Changes Angband 3.0.6:
- Wands and staves are no longer destroyed when a recharge attempt
  backfires.  Instead all the charges are drained.
- Renamed the artifact short sword 'Gilettar' to 'Dagmor' since that
  name is mentioned for the sword of Beren in Tolkien's notes.
  (suggested by Tyler Witter)
- Added a new type of subwindow for displaying the dungeon area around
  the player.
- Added a new subwindow type "Display player (compact)" that displays
  the left-hand-side of the main term (player stats, hitpoints, gold,
  ...) in a separate window.
- Added a new window type that displays the info from the status line.
- Turned the "scroll map while targetting" option permanently on.
- Added a display of the temporary resists to the status line.  The
  resists are only displayed if there is enough room after the dungeon
  level (when using a main or status term with at least 85 cols).
  The verbosity of the output (between "Acid Elec Fire Cold Pois" and
  "AEFCP") depends on the term width.
- Display the player's speed in the character dump and on the info page.
- Identified scrolls can now look different from unidentified ones.
  This allows the use of the individual scroll tiles created by David
  Gervais.
- Allow the ammo-branding activation of 'Cubragol' to be aborted without
  using up the charge. (Diego Gonzalez and Jeff Greene)
- Use actual monster and object symbols instead of a list of hardcoded
  symbols when hallucinating.
- Added Craig Oliver's Sound FX Patch version 1.1 that adds about 120
  new sound events to the game.
  (see also http://www.chambrook.org/angband/soundfx.php)
- Scroll the map when the player is 1/4th of the visible grids away from
  the edge of the map display.
- Allow the OS X version to be started from a read-only medium, for
  example from a disk image or a central installation under
  'Applications'.  All user-specific files like savefiles, scores,
  char-dumps, and saved preferences are stored in
  'Library/Preferences/Angband/' and its subfolders inside the user's
  home directory.
- The Mac OS X application bundle now includes all the necessary files
  from the lib folder.  The separate lib folder in the distribution is
  no longer necessary.  This means that the OS X version can now be
  installed by simply dragging the application icon to the target
  directory.
- The OS X version would crash when changing the sound or graphics
  options before a character was created or loaded. (reported by Patrick
  Hughes)
- Don't save the Mac OS X preferences on exit if the game hasn't been
  initialized properly to prevent corruption of the preference file in
  case of an error at startup.  Skip loading the preference file if it
  is broken. (problem reported by Matt Stone)
- Include the basic Angband sound files per default in the OS X version.
- Made the tile size independent of the font size in the X11 version.
  Store various window settings like the window size between sessions.
- Don't add a hardcoded 'games' subdirectory to the installation path on
  multi-user machines.
- Allow all user created files to be saved in subdirectories under
  ~/.angband/Angband/ when PRIVATE_USER_PATH is defined.
- Allow the use of the 'vcs' display module on systems with devfs-style
  '/dev/vc/*' terminals.
- The virtual console (vcs) front-end does now implement cursor
  visibility and bigscreen support.  (Alexander Ulyanov)
- Enable cursor visibility in the "gcu" front-end on Linux systems.
  (Alexander Ulyanov)
- Fixed a bug in the Xaw frontend, which made Angband crash if the main
  window geometry was specified as an X resource. (Alexander Ulyanov)
- Make X11 frontends show floors as centered dots, walls as blocks, and
  treasures as diamonds. (Alexander Ulyanov)
- Removed the restriction of bigtile mode to the main window in the X11
  version.
- Added Alexander Ulyanov's Linux framebuffer display module from:
  http://posband.earthsea.org/misc/angband-lfb-20050220.tar.gz
- Added compile instructions for MinGW/MSYS on Windows. (Tuomas
  Hrknen)
- Added compile instructions for gcc on Mac OS X.
- Fixed a stupid bug that could cause the game to hang or crash when
  killing quest monsters near the edge of the dungeon. (Ivan Tuckwell
  and Dr. Andrew White)
- Added missing tiles and tile assignments for the 32x32 tiles. (Ivan
  Jekic and David Gervais)
- The charges of rods of perception weren't handled correctly when
  compiling with scripting turned off. (reported by "Twilight" and Jeff
  Greene)
- Cursed speed rings should not increase the level feeling. (Anssi
  Ramela and Jeff Greene)
- Refresh the list of visible monsters after (Mass) Banishment,
  Earthquake, and Destruction spells, when using the 'delete nearby
  monsters' function in debug mode, as well as when pressing Ctrl-R.
  ("Twilight")
- Don't try to write zero-length blocks when saving the lib/data/*.raw
  files. (suggested by Juha Niemimaki)
- Corrected the item description for scrolls of recharging. (reported by
  Hugo Kornelis)
- Fixed a Angband 3.0.6 alpha 1 specific crash with the Mac OS X 10.4
  (Tiger) caused by releasing a reference that should not be released.
  (reported by Harry Erwin)
- The experience loss as a result of one of the One Ring's activations
  is now 1/4 of both max and current experience instead of the
  unintended reduction of max exp by 3/16 of the current experience.
  (Hugo Kornelis)
- Cleaned up the handling of experience draining when the player has
  Hold Life. The fixed part of the exp drain by nether breaths is now
  also reduced by Hold Life. (Hugo Kornelis)
- The 'star ball' activation fired one ball more when scripting was
  enabled.  (Hugo Kornelis)
- The object description for the 'cure wounds' activation reads
  "activates for cure wounds (4d7)", but it actually cures 4d8 points of
  damage.  The description has been fixed. (Hugo Kornelis)
- The "recharge item" artifact activation can now be canceled at the
  "Recharge which item" prompt without draining the artifact's charge.
  (Hugo Kornelis)
- The symbol for the Shield of Deflection was a light blue [ instead of
  a ) like all other shields. (Hugo Kornelis)
- Reduced the price for "Raal's Tome of Destruction". (Hugo Kornelis and
  Timo Pietila)

Changes in Angband 3.0.5:
- Summoned creatures appear near the caster now instead of near the
  player.
