Stone Soup 0.15.1 (20140915)
----------------------------
* Assorted crash fixes.
* Monsters don't benefit from player throwing skill.
* Monsters no longer flee at random on re-entering a level after a short time.
* Several messages correctly no longer appear for out-of-sight monster
  actions.
* Dithmenos' stealth bonus works properly again.
* Several spell icons that missed the initial 0.15 release.

Stone Soup 0.15 (20140828)
--------------------------
* New god: Qazlal Stormbringer.
* Nemelex Xobeh and decks in general have had many changes.
* Ranged combat has been rewritten from the ground up.
* Inventory weight limits have been removed.
* Item destruction is no more, and corrosion has a more severe but
  temporary effect.

Branches, environment
---------------------
* The Hall of Blades has been cut.
* Crypt is now three levels (was five).
* Some areas of the Tomb layout can now vary.
* Mechanical traps no longer drop ammo.
* Most randomly-placed teleport traps now disappear after one use.
* Troves asking for items require that item to be unequipped.
* The Abyss no longer sometimes blocks blinking.
* Mutagenic fog now causes large amounts of glow instead of mutating directly.

Character
---------
* Inventory item weight and player burden states are no more.
* Cross-training now gives a direct bonus to cross-trained skills, rather than
  decreasing the XP cost of learning them.
* Anti-training (for opposite elemental schools) has been removed.
* Formicids can no longer throw large rocks.
* Tengu now gain permaflight at XL14 (was 15).
* All non-undead forms can eat and drink normally.
* All forms can butcher.
* Wisp form can read scrolls and cannot blink on demand.
* Teleportitis cannot be controlled.
* Wanderers have tweaked starting kits with generally better items.
* Player clinging (seen only in Spider Form and with the boots of the Spider)
  is no more.
* Kobolds, hill orcs, and ogres are no longer saprovorous.
* Kobolds no longer have disease resistance.
* Halflings have rebalanced stats and aptitudes, shifting them towards defense.
* Ogres and centaurs no longer have a fast metabolism; halflings no longer
  have a slow metabolism.
* Centaurs are no longer herbivorous.
* Vampires:
  - always get the full effect of all potions;
  - can always mutate; and
  - always get the full effect of all mutations.
* Some Demonspawn mutations have been modified:
  - The Foul Stench facet gives rot immunity earlier and separately instead of
    saprovore.
  - Facets which gave potion/scroll item conservation now give freezing/fire
    cloud immunity earlier and separately.
* The hoof mutation no longer gives extra damage or a stealth penalty for
  players wearing boots.
* Player rPois now gives a consistent 2/3rds resistance to poison effects; this
  is lower than the previous resistance to poisoning, but higher than the old
  resistance to direct poison damage. "Strong poison" effects no longer punch
  through rPois, and paralytic stings (wasps) can now slow through rPois.

Monsters
--------
* Many enemy glyphs have been adjusted. See 0.14_monster_glyphs.txt.
* Monsters will no longer pick up items that the player has seen. Allies won't
  pick up items at all.
* Corrosion affects all of your equipment, but only temporarily, and the chance
  to corrode equipment does not consider item enchantment.
* Draining effects no longer permanently reduce monsters' stats ('hit dice');
  instead, they apply a temporary status which reduces hit dice for the
  duration.
* Monsters no longer fall asleep after long periods of time.
* New monster: ghost crabs, found in Crypt. They breathe ghostly flames that
  call dangerous specters into existence.
* New monster: torpor snails, found in Lair and Spider. Their enemies are
  slowed on sight, somewhat like ancient zymes.
* Enemies are more intelligent about using area-of-attack spells such as
  Symbol of Torment and Chain Lightning even when you are not in sight.
* Komodo dragons now bite harder but don't sicken the player.
* Purple ugly things deal extra damage in lieu of a sickness attack.
* Deep dwarf death knights are now just death knights.
* Manticores now move as fast as the player, and have an unlimited number of
  spike volleys.
* Base draconians can become nonbase draconians with experience.
* Undead and nonliving enemies regenerate as fast as other enemies.
* Silver statues and orange crystal statues are immune to disintegration,
  but have less health and AC and have their abilities converted to spells
  such that they spam less; this implies OCS confusion can be resisted.
* Bog bodies no longer randomly rot.
* Undead monsters will now fall to pieces in deep water, instead of hiding
  invisibly.
* Curse skulls are now immobile, again.
* Lost souls now make enemies into ghosts instead of specters.
* Spriggan riders now ride wasps.
* Ugly & very ugly things are now dramatically nastier.
* Cherub's hymns can buff any allies, not just those with higher HDs.
* Killing holy monsters no longer invokes cleansing flame on the perpetrator.
* Ghouls and necrophages can no longer equip weapons or armour.
* Mimics no longer mimic doors, statues, fountains or hatches.
* Each unique now has a special title, shown when you first see them or in the
  description screen.
* Removed enemies: vapours, thorn lotuses, giant goldfish, silver stars,
  flaming corpses, grizzly bears, spriggan enchanters, phoenixes, shedu,
  plague shamblers, giant slugs, elephant slugs, giant fireflies, brown oozes,
  pulsating lumps, big fish, sharks, lava worms.

Spells
------
* Dazzling Spray replaces Invisibility in the book of Maledictions (the
  Enchanter starting spellbook). Invisibility in turn replaces Apportation
  in the book of Burglary.
* Casting Ozocubu's Refrigeration now prevents the player from using potions
  for several turns instead of destroying potions.
* Spider Form now moves at normal speed, and no longer gives clinging.
* Tukima's Dance now animates weapons held by monsters. The weapons will fight
  against their former owners. It is also now level 3.
* Confusing Touch now has a short, non-stacking duration which discharges
  entirely when it successfully confuses an enemy. While it's in effect, your
  attacks do no damage. It's been moved to level 2.
* Sublimation of Blood no longer uses chunks; it now only draws from the
  caster's HP. Fedhas now permits its use.
* Simulacrum now works on a single corpse at the caster's feet, creating
  several simulacra from it.
* Monsters casting Simulacrum now affect all corpses in LOS, producing half as
  many simulacra as the player version of the spell.
* Many spells, which used player skill, now use spellpower instead: Death's
  Door, Passwall, Sticks to Snakes, Ozocubu's Armour, Condensation Shield,
  Stoneskin, Statue Form, and Ice Form.
* Shatter is now always full-LOS-ranged, instead of depending on Earth skill.
* Statue Form no longer gives -10 EV.
* Death Channel lasts twice as long.
* The Book of War Chants is no more.
* Removed spells: Fire Brand, Freezing Aura, Lethal Infusion, Poison Weapon,
  Summon Elemental.

Items
-----
* Item destruction is no more.
* Ranged combat has been rewritten based on melee attacks - AC and EV
  has more of an impact, attack delay is more predictable, and Throwing
  should be more viable as a ranged option as compared to bows and crossbows,
  among other changes.
  - Slings have been split into two weapon types; the basic type has been
    renamed to 'hunting sling', and a new, rare 'greatsling' has been added.
  - Crossbows have been split into three types. The hand crossbow returns as
    a starting weapon; the basic crossbow has been renamed to an 'arbalest';
    and a new, rare 'triple crossbow' type has been added.
  - (Plain) bows have been renamed to shortbows.
* Weapon enchantment & slaying bonsues have been merged into a single number,
  giving both +accuracy & +damage. Scrolls of enchant weapon I, II, and III
  have all been merged into a new "enchant weapon" scroll. The scrolls are
  rarer, but always succeed.
* Shields have been rebalanced. All non-shield-enchantment sources of SH have
  been halved, and the effectiveness of SH at blocking attacks has been
  doubled, to make the utility of a point of SH roughly equivalent to a point
  of EV. In effect, this is a small buff. Non-bucklers can now be enchanted
  past +3.
* Multiple changes to unrandarts:
  - The blowgun of the Assassin returns; it has a chance to affect the target
    more than normal blowguns.
  - New unrand: the +8 orange crystal plate armour {Archmagi, Int+3 Clar
    SustAb}.
  - New unrand: the +6 Majin-Bo {vamp, Archmagi, MP+6 Int+6}. A quarterstaff
    that takes HP every time you cast a spell.
  - The dagger of Chilly Death now sometimes flash-freezes enemies, slowing
    their movement, and the scimitar of Flaming Death now sometimes applies
    sticky flame to its victims.
  - Leech is now +8, with -2 to all stats (instead of -1), and -2 to both AC
    and EV.
  - Skullcrusher is now +3 with +7 strength.
  - The Trident of the Octopus King now starts at +8 and gets an additional +
    for each Ring of the Octopus King worn. If anyone reads this & gets it to
    +10 or higher in an actual game, send screenshots!
  - Punk is now a +7 greatsling {Freeze, rC+}.
  - Sniper is now a "heavy crossbow", a triple crossbow with 27 base delay.
  - The Mace of Brilliance is now the +1 Eveningstar "Brilliance".
  - Many other weapon artefacts have had their enchantments tweaked.
  - Maxwell's Patent Armour now gives rF+ rC+ instead of Conservation.
  - The Shield of Resistance, Shield of the Gong, and Large Shield of Ignorance
    have had their enchantment levels adjusted.
  - Removed unrands: the boots of the Spider.
* Branding changes:
  - Scrolls of brand weapon will no longer make temporary brands permanent,
    but can now randomly apply any brand to an unbranded weapon.
  - Blessed weapons can be rebranded.
  - Rebranding a distortion weapon no longer causes a distortion effect.
  - Branded non-artefact weapons can now be given a temporary re-brand.
  - Damage from the electrocution brand has been reduced slightly.
  - Draining now triggers somewhat less often, but will cause monsters to be
    temporarily drained whenever it does fire.
  - The dragonslaying brand is no longer generated. (Wyrmbane still has it.)
* Food changes:
  - Honeycombs have been renamed to royal jellies; they don't restore
    abilities.
  - Potions of blood cure a point of ghoul rotting.
  - All types of fruit have been merged together into one gooey, messy item
    type.
  - Brown (contaminated) chunks are gone, replaced with normal ones.
  - Cheese, sausages, and ambrosia are no more.
* New item: potion of cancellation, which removes enchantments & contamination
  on the player.
* Scrolls of vulnerability have been simplified; they now just halve MR for all
  creatures in LOS.
* Cancellation-type effects (from the potion, quicksilver dragons, etc) now
  reduce transformation durations to one turn, rather than cancelling them
  immediately.
* Identify scrolls now always identify a single item.
* Jewellery automatically identifies once equipped.
* Amulets of inaccuracy are always cursed.
* New rings of stealth and loudness, which positively/negatively adjust
  a player's stealth.
* Amulets of rage no longer have a tiny chance of extending berserk duration.
* Sacks of spiders now place webs directly onto enemies, rather than spreading
  them randomly around the area.
* Cleaving hits the full eight squares around a player, when not blocked by
  walls.
* Putting on or taking off armour now always takes five turns.
* Gloves of archery no longer penalise melee.
* Sustain abilities effects no longer stack.
* Amulets of resist corrosion now give only 50% corrosion resistance, from 90%.
* Potions of resistance now grant corrosion resistance.
* Staves of air now activate extra melee damage as often as other elemental staves.
* Flying creatures no longer have a 2/3rds chance of dodging thrown nets.
* Weapons and armour which aren't visibly enchanted no longer have enchantments
  higher than +0.
* Corpses and skeletons are stationary, and can't be picked up nor apported.
* Other removed items: darts, rings of hunger and sustenance, amulet of
  conservation, cloak of preservation, potions of strong poison and paralysis.

Cards
-----
* New cards.
  - Fortitude, which gives Damage Shaving and a bonus to strength.
  - Storm, which can make shallow water, a tornado, or cause swiftness.
  - Cloud, which spawns dangerous clouds around the user and on hostiles.
  - Degeneration, which polymorphs nearby monsters into weaker ones.
  - Shaft, which creates a shaft under the player. This is an old effect of the
    Flight card.
  - Illusion, which summons an illusion of the player.
* Revamped cards.
  - Velocity card now hastes the slow and slows hasty rather than simply
    speeding up the player.
  - Potion card has a new list of effects.
* The Mercenary card can generate base demonspawn instead of spriggan riders.
* Decks of war now contain the Dowsing and Potion cards.
* Decks of dungeon are no more.
* Removed cards: Experience, Sage, Water, Vitrification, Trowel, Minefield,
  Shuffle, Warp, Portal, Frost, Flame, Spark, Flight, Battlelust, and Genie.

Gods
----
* New god: Qazlal Stormbringer. Qazlal is a temple god, with an altar either in
  Temple or on D:2-9.
  - Piety on kills.
  - All followers are immune from their own clouds.
  - 1*: Storm Shield: you passively generate elemental clouds around you and
        gain bonus SH, and gain RMsl at 3*; you also generate a lot of
        noise.
  - 2*: Upheaval: blast a small nearby area with elemental forces.
  - 3*: Elemental Force: turn nearby clouds into elementals.
  - 4*: Elemental Adaptation: taking elemental or physical damage sometimes
        temporarily grants you resistance against that element.
  - 5*: Disaster Area: blast the entire area around you with elemental
        forces.
* Nemelex has been revamped.
  - Nemelex only gives piety for exploration rather than item sacrifices or
    deck usage.
  - Peek at Two now reveals the top cards of a deck but cannot be used with
    other Nemelex abilities.
  - Nemelex now only gifts decks of war and escape.
  - Various cards have been changed, added, or removed. See the Cards section
    for details.
* Beoghites can now gift items directly to their followers at high piety.
* Beogh will now improve allies' equipment, and outright gift weapons, armour,
  and ammo to orcs who lack them.
* Followers of good gods no longer get a chance to turn holy enemies neutral.
* Zin's Recite no longer prompts for a book, instead affecting all monsters
  in sight with the strongest effects that would impact them.
* Ashenzari now counts Felids as fully bound when all of their jewellery slots
  are cursed.
* Sif Muna wrath can no longer cause amnesia.
* Gods that give missile gifts can do so sooner.

Interface
---------
* Monsters with special melee attacks (e.g. poison, fire) have this noted in
  their descriptions.
* Unique enemies are now announced by their proper titles when first appearing.
* Ctrl-T now displays the weapons that enemies are carrying, in console.
* New tile_show_player_species option; when enabled, uses the monster tile
  instead of the player race one.
* Ability and spell icons have been reworked.
* There are status lights for Might, Agility, and Brilliance.

Stone Soup 0.14.2 (20140827)
----------------------------
* More crash fixes.
* Some text fixes.
* Transformations no longer allow the character to wield too-large weapons.
* The tutorial skill screen now allows skills to be toggled again.
* Artefact and non-artefact rings are now distinguished properly when swapping
  rings.

Stone Soup 0.14.1 (20140428)
----------------------------
* Several crash fixes.
* Fire dragons correctly grant bonus Dithmenos piety.
* Ranged attacks from invisibile monsters correctly turn off autopickup.
* Good gods punish the player properly for negative energy clouds.
* Natasha no longer revives after being pacified, and does not get a new
  item when reviving.
* When playing a race with permanent flight ability, it is now possible to
  remove an item granting flight over dangerous terrain.
* Wanderers do not occasionally get more MP than other backgrounds.

Stone Soup 0.14 (20140409)
--------------------------
* The lower half of D is now a new branch, the Depths.
* Two new species: Formicids and Vine Stalkers.
* A new deity: Dithmenos the Shadowed.
* Greatly revised monster sets in the Lair branches.
* Greatly revised summoning spell sets.

Branches, environment
---------------------
* The main Dungeon is now fifteen levels.
* A new branch: the Depths; entered from the end of Dungeon, it is five levels
  long and contains the entrance to the Realm of Zot.
* The Vaults are now entered from D:13-14 and need a rune to enter.
* Abyssal stairs appear more frequently, and are fixed with depth.
* Ziggurats require only three runes to enter; an entrance is guaranteed
  in Depths, but still spawn as normal in Pan.
* Portals are no longer closed when carrying the Orb of Zot.
* The Horn of Geryon is no longer necessary for entering Hell branches.
* Labyrinths contain more enemies, and the minotaur is normally awake.
* More Ziggurat enemy sets.
* Crypt endings now contain some pieces of thematic loot: draining and/or
  pain and/or vampiric weapons, rings of positive energy and amulets of
  warding, one of several unrands, the Necronomicon, or evokers/staves.
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave
  portals appear in Elf and rotating Lair branches.
* Portal timers have been generally shortened and made more consistent with
  each other; additionally, the shorter timer started upon first seeing them
  has been removed.
* The layout of the last level of the Vaults has been changed, with all four
  subsections being open at each corner.
* Gadget shops and wand shops have been merged; the resulting gadget shops
  now also sell rods.
* The price of items in shops has been recalibrated.
* Pandemonium exits occur more frequently as the player obtains runes from
  Pandemonium.

Character
---------
* New species:
    - Formicids possess four strong arms to use large weapons together with
      shields, in addition to strong natural digging abilities and a permanent
      stasis effect.
    - Vine stalkers regenerate quickly, but cannot heal with wands or
      potions; they possess innate spirit shield and an anti-magic bite.
* Felids have an innate jump attack ability, allowing them to jump over
  other monsters and attack their target in a single turn.
* Felids can use wands.
* Demonspawns' negative energy facet has the second level of rN replaced by
  "black mark," which gives melee attacks a chance to heal the player and apply
  a bad status to the victim.
* The first two levels of the slow healing mutation only affect rates of
  healing when enemies are in sight (half and no healing for those levels
  respectively). Stat regeneration and the third level of the mutation
  are unchanged.
* Fast/slow movement mutations no longer occur randomly.
* Recommended backgrounds and species have been adjusted; in particular,
  backgrounds can recommend species that don't necessarily recommend that
  background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK
  is not).
* Poison damage is now deterministic.
* The antennae mutation gives invisible monster indicators for every invisible
  enemy in LOS.
* Merfolk can now be mesmerised by mermaids and sirens.
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with
  knowledge of potions and scrolls they don't possess.
* Fighters and Gladiators start with higher-tier weapons.
* Fighers start with a potion of might.
* Demonspawn icemail now restores all at once, instead of gradually, and is
  not disrupted by casting fire spells.

Monsters
--------
* Guardian serpents no longer have Teleport Other; instead they get
  Blink Allies Encircle.
* Lom Lobon can now cast Tornado.
* The plain "dragon" is now known as "fire dragon".
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.
* Jellies once again split.
* Monsters are subject to summon caps.
* Summoned creatures are dismissed upon the death of their summoner.
* Word of Recall is now subject to a breath timer, and can be interrupted
  by causing a breath timeout (with e.g. curare).
* Minotaurs appearing naturally outside of labyrinths now come with
  equipment.
* Abominations don't heal naturally; those created from spells can heal
  by melding further with crawling corpses and macabre masses.
* New enemies:
    - Fauns, who hex the player before attacking from afar, and their larger
      brethren satyrs, who can empower their nearby allies.
    - Wind drakes, who can breathe powerful blasts of wind and airstrike the
      player.
    - Thorn lotuses, plants adrift on the water that pepper the player with
      thorns fired from afar.
    - Thorn hunters, who fire volleys of thorns and create briar patches to
      impede their foes' movements.
    - Dryads, who turn the forest against you by casting Awaken Forest like
      spriggan druids and summoning snaplasher vines that pull their enemies
      around.
    - Water nymphs, who passively form a pool of water around themselves
      and strike down the player with said water.
    - Shambling mangroves, slow-moving, tough plants home to a nest of ravens
      or wasps.
    - Raiju, which can attack by transforming themselves into a bolt of
      lightning.
    - Worldbinders, abyssal enemies which summon low tier enemies from other
      branches.
    - Shock serpents, who build up electrical energy for a static discharge;
    - Mana vipers, snakes with an antimagic bite;
    - Naga sharpshooters, who snipe at the player with Portal Projectile;
    - Naga ritualists, who can amplify poison in enemies and also cast
      Olgreb's Toxic Radiance;
    - Salamander mystics, with Bolt of Magma, Haste Other, a single-target
      version of Ignite Poison, and Iskenderun's Mystic Blast;
    - Salamander firebrands, whose attacks cause a ring of flames to appear
      around the target.
    - Octopode crushers, who can throw both the victims they constrict as well
      as icicles.
* A new set of enemies based on demonspawn, appearing in Pan.
    - Base types:
        - monstrous (auxiliary attacks and more HP);
        - gelid (rC++ and icemail - bonus AC which dissipates on fire damage);
        - infernal (rF++ and fire attacks);
        - putrid (rPois, gains HP on nearby kills);
        - torturous (augmentation, powered by pain, and spines).
      - Classes:
        - blood saint (Legendary Destruction, which casts random powerful
          conjurations, and Ephemeral Infusion, which temporarily heals
          nearby allies);
        - chaos champions (Chaotic Reflection, which inflicts a random hex-like
          effect on itself and the target, and Random Bolt as per the rod
          of destruction);
        - warmongers (Grand Avatar, essentially a hybrid battlesphere and
          spectral weapon which triggers on sufficiently damaging attacks of
          nearby allies, and Sap Magic, a hex which hinders spellcasting success
          progressively as spells are cast);
        - corrupters (Plane Rend, which summons high tier enemies from other
          branches, and Corrupt Body, which inflicts a small set of temporary
          mutations);
        - black suns (Black Mark, which empowers nearby allies with various
          draining attacks that heal on hit, and previously existing spells
          Bolt of Draining, Malign Offering, and Dispel Undead).
* Adjustments to lair branch enemies:
    - Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby
      and does not invisibly might creatures; instead, nearby creatures
      are healed and frenzied on their death. Stone Arrow also replaces
      Sunray in their spell set.
    - Siren songs' pulling effects are now irresistible if the player is
      already mesmerised.
    - Siren songs call drowned souls, weak temporary enemies with a drowning
      attack.
    - Manticores' spines now embed themselves in targets, causing damage while
      moving until a few turns is spent doing nothing to remove them.
    - Harpies no longer steal food or eat food off of the ground.
    - Plain salamanders have been weakened, and all salamanders can slither
      around on land.
* Adjustments to other enemies:
    - Quokkas are speed 12 (making them effectively identical to grey rats).
    - Boggarts are more durable.
    - Rakshasas gain a monster spell "Phantom Mirror", which summons
      a clone of a nearby allied monster with half the hit points, with
      a 50% chance of swapping the clone for the original; this replaces
      their previous self-cloning abilities.  They can now also cast
      Iskenderun's Mystic Blast and will summon two clones of themselves
      at 50% HP as a one-time effect.
    - Giant orange brains get Mass Confusion instead of Confusion.
    - Spriggans in general now merely have fast movement speed instead of
      fast speed in general, more damage and less EV.
    - Spriggan air mages have Haste (replacing Shock).
    - Deep elf demonologists summon more greater demons instead of minor
      demons.
    - Draconian knights have fewer but distinct spell sets focusing on
      ice and necromancy.
    - Gargoyles and molten gargoyles now have Stone Arrow and Bolt of
      Magma respectively, and generate with mace-type weapons.
    - Metal gargoyles are now war gargoyles - fast and with the ability to
      fire metal fragments at targets.
    - Crystal golems are now crystal guardians - less health, but with the
      ability to fire crystal bolts that bounce off of all walls and deal
      either fire or cold damage on a per-bolt basis.
    - Ravens and eldritch tentacles no longer eat corpses.
* New uniques:
    - Asterion, a minotaur of Makhleb who flings Major Destruction and
      can employ Spectral Weapon with his demon weapon;
    - Natasha, a felid ex-familiar with minor spellcasting abilities;
    - Vashnia, leader of a squad of naga sharpshooters with translocational
      ability to match.
* Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats,
  spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant
  centipedes, rotting devils, clay golems, and stone golems are no more.
* Ball lightnings are no longer permanently confused, instead seeking out
  targets like giant spores.
* Killer Klowns have a different set of possible damage brands: strong
  poison, pain, drain speed, fire, cold, electric, and anti-magic.
* Flying enemies are no longer immune to throwing nets.
* Geryon can fly once again.
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's
  movement for three turns.
* Player ghosts can retain and cast dazzling spray, which has a chance to cause
  a confusion effect against the player.
* All pandemonium lords now see invisible.
* The Enchantress now appears as a normal unique in the Depths.
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric
  Draining, and Animate Dead - and rN+++.
* Lamia has been de-throned.

