Welcome to Gods Upsetting the Multiverse Angband (Gumband):

****************************************************************************
Our story so far...
  It is the time of the Conjunction of a Million Spheres. Your Earth is
composed almost entirely of cave-riddled mountains (which have their own
dark inhabitants, known mostly by rumour), with villages in the few fertile
valleys that exist. Except for high summer, movement and trade between the
villages is almost impossible.
  Fresh rumours begin infiltrating the villages.  Rumours about the strange,
otherworldly beings that have begun to concentrate in the vast system of
caves under the mountains.  Rumours that the forces of Chaos are gathering
in unheard of numbers (led by three Chaos Lords referred to only as "The
Sword Rulers"), somewhere deep within the Earth, preparing for a great
battle with Law, upsetting the rule of the Cosmic Balance on your plane.
  Something needs to be done.  The Balance must be restored.  Someone must
journey to the bowels of the Earth and attempt to banish these Sword Rulers
from your plane...
****************************************************************************

============================================================================
Send any and all complaints (or praise ;), patches,
makefiles, etc., to danhenry@inreach.com.
============================================================================
PLEASE NOTE: Preserving savefile compatability is *NOT* important to me. I
highly suggest you finish up your current character in your current version
before moving to this one. At the very least, monster memory could be
severely messed up between versions...
============================================================================
Thanks to all the folks in #angband and rec.games.roguelike.angband who've
put up with me, and even helped me in many cases, while I was plundering
their knowledge of C for this little project. :) So, if you've responded to
any of my posts dealing with Gumband, or C programming in general, consider
yourself thanked. :) [individual thanks will be down there in the entries
that apply]
============================================================================
Thanks also to those who've been compiling Gumband for other platforms. You
know who you are, and since it sometimes changes, I won't lay the blame in
here. ;) Just make sure to give yourself credit for the compile in the text
file you upload with your archive, 'kay?
============================================================================
Note to Windows users: Remember to change Gumband.ini to reflect the path to
\lib on your own system....
============================================================================
Note to Linux users: There may be problems with the ` macro I have defined
in .\lib\user\pref.prf (everyone should read that file, BTW), so you might
want to remove it. Also, best to check the files in linux_fix.tar.gz as they
should help Gumband work better on your system.
============================================================================
Note to all users: I can't say this enough - read this file and
.\lib\help\birth.txt! These files are kept updated and contain important
information. Plus, it'll reduce the number of questions I have to answer
over and over and over... :) Also, read ./lib/user/pref.prf and the other
files there so you can undo or change the macros I've set...
============================================================================

