
[B]- Ended galadriel shopping spree
[M]- Changed the way monsters are kept internaly. Should not change anything for
     module authors. Except this allows monster indexes(m_idx) to never change
     which means one can now store them and use them latter(like in a AI)
[I]- Removed pet interface from the core.
[M]- Changed monster regeneration. Modules may now define a monster_regen(m_idx, monst)
     function to define how monsters will regen life(and other things), by default they
     will not regen or recover from poison/wounds/whatever.
[D]- Removed the borders & corners copy in the wilderness generator. Seriously who really
     likes that ? If you do please cry about it I'll add it back as an option

[V]- T.o.M.E 3.0.0alpha6 aka "Evil comes back from holiday"

[M]- Fixed monsters drop to drop objects when they do not have DROP_THEME
     in which case they will use the dungeon's default OBJ_THEME
[B]- Monsters without spells wont try to cast Stop Control when using
     the random cast AI
[O]- Good/Great objects generation
[P]- New subsystem to auto equip starting equipment, thanks Neil
     load_subsystem("birth_auto_wield")
[m]- Race specific calendars(shire's reckoning, rivendell's reckoning, stewards reckoning)
[P]- Fixed archery subsystem to actually work
[M]- Monsters/Monster egos can have an ON_MAKE flag

[V]- T.o.M.E 3.0.0alpha7 aka "It's good to be bad!"

[P]- Max skill value can be increased by modules by additing something like
     skills.MAX_VALUE = 100 * skills.STEP_STEP_VALUE
     to a script(probably data/player/stats.lua)
[P]- Max player level, max exp and max money are module parameters, can go up to
     2^31.
     Player level is not bound anymore to 50. If your module did not call
     player.define_experience_ladder to set the exp ladder it now must
[m]- Added music(ogg) support.
     Make a /media/music/music.lua file and do inside it:
     sound.load_music("whatever")
     Then place a whatever.ogg file in /media/music
     When you want to play it just do:
     sound.play_music("whatever", repeats)
     Note this is for music only, sound samples support will come soon.
[D]- Special levels can be persistent but not saved using the PERSISTENT flag
[D]- Companions are not duped when using saved levels
[P]- Customizable faction combat
[D]- Modules can customize the distribution of room types in the default generator
     on a per dungeon/level basis
[P]- Player HP tripples in ToME to scale betetr with monster HP, monster attacks
     trippled to compensate
[P]- Player levels sacled up to 100 in ToME, this is no power increase but a simple
     smoothing to make dungeon levels and player levels more logical
[P]- Barehand default combat subsystem, check for example in ToME scripts/combat.lua
[M]- Monster can have timed effects now, things liek cuts, poison, speed, ... just like
     the player, using a simplified version of the player timed_effects.
     See data/monsters/monster_effects.lua
[P]- Luaified the targetting system. it is now customizable and all :>
[I]- Added(and swicthed to by default) the Babyface interface, meant to
     make startup looks cooler to newbies ;>
     People who know their stuff can just add
     TOME_BABY_INTERFACE = nil
     to tome.cfg to remove it
     When we get configuration saving there will be an in-UI switch
[I]- Modules can change the way the startup interface displays their savefile data
[m]- Fix engine bug when there where less spells than schools

[V]- T.o.M.E 3.0.0alpha8 aka "It's bad to be good!"

[B]- Not really a bug but a notice to all module makers:
     add_loadsave() *IS* persistant trhought death/birth.
     This means a data saved MUST be reset on hook.BIRTH if
     you dont want the new character to "inherit" it from the
     old one
[I]- Disabled 'U' powers, they were utterly broke anyway.
     I'll probably roll my own implementation in lua, but anyway
     it's a few lines of code, you can do it ;)
[m]- Subsystemified & namespaced mimicry. To use it do load_subsystem("mimicry")
     and then it's mimic.add_shape(check ToME example).
     BEWARE if you copied ToME display or player calc stuff, they use
     the old mimicry code and thus will error out. The changes
     are trivial, in most cases you jsut replace stuff like resolve_mimic_name
     by mimic.resolve_name
[P]- Welcome back beornings!
[B]- Monster picking up items fixed
[P]- Welcome back mimicry(as a skill)
[m]- Module data is now in ~/.tome/engine_version/module_name/module_version/
     So that data wont mix up between major versions
[B]- No more crash on startup bug
[I]- Winner screen can be changed by making a files/winner.txt file
[I]- I am pround to introduce you the SLAK(Smart Learning Auto Keys)
     This is a special "macro" system that notices when you try to use
     undefined keys and asks if you want to bind an action.
     The MAJOR difference with true macros is that this wont break because
     of a wierd keypress while recording or because not enough escapes where
     put in the macro to rid of text messages.
[M]- Monsters dont get feared when hit, it's up to the modules to decide
     such things, not the engine
[M]- hook.MONSTER_DEATH now can have a second parameter which tells who killed
     the monster
[M]- Prevent monsters to have a first turn upon level entering. Should avoid
     instadeath. Modules who want ot be unfair can remove it easily by removing
     MFLAG_BORN from the monster().mflag field
[P]- player.faction now contains the player's faction(FACTION_PLAYER) to be in
     line with monsters structure
[m]- Gobal permanent data working again(set_perm_data and get_perm_data)
[P]- Scorelist is back, modules should define player.register_score() for meaningful
     scores and descriptions