Spells
------
* Resisting an enchantment now displays a message showing how difficult in
  general the target will be to enchant, rather than how well or how poorly
  they fared on that particular resistance roll.
* New spells:
    - Summon Lightning Spire (L4 Summoning/Air), which places a lightning
      spire up to two squares away from the player; it replaces Summon
      Scorpions in the book of Callings.
    - Summon Guardian Golem (L4 Summoning/Charms), which creates a golem
      that protects the player with Injury Bond and occasionally explodes
      on death; appears in the book of Callings.
    - Summon Forest (L5 Summoning/Translocations), which summons a dryad
      and temporarily converts terrain near the player to forest; it
      is in the Book of the Warp.
    - Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of
      Beasts.
    - Monstrous Menagerie (L6 Summoning), which summons a manticore, some
      harpies, a lindwurm, or a sphinx (at high spellpower); it appears in
      the book of Beasts and the book of Summonings (replacing Summon
      Ugly Thing).
    - Forceful Dismissal (L6 Summoning), which ends all player summons
      and damages enemies next to them; it appears in the Grand Grimoire.
    - Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass
      abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.
    - Spellforged Servitor (L7 Conjuration/Summoning), which summons a
      servitor with a subset of the player's most destructive conjurations;
      it replaces Fireball in the book of Wizardry.
    - Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in
      a cone, turning slain monsters into blocks of ice and Flash Freezing the
      survivors; it replaces Ice Storm in the Book of Annihilations.
    - Dragon's Call (L9 Summoning), which for its duration of effect summons
      dragons near targets at the end of LOS (at the full spell cost per
      summon); replaces Summon Dragon in the Book of the Dragon.
* Sticks to Snakes only works on missiles (arrows and javelins) now.
* Conjure Ball Lightning has been reduced from level 7 to 6, and the
  duration of the ball lightning has been lowered.
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow
  duration is cumulative across casts.
* Bolt of Draining has been reduced from level 6 to 5.
* Fulminant Prism has been reduced from level 5 to 4.
* Iskenderun's Battlesphere has been increased from level 4 to 5.
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer
  usable with mottled dragon armour.
* Song of Slaying has an increased duration and grants more slaying, but
  is subject to a lower power cap.
* Swiftness now induces a period of sluggishness after it expires, and
  can't be stacked.
* Several special cases for LRD damage types have been removed; ice, bone,
  stone and rock (including petrified enemies) all result in the same
  explosion.
* Orb of Destruction now only appears in the Book of Power (was also in
  Annihilations).
* Call Canine Familiar now only summons one canine, and does not summon
  jackals.
* Repel and Deflect Missiles now expire on a per-deflection basis rather than
  being a duration.
* Portal Projectile is now a duration, rather than firing individual
  projectiles.
* All clouds caused by the player will dissipate much faster outside of your
  line of sight.
* Orbs of destruction don't explode if they collide with another orb of
  destruction before travelling more than a short distance.
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice
  Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.

Items
-----
* The Orb of Zot no longer takes up an inventory slot.
* Weapons are identified immediately on wield.
* Wands are identified immediately on zapping.
* Elemental evokers now recharge one at a time, with the one closest to
  full recharging charging first.
* Items on the ground are no longer subject to item destruction.
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).
* The jumping ego (available only on boots) gives a jump attack ability
  like that of felids.
* The reaching brand for whips is no more.
* Enchantment-like effects of chaos projectiles are now irresistible.
* Spears, daggers, clubs, and hand axes are no longer good for throwing.
* New "tomahawk" item: a throwing missile, usable by all non-felids, between
  darts and javelins in damage.
    - Small race hunters and arcane marksmen may select tomahawks.
* New "potion of lignification" - induces tree form.
* Small species can use throwing nets.
* Throwing nets do not degrade: instead, they have a chance to be destroyed
  like other projectiles.
* Multiple changes to unrandarts:
    - Piercer gets the penetration brand (was vorpal).
    - Boots of the Assassin return in a new form: they now detect monsters and
      allow short-blade-quality stabbing with any weapon (or unarmed).
    - Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and
      exploding.
    - The Elemental Staff is reworked considerably - it grants rElec, rF++,
      rC++, MR++, AC+5, and randomly deals elemental-branded attacks based
      on the user's Evocations skill.
    - The skin of Zhor now grants rC+++.
    - Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).
    - Sniper is now a +15 vorpal crossbow with a slower rate of fire.
    - Snakebite is now a +5 venom whip that applies a curare effect on two out
      of five hits.
    - The Singing Sword is now a bastard sword.
    - The shield of the gong is now +27 with -5 EV.
    - The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.
    - New unrand: "macabre finger necklace" - gives warding and an extra ring
      slot.
    - New unrand: "boots of the Spider" - gives clinging and jump attack.
    - New unrand: "dark maul" - a very large, very slow two-handed weapon using
      the Maces and Flails skill.
    - New unrand: "hat of the High Council" - spellpower at the expense of
      spell success rates.
    - New unrand: "arc blade" - a cutlass which inflicts discharges of static
      electricity on targets it hits.
    - New unrand: "Spellbinder" - an antimagic demon whip which inflicts
      miscasts on magic-using targets.
    - New unrand: "lajatang of Order" - does silver damage (like the ammunition
      brand) and grants resistance to mutation.
    - New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects
      scrolls from fire damage and inner flames targets it hits.
    - The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the
      unrandart) are gone.
* Potions with known type that would have no effect can no longer be quaffed
  at all.
* Potions other than potions of porridge and blood no longer give nutrition.
* All gauntlets and bracers are now gloves.
* All caps and wizard hats are now plain "hats".
* Great maces deal slightly less damage and are much less available than
  before.
* All scrolls now identify on read.
* The last healing potion is automatically identified assuming knowledge that
  it is a healing potion.
* Magical penetrating projectiles now pierce shields.
* Ponderous items reduce movement delay by -1 (was -2), to match running
  items.
* Electrocution weapons no longer cause discharges on targets in water.
* Wearing body armour / rings no longer requires removing cloaks / gloves
  first.
* Scrolls are destroyed less frequently by sticky flame.
* Gold dragon armour, crystal plate armour, and plate armour have had their
  encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).
* The speed brand now grants 2/3 weapon delay and no damage reduction (was
  1/2 delay and 10% damage reduction for melee weapons).
* Racial equipment is no more.
* Many changes to rods:
    - The rod of destruction now fires random bolts instead of having a pre-set
      selection.
    - New rod: rod of ignition, which fires a bolt that explodes a fireball on
      every target hit in a line.
    - New rod: rod of shadows, which summons Shadow Creatures from a depth in
      the dungeon roughly equivalent to the user's skill with Evocations,
      drawing out-of-depth spawns after 15.
    - New rod: rod of clouds, which creates various clouds based on power,
      with high skill giving several new types of clouds.
    - The rods of warding, venom, demonology, fiery destruction, and frigid
      destruction are gone.
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning
  1-4 hell beasts whose friendliness depends on evocations power.
* Renamed items:
    - Sabres are now cutlasses (and the captain's cutlass has been adjusted to
      match);
    - Double swords are now bastard swords;
    - Triple swords are now claymores;
    - Potions of speed are now potions of haste.
* Scrolls of vulnerability are now more common.
* Curse scrolls and potions of blood no longer randomly generate.
* All curse scrolls now accept targets (as though the player was worshipping
  Ashenzari in previous versions).
* Magic resistance-granting items now grant fixed increments of magic
  resistance (indicated on the % screen).
* Removed potions of slowing.

Cards
-----
* The Elixir card now heals over time instead of instantly.
* The Alchemist card is in decks of escape, but not wonders.
* The Bargain card has been removed.
* The Trowel card is in decks of wonder and only creates portals.
* The Battlelust card now deals primarily in might and agility at high power,
  with the delayed berserk effect now occurring at lower power.

Gods
----
* A new deity: Dithmenos the Shadowed.
  - A temple god; guaranteed an altar in Temple or somewhere on D:2-9.
  - Accepts kills of most dungeon enemies, particularly those associated
    with fire or light.
  - Dislikes use of fire and light.
  - 1* piety grants an umbra which expands with piety.
  - 2*: Shadow Step - step adjacent to an immobile target creature no further
    away than your umbra.
  - 3* piety causes the player to occasionally bleed smoke on taking
    sufficient damage.
  - 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged
    attacks and targeted spells (so long as they're not self-targeted).
  - 5*: Shadow Form - invisibility, resistance to many effects associated
    with darkness and 50% damage resistance at the expense of skill drain,
    a 50% reduction in melee damage output and significant reduction in
    spell power.
* Gods no longer forgive the player for disliked effects of known wands
  of random effects and weapons of chaos.
* Trolls of Cheibriados hunger considerably more slowly.
* Cheibriados' Bend Time is available to all followers (was 1* ability).
* Zin and Okawaru no longer care about the deaths of allies.
* Okawaru no longer suppresses the demonic guardian Ds mutation.
* Xom effects respect clarity and sustain abilities.
* Xom's confusion now caps at 20 turns.
* Zin's Recite shows what will be affected by all of the relevant recitations.
* Lugonu followers no longer suffer distortion unwield effects.
* Yredelemnul gifts vampires instead of freezing wraiths.
* Yredelemnul armies have a maximum combined total of three profane servitors
  and bone dragons.
* Yredelemnul's servants are no longer angered when read-identifying a scroll
  of holy word.
* Nemelex no longer gifts decks of dungeons, and deck gift types are now
  independent of sacrificed item types.
* Jiyva's abilities no longer use Invocations.
* Divine wrath is now contingent on XP gain and cannot be waited out.
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales
  better with player XL.
* Vehmuet wrath now employs actual conjurations instead of miscasts.
* Makhleb wrath can now hurl destruction at the player instead of being
  limited to servant summoning.
* All skills eventually trainable by divine abilities can be trained
  immediately on worshipping that god (Invocations for many gods, Evocations
  for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.
* Innate abilities hated by your god are now marked as such.

Interface
---------
* "Automagic" functionality similar to autofight has been added through the
  options automagic_enable, automagic_stop, and automagic_fight; it can be
  used to automatically cast spells in a specified slot in combat.
* Different types of magical traps are coloured differently.
* Unnaturally hard rock walls have a new default glyph.
* The % screen has a new layout.
* You are prompted to continue wearing/unwearing armour when a monster comes
  into view.
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true
  being the default; "pickup_menu_limit" has been introduced to handle
  the old "auto:X" settings.
* The "auto_list" option has been removed.
* The WebTiles spectator box sorts names and links online player profiles.
* URLs occurring in WebTiles chat messages are hyperlinked.
* New default minimap colours.
* Examining a monster now displays the speeds at which it takes actions if
  those actions are slower or faster than its normal speed.
* arena_delay, which controls the speed of arena play and animations, is now
  available outside of arena mode as view_delay.
* Monsters get invisible monster indicators for one turn after they become
  invisible to the player.
* The shop screen layout has been revised.

Stone Soup 0.13.2 (20140404)
----------------------------
* More crash fixes.
* More message improvements.
* Long inscriptions in inventory are trimmed.
* Inscriptions can show unicode.
* Branch entrances can no longer be blocked by traps.
* Autoexplore no longer mysteriously gets stuck.
* Explore horizon no longer hides detected items.
* Wanderers cannot start with both a shield and two-handed weapon equipped.
* Avoid giving double piety for some collateral kills.
* Monsters now use the correct number of charges when zapping rods.
* Fixed various issues with inspecting unknown squares.

Stone Soup 0.13.1 (20131128)
----------------------------
* Several crash fixes.
* Several message improvements.
* Spectral weapon and battlespheres behave better with stairs.
* Wind blasts can no longer push monsters through walls.
* Shadow creatures band members don't count towards the summon cap.
* Awakened trees and flaying ghosts respect sanctuary.
* Unfinished monsters shouldn't spawn anymore, and are identified if they do.
* You can check \ when reading scrolls of identify.
* clua/gearset works again.
* Vampires can't use lich form anymore.
* A tome of destruction evoke-fest exploit is no more.
* Monsters can't swap weapons while berserk.
* Fixed several bugs related to removed or disabled species/backgrounds.

Stone Soup 0.13 (20131011)
--------------------------

0.13 highlights
---------------
* A new race: Gargoyles.
* A reimagined Skald background.
* A thorough rework of the monster set in Crypt.
* Improvements to many evokable items.
* A new item: sack of spiders.
* Massively overhauled layout generators.
* Summoning school: per-spell limits and no stair following or pulling.
* New Sprint map: linesprint.

Branches, environment
---------------------
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as
  linesprint).
* Branches now have exactly one exit stair (except the Dungeon, which can,
  but is not guaranteed, to have more).
* Many new layouts have been added to most branches, including unique layouts
  for branches that didn't have them; and numerous tweaks and improvements
  to existing layouts.
* Vaults can now be placed at the centre of some layouts prepared to accept
  them there.
* All portal vaults entrances that time out are now announced.
* Temple overflow altars can now contain multiple altars.
* New shop type: gadget shops, which sell evokable items.
* Mechanical traps do not spawn outside of vaults.
* Zot trap effects are now only a subset of the full set of miscasts, and
  have some new unique effects - draining of wand charges and Word of Recall
  (as per ironbrand convokers).

Character
---------
* A new race: Gargoyles, with low natural HP but an impressive host of
  resistances and the ability to fly at XL14.
* Sludge elves are no more.
* The Skald background gets a reworked spellbook with four new spells:
    - Infusion grants additional melee damage costing MP with each strike;
    - Song of Slaying grants an incremental slaying bonus with every monster
      killed (of sufficient threat level);
    - Spectral Weapon creates an allied spectral clone of your weapon
      which strikes enemies in melee when you do.
    - Song of Shielding has a similar effect to Spirit Shield, trading HP
      loss for MP loss.
* Priests are no more.
* The nausea status from eating contaminated chunks has been removed;
  contaminated chunks now give less nutrition for characters that can't
  handle them.
* Stabbing skill is no more; stabs now depend upon the average of the
  character's stealth and weapon skill.
* The Traps skill is no more; all characters detect traps as though they
  had (XL/3) Traps skill.
* Chaos knights start with a +0 chaos weapon instead of a +2 normal weapon.
* New tier 2 demonspawn mutation - "magic shield", giving spirit shield
  at level one, improved magic regeneration at level two, and regenerating
  mana in place of health as a function of current magic level at level
  three.
* Deaths to acid, self-targeting, and sticky flame now credit
  the appropriate monster/spell.
* Draining a stat to zero can no longer directly kill the player; instead,
  further stat drain damages the player. The effects of a stat being at zero
  (fainting, slow actions, etc.) persist.
* Ogre hunters and artificers now start with a club instead of a short sword.
* Teleport control is a duration, which expires after time or use. It still
  is disallowed on some levels.

Monsters
--------
* New/reworked Crypt monsters:
    - Wraiths, shadow wraiths, and eidolons drain speed instead of XP.
    - Eidolons deal more melee damage and can cast bolt of draining.
    - Phantasmal warriors can temporarily reduce their target's magic
      resistance and can blink closer to their foes.
    - Flayed ghosts gain a smite-targeted flaying attack, dealing
      temporary damage that scales with XP and goes away when the flayed
      ghost is killed and/or enough time passes.
    - Ancient champions, formerly a vault-specific monster, are now
      full randomly-generated monsters, coming with a band of skeletal
      warriors 50% of the time.
    - Vampire mages cast vampiric draining more often, and have slightly
      higher HD and HP; they also come with a band of vampires.
    - Rotting hulks are now plague shamblers, capable of inflicting a
      "retching" status effect that prevents food consumption; they
      generate a cloud of miasma on death.
    - Spectral things move at their full base monster speed.
    - Deep dwarf death knights gain slightly better attack power and
      starting equipment, and now come with a band of undead.
    - Flying skulls get a slight HP boost and a larger attack power boost.
    - Ghouls inflict rot half as often.
    - Curse skulls are capable of out-of-LOS movement, similar to wandering
      mushrooms, but preferring to place themselves where a player needs to
      move the most to actually reach them.
    - New monster: revenants, possessing a ghostly fireball attack and
      capable of creating clouds of ghostly flame, which do not harm
      undead and occasionally summon spectral things.
    - New monster: lost souls, who sacrifice themselves to heal nearby
      undead creatures or assume the shape of a nearby killed living
      creature; they can be summoned by deep elf death mages.
    - Necromancers don't come with necrophages, but do some with simulacra.
    - Unborn deep dwarves are now just unborn.
    - New monster: jiangshi, who move in short bursts (like sixfirhies) and
      possess a vampiric melee attack.
* New forest-themed monsters:
    - Spriggan assassins and enchanters, who attempt to disable the player
      with blowguns and hexes respectively before moving in for the kill.
* Other new monsters:
    - Tengu reavers, skilled with both steel and spells; appearing in the
      late dungeon and in Vaults.
    - Deathcaps, summonable by curse toes - tougher wandering mushrooms
      with Drain Life.
* New unique: Sojobo, king of the tengu.
* Jory now spawns normally in the late dungeon, instead of being limited to
  vaults.
* Adjustments to some tier 4 demons:
    - Orange demons' sting has a 50% chance of inflicting a Weakness status,
      which reduces the player's attack damage.
    - Blue devils have a swooping attack, where they can immediately move
      adjacent to the player and attack from up to four tiles away.
    - Red devils can now hop backwards from adjacent foes to make use of their
      now-guaranteed polearms' reaching attacks.
* Adjustments to the elementals:
    - Water elementals have an asphyxiation attack which lasts as long as
      their target is next to them, and have slightly increased AC and HP.
    - Fire elementals (and fire vortices) deal pure fire damage.
* Updated spell set for several monsters:
    - Draconian shifters:
        - Banishment is dropped.
        - A new monster spell: Dimension Anchor, which temporarily prevents
          teleportation, blinking, and Phase Shift.
        - A new monster spell: Blink Allies Encircling, which blinks nearby
          allies around the target.
        - Controlled Blink is replaced with Blink Away as an emergency spell.
    - Spriggan air mages:
        - Drop Swiftness.
        - New spell: Control Winds, which manipulates clouds (including
          putting out fores fires immediately), and improves allied
          ranged weapon accuracy.
    - Spriggan druids:
        - Drop Summon Caniforms.
        - New spells: Haste Plants, which hastes nearby plant-like enemies,
          and Druid's Call, which calls wildlife from elsewhere on the level
          to aid the druid.
    - The Enchantress:
        - Banishment is banished.
        - Gains Dimension Anchor (see draconian shifter entry above), Strip
          Resistance (lowers the magic resistance of the target), and Mass
          Confusion.
    - Curse toes:
        - No more Summon Undead.
    - Deep elf summoners:
        - Summon Demon replaced with Summon Vermin, which summons orange
          rats, spiders, and some other things.
    - Deep elf priests/high priests:
        - A new spell "Malign Offering", which steals HP from the target
          to give to their allies.
    - Deep elf mages:
        - Entirely new spellsets:
            - Freeze, Throw Icicle, Summon Ice Beast;
            - Bolt of Magma, Stone Arrow, Petrify;
            - Iskenderun's Mystic Blast, Slow, Venom Bolt, Blink;
            - Flame Tongue, Throw Flame, Sticky Flame, Fireball;
            - Magic Dart, Force Lance, Iskenderun's Mystic Blast,
              Iskenderun's Battlesphere.
    - Deep elf conjurers:
        - Only one spellset (bolt of fire, bolt of cold, lightning bolt,
          bolt of draining); the spell set with sticky flame has been
          removed.
    - Gloorx Vloq:
        - No longer has Invisibility as an emergency spell.
* Speed adjustments to several monsters:
    - Speed 8: spiny worms, snapping turtles, guardian mummies (all previously
      speed 9).
    - Speed 10: jellies (previously 9).
* Shadows can now turn invisible, allowing them to move faster and
  land a guaranteed stab attack on enemies.
* The retribution effect for killing an apis now inflicts Weakness on
  the player, instead of healing nearby hostiles.
* Giant fireflies can now signal nearby awake monsters in a manner similar to
  shouting.
* Vault wardens can seal stairways in addition to doors.
* Zombies no longer appear excessively out of depth in the early dungeon.
* Orb run monster spawns no longer include weak monsters, and now include
  Orb Guardians.
* Monster actions are now taken in order of speed, rather than any given
  monster taking all of its actions at once.
* Removed monsters:
    - Laboratory rats.
    - War dogs (replaced by wolves with essentially matching stats).
    - Deep dwarf scions, necromancers, and artificers.
    - Deep elf soldiers.
    - A large number of vault-specific monsters.
* Imps and other weak monsters no longer appear in Pan.
* Nergalle appears earlier in the dungeon.
* Lamia no longer comes with a band of minions.
* Creatures other than natural creatures can now be frenzied; this causes
  them to attack anything in sight. The berserking effect of frenzy (might
  and haste effects) is limited to natural creatures.

Spells
------
* New spells:
  - Searing Ray, a level 2 conjuration replacing Force Lance in the
    Book of Conjurations that deals damage over several consecutive turns.
  - Discord, a level 8 hex that attempts to frenzy all monsters in sight.
* Summon Small Mammals now only ever summons one mammal, and is renamed to
  Summon Small Mammal as a consequence.
* 100% of teleports on the orb run are delays (up from 50%).
* Haunt adjustments:
    - Summons now fixate on their target.
    - Flayed ghosts are no longer summoned.
    - Friendlies are no longer targettable.
* Olgreb's Toxic Radiance now poisons continuously over several turns (and
  deals impact damage); it also ignores the caster's poison resistance (if
  any).
* Dragon Form is pure Transmutations (was Tmut/Fire for all but Draconians).
* Force Lance is now level 5 (was level 2), with boosted range and damage
  to match.
* Fulminant Prism now caps at 200 spellpower.
* Swiftness can be cast in water; it doesn't operate in water, but it
  grants the status (which operates as expected when out of the water).
* Summons caps are introduced. This acts on a per-spell basis, each spell
  has a fixed numerical limit for the number of summons active at any time.
  Going over this limit means your oldest summons will expire in a very
  short number of turns. Applies only to non-necromantic non-permanent
  summons.
* Temporary summons will no longer follow the player down stairs.
* Temporary summons expire when the player moves to a different level.

Items
-----
* The elemental evocation items have been reworked:
    - All no longer depend on elemental magic skill or nearby terrain, can
      summon multiple elementals, and have an XP-based recharge timer.
    - The lamp of fire fires up to three trails of flame in a given direction.
    - The fan of air elementals is now the fan of gales, and blows back
      nearby enemies.
    - The stone of earth elementals is now the stone of tremors; it causes
      rubble to fall from nearby rock, stone, or permarock walls to damage
      creatures adjacent to them, and has a chance to shaft creatures;
    - A new elemental evoker item - the phial of floods; it generates a wave
      of water which temporarily leaves a pool of water behind, and summons
      water elementals.
* The dependence of armour penalties on strength has been adjusted; there
  are no longer magic strength numbers for lowest possible penalties.
* Potions of gain <ability> have been replaced by potions of beneficial
  mutation, which grant the player a single beneficial mutation.
* Scrolls of vorpalise weapons are now scrolls of brand weapon, and can
  rebrand weapons that already have a permanent brand affixed.
* Scrolls of immolation have been reworked to inner flame everything in
  LOS.
* Lear's chain mail is now Lear's hauberk - a +27 chain mail that covers
  all armour slots other than shields and cloaks.
* The staves of energy eliminates 100% of spell hunger again, and includes
  the now-gone staff of channeling as well.
* The staff of power scales with your maximum magic power.
* Box of beasts has been reworked:
    - Has a fixed, random number of charges between 5 and 15 inclusive.
    - 1/3 chance to fail on usage with no bad effects.
    - When successful, generates a chimera; a new monster with three heads.
      Each head can be a different beast, picked from a list which provides
      better/stronger beasts at higher Evocations skill. The heads determine
      the attacks and abilities available to the monster.
* New "sack of spiders" item:
    - Fixed charges between 5 and 15 inclusive.
    - On evoking, creates webs around you and releases spiders.
    - Number of webs and type/number of spiders scales with evocations.
* Splint mail has been removed; chain mail is now 8 AC to compensate.
* Needles of sickness have been removed.
* Manuals do not need to be read to be activated; they're always on while in
  inventory.
* The rod of striking now functions as a melee weapon - it expends charges
  to deal additional damage in melee.
* Boots of running have a -1 movement delay (was -2).
* The lantern of shadows' rate of shadow spawning scales with evocations,
  and the resulting shadows now wander instead of following the player.
* New unrand: the +4 moon troll leather armour {Spirit MP+5 Regen}.
* Adjustments to unrands:
   - Arga is now a broad axe.
   - The shield of the gong no longer has guardian spirit; it is otherwise
     unchanged.
   - The knife of accuracy and boots of the Assassin are no more.
   - The lightning scales are now +6 (was +3).
* Hammers do not generate outside of vaults.
* Rings of teleport control must be evoked to work.

Gods
----
* Yredelemnul no longer gifts rotting hulks / plague shamblers.
* Orcs encountering an orc priest for the first time are offered the chance
  to convert to Beogh on the spot.
* Recite no longer paralyses the player; the player can take any action
  that doesn't involve the mouth while reciting.

Interface
---------
* For online play, explore_delay and travel_delay are instananeous by default.
* Dungeon features with variable-colour tiles now display those colours in
  tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).
* Examining a monster will display the spells monsters of its type are
  capable of using.

Technical
---------
* A port to OpenSolaris (Dyson/Illumos).
* MSVC compilation once again possible (Visual Studio [Express] 2012)

Stone Soup 0.12.3 (20130923)
----------------------------
* Silver stars deal full damage to unclean monsters, not un-unclean ones.
* Unidentified cold resistance is no longer leaked on the draconian 'A' screen.
* Arena mode works better with restart_after_game.
* Local tiles ability icons check for berserk like the 'a' menu always has.
* The down arrow key works correctly in the webtiles help browser.
* Player ghosts no longer incorrectly get acid resistance when saved and
  restored.
* Exiting unique Pan lord levels without the rune gives a warning.
* Certain vaults don't trap people who teleported in.
* Merfolk unmeld boots correctly again.
* Vehumet's extension of Dazzling Spray's range has been corrected.
* Autotravel won't try to go through monsters trapped in nets.
* A couple of clinging into water fixes.
* Some off-screen messages are properly suppressed.
* The last place high score is shown correctly.
* A load of crash fixes: LRD at the map edge, G ctrl-P (parent branch) in
  the Dungeon, 0-hp starcursed masses, chaos bounces, loading levels with
  scrying active, deporkalating transiting monsters, etc.
* Mac universal builds work again.