- Made rods of detection invulnerable to electric attacks.
- Restored the old behavior of the Glyph of Warding to protect against
  direct melee attacks when standing on it.
- Rods can no longer be drained by monsters.
- The minor vault "Interlock" had switched height and width definitions,
  causing it to be created in a chaotic state. (Werner Baer)
- Spells that prompt the user for an item (identify, enchantment,
  recharging) or an monster letter (banishment) no longer use mana if
  canceled.
- The order of mage spells in the books in the non-Lua version is now
  the same as in the Lua version.
- Give energy to monsters and the player at the end of the game turn
  instead of at the start.  This prevents various odd effects when
  loading a saved game. (reported by Phil)
- The activation descriptions for rings were missing with Lua scripting
  turned off. (Jeff Greene)
- The SHATTER (earthquake) attack of monsters can cause the player to be
  pushed into another position.  Processing of the remaining blows of
  the monster should stop in that case. Otherwise the player could get
  hit "through a wall" that was created by the earthquake. (Jeff Greene)
- Removed the autoroller delay.
- Cleaned up the paragraph handling in the object descriptions.
  (Hallvard B Furuseth)
- "It cannot be harmed by acid and fire" should be "... acid *or* fire".
  (Hallvard B Furuseth)
- Piles of wands, staves, and rods can be used from the ground without
  picking them up first.
- Fixed a problem in the Unix/Linux makefiles.  The POSIX standard
  doesn't allow a dot instead of a colon as separator for the chown
  parameters.
- Removed an accidental use of floating point code that prevented
  Angband from running on old machines without an FPU.
- Removed unnecessary event handlers that negativly affected performance.
- The "pseudo graphics" used by the (n)curses version didn't support
  terrain lightning correctly.
- The window resize control was sometimes overwritten with a black tile
  in the OS X version.
- Removed the warning message about missing preferences from the OS X
  version.  The first thing a new player sees after starting Angband
  shouldn't be a "scary" message.
- Added a Windows helpfile created by Jordan Hobbs.
- Added project files for building Angband with MS Visual C++ 7.1.
  (Tasha Jessup)

Changes in Angband 3.0.4:
- Made the water vortex immune to water-based attacks.
- Chaos resistance protects against confusion by chaos based attacks.
- Smoothed out the tables for extra mana-points per level, hitpoint
  bonus from constitution, "spells per level" vs. "spell stat", and
  INT/WIS dependent failure rate adjustment.  The old steps have been
  replaced by a steady increase, so small stat improvements are more
  useful.  Please note that this will also affect characters imported
  from older versions, so these might gain or lose some spells, mana,
  and hitpoints when imported into Angband 3.0.4.
- Gave the 'thanc daggers a 2d4 damage dice instead of 1d4 and made them
  more common. (Jonathan Ellis)
- Gave each of the Paur* gauntlets a single minor power (slow-digestion,
  regeneration, permanent light, feather fall) and made them more
  common. (Jonathan Ellis)
- Rods, wands, and staves with different charges can now be stacked.
  (based on the NPPAngband version that in turn is based on
  Leon Marrick's rod/wand stacking in OAngband.
- Rods can't be recharged anymore, but can be vulnerable to electricity.
- Rods of Recall, Perception, Curing, Healing, Restoration, and Speed
  will not be destroyed by electricity.
- Made Raal's Tome of Destruction more, and Kelek's Grimoire of Power
  less common. (Timo Pietil)
- Heavy crossbows no longer can get the 'of the Haradrim' suffix and
  'light crossbows of the Haradrim' get a smaller damage bonus. (Timo
  Pietil)
- Removed fire brand from ammo 'of Holy Might'. (Timo Pietil)
- Give the short range teleport effect from gravity attacks on monsters
  an additional 1 in 3 chance to teleport the monster away.  This should
  make abusing the Rift spell a bit harder.
- Added a level dependent chance to resist the teleportation effect of
  gravity attacks for monsters and the player. (suggested by Jonathan
  Ellis)
- Junk items like broken sticks, empty bottles, and rodent skeletons are
  no longer generated in the dungeon.
- Removed the old haggling code.  The auto-haggling code is now
  permanently active and will give the normal price of items without the
  10% "sales tax".
- Replaced the old screendump code with HTML screendump code that
  handles graphics, bigscreen, bigtile, and other display oddities much
  better. (based on the htmldump-patch by Darkgod).
- Added support for artifact and ego-item descriptions. (with help from
  Hallvard B Furuseth)
- Added artifact descriptions.  The texts are mainly taken from OAngband
  and other variants. (Jonathan Ellis)
- Added object descriptions assembled by Hallvard B Furuseth.  The
  descriptions are mostly copied from obj-long.spo version 3.0.2 by Hugo
  Kornelis, Stephen S. Lee, Leonard Dickens and Craig Lewis.
- Added ego item descriptions for some ego types. (Hallvard B Furuseth)
- "Easy open" ignores broken doors now when trying to close doors.
- Added the equipment flag matrix to the character dump.
- Added new 8x8 tiles and tile definitions provided by "Dawnmist".
- Added the player's maximum depth in the dungeon to the character
  display and the dump.
- Removed several broken tile definitions for the 32x32 tiles.
- Use the proper monster flags instead of workarounds for various
  resists and immunities.  This also allows the reporting of these flags
  in the monster recall and the spoilers. (pointed out by Leon Marrick)
- You can now use either 'm' or 'p' to cast spells or pray.
- Allow direct melee attacks on visible monsters in walls.  You still
  have to tunnel into the wall if you are trying to attack an invisible
  monster. (suggested by Greg Stark)
- Show infos like "It cannot be harmed by the elements." when
  'Inspecting' books, just as for other item types.