[V]- T.o.M.E 3.0.0alpha9 aka "The Emerald Sword"

[I]- Speed up module downloads -- Neil
[I]- Display size of files being downloaded -- Neil
[B]- Fixed hunger subsytem to deal damage and generaly work
[P]- Ents!!!
[m]- Rejoice! If you ever experiment a nasty crash you will now get
     a lua stacktrace just before the game dies. The trace is put in
     the engine_errors.log log just like all other errors. If it
     is not able to open this file it will print on the standard console
     output.
[O]- Provide a way to have a "meta-ON_MAKE" for items that runs after item
     specific ON_MAKE. Modules simply need to define
     objects_on_make_all(obj, power) to use it
[O]- New object_enchant_drop subsystem to handle the default way of having
     monsters drop stuff and objects enchanting (see tome/scripts/init.lua
     for use)
[I]- Made the SLAK messages more explicit
[B]- Don't play sound samples twice by default
[B]- Fix a nasty(but quite rare) bug in the core flags code that could lead
     to infitine loop when accessing flags. I really think I've found it but
     please beware of any weird behavior with flags and report anything you
     think might not work.

[V]- T.o.M.E 3.0.0alpha10 aka "Thunders Mighty Roar"

[B]- Redraw monster health display during targetting -- Neil
[I]- SUPPORT_LIGHT flag changed to be color customizable.
     use SUPPORT_LIGHT=getter.lit(bright_color, dark_color)
     This only takes effect if view_lited_grid option is set
     (see tome/scripts/options.lua)
[P]- Mindcraft has been renewed
[P]- Gods moved into a subsystem. The syntax of a few things changed.
     Most notably player.grace() instead of player.grace and
     god[idx] instead of god(idx)
[O]- One can use getter.ego_allow{ sval, sval, sval, ... } to allow
     an infinite list of specific sval/tvals for ego items
[P]- Removed RES_FEAR and RES_BLIND flags from the engine. If your module
     needs them, jsut declare them.
[P]- Removed RES_FEAR, RES_CONF and RES_BLIND from ToME, use valued resists
     for dam.FEAR, dam.CONFUSION and dam.BLIND now.
[m]- All engine subsystems that bind a key can now take a parameter "no_key_bind"
     which when set to true will prevent the binding so that modules can
     bind in whatever way they desire.
[O]- Object activations have been subsystemified.
     Use it with load_subsystem("activations")
     The way iot use it(the ACTIVATE flag) has not changed
[m]- Fixed the foreachi lua core patch, which should have worked years ago..
     Anyway on can now use the syntax:
     for v in table do ... end
     as a syntaxic sugar for:
     for i = 1, getn(table) do local v = table[i] ... end
     Note that you dont get the value of i inside the loop, so if you need it
     use the old style.
[I]- Subsystemified(and luaified) all inventory commands(wield takeoff drop
     destroy show inven/equip)
     Use: load_subsystem("inventory")
[I]- New easy mode inventory "system" in ToME
[m]- Birth Auto Wield subsystem depends on inventory subsystem or equivalent
     inventory.wield(item, silent) function
[I]- Deathface now shows which score is yours when you die

[V]- T.o.M.E 3.0.0alpha11 aka "Lord of the Thunder"

