Shifted store names over so that the long ones fit along with the
maximum price.
Fixed display of the 'curse' line on the info screen so it shows
the Permacurse or Evilcurse.
Figurines are green instead of blue, to match the stores.
Tweaks to the object prices and distribution.
Restore stat potions should be buyable at the alchemist.
The distribution of Ego items in the dungeon has been tweaked.
You can use the '5' key to enter stores while standing on them.
Added a user-editable 16x16 font for the projected view.
Stores will buy more types of items than they sell.
Increased maximum number of spikes you can jam a door with to 2^16 - 1
or so. 3 tonnes of spikes should stop a few monsters...
Fixed combining of {empty} wands with non-empty wands still keeping
the {empty} inscription.
Quaffing potions of salt water no longer causes a dangling pointer which
can read in garbage values for the change in 'hunger' value.
Made the "normal" stores and home, more common.
Your inventory updates as rods recharge, not just when all have recharged.
Fixed loading of old savefiles. A possible crash has been prevented,
and the starting town is correctly drawn.
Fixed bug in number of monk attacks you get depending on encumberance.
Torches and lanterns now use the timeout variable, instead of pval.
This will allow ego lights in the future.
Added the LITE flags to the artifact lights. They show up as providing
light on the info screen.
Fixed various bugs in combining ammo with other ammo. Fixed bugs in
combining ego items.
Fixed bug that was turning "good" quest rewards half the time into "bad"
items.
Made the pval of various rings and amulets affected by the values in
k_info.txt
Added the y/n/k prompt to the easy_floor option, when there is only one
object to pick up.
Removed several options, and moved others around. This includes turning
the AI on, and adding a smart_packs option. The monster lighting no longer
has 'testing' status.
Fixed the case when a menu has zero available options.
Added the casino, inn and healer back in.
Fixed monsters breathing much less often than normal with the AI on.
Lowered overall monster-level of the wilderness. Made the starting town
be placed in the 'easiest' place in the wilderness.
Improved the chance that towns have stairs.
Major cleanup of the unix ports. The maid-x11.c file now behaves properly.
Added proper ascii support to the projected view, using the 16x16 font.
It now works properly, and is fast enough to use except when the center
on player option is on. The tile size is adjustable to multiples of four,
and the look of walls is tweakable. (See comments in header of main-xpj.c)
Cursed arrows hit half as often as normal arrows.
Reverted the overhead map code to work the old way and made it look better
in graphics mode.
The 'Yellow light' can now blind you when exploding.
Fixed the bug in the weaponmaster when showing minimum damage.
Improved the distribution of books in the normal bookstore.
Prevented the stack-smash when too many monsters explode at once.
Turned off illumination of walls with the view_torch_grids option on.
(This option does not work correctly.)
Fixed messages received when you look at or discover a mimic.
Rewrote los and projection code so that they work the same way as the view
code. You can hit anything you see, and nothing you can not. 'Trick shots'
are not possible. (Every shot is a 'trick shot'.)
The amnesia attack is more powerful. You will forget the tried status, and
flavor of objects.
The formula used for monster fear ignores attacks that do zero damage.
Fixed bug that was preventing the rarity value of stores from having any
effect on their distribution in towns.
Moved the platform-specific externs to h-system.h, and out of main.c
Made the cursor a rectangle instead of a filled box, on xwindows ports.
Fixed a crash with some beaming spells.
The projected view port now has an ascii mode (controlled by the '-g'
startup option.)
Things are no longer always invisible in doorways in the projected view.
Reduced bonuses to slaying ego-items in some cases where they were too large.
Lights are yellow in your inventory, not grey.
Fixed quest message being on two lines instead of one.
If a message is displayed while the dungeon was generated, you won't see
half the dungeon lit.
Cloaks and boots count as armour now. (Not 'tools')
The XAW port is now smart enough to understand the fonts defined in
environment variables, and in z-config.h (As well as in .Xdefaults)
Fixed a bug with the monster lighting not lighting other monsters properly.
Stopped the projection routine being too smart, and not hitting monsters
you are aiming at.
Reordered some of the shop attr/feats. '0' now stands for 'other'.
Warrior halls are now '0', and lots of the old '0' stores have changed.
Made the vanilla town shops look like the vanilla versions used to.
Fixed a bug that allowed monsters to walk through pillars.
Fixed a bug with random quest rewards.
Fixed a problem with 'Vanila town' mode and the dungeon 'M'ap.