- Changed the behavior of the 'auto_more' option, so that it
  automatically skips '-more-' prompts instead of not displaying
  messages on the top line. (Tom Houser)
- Changed the "Do you really want to quit?" prompt to "Do you really
  want to commit suicide?".
- Added a 'show scores' command to the knowledge menu.
- Changed the wording for the scores display a bit.
- Added the kill count of non-unique monsters to the knowledge menu.
- Added a modified version of Mogami's macro trigger patch. This patch
  modifies how macro trigger keys are displayed on screen and written in
  .prf files.  The trigger keys are no longer displayed in ugly key code
  style, such like ^__FFBE\r or ^_O_FF53\r, but in more smart style,
  such like \[F1] or \[alt-Right].
- Added a better character selection screen with support for using the
  cursor keys, display of info about the various race and class choices,
  and context sensitive help.  The code is based on the EyAngband's
  birth screen that again is probably based on ZAngband's birth screen.
- Select the sex, race, and class choices from a dead character as
  defaults for a new character.
- Added a stripped down version of Takeshi Mogami's "auto_dump" feature
  from Hengband.  Automatic pref file dumps from the game are now
  marked, so that they can be replaced when dumping to the same
  pref-file again.
- Allow the banishment spell to be aborted at the "Choose a monster race
  to banish" prompt without using up a scroll or charge.
- Added John Rauser's monster list patch that allows the user to display
  a list of the visible monsters in a window.
- Improved the navigation in the help files.
- Recharging wands or staves that have been fully *identified* before
  will now automatically reveal the new number of charges in the device.
  This fixes a bug where an already *ID'ed* wand or staff couldn't be
  *ID'ed* again after recharging (but plain ID works), despite the
  number of charges being unknown. (bug reported by Eddie Grove)
- text_to_ascii() didn't check that the characters used in \xAB
  sequences represent real hex characters.  Invalid hex sequences are
  now converted to the '?' character. (reported by Kieron Dunbar)
- Improved the handling of incomplete '\x' sequences in macros.  The old
  code could skip the final NUL-byte of the string if it ended with
  '\x', leading to a potential buffer overflow.
- Fixed a typo in the description of the "wild cat". (Jay McAbee)
- Monster groups ignored their fear when the smart_packs option was
  turned on. (reported by Eddie Grove)
- Rods and staves of probing are no longer automatically identified when
  used without a monster nearby. (reported by "someog")
- Prevent the player from being hit multiple times by area effect spells
  and breaths that can blink the player (nexus, gravity).
- The player can now get a level feeling when entering level 1 without
  spending 1000 game turns in town first. (Tom Houser)
- Branding ammo or weapons will now automatically try to combine and
  reorder the resulting objects, even if the enchantment of to-hit and
  to-dam fails. (reported by John D. Goulden)
- Try to output minor warning messages (such as "illegal option choice"
  when selecting a non existing item for a command) as soon as possible.
  (reported by "Mogami")
- Show all minor error messages immediately in the message window.
- The effects of light spells are only obvious if you aren't blind.
- Wands and rods of light don't give a message and aren't automatically
  identified when using them while blind. (reported by Steve Kroon)
- Refilling a latern from a stack of laterns will now only use the oil
  from one latern, not from the whole stack. (reported by Jay McAbee)
- Prevent earthquake/destruction spells from working in town.  This
  prevents inappropriate messages (like "The cave ceiling collapses!").
- Automatically try to load the "Kobold.prf" file at startup if the
  player is a Kobold.
- Improved the output of item and monster descriptions in spoilers and
  character dumps.  In some cases punctuation and spaces were wrapped to
  the next line.
- The basic object spoilers only reported the prices for unidentified
  items.  (reported by Hugo Kornelis)
- Only print the "You feel (less) resistant to ..." messages when not
  immune to the specific element. (reported by Jeff Greene)
- The cursor keys in the X11 ports behave the same way now, no matter if
  num-lock is on or off.
- Change colors in main-gcu.c. This is Dominik Grzelak's patch to change
  bright white from blue back to bright white. (Ed Cogburn)
- Added a workaround for a bug in the curses version with USE_GETCH.
  The news.txt screen was erased by the first call to the getch()
  function. (Frank Palazzolo)
- Angband consumed 100% of the cpu while waiting for a keypress in the
  GTK port. (Sheldon Simms)
- Allow text to be copied from the game window in the X11 port.
  (modified version of the code in Kieron Dunbar's sCthangband 1.0.10)
- Added transparency support to the 32x32 tiles in the Windows port.
  This requires a modified tiles bitmap and a new transparency mask
  originally created by Andrew Doull:
  ftp://clockwork.dementia.org/angband/Extra/graf-32x32-304.zip
- Removed the hackish 'Show scores' menu entry from the Windows version.
  Use the new knowledge menu entry instead.
- Applied lots of Mac specific patches by "pelpel".
- Allow initialization of the game to continue, even if the
  lib/data/*.raw files can't be written.  In that case the data parsed
  from the lib/edit/*.txt files stays in memory and is used instead of
  the *.raw data.  This currently wastes some memory, since the text
  arrays are not resized to the minimum required length.
- Added a performance tweak for the Angband Borg.
- Increased the data-type of the shopkeeper purse limit from signed
  16 bit to signed 32 bit.  This will allow shopkeepers with a higher
  limit than 32768 gold to be added.
- Added a compile time option to store the savefiles and scores in the
  player's home directory (under ~/.angband/Angband/) on multi-user
  machines.
- Use a different delay function in the DOS version that works around
  the restricted 55ms resolution on Windows 2000 and XP.

Changes in Angband 3.0.3:
- Reduced the size of the 32x32 tiles bitmap.  The smaller bitmap should
  fix the problem on older Windows versions (Windows 95 and 98) with
  restrictions of the maximal bitmap size .