================================================================
= Gumband 2.3.0 = Last Update: 27-Sept-2007 = Erekose's update =
================================================================
I figure this one is big enough for minor version number change,
especially since the savefile format definitely changes with the
new mutation flags. Seriously, don't try to load an old savefile.
00) Updated version number in news.txt, defines.h
01) Various errors in monster.txt fixed.
02) Undead monsters have their nether immunity restored. Nether is
the very force of undeadness. Be happy it doesn't heal them. Player
Vampires not immune because I'm cruel and unfair that way.
03) Fixed Fhoi Moire uniques being 'G' instead of 'P'.
04) POTIONS OF DEATH TONED WAY DOWN! You won't actually die. At
least, as long as you're perfectly safe. If you drink it standing
next to yeek, don't complain about the embarassing tombstone.
05) The Karach now has the Vadhagh Robe of Corum as its chosen drop.
(Removed Corum --> Hand of Kwll chosen.) Empress Sharadim gets the
Robe of Victory as a chosen drop.
06) Base item changes: Replaced slime mold with the ecrex, a fruit in
_The Eternal Champion_. No more eating slime molds. Lead-Filled Mace
renamed to Huge Mace (several characters wield huge maces in various
books, with no mentions of lead). Halberd renamed to Harpoon, Lance
renamed to Halberd, Scythe renamed to Lance. Feanorean Lamp
becomes Light-Rod. Mithril Plate Mail replaced by Ivory Armour.
Treasures revised to eliminate mithril, adamantite.
07) Monsters removed: Orc shaman, Orc captain, Hardened warrior, Balrog,
Father Dagon, Seraph, Hill orc, Grima the Wormtongue, Angel, Black orc,
Moon beast, Wereworm, Silent watcher, Archangel, Gorbag the Orc Captain,
Cave orc, Dhole, Quiver slot, Azog (King of the Uruk-Hai),
Formless spawn of Tsathoggua, Great Cthulhu, Grid bug, Grape jelly,
Greater hell-beast (level 22), Ungoliant, The Emperor Quylthulg, Vecna
08) Monsters added: Knight, Captain, Marshal, Many-coiled Serpent, Melusine,
Snowbear, Seal-beast, Scaly Heron, Silver Warrior, Musimon, Enfield,
Ice Wyvern, Sea-stag, Opinicus, Bagwyn, Cockfish, Amphisbaena, Satyr,
Man-lion, Cockatrice, Archduke Balarizaaf, Degenerate Mabden,
Dragon Lizard, Smoke Snake, Firedrake, Empress Sharadim, Dead Flamadin
09) Monsters modified: Basilisk, Ornithopter (death explosion now damage
24 FIRE, radius reduced to 2), Chimaera, Wyvern, Griffon (including
changing the spelling to "Griffin" to match the mention in _The Silver
Warriors_), Mantacore (which also gets renamed to "Manticora"), Grand
Master of Chaos (PUNCH attacks changed from CHAOTIC to STUN),
Cerberus (BA_DARK changed to BR_DARK), "Creeping adamantite coins" became
"Ruby Mimics" and "Adamantite golem" became "Ruby Golem" to match new
treasure drops.
10) Artifact changes: Arvedui replaced with Full Plate Armour of Erekose.
Orcrist replaced by the Huge Mace of Arjavh. Kanajana slightly tweaked.
The Mithril Chain Mail 'Belegennon' replaced with Ivory Armour of Alisaard.
The Set of Gauntlets 'Paurhach' replaced with the Robe of Victory.
The Vadhagh Robe of Corum was lacking see invisible because I had
assumed it would carry over from the base object, but it didn't - fixed.
Missing break was causing Scythe of Death activation to
accompany Sling of Medhbh activation - fixed.
11) AURA_POIS monster flag added so basilisk can poison those who dare to
make contact, as legend has it.
12) New player races: Spectres are replaced by Halflings, living humanoids
from the Ghost Worlds, who can walk through wall (without the damage a
Spectre took) but lack some of the bonuses of a Spectre. Elves are replaced
by the Eldren (who resist Time) and Hobbits are replaced with Oager Uv.
13) Half-Giant Extra Might ability now stacks with Extra Might on a bow. A
50th level Half-Giant Archer with a shooter of Extra Might will get three
boosts to the multiplier (e.g. a sling would become x5 up from x2). Race
and class bonus should both now change the displayed multiplier.
14) Added two new values to the player structure, mpsyche and cpsyche, to
create a new player attribute, psyche, which powers racial powers and
player-activated mutations. Psyche gets some increases with leveling and
Beastmen get double psyche. Psyche recharges over time. It works a bit like
an artifact "time out", but covers multiple abilities. Restructed racial
and mutant activations.
15) Vampires now increase hunger faster if they are bleeding (this effect
is double the effect on hunger of regenerating). Vampiric draining changed
from activation to extra melee attack and unified with the vampiric
mutation. New Vampire power is summon bats. Vampires get a slight bonus
over mutants with vampiric fangs in that true Vampires can drain a monster
even if it is already dead. This was a bug, but I like it as a feature, so
it stays.
16) Various minor textual tweaks.
17) Monster criticals now pass a 1 in 20 check instead of old check for
95%+ of possible damage and STUN added to monster blow types for the
melee stunners. This is not a possible effect of a CHAOTIC attack at the
moment; after some experience with it in play, it may be added to the
possible CHAOTIC effects.
18) Eldren now have self-knowledge as a racial power (far more appropriate
for them than for humans). Humans now can invoke Heroism effect. Also, the
Melnibonean demon summoning is improved to have only 1 in 8 summoned demons
be hostile (down from 1 in 3).
19) Easy_open, filter_identify, and show_damage options are now on by default.
20) New set of mutation flags added. Major revision of mutations with many
new mutations, modified mutations, deleted mutations.
21) Changed extra melee attacks from mutations to not include damage bonus.
Instead, there is a damage multiplier based on level. (Also, one new
mutation has a built-in elemental brand that applies to the full damage,
since it is all base damage.) Monks, being skilled in fighting with their
own bodies as their weapons, gain a 50% damage bonus with extra attacks
when fighting bare-handed.
22) Revision of racial bias among shopkeepers. This was mostly to account
for the new races, but there are numerous other changes.
23) Moved display of damage done to monster by player to mon_take_hit(),
which is the logically place to do it anyway. This causes damage done by
magic to display now, although it has a side effect of displaying (0 dam)
for attacks that do only effects and no real damage.
24) Set all races to have no classes marked as inappropriate in character
creation screen.
25) Fixed repeat command for mindcrafting.

