spells.c:	  changed globe of invul from randint(10)+10 to randint(8)+8 on
		advice of Sean Marsh.
	changed "eye" to "eyes" in self knowledge code in blindness resist
		message...
	fixed self-knowledge SLAY EVIL.  it was looking at wrong flag
death.c:	  I've tried to manually apply a diff smarsh sent me that's supposed
		to stop a bug when quitting and/or (I'm not quite clear which)
		dying on town level.  This is hard because the diff is
		apparently based on the Unix sources, which have different
		line numbers than the PC srcs, since they don't have any
		#ifdef MSDOS lines...  I believe I've placed it right.
		Anyway, the basic effect was to init a FILE * to NULL, and
		then only call fclose() on it if it was no longer NULL.
spells.c:	  unlight_area changed to return true if darkening a room, to fix
		ID problem for scrolls of darkness.  Thanks to someone
		on the net (sorry, I don't remember who) for mentioning this
		one to me...
death.c:	  minor change to tombstone code...  added msg_print(NULL); after
		showing equip list.  This flushs the msg_print buffer to
		screen.  I think it's unneed for tcio.c implementation,
		but it's better safe than sorry...
misc1, main, moria1, vars1, spells, tcio, externs.h:	  Change made to color code:  New option flag "no_color_flag", default
		to false.  If true, then no calls will be made to TC's
		textcolor() function.  This should allow people with
		monochrome monitors to play Angband, with worrying about
		DARKGRAY monsters/items being shown as a black space on
		the screen.  Old savefiles are 100% compatible with this.
		When color is turned off/on, you should probably have it
		redraw the screen.  Otherwise, it may take a while before
		everything is correctly colorized or uncolorized.
	Sorry about any troubles you monochrome people have had.  I hope
		this will put me back in your good graces. -CFT

generate.c:	  in build_pit(), the code assumed a 32bit rand num gen when deciding
		if a pit should be considered "special".  Since the PC had
		only a 16 bit r.n.g, I had to modify the code a bit (inside
		an #ifdef).  It now uses the square of the dun_level, in
		stead of the cube, and checks verses a much smaller value.
		This should roughly approximate the Unix code, for levels
		30-70, for levels much over 70, the Unix code is less
		likely to report a pit is special then the new code.  For
		levels over 180 (sqr root of 32k), this code will wrap around
		32k, and start considering all pits special again.  Hopefully
		people going deeper than 100 is rare enough (except wizard
		mode) that this can be ignored.
types.h:	  On advice from S. Marsh, I changed the type of sexp in spell_type
		from int8u to int16u.  int8u just wasn't large enough to
		hold the exp values for some of the more powerfull spells.
monsters.c:	  To avoid changing types of hd[] and sleep fields, I modifed HP
		values for Mouth of Sauron, Emperor Q, and Q, Lord of
		Flesh.  The old values were {700,10} for MoS, and {500,10}
		for the other 2.  The new values are {70,100} and {50,100}.
		These values fit properly into int8u values.  Also, 3
		monsters had high sleep values -- Aimless looking merchant
		had 1000, and Great Wyrm of Law and Balance both had 400.
		Since it was only a couple of monsters, and changing the
		type of sleep would have meant invalidating people's
		savefiles, I set all 3 monsters' sleep to 255.
misc1.c:	  csleep calcuation for monster sleep count changed to include a cast
		of sleep to int (sleep is an int8u in c_list[]).
ms_misc.c:	  moved #include <dos.h> and some #defines from the middle of
		the file to the top.  This seesm to have avoided a
		redeclaration error.  (don't ask me why)
death.c:	  Okay, in an effort to reduce the wasteful memory usage of the
		display_scores() and top_twenty() functions, I've
		kludged together a new version of each.  I've stolen
		liberally from the Um5.5 code.  The result is UGLY, and
		I'm really not proud of it at all, but I want to get this
		ready now, so I can make the update available before
		anyone else loses there CMOS settings, or worse, because
		of a stack overflow causing random data corruption.  (I
		know of 1 person to whom this has happened to already...)
	The code for the previous version is intact, inside the #else
		clause of a #ifdef MSDOS block.  This prevents it from
		being compiled in on the PC.
	To be brutally honest, the unix angband highscore code is no
		prize either...  If anyone wants to do some good for
		angband, they'll try to adapt some fairly up-to-date and
		portable Umoria 5.* highscore code.
potions.c:	  code for several potion effects rearranged from "ident = some_fn();"
		to "if (some_fn()) ident = TRUE;".  This setup prevents it
		from clearing ident for potions that cause more than 1
		effect.  (ie, if cure_poison has set ident, we don't want
		cure_confusion to clear it...)
===========================================================================
Changes above here made it into the updated executable, angexe11.exe.
===========================================================================