  The tiles are available as a separate download from:
  ftp://clockwork.dementia.org/angband/Extra/graf-32x32-302.zip
- Fixed a bug in the text-output routines used for character dumps that
  sometimes introduced bogus output. (reported by Pasi Vartiainen)
- Fixed a wrong entry in the template for the X11 startup shell script.
  ("Mynstral")
- Fixed the display of *slays* in character dumps. (Matthias Kurzke)
- The "It might have hidden powers." message will now displayed in the
  character dumps.  This makes it easier to see if an artifact or ego-item
  with random abilities has already been *identified*.
- Curses on unidentified items are no longer revealed in character dumps or
  in the output of the 'Inspect' command.
- Fixed a typo - "intellegence". (Greg Stark)
- Updated the DOS version to compile with the latest version of the Allegro
  library.

Changes in Angband 3.0.2:
- Limited the maximum size of floor stacks to 23, so that get_item() can
  always display a list containing all objects.
- Renamed 'genocide' to 'banishment' and 'mass genocide' to 'mass
  banishment' since that name fits much better to the effect.  The priest's
  'banishment' spell has been renamed to 'banish evil' to avoid confusion
  and since that is what it actually does.
- Replaced silver arrows and bolts with mithril ammo since slay evil was
  too powerful.
- Changed the color of seeker bolts to green since there are so many 'light
  blue' ammo objects now.
- 'Golden staves' had the wrong color. (John I'anson-Holton)
- Improved indentation of the object descriptions in the character dump.
  (Andrew Sidwell)
- Destruction/Earthquake spells didn't properly destroy stacks of objects.
  After saving and loading the game, parts of the stacks were restored.
  (reported by Matthias Kurzke)
- Zapping a stack of recharging rods would instantly recharge all but one
  of them. (Tormod Haugen)
- Fixed an error in the LCC Makefile.
- Fixed an off-by-one error that prevented savefiles with the maximum
  number of monsters or objects from loading correctly. (Takeshi Mogami)
- Fixed an abuse that allowed the player to kill a monster with a ball
  spell by staying out of sight and detection range of the monster while
  the monster just patiently waited without ever getting a turn (reported
  by Tormod Haugen).  Wounded monsters will now always get their turn, even
  when out of range.
- The Elfstone 'Elessar' and the Jewel 'Evenstar' have the INSTA_ART flag
  now to make the APW-Borg happy.
- Amulets of resistance are now fully known after identifying one for the
  first time. (Dr. Andrew White)
- The option for flushing of pending input when failing to cast a spell
  didn't work.
- Fixed several bugs in the scorefile handling that could lead to
  duplicated entries for a single character. (reported by Hallvard Furuseth
  and Mauro Scarpa)
- Unified the code for object infos and artifact spoilers. (Andrew Sidwell)
- Added event-handler code to call Lua functions when things happen	in the
  game.
- Allow multiple Lua event handlers per event.
- Moved the generation of the player's fixed starting equipment (food and
  torches) to a Lua event handler.
- Which objects a store will buy and sell is now determined by a Lua
  script.
- Added various improvments to make finding errors in Lua code easier.
- The lib/edit/*.txt files can now optionally contain the names of the
  default object, monster, terrain, and flavor colors instead of just a
  character specifying the Angband color code.
- Changed the format of the flavor.txt file to make parsing easier.
- Allow the use of the Angband version number in conditional statements of
  the *.prf file format.
- Added Takeshi Mogami's bigtile patch that allows tile-graphics to have
  doubled width.
- Added support for David Gervais' 32x32 tileset to the Windows, X11, and
  XAW ports.  The tiles are available as a separate download from:
  ftp://clockwork.dementia.org/angband/Extra/32x32.zip
  (Takeshi Mogami)
- Improved the error message when a font can't be loaded in the X11 and
  XPJ frontends.
- Fixed a memory leak when switching between the various tilesets in the
  Windows version.

Changes in Angband 3.0.1:
- Added support for creating ego-item light-sources in ego_item.txt.
- Added bigscreen support to main-gcu.c. (pelpel)
- Check the panel-bounds more carefully to prevent problems when using
  a huge main window (heigher or wider than the dungeon).
- Added the missing error message for a vault that is too big.
- Applied the bugfixes from the new Lua 4.0.1 release. (Lua devteam)
- Added a boundary check to the macro adding code to prevent crashes
  when defining more than the maximum number of macros. (Eytan Zweig)
- Fixed various potential buffer overflows.
- Updated the Makefile for the lcc-win32 compiler and added compile
  instructions to compile.txt.
- Added x-spell.o and use-obj.o to various Makefiles and fixed some
  missing dependencies. (Hallvard B. Furuseth)
- my_strnicmp() in main-ros.c was quite buggy. (Hallvard B. Furuseth)
- The islower(), isupper(), ... and the tolower() and toupper()
  functions take an 'int' as the argument but actually expect it to be
  an 'unsigned char' or EOF.  We now cast the argument to 'unsigned
  char' to prevent breakage with 8-bit character data on hosts where
  'char' is signed.  (based on the patch by Hallvard B. Furuseth)
- Fixed an off-by-one error when checking if playing Angband is allowed
  at this time of day. (Hallvard B. Furuseth)
- Fixed the activation of 'The Shield of Deflection of Gil-galad'.
- Show the 'cursed' flag of artifacts in the spoilers. (KUSUNOSE Toru)
- Fixed a bug that allowed changes to the 'birth_no_stacking' birth-
  option to affect the current game. (KUSUNOSE Toru)

Changes in Angband 3.0:
- Added Jonathan Ellis' JLE patch that adds a new player race
  ("Kobold"), many new artifacts, vaults, monsters, objects, and
  ego-items; rebalances the gameplay; and adds a new color scheme for
  monsters.