================================================================
= Gumband 2.2.4  = Last Update: 10-Jun-2006 = The Corum update =
================================================================
01) Updated birth.txt entry for Half-Giants (forgot to do for 2.2.3)
Also, Extra Might ability should now display on character screen.
(Displayed multiplier on bow will still not reflect this.) Note that
this does not stack with Extra Might on a bow.
02) Removed Amberian "Courts of Chaos" reference from demon summoning
messages.
03) Added "repeat last command", naively copying from 2.9.3 source. This
will doubtless prove buggy in some way, but is a much needed UI improvement.
Gumband repeat command is 'n'. Bug is that it is not working for either
mutations/racial powers or for mindcrafting, both of which need to be
rewritten anyway.
04) Removed class/realm specific .prf files (which will become obsolete
once I really get making changes anyway). They reflect the original
maintainers biases and may not suit all player and increase download. Also,
without documentation, they result in undocumented behaviors.
05) Antiques Store now charges normal price, as half was abuseable (high
Charisma meant you could buy and sell to Antiques Store at profit).
06) Aggravation no longer makes pets hostile. This should mean that
Stormbringer's activation should now actually be useful.
07) Removed extraneous space in a_info.txt in Runestaff entry. Minor
corrections in r_info.txt.
08) Berserking was negating not only magical bonus to AC on armor, but
spell protections including the clearly physical "Stone Skin". Now timed
spells grant AC after berserking sets +AC to zero so they will be effective.
However, I suspect mutations granting armor will not be applied when berserk.
I'll worry about this when I get around to rewriting mutation.c.
09a) Monsters Removed: Greater Hell-Beast (level 79), Pukelman, Mithril golem,
Mirkwood spider, Anti-paladin, Shagrat, Mummified Orc, Sangahyando of Umbar,
Creeping mithril coins, Greater hell-beast (level 1), Giant fruit fly,
Star-spawn of Cthulhu, Night-gaunt, Groo, Bull Gates, Santa Claus, Mongbat,
Shelob, Greater hell-beast (level 31), Black Knight, Greater hell-beast
(level 96), Cherub, Barrow wight, Giant skeleton troll, Golfimbul, Warg,
Azrael, Atlas, Greater hell-beast (level 47), The Witch-King of Angmar,
Shoggoth, Ice troll, Khamul the Easterling, Great Wyrm of Matter,
Pseudo dragon, Lich, Saruman, Fasolt the Giant, Lo Wang, Newt,
Hastur the Unspeakable, Thuringwethil, the Lernean Hydra, Skull druj,
Eye druj, Hand druj, and the Phoenix
09b) Monsters Added: Crimson Cow, Bronze Flyer, Sea Giant, Blandhagna,
Denledhyssi, Pony Tribesman, Allomglyl Bat, Earl Moidel, Brikling, Ragha-da-Kheta,
Flamelands Beast, Sefano, Shefenhow, King Lyr-a-Brode, The Dog, The Horned Bear,
Great Black Bird, Freenshak, Ghanh, Chaos Packling, Karmanal (of Zert), Chaos Sea,
Bear Soldier, Chaos Army Dog, Ertil, Little Demon, Urleh, Duke Teer, Flying Serpent,
Prince Gaynor the Damned, Ghoolegh, Ice Phantom, Pine Warrior, Sidhi Bull,
Ynys Scaith Dragon, Malibann, Sactric, Calatin, The Karach, Rabbit, Balahr,
Kerenos, Rhannon, Goim, Sreng, Bress, Arek
09c) Monsters Edited: Shool-an-Jyvan, Mutilator, Xiombarg*, Mabelrode*,
Earl Glandyth-a-Krae, Hound of Kerenos
(* - Description tweaks only. Saving Arioch revision for the Elric series.)
10) Item Changes: began reworking armor names from *D&D naming to armors Moorcock
actually mentions, including some exotic types. Elven cloaks replaced with Vadhagh
robes. Spear of Hagen replaced with Spear of Mag-an-Mag. Cloaks of Aman renamed to
Cloaks of the Shalafen. Dirks changed to Poniards. Armour of Elvenkind renamed to
Armour of Tanelorn. Elven Cloak of Thingol replaced with Vadhagh Robe of Corum.
Edited the Hand of Kwll, the spear "Bryionak" and Retaliator. Pair of Sandals
of Hermes replaced with the Sling of Medhbh of the Long Arm. "Nature Bane" replaced
with Slaughter Axe of Goffanon. Traitor replaces Glamdring.
11) New "Vadhagh" syllables for random Vadhagh, Melnibonean, Nhadragh and Sidhi
names.
12) Text data files changed to more descriptive names.
13) New monster flag: AURA_COLD, adding cold auras similar to existing fire and
electric auras.
14) Replaced Half-Orc player race with Nhadragh. Sidhi replace Half-Titans. Humans
get a +5 to melee and missiles, just to make them a little less pathetic.
15) Hisak Sunthief is now the best Weapon Smith shopkeeper.


