
---- Release 0.1 ----

Added ``Mutant'' race:
    
    Str: -5
    Int: +5
    Wis: +4
    Dex: -1
    Con: -3
    Chr: -5

    Each stat is also adjusted by plus or minus one.

    Resist Chaos, and one of:
	a) Poison
	b) Blind
	c) Acid
	d) Electricity
	e) Fear

Added ``Corrupted'' class:

    Str: -5
    Int: +5
    Wis: +5
    Dex: -5
    Con: -10
    Chr: -5

    The ``Corrupted'' get a new set of spells vaguely based on the
Illusionist spells, although the spells are more powerfull.
They can gain spells at any time, but the spell gained is random. 
The ``Corrupted'' books can't be bought, sold, or found.
Instead, a random book is received every 5 levels. If your race
is other than a ``Mutant'', all your stats are reduced at the same time.
The ``Corrupted'' cannot wield any weapon or wear any armor comfortably.
They also have twice as much mana as the other classes. All in all, 
this class is designed to be played without ANY weapons or armor.

Added ``Neuter'' sex. (For the Mutant class, ``Neuter Elf'' sounds pretty
ridiculous.)

---- Release 0.2 ----

Added a building for the Corrupted class.

Added new terrain -- chaos fog.

Added two new spells -- wall_to_chaos, chaos_destroy_area.

Added bad side effects when Corrupted spells fail.

It's possible to place chaos fog in vaults -- use 'F'.

Added alchemy. You can now find alchemical ingredients in the dungeon and
alchemy shop. You can use the ``$'' command to combine one or more
ingredients together. When the right recipe is used, you can get something
good. If you try to make something above your level, you'll fail and
get a side effect. Note that almost all recipes use 3 ingredients, and
the recipes are fixed for every game. Also note that the recipes
are not random and follow a rudimentary pattern, so that you can
build on top of your alchemical knowledge.

Added memory for alchemical recipes, under the ``general knowledge''
command. When the right recipe is used, even if it fails, the recipe
is remembered. Each character starts with a couple randomly known
recipes.

Added pets. They don't ever attack the player, and can fight other
monsters. The pets are downright viscious -- they track other monsters 
(somewhat stupidly) and cast spells at other monsters. Pets will act 
independently of the player, chasing other monsters on their own.
Regular monsters keep their old behaviour, i.e. chase the player exclusively.
The player can't attack his pet hand-to-hand, and casting damaging spells
on the pet will cause the pet to turn on the player.
The pets choose their spells carefully, and will not hurt the
player, but will nonetheless cast bolt and breath attacks at other
monsters. Monsters killed by pets give full experience, as if
the player physically killed the monster.

Breeder pets breed more pets, and summoners summon more pets.

Note that pets disappear along with other monsters when the 
player leaves the level. 

Also note that pets don't act if the player isn't around. This
is the normal angband behaviour for all monsters, and changing it 
would be slow and unbalancing.

Added new command -- ``#''. This will attract your pet's 
attention, and ``un-attract'' it if the pet is currently paying attention.
This works for all pets at the same time.
This will also aggravate monsters.
Use this command frequently to steer your pets around. (They tend to get
stuck frequently.)

---- Release 0.3 ----

Changed scroll ``flavor names'' to be readable. Now they sound like
real words. (Albeit non-english.)

Here are some examples from my save game:

forevsarok sunasha heripe ridela solulkupayd nelgausabyt tursaksawed
binite nejodal wergizun petunataz medalatem munoxa manabaman rosodo solisha
kligausakis mikodo bieranuval nisume redausa skiarze medevsarok nesisha
beko cosiona binaga fridionaplex seeinin xipe shuorne seearze sanala ninany
denornenej satagamil tuelorne tabornebar credishasna bekinge snolelapod 
binulkumar banasha sneypejor rolargo milyerge toxyergether tiliona rhovargo
satoode hereshe vlygumebek joreshebin dokuru rogeepe

Added a new class -- Beastmaster.
These are fighters who can summon pets. (Based on charisma).

    Str: +5
    Int: -10
    Wis: 0
    Dex: +5
    Con: 0
    Chr: +5

You can summon a finite amount of pets every 50', using the ``m''
command. (For consistency with the spellcasters.)