[m]- object_enchant_drop subsystem can take a new parameter(drop_creation_check)
     that returns true or false to allow or not the craetion of drops for a monster
[m]- Added delete and rename operations to the physfs layer
[I]- Babyface renames savefiles when needed
[I]- Backspace/delete removes a savefile in Babyface
[m]- New configuration framework. Configs go to ~/.tome/3.0/conf/settings.cfg
     Check the esettings.* functions.
     SDL, babyface and the audio and net subsystems are now configurable there
[m]- Fixed a nasty bug that prevented module dependent on other modules to
     work in team form
[m]- Scores go in /scores isntead of /apex
[m]- *ALL* arrays originating from the C core are now double exported in lua
     for double indexing(start at 0 or 1 as you wish):
     Index from 1(current way): array[x]
     Index from 0: array(x)
     So that array(x) == array[x+1] this means no more silliness having to
     access some tables as idx+1
[m]- Projection path is now computed using "mmove2" jsut like projectability,
     target path, archery, .. so that they all behave the same.
     Please report any inconsistencies you notice in the trajectory of spells
[D]- All project() effects(like spells, fire_foo() function, ...) can have a
     range(instead of the default 16) as their (new) last parameter.
     Check out data/magic/water.lua the spell geyser for an example.
[M]- Monsters now correctly handle spell range and will not try to fire spells
     out of range(as they did previously, casting when up to range 18 even
     though spells were only of range 16)
[I]- Windows handling has changed to be customizable: Modules can define
     their own windows contents.
     *WARNING*: Module authors must change lines like:
     player.window = player.window | PW_FOO | PW_BAR
     into:
     player.window[FLAG_PW_FOO] = true
     player.window[FLAG_PW_BAR] = true
[D]- New "temporary_terrain" subsystem that allows for well .. temporary terrain
     Check it in tome/scripts/dam_types.lua
[m]- Musics and samples can now fade in
[B]- Creating a new character named the same as an old one wont keep the saved
     levels anymore(but still will erase the old one)
[D]- Allow "semi persistent levels". Saved levels can be set to "decay", that is
     lose monsters and items after a while to simulate movement while the player
     is away. Basically this means one can have saved level but with random monsters.
     I'm a pondering doing that for ToME actually, as it prevents using saved levels
     for extra storage, still provides new monsters ad infinitum yet makes the
     dungeons feel more "connected". Oh and it means damage done to the level stays
     too, that's fun :)
[I]- IMPORTANT: New addon "module_packer". This allows module makers to package their
     module from within the game, in a standard format.
     Just press CTRL+A for wizard mode and then CTRL+P and it will package.
     It tells you where it generated the team file.
     CVS, SVN, hidden unix files, auto saves(*~ and *#) are ignored and never packaged
[D]- Many new musics! Thanks Reenen Laurie and Cosmic Gerbil!
[P]- ToME stats are fully linear, no more player.adj_* silly tables.
     Ranging from 1 to 100, with a "natural" max of 50 (awaiting playtest)
[M]- IMPORTANT: Monster melee combat has been subsystemified. To use the default one do
     load_subsystem("combat_monster_default")
     This does not handles cuts and stuns as the old one, if you want them have a look
     at ToME's scripts/monster.lua
[m]- Modules can define how speed(speed is bound from -100 to 100) relates to energy use.
     Each game turn "things" get +100 energy. When 1000 energy is reached things can act.
     Each action takes energy based on the speed to energy table(by default at 0 speed
     an action takes 1000 energy).
     Check engine/stats.lua for the default table and how to define your own
     (Hint: player.define_speed_ladder)
[m]- New "random ambient sounds" system. Check out Cirith Ungol in ToME's
     data/dungeons/dungeons.lua
[m]- Log file is now luaified and the engine is able to process log files and
     convert them in "nice" format
[O]- Objects "power" calculation is now module customizable.
     *WARNING* By default the engine just gives power 0 always.
     The subsystem "object_enchant_drop" contains the default ToME implementation
     that uses dungeon level to roll power from -2 to 2

[V]- T.o.M.E 3.0.0alpha12 aka "Dragonland's River"