Light carried by monsters is no longer visible if the player is blind.
Toned down some of the nastier traps.
Improved handling of the bigscreen feature in the Windows port.
Updated the bigscreen code to be simpler and less "hack'ish".
Added some new 16x16 monster and terrain tiles.
Reduced DSM breath damage by one-third.
You can now press 'S' while choosing your magic realms to restart the birth process.
*Identifying* a book (or eXamining it in a store) will now print out a list of it's spells.
Amberites can no longer resurrect themselves via their curse.
Chopping down trees no longer creates snow covered terrain.
Caverns and lakes in the dungeon are less common.
The "bright flash of light" message is now only printed if a trap is destroyed.
Improved the message given when the game is started with the '-?' option.
The "fetch" command no longer can get artifacts from afar.
Changed the wand stacking code to be more intelligent. It now keeps track of the total number of used charges in a stack. You sell / recharge the wand with the smallest number of charges.
Large changes to how objects are created and stored within the game:
Ego items now use the level / rarity in e_info.txt.
The object selection function is much more efficient.
Monsters drop "themed" objects - by picking kills, you can select what type of items you get.
Changed the distribution of items in the dungeon. There should be much less junk created now. Monsters drop less items, but the average quality of drop will be higher.
"good" and "great" have changed meaning - they are now level offsets.
Added three new pseudo id flavors. "bad", "dubious" and "tainted"
Cursed items in the dungeon can have good properties.
The rarity graph in wizard mode is now correct.
Disabled the autodestroy worthless items option. This shouldn't be needed now that worthless items are rare.
Added many more lines for the speaking uniques.
Chests use "themed similar" objects like [O].
*destruction* now destroys fields properly.
Creeping adamantite coins are now green just like the coins and armour.
Fiddled with the probabilities of vaults and unusual rooms.
There are less arrows in a pile.
Turned fields on in the wilderness.
Implemented stores and buildings as fields.
Changed the options code to be more like Angband.
Major cleanup of global variables - most are moved to player_type.
Added Ed Cogburn's Tombstone patch.
Tweaked the stats or descriptions of many monsters.
Removed virtues from the '~' menu. Option 7 still works though.
Added an ironman_moria option. The good old days.
Mindcrafters start with a dagger instead of a short sword.
Swapped first two mindcrafter abilities.
Unidentified wands stack now.
Using an artifact creation scroll is much less risky.
Merged makefile.lsl into makefile.std
Added context-sensitive help for the option screen.
Randomly sized cities are created in the wilderness.
Updated main-mac-carbon.c so that it actually compiles.
Rangers get one more extra shot.
Toned down speed increase of activating items. Staves always use 100 energy.
Added some of the more useful "new" buildings in 2.4.0
Changed how word of recall works. You can only recall into the dungeon when you are standing in a town with stairs.
Added monster lighting effects. This is similar to the monster
lighting patch from APW, however it is much more efficient. Also,
there are three possible light radii instead of one.
Corpses now are dropped by monsters when they die. These
decay over time, and cannot be picked up. Some monsters have spells
that raise all corpses in LOS.
Removed the bash command. Use the open command to open stuck doors.
Completely rewritten traps code. The types of traps are now level
dependent. There are new types, and some old types are nastier.
Added a version of the big screen patch.
Items are *identified* in death chardump.
Fur cloaks are cheaper.
Changed the shots per round display. Changed the formula for extra
shots. Large numbers of "extra shots" are less powerful now.
Beastmen going up multiple levels get an increased chance to get a
mutation.
Many optimizations to the monster AI.
Speedups to the term code allows quick redrawing of rectangular
sections of windows. This speeds up redrawing as other windows move
in front of terms.
Major optimisation of functions in cave.c The game may be twice as
fast in some situations.
Fixed bug in the anti-double-move patch.
Fixed various bugs in dungeon generation. Toned down the
"unusual rooms" option. It now makes unusual rooms, not vaults.
Ammo is found in bigger piles, and is easier to enchant. Mushrooms
are found in clumps.
Grid bugs are less common now.
Mushrooms of cure serious wounds now weight as much as every other
mushroom.
You can now drown in the ocean.
Iron spikes are lighter now. The stuck door formulae have changed.
Weapons of poisoning are now known as weapons of venom.
Sting now gets +2 attacks.
Fixed a bug in the range of fired ammo.
Fixed problems with the meteor storm spell.
Moved Earth hounds to the intended depth.
Fixed several bugs in the note-taking code.