Added a display if the player is currently attracting pets.

Added a Scroll of Summon Pet.

---- Release 0.4 ----

Added religions. You can find altars in dungeons, and use the "O" command
to sacrifice something. The more you sacrifice, the better your standing
with your god. Eventually you will get many bonuses. If you neglect to
sacrifice, your standing will gradually go down, untill you get many bad
things happening to you. Once you pick a god, it is hard to switch, so
don't sacrifice at just any altar. There are currently 16 gods.

Added new option -- ``show_pet_messages''. Turn this off if you
don't want the screen to get flooded with messages from pets.

Added sacred and hated monsters. Depending on your religion, certain
monsters are sacred to your god. Killing them will cause your god
to retaliate. (By shooting blasts from the sky, of course.) Killing
a despised monster will give you triple exp.

Info on a monster's relation to your religion will show up in the
monster recall.

---- Release 0.5 ----

Fixed bugs with pet movements, and you also won't get exp for killed pets
anymore.

Added new race, ``Ghost''.
Ghosts start at around 5000', so beware! They can also pass through walls,
they have natural permanent light, speed +10, telepathy, and
a full map of each level.
They do not need a special building to learn spells.
They cannot use ``Word of Recall''.


    Str: +2
    Int: +2
    Wis: +3
    Dex: +3
    Con: +2
    Chr: -15


Added a command-line interface, by which I mean that most game commands
can now be typed as strings while inside the game. To access this, type
a single quote and type in your command. To get a list of all commands,
press a single quote and type ``help''.
You can press TAB for command completion.

Using the sacrificing commands while not on an altar shows you
info on your god, like what types of monsters are aligned with your god.

You can now find ``open'' dungeons, like the ones in Zangband -- i.e. 
the space between rooms is not rock, but floor, water, chaos fog, etc.

Added new race -- Munchkin. Warning: This class is strictly for cheaters!

Munchkins get +15 to all stats, pass-through-wall, permanent light,
+10 speed, telepathy, and a full map for each level. They automatically
identify every item on the floor. They also get a bunch of great items
every 50'. They don't need a building to gain spells, they start around
2500', and finally they gain levels very quickly. Also, the option
``cheat_live'' is set automatically.

Gods will never punish you while you are in town.

The One Ring will now grant you munchkinish powers.

You can now find dungeons which simulate the wilderness. These are
based on the ``plasma'' fractal, so they are quite realistic. 
(Considering the resolution is so low.) 

Added my own personal ``feature'' and ``color'' pref files for X11
to ``user.prf''.

---- Release 0.6 ----

If you have high charisma, low-level monsters sacred to your religion
will be generated automatically as ``pets''. Note that these pets do NOT
count towards your total count of pets. These pets do not appear next
to you but are scattered throughout the dungeon like normal monsters.
This provides an incentive to worship gods with lots of sacred monsters.

Replaced the battle-scarred veteran with the ``Town Guardsman''.

Added another fighter-derivative class -- Lycanthrope. You can use
the ``m'' command to turn yourself into a killing machine for a while.
Beware -- while turned you cannot use armor. (Plus you aggravate monsters.)

Added another race -- Golem. 

   Str:   +20
   Int:     0
   Wis:   -10
   Dex:   -10
   Con:    10
   Cha:     0

These get resist fear, resist confusion, absolutely MASSIVE damage bonuses,
and -10 speed. This really shifts the balance to make group monsters
extremely tough. (i.e. A level two golem warrior can kill a hardened
warrior in a couple turns, but gets devastated by cave spiders.)

Added two new monster flags -- ``INNOCENT'' means that Guards will
be summoned if the monster is killed.
``INSTAPET'' means the monster will always be generated as a pet.

The appropriate town monsters are now flagged ``INNOCENT'' and ``INSTAPET''.
Beware of killing the town guardsmen, as this could set off a nasty
``chain reaction''!

Added another race -- Leprechaun.

   Str: -20
   Int:   0
   Wis:   6
   Dex:  20
   Con: -10
   Chr: -10

They get sustain dexterity and reisist blind. 
As special destinguishing characteristics, they have speed +10 and
cause strange things to happen when attacking monsters. (Try it to see
what I mean.)