Stone Soup 0.12.2 (20130601)
----------------------------
* Fixed multiple issues on big-endian systems.
* Lowered optimization level on OS X, to work around toolchain bugs.
* If you have two unknown rings, auto-id on just one will work.
* The Abyss shouldn't spawn lava/deep water under your feet anymore.
* Allowed wielding vamp weapons while in a non-eating form.
* Fixed blind monsters being able to use scrolls.
* Randomly generated items don't spawn under plants.
* No more unconnected small closets in the Lair.
* Jellies won't munch on Ziggurat loot.
* Sage effect ends once it's no longer relevant.
* Updated default explore stops.
* Make autoexplore silently ignore sacrificables again.
* Webtiles speed-ups.
* Documentation fixes.
* Misc crash fixes.

Stone Soup 0.12.1 (20130505)
----------------------------
* Fix a Dazzling Spray + Battlesphere crash on Windows.
* Add a missing cloak of the Thief ability tile.
* Add a mention of cursed blunt butchery in 0.12 to this changelog.

Stone Soup 0.12 (20130501)
--------------------------

0.12 highlights
---------------
* Axes have a cleaving attack, hitting up to 7 enemies around you.
* The Vaults branch is five levels deep, with a distinct layout and several new
  types of guards.
* Abyss has multiple levels of increasing difficulty, more varied terrain, and
  many new thematic monsters.
* Conjurers get a new starting book of offensive non-elemental spells.
* Beogh and Yredelemnul let you recall allies across dungeon levels.
* Major changes to Vehumet.
* Friendly summons no longer attack out of sight.
* Secret doors are no more.

Branches, environment
---------------------
* The Hall of Blades layout has been adjusted, and now contains two weapons
  with "interesting brands" instead of just one.
* The Abyss is revamped yet again. It now contains five (still infinite)
  levels of increasing difficulty. Each level is composed of regions with
  different layouts, most of which are more static than before. The rune
  appears only at the third level and below, more frequently at deeper levels.
* The Abyssal rune always appears in a vault, never lying around on the floor.
* Having the Abyssal rune greatly increases the generation of Abyss exits.
* Many Ziggurat floors have more fine-tuned monster-sets, and a few monster
  sets have been replaced entirely.
* Three new Sprint maps: "Thunderdome" by evilmike, "The Pits" and "Arena of
  Blood" both by st.
* The Abyss no longer exists in Sprint.
* New layouts for Cocytus, Gehenna, Snake, and the main Dungeon.
* More layouts allowed in Zot.
* New Lair branch ending vaults, and many other new vaults.
* More decorative vaults are now placed.
* "Special rooms" (kobold/orc rooms, beehives, morgues, jelly pits) have been
  adjusted, now appear at more appropriate depths and layouts, and no longer
  place doors.
* A new "special room" - the mythical zoo, with standard high fantasy beasts.
* New "runed door" feature: won't be opened by auto-explore or by monsters.
  Becomes a regular door when opened.
* Alarm traps only trigger once, but make monsters swarm towards you for some
  time.

Character
---------
* Stalker is removed.
* Berserkers may choose their starting weapon.
* Gladiator no longer starts with a buckler, gets more Dodging to compensate.
* Traps are spotted (or not) deterministically based on skill level and a
  few other factors: spending more time does not help.
* Levitation and controlled flight are no more - all flight is controlled.
* Flying no longer increases carrying capacity.
* Tengu receive their movement speed bonus when flying, regardless of burden.
* Black draconians gain permanent flight (like Tengu but without the speed
  boost) at XL 14.
* Removed the hidden special cost of Spellcasting, Stealth, Evocations and
  Invocations. Aptitudes adjusted.
* Experience aptitude uses the same scale as skill aptitudes. This scale is
  coarser than the old one, so most races now require slightly more or less
  experience to gain levels than before.
* Deep Elves are better at Earth magic than Air.
* Hill Orcs are better at Axes, worse at gaining levels.
* Tengu are better at gaining levels.
* Levels 1 and 2 of the teleportitis mutation teleport you only a limited
  distance.
* The augmentation and powered by pain Demonspawn mutations have been improved.
* You can butcher while wielding a cursed or otherwise unswappable blunt
  weapon.

Monsters
--------
* Removed: ant larvae, bumblebees, blessed toes, rock trolls, wood golems.
* New monster: moth of suppression. Generates an aura that prevents evocation
  and suppresses the magical effects of wielded/worn equipment.
* New abyssal monsters:
    - Wretched star: bestows temporary mutations.
    - Tentacled starspawn: has constricting tentacles and a nasty attack.
    - Ancient zyme: causes sickness when near the player.
    - Lurking horror: stalks like a wandering mushroom, then explodes for
      torment.
    - Starcursed mass: proliferates when ignored, re-merges when damaged.
      Has a smite-targeted psychic scream that becomes more powerful as
      more masses become visible.
    - Apocalypse crab: breathes clouds of chaos.
    - Thrashing horror: moves like a bat, tramples, and frenzies.
    - Spatial maelstrom: incorporeal vortex that turns walls into spatial
      vortices.
* New deep troll specialist monsters, appearing in late-D deep troll packs:
    - Deep troll shamans: cast Might Other and Haste Other on their
      accompanying deep troll packs.
    - Deep troll earth mages: cast Dig and LRD to allow the rest of the deep
      troll pack to pursue their opponent.
* New vaults monsters:
    - Vault sentinels, with a signal horn that generates a lot of noise and
      the Sentinel's Mark spell which alerts all creatures on the level to
      the player's location.
    - Vault wardens, with the ability to close and seal doors near the player
      for a time or until they are killed.
    - Ironbrand convokers, with the ability to recall other monsters on the
      level to their location. Also cast Might Other.
    - Ironheart preservers, with the ability to take some damage in place of
      an enemy the player is currently attacking.
* New uniques:
    - Jorgrun, a deep dwarven earth elementalist.
    - Lamia, queen of the nagas.
* Friendly summoned monsters do not attack things unless the player has line
  of sight to both the summon and the victim. Glass does not count as line of
  sight for this purpose.
* Summoned monsters do not cast spells that create permanent allies.
* Only a select few monsters flee at low HP.
* Ereshkigal has more HP, and can now cast Silence and Major Healing.
* Changed monsters: Frances, Joseph, Polyphemus, bone dragons, soul eaters,
  vampires, vampire knights.
* Rotting corpses no longer spawn toadstools for non-Fedhasites.
* Monsters can now use wands of digging, and cast Dig in more circumstances.
* Allies summoned with the Mercenary card can pick up and use equipment.

Spells
------
* Removed: Fulsome Distillation, Evaporate, Cigotuvi's Degeneration, See
  Invisible and Insulation.
* New spells:
    - Force Lance (level 2 Conjuration). Fires a short-range single-target
      projectile that can knock monsters backwards.
    - Dazzling Spray (level 3 Conjuration/Hexes). Fires a spread of energy
      bolts that can blind creatures.
    - Iskenderun's Battlesphere (level 4 Conjuration/Charms). Creates an
      autonomous globe that shoots at enemies in sync with your conjurations.
    - Fulminant Prism (level 5 Conjuration/Hexes). Creates a time bomb at a
      smite-targeted location.
    - Disjunction (level 8 Translocation). Has a duration, during which it
      blinks away nearby monsters. Causes contamination.
* Conjurers have a new book with non-elemental spells (including the new
  conjurations).
* Spell memorisation failure is no more. As long as the failure chance is
  not 100%, the spell can be memorized. There is a warning prompt if the
  chance of a miscast is high.
* Some spellbooks have been reorganized.
* Condensation Shield's SH bonus no longer cares about Shields skill or
  intelligence.
* The blinking component of the Dispersal spell is irresistible.
* Venom Bolt and Bolt of Magma do more damage; Teleport Other works more often.
* Recall is now gradual instead of instant: one ally is recalled every 3-6
  aut.

Items
-----
* Axes have a cleaving attack: they hit up to seven targets with a single
  swing (all directions except directly opposite the direction of attack,
  but not if a wall is in the way). These secondary attacks do only 75%
  damage and do not hit allies. Base damage for the larger axes is reduced
  to compensate.
* One-handed maces and flails have been improved: flails and eveningstars get
  a one point damage increase, and morningstars get a +3/-1 damage/accuracy
  boost to replace spiked flails.
* The wand of polymorph other is now the wand of polymorph; use of it against
  the player will turn them into a random form (including several new forms -
  tree form, wisp form, porcupine form and fungus form).
* Scroll of unholy creation is replaced with scroll of summoning, which
  summons a few level-appropriate monsters.
* Removed items: spiked flail, potion of water, staff of enchantment, plain
  (non-magic, non-quarter-) staves
* Potion of decay rots HP immediately rather than giving the "Rot" status.
* Potions and rings of levitation are now "of flight"; boots of levitation
  are now "of flying"; and the +Lev artefact property is now +Fly.
* Amulet of controlled flight is removed; Amulet of the Air now grants
  passive Repel Missiles and inaccuracy instead.
* Amulet of inaccuracy correctly affects ranged weapons.
* Amulet of clarity prevents mesmerisation.
* Some rods were changed to have a more focused spell set.
* The "Contam" artefact property no longer causes contamination over time,
  but only when the item is unequipped.
* The "*Rage" artefact property triggers much less often (except for Wrath of
  Trog).
* Improved fixedarts: Spear of the Botono, Robe of Night, Cloak of the Thief,
  Robe of Folly, plutonium sword.
* The hand-and-a-half weapon category is gone; such weapons are now
  one-handed for normal-size races.

Gods
----
* Followers of worshippers of Beogh and Yredelemnul can now be recalled across
  levels.
* Followers of Beoghites now share experience when the player scores kills.
* Yredelemnul gives a small amount of piety for desecrating holy remains.
* Vehumet is overhauled: Now grants damaging spells one-at-a-time (available
  from the (M)emorization screen), partially based on your elemental skills.
  No longer supports summoning, accepts ally kills, or reduces spell MP cost.
* Zin's Imprisonment placement is much more forgiving, pushing adjacent
  monsters out of the way if possible.
* Lugonu's Enter the Abyss no longer reduces maximum HP or MP.
* Lugonu no longer gives piety for anything in the Abyss.
* Mobile Fedhas-granted allies follow you across levels en masse.
* New Xom effects: loud noises, blink monsters, enchant monster (petrify,
  slow, paralysis, enslavement; haste, might, invisibility), summon shadow
  creatures.
* Xom does not reduce stats as drastically, unless bored.
* Xom will not animate or swap weapons in the Abyss, and will not hostilely
  animate your weapon at all anymore.

Interface
---------
* Many updated tiles.
* A new Android port with touch-screen support.
* New options: auto_sacrifice, dump_on_save, item_glyph, monster_list_colour,
  tile_cell_pixels, tile_filter_scaling.
* Removed options: sacrifice_before_explore (now part of auto_sacrifice),
  annotate_item_class, annotate_item_dropped, autoinscribe_artefacts,
  show_no_ctele, menu_colour_prefix_class, menu_colour_shops, list_rotten.
* Player action counts and generated vaults are now included in dumps by
  default.
* List options can be prepended to with ^=.
* The "evil_eating" and "evil_item" menu-colouring prefixes are renamed to
  "forbidden".
* Explosion and cloud spells will try to target a spot adjacent to an
  out-of-range monster before falling back to the player's position,
  but will ignore plants.
* It is possible to restrict a ctrl-f stash search to the current level by
  prefixing it with "@".
* Swap the cycle ammunition commands. '(' = backward, ')' = forward.
* Webtiles supports real-time animations, toggleable via F10.
* Webtiles displays miniature health and MP bars on the player.
* Allies can now be ordered to retreat in a specific direction.

Technical
---------
* Numerous crash fixes.
* Crashes during level transition no longer result in broken saves.

Stone Soup 0.11.3 (20130505)
----------------------------
* Don't show "constrict 1" for nagas who don't have it yet.
* Properly show racial AC bonuses.
* Fix all monsters ceasing to act after you were banished.
* Fix massive piety/hp gains with Jiyva for partial ammo stacks.
* Don't crash with Xom if a stat is drained to 0.
* Other minor fixes.
* Fix build failures with gcc-4.8 and LTO crashes.

Stone Soup 0.11.2 (20130125)
----------------------------
* Crash fixes.
* Jellies no longer take damage from acid.
* The Royal Jelly spawns behave correctly on the arena, and after pacification.
* Handle forcibly closing the game a bit better (save corruption, crashes,
  possible cheating).
* No more false annotations in the Abyss.
* Octopodes can't grow claws on their non-existant hands anymore.
* Tile games did not always draw overlays properly.
* Invocation based titles were wrong on the high scores list.
* A number of other misc fixes.

Stone Soup 0.11.1 (20121116)
----------------------------
* A number of crash fixes.
* Option fixes: spell_slot=, runrest_ignore_monster-=
* Xom won't Inner Flame magic-immune monsters. Some were quite inappropriate.
* TSO won't get mad at you when a monster uses a staff of death.
* Boulder beetles stop rolling upon teleporting.
* Zombies get same eligibility for constriction as their base monsters.
* Slimify fixes: kraken tentacles (no longer slimeable) and monsters in/over
  water (will turn into water-capable jellies).
* You can't stop some of Xom's spells anymore.
* Gaining/losing mutations from Jiyva is less spammy.
* Non-good gods can punish their worshippers during penance, like in 0.10-.

Stone Soup 0.11 (20121001)
--------------------------

0.11 Highlights
----------
* A new branch: the Spider Nest.
* The Swamp branch is less annoying now.
* Missile enchantments are no more.
* Monster constriction vs the player has been overhauled.
* New monsters: Arachne, Fannar, orb spider, bog body, Hell Sentinel.
* Removed monsters: Jozef, bog mummy, midge, Pit Fiend, hairy devil.
* Lots of new vaults and tiles.
* Config file overhaul: lists require += when appending, you don't need to
  upgrade your config by hand anymore (after this last(?) time).

Branches, environment
---------------------
* New wizlab: Roulette of Golubria.
* A metric buttload of new vaults, including several new branch endings and
  a full-level vault for deeper parts of the main dungeon.
* A new Sprint map by st, based on the Ziggurat.
* Vaults are more common.
* There are three new level layouts for the dungeon and various branches.
* You don't lose portal vaults after being banished from one.
* Escaping the Abyss places you where you came from, but grants short-term
  immunity to most forms of banishment.
* Pandemonium: slightly fewer exits to the dungeon are placed, but there are
  many more exits through the abyss (which will return you to the Dungeon).
* The Elven Halls are only three levels deep.
* Branch difficulty doesn't depend on where their entrance was anymore.
* Traps of a given type deal the same damage no matter where they are.
* Axe traps got axed.
* Wax walls are no more.
* There are no more randomly generated secret doors, but they can still be
  found in vaults.
* The Swamp has an improved layout, with smaller and more compact levels, and
  more trees. It is also less misty than before.
* Swamp trees are now mangroves, and are opaque.
* Spider Nest: replaces the old spider portal vault, contains the gossamer
  rune of Zot.
* Games will have one of the Spider Nest or Snake Pit, and one of the Swamp or
  Shoals, guaranteeing one poison themed branch and one water themed one.

Character
---------
* Humans get slightly more stat increases.
* Nagas get constriction at XL13 now.
* Tengu can fly when transformed.
* Grey Draconians are better at Earth and worse at Air, get more AC, and
  no longer fumble in water.
* Felids are better at combat and Evocations, worse at Summonings.
* Felid pounces (sneak attacks) do more damage.
* The Evocations skill increases max MP.
* Forms without some sort of hands can't use wands/etc.

Monsters
--------
* Player ghost Sticky Flame autohits but is range 1.
* Berserk monsters are immune to fear.
* Plants don't feel torment. Oklob farms ahoy!
* Monsters attached to the ground are -TELE.
* Jellies, porcupines, flaming corpses won't get constricted.
* Magical staves work for monsters as something more than a mere cudgel.
* Monsters can use rings and amulets.
* Mindless monsters don't have any skills (zombies with pain weapons, etc.).
* New uniques:
    - Arachne, half-human, half-spider.
    - Fannar, an elven ice elementalist.
* Margery gets dragon armour.
* Monsters with arcane spells won't wear heavy armour.
* Donald can spawn in Labyrinths, and complains about them.
* Urug is drastically stronger.
* Mimics can be "inept", (no adjective), "ravenous" or "monstrous", with
  a progression of strength and abilities.
* New monster: orb spider. Shoots weak orbs of destruction at you.
* Removed: Jozef, midges, killer bee larvae, hairy devils.
* Porcupines get spines.
* Hell Sentinels replace Pit Fiends.
* Boulder beetles can roll as a boulder.
* Jumping spiders can ensnare you with webs in melee.
* Poison attacks from sea snakes and redbacks can only be partially resisted.
* Hit dice and damage have been increased for all spider enemies.
* Emperor scorpions are much stronger.
* Ghost moths have been nerfed.
* Vampire mosquitoes lose their sickness attack, gain a stronger vampiric
  attack.
* Swamp worms have better melee accuracy.
* Giant leeches are more dangerous.
* Bog mummies have been replaced with bog bodies: no death curse, stronger
  spells, can be decomposed via Fedhas prayer.
* Monsters who submerge stop fleeing.
* Umbras don't give bonuses to demons anymore.
* Monsters (and player ghosts) can cast Ozocubu's Refrigeration.
* Monsters cast emergency spells more often.
* Monster constriction has been overhauled. Escape is easier, blinking counts
  as two escape attempts (rather than always succeeding), and damage values are
  saner.
* A "damageless constriction" effect has been implemented for certain
  monsters, particularly mimics.
* The Royal Jelly is able to regenerate.

Spells
------
* Lee's Rapid Deconstruction works in Slime now.
* Iskenderun's Mystic Blast often explodes, but can still safely be used at
  point blank range.
* Death Channel is level 6.
* Simulacrum works on beef jerkies, sausages and meat rations.
* Removed: Projected Noise.

Items
-----
* Artefacts can get distortion.
* Blowguns can get evasion.
* Wearing/removing armour can be aborted.
* Fixed artefacts with fixed appearance start identified.
* Weapons may corrode upon stabbing a jelly.
* Ambrosia gives more mp, but only as you digest it.
* Raw troll hides grant regeneration.
* Jewelry auto-ids when it shows an obvious effect.
* Ankuses, scrolls of detect curse, amulets of controlled flight, and rods of
  smiting are no more.
* Rods of striking are better.
* Staves of energy reduce spell hunger to 1/3 instead of eliminating it.
* Missile enchantments are no more, greatly simplifying inventory management.
    - Formulas have been changed to compensate, with skill filling the role of
      missile enchantments.
* All missile brands start visible.
* Visored helmets don't prevent bite attacks.
* Identifying weapons by use works instantly but requires a random (per
  item) level of skill.
* Unbranded items can't be glowing/runed unless they're cursed.
* New item: Lightning rod. Has a continuous effect across multiple zaps, and
  allows you to spray wide cones of electricity at your enemies.
* Randart weapons have a wider selection of names.
* Acquirement will not provide you with items your god hates.

Cards
-----
* Trowel works everywhere.
* Sage won't time out or be overwritten on a new draw.
* Removed: Spade.
* Map and Dowsing have been combined into one.
* Walls from the Tomb expire after a while.
* New: the Mercenary. Allows you to purchase allies.
* Warpwright teleport traps expire shortly.

Gods
----
* Trog accepts kills of holies.
* Abandoning Kikubaaqudgha rots all currently existing corpses.
* Kikubaaqudgha no longer guarantees getting all necromancy spells: instead,
  he gifts books with a random selection of spells.
* Banishing monsters grants some XP and Lugonu piety.
* New Xom effect: mass inner flame.
* Nemelex gives far fewer decks of summoning.
* Nemelex loses the Mark Four ability, gains Deal Four.
* Nemelex doesn't try to enforce "genuine" use of cards -- was too
  inaccurate.
* Xom can't gift permanent allies anymore.
* Xom grants far fewer item gifts.
* Xom acts drastically more often when you're in a tough fight.
* Elyvilon doesn't take piety when life-saving allies.
* Non-newbie Elyvilonites can't destroy non-unholy weapons.
* Fedhas' Sunlight stays in place.
* Okawaru gives almost no heed to kills and sacrifices of easy monsters,
  rewards toughest fights more.
* Concurrent god wraths don't dilute each other anymore.

Interface
---------
* Stash tracking, annotations, etc, work for portal levels.
* Mutation notes mention how it was gained or lost.
* Removed options: pizza, ood_interesting, rare_interesting, note_all_spells.
* New options: auto_drop_chunks, autofight_throw, dump_kill_breakdowns,
  show_travel_trail, sacrifice_before_explore.
* Webtiles chat is now logged (can be disabled via note_chat_messages).
* The show_gold_turns and show_game_turns options are now enabled by default:
  you will see how much gold you have, and how much time your actions take.
* Fake translations: dwarven, jägerkin, kraut, wide.
* Loads of new tiles.
* The unique Pan/Hell lords get special tall tiles.
* An in-game high scores browser.
* Picking up stackable items shows how many you picked up.
* Every item, monster, feature has a description.
* Many descriptions were improved.
* Autoexplore stops on items sacrificeable to your god.
* Rods appear as a separate item class.
* Autopickup settings can now be configured in-game, via the '\' key.
* Several improvements have been made to the tutorial.
* Lantern of shadows no longer makes the whole screen dark grey in console mode.
* Targeting prompts have been massively improved. Almost all area of effect
  spells are now supported, and bounce paths (e.g. from lightning bolt) are
  displayed.
* Some added or improved status indicators.
* Message filters are case-insensitive.
* Webtiles has experimental support for watching console games on servers
  running both webtiles and dgamelaunch.
* Local tiles now has an abilities tab.

Wizmode
-------
* &^P to polymorph into a form.
* &P to rebuild a level based on a vault.
* &^M to memorise a spell.
* &# to (partially) load a character dump file.

Technical
---------
* Local tiles can display non-ASCII characters, in default builds only
  Latin, Greek and Cyrillic.

Stone Soup 0.10.3 (20120614)
----------------------------
* Crash fixes.
* rPois- doesn't grant rPois+ for potions of poison.
* Clean chunks are no longer better than permafood when nauseated.
* The Flight spell is no longer cancellable (could cause a death when
  swapping a +Lev item above water due to incorrect assumptions).
* A warning when transforming would meld your last +Lev item.
* Backlash works for finding portals on the map screen.
* Remembered traps no longer lose their identity when out of sight.
* Certain rare monsters don't clutter tile displays with name tags anymore.
* show_game_turns labels its display as "Time:" not "Turn:".
* Greatly improved webtiles performance.
* Fixed miscompiles or compilation failures with GCC 4.7.
* A bunch of assorted minor fixes.
* Some new interface functionality:
  * can annotate remote levels (X[ then !)
  * picking a stack of items you already had some of shows how many did you
    just gain
  * shops show item slot letters assigned to your new purchases
  * enchantable missiles are listed in the wield menu if you have scrolls
    of Enchant Weapon

Stone Soup 0.10.2 (20120411)
----------------------------
* A bunch of crash fixes.
* A number of description updates, to match 0.10 changes.
* Allies cannot smite enemies through glass anymore.
* Reaching cannot be used while caught in a net/web.
* Fix a number of oddities with the shopping list.
* Fix multiple compiles often repeating work -- especially jarring for
  "make; make install".
* Unknown items in shop use a neutral tile colour, fixing an information
  leak (you can't learn the appearances this way anymore).
* Fix allies not using IOOD at all.
* A lot of other minor fixes.

Stone Soup 0.10.1 (20120315)
----------------------------
* Fix "non tried" question mark in tiles being sometimes missing.
* Fix grey draconians sometimes drowning.
* Fix Lua junk appearing in some monster speech.
* Fix the Slime:6 vault opening soon after banishing the Royal Jelly.
* Fix pressing <<<<<< getting you scot free from constriction.
* Fix slaying not working when using magical staves.
* A bunch of crash fixes.
* ... including the "hunter" hints mode being totally inoperative.
* Assorted Webtiles fixes.
* And a bunch of other minor ones here and there.

Stone Soup 0.10 (20120216)
--------------------------

0.10 Highlights
---------------
* New species: Octopodes, sentient land-capable octopuses.
* Skill training system reworked. Dancing is really gone this time!
* All polearms have reaching.
* Constriction (nagas, octopodes, some snakes, tentacled monstrosities).
* New version of the Abyss.

Branches, portal vaults, levels
-------------------------------
* Remove Hive. Guarantee some limited food supply in the dungeon.
* Completely reworked Abyss: it now morphs continuously over time, is mappable,
  and extends infinitely in all directions.
* Most abyssal runes are in special vaults.
* Escaping the Abyss returns to place of banishment.
* Ziggurats have much more colourful holy levels.
* Ziggurats: spriggan levels.
* Pan monster set tweaked.
* More Volcano portal vaults.
* Web "traps", can briefly entangle those caught.
* A "twisting cavern" map layout.
* Many vaults, including large altar vaults, Abyss vaults, Pan Lord maps,
  and several branch endings.
* A number of branches have a completely new set of tiles: Snake Pit,
  Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, Pandemonium.
* The chance of getting a unique Pandemonium level increases for each level of
  Pan you visit.