Fixed "scroll of Logrus" typo.
Changed projection functions to give information only if hit squares
are in LOS. This fixes bugs with identification of wands of "stone
to mud".
Fixed the confusion activation direction problem.
Fixed some long standing bugs in the monster flow code.
Finally fixed the last of the problems with the fractal caves patch.
The game shouldn't crash on dungeon creation any more.
Wilderness panel initialisation fix. This should stop the empty
screens appearing in vanilla town mode.
Fixed problems with bounds checking in random vaults.
Cleaned up the "Easy Patch". The code is now integrated much better
with the normal behaviour of the game.
Chaos warriors are now initialised properly with the point-based
birth system.
Fixed inconsistancy between monster-monster and monster-player spells.
Fixed the weaponmaster code. (The building isn't used though.)
Updated makefiles for CygWin and LCC and removed unused parts of the
source code.
Completely reworked the wilderness. The extended towns and fixed
quests are not available at the moment.
Towns now have locked gates so the nasty monsters in the wilderness
cannot get in. No experience is given for picking them.
Added a feature to allow your game to be automatically logged. You
may append notes to the log file by pressing ':'.
Added point-bases stat allocation at birth (adapted from standard
Angband).
Revised monster and object listings to distribute them more evenly
throughout the dungeon.
Added the CAN_SWIM and CAN_FLY flags to deep uniques.
Slow and haste spells acting on monsters will decrease in effect if
the monster is already slowed/hasted.
Fixed a bug that forced parsing of v_info.txt every time the game started.
Fixed the problem with vampiric attacks, where only if the monster
was seen, was the hp bonus given to the player. This was done via
the addition of a new GF type: GF_NEW_DRAIN.
Lava rivers are found deeper in the dungeon.
Fixed some out of bounds accesses of the wilderness map.
Added out of bounds checks to the running algorithm.
If you choose more than 20 quests, the chance to get excellent items
is decreased.
The number of random quests chosen appears in the character dump.
Fixed problem with some messages that were given when the subject was
in "LOS" but not visible due to lighting effects.
Added bugfixes for the amiga overhead map.
Removed excess elemental resistances from a few monsters. Now, only
very powerful, or multihued monsters will resist all five basic
elements.
Running next to the wilderness boundary no longer should crash the
game.
Increased number of affectable squares to 1024 per projection.
Fixed problems with monsters passing through walls, passing through
other monsters and passing through the player.
Fixed the "missing monsters" bug.
Items that grant extra blows are now worth slightly more.
Fixed some problems with taking various actions near the wilderness
boundary.
Vampires / vampiric mutation can no longer be used if you are
afraid.
You can choose a random number of random quests when generating
your character.
Removed makefile.org (It was a copy of makfile.std).
Removed the overhead map in vanilla town mode - it isn't needed.
Removed some warnings given by VC.
Score now rewards ironman options rather than penalizing options which
can be turned on and off.
Adjusted minimum levels for the various types of rooms.
Adjusted probability to use the new corridor type.
Rescaled the monster breaths for the 30% reduction in monster hp.
Renormalised the shop items to use the changed object depth
distribution.
Changed DSM to be more useful. More damage + can be activated more
often.
Made the weaker healing potions / staff heal more damage. Before
they were completely useless. However, they are slightly more
expensive to compensate.
Altered monster saving throws to use the changed dungeon distribution.
Some spells are much more useful now.
Changed the failure rates for monster-monster spells.
Recharging spells are more powerful.
Changed the power of many rods/ wands/ staves/ scrolls and artifacts.
They are more useful now.
Most wands/ staves/ rods and a few scrolls are cheaper.
Changed the prices of the armor. Changed the prices of the ego
items.
Rebalancing the artifacts. A few have had a price cut. A few have
had various flags removed.
The energy it takes to zap a rod/ aim a wand / use a staff and
activate an artifact now depends on the players device skill.
Changed monster critical hit code so that stormy doesn't get
insta-kills quite as often.
Golems lose their "nostun" ability in hard games with the ironman
options on.
Added numerous new vaults.
Added new graphics tiles by Marten Woxberg.
Revised and re-ordered the options menus.
Switched off the sanity blasting effect when seeing an eldritch horror.
The Nazguls can no longer be killed by other monsters.
Made cursed items somewhat easier to activate.
Statues now do more damage when thrown.
You can now throw wielded items.
Items inscribed with '=g' will automatically be picked up.