Added a new item flag -- ``WEIRD_ATTACK'' to grant weird attacks (like
with the Leprechaun) when weilded. Added two types of ego items --
``of Insanity'' and ``of the Jesters'' to provide this flag.

Added three artifacts to take advantage of ``WEIRD_ATTACK'' --
The Scythe 'Abominator'
The Quarterstaff 'Laughingstock'
The Dagger 'Pestilence'

Changed so that all intelligent monsters have the ``SMART'' flag set.

Added customizable insults from smart monsters. Smart monsters
will print a random insult from the ``insult.txt'' file.
(Stolen from Zangband)

Added silly messages when spells fail. These messages are gotten from
``sfail.txt''.

---- Release 0.7 ----

Added yet another race -- ``Death Mold''.

+20 to all stats, resist nether and nexus. Death molds cannot move.
Pressing an arrow key will first try to ``alter'' that terrain; 
Otherwise a ``phase door'' will be cast. Pressing the period
(run) key will bring up a menu of some special commands. Once
one of these is used, you have to wait a fixed amount of turns
before using these again.

Changed default options to my own preferences. 

Changed the game so that different races have different 
colors / symbols. That means that, i.e. a mutant is a purple `Q', 
an elf is a white `h', a half-orc is an `o', etc.

I know this is breaking a fundamental roguelike law, but I think
this is much better.

Changed the semantics of ``hallucinations''. Now you will get
useless descriptions of monsters and objects. (Gotten from
the silly.txt and silly_it.txt files.)

Added new flag, ``RANDOM_NAME'', which will prepend a random name
(gotten from ``mon_name.txt'') to the monster race name.
i.e. ``Foobar, the Village Idiot'' instead of ``the Village Idiot''.
These names are constant for a monster lifetime.

Set ``RANDOM_NAME'' for all humanoids. 

Note: The ``mon_name.txt'' included is a list of (mostly) randomly
generated names. 

Killing a monster will cause all other monsters in your LOS to
be awoken. 

Added a generalized shape-shifting mechanism. That means that a player
can assume one of the special shapes for a short while. Note that
it is impossible to wear armor while shape-shifted. While shifted,
the ``Title'' line on the main screen will show the name of your
current shape within square brackets. 

Added new option, ``race_chars'' to toggle whether the special race
player symbols get displayed.

Added 25, yes, 25 possible shapes to shift into. 
They are:
  Aboination, Wolf, Ghost, Insect, Goat, Ape, Statue, Chaos cloud, Sparrow,
  Kobold, Fire cloud, Cold cloud, Dragon, Hound, Vampire, Quylthulg, Angel,
  Serpent, Mana ball, Giant, Spider, Mold, Zombie, and Deity.

Note: When in the Quylthulg form, the ``m'' command is overriden to summon
pets, like a beastmaster!

You can use the debugging command ``control-a-shift-s''
to change into any shape. 

Added vampirism (Note: not related to Zangband) and levitation.

Added two new item flags -- 'FLYING', to grant levitation, and
'VAMPIRISM', to grant vampirism.

Added two new ego items -- Boots of Levitation, and Weapon of Vampirism.

Added new artifact -- The Scimitar of Undeath

Added new class -- ``Mimic''. A mimic is a class that takes advantage
of the shape-shifting code. You can now find books in the dungeon --
one for each shape. Using the ``m'' command on the book will try
to change into the shape corresponding to the book.

Added several potions to change the player's shape. Note that the 
more useful shapes cannot be achieved by potions.

---- Release 0.8 ----

Added gory messages in ``dam_*.txt'' files. When a monster is hit, 
instead of ``You hit foo'', there is now a more colorful message --
ex. ``You twist foo's leg!''. These are purely cosmetic.

Added some new monsters. Among them -- mutants, beastmasters, and
the infamous It.

Added readable scrolls. (Parchments) These will display a specific 
``book-*.txt'' file when read. 

---- Release 0.9 ----

Streamers will not mess up vaults anymore.

Added ``Themed vaults''. These are vaults that have a specific
``theme'' to them -- i.e. Dragon Lair, Orc Cave, Undead Laboratory, etc.
These have a much higher chance of appearing than regular vaults --
there is a flat chance of one being generated for any level.
These have been added to the end of v_info.txt.