Gods
----
* Ammo gifts can include large rocks and javelins.
* Lugonu accepts kills of demons.
* Cheibriados loses the "Make Ponderous" invocation, slows you down all the
  time depending on piety.
* Cheibriados can slow down Abyss morphing and Orb run monster spawns.
* New Cheibriados ability: Temporal Distortion, moves nearby monsters forwards
  in time a few turns.
* Cheibriados doesn't grant resistances anymore.
* Makhleb's powers use Health instead of Magic.
* Makhleb gives more Health for killing but no Magic anymore.
* Makhleb's Greater Destruction costs less piety.
* Zin followers pay mandatory tithe for piety. No more piety for waiting.
* Zin takes some gold upon conversion; this gives more piety than donation.
* Zin's Vitalisation is proactive, protecting from all bad statuses.
* Prayer to Zin doesn't provide feeding, Vitalisation gives satiation instead.
* Zin's Imprison duration increased.
* TSO: piety decays; gain piety for spotting non-evil monsters.
* Elyvilon: piety decays; piety for pacifications doubled.
* Elyvilon has piety loss for ally deaths instead of penance.
* Elyvilon doesn't grant piety for non-evil weapons past *** (even if you
  drop lower later!). Evil weapons get identified on sight.
* Deaths of plants and non-living beings no longer count as friend deaths for
  god conduct purposes.

Species
-------
* Octopodes: sentient octopuses that can wear eight rings.
* Draconians cannot wear body armour anymore, can wear gloves and boots.
* Centaurs can survive longer on vegetarian food.
* Felids gain lives every three levels.
* Minotaurs instinctively retaliate in melee.
* New Demonspawn mutations: Foul Stench, Ignite Blood, and Augmentation.
* Kenku are now called Tengu, and get more MP.
* Mountain Dwarves are no more.
* Minotaur and Hill Orc aptitudes are a lot better.

Character
---------
* Wild Magic mutation: reduced spell success, increased power.
* Evolution mutation: extra mutations as time passes.
* Always gain partial nutrition from brown chunks.
* Bad food causes nausea instead of sickness.
* Non-full carnivores cannot eat up to "engorged" without gourmand.
* A little score increase from runes for non-winners.
* Poison resistance is only 90% effective.

Spells
------
* New spell: Beastly Appendage (Transmutation 1).
* Flame Tongue has slightly longer range.
* Removed: Maxwell's Silver Hammer, Levitate.
* Abjuration becomes single-target. The old version (Mass Abj.) is
  available as a new level 6 spell.
* Swiftness and Flight no longer give an extra boost when cast together.
* Swiftness halves stealth and makes it harder to detect traps.
* Flight lowered to level 3, Dragon Form lowered to level 7.
* Dispel Undead raised to level 5.
* Summoned Ugly Things are now always friendly.
* Shadow Creatures don't last as long anymore.
* Tornado's damage has been slightly improved.
* Conjure Ball Lightning improved, ball lightnings explode when their duration
  expires.
* Mephitic Cloud and Evaporate don't guarantee a 3x3 cloud anymore.
* Recasting a transformation is no worse than the original cast.
* Animate Dead animates stacks.
* Lee's Rapid Deconstruction: prevent abuse, improve targeting.
* Summon Greater Demon only has tier 1 demons turn hostile over time.
* Spider form is susceptible to poison.
* Shatter doesn't work through walls, unless it manages to destroy them.
* No spells work through glass or trees anymore.
* Metabolic Englaciation slows down enemies.
* Twisted Resurrection is improved: corpses merge into abominations on their
  own without needing to be stacked.
* Alistair's Intoxication is less reliable, depends on spell power.
* Boost the effective power of some hexes: Corona, Slow, Mass Confusion,
  Cause Fear, Control Undead.
* Olgreb's Toxic Radiance is more effective at high spell power.
* Confusing Touch is less reliable.
* Inner Flame leaves clouds of fire when an affected monster explodes.
* Passage of Golubria creates two portals when cast, and allows more than two
  portals to exist simultaneously.

Backgrounds
-----------
* Arcane Marksmen are back, with a Hex-based spellbook.
* Artificers get a weaker staff and skills, but an extra wand.
* Transmuters lose Fulsome Destillation and Evaporate, gain Beastly Appendage.
* Necromancers lose Dispel Undead, gain Control Undead.
* Monks get ** piety upon taking on their first god.

Skills
------
* Non-integer values of a skill matter.
* Add skill training restrictions instead of requiring victory dance-style
  usage of unknown skills.
* Stealth skill is no longer heavily discounted.

Interface
---------
* Experience points are no longer shown directly, just a percentage to the
  next level.
* Throwable starting weapons are autoinscribed with "=f".
* Leaving an unique Pan level without the rune asks for confirmation.
* Uniques and player ghosts annotate the level on the overview screen.
* New character dump options: spell_usage, which counts spells you have cast,
  and action_counts, which also counts non-spell actions.
* Ctrl-W toggles weight display in inventory and dropping menu.
* Better ?/G and ?/B menus.
* Spell success adjectives are replaced with failure rate percentages. Failure
  rates are coloured based on potential miscast severity.
* Many new monster descriptions and quotes.

Monsters
--------
* Ignacio no longer uses Torment, and he'll appear repeatedly until killed.
* New monster: profane servitor - an angel corrupted by Yredelemnul (undead).
* New monster: blizzard demon - a cold/air rank 2 demon.
* New holy monsters: silver star, cherub, phoenix, paladin, seraph.
* Removed: giant toads, vipers, blue deaths.
* Renamed: Fiend -> Brimstone Fiend, Imp -> Crimson Imp.
* Reorganized demon ranks, moving easier 1s to 2s.
* Feature mimics may now masquerade as most features.
* Item mimics can move once revealed.
* Monsters will retreat when hit from behind an obstacle they can't walk
  around.
* Unique Pandemonium lords can hunt you on the Orb run if you've stolen
  their runes. Violate the 5th Commandment, not the 7th!
* Monsters cast emergency spells more often.
* Breath timeout for dragons, draconians, drakes.
* Most monster summoning spells toned down slightly.
* Monsters flee at lower health thresholds, and less predictably.
* Queen bees can send nearby killer bees berserk.
* Killer bee larvae turn into killer bees if they eat honeycombs or royal
  jellies.
* All abominations are now both demonic and undead.

Items
-----
* Slaying works like weapon enchantments.
* Acquirement allows choosing missiles.
* Nagas and Centaurs get far better chances to acquire bardings.
* Staff acquirement is more random.
* Miscellaneous item acquirement gives better decks.
* Weapon acquirement avoids useless weapon types.
* Misc items start identified when there are no doubts about them.
* The Orb of Zot has a slightly mutagenic glow and reduces stealth.
* The Crusade card can no longer give you permanent allies.
* All polearms have the reaching brand built in.
* Quarterstaves are split into two weapons: weak "staff" and good
  "quarterstaff". Gladiators and Priests get to start with the latter.
* Common two-handed weapons are easier to use effectively.
* Several new fixed artefacts: lightning scales, Black Knight's horse barding,
  ring of Vitality, autumn katana, shillelagh "Devastator", dragonskin cloak,
  rings of the Octopus King.
* The Sceptre of Asmodeus can be evoked for temporary charmed unabjurable
  demons (instead of random conjurations or hostile demons).
* Scrolls of enchant and vorpalise weapon are always identified upon use.
* Amulet of guardian spirit draws from HP and MP simultaneously.
* Remove crystal balls of seeing.
* Crystal ball of energy restores less MP but has less severe failure effects.
* Scroll of magic mapping detects secret doors.
* Tomb card is rarer.
* Portal card does not give instant teleports.
* Early weapons tend to be better.
* Rename potion of healing to potion of curing.
* Rename wand of healing to wand of heal wounds.
* Known properties of unique enemies' gear are pre-identified.
* Medium armour is better.
* Banded mail is no more, plate mail has been renamed to plate armour.

Webtiles
--------
* Monster list.
* Webtiles games create a ttyrec, allowing them to be watched from SSH.
* Scale cells for small screens.
* "Glyph mode" which shows letters instead of tiles.
* Tiles in menus; Menus are sized according to each spectator's window, and
  spectators can scroll independently.
* Improvements to the lobby: show gods, allow sorting on XL/Character/Level,
  and show milestones.

Zot Defence
-----------
* You can now choose which map to play on.
* Disable useless gods.
* Disable hunger, except for Vampires.
* Creating altar asks for god, at much higher ability cost.
* Start with some consumables (as in Sprint) to make the early game a little
  easier.

Technical
---------
* Tarballs use xz rather than bz2 compression.
* Wizard mode is compiled in by default unless you specify NOWIZARD=y.
* Custom shops can be used in vaults.
* Multithreading, currently only to speed up database loading.


Stone Soup 0.9.2 (20120124)
---------------------------
* A number of crash fixes.
* Fix new games overwriting existing saves in one case.
* Fix Temple overflow gods not being randomized.


Stone Soup 0.9.1 (20110904)
---------------------------
* Fix missing portals to Zot on D:27 with restart_after_game after Sprint.
* Fix most large special maps not being generated.
* Fix mad amounts of divine gifts in certain cases.
* Don't duplicate monsters when exiting the Abyss.
* Fix a lock-up on selecting a random character.
* A number of crash fixes.
* Some documentation amendments.
* Don't stop butchering on unimportant messages.
* Add a command "show runes" ('}') that was documented but not implemented.


Stone Soup 0.9 (20110812)
-------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Save compatibility with the 0.8 release is retained, although once a game is
loaded in 0.9, you can not go back to 0.8.

0.9 Highlights
--------------
* New skill training system. Experience pool and victory dancing are gone.
* Ashenzari: Remove passive XP boost, add a skill boost depending on level
  of boundedness and which equipment is bound.
* Rename Crusader to Skald, change starting book and skill levels.
* New spells: Inner Flame, Shroud of Golubria.
* Removed spells: Teleport Self, Berserker Rage, Resist Poison.
* New monsters: Ignacio (unique executioner), catoblepas, basilisk.
* New subgame: Zot Defence. Consider it of experimental quality, though.

Skills
------
* Skill training: skills are trained immediately when XP is gained. The skills
  trained are the ones that have been used recently (auto) or the ones which
  have been selected (manual).
* Skill costs: the XP to skill point ratio no longer depends on skill level.
* Magic school skills early game discount removed.

Gods
----
* Cheibriados gives full stat boost for fully ponderous, regardless of species.
* Jiyva is a little less likely to remove mutations.
* Improve Jiyva's stat shuffling, take skills and armour into account.
* Makhleb has a new flavour description.
* Nerf TSO's and Makhleb's HP and MP on kills.
* Trog specialises in antimagic weapon gifts, gives fewer artefacts.
* Trog dislikes it when you train magic skills.
* Yred takes statue kills and forbids Statue Form.
* Zin's Vitalisation is cheaper and cures petrification, stat boost stackable.
* Don't allow avoiding good god wrath by swapping via another good god.
* Ashenzari: Remove passive XP boost, add a skill boost depending on level
  of boundedness and which equipment is bound.
* Ashenzari: reduce reskilling XP penalty and some ability piety costs.
* Ashenzari wrath: reduce all skills for the duration of wrath.

Character
---------
* +3 base HP for all characters.
* Racial HP/MP gain is now displayed on a -3 to +3 scale (see ?%).
* Fighting gives less HP boost.
* All characters carry a bootknife to dissect corpses.
* Hill Orc Priests always take on Beogh.
* Berserkitis mutation triggers less often.
* Tweak starting skills for a few backgrounds (Fi, Gl, Wr, CK).
* Give Warpers a few more darts of dispersal.
* Let Gladiators start with a cap if they can't wear helmets.
* Start all Hunters with the same melee weapon.
* Start Artificers with quarterstaves, instead of letting Monks choose them.
* Rename Crusader to Skald, change starting book and skill levels.
* Conjurers don't need to choose a book (they always get an Air/Ice book).
* Felids: lose a level on death, gain at most nine lives, improved aptitudes.
* Draconians are more dextrous.
* Berserk speed-up reduced to that of haste (1.5 instead of 2).
* All species take the same amount of time to use stairs.

Interface
---------
* New command: 'D'rop last. Drops the item(s) last picked up.
* Auto-switch: bumping while wielding launcher switches to weapon in slots a/b.
* Auto-switch: firing while wielding melee weapon switches to launcher in a/b.
* Auto-explore tries to look at unreachable places.
* Search: allows searching for portals, and for waypoints (Ctrl-F 1, Ctrl-F *).
* Search: "branded" synonymous with "ego". Better help (Ctrl-F ?).
* Search: only show items in a stash matching the search.
* Search: allow searching for armour by equipment slot.
* New help for skills screen (m??).
* Change inventory colours for some potions.
* Auto-pickup chunks after Animate Skeleton.
* Allow toggling hit prediction with ':' in new targeting modes.
* Cloud glyph in 7-bit ASCII is '0', not '#' anymore.
* Prompt before leaving Ziggurat.
* Better butchering messages, less spam.
* Abort spellcasting in many cases where spells are guaranteed to fail.
* Display -cTele on the status line where controlled teleports are blocked.
* Allow redefining mimic glyphs, once identified.
* Show percentage progress to the next level, instead of number of XP points.
* Show 'chaotic' in monster status only when aiming silver ammo at them.
* Show 'mindless' in monster status only when using Ely's healing abilities.

Spells
------
* New spell: Shroud of Golubria (comes in Skald and Warper starting books).
  Prevents some melee damage, but likely to break against more damaging
  attacks.
* New spell: Inner Flame (comes in starting book of Fire Elementalists).
  Causes targeted enemy to explode in a fireball when killed.
* Removed spells: Teleport Self, Berserker Rage, Resist Poison.
* Tornado: radius starts low, increases over time, add cooldown, adjust damage.
* Tornado moves monsters within its radius around.
* Blinking with Tornado active reduces its duration, teleporting cancels it.
* Make Fire Storm, Ice Storm, Bolt of Magma and Throw Icicle more resistible.
* Increase Bolt of Magma damage.
* Give Summon Dragon a longer duration, summon two dragons at high power.
* Shock and Lightning will hit a creature at most twice; damage increased.
* Make LRD and Sandblast more strongly affected by monster AC again.
* Ranges of Throw Frost/Flame and of Bolt of Cold/Fire swapped.
* Increase Flame Tongue's accuracy and range a little.
* Sublimation of Blood takes spellpower into account.
* Apportation takes spellpower into account for all items.
* Statue and Dragon Form balance: give both some GDR, reduce unarmed damage.
* Statue Form: boost all melee damage, give 50% torment resistance.
* Increase Ozocubu's Refrigeration to level 6.
* Reduce Summon Ice Beast to level 4, Static Discharge to level 3.
* Maxwell's Silver Hammer works also on all weapons with bludgeoning damage.
* Poison Weapon works also on blunt weapons.
* Condensation Shield duration increased.
* Simulacra from the spell are no longer abjurable.
* Renamed books: Chemistry -> Alchemy, Zoology -> Beasts.

Monsters
--------
* Catoblepas: a new hard-hitting yak-genus monster with petrifying breath.
* Replace "gila monster" with "basilisk", complete with petrification.
* Ignacio, a unique executioner of Makhleb, spawns in Pandemonium.
* AI: monsters improve even signature weapons (e.g. Sigmund will use Finisher).
* AI: confused high intelligence monsters don't move if next to a deadly cell.
* Allow polymorphing demons into other similar-tier demons.
* Snapping turtles and Geryon reach diagonally.
* Give Shadow Fiends and Tormentors a pain-branded melee attack.
* Boost ghost moth damage, don't spawn them in Spider's Nests.
* Fix random pan lords not getting Symbol of Torment in their spell sets.
* Vampire bats are undead.
* Monsters with mutagenic chunks leaves corpses less often.
* Reaching over a hostile monster may hit the monster between you and target.
* Kenku monsters come with gear, may spawn in the Abyss.
* Rename "beast" to "hell beast".
* Rename "megabat" to "bat".
* Kobolds can (rarely) get crossbows.
* Pikel: fixed bugs with freed monsters.
* Adjust xp values for some monsters.
* Disable feature mimics.

Levels
------
* New branch endings: multiple Elf:5 maps, Zot entry vaults on D:27.
* Many other new vaults, including serial vaults, traps, Abyss vaults.
* Blink in the Abyss only blinks; does not teleport anymore.
* Baileys are more sane in loot and threat.
* Troves: fix some bugs, and additional quests.
* Vestibule of Hell has its own monster set.
* Don't place kobold/orc/jelly/bee special rooms in the Hells.

Orb run
-------
* Double the orb's weight.
* Disable controlled teleports once the orb is picked up.
* Orb run spawns are more likely to spawn near the player.
* Teleportation may need longer to kick in.

Items
-----
* Price reform: scrolls, potions, rings. Bad items cost more than 1 gold now.
* Cards: the Orb (new card), destruction cards buffed.
* Experience card gives less experience at low power.
* Scroll of identify shows top card when used on deck of cards.
* Picked up runes are no longer part of the inventory. They are listed in \.
* Randarts with the *Rage property trigger berserk less often.
* Modified spellbooks: Conjurations, Unlife, many elemental books.
* Bucklers provide less SH.
* Large rocks can (rarely) be generated on the dungeon floor.
* Ammo of dispersal only disperses if it does damage.
* Silver-branded ammo only does bonus damage to chaotic creatures.
* Reduce silver and steel damage bonus.
* Reflected missiles get their full range on the way back.
* Randart heavy armours tend to come with better enchantment.
* Wands and rods rely more strongly on Evocations skill.
* Long blades: nerf double swords, buff demon blades, remove katanas.
* Reduce demon whip and demon trident damage.
* Remove knives. Change Spriggan's Knife from knife to dagger.
* Make the Sword of Zonguldrok a double sword with the reaping brand.
* Give Undeadhunter a disruption effect against undead instead of holy wrath.
* Make Wyrmbane's enchantment increase whenever it kills a dragon.
* Give Scythe of Curses draining brand, inflict necro miscasts on its targets.
* Mace of Brilliance comes with a halo.
* Singing Sword does sonic damage at high tension.
* Bad unrandarts (Misfortune, Folly, Lear's) get a random appearance.
* Make potions of berserk rage more common.

Tiles
-----
* Display halo radius, fix information disparity between tiles and console.
* Don't allow casting spells in -CAST equipment by clicking on spell icons.
* Only flying pan lords have tiles with wings.
* Many new or improved monster, dungeon and interface tiles.

Options
-------
* Allow hiding the -cTele indicator with show_no_ctele.
* Allow automatically assigning specific spells to letters with spell_slot.


Stone Soup 0.8.1 (20110612)
---------------------------
* Fixes a number of crashes.
* Fixes stair colouring on the map being wrong.
* Jiyva's wrath won't summon giant spores, abusably by Fedhas.
* Fixes running not noticing new items.
* Ashenzari worshippers no longer can change armour under cursed cloaks.
* Glyphs not present in the locale won't cause display corruption in some
  cases (mostly LC_CTYPE=C).
* Fixes massive slowdown for resting felids.
* Removes (or reduce) chances for save corruption on MacOS X.
* Fixed Kikubaaqudgha's torment invocation not granting xp.


Stone Soup 0.8 (20110426)
-------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Breaks save compatibility with the 0.7 release.

0.8 Highlights
--------------
* New game mode: Zot Defence, a tower defence mini-game.
* New god: Ashenzari, god of divinations.
* New species: Felids, sentient cats.
* New spells: Malign Gateway, Tornado, Leda's Liquefaction, Summon Dragon,
  Summon Hydra, Darkness.
* Removed spells: Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
* Split Enchantments into Hexes (harm foes) and Charms (self-buffs).
* Replaced Selective Amnesia spell with scroll and book destruction.
* Improved heavy armour.
* Makhleb and the Shining One are no longer available as starting gods.
* Shortened the Elven Halls.

Gods
----
* New god: Ashenzari, god of divinations.
* Fixed gods sometimes missing from the game due to some temple vaults.
* Except for Jiyva, prayer is now only used for (piety-gaining) sacrifices.
  Other effects are abilities.
* Killing monsters from god wrath doesn't give experience or items anymore.
* Gods ignore kills of dancing weapons, ball lightning and vortices.
* No instant divine retribution.
* Beefed up Cheibriados' wrath; no stat boosts during Chei penance.
* Eating with Chei doesn't give piety.
* Cheibriados warns you when putting on boots of running or amulet of rage.
* Armour keeps its ponderousness when melded.
* Invoking Elyvilon's protection is now an ability.
* Destroying weapons in Elyvilon's name is now a prayer.
* Elyvilon allows destruction of staves.
* Clarified Ely's healing/pacification messaging.
* Fedhas cares about trees burnt down in forest fires.
* Fedhas' corpse decomposition is now activated by prayer.
* Followers of Jiyva gain food, hp and mp on jellies slurping items.
* Jiyva no longer provides duplicate conservation and resist corrosion effects.
* Allowed the player more control over what items to sacrifice to Nemelex (on
  the '^!' screen).
* Kikubaaqudgha's invocations use Necromancy skill.
* Toned down Kiku's mummy death curse protection.
* Made corpses received from Kiku actually fit for reanimation; reduce number of
  corpses.
* Kikubaaqudgha protects followers from ordinary mummy curses.
* Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27.
* Okawaru: Haste -> Finesse, doubled combat speed (melee and ranged).
* Okawaru now accepts kills of holy beings.
* Sif Muna punishes destruction of spellbooks.
* Sif Muna's miscasts don't decrease penance.
* Trog extending your rage doesn't cause glow.
* The Shining One no longer accepts item sacrifices.
* TSO non-holy summon extension at most doubles the current duration.
* Prevented starvation by Xom swapping you to a vampiric weapon.
* Yredelemnul's prayer (Injury Mirror) is now an ability.
* Injury Mirror can now reflect torment damage.
* Yredelemnul accepts kills of artificial beings (golems, gargoyles).
* Overhauled Zin's Recite invocation: much more powerful and interesting.
* Zin protects from Hell effects, chance depending on piety.
* Zin forbids shapeshifting spells and protects against Kirke's pig spell.
* Zin hates monsters with mutagenic/rot corpses.
* Spell failure while already in yellow glow angers Zin.
* Butchering forbidden corpses asks for confirmation.
* Some god welcome messages differ while under penance.

Character
---------
* New species: Felids, sentient cats.
* Increased GDR from body armour. New GDR formula: 14 * (baseAC-2)^(1/2).
* XP from monster kills is proportional to the damage dealt by player/allies
  out of total damage.
* No chain paralysis: When coming out of paralysis, you're immune for 1d3 turns.
* Removed Paladins, Reavers and Arcane Marksmen.
* Removed Chaos Knight of Makhleb.
* Split out CK/Lugonu -> Abyssal Knight, Pr/Yredelemnul -> Death Knight.
* Overhauled Draconians, now more interesting.
* Fixed dangerous clouds sometimes being considered safe for travelling.
* Fixed normal mutations possibly preventing getting them as a perma-mutation.
* Stop quick actions from letting you search faster.
* All sources of berserk are blocked at 'Very Hungry'. Berserk automatically
  stops when you hit 'Starving'.
* Remove experience pool limit; abbreviate the XP pool above 100K.
* Stalker background changed to Transmutation-based Stabber.
* Allow starting with a falchion for Fi and Gl, also restrict trident to these
  backgrounds.
* Differentiate Ha/Ko aptitudes: Kobolds are good at Summ/Necro/Hex, Halflings
  at Charm/Tloc.
* Halflings gain innate mutation resistance 1.
* Only cancel levitation once the last equipped +Lev item is removed.
* Nearing stat death causes paralysis, with increasing chances.
* Allow Merfolk transformations even in water.
* Retain talons, fangs and tail in appropriate transformations.
* Don't allow any headgear with Horns 3 or Antennae 3.
* Fix mutators and glowing occasionally giving good mutations.
* Balanced some Demonspawn mutations (Demonic guardian, Nightstalker).
* Remove Demonspawn breath mutations.
* Adapt exclusion radius to the Nightstalker mutation.
* New DS mutation Powered by Pain: restores MP when sufficient damage is taken.
* Demonspawn Fire and Ice facets are now mutually exclusive.
* Ghouls may now use food-cost abilities when starving.
* Ghouls and Vampires may evoke invisibility when starving/bloodless.
* Make hellfire ignore monster AC.
* Remove map-forgetting and spell-forgetting Divination miscast effects.
* Don't prevent blink from putting you in dangerous clouds.
* Don't train Stealth for pacified monsters.
* Allowed Merfolk/Kenku to blink over deep water.
* Allowed Kenku to stop flying.
* Apply terrain change to player when banished.
* Brought Merfolk HP down to Human HP levels.
* Boosted Mummy base MR 3 -> 5.
* Make LOS reducers multiplicative rather than additive.
* Potions/cards of experience give you a full level; similarly drain costs a
  full level.
* Make stat gain mutations work for satiated Vampires.
* Replace scroll reading penalty while brainless with 80% failure chance.
* A wielded ranged weapon will only 'clumsily bash' monsters, no matter its
  enchantment.
* Remove the satiation requirements from evokable invis.
* Disable ghost creation/loading in wizard non-debug mode.
* Better warning messages for form and levitation expiration.
* Consistently abort teleportation attempts when wearing stasis or -TELE.
* Give Ogres an extra +1 hp per level, and +3 apts in Fighting and M&F.
* Mention dietary and drinkary habits of mummies on the 'A' screen.
* Also meld wielded weapons.
* Disallow wearing hats in spider or ice form; allow wearing shields in statue
  form.
* Prevent ice form from picking items at the bottom of deep water.
* Overhaul combo recommendations.