==================================================================
= Gumband 2.2.3  = Last Update: Jan-18-2004 = The Hawkmoon update=
==================================================================
01) Replaced "porcupines" with "hedgehogs". (More Euromythic.)
02) Changed three rumors, added three new crimes, gave Weaponmasters their
own level titles, and other bits of text tweaking.
03) Various compiler warning messages heeded and code tidied.
04) Old Pattern Vault slots filled with some Chris Weisiger vault designs.
05) Antiques Store no longer gives *ID* info while window shopping. However,
prices are now halved instead of doubled, so every sale is a steal!
06) Messages for backstabbing stunned or confused monsters no longer
the same as message for backstabbing fleeing monsters.
07) Player should now start with full mana.
08) Updated to reflect my new email address.
09) Revised monsters: Baragoon, Guardian of Soryandum, Warrior of the Mad
God, Charki, Warrior of the Dawn, Ymryl, Baron Kalan of Vitall,
Meliadus of Kroiden (revisions are generally fairly small, with descriptions
being modified to be more of what one would see and less plot point recaps)
10) Replaced monsters: Robin Hood --> Rekner, Snaga --> Warmaiden of the Mad God,
Barney --> Agonosvos, Olog-Hai --> Battle beast, Dark Young of Shub-Niggurath
--> Mutant war jaguar, Dark Elven Lord --> Mountain beast, Uruk-Hai --> Water
beast, Gnome mage --> Pool beast, Mumak --> Atlantic horror, Neekerbreeker -->
Horned horse, Short Sword (2d3) --> Brand, the Horned Horse, Dorian Hawkmoon
--> Taragorm, Master of the Palace of Time, Grip --> Garko, Ugluk -->Arnald of
Grovent, Ghoul --> Ocean ghoul, Ewok --> Scarlet flamingo, Lagduf --> White
bull, Frumious bandersnatch --> Marsh bear, Software bug --> Ornithopter,
Potion Mimic --> Mountain giant, Bolg, Son of Azog --> Barkyos, the Giant
11) Changes to items: "Mundwine" has become the axe "of Mikosevaar" and
slays animals rather than evil; Isildur's armor is now that of Jet and Gold;
"Celeborn" replaced with all new "Mad Yisselda's Armour"; upgraded activation
of Red Amulet and somewhat lengthened recharge time, while lowering PVAL to 3;
minor tweaking of the Sword of the Dawn; Great Axe of Durin is now "of Orkney",
but name change only; Arkenstone replaced by Runestaff; Cesti of Fingolfin
replaced with Cesti of Brass; "Terror Mask" renamed "of Meliadus" (it's already
his chosen drop) and tweaked
12) Half-Giants given additional background entries for mountain giants. Instead
of resisting shards, they now have intrinsic Extra Might. Height and weight have
been lowered and made more variable. Changes based on Oladahn, Dorian Hawkmoon's
half-giant companion.

=============================================
= Gumband 2.2.2  = Last Update: 17-Jun-2003 =
=============================================
The big change here is the new maintainer. I've tweaked some flavor text
already, including some level titles, but I won't be tracking that level
of detail. Real changes follow:

01) Applied easy open patch supplied by Riivo Mgi. Default is off. It is
under "Disturbance Options".
02) Replaced linux_fix.tar.gz with newer version from Joseph William Dixon.
03) Ripped out Pattern Vaults and supporting code. Goodbye Amberism.
04) Reduced monster healing from RBE_VAMP attacks as suggested by JWD, but
also reduced healing when Hold Life worked for consistency.

=============================================
= Gumband 2.2.1b = Last Update: 28-Aug-2002 =
=============================================
01) Removed the named Slime Molds, a joke that was boring about 2 versions
after it entered Gumband. :)
02) Pick-axes and shovels will no longer be generated in the Antiques Store.
03) Extra blows and extra speed no longer boost object prices to the
stratosphere...
04) Quest monsters with the ESCORT flag will no longer have their escorts
suppressed.

=============================================
= Gumband 2.2.1a = Last Update: 22-Jul-2002 =
=============================================
01) Added Elemental pits. [thanks to Antimatter for the idea, and to Kieron
Dunbar for the help with the implementation]
02) Added Ethereal Dragon pits (Dark/Light breathers).
03) The dice for melee damage the Sword Rulers deal have been changed to
d3's across the board. Total damage is unchanged. (original dice were d15's
for Mabelrode, d14's for Xiombarg, and d13's for Arioch)
04) NEW OPTION: "heavy_pseudo". Pseudo-ID type is no longer based on class.
Instead, if this option is TRUE (the default), your character will have
'heavy' pseudo-ID and will therefore sense {average}, {special}, etc.... If
off, you will only sense {good} and {cursed}.
05) Changed the small_levels option. Now, if on, *all* non-town levels will
be 3x3 panels ([0,0] to [2,2] when <L>ooking around) instead of having only
the occasional level be of random, smaller dimensions.
06) Increased the damage (more than doubled) from Arcane magic's "Ball
Lightning" and "Poison Gas" spells.
07) High-Magi who choose Sorcery as their realm now get a Wand of Magic
Missiles as part of their normal, non-Quick-Start equipment.
08) NEW STORE: Added the Antiques Store, which only stocks random artifacts
and which only buys artifacts (random or standard). It is represented in the
town by a violet '0'. It buys at normal price, but sells at x2 the normal
price. All of its owners have a 30000au purse.