You won't anger your God anymore when your pet kills a sacred creature.

Pet breathers won't turn on each other anymore. This makes hounds & such
viable pets again.
 
If the player is heavily damaged then sacred monsters will act differently --
if the sacred monster is smart, it will run away. Unintelligent monsters
will attack the player once and then will be punished by the God.

The `g' and `,' commands have been changed for immovable characters.
`g' will try to pick up objects on the ground, and `,' will activate
phase door. This means death molds can teleport when surrounded by
monsters. 

The `teleport-to' spell has been made more liberal -- you can now
teleport onto shops, stairs, quests, and items. 

When a Ghost character reaches the town level, he is granted the
ability to use word-of-recall. (i.e. WoR scrolls can be used.)

Persistent dungeons have been added. This is now an option on the
character creation screen. Note that levels are NOT saved to disk,
only the RNG seed is saved. Item and monster generation and player
memory is not persistent!

Made spell failure chances for Corrupted a lot smaller.

---- Release 1.0 ----

Removed the minimum spell failure chance restriction for Corrupted.

Made side effects a lot less dangerous.

Monsters will now hunt down pets if they can't see the player.
Note: This introduces a slight performance loss.

Added a new option, ``confirm_blasphemy'', that will prompt you
in case you try to attack a sacred monster. This goes under
the ``Disturbance'' menu.

Made pets more intelligent when tracking the player.

COMPLETELY reworked Corrupted spells. There are no more books,
instead you get a new random spell each level. The spell effects are
also random! 

To rename your Corrupted powers: when selecting or browsing a power,
press '/' then the letter of the power, then type the new name.

Potions and flasks will now explode when thrown or destroyed.
(A side effect of this is that a potion of death becomes an extremely
powerful weapon.)

If you are in very high favor with your god, you will be resurrected if
you die -- however, you will lose all your experience, and your stats
will be lowered permanently.

Added two new options -- ``allow_open_levels'', which toggles whether
open levels are generated, and ``cripple_pets'', which will forbid
summoning unique pets.

Stairs will now be generated at the player's location even on a 
flooded level.

Ghosts now start on a stair.

Added three more options, ``allow_theme_vaults'', which toggles
generation of theme vaults, ``weirdness_is_rare'', which makes open
levels and themed vaults rarer, and finally ``named_monsters'', which
toggles naming of humanoid monsters.

Changed special powers for death molds a bit -- it is now possible
to use your powers prematurely if you are willing to lose some
mana/health.

Changed movement for death molds -- now instead of teleporting
randomly, you will teleport somewhere to the direction you pressed on
the keyboard. This makes it possible to navigate through a corridor.

Added a new type of open level -- this one looks a bit like the whole
level has been destroyed, and then the rooms have been built.


---- Release 1.1 ----

Changed corrupted spells once again. Now the most of the spells will
be offensive ones. Also, offensive spells will now be named automatically.

The size of the monster race array has been increased to 32 bit capacity.
The reason for this is to allow more monster flags, as well as to 
remove the extremely annoying monster number limit. This is supposed to
break compatibility on 16 bit machines, though.

Enlarged the arena, and split it into 3 different monster sets based
on monster type. You can select the monster set you want when you
enter the arena. (Idea thanks to prfnoff@aol.com)

Different types of weapons now act differently. First of all, many monster
resist or are immune to particular weapon types. Second of all, sword
and polearm damage is now more random, while hafted weapons will affect 
monsters in weird ways on critical hits.

The monster attacks that used to be player-only (i.e. Mind Blast, Brain Smash,
Confuse, Fear, etc.) are now breath/bolt attacks. 

Added mutations, similar to Zangband. Note that none of the mutations
have activations, though some of them are spontaneously activated.
The mutations are about equally split between good and bad.
There are currently 66 different mutations.
You can view your mutations under the knowledge menu.

Mutants will now start with several mutations, though you won't
gain any when you gain levels.

Getting breathed on by chaos can now give you mutations, if you don't
resist chaos.

Added new monsters -- mutant kobolds.

Monsters won't fire/breathe at each other anymore.