Interface
---------
* New tutorial, split into different maps/lessons.
* Fix a crash when reloading a game after restart_after_game.
* Allow item interaction from the inventory.
* Messages for things coming into view even when not exploring.
* Bind Tab to autofight, shift-Tab to autofight_nomove.
* Autofight: fire at nearest enemy if wielding a ranged weapon.
* More status lights: transformations, post-berserk fatigue, temporary
  resistances.
* Timeout information for temporary resistances and see invisible.
* New background choice layout, grouped by category.
* Display piety on the main screen.
* Use inventory colours for stats area and % screen.
* New, more informative and mouse-operable skill menu ('m' screen).
* Don't consider places next to slime walls as "safe".
* Allow traveling across radius 1 excluded stairs.
* Don't generate cloud autoexclusions when immune.
* Don't prompt for cloud-excluded staircases.
* Make i_feel_safe() smarter about critters behind lava/statues/etc.
* Explicitly name inventory items that are getting destroyed.
* Display ghosts' xl rank, species and background when they come into view.
* In the console version, don't override monster colour when berserk.
* Fix exclusion LOS not being updated properly.
* Make shift-running respect exclusions.
* Allow ' to auto-switch from unarmed to slot b.
* Clear stack autopickup flag when dropping an item on top of it.
* List prompt choices explicitly, i.e. "(y)es or (n)o" rather than "y/n".
* Starting sub-menus: Escape brings back to main menu instead of exiting the
  game.
* Don't waste turns attempting known prevented scroll teleports/blinks.
* Inscribe item modification scrolls with "tried on foo".
* Disallow autoexploring while berserking.
* Don't mark level 1 upstairs and branch exits as unvisited.
* Colours for output of Ctrl-F.
* Re-enable highlighting of notes.
* Colour annotations in Overview.
* Colouring labyrinth messages.
* Add force_more_messages for bazaar and labyrinth announcements.
* Don't prompt for which ring to swap if one of them is cursed.
* When enchanting an unknown piece of armour, mark it as uncursed.
* Make the . drop/pickup selector respect quantity input.
* '*' inverts selection instead of selecting drop_filter, and ',' selects all
  instead of inverting.
* More information when missing.
* More information when MR is effective.
* Display on the HUD if you're both hasted and slowed.
* Add a toggle to the discoveries screen to display _un_known items.
* Check terrain before clouds for moveto check.
* Don't warn about entering excluded portals.
* Force a -more- on death.
* Autoinscribe randarts after death.
* Taskbar overlap is now automatically detected, and the window is placed just
  above it.
* Allow setting of the window size relative to the screen size.
* Fix Tab not working correctly in startup menus.
* Reinitialize message window and notes for restart_after_game.
* Don't waste a turn and/or magic when aborting various actions.
* For local builds, mention morgue location after hiscore or when doing a
  chardump.
* Extend and rearrange tutorial/hints mode command help.
* Better feedback when canceling various prompts.
* Split monster/feature quotes into another screen toggleable via '!'.
* Add several missing descriptions, improve some existing ones.

Spells
------
* Split Enchantments skill and spell school into Charms and Hexes.
* Removed Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
* New spell: Passage of Golubria (Tloc 5).
* New spell: Malign Gateway (Summ/Tloc 7).
* New spell: Tornado (Air 9).
* New spell: Leda's Liquefaction (Tmut/Earth 4), area slowing effect.
* New spell: Summon Dragon (Summ 9).
* New spell: Summon Hydra (Summ 7), summons short-lived 4-12 headed hydra.
* New spell: Darkness (Hex 7), decreases LOS radius by 2.
* Prevent passwalling into deep water/lava if it would kill you.
* Fix Lee's Rapid Deconstruction not obeying some checks when destroying walls.
* Fix casting cloud spells out of range, or on (and through) walls.
* Teleportation interrupts Passwall.
* Fix weapon grinding via Shadow Creatures in the Hall of Blades.
* Animate Dead no longer animates through walls.
* Don't prompt for casting auto-hit spells "in direction" of allies.
* Nerf Haste: multiplies speed by 1.5 instead of 2. Same factors apply to Slow.
* Replace Selective Amnesia with scroll of amnesia.
* Allow forgetting spells from books, destroying the book in question.
* Nerf sticky flame range to 1.
* Removed slower training for magic schools; doubled xp cost for opposing
  schools.
* Stop the player from vampiric draining known demons and undead.
* Disallow Fulsome Destillation while levitating.
* Implement a crude spell quiver. Store last spell cast.
* Add a toggle to the memorisation screen for the spell descriptions.
* Auto-id items of wizardry if you have spellcasting skills.
* Enable autotargeting for Vampiric Draining and Freeze.
* Make Borgnor's Revivification cost 2-11 *percent* of maxhp.
* Restore casting noise for target spells.
* Add noise level to spell description.
* Increased claw damage for Dragon Form, also allows trampling.
* For Draconians, Dragon Form changes into dragon of the appropriate colour.
* Animate Skeleton works on unskeletalized corpses and leaves chunks behind.
* Shadow Creatures summons only mobile monsters.
* Slightly bump Orb of Destruction (IOOD) damage.
* Allow Sticks to Snakes on staves and javelins, disallow on steel/silver stuff.
* Allow Tukimizing staves.
* New level 3 Air miscasts; buff Air miscasts.
* Buff Static Discharge: Higher damage and increased chance of arcing.
* Make Summon Butterflies require spell power for effectiveness.
* Heavily nerf orb apportation. Chance and distance depend on spell power and
  total distance.
* Make Death Channel spectrals temporary, let ally kills work too. Reduce to
  level 7.
* Make semi-controlled blink random if it fails to find a location.
* Evaporate no longer uses Throwing skill.
* Summon Swarm monsters are always friendly; lower it to level 5.
* While Ring of Flame is active, flame clouds are removed when you step on them.
* Make LOS-affecting spells work through transparent walls.
* Boost LRD damage.
* Apportation targeting: allow cycling with +/-.
* When apporting part of a stack, don't destroy the rest of it.
* Don't rot while under Death's Door.
* Death channel spectral monsters are not abjurable.
* Merge low spell success adjectives (Cruddy, Bad, Very Poor) into Very Poor
  (now 5-30%).
* Move spells around among various spellbooks.
* Reduce the chance of any book to be replaced by Power/Wizardry from 10% to 4%.
* Don't prompt for targeting self with clouds if you've got the matching
  resistance.
* Ensure Death's Door leaves you at least 1 hp.
* Make only heavy armour remove Ozocubu's Armour on wearing.
* Make large rocks do extra damage with Sandblast.
* Allow swapping to large rocks when Sandblast is memorised.
* Offer wielding coagulated blood for Sublimation of Blood.
* Make transformations affect stealth.
* Don't cancel Condensation Shield when blinking/teleporting.
* Don't hurt rC- players with condensation shield.
* Don't prompt for unwielding weapons branded with Warp Weapon.
* Don't let Mummies/Lichform cast Sublimation on themselves, do let them cast
  Passwall.
* Reduce Haunt duration.
* Increase Sandblast to range 2 without stones, range 3 with.
* Boost Stone Arrow damage from 2d12 at 50 power to 3d11.
* Change several spell levels to be more appropriate.
* Mention glow in Haste/Invis spell descriptions.
* Consolidate the books of Minor Magic into a single book.
* Include spell hunger in the chardump.

Monsters
--------
* New monster set: feature mimics.
* New monster set: holy monsters.
* New monster set: spriggans.
* New monster set: deep dwarves (in Abyss, Ziggurats).
* Several new monsters, including silent spectre, sky beast, porcupine, fire
  crab, bog mummy, and a few new spiders.
* New unique: Jory, mesmerising vampire.
* New monster spells: Cause Fear, Drain Life, Agony, Summon Elemental, Noxious
  Cloud.
* Fix a crash when looking up ghosts in the db search.
* Fix silence working on demons, orbs of fire, etc.
* Fix messages about monsters coming into view ignoring mislead.
* Fix monsters being capable of spellcasting while berserk, reading scrolls
  while silenced.
* Disallow various attacks on submerged monsters.
* Fix Aizul and Mara casting through allies.
* Fix rock worms aimlessly moving around in walls instead of attacking.
* Get rid of mummy death curses turning potions into decay.
* Don't give experience or items for killing monsters from god wrath or
  miscasts.
* Don't make a monster coming into view leave a trail on the edge of LOS.
* Give Asmodeus a permanent ring of flames, replace greater demon with fire
  summon, remove bolt of draining.
* Give Dispater Lehudib's Crystal Spear instead of Lightning Bolt.
* Give Geryon a reaching attack, make beasts trample.
* Give Lom Lobon antimagic attacks.
* Give Mnoleg blink and mutate attacks, summon eyeballs instead of greater
  demons, more hp.
* Give the non-spellcasting random pan lords (10% chance) a guaranteed melee
  brand, and a chance of greater speed.
* Compensate for the Haste nerf by slowing some monsters most players fight
  hasted.
* Huge monsters (dragons, elephants) can trample smaller ones, shoving them
  around.
* Krakens have multi-segment tentacles.
* Spiders and a few other monsters can cling to walls which allows them to
  effectively bypass water and other obstacles.
* Non-stupid monsters try to avoid slime walls.
* Allies animating dead is okay for hungry level 3 herbivores.
* Make monsters consider resistances along with AC for armour pickup.
* Only allow allies to pick up weapons, armour and ammunition.
* Boost ettins to hit as hard as dual-wielding stone giants. Move them deeper.
* Sheep can catch fire and spread it to other sheep.
* Polymorphed uniques may only cast spells if they can speak.
* Better movement AI for ranged attackers, now try to regain line of fire.
* Make yaks, death yaks, ugly things and slime creatures stick together when
  wandering.
* Try to make wandering band members stick around the leader.
* Make wandering band members path back to the leader.
* Let band leaders displace their followers.
* Allow friendly monsters to path to you across the level.
* Friendlies start following you again after killing target instead of
  wandering.
* Smart monsters use pathfinding to go around shallow water.
* Monsters floundering in shallow water move slowly and fumble attacks.
* Large monsters don't flounder in shallow water.
* Giant monsters can walk through deep water as if it were shallow.
* Make the royal jelly stay on Slime:6.
* Limit number of summons from lamp of fire and fan of air.
* Make skeletal warriors obey silence.
* Greatly improve cacodemons.
* Hungry ghost attack takes 25% of your nutrition.
* Prevent confused giant eyeballs from paralyzing.
* Make aquatic monsters chase instead of submerging if they can.
* Friendly monsters told to 'wait here' don't follow through stairs.
* Merged slimes split on polymorph.
* Porkelated monsters can't cast spells either.
* Implement snail/turtle shells; withdrawing into such a shell adds extra
  protection.
* Print 'zot!' sound when a friendly monster triggers a zot trap outside LOS.
* Make zombified monsters retain their stats (at least, HD and HP).
* Boring beetles may now burrow along diagonals.
* No elephants in D and Vaults, slightly reduce their frequency in Lair.
* Remove bears, replace with grizzly or black bears where appropriate.
* Boost monster ghouls' health and damage.
* Monsters respect glowing when deciding whether to cast Invisibility.
* Ugly things may mutate if adjacent to a monster glowing with radiation.
* Make good and strict neutral monsters not choose nearby foes.
* Disallow armour mimics from taking the forms of hides.
* Fix monsters not getting the same bonuses from dragon hides as players.
* Naga/serpent glyph changes. (See 'settings/071_monster_glyphs.txt'.)
* Refactor monster vamp draining.
* Tweak Grinder's spells, weapon, and reduce depth (6-10 -> 3-6).
* Don't give Grinder a high-tier wand, nor Ijyb in Sprint.
* Don't hand out pain weapons to Grinder (pain attack flavour) and Pikel (whip
  of electrocution).
* Add paralysis and draining to the list of high tier wands.
* Don't consider plants/fungi 'interesting', no matter their rarity.
* Give every monster a globally unique id for proper attribution of clouds,
  poisoning etc.

Levels
------
* New game mode: 'Zot Defence'.
* Shorten Elven Halls from 7 -> 5 floors.
* Use a random Temple map if the original temple map is no longer available.
* Fix portal vaults not being deleted after leaving.
* Place escape hatches in all isolated Orcish Mines bubbles.
* Make entering portal vaults from Hell work correctly.
* Travelling to/from the Vestibule of Hell works now.
* Include "Ten Rune Challenge" Dungeon Sprint map, slightly tweaked.
* New sprint map by 78291.
* Prevent randomly teleporting into the Slime:6 loot chambers.
* Introduce serial vaults consisting of several themed mini vaults.
* Every random Pan vault now has a 1/9 chance of having a demonic rune in it.
* No banishment from hell effects.
* No more darkgrey walls/floors in Geh:7 or Gloorx.
* Ambient noise levels for dungeon branches (affecting stealth).
* Describe level 1 upstairs as "staircase leading out of the dungeon."
* Don't enable cTele by quaffing Elf fountains.
* Plain water fountains give no nutrition.
* Fix no-cTele announcements being affected by Translocations skill.
* Generate at most one labyrinth per game (~70% chance), at depth 10-20, never
  in Slime or Orc.
* Troves aren't timed anymore, and always require an item.
* Nerf troves: increased entry fees, reduced loot.
* Make troves handle manuals correctly.
* Don't generate outright useless troves for your species.
* Timed markers get a second timer, activated on sight.
* Extend unannounced portal timers to around 3000 turns.
* Don't open transparent secret doors with warnings.
* New noise propagation system, taking into account walls and doors.
* Fix good_item gold giving ludicrous amounts.
* Fix no traps being generated on Zot:5.
* Reveal teletraps triggered by a monster in sight.
* Replace hell exit stairs with portals.
* Boost alarm trap noise to 25.
* Two custom traps: basket of spiders, falling grate.
* Change temple_entry_steam to mist, which doesn't block autotravel.
* Allow vaults to specify shops, monster gods, wand charges.
* New temple maps, many with < 12 altars.
* Many great new vaults (entry vaults, serial, Lair/Snake branch ends, etc.)

Items
-----
* New items: scroll of curse jewellery, scroll of amnesia.
* Remove scrolls of paper, rods of discovery, crystal balls of fixation.
* Nerf the speed brand. Damage reduced to 90%.
* Increase the guaranteed damage reduction from armour.
* Body armour can be enchanted up to a bonus equivalent to its base AC.
* Enchant armour scrolls don't fail because of high bonus anymore.
* Antimagic weapon brand.
* Disable equipment corrosion from slime walls.
* Remove the robe of the Archmagi's experience penalty.
* Remove wizardry effect from Archmagi, allow it to enhance Tmut/Tloc spells.
* Autopickup weapons subjected to Tukima's Dance.
* Disallow blowing Geryon's horn when silenced.
* Fix breakage of blood potion stacks when partially eaten by jellies.
* Fix randarts with unknown base type sometimes not being eligible for
  ?identify.
* Fix rod pluses not being considered for ?identify.
* Fix misleading spell descriptions on rods; display average power.
* Disallow creation of randart demonic weapons with the holy wrath brand.
* Fix equipping sInv artefact not reactivating autopickup.
* Fix throwing nets becoming 'stuck' in certain situations.
* Fix permafood being coloured brown like contaminated chunks.
* Inscribe "was cursed" for items uncursed using ?enchant foo.
* Fix an information leak about magic resistance from unidentified items.
* Remove random staff ID over time: identify staff types on wield, just like
  weapons and rods do.
* Give staves and rods a chance to be generated cursed.
* Allow staves of poison to affect monsters with rPois; Olgreb is 1/4
  irresistible.
* Give the staff of death rN+.
* Give the staff of summoning warding, sometimes abjure summons on hit.
* Asphyxiation resistance blocks curare damage, but not slowing.
* Poison resistance protects against curare entirely.
* Add new chunk type that is both poisonous and contaminated.
* Remove +AC/+EV from randarts. Fixedarts still keep them.
* Auto-id gourmand for non-Mu non-full-herbivores (level 3).
* Allow cancelling some scrolls without consuming them.
* Allow (M)emorising from books on the floor.
* Reintroduce item stat loss prompts.
* Prompt before wearing or wielding a known-cursed item.
* Remove misleading messages about weapon str/dex weighting.
* Don't corrode ammo by clumsily bashing jellies with it.
* Don't acquire manuals or sage to utterly useless skills.
* Improve rods of striking: 1d5 -> 1d8.
* Do proper foe checking for rod spells that are direct effects.
* ?EWII may uncurse blowguns.
* Remove nutrition on hit for vampiric weapons.
* Make Evocations skill help with ball of seeing radius.
* Disallow use of staff of channeling when starving.
* Give missiles of flame/frost some bonus damage.
* Add noise to missiles.
* Make wield mass check apply to all items.
* Tweak some cards' probabilities and effects.
* More detailed corrosion resistance reporting.
* Mention butchery requirement for food in corpse description.
* Tweak blood potion descriptions to mention nutrition for non-herbivores.
* Disable generation of missiles and bows of reaping.
* Remove scrolls of recharging's effect on weapons of electrocution.
* Stop the generation of racial missiles.
* Make ball of energy stat loss now drains between 1 and 2/3 max Int.
* Improve some unrandart weapons: add brands, more damage.
* Improve Maxwell's Patent Armour: AC+15, +preservation ego, +MR.
* Improve Staff of Wucad Mu: remove miscast effects except for when channeling.
* Make potions of experience give some xp for skills as well.
* Fix acquirement hardly ever generating "plain" crystal plates and dragon
  armour.
* Make acquirement's "redundant armour" check consider things seen rather than
  worn.
* Allow acquirement of non-regular shields, weighted by skills.
* When using an unidentified potion or scroll, display its name in the message.
* New Demon axe unrandart: obsidian axe, adds a siren-like pull to nearby
  monsters.
* All weapons have min 7 delay, or better.

Tiles
-----
* Fix crash when searching the database for zombies.
* Fix mouseclick travel internally using the vi keys.
* Fix manuals being readable while berserk or "brainless".
* Fix tooltip leaking mimic information.
* For the message overlay, treat mouseclicks as relevant to the map (travel
  etc.) rather than the message history.
* Run pngcrush in non-debug builds if installed, shaving 700KB per download.
* Fix randomized animation of unidentified wand/missile.
* New tile tabs for common commands and for skill management.
* Space allowing, detach monster, spell and command tabs.
* Automatically zoom the minimap to fill available space.
* Generate a Windows Alert dialog on assertions.
* Allow mouseclick movement through exclusions and stationary monsters.
* Clicking on an enemy while wielding a ranged weapon fires at it.
* Fix the need to click on an enemy twice to fire or cast at it.
* Casting with ctrl+click casts the last spell if appropriate.
* Suppress tree descriptions on mouseover.
* Make sure mouseover descriptions are only triggered by mouse movement.
* Ctrl-mouseclick asks for quantity for drop/pickup.
* Add disturbance tiles for invisible monsters in clouds.
* More helpful and less obnoxious exclusion tiles.
* Reinstate the red haze during berserk.
* Add species-dependent lich/statue form tiles, capable of weapon display.
* Use poison icon for player doll, if poisoned.
* New title screens (Denzi, Omndra).
* Add tiles to the startup menu.
* Remove shield tiles from various shieldless monsters.
* New runed armour/weapon tiles.
* Fix randart item tiles never actually being used.
* Many great new monster tiles.
* Improved Swamp and Lair floor.
* New dungeon statue, blood, and Xom altar tiles.
* Reinitialise dungeon tiles if TILE_WALL_MAX changed between versions.
* Store vault-defined tile names in the save.
* Overhaul tiles_help.txt.

Technical
---------
* No setgid installs, due to many security issues; this means no shared
  scores or ghosts.
* Saves are stored in single files, with transactional protection against
  crashes.
* Don't include lua chunks in save files.
* Autosave at game start and in Sprint, to keep crashes from losing the game.
* Internal changes to handling monsters/LOS/map/UI, merged from NetTiles.
* Reduce idle clock threshold, fix several bugs in measuring play time.
* Except for public servers, ensure robustness against filesystem crashes.
* Special and non-special unrandarts use the same generation code.
* Reorder spell code by school and functionality.
* Simplify ghost I/O.
* Clean up the level generation code.

Options
-------
* Change the explore_stop option to use greedy_pickup_smart by default.
* New travel_key_stop option for whether keypresses should interrupt
  travel/resting.
* Default easy_exit_menu to false; make all keyhelp menus respect this option.
* Make autopickup_no_burden default to true.
* New console option: 'show_player_species' (default false), uses appropriate
  monster glyph.
* New option: 'show_real_turns' (default off).
* Tiles: New option: 'tile_layout_priority', for fully customizable tile tabs.
* Tiles: Replace 'tile_title_screen' (default true) with 'tile_skip_title'
  (false).


Stone Soup 0.7.2 (20110207)
---------------------------
* Fix crashes on entering new levels with restart_after_game = true.
* Fix crash with off-level map viewing.
* Fix a crash when Jiyva worshippers spawn jellies for non-monster-damage.
* Fix crash when trying to throw a quivered dancing weapon.
* Fix problems with Unicode locales other than en_US.UTF-8.
* Fix near-uselessness on ARM.
* Fix save corruption for too long player names.
* Don't trap teleporting merfolk in a couple of temples.
* Disallow targeting passwall at self.
* Fix stat boosting armour not losing bonus when melding.
* Fix weapon acquirement not considering some rare weapons.
* Disable Trowel card in portal vaults, labyrinths, Pan and the Abyss.
* A variety of other bug fixes.

Stone Soup 0.7.1 (20100724)
---------------------------
* Fix travel excludes not being saved.
* Fix map markers not being activated on game reload.

Stone Soup 0.7 (20100724)
-------------------------

0.7 Highlights
--------------
* Fix over-enthusiastic Armour nerf.
* New tutorial and mini-game (Dungeon Sprint).
* Removed instant stat death.
* Overhauled Demonspawn mutations.
* Aptitudes now on a scale +5 to -5.
* New starting menus, mouse-operable in tiles builds.
* Removed Thief and Death Knight character backgrounds.

Balance fixes
-------------
* Monster double actions due to energy randomisation always include a move.
* Greatly accelerate armour training when armour is heavy relative to skill.
* Make heavy armour guaranteed damage reduction percentage independent of
  armour skill.
* Heavy armour doesn't affect weapon speed anymore.
* Shields reduce attack speed.
* Nagas and worshippers of Cheibriados don't suffer from as much hunger.

Unsorted
--------
* New mini-game, Dungeon Sprint.
* New tutorial, old tutorial is now a hints mode.
* Aptitudes now on a scale +5 to -5.
* Track the source of poison for death messages.
* Magic mapping and Lugonu's self-banishment now work in Pandemonium.
* Ghouls can no longer starve; they just rot faster.

Interface
---------
* New starting menus, mouse-operable in tiles builds.
* New tiles monster list tab.
* Swap water and disturbance glyphs ('~' and '{').
* Show effective weapon speed in '@' character info.
* Player body size is now described on the "A" screen.

Game
----
* Walls in the Slime Pits are acidic.
* Changed shop distribution between branches.
* Removed instant stat death.
* Monster silence.
* Monster halos.
* New demonspawn mutations.
* Make Shoals monsters generate on land.
* Reduced missile enchantment effect on mulching.
* New maps.
* Fix old player ghost speech, and add player ghost speech fitting the
  ghost.
* Monster equipment can be corroded by acid.
* Lost stats are now recovered one point at a time.
* Magic contamination effects are more than twice as harsh.
* The Abyss may now include hand-made structures.

Gods
----
* Zin no longer objects to deaths of non-sentient allies, and takes
  collateral kills of unclean and chaotic monsters.
* Zin has a new power: Imprison.
* Elyvilon's Divine Vigour scales better in terms of power.
* Yredelemnul no longer gifts vampires.
* Sif Muna's piety is no longer unfair to skilled species.
* Nemelex no longer takes gold sacrifices.
* Fedhas can now evolve ballistomycetes into hyperactive ballistomycetes.
* Jiyva now gives the player conservation and unique slime-related
  mutations, and produces temporary friendly slimes instead of permanent
  neutral ones via the royal jelly effect.

Items
-----
* Scrolls of holy word do more damage to susceptible monsters.
* Blowguns no longer show damage, as they do none; accordingly, scrolls of
  enchant weapon II no longer work on them.
* Flame- and frost-branded darts no longer always mulch, and the steel brand
  is properly applied for thrown weapons.
* Demon tridents can be blessed by TSO.

Backgrounds
-----------
* Thieves and Death Knights are no more.
* Warpers receive darts of dispersal.