- Added some new object flags ("kill demon", "kill undead"),
  activations, monster attacks ("cause halluzination") and monster
  spells/abilities (summon animal, throw boulder) for the JLE patch.
- Replaced the Mage, Rogue, and Ranger spell-lists with the spell-list
  from Greg Wooledge's GWAngband. This gives magic-users a much broader
  range of attack-spells to choose from including chaos, nether, sound,
  shards, and gravity effects.  Other big changes are the removal of
  the 'Globe of Invulnerability' and the addition of 'Rune of
  Protection'.
- ***** WARNING *****: All spells known by magic-users are discarded
  when importing an old savefile, so that the player can choose freely
  from the new spell-list.  Don't forget to relearn your spells before
  trying to use them.  Macros/keymaps with old spells probably won't
  work anymore - change them if necessary.
- Standing on a glyph no longer protects the player from melee
  attacks.
- Increased the range of infravision granted by potions of
  infravision to +5.
- Increased the damage of many wands and rods.
- The player can now reset the recall depth when recalling from a
  level above the deepest reached level.
- Adjusted the damage caps for various breath attacks. (JLE)
- Made the light radius cumulative.
- Added the Lua scripting language < http://www.lua.org/ > for easier
  customization.  Currently the scripts handle the effects of using
  objects such as staves, wands, rods, potions, scrolls, food, and
  activatable objects.  The player-spells are also defined in a script.
- Added support for object descriptions that are displayed when
  examining objects.
- Moved the item flavors into an external file and added *.prf files
  for the flavors.
- Added message compression ("You tunnel into the granite wall. <5x>").
- Added a display of the player's current equipment aka "equippy chars"
  to the main screen.
- Various prompts at player birth use 'Enter' instead of 'ESC' now.
- Added a no-item-stacking-on-floor birth-option.
- Improved the layout of the store prompts a bit.
- Added basic support for a bigger main window (bigscreen). Note that
  the town will be regenerated when loading an old savefile, so don't
  leave any objects on the floor when you upgrade your savefile!
- Added support for a hitpoint-warning sound effect.
- You can now browse books in the stores.
- Reorganized and cleaned up the list of options.
- The known uniques list is now separated into two columns to make it
  easier to read. One column for the names and one for the
  "is dead/alive" text.
- Allowed examining multiple items without having to return to the
  tombstone screen.
- Added an option to review messages to the tombstone.
- Changed the keys to view high scores from 't' to 'v' and allowed
  upper case for each of the options in the tombstone screen.
- Added color to the monster recall.
- Allowed using the roguelike keyset to navigate in the options screen.
- Savefiles from pre-2.9.0 versions are no longer accepted.
- Replaced the old (Acorn) RISC OS code with a newer version.
- Added new VisualC++ 6.0 project files provided by Peter Rowe.
- The default number of windows for the GTK port is now 1 instead of 8.
- Fixed a crash-bug on WinXP machines when reading the filenames of
  sounds. (Werner Baer)
- Executables build with configure under Cygwin no longer require the
  Cygwin DLL.
- Added the latest Amiga code (Bablos).
- Fixed a possible crash when searching disarmed chests for traps.
- Monsters draining large stacks of wands or staffs could get negative
  hitpoints due to the overflow of a signed 16 bit variable.
- Fixed the problems with the 'repeat command' command.
- Bounds-checking for detection spells and some wizard mode commands
  was missing.  That could cause crashs when resizing the Terms.
- 'Interact with visuals' could display negative char numbers.
- Don't partially repair blasted equipment when loading the savefile.
- Fixed a bug that caused an infinite loop in the RNG when the u32b
  type has more than 32 bits.
- The confirmation for wizard mode was required every time wizard mode
  was switched on.
- Vaults could sometimes have up to 9 times the requested number of
  monsters.
  Improvements by Hallvard B Furuseth:
- Running 'angband --help' will now display basic usage info.
- Problems with the lib/ folder were not correctly reported when using
  the (n)curses interface.
- Fixed a minor problem with curses on machines with signed-chars.
- Fixed a possible integer overflow in the gamma correction code on
  16 bit machines.
- Various bugfixes and improvements in the SLang, XAW, VME, VCS, GCU,
  XPJ, Acorn, and GTK frontends.
- Several changes to the autoconf support like better handling of
  "--with-libpath=<path>", better detection of the Athena Widget set,
  compiling GTK versions with "--enable-gtk", and the result of the
  usleep() detection is now actually used.
- Fixed a compatibility problem with 64 bit machines.
- Corrected two wrong option names in the help files.

Changes in Angband 2.9.3:
- Rogrog the Black Troll resists acid instead of cold.
- Algroths resist poison.
- Moved the player-class info to an external lib/edit/p_class.txt file.
- Unified parts of the *_info.txt parsers.
- Improved the error-messages when parsing *_info.txt files.
- Examining an item that ignores all elements now shows "It cannot be
  harmed by the elements." instead of one line for each element.
- Updated the documentation for the lib/edit/*.txt file formats.
- The randart info is now stored in the savefile.
- Various command-line options like wizard- and fiddle-mode are now
  available from the *.ini file of the Windows version.
- Improved the GTK, X11, and XAW ports.
- The cursor in the X11 and XAW modules is a rectangle, instead of a
  filled box.
- Made the windows of the XAW module resizable.
- Added Steven Fuerst's X11 projected view (start with -mXPJ where
  available).
- Potions of life will now restore stats before healing to provide full
  health even if CON was drained.
- Added the Linux vcsa display driver written by Alexander Malmberg.
- Gave the *_info.txt files more meaningful names.
- The EASY_KNOW flag is no longer hardcoded for various item types.
- Added a workaround for a bug in the Borland compiler for Windows.  The
  game crashed when parsing an lib/edit/*.txt file containing 11 player
  races.
- Fixed a bug that could cause the random artifacts to be different
  depending on the used compiler and optimizations.