Escort monsters now have the same alignment as the monster they are
escorting.
The most powerful monster attacks (breaths and mana and darkness
storms) have had their max damage reduced by roughly 30%.
Hobbits and Sprites now have an 8-sided base hit die.
Pits will no longer contain opposite-aligned creatures.
Removed the effect of the virtues on player-summoned monsters.
Killing evil angels no longer has the same effect on virtues as
killing the good angels.
Minor changes to some monsters (including making Cyberdemons stupid).
Enhanced the available dialogue for certain speaking monsters.
New monsters, observed melee attacks and graphics to be used when the
player is hallucinating.
Pets should no longer cast ball spells or breathe at monsters if the
player is likely to get caught in the ball/breath.
Restored the wizard-mode damage message which will now also display
the damage for shield bashes.
Changed the way base hitpoints are calculated to reduce the spread
caused by extreme life rating values.
Coordinates are now displayed when targeting in wizard mode.
Pressing '|' on the options screen will save them to "pref-opt.prf".
Enhancements and fixes to main-win.c, main-mac.c, main-mac.new and
main-mac-carbon.c.
Added makefiles for the Cygwin, LCC-32 and Borland command line
compilers.
Graphics under x11 / xaw.
Enabled transparency for x11 systems (this is a hack).
Changed the x11 / xaw versions to use semi-graphical characters in
ascii mode.
Changed the pref files so monsters that look like terrain, also get
changed when graphical characters are used.
Added some Draconian histories.
Added a patch by Jason Willoughby to remove Y2K warnings when
compiling.
Fixed a bug that crashed the game when looking at quest entrances
(Note: made obsolete by the wilderness changes).
Minor fixes to the combat code.
Toned down the damage dice of some artifacts.
Tweaked the levels at which monks gain additional attacks.
Tweaked the line-of-sight code.
Tweaked spell-casting AI to reduce the chance of smart monsters
healing and teleporting.
Added a new type of bolt (a "steel bolt"). Some missiles are no
longer sold in the stores. Missile rarity tweaked.
Fixed graphics in the x11 port.
Fixed the problems with too much or too little speed (patch by
Mitsuhiro Itakura).
You can no longer recall into rubble.
Prevented ironman characters from recalling to town under certain
circumstances.
Fixed a bug when using a scroll of mundanity on the floor.
Fixed the stack overflow in the dungeon creation routines.
Fixed a problem with partial knowledge of stats when identifying
Pattern Weapons.
Fixed a bug that allowed the player to attack monsters in walls
without using any energy.
Fixed a problem with item activations when wielding them from
the ground.
Prevented very fast monsters from getting double-moves against a
character moving at a faster speed than the monster.
Caverns are rarer deeper in the dungeon.
Store memory allocation is now dynamic.
Removed a number of unused variables, initializations and some
dead code.
Throwing potions at monsters will now identify the potion if the
player observes appropriate effects.
Monsters now receive AC bonuses and penalties on certain types of
terrain.
Updated the FAQ.
Fishes are now 'l', trees '%' and watery terrain '~'.
Added player alignment based on pet alignment and virtues; this
determines the alignment of monsters the player can summon.
Monsters may no longer summon their enemies.
Added an 'autodestroy worthless objects' option.
Lowered the pet upkeep slightly.
Made pets able to locate the player from a greater distance.
Restored the mana of all classes to pre-2.3.4 levels.
Made 'trump cyberdemon' less difficult to cast successfully.
Added an invisible wall for nightmare mode.
Disintegration balls are now stopped by permanent walls.
Corrected a bug which prevented monsters from casting non-bolt
spells at monsters when a friend is between.
Shattered weapons are now 1d1 instead of 0d0. This fixes the 'division
by zero' error when getting a critical hit with such a weapon.
The EMPTY_MIND flag of monsters is now remembered by the player when
an attack shows that the monster is immune to psi-powers.
Exploding monsters no longer hurt the player twice when exploding.
Fixed a bug that could crash the game when generating fractal caves.
Fixed a typo when a ring disappears in shallow water.
Removed the CAN_SWIM flag from mushrooms, molds, and most jellies.
Fixed a bug with the 'NOT' operator of the *.prf files parser.
Added a new main-x11.c file by Uwe Siems. The improvements include
better graphic-scaling on systems with HiColor/TrueColor mode
(can be switched off with -s).
Added a new main-mac-carbon.c file by Ron Anderson. It supports PPC,
CarbonPPC, and 68k and implements the 16x16 tiles.