Monsters
--------
* Anacondas are now amphibious.
* Skeletal dragons are renamed to bone dragons.
* Manes are now iron imps, with stat tweaks.
* Imps lose see invisible while shadow imps gain it, and white imps resist
  poison but are vulnerable to fire.
* (Very) ugly things are no longer amphibious.
* Glyph change for demonic crawlers.
* Orange demons' poison can now drain any stat.
* Hell hounds, hell hogs and demonic crawlers now leave corpses.
* Hell knights have more HP and do more damage.
* Blink frogs have phase shift.
* New monsters: elephant, dire elephant, hellephant, spriggan, spriggan
  druid, spriggan firefly rider.
* New unique: Grinder the shadow imp.
* Wayne is now capable of laying a major smackdown.

Spells
------
* Call Imp is now level 2, takes spell power into account, and can summon
  iron imps.
* Call Canine Familiar replaces Summon Elemental in the book of Callings,
  and is removed from the book of Summonings.
* Summon Ugly Thing summons very ugly things less often at high power.
* Invisibility no longer works on glowing monsters.
* Extension only extends spells that you know.
* Death's Door only blocks healing, paralysis only for Revivification.
* Summon Ugly Things is level 6, Haunt is level 7.

Technical
---------
* LOS and areas recalculated on-demand.
* Asserts are enabled by default.
* Abstract tiles code from SDL and OpenGL.
* Cleaned up game selection code.


Stone Soup 0.6.1 (20100609)
---------------------------
* Fix instant starvation bug related to vampiric weapon butchery.
* Fix Cheibriados excommunication permanent stat gain.
* Reenable sound for mingw builds.
* Xcode, Visual C++ and clang build fixes.
* Fix save handling on BSD systems.
* Fix Lua markers not being reactivated after viewing other levels.
* Selected other bug fixes.

Stone Soup 0.6 (20100326)
-------------------------
Disclaimer: These are merely the highlights, not an exhaustive list of changes.

Breaks save compatibility with the 0.5 release.

IMPORTANT: The bugtracker has moved to http://crawl.develz.org/mantis/.
           Please report all bugs and feedback there. Thank you!

           The official website has moved to http://crawl.develz.org/wordpress/.
           Announcements and development changes will be posted there.

           The source code is still hosted on SourceForge, but we now use git
           for version control. See docs/develop/git/quickstart.txt for more
           information.


0.6 Highlights
--------------
* Removed Divinations spell school.
* Three new gods: Jiyva, Fedhas, Cheibriados.
* Altars for dungeon gods may now appear on levels 2 to 9 instead of the Temple.
* New water based branch: the Shoals, sometimes replacing Swamp or Snake Pit.
* Overhauled AC/EV system. In particular, effect of Dexterity on EV is uncapped.
* Strength has a much greater effect on carrying capacity.
* Slime creatures and ugly things are more interesting and dangerous.
* Many cool new monsters, portal vaults and ammunition brands.

Gods
----
* New god: Jiyva, god of slime.
* New god: Fedhas, god of plants and fungi.
* New god: Cheibriados, god of slowness.
* Ecumenical Temple may randomly contain 6 to 14 altars.
* Dungeon gods not included in Ecumenical Temple get guaranteed altar on D:2-9.
* Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc').
* Elyvilon doesn't mind butchery during prayer anymore.
* Lugonu's Corruption is usable only once per level.
* Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand.
* Lugonu's Corruption only produces neutral monsters.
* Sif Muna doesn't accept worshippers who don't know any spells.
* TSO's wrath does much less damage.
* TSO's halo no longer makes the player easier to hit.
* Vehumet reduces mana cost and increases ranges of destructive spells.
* Xom is nicer about banishment and hostile monsters for low-xp followers.
* Xom has a small chance of reviving the player after death.
* Yredelemnul's gifts follow through stairways even if behind zombies.
* Zin protects the player against disease, rotting and miasma.
* Zin's Recite has no food cost and no longer causes monsters to go berserk.

Levels
------
* New branch: the Shoals. Greek-inspired, featuring merfolk, tides, and turtles.
  Games now select two branches from Shoals, Snake Pit, and Swamp to enable.
* Shorten Lair to eight levels.
* More interesting level layout for Lair and Swamp.
* New portal vaults: Bailey, Trove, Volcano, Wizard's Laboratory.
* Some escape hatches are replaced by (single-use) shafts.
* New wall type "tree"; two trees in a row block vision.
* Seal hell portals rather than Vestibule when the player picks up the orb.
* Loosen restrictions about which branches may contain uniques.
* Disallow mechanical traps in the Slime Pits.
* Limit alarm traps to 1-3 charges.
* Trap disarming prompts if you have less hp than the trap's maximum damage.
* New alternative branch endings for Hells, Hive, Swamp, Vaults.
* The pandemonium lords' levels get special announcements.
* Added milestones for all portal vaults and the pandemonium lords' levels.
* Many new vaults.

Ranged combat
-------------
* Removed hand crossbows and the Darts skill; moved blowguns to Throwing skill.
* New background: Arcane Marksman, combining Crusader, Warper and Hunter.
* New missile materials: silver, steel.
* New missile brands: dispersal, electricity, exploding, penetration, reaping.
* New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness.
* Branded and enchanted ammunition is described as "runed".
* Branding spells will also affect launchers.
* On launchers, the protection brand is replaced with evasion, providing +5 EV.
* Except for Nessos, launchers of flame can't be combined with poisoned ammo.
* Removed Poison Ammunition in favour of Poison Weapon and temporary brands.
* More generous stacking of ammunition.
* Lowered mulch rate for branded ammunition.
* Poisoned ammunition is more effective.
* Rings of slaying also apply to missile launchers.
* Hunter starting ammunition starts out at +1; sling-based Hunters get bucklers.
* Slings are one-handed and no longer delayed by shields.
* Stones are three times heavier.

Items
-----
* Removed amulet of resist slowing.
* Removed distinction between light and heavy armour.
* Added scroll of silence.
* Added potions of brilliance and agility.
* Added shields of reflection.
* New amulets: guardian spirit, faith, stasis.
* Amulet of clarity prevents involuntary berserk.
* Lowered gold dragon armour's AC value.
* All randart weapons are now guaranteed a brand.
* The speed brand is only created randomly for artefacts, short blades
  and staves.
* Halved damage bonus of the vorpal brand to 12.5%.
* Armour acquirement is more likely to fill secondary slots.
* Non-divine acquirement tries to avoid handing out armour/weapons already seen.
* Book acquirement doesn't give manuals to spellcasting specialists anymore.
* Added wands as an acquirement option.
* Potions of resistance last longer.
* Weapons of holy wrath cannot be cursed.
* Improvements to whips and demon whips; the latter can be blessed by TSO.
* Reduce the chances for artefacts with only one stat property.
* Weapons of electrocution discharge in water.
* Removed some evokable properties (mapping/teleportation) from artefacts.
* Removing +Lev items cancels levitation and is disallowed over water.
* Clubs and spears get moderate stabbing bonus.
* Clubs may stun target upon successful stabbing.
* Vampiric weapons can only be wielded at full and cause hunger when wielded.
* Mummies and ghouls get no healing effect from vampiric weapons.
* Shields can be enchanted up to +3.
* Rods identify on wielding and use the Maces & Flails skill.
* Rod recharging no longer depends on player MP or being in inventory.
* Enchanting rods increases their recharge rate.
* Let same-type chunks stack, if their age is similar.
* Deep water doesn't destroy items, lava only flammable ones.
* Weapons with temporary distortion brand don't damage or banish on unwielding.
* Disallow sacrifice of runes, the orb of Zot, and the unused horn of Geryon.
* Autoinscribe items found cursed with {was cursed}.

Monsters
--------
* New Shoals monsters: merfolk/mermaid, siren, harpy, kraken, turtle, shark.
* New monster: ballistomycete, spawned by and spawning giant spores.
* A few other new monsters: toadstool, sixfirhy, golden eye, giant leech.
* New plant: bush, can be fired through, two or more block vision.
* (Very) ugly things get resistances and attack flavours depending on colour.
* Slime creatures can merge in corridors to become larger and more powerful.
* All spectral things can use stairs again.
* Display magic (or "hostile enchantments") resistance in monster descriptions.
* Monsters get more sensible experience values matching their difficulty.
* OOD (out-of-depth) monsters no longer appear in bands until many turns
  spent on the level.
* OOD monster generation increases sharply with time spent on a level.
* Monster respawns on any level in the main dungeon branches outside
  Hell and Zot decline with time spent on the level until eventually
  no further monsters will be generated on the level.
* Demons spawned during the orb run will actively seek out the player.
* Hydras pick new target for remaining attacks if their current foe dies.
* Make monsters forget player position if the player teleports away.
* Monsters go to sleep more readily when the player is off-level for
  a while.
* Implement and use monster spells "blink away" and "blink closer".
* Detected, unopened secret doors remain unknown to stupid monsters.
* Monsters may quaff potions of might and berserk rage.
* Bears go berserk, but mindless monsters can't.
* Confused monsters zap wands in random directions.
* Giant lizards are now called crocodiles and are amphibious.
* Greatly reduce number of monsters capable of submerging.
* Submerged monsters cannot be targeted or affected by beams anymore.
* Submerged monsters always unsubmerge if they can attack.
* Amphibious creatures don't get an attack bonus in water anymore.
* Monsters' sense invisible is more effective on invisible monsters,
  and less effective on invisible players.
* Hungry ghosts eat corpses.
* Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1.
* Several cool new uniques.
* Unique speech much more varied and interesting.
* Glyph changes for several monsters. See 052_monster_glyphs.txt.

Characters
----------
* Overhauled AC/EV system.
* Armour/Dodging/Stealth training depends on item mass.
* Strength effect on carrying capacity greatly increased.
* Base carrying capacity depends on weight of the player species.
* Wanderers have been overhauled and are much stronger.
* Increased Mummies' starting stats.
* Starting stats and equipment are no longer assigned randomly.
* Gain of Health and Magic Points on level up is no longer random.
* Many status effects and durations use delay rather than turn count.
* Round all aptitudes to multiples of 10.
* Nerf damage reduction of the player's elemental resistances.
* Distracted stabbing is more likely, but resulting damage bonus is lowered.
* Fighting is noisy depending on damage dealt, weapon type and brand.
* Decouple miasma resistance from negative energy resistance;
  rotting resistance implies both disease and miasma resistance.
* Regeneration only increases hunger while regenerating.
* Shield value SH transparently reflects blocking chance.
* Hellfire ignores AC, damage is toned down.
* Changed Magic mapping mutation to work passively.
* Sticky flame negates invisibility.
* Vampires can bottle blood via an (a)bility rather than by (c)hopping.
* When berserk, hit points are scaled to 150%, as was the case before 0.5.
* Add a time limit of ~200M turns, to safeguard against time wraps.

Interface: Dungeon exploration
------------------------------
* In the Abyss, allow travel via 'x' or mouseclick to cells within LOS.
* Autotravel doesn't cut corners and tries to avoid ambushes.
* Switched to line-of-sight exclusions.
* Exclusions within LOS can be set and removed with 'xe'.
* Exclusions are displayed on the overview screen ('Ctrl-O' command).
* Ctrl-O lists ranges of branches not yet found.
* Show explored depth for all branches in the overview screen ('Ctrl-O').
* Autoexclusions get removed again once the trigger monster is no longer there.
* Dangerous clouds that are generated by the dungeon itself ("fog machines")
  generate autoexclusions when seen by player.
* Treat non-adjacent mimics as safe for resting/travel.
* Allow viewing off-level maps from the 'X' overmap with '[' and ']'.
* Level features (e.g. stairs, gates, altars) are listed in the 'X' map.
* Disallow autoexplore and resting when starving.
* Disable autoexplore in labyrinths.

Interface: Other
----------------
* Fix wands not prompting when fired at allies.
* Add a shopping list ('$') to notify you when you can afford a listed item.
* New memorisation interface lists all spells contained in carried books.
* Autopickup turns itself back on when killing invisible backlit monsters.
* Greatly decreased message spam, especially when targeting.
* Add !a inscription to prompt when attacking with this wielded item.
* New Lua file autofight.lua which allows auto-attacking of the nearest enemy.
* Abort some teleportation attempts with -TELE without losing the turn.
* Food is never autoassigned to slot 'e' and potions are never autoassigned
  to slots 'q' or 'y'.
* If you know Evaporate, list possible clouds in potions' descriptions.
* Unidentified artefacts can now be found with "Ctrl-F artefact".
* Prefer swapping to a butchery tool to unequipping gloves.
* Allow more than 8 colours in Mac builds if the terminal supports it.
* Provide Dvorak vi key bindings, see dvorak_command_keys.txt.
* Allow overriding vi keys with "Unknown command", see no_vi_command_keys.txt.
* Colour experience pool according to fullness.
* Added an html version of the FAQ in the docs/ directory.

Spells
------
* Removed Divinations spell school.
* New spell: Orb of Destruction, homes in on target and explodes.
* Silence radius decreases with duration.
* Always prompt when attempting to cast non-helpful spells at yourself.
* Limit Summon Small Mammals to a maximum of two mammals per casting.
* Summon Small Mammals doesn't summon green or orange rats anymore.
* Reduced Poison Arrow's irresistible damage component from 60% to 30%.
* Semi-controlled blink causes glowing.
* Fulsome Distillation depends only on corpse type - RNG and rotting influence
  has been removed. Also doesn't prompt when only one corpse present.
* Tukima's Dance weapon strength depends on spell power and weapon weight.
* Summon Wraiths is replaced by Haunt, a smite-targeted summoning spell.
* Directed non-enchantment spells make noise when they hit something.
* Casting spells is noisy.
* Spell miscasts and hell effects are noisy.
* Call Canine Familiar only calls friendly canines.
* Condensation Shield is more effective.
* Improved Passwall interface.
* Allow Mummies to cast Summon Horrible Things.
* Ice Form can swim in deep water; be careful you don't drown!
* Disintegration is really messy.
* Display current power, range and food cost in spell descriptions.
* Useless and forbidden spells are coloured in spell menus.

Tiles
-----
* Added tabs to switch between inventory and clickable spells display.
* Autoexplore can be started by Shift-Left-clicking on the minimap.
* Re-added doll editing screen ('-' command).
* Display tiles in many more menus, including the database search (?/).
* New modifier keys for left-clicking on monsters or the player:
  * Shift-Left-Click: fire quivered ammo at monster.
  * Ctrl-Left-Click: cast spell at target (monster or player).
  * Alt-L-Click/Ctrl-Shift-L-Click: zap wand at target (monster or player).
  * When applicable, L-clicking on a monster within reaching range attacks it.
* Added a health and mana bar to the player tile.
* Added an icon designating berserk monsters.
* Added icons for chunk/corpse eating effects.
* Added icons for armour egos.
* Reuse dancing weapon icon for known mimics.
* Many new and/or improved tiles, for monsters and features.
* Add some animations when the screen is redrawn.
* Vaults can specify custom tiles for features or monsters.
* Tiles can be recoloured dynamically during compilation.
* Variant tiles of a set can be assigned weights.
* When waiting for input, suppress mouseover descriptions in the message area.
* Draw splash screen before loading maps and database, and output loading state.
* Tile dependencies are handled correctly, and tile sheets recompiled as needed.
* The Shoals branch is our testing ground for a smoother level layout.

Options
-------
* Changed: clear_messages = false. (Was: delay_message_clear = false.)
* New: option explore_delay = -1, to differentiate explore from travel delay.
* New: autoinscribe_cursed = true, for items found cursed.
* New: msg_condense_short = true, joins short messages into one line.
* New: show_more = true. With clear_messages, prints -More- for full messages.
* New: small_more = false. If true, gives one extra line to the message area.
* New: msg_min_height = 7, sets minimum size of the message area.
* New: messages_at_top = false, draws messages above the main map.
* New: explore_stop_pickup_ignore, pick up regexed items and continue travel.
* New, ASCII-only: use_fake_player_cursor = false, highlights player glyph.
* New, Tiles-only: tile_show_minihealthbar = true, draws hp bar on player tile.
* New, Tiles-only: tile_show_minimagicbar = true, draws mp bar on player tile.
* New, Tiles-only: tile_show_demon_tier = true, displays demon tier icons.
* New, Tiles-only: tile_better_transparency = false, better water masks.
* New, Tiles-only: tile_peaceful_col = lightred, colour for peaceful monsters.
* New, Tiles-only: tile_force_overlay = false, displays messages in an overlay.
* New, Tiles-only: tile_runrest_rate = 100, screen update rate while resting.
* New explore_stop options greedy_pickup_smart, greedy_pickup_thrown.
* Renamed: unix 'background' option to 'background_colour'.
* Renamed: character 'job' option to 'background'.
* Removed: target_los_first, target_oos, target_wrap, target_zero_exp.

Major bug fixes
---------------
* Fix branch ends rarely being generated without a rune.
* Fixed occasional permanent stat loss/gain with stat-modifying equipment.
* LOS is now symmetrical, fixing a variety of bugs.
* Fix teleport control occasionally not being enabled after picking up runes
  or the orb.

Technical improvements
----------------------
* Overhauled and improved the line of sight code, including a new,
  slightly more permissive LOS model.
* Overhauled and improved the targeting code.
* Rewrote the message window/message history code.
* Added several automated test cases in Lua.
* New and improved makefiles and updated xcode and msvc projects.
* Split up the contents of several large .cc and .des files into smaller files.
* Many new Lua wrappers to make Lua much more powerful in e.g. map creation.
* A wizard mode Lua REPL.
* Unique placement code has been moved to Lua and is directed via uniques.des.
* Add property hash to monsters, and use it generously for various monsters.
* The documentation file aptitudes.txt is autogenerated from the aptitudes code.
* Cleanup of included header files, greatly reducing compilation time.
* Unrandarts and fixedarts share the same, cleaner coding structure.


Stone Soup 0.5.2 (20091008)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Fixed tiles crashes with certain resolutions.
* Fixed Mac build sometimes not finding the graphics files.
* Fixed NSLayoutManager crash with OSX.
* OSX executables no longer require installation of fink.
* DCSS now builds on FreeBSD straight out of the box.
* DCSS now uses git for version control.
* Fixed Lee's Rapid Deconstruction having no effect at low levels.
* Fixed weird beam tiles for unknown beam types.
* Fixed Xom's infinite teleportation journeys.
* Fixed disconnected pan vaults.
* Fixed missile +1 enchantment not reducing mulch rate.
* Fixed some issues with melded equipment.
* Fixed casting of spells on slot 'I' being impossible.
* Fixed temporary unlinked item bug.
* Fixed monsters being unable to pick up or carry healing potions.
* Fixed mummy monsters drinking potions.
* Fixed stationary monsters floundering in shallow water.
* Fixed minivaults sometimes being placed without overlapping floor squares.
* Fixed friendly fire among monsters.
* Fixed insane damage dealt by Pain card.
* Fixed clawed butchering both removing gloves and unwielding weapon.
* Fixed submerged shapeshifters not unsubmerging properly.
* Fixed monster mephitic cloud not working against the player properly.
* Removed entry vaults with lethal fog generators for now.
* Get rid of out of depth eels in fountains.
* Greatly tweak ice cave vaults.
* Some other vault tweaks.
* All worms except brain worm and all wasps are now mindless.
* Demonspawn Troggies don't get Channeling anymore.
* Z does not show spell list automatically anymore.
* Added an option "darken_beyond_range" (defaults to true) for spell ranges.
* Default "force_more_message = You fall through a shaft" to true.
* Reintroduced out of sight mouseover descriptions for Tiles.
* Replaced post-explosion -More- prompt with a delay.
* In the ASCII version, colour silenced grids cyan.

Stone Soup 0.5.1 (20090728)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Improved performance for the Tiles version.
* Fixed crashes related to giant spores.
* Fixed Summon Horrible Things sometimes hanging or crashing.
* Fixed monsters refusing to enter or attack into grids on the map edge.
* Fixed minivaults not being placed.
* Fixed inconvenient electrical eels in entry vaults.
* Fixed summoning decks giving permanent summons at low power.
* Fixed erroneous "blocked line of fire" warnings.
* Fixed missing items in Tiles inventory menus.
* Fixed 'C' closing one out of several adjacent doors without prompting.
* Fixed Xom's repel stairs effect moving shops.
* Fixed Xom gifts not being destroyed in deep water.
* Fixed magic mapping bugs in the Tiles version.
* Fixed AltGr not being recognized in Windows Tiles version.
* Fixed Alt-Tab sometimes locking the Alt key on Windows.
* Fixed misbehaviour for temporary weapon brands and throwing.
* Fixed Blade Hands not counting as slicing while wearing melded gloves.
* Fixed berserking allies taking orders from 'ta'.
* Fixed random blinking sometimes placing the player in dangerous clouds.
* Fixed certain incorporeal monsters flying instead of levitating.
* Fixed server disconnects at --More-- prompts allowing to avoid retribution.
* Staff of earth damage is reduced by AC.
* Lowered damage output for elemental staves.
* Once entered, the gate to Zot remains open even without carrying runes.
* Add some fancy messaging when opening the gate to Zot.
* Prompt before moving when confused and next to lava or deep water.
* Check some abilities' requirements before rolling the success check.
* Consider armour properties in fatal stat loss check before transforming.
* Really allow uniques to retain their spells when polymorphed.
* Improve Yredelemnul's Enslave Soul, no longer uses random resistance checks.
* Mutation attacks disregard magic resistance again.
* Zin gets a power to once per game cure a follower of all mutations.
* Artificers start with 1 MP.
* Prompt before allowing TSO/Lugonu to bless your weapon.
* Vampiric Draining/Drain Life deal damage to summons again, but don't heal.
* Wielding stones for Sandblast now guarantees a range of 2.
* Change Portal Projectile range to full LOS.
* Limit the number of items a monster may pick up to two per turn.
* Unknown mimics are no longer stabbable.
* Turn autopickup back on if you gain see invisible, even temporarily.
* Polymorph other always polymorphs shapeshifters whose form isn't magic immune.
* Troll hide and armour count as light armour.
* Let ghouls wear gloves again.
* Wearing a visored helmet prevents biting attacks.
* Allow players to reroll already named random character combinations.
* Improved error messages when trying to load pre-0.5 save files or ghosts.
* Some new vaults.
* Add new milestones for the CAO tournament.
* Tiles: Re-allow selection of player dolls ('-' command).
* Add missing tiles options to the options guide (docs/, '?&' command).
* Improve tiles for escape hatches and disturbances in shallow water.
* Document tiles lags in tiles_help.txt and in the in-game FAQ ('?Q' command).

Stone Soup 0.5.0 (20090612)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

Breaks saves and bones compatibility.


0.5 Highlights
--------------
* New species and job: Deep Dwarf, Artificer.
* Removed three species: Gnome, Grey Elf, Ogre-Mage.
* Several cool new uniques and other monsters.
* Several great new portal vaults.
* Zombies and skeletons can no longer use stairs.
* Transformations meld equipment instead of removing it.
* Many spell ranges shortened.
* Much more useful monster descriptions.
* More convenient tiles version.

Levels
------
* New portal vaults (Sewer, Ice Cave, Minitomb, Ziggurat), and many new vaults.
* Self-changing labyrinths (mappable but subject to map rot).
* Teleporting within a labyrinth always sends you away from the exit.
* The Orcish Mines are completely interconnected via the branch bottom.
* Shortened Hive to two levels.
* Ghosts may no longer appear in the Ecumenical Temple.
* Traps remember how much ammunition they have.
* Branch descriptions mention depth and whether they contain a rune.
* Fixed KMONS not accepting comma-separated list of alternative monsters.
* Tweaked most of the oklob vaults to make them less dangerous.
* Allow bazaars outside of the main dungeon.
* For timed portal vault alerts, give directional feedback.

Characters
----------
* Removed Grey Elf and Gnome species.
* Merged Ogre-Mages into Ogres with completely new aptitudes.
* Added non-healing species: Deep Dwarves.
* Swapped Kobolds' aptitudes for Long Blades and Maces & Flails.
* Added Artificer job.
* Transformations cause worn equipment to be melded rather than removed.
* Overhaul nutrition values and duration for Vampires feeding on corpses.
* Vampires can no longer heal via potions of blood or non-fresh corpses.
* Vampires recover lost stats depending on blood level.
* Draining of the experience pool is reduced by life protection.
* Merfolk can swim in heavy armour, albeit with doubled armour penalty.
* Player and monster nagas no longer flounder or lose stealth in shallow water.
* Secondary unarmed attacks wake sleeping monsters.
* Pure spellcasters don't start with a weapon anymore.
* Tweak starting choice restrictions.
* Going into berserk rage doubles Health, ending it halves Health.
* Added the slow healing mutation, affecting hitpoints and stat regeneration.