Character dumps will now include a list of mutations, and the list
of Corrupted powers.

Added a potion of mutation.

Town guardsmen will now leave from the guard tower when you commit a
crime instead of appearing around you.

---- Release 1.2 ----

Added Yet Another random artifact scheme. This one is a little different
as random artifacts are ``miscellaneous'' magic items that have a
high chance of being nasty ``junk'' items. You cannot weild random
artifacts, but you can activate them even if it is not identified.

Added another stat, ``Sanity''. This acts like hitpoints for the most
part -- the most notable exception is that the only way to cure 
insanity is to drink a potion. You cannot cure insanity by resting.
Some monsters and magical attacks damage sanity instead of hitpoints.
If your sanity goes down below zero, you die.
You also get bonuses to sanity from high wisdom.

Added a Scroll of Recipe.

Totally revamped spell handling. There is now only one spellbook
for each class. The spells are now initialized from s_info.txt when
a new character is created. Note that there is no s_info.raw file,
as the character's spells are stored in the savefile.
Also note that the s_info.txt in version 1.2 should be
rewritten so that each class has it's own spellbook; There will
also be playbalance problems. In the future the s_info.txt will
be improved.

Mimics are now tougher fighters, and will start with the Book of
Sparrow.

Ghosts will now lose their ``ghostlike'' abilities when they reach
surface.

All recipes are now possible.

Added a new option to turn off flavored attack messages.

Added a Potion of Cure Mutation

Added the facility to ask your god for favors. Use ``p'' to pray, and
if your status is high enough you will get a reward. Note that if you
try to pray too often, you'll get really bad results!

(Note that priests will now use the ``m'' command to cast spells)

Priests and paladins will have a slightly higher chance of getting
better results from prayer.

Preists can pray about twice as much as other classes,
and Paladins about 1.5 times as much.

You can now see how likely your prayers are to be answered in the
priest building.

There is now a new option, ``confirm_prayers'', that will ask for 
confirmation when the player attempts to pray.

Completely revamped the vault/town/quest code. This was mainly done 
for code cleanup/maintainability, but there are some side-effects.

Most notably:

1. The town layout is now gotten from the v_info.txt. There is no limit
   on the number of town layouts there could be -- one will always be
   chosen at birth.
2. Arena layouts are generated the same way as town layouts are generated.
3. Quests are now REQUIRED to include a special level. i.e. There are no
   more ``kill x foo'' quests. 
4. Any quest can be requested at any time, though you can only have one
   quest at a time.
5. The building commands and prices have been changed. In particular,
   rumors have been implemented, the Weaponsmaster now costs more, but
   is open to everyone. You always have access to your home now.
   In general, you don't have to wait a certain time perioid to access
   building rewards.
6. The ``q_info.txt'' has been removed. All quest information is stored
   in v_info.txt


The message system has been improved. There is now a ``priority'' to
every message. Currently, the following priorities have been implemented:

``Temporary'', will not register in message recall.
``Normal'',    shows the message in white.
``Warning'',   shows the message in light green.
``Urgent'',    shows the message in yellow.
``Deadly'',    player is in high risk of death, red.
``Bonus'',     player has just been rewarded, light blue
``Big Bonus'', player has just been rewarded really well, blue
``Stupidity alert'', player has just done something stupid, purple.

There is now a concept of a ``monster generator''. That is, certain
locations will generate unlimited numbers of monsters when activated.
This is how guard towers in the town work.

---- Release 1.3 ----

Completely reworked the spell routines, yet again. Now all spells are
projectable -- for example, it is possible to cast a ball of identify
on a room of items, or confuse every monster in your field of view, etc.
The possibilities are pretty much endless since you can match any spell
effect with any spell projection. This also means that it will be
possible in the future to store item activations in a *_info.txt file.

Added a spellbook for the rogue and the ranger. The paladin still has
the priest spellbook.

Added several new neat spells -- for example, casting Word of Recall
on an item fetches that item, and casting WoR on a monster will teleport
the monster to the player.

Added individual monster sayings. You can specify lines for the
monster to speak by using the X: field in the r_info.txt. Note
that currently there are only a few monster sayings.
You can use Y: to reuse sayings in a different monster race.