======================================================================
= Gumband 2.2.0d = Last Update: 18-May-2002 = Bugfix release, mainly =
======================================================================
01) Changed how extra dice on ego-items and artifacts are calculated again.
See object2.c and artifact.c for details. In short, the number of extra dice
is again as rare as it was in v2.2.0a. Extra dice for random artifacts is
also that rare. Ego-items and randarts can also have extra dice sides, which
are slightly more common than extra dice. Ammunition can only have the
number of dice increased, at the same rarity as above. [thanks to Antimatter
and Qlzqqlzup of #angband for their help squashing the bug this caused :]
02) Upon death, all items in your equipment and inventory will be
*Identified* so that all of your resistances will be shown in a dump made
upon character death.
03) Steel Shields are now a bit lighter than their iron counterparts, just
as Steel Helms are lighter than Iron Helms.

=============================================
= Gumband 2.2.0c = Last Update: 17-Apr-2002 =
=============================================
01) Holy Defenders were too common. They are now generated on a 1-in-10
chance when a normal Defender would be chosen. Also, like Defenders, Holy
Defenders have a chance for gaining Resist Poison...
02) Probing now reveals *all* of a monster's flags, including spells.
03) If you choose to play a High-Mage with Sorcery *and* you choose the
Quick Start option, you will begin the game with a Wand of Magic Missiles in
addition to the normal Quick Start bonuses.
04) Altered the messages for the CHAOS_GIFT mutation - they're not Chaos
deities, they're Chaos Lords...
05) Beware! Mabelrode the Faceless now moves at +40 speed! Xiombarg now
moves at +30. Arioch remains at +20.
06) Rearranged the spell macros in .\lib\user\Death.prf and
.\lib\user\Rogue.D a bit.
07) Astral characters with the Stair Creation spell can no longer create
down stairs on dungeon level 97 (thus being able to reach Arioch) without
visiting the town first.
08) Created the word_of_recall() function [in spells3.c] to get rid of
unnecessary duplication... [the code appeared 7 or so times]
09) New monster blow and effect flag: CHAOTIC. A monster with one of these
will have a randomly generated attack method (claw, tentacle, drool, etc.)
or effect (fire, disenchant, confuse, etc.) each time it hits.
10) Monster gender is now correctly displayed when performing a TONGUE or
TENTACLE attack.
11) The 'Mind Blast' Trump spell, mutation and Mindflayer racial ability,
plus Mindcrafter's 'Neural Blast', are now 0-radius ball spells instead of
bolt spells.
12) New monster blow effect: RBE_VORPAL. If you aren't Reflecting and don't
resist Shards, such attacks will *always* cut you.
13) While the player is Blessed, they get the effect of having Slay Evil if
their melee weapon (or while fighting bare-handed as a Monk) doesn't already
have it.
14) The character's Tunneling skill is now shown in the skills section of
the character sheet. [skill must be greater than 40+d1600 to dig through
granite, 20+d800 to dig through quartz, and 10+400 to dig through magma,
checked each turn of digging]

=============================================
= Gumband 2.2.0b = Last Update: 26-Feb-2002 =
=============================================
01) Added the display of resistance and ability flags (the lower half of the
'Chh' screen) to the character dump.
02) Poisonous hits from monsters and traps (floor and chest) now last as
long as the poison from the mushroom/potion of Poison and GF_POIS effects.
03) During point-based generation of a character, you can now stop assigning
points even when you have points left over.
04) Damage dealt in melee by one monster against another has been tripled.
05) Extra dice on ego-items (but not random artifacts or missiles) are now
more common.
06) Added Holy Defender weapons from SAngband.
07) *Slay* weapons removed and most of their abilities transfered to the
regular Slay weapons.