Extended the online helpful system significantly (also added The
Angband Newbie Guide by Chris Weisiger and amended it somewhat for
Zangband).
Resting at the Inn now restores hit-points and mana.
Added some new monsters and amended others.
Replaced the 'Resist Time' and 'Sustain Stats' mutations with two new
ones.
Upgraded the TY_CURSE and nightmare mode somewhat.
Enhanced compatibility with lcc-win32 compiler.
New wizard command to delete all monsters on the current level.
Illumination now works on all open areas and not just rooms.
Increased the ratings of the 'miniature cell' and 'interlock' vaults.
Reduced all monster hit-points and armor class in preparation for
the change to Oangband-style combat.
Implemented Oangband-style combat with the following changes:
Instead of [blows*(xdy+z)+extradamage], the new formula is
[blows*xdy*fractional_deadliness]. fractional_deadliness is a
function of z+extradamage.
The number of blows due to str/dex has been decreased. Also the
maximum number of normal blows for each class has been decreased.
The number of extra blows from ego items and random artifacts has
been decreased for larger weapons. However, the formula is such
that the larger weapons will still do more damage than the smaller,
lighter ones.
Downgraded some artifacts and normal weapons.
Most players will be able to get 2 blows from the start.
Wielding a weapon that is too heavy will mean that a player can
only get 1 blow.
The information on the info-screen (shift-C) has been changed to
reflect changes in damage calculations. Weapon evaluation at the
weaponsmith has been similarly changed.
Rangers get 1 extra shot at plev 20 and 40 (total of 2) for bows.
They also get an extra shot at plev 20 for crossbows.
Rogues get 1 extra shot at plev 20 and 40 (total of 2) for slings.
Warriors get 1 extra shot at plev 40 for all launcher types.
Normal classes now get 2* 1d1 for unarmed combat (punches) (Except
for monks who still start with 1 attack).
Monks do less damage than before (scaled down by 25-30%) per attack
to compensate for the lower monster hp but retain their original
bonus extra attack structure to max out at 8 attacks.
Shield bashes have made a return, bashing does some damage and may
stun and confuse your opponent.
New critical hit structure and messages.
Damage multipliers for slays and brands amended. Slay Evil and Slay
Animal do x1.7, Kill Dragon x3 and all others x2.
Added the 'THROW' flag to various objects and artifacts. These
items will do more damage when thrown.
Strength no longer affects your combat skill (was to_hit).
Further amendments and refinements to the dungeon generation code
including (by Steven Fuerst):
Rooms of all types can be packed closer together.
5 new room types added.
2 new corridor types (the pillared tunnel is optional).
8 Random vault types added.
Added Caverns and water/lava lakes.
Rivers and trees are placed more realistically.
Vaults in v_info.txt can now be included in the dungeon but rotated
and reflected.
Increased the damage from wands of rockets and annihilation.
You will no longer receive rewards for killing non-unique monsters.
Added a small tribute to Lev Zakrevski.
Trees will now only block LOS half the time.
Increased the maximum number of pits to 2 per level.
Changed the compiler optimization flags for the DOS version to work-
around a bug in DJGPP that could cause Zangband to hang when
compacting items.
Artifacts now have a higher activation failure rate when cursed.
Added some new vaults by Eric Bock and tweaked a couple of others.
Minor changes to certain quests and their rewards.
Added a "status bar" that displays certain timed effects under the
stats. Timed effects previously already displayed like poison, wounds
and stunning remain as they were.
Made artifacts 'tweakable' and their activations can now be modified.
[Note: include details of how to do this?]
Players may now walk the pattern incorrectly but should be cautious
doing so.
Lice can no longer fly and are no longer denoted by the 'l' character.
'Enlightement' will now detect all walls and monsters.
Rings of Extra Attacks will now normally be +1 and occasionally +2.
They are also rarer.
Removed some items from silly.txt and rumors.txt and added some new
entries.
Adjusted missile launcher damage multipliers and the energy required
to fire them.
Pebbles and shots have been upgraded. Rarity, damage and weight for
various missile types have been adjusted.
The scoring function now considers various things such as options
chosen at birth, etc. (Modified from GSNBand).
The 'M'ap now scales to the level size.
The auto-roller delay is now optional.
Allowed random artifact rings and amulets - these are very rare. Note
that Scrolls of Artifact Creation will not work on non-artifact rings
and amulets.
Enhanced pack monster AI.
