
Changes made by not-me (aka Leon Marrick and Christer Nyfalt, I expect)
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rected Tvals of ego and artifact launchers.
- Miscellaneous magic number fixes and spelling errors.
- Updated compile.txt somewhat.
- Cast away unused return values to void.
- Added improved birth stat generation. Thanks to Bahman Rabii for help.
- Removed SIGKILL handling, since it does nothing. (Can't be overridden.)
- Fixed a memory leak when redefining file paths.
- Added missing sound names to angband_sound_name.
- Got rid of uint typedef.
- Removed script from comments in main-x11.c
- Added better memory cleanup to main-x11.c
- Fixed a case of variable shadowing in main-x11.c
- Added missing time breath to breath_to_attr table.
- Added some speedup code to main-gcu.c that someone posted some time ago.
- Added memory cleanup on exit to main-gcu.c.
- Tweaked stat tables to get bigger stat effects at ranges 6-18 to avoid
long ranges where stat increase does nothing.
- Removed extended characters from comments in extended character tables.
- Fixed some indentation issue.

PLUS, a whole load of changes we did last year.

Other changes I've noticed so far not done by me
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* Self Knowledge lasts for a few turns, and is acccessible from '~8'
* No need to learn spells
* Missile weapons moved to top of weaponsmith.  Probably due to change in tval of missile weapons.
* Terrain code rewritten?
* tvals for slings, bows, and crossbows changed (and now different from each other)

Bugfixes
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+ Chest (Strange Magiks) will no longer spawn themselves when teleporting.
+ Restoring skills via '+' command should now be equivalent to restoring via '!' command.
+ Cancelling genocide spell or scroll no longer costs a turn and mana/scroll.
+ Equipping items now requests quantity before activating hidden curses.
+ Doomcaller now has res_chaos flag.
+ Wands identify correctly when stacked.
+ Needle traps now check for the correct sustain.
+ Monsters will trigger traps even when players are not within sight range.
+ Small bug in randart cursing fixed.
+ Monsters may now cast spells into the first square of rock to prevent abuse of wraithform (Be wary -- ball and bolt spells will still affect the player, even though breath weapons will not).
+ Non-stupid monsters will not breathe at you if you are in the walls (i.e. wraithformed).
+ Holy casters will no longer get Angels for quests.
+ Involuntary movement now disturbs the player.
+ Activating Palantir now correctly references monster gender.
+ Monsters won't cast tele_to if you're already next to them.
+ Player now correctly emits no light when light radius is zero.
+ Autoroller now assigns stats in the correct order
+ run_ignore_doors now ignores only closed doors.
+ Secret doors now act properly when moving into them.
+ Running code should work properly now.
+ Crafting of shots now requires *either* throwing or slings skill to be effective.

Unfixed Bugs
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* Sometimes scrolls show up as colored '='.
* Would be nice to make the cursor disappear on the skills screen.

Prettyifying
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+ Spell fail text changed for Priests and Druids.
+ Dousing a light source will not require selecting an item if you have only one item available
+ Total investment in a store is now displayed in the store when investing
+ Time will be displayed on the Character Screen
+ Number of player actions and resting actions is recorded (in char dump) 
+ Messages for barehanded attacks changed
+ HP and SP and level of minimum cost are displayed on the skills screen
+ Scrolls let you know if they can be read in the dark
+ Commands in the inn switched to a, b, c to recieve quests to avoid problems with the numpad.

Balance
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Major
+ More expensive to raise skills that are not particularly high.
+ Related skill increases (swords/hafted/polearms and bows/xbows) are virtual rather than actual.  A minimum level of competence is guaranteed, but the skill level is not increased.
+ Burglary now only increases disarming, and costs much less.  The increase to disarming is not virtual.
+ Many skill costs tweaked (swords, polearms, clubs, karate, wrestling, magic devices, armor crafting, weaponsmithing, bowmaking, alchemy, and infusion).
+ Shadowstalker now more playable -- can casts spells in dark (with penalty), infravision reveals terrain, read some scrolls.
+ Improved hit chance at low levels.
+ Monsters will now splash ball and summoning spells around corners.
+ Martial arts changed greatly.  Karate gives dex, speed, free action, and res_conf, while wrestling gives str, hp, tunnelling, free action, and res_sound.  Karate gives 2 to 6 blows, wrestling 2 to 4.  The bonuses for martial arts do not go away when a weapon is wielded.  Martial arts damage should be better in the endgame, a tad worse in the early game, and interesting in the middle game.  This is something of a work in progress.

Minor
+ Perception grants some infravision.
+ Uniques have a better chance of pushing past monsters.
+ Shadow cloaks and more artifacts give invisibility, as do some artifacts.
+ Added !Xok, the tussler unique.
+ Narya and Nenya changed a fair bit.
+ *ID* now gives fail rates on magic devices, and always show charges on wands and staves.
+ Slays increase to hit chance somewhat.
+ Fame will increase quality of goods in the store.
+ Hallucination from chaos damage will last somewhat less long.
+ Attempting to activate or attack when it is not possible will not take a turn
+ Spellcasters with a low stat (under 18) will have a reduced spellpower, resulting in getting spells later.