=================================
= Changes from ZAngband v2.1.1c =
=================================
1) Updated main-gcu.c to the version from http://thangorodrim.angband.org/'s
Linux section. Other needed files for running Gumband on Linux are included
in gcu_fix.tar.gz.
02) Added the quick start option. [player begins at level 5 with 1000+ gold
and mildly enchanted ego-equipment]
03) Chaos Resistance no longer gives Confusion Resistance.
04) Being Berserk gives +25 to-hit and +(plev/2) to-dam, but you lose the
benefits of +AC on armour and spellcasting failure rates are at +25%.
05) Added Kamband Ghosts as a birth choice. (astral mode) [thanks to
DarkGod, RML, Timo Pietila and Parak for their help and advice]
06) Turned the Spoiler Generation debug command into a standard command,
accessed via the '$' key in both command sets. The *.spo files will be
generated in ./lib/info.
07) Added a poly_all() function. (mass polymorph)
08) The Home now has *4* pages (48 stacks of items) to store stuff in.
09) Sustained stats are shown in light blue on the character sheet display.
10) Invulnerabilty now only acts as a 'resist all', reducing all damage to
1/3rd of normal.
11) Wraithform no longer reduces damage and only increases AC by 50.
12) Having Resist Chaos now prevents *all* the side-effects of being hit by
Chaos.
13) Damage from Rocket attacks is now reduced to 3/4 of the total if you
resist Shards.
14) Damage from Gravity attacks is reduced to 3/4 of the total if you have
Levitation.
15) Added a couple of new level feelings, giving a more even and accurate
description of the danger/reward level of the dungeon level.
16) Added point-based character generation.
17) Removed several ZAngband races, based on if they weren't distinct enough
from other races to be worthwhile and whether or not I liked them. :)
18) Added the Archer class:
   a) Bonus shots with any missile weapon at levels 15, 30, and 45.
   b) More frequent and more powerful critcal hits with missile weapons.
   c) +to-hit with missile and thrown weapons equal to character level.
   d) +1 to-dam with missile and thrown weapons every 5 levels.
   e) +1 added to their missile weapon's multiplier at level 50 (not shown).
   f) Skills about equal to a Warrior's, except for Fighting (at Priestly
      levels, maximum 5 blows) and Bows/Throw (best in the game).
   g) Average Str, Con & Chr, great Dex, bad Int & Wis. 9 hit dice.
   h) Cannot cast spells, psuedo-ID is the same as a Warrior.
   i) Gains Resist Fear at level 35.
   k) Requires +30% XP per level.
19) Added the Beastmaster class:
   a) May summon pets appropriate to the current dungeon level ['m' to use].
   b) Number of summoned pets possible on a dungeon level is based on Chr.
      [does not affect pets summoned or created by other means]
   c) Average stats (except for +3 Charisma) and skills. 9 hit dice.
   d) Fights as a Warrior, but with only one bonus melee attack (level 25)
      and one bonus shot (level 30).
   e) Gains +1 to-hit and to-dam every 10 levels.
   f) Unlike other classes, gains full XP for their pets' kills.
   g) Cannot cast spells, pseudo-ID is the same as a Rogue.
   h) Requires +25% XP per level.
20) Added the Gambolt race:
   a) Exceptional DEX & CHR (both sustained), Saving Throw and Stealth.
      Decent Searching and great Perception. The rest are average.
   b) Permanent speed +2.
   c) Hit Dice of 8, 60' infravision, and an XP penalty of +30%
   d) Racial activation is Charm Monster at level 20, which becomes Charm
      Monsters at level 50.
21) Added the Melnibonean race:
   a) Good Int and Wis, but low Chr. Other stats are slightly above average.
      Skills are generally good.
   b) Tend to be treated like Elves in stores, except by Humans and
      Barbarians who hate them.
   c) Their Chaos Patron is *always* Arioch, and are quite likely to gain
      the CHAOS_GIFT mutation.
   d) 10 hit dice, +40% XP requirement, 20' infravision.
   e) Racial activation is demon summoning. 1-in-3 chance that the demon
      will be hostile...
22) Added the Vadhagh race:
   a) Great Int and Wis, exceptional Dex and Chr, below average Str and Con.
      Skills are generally very good.
   b) Tend to be treated like Elves in the stores.
   c) 9 hit dice, +40% XP required, 40' infravision. Resists Chaos.
   d) As a racial activation, they can step into an adjacent plane of the
      Earth (Alter Reality).
23) Added the Weaponmaster class:
   a) Roughly equal to Warriors in stats and skills and hit dice.
   b) Chosen for them, at birth, is one of the four melee weapon types
      (Hafted (blunt), Polearms, Axes, or Swords) and start out with a
      weapon of the proper type.
   c) Gains a bonus to-hit and to-dam equal to the player's level only when
      using a weapon of the type they specialize in.
   d) Gains extra blows at levels 15, 30 and 45 when wielding a weapon of
      their specialty, but can never have more than 1 blow (magical or based
      on Str/Dex) with other weapons.
   e) Gains Fear Resistance at level 30.
   f) No spellcasting, pseudo-ID is the same as a Warrior.
   g) XP penalty of 30%.
24) Beastmen have a 1-in-4 chance to lose a mutation, if they currently have
one or more, when they gain a level, otherwise they gain a mutation instead.
25) Chaos Warriors with one of the three Sword Rulers as their patron get
hit with multiple TY Curses if they kill their patron. Now use Wis as their
spell stat. Bonus shot now at level 30.
26) Draconians gain Light and Dark resistances as well as the original
elemental and poison resistances. Breath weapon damage type is randomly
chosen from a list based on character level.
27) The intrinsic Armor Class of Golem's is now equal to the player's level.