Level feelings will now be generated based on the length of time you
have spent on the current level rather than the previous level.
Monster memory, unique lists, spoilers, and kill counts are now sorted
by monster level regardless of the monsters' index in r_info.txt.
Easy-open doors works now normally for Spectres.
Life rating is no longer shown at character generation.
Reworked the 'C'haracter information screen to remove duplicate
information and reformatted character dumps to prevent line wrapping.
Fixed the excessive disturbing messages produced by monsters fighting
each other.
Fixed some problems with makefile.std and amended pref-emx.prf.
Fixed a problem with makefile.ibm.
Fixed a problem with pet summoners.
Fixed a bug with critical shots.
Fixed a bug that caused thrown/fired objects to look strange with
graphics turned on.
Fixed a bug that could mess up character dumps when the player had
drained stats.
Fixed a bug that caused thrown/fired objects to look strange with
graphics switched on.
Fixed some problems with the 'easy patch' option.
Fixed a bug that prevented Sprites from getting food at the inn.
Fixed the buffer overrun if players became too fast.
Fixed a bug that caused some monsters to cast "cause fear" too often.
Fixed the sources of most of the compiler warnings with gcc.
Wands and staves will now stack properly when emptied.
Made some changes to enhance compatibility with Mac compilers.
Some changes to makefile.lsl and main-lsl and began work on getting
the graphics to work including adding graf-lsl.prf (only vanilla
monsters at present).
Added a main-mac.new for testing. It adds support for 16x16 tiles with
transparency, and asynchronous sound effects by Ron Anderson (untested).
Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with
"#'Bar'" will display the item as "a Foo 'Bar'".
Due to popular demand, multiple rings are supported. Additional rings
can be obtained upon reaching an appropriate level.
New ironman option: Nightmare mode. It isn't even remotely fair.
Fixed a bug that prevented pets from casting spells under the AI code
Fixed a bug that made them cast spells at unreachable targets
Introduced pref files for options (for new savefiles)
Made amulet, potion, ring mimics slightly more troublesome
Added an option for monster memory in wizard mode
Searching in help files is now case insensitive
Charging items now have a darker colour in inventory
Lifted many shopkeepers from CthAngband, no more five copies of
the same 5k shopkeeper (unless the RNG is really after you)
Monster groups now appear "scattered"
Added conical breath attacks
Changed the savefile version numbering somewhat, because of problems
with the Linux version scheme and savefiles.
Kicked out a lot of old vanilla savefile code
Changed the way game-created inscriptions work. They're seperate from
player inscriptions now. No more problem with priests cursing and
scrolls of remove curse that mess up your own inscriptions.
Fixed a bug in patterns in *greater* vaults that made it impossible
to walk them.
Added new quests (and changed ones) by Shayne Steele.
Changed the rewards for two quests
Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
Fixed some monster typos. Added new Revenant monster.
Fixed a bug that crashed the ^Q command now and then
Maximize mode, preserve mode, and the autoroller are now specified in
the startup-options.
The number of spellpoints gained by casting 'Omnicide' is now resticted
to twice your maximum spellpoints.
'Teleport level' scrolls and spells won't have any effect on quest-levels
if the 'no upstairs' ironman mode is active.
Orc and Troll pits will no longer contain undead trolls or orcs.
The DOS version now uses BMP files instead of the patented GIF
format.
Fixed a graphics glitch with beam spells and permanent walls.
Fixed an inaccessible area in one of the vaults.
Added Greg Wooledge's fix for a compilation problem on various Linux
systems.
The "laser eye" mutation will now properly anger pets and friendly
monsters.
Fixed a bug in the "research monster" building command.
The time-command now displays the turn number.
The level-teleport from the pattern is now restricted to downward in
ironman mode, but allows to get down to the bottom of the dungeon if
you already finished off the Serpent.
Lit arena levels no longer reveal the whole level and the objects.
The following changes are by Prfnoff and Eric Bock:
Added a new Ironman option to always generate "arena" levels.
Added a new startup option that controls terrain streamer generation.
Added two new "munchkin" startup options: one allows Mindcrafters to get
Dimension Door, and another turns the death save off (in a way).
Both prevent scoring and are displayed on character dumps.
Added a new Ironman option to always generate very unusual rooms.
Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon
as result of certain things).
Added Eric Bock's wizard allocation patch.
Adapted Eric Bock's player centering scroll patch.
The Windows version will now try to create missing directories. (Eric Bock)