[I]- Monster memory defaults have been removed from the engine.
     Modules can define the memory the way they want it.
     Check tome/scripts/memory.lua for the "standard" set
[O]- Activatable objects subsystem has changed.  The subsystem now
     requires parameters to work, and activatable objects now use a
     different set of flags.  Check load_subsystem("activations") in
     tome/scripts/obect.lua for an example of the required parameters,
     and check the Phial of Galadriel in tome/data/items/artifacts.lua
     for how the flags in an activatable object should be used.
[M]- Object mimics now have to define an object drop amount and object
     theme so that they'll contain at least one item, or they'll
     be treated as terrain mimics.
[O]- Along with brands and slays weapons can also be of "speed fury".
     Such a weapon will take less time to strike against a particular
     monster
[m]- Changed all the TOME_DIR_XXX macros to be TENGINE_DIR_XXX. This
     change means that module makers, who say use TOME_DIR_DATA, will
     need to change to using TENGINE_DIR_DATA, or their scripts will
     not be found.
[D]- Vaults(for the default dungeon generator) can now be defined to
     use a .map file instead of a static layout in vaults.lua.
     The map file can do whatever it needs to do and generate much better
     vaults, possibly dynamically.
     Just make a vaults/ subdirectory and put .map files in there.
     Then in vaults.lua change "layout" to be the name of the .map file
     you want to use.
[P]- *WARNING* Clarified the speeds table. You must now only give 210 values
     for the 210 possible speeds, no more virtual silly stuff.
     Only modules that changed the default table must adapt, other will
     work fine.
[P]- Time Stop spell as the new highest Temporal spell
[P]- Added a .id field to descriptors so that player.get_descriptor("race").id
     will return a value taht can be compared to the define_as set in
     descriptors.lua. Much nicer than doing string comparisons on .title :>
[O]- Egos can now be part of "ego groups". Only egos witha group of "default"
     are generated by .. default.
     A module can then define a group of egos for special purpose, like ToME's
     new "material" egos and then assign them in addition to the standard egos.
     So one can get an elemental mithril rapier of demon destruction

[m]- Quests which have a dynamic description must now have the desc
     function return an array of strings, rather than using
     hook.print()
[I]- The "Display current knowledge" menu command ('~') is now a Lua
     subsystem, with default implementations for most of the
     subcommands.  Modules wanting to use it must load the subsystem, then
     use curr_know.add_menu_items() to select which subcommands to use,
     and in which order they should be displayed.  There are also
     several optional subsystem parameters, and a means to define how
     to do irregular pluralizations for monster names.  See
     tome/scripts/display.lua for examples
[D]- FLAG_PERSISTANT has been removed.  Use FLAG_SAVE_LEVEL instead.
[D]- *WARNING* *WARNING*: The flag TURN_INTO is now DESTROY_INTO.
     Update your features definitions.
[M]- The flag KILL_WALL is now a flagset rather than a boolean.  If
     a flag in a wall's feature flagset is also found in a monster's
     KILL_WALL flagset, then the monster can tunnel/dig/bore through
     that wall.  KILL_WALL=getter.flags{WALL=true} will reproduce the
     old behavior of being able to destroy all walls.
[M]- A monster boring/digging/etc through a wall now takes time (energy),
     while before doing so didn't take any more time than a monster
     stepping onto an empty floor square.  You can adjust how
     quickly or slowly a monster destroys a wall by giving the monster
     a SPEED_DIG setting (i.e., SPEEDS=getter.array{[SPEED_DIG]=20}).
[D]- *WARNING* *WARNING*: Player tunneling has been turned into
     a Lua subsystem.  The skill_dig field has been removed from
     the player_type structure, the tunnel and on_tunnel fields have
     been removed from the feature_type structure, the TUNNEL, DIGGER
     and EASY_DIG flags have been removed, and the TUNNELABLE flag is now
     defined in the tunnel subsystem.  If your module wishes to use
     tunneling it must load the "tunnel" subsystem and replace the TUNNEL
     and DIGGER flags with the DIG_POWER or ADD_DIG_POWER flags,
     use the TUNNEL_DONE_MSG and TUNNEL_WORKING_MSG flags instead of the
     tunnel and on_tunnel fields, and implement the EASY_DIG flag behavior
     itself if it wishes to use that flag.  See /scripts/features.lua and
     /data/items/items.lua in the ToME module for examples of how to use
     the new subsystem.
[D]- Fixed house drop action to not delete objects when there is no room.
     *WARNING* the fix is in ToME's data/stores/action.lua line 167.
     Copy this if you need it.
[D]- Stores show the current and max capacity
[m]- Lua functions can now be stored in flags, even outside of things
     that go into the cache (like object definitions). *WARNING* This
     means that function_to_index() no longer works for per-grid
     hooks functions.  For example, it's now
     cave(y,x).flags[FLAG_MOVE_POST_DEST] = function() ... end,
     not
     cave(y,x).flags[FLAG_MOVE_POST_DEST] = function_to_index("func_name")
[M]- New movement AI, ai.PATHFIND, which uses A* to find the path to the player
     Do not abuse it, or your module will slow down to a crawl.
[D]- Flag "PRINCIPAL" removed as it served no purpose, you probably need to
     update your data/dungeon/dungeons.lua file
[D]- A map can use "map.level_size_to_map()" to automatically set the level
     size to the map size
[m]- Two changes have been made to the inkey() function.  One, it
     now returns a signed 32 bit value, rather than a char value.  This
     should cause no problems in and of itself, but keep it in mind
     in case you should notice any weird bugs.