- Replaced several magic numbers with the proper constants.
- The lesser vault "Planet X" was labeled as greater vault.
- If a custom player race has both an elemental immunity and resistance
  then only the resistance was shown in the character display grid.
- Fixed a typo in the "bless" spell.
- Ego-items generated in vaults should now be of the proper level.
- Used staircases are now always marked as known when the connected_stairs
  option is turned on.
- Added a new macro action that stops macro execution when the game is at
  a prompt, and is ignored otherwise.
- One type of cross shaped rooms was never been generated.
- The error checking when parsing artifact.txt, ego_item.txt, monster.txt,
  and p_race.txt didn't warn about duplicated entries.
- It's now possible to create junk items in wizard mode.
- The easy_open option no longer counts doors under the player when
  determining which door to close.
- The cheat_know option marked monsters as known even after it was turned
  off.
- The experience gained from killing monsters was sometimes incorrect
  after tweaking the maximum experience in wizard mode.
- The spell-info for the mage's fire-bolt spell was used for the stone to
  mud spell.
- Examining an item in the home displayed the item as if it was
  identified, even if it wasn't.
- The Windows version didn't exit correctly when starting with a savefile
  from the command-line.
- Pref files for player races were not loaded automatically.
- Fixed a compile problem in the Windows version when USE_GRAPHICS is
  turned off.
- The random selection of sound samples in the Windows and DOS version got
  non-random after a while.
- The message when dropping a known artifact is now something like "You no
  longer have the Golden Crown of Gondor" instead of "You have no more
  Golden Crowns of Gondor".
- Finding out that a wand or staff has no charges left didn't update the
  inventory window.
- Attacks that didn't do any damage could sometimes scare wounded monsters.
- Monsters at 1% of max hps got frightened less often than monsters with
  10% hps left.
- The item flag descriptions when tweaking items in wizard mode are now
  correct.
- Removed the special handling for weapons of Morgul and ammo of backbiting.
- Moved the "Lesser vault" and "Greater vault" strings into the source.
- The get_string() and askfor_aux() functions now use the 'len' argument
  as the buffer size instead of the maximum length of the input string.
- Corrected the message when encountering an error while parsing a
  lib/edit/*.txt file.
- The path_temp() function is no longer compiled if mkstemp() is
  available.
- Removed a hack for the curses module of some BSD versions.
- Fixed some problems on BSD machines with the ACS macros for the special
  curses font symbols.
- The *_info.txt parsing routines can now be turned off with the
  ALLOW_TEMPLATES #define.
- The *.prf file loading code checks for invalid message colors.
- Fixed the inversed logic for handling tabs in files.
- Changed the title of the 'Known artifacts' list to the more truthful
  'Known (or lost) artifacts'.
- Changed the message when looking at un-*id*'ed artifacts/ego-items to
  "It might have hidden powers.".
- Changed the monster memory info when you have avenged your ancestor to a
  gender-neutral form.
- The error message "Couldn't allocate bitmap color" in the X11 version
  displayed an uninitialized colour name.
- Corrected the names of some options in the documentation.
- Fixed some errors in the lsl module, but it's still buggy.
- Improved the autoconf support. The Cygwin compiler is now supported,
  detection routines for the X11, XAW, and GCU modules have been improved,
  DESTDIR is now supported, and a workaround for a bug in some versions of
  the GCC compiler is turned on.
- Cleaned up the source code and some of the Makefiles.

Changes in Angband 2.9.2:
- Fixed several security problems (buffer overflows, tempfile-races,
  reading files that the player has no permission to read, and incorrect or
  missing bounds-checking).
- Splitted the lib/user/ folder into lib/pref/ for the default "pref files"
  that are distributed with the game, and lib/user/ (or ~/.angband/Angband/
  on multi-user systems) for files created by the user.
- Added extra status information (stunned, asleep, ...) when looking at
  monsters.
- Added context sensitive help to the options screen (press '?' to get info
  about an option).
- Made the "hitpoint warning" message orange by default, so that it's
  easier to spot.
- Updated the helpfiles a bit.
- The names of the generated vaults are now displayed when the cheat_room
  option is turned on.
- Added support for poison branded ego weapons (but no poison branded
  weapons exist yet).
- The helpfile display now supports links to specific sections of a
  helpfile.
- The helpfile display, knowlegde screen, and message history can now
  use screens bigger than the default 80x24.
- The dungeon coordinates are now displayed when targetting in wizard mode.
- Improved error-checking for savefile loading and *_info.txt parsing.
- Intrinsic immunities of the player are now displayed in the character
  sheet.
- The "known uniques" list displays the number of killed uniques.
- Fixed a bug that messed up the description of the "genocide" artifact
  activation.
- The activation of Avavir works correctly now.
- The Bubbles vault no longer has inaccessible areas.
- Changed the description for experience drain attacks of monsters.
- The random character generation restricts the class to the "legal"
  choices for the player's race.
- The "word of recall" artifact activation didn't check the ironman option.
- Exiting Angband explicitly frees all allocated memory now.
- Artifacts are now inscribed {indestructible} when the player tries to
  destroy them and pseudo-id can improve this to {special} or {terrible}
  later.
- Killing Morgoth will now create a down staircase.
- Increased the variable size for the weight carried by the player to
  prevent problems with carrying huge amounts of stuff.
- The debug mode command to change the number of items does now properly
  adjust the weight carried by the player.
- The game is now saved before printing the tombstone, not after.  That
  makes cheating by killing the process a little bit harder.
- The input is now flushed before verifying casting prayers or spells
  without enough mana to prevent accidential "overcasting".
- Fixed a bug that prevented redefining the keymaps of the number keys from
  working correctly if the keymap contained another number.
- Fixed a bug that allowed the player to see the flavor of an item in a
  store when examining it.
- Fixed a bug that sometimes didn't update the maximum player level
  correctly.