28) The pseudo-ID of High-Mage characters is now as fast as a Rogue, but
still only 'light' sensing.
29) Bonus shot for Paladins now at level 30. Gains XP for destroying non-
storebought spellbooks of the realm opposite to the one they chose for
spellcasting.
30) The Priestly penalty for using non-blessed edged weapons is now
(-15,-15).
31) Rangers now have Nature magic only, no secondary realm.
32) Rogues have been significantly altered:
   a) Gains 1 XP for finding a secret door or trap without using a spell;
      other classes gain nothing.
   b) Other classes only get 1/2 the normal XP gained for disarming traps.
   c) Can now lock doors. No class gains XP for picking locks on doors.
   d) Can backstab humanoid monsters that are stunned, confused, sleeping,
      or afraid, when wielding a weapon that is 5lbs or lighter. Chance of
      backstab is based on player Stealth and monster level.
   e) Gains an extra blow per round at level 25 with weapons 5lbs and under.
   g) May now steal [CTRL-dir or '+' and a direction] gold from monsters, as
      in OAngband. Cannot steal too much on a level without aggravating all
      monsters currently on the level...
33) Warriors gain an AC bonus equal to 50% of worn armour's base AC. Gains
XP for destroying any non-storebought spellbook.
34) Warrior-Magi have been significantly improved:
   a) Bonus melee attacks at levels 20 & 40, bonus missile shot at level 30.
   b) 6 blows per round, fights as well as a Warrior.
   c) Arcane magic only, no secondary realm.
   d) Available mana is at 75% what everyone else gets.
   c) Hit Dice bonus is now 6 (up from 4).
35) Yeeks now identical to those found in DrAngband.
36) Must now defeat the three Sword Rulers to win the game: Arioch,
Xiombarg, and then Mabelrode, instead of Oberon and the Serpent of Chaos.
37) Added several new monster flags, too many to describe here.
38) Defined humanoid monsters as those with "AhkLNoOpPstTyYVWz" as their
symbol.
39) The monster health bar shows stunned (light brown) and confused (dark
brown) monsters.
40) Uniques no longer automatically resist sleep, confusion, slowing, etc.,
effects. They still can't be charmed, however.
41) New option: stupid_groups. If stupid_monsters is off, group monsters
will still use the old AI.
42) The player now gains XP (1/2 of normal) for monsters killed by their
pets. Pets no longer reduces your mana regeneration rate.
43) Melee attacks by monsters that confuse or blind can now be resisted, but
with a weakened saving throw.
44) Effects of Nexus (not the damage) can be resisted with a weakened saving
throw.
45) Monsters can now breathe Water (unresistable, so capped at 200 damage).
46) Added detect_monsters_mental() function.
47) Death Ray effects are more effective.
48) No immunity from theft anymore.  Tops out at 98% protection with a
Dexterity of 18/220 or higher.
49) Chaotic weapons deal x3 damage to CHAOTIC creatures. [briefly, weapons
of Chaos, in the earlier Moorcock stories, were created from Chaos by Law
specifically to fight Chaos]. Chaotic weapons have a reduced chance of
causing earthquakes or causing your foe to vanish.
50) Added a SLAY_HUMANOID flag, x3 base damage to humanoid creatures.
51) Wielding a weapon with a Slay that conflicts with your race will burn
you unless you're wearing gauntlets or cesti.
52) Brands and Slays are now cumulative See cmd1.c for full details.
53) Branding can be applied to existing ego-items. Any item branded by the
player cannot be sold to the shops.
54) Changed the code that adds random sustains, abilities and high resists
into the RAND_SUST, RAND_ABILITY, and RAND_RESIST object flags. Do *NOT* use
these on items other than ego-items (e_info.txt).
55) Potions of Self Knowledge identify the contents of your pack.
56) (Blessed) weapons now have a 1-in-4 chance of having Slay Evil and can
now have a pval of up to 4.
57) Added the DEVICES flag which give you a Magical Devices skill of 95.
58) The effects of drinking a Potion of Death are resisted by Hold Life.
59) Weapons of Slaying now gain a bunch of random Slays.
60) Missiles of Slaying can now gain more than just one extra damage die.
61) Apportation can only fetch() objects that are 20lbs or less that are
outside of vaults and only while the player is on an empty floor space.
62) Identify and *Identify* now have filtered lists, showing only those
items that need to be identified.
63) Potions of *Enlightenment* also identify *every* object on the level.
64) 'Invulnerability' (spells and items) is now 'Resilience'.
65) Polearms are now brown so that they are visibly different from Axes.
66) Shields of Deflection and Dragon Shields now use the normal shield
symbol {')'} instead of the hard armour symbol {'['}.
67) The chance of an object being 'good' is now capped at 95%. The chance of
a good object becoming 'great' is now 25%.
68) Protection from Evil is now more effective and can affect creatures
deeper than level 50.
69) Failure rates for spellcasting are adjusted as follows:
   Wearing gloves (without Free Action or a Dexterity bonus) for mage-type
      spellcasters (+15%)
   Being encumbered by heavy armour [penalty to fail equal to half of the
      amount of mana you lose for heavy armour]
   Priests wielding a non-blessed edged weapon (+15%)
   Being Berserk (+25%)
   Being stunned (+15%/+25%)
70) Characters suffering any of the conditions above can no longer get a 0%
 spell failure rate, no matter how high their spell-stat or level is.
71) Altered the armour weight limits for spellcasting. See .\help\birth.txt.
72) Many changes to the spell lists and effects.  See .\lib\help\magic.txt
and .\src\cmd5.c for the details.