     Change two is that the return value of term.inkey() (plus the global
     variable command_cmd, and the value passed to hooks KEYPRESS and
     KEYPRESS_UNKNOWN) will be a negative number if the user pressed
     a macro trigger key (i.e., F4, alt-T, and so on) which is not bound
     to a macro.  If you just pass the value to strchar() this shouldn't
     be a problem, since strchar() has been modified to return '\0' if
     given a negative value, but you should still check that pressing
     function keys doesn't cause your code to do anything weird.

[V]- T-Engine 3.0.0alpha14 aka "Weird Science"

[B]- Fixed babyface interface to actaully react to keypress

[V]- T-Engine 3.0.0alpha14b aka "Weird Science"

[I]- Command line interface can now specify a module with -M by either the module
     full name(as before) or the short name
[I]- Revamped non-babyface interface thanks to Nerdanel
[B]- Fixed crash upon level generation in some case of uninterresting levels
[B]- Fixed getter.ego_allow to actually work
[I]- Artifact sets work again!
[m]- monster_effect() (and monster_effect.set()) now take the source of the effect as
     their first parameter, so that bleeding effect set by a monster on a monster
     wont give exp to the player upon death :)
[m]- Spell copy is now a function named "spell_copy_to", if you want it to exist in
     your module, add it as an mkey, check ToME's scripts/powers.lua
[B]- Wearing no items wont result in a silly message about body parts when browsing equipment
[B]- Factions are now saved
[B]- Fixed a crash on 64bit platforms
[M]- Monsters do not get a "free" turn when entering stores
[D]- Fix sunset clearing too much dungeon information
[I]- Quest descriptions can now be returned as a single string and will always be word-wrapped
[m]- Monster hordes will only appear if requested by the dungeon flag MONSTER_HORDE.
     To get the same chance as before set it to 5000 (the formula is rng(MONSTER_HORDE) <= dun_level)
     Beware that monster hordes do *NOT* comlpy to the dungeon's race limitations
[B]- Monsters will add to memory even when egos

[V]- T-Engine 3.0.0alpha15 aka "Unrealized Reality"

[B]- Fixed monster timed effects to not erase the efefct's source on timeout
[B]- Fixed 64bits platform savefiles. BREAKS savefiles.
[B]- Fixed yet more 64bits problems
[I]- 'T' key in tunnel subsystem enabled

[V]- T-Engine 3.0.0alpha16 aka "Old Age of Wonders"