- Made the 'Crown' vault a "Greater vault".
- Marked the 'randomize artifacts' options as "beta".
- Corrected the displayed duration for "essence of speed" and "globe of
  invulnerability".
- Fixed a bug that could cause the initial offer required when haggling
  to be wrong.
- Fixed a rare bug that could cause the game to lockup when resting in town
  for a long time.
- Fixed the formatting of the object spoilers.
- Completely changed the window resizing behaviour in the Windows version.
- Added support to use Angband+APWBorg as a screensaver in Windows.
- Added support for the new version of the Cygwin compiler for Windows.
- Menu entries in the Windows version are now disabled in situations where
  they don't make sense.
- Fixed a bug in the DOS version that caused midi-file playing to stop
  after the first song.
- Updated the Amiga files.
- Fixed a compile problem in the Mac version.
- The loading of bitmap files in the X11 version is no longer dependent on
  the byte-order of the machine.
- Improved the speed of the gamma-correction code in the X11 version.
- Added autoconf support (beta) for Unix/Linux.
- Added a compile time option to prevent users from changing the path to
  the Angband files.
- Added very basic support for GTK+.
- Exiting the curses version properly cleans up the term now.
- The X11/XAW version starts with only one window by default.

Changes in Angband 2.9.1v2:
-Fixed a bug that allowed the player to gain info about unidentified
 items.
-Changed the default color definition of "light red" so that it doesn't
 look so similiar to "red".
-The gamma-correction code in the Windows version now works correctly.

Changes in Angband 2.9.1:
-Added color coded messages and more sound events.
-Allowed the modification of the various *_info.txt limits without
 recompiling.
-The lib/data/*_info.raw files will be automatically rebuild when the
 lib/edit/*_info.txt files are changed.
-The monster spoilers and the list of known uniques sort the monsters now.
-Made player races, player history, shop owners, and race-dependent price
 adjustments customizable (Prfnoff).
-Moved the monster recall information out of the monster race array making
 room for a lot more monsters (Prfnoff).
-Random item abilities of *identified* items are now displayed in
 character dumps (Prfnoff).
-Identify and *identify* spells only affect unidentified items now.
-Added a "create artifact" wizard command.
-Added optional, case-insensitive searches (can be toggled with the '!'
 key).
-Added an "examine/look at item" command to the stores.
-The "examine item" command now shows all known properties of an item,
 even if it is not *identified*.
-Made artifact activations configurable in a_info.txt (Arcum Dagsson).
-The last 15 messages are now added to the character dump (Prfnoff).
-Reduced the number of option settings printed in character dumps.
-Empty slots in the players inventory or home are no longer printed
 in character dumps.
-Added a character death menu (Prfnoff and Ed Cogburn).
-Added the ego-item generation patch (Matthias Kurzke).
-The date in the high-scores is now saved with four digit years.
-The "brand bolts" activation of "Cubragol" now allows the user to select
 which bolts to brand.
-Added 21 new vaults (Chris Weisinger).
-The Resistance spell sets the duration for all temporary resistances to
 the same value now.
-Fixed a bug that generated wrong item indices for the home in char-dumps.
-The temple will now buy identified blessed blades.
-Fixed a bug that allowed monsters to sometimes get double moves, even
 if the player is faster.
-Object and message recall are now correctly refreshed.
-Fixed the wizard mode flag display.
-The alter command ('+' and easy_open option) no longer tries to bash down
 doors.
-Fixed a bug that caused the effect of aggravate monsters scrolls to skip
 one monster.
-Fixed a bug in the easy-floor option that sometimes displayed wrong
 labels.
-Prices for identified armor with hit, damage, or armor penalities were
 wrong.
-Fixed a bug that allowed the player to recall into rubble.
-Screen-dumps are now correctly loaded.
-Fixed a bug in the random artifact generation that sometimes caused random
 artifacts to change.
-Fixed a bug that erased pseudo-id in shops even if the item was not sold.
-Fixed a wrong message when the player gets killed by poisonous food.
-Random artifact diggers are now in the spoilers.
-Fixed a bug that messed up objects on the floor when modifying them in
 debug mode.
-The score-penalities are now correctly reset when starting a new
 character.
-Moved some sound-events so that they are played before the associated
 message is printed.
-Opening doors is now properly repeated when the easy_alter option is on.
-Modified the monster AI for fleeing monsters a bit.
-Fixed a bug that could cause crashes with very long object descriptions.
-One highscore entry was sometimes not displayed when the current character
 was part of the highscore list.
-Dumping the options appends to the file now instead of overwriting it.
-Modified the spell-tiles assignments for the 8x8 graphics.
-The 16x16 tile for the Monadic Deva is now correctly displayed.
-The 8x8 tiles for hobbit players are no longer displayed as human
 warriors.
-Fixed some bugs in the lighting code for 16x16 tiles.
-Saving a character dump prints now a success (or failure) message.
-Trying to destroy an already identified artifact no longer adds the
 {special} inscription.
-Small modification to the docs.
-Added documentation for the *_info.txt file format.
-Class and race specific *.prf files are now loaded automatically.
-Added Ben's code-cleanups and his rewrite of the "panel" and "overhead
 map" code.
-Added a workaround for a bug in the optimizer of the GCC compiler.
-Removed several compiler warnings.
-Replaced the makefile.emx with the correct version.
-Added a makefile for cygwin.
-Fixed some problems when compiling Angband without the MONSTER_FLOW and/or
 MONSTER_AI options.
-Removed a bug that caused a wrong error message to be displayed when the
 mask.bmp file in the Windows version was missing.
-Added the IBM pseudo-graphics font.
-Updated the pref files for Acorn and Mac.
-Added Mark Howson's main-ami.c and Musus Umbra's main-acn.c with several
 other Acorn support files.
-Added newer main-mac.c and graf-mac.prf files that support 16x16 tiles
 with transparency.
