The following changes were made between version 0.5 and 0.5.1:

* Bug fix: Phial would never be generated if using the in-game code (the
  standalone a_info generator didn't have this problem).

* Made TELEPATHY, immunities, RES_DISEN and RES_NETHER more rare.

* Increased probability of INT and WIS on helms and crowns.

* Minor bug fix: make sure the special artifacts (lights, rings, amulets)
  ignore the elements.

The following changes were made between version 0.4.1 and 0.5:

* The power level is now chosen by analyzing the abilities of the original
  artifact, rather than applying a formula to the level and rarity of the
  artifact.  (Mormegil and other bad artifacts goes to a low positive value
  instead of a hideous negative number, and Deathwreaker et al. are limited
  to 120 points instead of 200+.)  The 4 bad artifacts are cursed (twice)
  after the powers have been allocated.

* Implemented minimum-instance restrictions: if the generator does not
  produce a certain number of each of the basic types, the process is
  restarted.  The minima apply to swords (5), polearms (5), hafted
  weapons (5), bows (3), body armor (5), shields (3), cloaks (3),
  headgear (4), gloves (4) and boots (4).  This can sometimes cause the
  generation process to take longer, but is usually less of a problem
  than trying to find a sufficiently weak base item type for the three
  bad artifacts.  UNRESOLVED ISSUE: starting over doesn't re-read the
  original a_info, so power evaluation becomes second-generation, then
  third-generation, etc.  Subsequent generations tend to decrease in power
  slightly, but not always.

* Tweaked relative probabilities of base object kinds; weapons and body
  armor are slightly less common, while other armor parts are slightly
  more common.

* Fixed a bug in the artifact power evaluation algorithm: add points for
  weapon damage bonuses AFTER multiplying the base-kind and damage dice
  points by the slay/brand factors, instead of before.  Damage bonuses are
  not multiplied by slays/brands in combat.  (This bug caused evalution of
  some standard artifacts to come out with WAY too many points.)  To
  compensate for this, multiple-blow weapons had to get a higher point-penalty.

* Tweaked artifact power evaluation algorithm: negative stats now give small
  (linear) penalties, as opposed to high (quadratic) bonuses.  (This was
  discovered when Beruthiel was evaluated....)

* Modified artifact power evaluation: bad powers now subtract points.  This
  brought back a little of the earlier behavior (artifacts with lots of
  bad powers and lots of great powers), so to compensate I allow the artifact
  power selection to stop if the power goes sufficiently negative.

* Tweaked base object kind selection heuristic: the selected base object
  (including its intrinsic abilities and body-armor-resistance-hacks)
  now cannot exceed 80% of the suggested point value, instead of nearly all
  the allowable points.  Also, base-object-kind points must be at least 10%
  of the total, which prevents silly things like the generation of a dagger
  (with a slew of powers) as a level-95 artifact.  Object selection is tried
  a maximum of 200 times per artifact; this only matters in the low-end
  case, and tends to cause a medium-low-power artifact to be generated
  instead of a truly low-power one.

* BLESSED weapons should always have a WIS bonus; sharp weapons with a WIS
  bonus will be BLESSED unless they are CURSED.  Increased the proability
  of a WIS bonus on weapons.

* No more negative BLOWS weapons.

* Increased chance of a CON bonus on body armor.

* Decreased the probabilities of BRAND_ACID and BRAND_ELEC.  Removed IMPACT
  (neat effect, but it's too tricky to deal with properly).

* High-power artifacts with low rarity will have their rarity boosted.  This
  compensates for Bladeturner et al. which had extremely rare base item
  kinds and thus had a low rarity in the a_info file.  Unfortunately, this
  doesn't help in the opposite case (e.g., some high-rarity item which used
  to be a long sword is now a Mace of Disruption).  Oh, well. ;-)

* Added command-line switches to the standalone randart: -v (verbose), and
  -s (specify seed).

The following changes were made between version 0.4 and 0.4.1:

* Artifacts generated when using the in-game option (as opposed to a custom
  a_info.txt file generated by the standalone randart) now ignore the four
  elements as they are supposed to.

The following changes were made between version 0.3 (first public binary
release) and 0.4:

* Everyone's favorite: cursed items are now much less common!  (This also
  allows BLESSED weapons to be more common, since the two are mutually
  exclusive, with CURSED overriding BLESSED.)  TELEPORT is particularly
  rare.

* Overall power levels of artifacts have been decreased (by only counting
  half the rarity instead of all of it).  Deep but common artifacts are
  still rather powerful.

* Base item kind is chosen with the artifact's level taken into account.
  If a too-powerful base kind is chosen, it will be rejected, so with any
  luck, every artifact will have some special ability (other than ignoring
  the 4 elements).

* Activation text is "generic" instead of containing the object kind.

* Body armor is much more likely to have elemental resists now.

* The Westernesse slays (orc, troll, giant) are "linked".  If one of them is
  added, it is fairly likely for each of the other two to be added.

* Slay undead and slay demon are linked as per the Westernesse slays.

* Weapons which get extra attack dice are more likely to get several dice
  instead of just one.

* Enchantment bonuses have been improved in most cases.  Speed bonuses are
  sometimes much higher.

* Aggravation overrides negative stealth (it was redundant).

* Experience draining overrides hold life (silliness).

* High stealth bonuses are worth many more points (it's now quadratic, like
  high stat bonuses, instead of linear, like speed).

* IMPACT is less common.

* Various subtle changes -- kind-specific powers are more likely, some
  probabilities have been tweaked, cost penalties for curses are larger,
  etc.