[O]- Two new identification system parameters:
     object_desc_configuration.details_require_id: set it to true to have object_desc_details called only for id'ed stuff
     object_desc_configuration.details_require_id_message: set it to true to display the message related to having to id un-ided stuff
[O]- New auto_id subsystem, it allows the flag AUTO_ID to work(as before) and also allows the items to be auto identified
     by characters with a high enough skill level. The flags syntax is either:
     ID_SKILL = getter.skill("Skill") ID_VALUE = 30         -- This checks that skill "Skill" is at least 30
     or
     ID_SKILL = getter.skills{["Skill1"]=30 ["Skill2"]=20 } -- This checks that skill "Skill1" is at least 30 or "Skill2" is at least 20
     The level can also(in both cases) be given as a duoble value instead like {30,45} which means it gets ID at level 30
     and *ID* at level 45
     This is an adaptation and enhancement to LordBucket's own auto id system, with which it should be compatible
[B]- Max skill level set by the module is now correctly handled
[B]- When not in see through wilderness mode, "corner walls" will not appear anymore
[I]- New "easy_cast" subsystem that implements a much nicer casting interface. It collects all spells currently usable/browsable by the
     player(be they in books, contained in objects, ...) and displays them in a nice ordered list and sort them by schools.
     To use it just load the subsystem and set the "mkey" of your casting skills to easy_cast.MKEY_CAST
[P]- Moved flags DRAIN_HP and DRAIN_MANA to their respective Lua subsystems.
     Also changed DRAIN_HP to DRAIN_LIFE.
[M]- Improved the monster escort system.  No changes are needed to keep
     using it the old way, but be on the lookout for bugs that this might
     cause.  For further details, see the change logs for src/flags.h or
     src/monster2.c
[O]- The per-object hook flag for object destruction by player has
     changed from DESTROY_{PRE,POST} to PLAYER_DESTROY_{PRE,POST}.
     The inventory subsystem also did a similar name change some time ago
     for the global hook name invoked, so the hooking the old hook names
     won't do anything.
[M]- Flag ESCORTS changed to ESCORTED_BY_GROUPS, to make its function
     clearer (its functionality remains unchanged).  Also added some
     more flags for controlling escorts, and made it possible for
     escorts to cascade, so a monster escorting another monster can
     have escorts of its own.
[M]- Monster corpses now contain a copy of the monster_type struct of the
     monster they came from in FLAG_MONSTER_OBJ, rather than information
     on the monster's race, ego, speed, etc being stored in the corpse.
     Flags MONSTER_IDX, MONSTER_EGO_IDX, MONSTER_CHP, MONSTER_MAXHP,
     MONSTER_EXP, MONSTER_LEVEL, MONSTER_SPEED and MONSTER_AC are
     gone.  Also, do_cmd_integrate_body() and do_cmd_leave_body()
     no longer work with new way of doing corpse, so they don't do
     anything.
[P]- *WARNING* *WARNING*: The body_monster field of player_type has
     been changed from an integer to a monster_type struct, and the
     disembodied field has been removed.  Aside from changing how you
     treat player.body_monster, you must set the OPEN_DOOR flag for
     your "player" race definition if you want the player to be able
     to open and close doors and chests, and BASH_DOOR if you want the
     player to be able to bash doors.  For an example of how to change
     the player's current body, see wizcmd.wiz_body() in
     engine/wizard.lua.  You can test changing bodies using the 'B'
     wizard command (CTRL-A B).
[P]- The flag IMMOVABLE has been renamed to BLINK_MOVE (like the
     deathmolds have) to avoid confusion and reflect what it actually
     does.  To make a player incapable of moving, use the flag
     CANNOT_MOVE.
[D]- Glyphs of warding and explosive runes gone from engine
     (including warding_glyph(), explosive_rune() and glyph_creation()).
     They can be re-implemented by modules via the new flags
     MONST_CAN_ENTER, MONST_CAN_ATTACK, and MONST_NO_PLACE; see CVS
     changelog for details.
[P]- Searching has been made into a loadable lua subsystem.  The fields
     searching, skill_srh and skill_fos are gone from the player_type
     structure; the flags SEARCH, PERFECT_SEARCH and PERFECT_PERCEPTION
     have been removed as well.  By default, the skill_srh and skill_fos
     fields are replaced by the player intrinsics SEARCH_POWER and
     SEARCH_FREQ, though this can be changed by the module.
[D]- Doors have changed somewhat so that, without danger of
     confusing the engine, doors can supply their own opening and
     closing code (in addition to pre/post hooks), and there can be
     openable and closeable terrain other than doors (like a covered
     well that's opened by removing the cover).  Flag OPEN_DOOR in a
     feature now indicates that it's openable by a monster; flag OPEN
     both indicates that a feature is open, and its value is the
     feature it turns into when *closed*.  Flag CLOSED indicates that
     a feature is closed, and its value is the feature it turns into
     when *opened*.  OPEN or CLOSED can also be a Lua function to handle
     the opening/closing instead of the engine, be 0 to prevent
     opening/closing (for instance, a broken door), or be a
     string to prevent opening/closing with a specific message.
     FLAG_BASH_DOOR both indicates that a door feature is bashable by
     a monster, and gives how resistant the door is to bashing.
     Finally, new_doors_pair_feature_type() has been renamed to
     new_open_pair_feature_type().
[B]- Fix net subsystem to correctly handle responses with no
     content length

[V]- T-Engine 3.0.0alpha17 aka "Triumph or Agony"