-Closing the main-window of the Win32 version while it's minimized now
 works correctly.
-The Windows version now supports multiple samples per sound event.
-Added a graphical map to the Windows version.
-Added the newest X11 modules by Ben Harrison and Steven Fuerst.
-The Windows version now lists the current character in the score display.
-Turned on the compile time option that allows players to put an
 .angband.prf file in their home directory.
-Added gamma correction to the Windows version.

Changes in Angband 2.9.0:
- Chaos resistance no longer automatically grants confusion resistance.
  All normal items and standard artifacts with chaos resistance now
  provide confusion resistance as well.
- Two-handed swords appear earlier now.
- Added an optional point-based character generator.
- Added randomized character generation.
- Moved the questions about the autoroller, maximize, and preserve mode
  to a new option screen.
- Added an option to display piles of items with a special symbol
- Allowed secret doors to be looked or stuck
- Items with an '=g' inscription will be automatically picked up
- Added options to automatically select the direction when opening
  doors/chests and disarming traps.
- Added an option to display piles of items on the floor as lists.
- Arrows break less often now.
- Refilling a latern from another latern leaves an empty latern now.
  Empty laterns are no longer displayed as choice for refilling.
- Added random artifacts.  Note that importing characters created with
  older versions of the random artifacts generator is not supported.
- Scrolling while targetting.
- Improved monster AI.
- Increased the maximum number of vaults to 64.
- Very high or low speed modifiers no longer cause problems.
- Entry into debug, wizard, or borg mode is only confirmed once per
  character, not once per session.
- The debug command 'e' now allows current and maximum experience to be
  altered.
- Boldor, Gabriel, Khamul, Murazor, Tselukas, Draebor, Hoarmurath,
  Thuringwethil, Omarax, Qlzqqlzuup, and Feagwath can now summon similar
  monsters.
- Master quylthulg, Emperor Quylthulg, Qlzqqlzuup, Murazor, Pazuzu,
  Lungorthin, Gothmog, Sauron, and Morgoth can now summon greater demons.
- Ancalagon the Black can now breath fire.
- Objects carried by monsters are now loaded properly.
- A command to repeat the last command has been added ('n' in original,
  ''' in roguelike keyset).
- At character creation, some extra difficulty options are
  available (no artifacts, no stores, no up stairs/recall).
- The "special" inscriptions ("cursed", "worthless", "good", ...) are
  now handled outside the normal inscription system, and so neither
  overwrite, nor are overwritten by, normal inscriptions.
- Made destroyed levels rarer.
- The quest monsters (Sauron and Morgoth) are now always generated on
  levels 99 and 100.
- Fixed a bug in the "know complete monster info" cheat option.
- The spell-list now uses color.
- The disarm traps spell will now work on the locks of doors, revealing
  secret doors and unlocking locked doors.
- The 'detect doors' spell can now detect locked and jammed doors.
- Monsters crushed by an earthquake spell are now killed.
- Fixed a bug that could cause problems when entering illegal values
  while haggling with a shopkeeper.
- Support for Adam Bolt's tiles.
- Support for transparency and lighting effects.
- Added class and race dependent player graphics.
- Cleaned up the new code introduced in the 2.8.5 beta version.
- Fixed the bug with opening a door you are standing on with the easy_open
  patch.
- Random artifacts with chaos resist can now get confusion resist too.
- Fixed a bug that added a discount to a cursed item when wielding it.
- The fear resistance of level 30+ warriors is now correctly displayed.

Compilation changes:
- Added a compile.txt file with compile guides for various systems and
  compilers.
- Added a makefile for the free Borland C++ 5.5 compiler.
- Removed lots of compiler warnings.
- Fixed a problem when compiling Angband on newer (glibc-based) Linux
  systems.
- Added a compile-time option to allow players to put an .angband.prf
  file in their home directory and have it read on systems where
  Angband is running set-[ug]id.  Default is off.
- Added support for compiling a Linux SVGALIB version with graphics.
- Added support for the use of the 8x8 and 16x16 tiles in the X11
  version.

Windows specific changes:
- You can select between the "old" tiles, the new tiles, and ASCII mode.
- The Windows version no longer requires changes to angband.ini when
  installing.  The angband.ini file will be created when you first start
  the program, so it doesn't need to be present in the binary archive.
  That also allows easy updates to newer versions, since the settings
  in the angband.ini are not overwritten when installing a new version
  over an old one.
- The windows can be resized and the (graphical) tiles will adjust
  automatically to the new size.
- Added the "Show scores" command to the menu.
- Fixed a bug that created all files as "read-only" (causing the game to
  fail when saving the game).
- Fixed a bug that caused all numbers to be registered twice by the game,
  leading to "double-steps".
- Fixed a bug that didn't free the used bitmaps correctly when closing
  the game.

DOS-specific changes:
- Graphics, sounds, and music options
  You can switch the graphics/music/sound options from the user menu
  (press ! to get there).  The volume of the sound and the music can be
  adjusted from 0 (min) to 255 (max).  All changes to the screen-resolution
  and the selection between the old and the new graphical tiles will be
  active after you restart Angband.
- Terminal windows
  The windows can be activated from the "Angband options screen"
  (press the '=' key to get there) in the "Window flags" menu.
  Just toggle the display you want for "Term-1" and "Term-2".
- Added a stone-background to the terminals.
- Midi jukebox
  DOS-Angband automatically plays midi-files from the "lib/xtra/music"
  folder in your Angband-directory.
- Sound Events
  DOS-Angband will play samples from the "lib/xtra/sound" folder to the
  corresponding Angband-event. You can configure the available samples in
  the "lib/xtra/sound/sound.cfg" file.  Multiple sounds per event are
  supported.
- "Classic mode": If you want the old display, just start Angband with the
  '-mibm' option ('Angband.exe -mibm').