Monsters
--------
* Disallow zombified monsters' use of stairs.
* New monsters: trapdoor spider, rock worm, flaming corpse, chaos spawn.
* Monster descriptions list resistances and some other attributes.
* Several cool new uniques.
* Many of the later uniques appear a few dungeon levels earlier.
* Polymorphed uniques retain their spells and speech.
* Reintroduce chance of orc wizards and priests in early orc bands.
* Most monsters of the same genus will attempt to surround the player.
* Implemented monster miscasts caused by Zot traps or mummy curses.
* Make all allies (including zombies) avoid Zot traps known to the player.
* Ghosts don't get holy wrath branded attacks anymore.
* Monsters will shout when woken, unless stabbed.
* Monsters will drink !healing to cure confusion, etc.
* Allies no longer mind being teleported by the player.
* Causing fear will make permanent allies flee but does not anger them.
* Retain the teleportation enchantment on polymorphed monsters.
* Make vampiric draining and torment alert and anger its target.
* Fixed draconians being able to strike 3 times per turn with their weapons.
* Account for randart shields when scanning monsters' inventories for randarts.
* Fixed monsters getting stuck in deep water after entering it while confused.
* Monsters behind glass but with a path to the player interrupt rest/travel.
* Monsters raised from the dead are equipped with their original equipment.
* Zombies/skeletons no longer drown, but will still avoid water.
* Fixed summoned monsters taking non-summoned items with them.
* Summoned monsters are no longer susceptible to Vampiric Draining.
* Make abominations resist poison.
* Butchered corpses sometimes leave skeletons.
* Finally fixed monsters acting before being announced as "coming into view".

Interface
---------
* New command for evoking inventory items ('V'), replaces wand zapping ('Z').
* Casting spells with 'z' aborts without prompt if no monsters are in range.
* Casting spells with the new 'Z' allows casting in any case.
* Changed quick save command to 'Ctrl-S' (was Ctrl-X).
* Change exclusion commands to e, E, Ctrl-E (was Ctrl-X, x, Ctrl-E).
* New monster/item view command ('Ctrl-X'), allowing travel to items, features.
* Store message history across saves.
* Some message condensation for identical messages.
* Added stat_colour option to highlight dangerously low stats.
* New option: Automatically set travel exclusions for statues and oklob plants.
* Switch off autopickup and autoswap if you see a monster turn invisible.
* Killing an invisible monster reactivates autopickup.
* Added ally pickup mode for items dropped by either player or allies.
* Shops use shopping cart behaviour.
* Wizard commands can be used from the wizard help screen.
* Allow quivering/firing of wielded missiles and wielded weapons of returning.
* With a full pack, check entire list of selected items to allow for merging.
* Eating prompts for chunks sorted by age and side effects.
* Added an option to make menu colours apply to shops.
* Use menu colours for announcements of items found while travelling.
* Pressing Esc at -More- automatically clears all queued -More- prompts.
* Added FAQ to help screen ('?Q').
* Purchases and donations are noted.
* The database search also prints armour base AC/EV and weapon plusses.
* Add spells and books to book/spell descriptions when searching the database.
* Ability and card descriptions are searchable in the database ('?/').
* Allow wishing for specific fixed and randarts in wizard mode ('o' command).
* Add food item based hunger descriptions to spells.
* "Glow" status is grey for harmless contamination, yellow for dangerous levels.

Items
-----
* New scroll: ?vulnerability, applying to all creatures in LoS including you.
* New weapon brand: chaos, available only via Xom and pandemonium lords.
* Introduce randart spellbooks with random spell selections.
* Book acquirements are much more random and may yield manuals.
* Missile enchantment decreases chance of destruction on impact.
* Freezing weapons can slow cold-blooded monsters.
* The staff of channeling trains Evocations.
* Potions of magic no longer increase maximal magic points and are more common.
* Item descriptions mention enchantment/charging limits.
* Randarts get their known properties autoinscribed.
* Randarts are noted as identified even if the plusses are still unknown.
* Eliminate RAP_ANGRY and RAP_BERSERK for launcher weapons.
* Ammo that IDs through throwing merges in your pack instantaneously.
* ?immolation doesn't burn scrolls anymore.
* ?summoning creates a permanent abomination.
* ?random uselessness autoidentifies.
* ?vorpalise weapon fixes temporary brands instead of Enchant Weapon III.
* Nemelex-gifted decks identify after drawing one card.
* Decks of punishment are no longer randomly generated.
* Removing rings of levitation or invisibility no longer cancels the effect.
* Identify the Horn of Geryon when wielding it.
* Skeletons rot away in inventory at the same rate as on the floor.

Gods
----
* Greatly improved Yredelemnul.
* Nerfed TSO/Beogh's blessings of followers.
* Xom is more active and more useful in combat.
* Cleansing Flame centers on the player and deals less damage.
* Killing a holy being is sometimes avenged by TSO.
* Split Elyvilon's healing powers into "heal self" and "heal other" versions.
* Evyvilon's Lesser Healing (for pacification) does not cost piety anymore.
* Move Divine Robustness from Zin to Elyvilon, replacing Incredible Healing.
* Make Zin's retribution-summoned plagues permanent.
* Sif Muna no longer gifts Kiku/Vehumet specific books, spells still possible.
* Trog accepts kills of demons.
* Trog's Hand provides magic resistance as well as regeneration.
* Vehumet accepts undead killing for you.
* Beogh no longer accepts butchery but likes prayer over orcish remains.
* Beogh accepts more kinds of kills.
* Beogh has a non-cannibalism conduct.
* Disallow shapeshifters in orc form to become Beoghites' followers.
* Offer card descriptions when using Nemelex's Triple Draw or Stack Five.
* Enable automatic note taking for Xom effects.

Tiles
-----
* Overhauled and improved tiles code, now using SDL.
* Added auto-sizing for font, map, and window sizes.
* Support for full screen mode and for small resolutions (800x480).
* Graphical menu improvements: some menus are clickable and show icons.
* Mouse clicks on the map when unsafe travel one square in that direction.
* Mouse-over item/monster descriptions.
* Added new and improved tiles: Pandemonium lords, draconians, randart books.
* Monster tiles include health bars.
* Added type-specific icons for jewellery, shops, and weapon brands.
* Vaults can specify floor and wall tiles in their description.

Miscellaneous
-------------
* Greatly reduced spell ranges (both player and monster).
* For most bolts, hitting a monster reduces range by one.
* Added arena mode to watch monsters fighting other monsters.
* Fixed crashes involving "invisible/unmoving" monsters.
* Crashes leave highly informative crash dumps.
* Poison Weapon is a level 2 spell.
* Extension will also extend temporary weapon brands.
* Lua errors report the line numbers of the actual code.
* Flying can be cancelled.
* Petrify is an Enchantment/Earth spell.
* Lee's Rapid Deconstruction deals great damage to petrified monsters.
* Removed stash_tracking option, always track all stashes.
* Rewrite and clean up of (among others) beam, trap, and mutations code.
* Store code revision in save files for easier bug tracking.
* Many useful new wizard mode commands.


Stone Soup 0.4.5 (20090114)
---------------------------

* Fixed infinite loop when attempting to create randarts named after gods.
* Fixed re-do command (`) wasting a turn.
* Fixed Swap card not checking for terrain.
* Fixed corpses not appearing in Tiles inventory.

Stone Soup 0.4.4 (20081220)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Fixed assertion failure upon high-scoring death.
* Fixed Crawl spinning in CPU-pegging loop on disconnect on death screen.
* Fixed time handling in dgl builds.
* Fixed semi-controlled Blink.
* Fixed '{' inscription.
* Fixed crash when wizmode-creating a nonexistent monster type.
* Fixed broken monster movement away from player.
* Fixed acquirement() giving Book of Bugginess.
* Fixed auto-swapping rings and amulets taking twice as long as normal.
* Fixed explosive tracers leaking information about invisible monsters.
* Fixed real/fake rakshasa identity being leaked in descriptions.
* Fixed =f inscription preventing wielding of stones.
* Fixed Spriggans being capable of wielding staves while wearing a shield.
* Fixed monsters being created with both a shield and wielding a two-hander.
* Fixed off-by-1 error when selecting starting weapon.
* Fixed bats being capable of opening/closing doors.
* Fixed Draconians getting redundant mutations.
* Fixed secondary unarmed attacks not waking sleeping monsters.
* Fixed incorrect high score calculation.
* Fixed backwards stealth check.
* Fixed recharged wands not being inscribed with zap counts.
* Fixed bad names for god-gifted unrandarts.
* Fixed crash related to running on Windows 98.
* Warn player if interlevel travel intends to take detours.
* Make multi-corpse sacrifices take 1 turn only.
* All 't' commands now take a turn.
* Shining eye now gives mutagenic chunks, eye of draining poisonous ones.
* Identify Holy Wrath brand on failed wield.
* Make Lichform discard holy wrath weapons.
* Properly disable traps in the Abyss.
* Don't allow monsters to polymorph into a unique.
* List new amount of charges when recharging identified wands.
* Don't prompt when swapping into dangerous terrain.
* Makhleb accepts collateral demon kills again.
* Only sharp weapons are now offered for butchering.
* Added an aptitudes hotkey for the book/weapon choice submenus.
* Properly allow monsters to pick up and use javelins.
* Don't apply menu colouring to Wp: and Qv: lines.
* Improved interrupted butchery behaviour.
* Saner autopickup exceptions.

Stone Soup 0.4.3 (20080731)
---------------------------

* Fixed lack of mouse actions in Tiles version.
* Fixed Evaporate not working with potions of water.
* Fixed Evaporate trailing clouds before explosion.
* Fixed buggy inscription prompt.
* For DGAMELAUNCH, use gmtime() instead of localtime().
* Only prompt for unsuitable weapons if you can see the target.
* Don't discard Stoneskin when using non-conflicting transformations.
* Allow examining items in end-game inventory and while browsing shops.

Stone Soup 0.4.2 (20080729)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Fixed defunct spell slot cap (and crash) with Selective Amnesia memorized.
* Fixed the game crashing if PlaceInfo somehow ends up buggy.
* Fixed runaway skill training.
* Fixed vampire draining not destroying small corpses.
* Fixed player being incapable of attacking some monsters.
* Fixed Elf:1 arrival sometimes being disconnected.
* Fixed picking up runes not enabling teleport control.
* Fixed items being created in walls.
* Fixed macros not working with 0.3.4 keymaps by introducing keybinding.
* Fixed x_ and other feature hotkeys not working in the Abyss.
* Fixed not swapping with a fiery monster into a fire cloud still moving it.
* Fixed firing at enslaved monsters being impossible.
* Fixed randart bardings masquerading as boots.
* Fixed claws/ankus not being handled by the weapon option.
* Fixed maps being unable to place monsters on shallow water.
* Fixed non-potion effects taking Vampire hunger states into account.
* Fixed repeatedly interrupted butchering making no progress.
* Fixed prompting because of inappropriate weapon despite being confused.
* Fixed resistances for lava creatures.
* Weakened monster Dispel Undead.
* TSO no longer minds if you attack an evil monster in an unchivalric manner.
* TSO no longer grants permanent followers, only prolongs their existence.
* Cleansing Flame won't harm monsters if TSO would be angry about that.
* Intelligent allies can now equip themselves even if non-permanent.
* Existing ghosts are now saved back if an undead player dies on their level.
* Restrict freezing cloud to high-damage cold beams, reduce their duration.
* Reduce number of times a beam can bounce.
* Abominations created by Twisted Resurrection count as undead again.
* Don't autoswitch to randarts with the curse property as a butchering tool.
* Count chunks and blood towards decks of summoning rather than wonder.
* Show monsters sensing/seeing invisible in their 'x' description.
* Self-hit prompts now respect the player's known resistances.
* 'allow_self_target = no' no longer prevents self-targeting for area spells.
* Added chunk colour to lua eating prompt.
* Added PCRE to the source tree.

Stone Soup 0.4.1 (20080717)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Fixed crashes related to mapmark.lua.
* Fixed crash when attempting to autoinscribe non-artefacts via '{'.
* Fixed Crawl looping infinitely upon "good random choice" for Thief/Wanderer.
* Fixed crashes when selecting an item with no appropriate items in inventory.
* Fixed DOS problems with long file names.
* Fixed Tiles not working on Windows 2000 and earlier.
* Fixed targeting prompts being ignored or having the wrong result.
* Fixed item quotes causing overlong descriptions.
* Fixed vampire bat jewellery exploit.
* Fixed secondary monster attacks being branded according to their weapon.
* Fixed runes not being counted correctly in scoring.
* Fixed kills by hell effects counting as player kills.
* Fixed persistent --More-- in wizard mode.
* Fixed cold/fire always destroying all potions/scrolls on the floor.
* Fixed Portal Projectile not handling throwing nets or branded ammo correctly.
* Fixed friendly pickup toggle being inappropriately disallowed.
* Fixed known bad potions being subject to autopickup.

Stone Soup 0.4.0 (20080714)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

Breaks saves and bones compatibility.


0.4 Highlights
--------------
* Many interface improvements.
* Greatly improved Tiles.
* Allow all sensible species/class combinations.
* Added Vampire species.
* Overhaul of the good gods.
* Smarter monsters.


Interface
---------
* Overhauled key settings of a number of commands.
  (See settings/034_commands.txt or press ?v while playing.)
* Added monster list for monsters in line of sight (ASCII only).
* Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.)
* Overhauled (f)iring interface: abolish (t)hrowing, output quiver in status.
* Improved butchering interface.
* Allow selection of equipment slots from '%' overview screen.
* Added coloured HP/Magic bars.
* Many new tutorial information triggers.
* Allow searching item/monster/spell/... descriptions ('?/' command).
* Allow swapping (' command) to non-weapons that need to be wielded for spells.
* Fixed weapon swap ignoring {!w}.
* Added Ctrl-D as a synonym for '~' (defining macros).
* Added commands for repeating commands ('`' and '0').
* Added command to annotate level ('!' command).
* Stepping into lava/deep water is not possible anymore, unless confused.
* Ask for confirmation before stepping into dangerous clouds, or traps.
* Allow autotravel through clouds your character is immune to.
* Prompt when firing through allies, or doing a ranged attack TSO would punish.
* Make butchering respect distortion weapons.
* (W)ear and (P)ut on menus allow removal of equipped items.
* Arriving via stairs calls autopickup and lists items on square.
* Refuse to eat rotten meat for non-saprovorous characters.
* Added harmful effects (poison etc.) to chunk descriptions.
* Evaporate can now be cancelled during potion/direction choice.
* Portaled Projectile now allows choice of ammunition.
* Stash tracker now tracks decay of corpses/chunks, eventually removing them.
* greedy_explore now defaults to true.

Gods
----
* Overhauled the good gods: Zin/TSO completely new, Elyvilon more interesting.
* Greatly improved Beogh and Nemelex, and made Xom more interesting.
* Vehumet isn't evil anymore, and all boosts apply without prayer.
* Switch costs of Lugonu's self-banishment and leaving the Abyss.
* Removed autoprayer and option to stop prayer.
* Removed item sacrifices for all gods except Nemelex, TSO, Zin.
* Upon failed sacrifice hint on accepted item types.
* Divine summons will leave on penance, or turn hostile on abandonment.

Characters
----------
* Added Vampire species.
* Enable all sensible species/class combinations.
* Overhaul starting skills and equipment.
* Removed Glamour.
* Red/White Draconians gain heat/cold resistance at xl 14 (rather than 18).
* Mutations: Removed forgetfulness; introduced fur, shouting, +mp/-mp.
* Added +1 damage bonus for orcs and dwarves throwing racial gear.
* Fixed undead being unable to smite.
* Necromutation now gives torment resistance again.
* When transforming only remove armour you can't wear while transformed.

Items
-----
* Removed weapons of disruption, improved holy wrath.
* New weapon brand: dragon slaying, limited to Polearms.
* Fixed darts of flame/ice to actually work, add similarly branded javelins.
* Forbid (un)equipping of items with known potentially fatal stat drain.
* Make distortion only take effect on unwielding.
* Improved autotargeting for weapons of reaching.
* Disable random generation of weapons of orc slaying (allowed in randarts).
* Fixed cap acquirement misbehaviour.
* New scrolls: Holy Word, Fog.
* Removed scrolls of forgetfulness.
* Added potions of blood and coagulated blood.
* Scrolls of recharging and enchant armour now prompt for an item.
* Potions of restore ability also cancel breath delay.
* Staves and rods of the same type can now be recognized.
* Staves will autoID if your skill in the appropriate school is 4 or higher.
* Manuals are visibly different from spell books and don't prompt anymore.
* Improved artefact autoinscriptions.
* Several new pre-defined (un)randarts.
* Added message for returning weapons NOT returning.
* Equipped randarts can now actually cause berserk.
* Thrown potions of poison won't poison monsters anymore.
* Limit racial properties applying to only some fitting item types.
* Prompt when attempting to sacrifice important items.
* Fixed books in shops being noted as identified over and over again.

Monsters
--------
* New glyphs and colours for many monsters.
  (See settings/034_monster_glyphs.txt.)
* Beefed up demon lords.
* Draconian ghosts of xl >= 7 get the shadow dragon breath attack.
* Ghosts get Dispel Undead, Freezing Cloud, etc.
* Mummy curses now only decay a random amount of a stack of potions.
* Make Snorg go berserk.
* Angels and Daevas may appear randomly in the Abyss.
* Holy monsters may turn neutral if the player follows a good god.
* Unknown mimics are now consistently treated like items.
* Changed monster resists to have several levels, like the player's.
* Removed electricity resistance from several monsters.
* Daevas now resist negative energy.
* Fixed Oklob plants being confuseable.
* Lee's Rapid Deconstruction now works against skeletal dragons.
* Changed evil/holiness/intelligence/... flags for a number of monsters.
* Improved trap handling for intelligent monsters.
* Improved control over friendly monsters.
* Smarter pickup handling.
* Implemented patrolling and monster pathfinding.
* Fixed friendlies accidentally shooting the player.
* Fixed monsters firing/reaching through walls.
* Fixed summoned monsters sharing a square with the player.
* Monsters won't enter miasma if it harms them.
* Implemented Dispel Undead for monsters.
* Fix nagas/centaurs never being generating with bardings.
* Monsters may use wands of disintegration/polymorph other (mutate the player).
* Make paralysed monsters stabbable.
* Give a message for kills out of LOS.
* No experience for killing summoned monsters.
* Give half xp for enslaved monsters dying.
* Monster blink is now (mostly) restricted to their LOS.
* Introduced fish zombies.
* Fixed several spell/invocation attacks not waking monsters.
* Improved monster shields.
* More refined monster speech. (See docs/monster_speech.txt.)

Levels
------
* Added transparent wall types.
* Modified Slime Pits end, guarantee rune.
* Several new vaults.
* Fixed some levels having the wrong amount of stairs.
* Fixed wonky vaults on lava etc.
* Treat adjacent doors as one (large) gate, opening/closing together.
* Player minotaurs will now map labyrinths.
* Removed amnesia traps.
* Introduced shafts.
* Added blood spattering.

Tiles
-----
* Merged Tiles into Crawl code.
* Save files between tile and non-tile games are compatible.
* Added lots of new tiles, and corrected misdisplayed ones.
* wininit.txt is now autocreated, if missing.
* Adapted tutorial for tiles.
* Improved mouse-click inventory/dungeon interaction.
* Show travel exclusion in tile map and mini-map.
* Fixed Detect creatures revealing exact monster type.
* Mimics posing as autopickable items now get marked as such.
* Clicking on items now respects warning inscriptions.
* General improvement.

Miscellaneous
-------------
* New scoring system.
* Train Stealth by sneaking around sleeping monsters.
* Train Traps & Doors by setting off traps.
* Disallow self-banishment via Banishment spell.
* New spell: Summon Ugly Thing.
* Replace Paralyse spell with new spell Petrify.
* Better feedback on Detect Traps.
* Identify post-mortem inventory in morgue.txt.
* Dump command also dumps level map.
* init.txt/.crawlrc allow loading of external options/macro files.
* Changed stat display to be more compact and visually appealing.
* Overhaul of ghost structure.
* Overhauled and improved the documentation.
* Outsourced a lot of text into database files.
* Lots of additional bugs squashed.
* General code clean-up.


Stone Soup 0.3.4 (20080129)
---------------------------
* "Tele" status is shown when the player is about to teleport.
* Weapons of reaching cost no magic or hunger to use, do not train
  Evocations, and do not hit intervening creatures when the reach
  fails.
* Autopickup will attempt to pick up every item in the stack even if
  previous items cannot be picked up.
* Fired missile auto-id also identifies previously fired missiles on
  the floor.
* Escape hatches can be safely used even when confused or overburdened.
* Removed score bonus for escaping the dungeon without the Orb.
* Poison ammunition no longer works on sling bullets and throwing nets.
* Plants on stairs get branded.
* Drac and Ogre-Mage wanderers get shields instead of bucklers (which
  they can't wear).
* Weapon swap (') will also swap to miscellaneous items.
* (f)ire will ignore wielded items, fire_items_start defaults to 'a' again.
* Passwall now issues a warning when attempting to phase through rock + stone.
* Weakened chain paralysis effects from the monster Paralyse spell and
  giant eyeballs.
* Fixed poison-vulnerable monsters resisting curare.
* Fixed wands of draining not auto-identifying.
* Fixed necromutation not granting torment immunity.
* Fixed macros not being saved correctly if the key sequences include
  ASCII NUL.
* Fixed buggy labyrinth maps.
* Fixed bad entry levels.
* Fixed crossbow bolts not being randomly generated.
* Fixed messages for species unable to wear helmets and boots because
  of body shape.
* Fixed detect items not working if the level is magic-mapped.
* Fixed display glitches when using IBM graphics on Unix.
* Fixed monsters wielding angering randarts repeatedly going berserk.
* Fixed strawberry fields always appearing on Lair:3.
* Fixed some acquirement bugs.
* Report error messages after cleaning up curses when savefile is invalid.
* Fixed starting gear choices and kit for fighters.
* Fixed dolinks.sh script for builds on Unix.
* Fixed monster self-teleport taking 10x as long as intended.
* Fixed ice statue description.
* Fixed Crawl being unable to create directories on DOS.

Stone Soup 0.3.3 (20071202)
---------------------------
* Fixed crash when draconian callers try to summon drakes.
* Fixed crash when shadow creatures is cast in a labyrinth.
* Fixed crash when monster blinks onto trap and is killed by the trap.
* Fixed vampires boosting the player's maxhp.
* Fixed bad monster selection when shadow creatures is cast post-orb-pickup.
* Fixed buggy Xom mutations.
* Fixed nets not trapping monsters correctly.
* Fixed monsters being able to get past plants on level load.
* Fixed out-of-sight monsters raising dead in the player's line-of-sight.
* Fixed brand colours flooding screen in DOS.
* Returning weapons auto-id on use by monsters.
* Autobutcher respects !w inscriptions.
* Horns mutation changes helmet slot description to "restricted".
* Reintroduced Beogh penance for destroying orcish idols.
* Tutorial fixes.
* Errors in .crawlrc are reported at startup.

Stone Soup 0.3.2 (20071110)
---------------------------
* Fixed tiles crash when visiting shops in the stash-tracker's ^F listings.
* Reduced frequency of the Damnation card in common decks.
* Removed Batform from the Metamorphosis card.
* Fixed two broken entry vaults.
* Nets are easier to escape from / destroy, and more effective when used by
  the player.
* Beogh converts are better behaved, with less message spam.
* Fixed spell power display for clarity.


Stone Soup 0.3.1 (20071103)
---------------------------
* Fixed crash when targeting with show_beam = yes.
* Fixed Orb of Zot being generated in random vault.
* Fixed buggy handling of some mutations.
* Fixed penance message sequence.
* Fixed turn-loss when canceling prayer request.
* Fixed -morgue option not creating the morgue directory.


Stone Soup 0.3.0 (20071031)
---------------------------

Disclaimer: These are merely the highlights, not an exhaustive list of changes.

Characters
----------
* Removed Hill Dwarf and Elf species.
* Demigods lose fast metabolism, get better stat gain.
* Kenku can kick with their taloned feet, and can fly faster than
  normal when lightly burdened.
* Kenku and merfolk get an evasion bonus when in their element.
* Demonspawn get a bonus with demonic weapons.

Gods
----
* New god: Beogh, god of Orcs.
* Changed gods: Nemelex, Xom, Lugonu, Trog, Elyvilon, Okawaru.
* No need to pray to dedicate kills.
* Nemelexites no longer need a portable altar in order to sacrifice
  objects.
* Nemelexites are granted various deck manipulation abilites as they
  gain piety.
* [1761974] Trog gets a Burn Books ability.
* [1754125] Trog's Hand and Brothers in Arms replace Might and Haste.
* Elyvilon: Destroy Weapon ability replaces weapon sacrifices.
* Okawaru loses Minor Healing.
* Gods won't accept sacrifices of rotten corpses.
* Good gods no longer punish for unintended draining.
* Different messages now indicate piety gain for offered items.

Items
-----
* New missiles: javelins, sling bullets and throwing nets.
* Throwing weapons may be generated with the "returning" brand.
* [1756363] New potion: potion of resistance.
* [1744612] Introduced weapons of returning.
* [1789869] Items which the player sees a monster use become
  identified if they have an obvious effect.
* Artefact jewellery doesn't autoid anymore, instead "obvious" changes
  and abilities give a message.
* [1768865] Added inscription prompt when viewing items.
* Viewing via inventory listing won't leave the inventory.
* [1735752] Autoinscribe wands with zap count.
* Added autoinscriptions for items used by monsters.
* Warning inscriptions now actually work for all advertised commands
  ([1795568] !r now prevents scrolls from being read.)
* [1793698] In the item selection menu, pressing "." will toggle the
  selection of the item after the previously selected item.
* [1783003] More menu sorting methods, and fixed jewellery sorting bug.
* Book shops are less likely to stock duplicate copies.
* [1746014] Added command to cycle through ammunition when 'f'iring.