                  ####### Other People's Work #######

01) Kieron Dunbar: Stormbringer patch, to put Stormy in the a_info and
k_info text files instead of creating it on the fly. Self-cursing items
patch. Object weight patch when 'l'ooking. Patch to automatically show an
inventory choices list for some actions. Patch to enhance windows a bit for
X11 systems. Patch to list nearby visible monsters in their own window.
Advice on how to allow quest monsters to keep their escorts.
02) Prfnoff: '[Last Messages]' routine to the character dump.
03) Qlzqqlzup: Pet Command menu from Zceband.
04) A.P. White: The 'push-back' effect for GF_FORCE from DrAngband.  Yeeks.
05) Fufie: Slime Mold names patch. [removed as of v2.2.1b]
06) Leon Marrick: Rogue theft routines from OAngband.
07) Riivo Magi (RMG): code for *ID*ing artifacts for character dumps.
08) arch: Suggestion for adding map_area() to detect_random(). Patch
to fix flavours of storebought items in your inventory. (based on code by
A.P. White)
09) Antimatter: Stacking of items pseudo-ID'd as {average}.
10) Ivan Tkatchev: Modified version of the Ghost class (astral mode) and the
Beastmaster class from Kamband.
11) David Thornley: Random player names and point-based character generation
from CthAngband.
12) Julian Lighton/Michael Gorse: (Holy Defender) weapons.
13) Thanks to many participants on rec.games.roguelike.angband for various
suggestions, bug reports, and other feedback, as well as ideas not directed
at Gumband that nevertheless ended up here.


                    ####### Known Bugs #######

 The display of damage done needs some cleanup. Currently it reports
 (0 dam) when running at least some effects that do not do actual damage
 and really in these cases it should just display nothing.

 There are too many potions in the game at the moment, so a few potions
 cannot be generated via debug mode's item creation menus since the list
 runs out of symbols fairly quickly. It is not a priority to fix.

 If you look through the entire monster list ['/' then CTRL-a] while the
 'know all monster info' cheat is active, you will see the occasional blank
 monster (ie, The ('')/(''): [(r)ecall, ESC]). This is because there are
 still empty slots in r_info.txt, which I will eventually fill.

 Sometimes, completely at random, the Roguelike option will set itself to
 true upon startup. I have no idea why... [hasn't happened in quite a while
 as of 06-Dec-01]

 I've been noticing that sometimes there won't be as many quest-monsters on
 a level as there are supposed to be, meaning that a quest can't be finished
 that trip. :( I think KILL_BODY got rid of them? There's no check for
 QUESTOR (or UNIQUE) status for KILL_BODY's effect in the original code, so
 it might very well be the problem... I've added a check, so it might be
 fixed - if this bug crops up in this version, someone please mail me, 'kay?

 Sometimes aggravate_monsters (via scrolls, Rogue thefts, etc., but not the
 permanent attribute) doesn't wake up sleeping monsters. Noticed it
 happening on two creatures so far: the Mangy looking leper and the Battle-
 scarred veteran. Some games it'll wake them up, some games it won't. :(

 Random artifact amulets and rings that are of a type that starts with the
 EASY_KNOW flag will be automatically identified if you've previously ident-
 ified the base type of ring or amulet. Not really worth fixing, IMHO.

 If an object has a random ability (resistance, power, or sustain), it will
 reroll the ability and sometimes lose the ability. So don't Brand a
 Defender if you need that confusion resistance it's giving you! :) I can't
 think of any solution to preserve the xtra info...

 Also, if monster is hit by a GF_FORCE effect while standing directly in
 front of a 1-grid thick wall, or a door, or whatever, it will be pushed
 through to the other side. (see, starting around lines 2536 and 4000,
 spells1.c for details - I'm stumped as how to fix it: any solutions
 gratefully accepted)

 Finally got around to marking all the compiler warnings (that I get with
 gcc v3.02) in the source. Just search for '/* warning:'. Anyone who can fix
 them, mail me. These are just the ones that '-Wall' show. The ones given by
 the full '-W -Wall -pedantic' are too numerous to mark off. :)

 When generating a point-based character in non-Maximize mode, some
 combinations (like Gambolt Beastmaster) can reach a maximum of 18/110 for a
 stat. This is not good. :(

 Sometimes when a friendly/pet monster summons a Unique, that Unique will be
 friendly despite code in process_monster() to prevent that from happening.

## Sometimes, due to the huge number of randarts created by the Antiques
 Store, there are times that artifacts without names will be generated.

## FIXED: Monsters standing beside an outer dungeon wall when hit into the
 wall by a GF_FORCE should now only be severely crushed as normal instead of
 disappearing off of the level.