Monsters
--------
* Abominations created by Twisted Resurrection now count as undead.
* Increased spawning rate after picking up the Orb.
* Berserked monsters attack nearby enemies and ignore ally commands.
* Monsters confused by you that kill themselves or others now give xp.
* [1779770] Monsters taking stairs are created according to stair
  destination.
* Monster descriptions are shorter when looking at them with 'x' and
  targeting.
* Unflasked efreets are permanent
* Mummy priests and greater mummies now have high intelligence.

Levels
------
* Added portal vaults, specifically bazaars.
* Labyrinths look much different now.
* Changed rock stairs to escape hatches.
* New trap type: net trap.
* Added several new vault maps.
* Monster generation rate in the Vestibule drops with time spent in
  the Vestibule.
* Fixed sealed rooms being generated in the Vaults.

Interface
---------
* [1772497] runrest_ignore_monster can be used to ignore distant mosters
  when running, resting or exploring.
* Filter talk and sound channels from interrupting resting
* Filter information from examining your surroundings from message history
* Three new informational-only hunger states: near starving, very hungry
  and very full.
* Added pickup.lua for smarter autopickup
* Added trap_item_brand for traps hidden by items
* Added visible beam path for targeting
* Added warning when trying to fight wielding a non-weapon
* Interlevel travel also allows travelling to entrances of branches
* Polearms can be used to attack monsters submerged in shallow water using
  Ctrl+direction when adjacent.
* Added support for Unicode glyphs in Unix.
* Large viewport support for terminals larger than 80x24 if the
  view_max_width and view_max_height options are set.
* Quit prompt needs "Yes" to confirm.

Miscellaneous
-------------
* Crawl needs Lua - Lua 5.1 sources are included with the Crawl sources.
* Monster, spell and feature descriptions and monster dialogue are now
  loaded from text files.
* [1777426] Explosions can no longer pass through walls.
* Invisibility is more useful.
* User Lua scripts now have limits on CPU usage and memory use and are safer
  to use on public servers.
* Fixed DOS glitches.
* Game time reported by Crawl clamps time-per-move at 5 minutes.
* More fixes for Crawl to play well with dgamelaunch.


Stone Soup 0.2.7 (20070611)
---------------------------
* Pandemonium unique demons (Cerebov et al.) were not being generated, fixed.
* Banishment converted any dungeon feature under the player to floor, fixed.

Stone Soup 0.2.6 (20070606)
---------------------------
* Fixed travel cache corruption when visiting Abyss/Lab/Pan.
* Fixed clouds being hidden by submerged monsters.
* Fixed bogus item flags being set on distilled potions.
* Fixed kenku getting permanent levitation if already levitating when
  levelling up to XL 15.
* Fixed special damage messages being produced for monster vs monster fights
  that are not in LOS.
* Fixed monsters not being shown on the view until one turn after being
  generated.
* Removed "You mutate" messages, changed default colour for mutation channel
  to light red.
* Delays were taking more turns than intended, fixed.

Stone Soup 0.2.5 (20070512)
---------------------------
* Fixed broken travel cache.
* Applied Debian patch (Guus Sliepen).
* Fixed paralysis cancelling monster levitation.
* Combat grammar and out-of-sight combat message fixes.
* Small chance of sealed entry vaults eliminated.
* Moths of wrath regain rage attack.
* Fixed pulsating lump mutation attack.
* Waypoints can be deleted.
* Acquirement handles books of minor magic and conjuration correctly.
* Orcs and goblins may get blowguns.

Stone Soup 0.2.4 (20070408)
---------------------------
* Fixed another instance of monsters inheriting enchantments from other
  monsters.
* Fixed detect creatures and items not working.
* Fixed hydra decapitation not being credited correctly.

Stone Soup 0.2.3 (20070407)
---------------------------
* Fixed shapeshifter enchantment crash.
* Cleaned up monster enchantment handling loop to prevent further crashes.

Stone Soup 0.2.2 (20070406)
---------------------------
* Fixed crashes (enchantment timeout and bouncing beams).
* Monsters with AF_DISEASE can now sicken other monsters, not just the player.
* Jellies resist acid spit.
* DOS and Windows builds pause after displaying fatal error message.
* Monster kills are noted before the player is awarded experience for the kill.
* Monster-quaffed healing now cures confusion, rotting, poison and disease.
* Fixed buggy labyrinths.
* Bogus cantrips could be used by friendly monsters, fixed.
* Fixed bugs in spellcasting skill training.
* message_colour can now mute individual messages.
* Fixed item-jump hotkeys in targeting.
* Fixed buggy monster missile tracers.
* Undead/demonic monsters can't pick up holy brands.
* Player centaurs are faster (close to monster centaurs).
* Fixed bogus beam names for uniques' breath weapons.
* Fixed buggy targeting for Sandblast and Bone Shards.
* Ensorcelled hibernation lasts at least one turn.

Stone Soup 0.2.1 (20070402)
---------------------------
* Fixed electric golems getting too much damage against shock-resistant
  characters.
* Fixed vampiric draining targeting.
* Fixed monster dialogue grammar.
* Fixed EV penalty for nagas and centaurs.
* Fixed tutorial reporting corpse availability for corpses not in view.
* Fixed a possible buffer overflow when reading saves.
* Fixed sporadic crash when a poisoned monster with other enchantments dies
  from poison.
* Fixed description for staff of wizardry.
* Reinstated old behaviour of -macro option for Crawl compiled with
  -DDGAMELAUNCH (DGL_MACRO_ABSOLUTE_PATH).

Stone Soup 0.2 (20070401)
-------------------------
* Save and bones files formats changed, incompatible with 0.1.x.
* Added a game tutorial.
* More vaults and special level layouts.
* New evasion model (from 4.1.2).
* Revamped dungeon overview and character information screens.
* Targeting interface keymaps changed.
* 'v' examines monsters, items, etc., '?' gives help.
* -macro option now specifies a directory, not the macro file.
* Item colours changed.
* Deeper dungeon levels can have multiple player ghosts.
* Rods of striking also get magic reservoirs.
* Removed unpoisoned needles and blowguns of venom.
* Stash search also finds altars and portals.
* Mutation and species abilities cleanup.
* Sif Muna gives gifts on piety gain; Sif Munites do not need to pray.
* Low-HD monsters are less likely to give piety when killed.
* Fixed Pandemonium demons getting only magic dart.
* Character names can now include spaces, dashes and periods. On Unix,
  character names can also end with a digit.
* Adjusted beam to-hit calculation.
* Weapons animated by Tukima's Dance are now considered thrown for autopickup
  purposes.
* Crawl now tries to show error messages after curses cleanup, or before
  initialisation so that the user can see the error. :-)
* Reduced orange statue attack speed.
* Windows builds no longer use SHORT_FILE_NAMES.
* In-game help browser.
* Greedy explore now works in Pandemonium.
* Stash tracker now also tracks item inscriptions.
* Many item stacking bugs fixed.
* Artefacts are described as such when (v)iewed.
* The Hat of the Alchemist is now a real wizard hat, not a helmet.
* Fixed identify not clearing empty inscription.
* Fixed broken fear behaviour for monsters.
* Shop purchase asks for confirmation.
* Minor tweaks to some unrand artefacts.
* Gourmand contaminated -> clean effect is also gradual now.
* Searching is more effective.
* New god: Lugonu, god of the Void.
* Armour training tweaks.
* Full herbivorousness now happens only at level 3 of the mutation.
* Incremental butchering works now.
* Poisoned arrows are more likely to give snakes than before with
  sticks-to-snakes.
* Cannot shop while berserk.
* Fixed some monster movement bugs.
* Spriggans now start with slow metabolism and extra food, but are herbivores.
* Assassins have a chance of starting with a few curare-tipped needles.
* Rods are more common.
* stop_travel messages can also stop run/rest, if the message interrupt is
  disabled for run/rest.
* Better handling of monster-comes-into-view messages.
* Zin will reliably feed you if you have sufficient piety and are starving.
* Travel is no longer interrupted by submerged monsters.
* Travel is no longer interrupted by an invisible monster missing you.
* Blinking/teleporting monsters can no longer land on the player's square.
* Fixed Abyss banishment crash.
* Monster resists were not taking randarts into account in some cases.
* Better handling for travel_delay = -1.
* Monsters using draining or hellfire are M_EVIL and take damage from cleansing
  flame.
* Show monster paralysis status when examined.
* Carrying capacity shown in inventory menus is now maximum unburdened carrying
  capacity, not absolute maximum.
* Flying monsters no longer avoid mechanical traps.
* Items dropped onto an altar while praying will be sacrificed.
* Jellies can no longer eat artefacts.
* Enabling delay_message_clear uses a scrolling message window.
* Fixed bug where statues could move around.
* Added temporary pain-brand spell "Excruciating Wounds".
* Fixed duplicated scroll labels.
* Friendly monsters should not flee from the player.
* Fixed detect creatures revealing monster identities in notes.
* Fixed level-map crashes on large terms.
* no_dark_brand defaults to true, since the option is otherwise too obscure to
  find (and the problem it addresses is widespread on Unix terms).
* Added a synthetic cursor (use_fake_cursor = yes) for terms that cannot draw
  cursors on black/darkgrey spaces.
* Summon horrible things now produces temporary summons.
* Monster abjuration is weaker.
* Deflect missiles is less effective.
* Unseen horrors no longer resist electricity.
* Greedy explore now tries to handle mimics like the items they imitate.
* Dungeon builder guarantees that at least one downstair is reachable
  from the upstair on D:1, unless there is an enclosed entry vault.
* Hydras get their full attack round vs other monsters.
* Monsters fighting hydras can chop off heads if using suitable weapons/claws.
* Interlevel travel handles branch entries and exits more intelligently.
* Added wizmode &~ to instant travel to any level to test special levels.
* Messages can be coloured individually using pattern matches with the
  message_colour option.
* Monsters dying to friendlies' poison, or damaging clouds are now
  correctly attributed as collateral kills.

Stone Soup 0.1.7 (20061231)
---------------------------
* Fixed missing cursor in controlled-teleport screen.
* Fixed semi-controlled blink.
* Fixed the Shining One and Zin being angered by the deaths of their minions
  in combat.
* Fixed friendlies being angered by bolts that they are immune to.
* Fixed notes not noting zombies correctly.
* Backported greedy explore from 0.2.
* New Temple levels.

Stone Soup 0.1.6 (20061219)
---------------------------
* Fixed Pandemonium demonlords (Cerebov and friends) not getting the
  right runes.
* Added sartak's logfile patch and -scorefile option.
* Crawl can now read scorefile from stdin for use with -[vt]scores.
* Crawl can handle logfiles with -[vt]scores.
* Fixed hilight: brand being misapplied on curses.
* Shopping display cleaned up, less prone to breakage on nonstandard
  term sizes.
* Fixed inconsistent application of inscripted hotkeys.
* Fixed batty cursor syndrome on Windows and Unix.
* Added DGAMELAUNCH #ifdef conditional to make Crawl play better when
  run with dgamelaunch.
* Crawl now handles SIGHUP by saving the game and exiting.

Stone Soup 0.1.5 (20061205)
---------------------------
* Fixed crash when multidropping a worn cloak and worn body armour, in
  that order, with easy_armour enabled.
* Fixed labyrinths and the abyss being semi-mappable.
* Fixed item name corruption when displaying long names with ;.
* [1605400] Fixed inability to wield stuff when using auto_list and
  not carrying any weapons/staves.

Stone Soup 0.1.4 (20061128)
---------------------------
* Sif Muna piety no longer wraps around.
* LOS speedup.
* Level compiler now reads splev.des and vaults.des when Crawl starts up.
* [1603062] Fixed save_dir + LOAD_PACKAGE_CMD problems (sartak).
* Fixed more hiscores segfaults.
* List of saved games is sorted by experience.
* [1601205] */' now work to jump to stashes in the level-map.
* [1581184] Fixed rotting meat/corpses being visible outside LOS.
* [1601595] Lava smokes, swamp shallow water tends to mist.
* Fixed 1594106: innate abilities were not being dumped.
* Implemented 1601227, pickup_mode.
* [1601588] Hellfire, bolts of fire, and bolts of magma melt wax.
* [1601349] Fixed LOS not affecting square the player stands on.
* [1599883] Interlevel travel now makes a best effort to avoid excludes.
* Added tty colours to levdes syntax highlight script.
* Set shallowest depth for farm_and_country to 16.
* Implemented 1601230: sort_menus can now be of the form auto:5 (the default),
  in which case categories with >= 5 items will be sorted.
* Implemented 1601277: 'f' is an alias for 't' during targeting.
* [1601161] Adjusted statue stats.
* Monster enchantment power is now 4*HD instead of -1.
* Added draconian descriptions.
* Draconian shifters and callers are a little more powerful.
* Implemented 1601016: better menu titles for wield and throw.
* Implemented 1601061: better messages for extending might/invisibility.
* Player status now also shows burden.
* Clean up speed mutation messages for nagas.
* Let golden draconians know that they resist acid.
* Gold can no longer be dropped.
* [1597621] Auto-eat Lua only offers rotten chunks to the appropriate races.
* Fixed cursor behaviour on Windows.
* [1600189] Mummy restoration doesn't use mp or turn when it does nothing.
* Yellow draconians get rapid-fire spit again.
* Fixed 160093: too many shield interaction messages.
* Amulets of warding provides one level of negative energy resistance.
* Negative energy resistance cuts torment damage by 10% per level. Amulets of
  warding also confer one level of NE resistance.
* Implemented 1599765, no wield messages while autobutchering.
* Fixed 1599805 - Xom rekilling dead monsters with lightning.
* [1597595] Show inventory weight summary in drop menu.
* Macros are created and saved from ~.
* [1598730] Fixed monster inventory scrambling.

Stone Soup 0.1.3 (20061116)
---------------------------
* Updated documentation and reorganised the manual.
* Jewellery puton/remove interface can now automatically remove amulets and
  rings before wearing new jewellery.
* Rings/staves of wizardry give a bigger boost to spell success rates.
* [1594109] Fixed bad messages when trying to animate a weapon if no weapon is
  wielded.
* [1589854] Orange and silver statues are now monsters.
* [1593356] Fixed ghouls being able to mutate.
* Fixed undead decomposing from mutation only if wearing an amulet of resist
  mutation.
* [1593318] Rearranged skills display for ranged combat and unarmed combat.
* [1593089] Escape can be used to break out of sequential pickup prompt in
  addition to 'q'.
* Curare-tipped needles are more fragile than ordinary needles.
* [1592629] \ now shows item identification knowledge in shops.
* [1592521] Fixed the invisibility check for tracer beams to produce nicer
  results.
* Fixed beta 26 bug: Glow contamination has an extremely severe mutation rate.
* [1591152] Fixed macros being able to infinite loop.
* makefile.lnx renamed to makefile.unix.
* [1578169] More intelligent messages when monsters hit themselves.
* [1591105] Invisible monsters can no longer 'gesture wildly.'
* Added an option, increasing_skill_progress (default false), which if true
  makes skills display in increasing percentiles.
* [1591103] Fixed incorrect no-damage messages with vorpal brands.
* [1590656] Fixed bad claw message.
* [1591269] Dissection failure hints why without easy_butcher.
* [1585863] Added a level compiler.
* [1589868] Lightning grounds on metal walls; fire/cold reflect off green
  crystal.
* [1588662] Let the player know why they didn't pass out after berserking.
* [1589824] Long messages were being truncated.
* [1587182] Eliminated possibility of murky clear potions.
* [1588587] Amulets of resist corrosion also reduce acid damage.
* [1585820] Lowered skill penalties for player draconian colours.
* [1589141] Mimics can no longer push player off stairs.
* [1588831] Fixed poison frost/flame beams from blowguns being useless.
* [1581270] Amulet of the gourmand refactoring:
    - When hungry, only converts contaminated chunks to clean.
    - When not hungry, converts contaminated to clean, and provides nutrition
      based on how long it's been worn, the effects maxing at 200 turns with
      AotG. Maybe we should increase this further.
    - Rotten chunks will sicken susceptible races even with AotG.
    - Appropriate flavour messages for chunk taste.
    - Changed description of AotG.
* Beam code rewritten.
* Line-of-sight code rewritten.
* [1584969] Allow the user to cancel out of a spell at targeting prompt without
  losing the turn.
* [1581221] When taking a low-hp note, also mention what caused the hp loss.
* Chain lightning is a little more powerful.
* Shields can be worn/taken-off faster.
* Nemelex has a small chance of giving piety even for junk.
* [1586069] Fixed player yellow draconians not having a BWpn delay.
* [1585811] Fixed inability to generate fixedarts.
* [1585793] Increased frequency of altars and mini-temples.
* Fixed multidrop not remembering previously selected items that were
  not dropped.
* Okawaru is less eager to shower missiles on the player.
* Slightly upped MR for draconians and death drakes.
* [1571251] Added a character picker to select existing savefiles.
* [1580955] Fixed mesclr() not happening for keypad action in DOS.
* [1581536] Monsters won't break fleeing if hit by missiles.
* [1578124] Additional help for level-map.
* [1581418] Curse toes are now visibly different from curse skulls.
* [1581730] Monster draconians can now have a base colour + skill title.
* [1578847] Summoned unholies are hostile to worshippers of good.
* [1567659] Ammo can ID through use.
* [1574591] Wait for one second after hinting "a fine choice".
* [1576514] Bees could cause bad fight messages.
* [1578752] Better handling of init.txt locations.
* [1581210] Draconians go to Zot, deep elves leave.
* [1571320] Ghost names were being truncated badly.
* [1571272] Ignore rod-recharge MP fluctuation while resting.
* [1578875] Added JPEG's trapwalk.lua to the list of official Lua scripts.
* Changed autopickup default to be the same as in the standard init.txt.
* [1579636] Fixed notes being generated after death.
* [1565579] [1565575] Rods and missile launchers work with shields.
* [1574462] Fixed labyrinth files not being deleted correctly.
* [1577066] If all items on a square are squelched, the squelch is ignored.
* [1563661] Character dump section order is now configurable with dump_order.
* Updated keyboard help screen.
* [1575175] Fixed orcs getting elven and dwarvish equipment.
* [1575517] Fixed broken colouring on rod spell screen.
* Piety gain works normally in the temple again.
* [1571342] Fixed bad grammar for rotting meat.
* Stash-tracking defaults to "explicit", rather than "none".
* Accept g as an alternative key to go into the pickup menu.
* Superior submerge behaviour for monsters in fountains.
* Fixed acquirement giving bad items (specifically with barding.)
* [1571334] Fixed clumsy titles: "Master of Thousand Battles",
  "Master of Arcane".
* Lochaber axes now get correct combat messages.
* [1563548] Escape dumps you out of both menu and prompt.
* [1571278] Horn of Geryon monsters are defined as MF_CREATED_FRIENDLY and thus
  give no benefits when dying.
* [1571276] Altar cards don't look for a better spot.
* Import of (most of) 4.1's view code.
* Spriggans are told that they are fast.
* [1567636] Made the Orcish Mines entrance message more informative.
* [1568413] Conjurers and wizards get to choose their starting spellbook.
* [1567640] Uniques with less than 5 hit dice can't get top-tier wands in their
  starting inventory.
* [1563668] Travel respects easy_open.
* Added a better go-to-hell message when attempting to cast Swiftness in water.
* Berserkers now have stealth 0.
* 4.1 import: better messages when gaining skills, better '@' report.
* [1567625] Moths++.
* Ctrl-C is handled better on DOS and Windows.
* [1567688] Change Ogre starting weapon from club to ancus.
* [1567482] Capped wands of hasting at 9 charges.
* [1567674] Description change for wands of disintegration.
* [1567652] Empty wands are marked [empty].
* [1567641] Butchery asks you to pick a corpse before switching weapons.
* [1567621] Warning if corpse rots during dissection.
* [1567613] Removed CMD_OBSOLETE_INVOKE.
* [1564899] Added "Power" column for spells screen.
* [1566657] Rings of teleportation are now pricier.
* [1566759] Fixed merfolk getting duplicate messages when entering water.
* [1566652] Fixed control teleport being noted in the dump even if unIDed.

Stone Soup 0.1.2 (20060927)
---------------------------
* Fixed shift-running and /-running on Windows and Unix.
* Giant (spiked) clubs were wieldable by almost everybody, fixed.
* Fixed giant clubs not producing brown snakes with sticks-to-snakes.
* Refixed Sif Muna piety gain - was much too fast.
* Weapon properties are closer to 4.0.
* Included Elethiomel's key help page on ?

Stone Soup 0.1.1 (20060926)
---------------------------
* The Inscriptions patch joins the party (minus keybindings changes).
* Applied Matthew Cline's additions to the Inscriptions patch: more notes on
  monsters, auto-notes based on messages, etc.
* Jewellery names now note uncursed status correctly (if rather verbosely)
* Curare-tipped needles are rarer.
* The appropriate monsters resist curare effects.
* Okawaru no longer protects you from harm.
* Rods are generated with smaller mana reservoirs (max 14MP).
* Draconians are slightly weaker. Groups of draconians are smaller and more
  homogeneous.
* Sif Muna piety training is easier.
* Sif Muna now has Channel Energy; Vehumet does not.
* Okawaru is less aggressive about spamming missile gifts.
* Fixed Ctrl+move ignoring confusion.
* Fixed broken keypad handling in level-map on DOS.
* Fixed jelly pits appearing at low levels.
* Added % command to show resists and other useful statistics.
* Fixed bad flaming/freezing brands on missile launchers (reported by
  Rubinstein).
* Miscast effect explosions now always hit
* Fixed fireballs (and other explosions) being blocked by shields.
* Thrown needles are very inaccurate.
* Plain old elves are now of the correct intelligence.
* Scrolls of immolation can't burn themselves up.
* Player ghosts get MS_LEVEL_SUMMON if the player had Shadow Creatures.
* Fixed jelly-splitting bugs.
* Fixed splashed acid corroding items that shouldn't corrode.
* Revised wand pricing in shops.
* Fixed Book of Earth containing spells it shouldn't.
* Stuff dropped in lava/deep water will now sleep with the fishes. Er, be
  destroyed.
* Autoprayer will not pray at altars.
* Water elementals can now move around as intended and can be summoned on blue
  fountains.
* Vorpal launchers do a little more damage.
* Fixed monsters not benefiting from vorpal launchers.
* Fixed kill listing bugs on DOS.
* Quasits can now be generated.
* "Glow" status is now shown correctly.
* Demonspawn can get mutations while transformed.
* Monsters polymorphing into invisible monsters will be seen correctly by
  players with see invisible.
* You now cannot read-identify scrolls of paper if you have three levels of
  blurry vision.
* Acquirement grants more gold.
* Airstrike does more damage to flying monsters
* Shop items are coloured to indicate affordability.
* You can now cast spells in capital-lettered slots.
* Flying/levitating characters take half-damage from static discharge.
* Yellow wasps are less lethal.
* Items can be inscribed with =k to ignore them. Ignorance is rather powerful.
* Trolls cannot use claws for butchery when transformed.
* Putting on rings no longer prompts for left/right finger, rings always go
  onto left finger first if both fingers are available.
* 'v' now also displays launcher stats.
* Fixed bug with monsters trying to use blink as a beam spell when out of player
  LOS.
* 'A' screen now notes speed of centaurs and nagas.
* \ command display is now much tidier.
* Fixed horns mutation interaction with headgear.
* Summoner ghosts get regular summon small mammals, not vampire small mammal
  summon.
* Added death drake description.

Stone Soup 0.1 (20060918)
-------------------------
* Enhancer staves boost spell power only, not success rates
* Chain lightning (level 8) replaces Orb of electrocution.
* Miscellaneous spell level changes (Borgnor's, Silence, Simulacrum, Controlled
  Blink).
* Sif Muna piety increases only when training spell skills
* Okawaru gives gifts of ammunition.
* Detect creatures is somewhat inaccurate; level-map is cleared before DC.
* The Shining One doesn't protest his Daevas dying.
* The Shining One gives Cleansing Flame instead of Thunderbolt.
* Rods (apart from striking) have mana reservoirs and gradually recharge mana
  when wielded/carried.
* Shields are better.
* Warp brand is available once more.
* Curare-tipped needles are available in addition to generic poisoned needles.
* Monsters are never generated in LOS when a new game begins.
* Monsters can swap positions with other monsters of the same class.
* Missile launchers can be acquired/gifted by Okawaru.
* Fire/frost missiles are more powerful.
* Launchers support the vorpal brand.
* Throwing skill renamed to Ranged Combat.
* Ranged Combat now has no impact on ammo preservation.
* Added monster draconians and death drakes. Drakes are now all on 'l' instead
  of 'd'.
* Added lajatang, lochaber axe and longbow.
* Save/bones version number is now 0.x so stone_soup cannot load 4.0 saves.
* Monsters can cast poison arrow
* Naga melee damage upped slightly.
* Jelly pits
* Missile weapons are stronger.
* Evocations no longer increases max MP.
