--- angband-3.1.2v2.orig/changes.txt
+++ angband-3.1.2v2/changes.txt
@@ -1,8 +1,17 @@
-Angband 3.1.2v2
-===============
+List of bugs fixed in 3.1.2v2
+=============================
+ #931 Turn off pricing.log
+#1029 Make "fire at nearest" command work in roguelike keyset (tab)
+#1099 Fixed the description of the Berserker spell
+#1103 Unarmed attacks now allow the player to learn "notice on attack" things
+#1105 Fix OSX fresh install bug (no save dir)
+#1107 Fixed typo bug display green in 16-color GCU mode
 
+
+Angband 3.1.2
+=============
 We, the Angband development team, are proud to present the latest iteration
-of the game, in the form of Angband 3.1.2v2.  Like other releases in the 3.1.x
+of the game, in the form of Angband 3.1.2.  Like other releases in the 3.1.x
 series, this is a beta, though it should be less buggy than other 3.1.x
 releases have been.  Doubtless there will be another release in a few weeks
 time fixing the bugs found herein, but in the meantime, play.
@@ -15,10 +24,8 @@
 Mack.  Other people may have contributed too; if you're missed off here,
 please file a bug at http://trac.rephial.org :)
 
-
 Gameplay changes
 ================
-
 Make paralysis non-cumulative (you can't be paralysed more if you're already paralysed) (#783)
 New algorithm for device failure rates, and display those rates during the inspect/aim/use/zap commands (#483, #715, #1048)
 Extensive tweaking of artifact list (http://angband.oook.cz/forum/showthread.php?t=2454)
@@ -47,13 +54,11 @@
 Smeagol now has HURT_LITE (#955)
 Give rods of lightning balls IGNORE_ELEC (like wands)
 
-
 User interface
 ==============
-
 New commands:
  - Center map (Ctrl-L)
- - Fire at nearest enemy with default ammo ('h' / TAB in roguelike) (#697)
+ - Fire at nearest enemy with default ammo ('h') (#697)
  - Target closest monster ("'") (#374)
 Make look/target command a lot more usable, with less stuff cluttering the screen and a '?' display a la the stores (#924, #927)
 Display shots modifiers on bows in the multiplier
@@ -68,10 +73,8 @@
 Add price to the item list when the player is prompted to select an item to sell (#861)
 Add light sources to the quality squelch menu (#1032)
 
-
 List of bugs fixed
 ==================
-
  #294 Fix ego-item recall on object knowledge browser
  #443 Lack of HURT_LITE and HURT_ROCK are noted as resistances
  #688 Fix "learning spells" message when casting
@@ -86,7 +89,6 @@
  #926 Restore artifact activations to character dumps
  #929 Avoid giving away unknown pvals in object descriptions
  #930 Fix prices of known objects with unknown pval
- #931 Turn off writing the pricing log in all circumstances
  #933 Fix ID-by-use for AC bonuses
  #935 Check that the item exists before accessing it in resistance display
  #937 Quality squelch UI fixes
@@ -105,7 +107,6 @@
  #989 When artifact creation fails, fallback to great items
  #990 Inven/equip windows keep weights closer to item names
  #994 Make {wielded} inscription change to {worn} as necessary for consistency
-#1105 Fix OS X directory creation bug
 #1010 Branding now IDs the item after branding
 #1011 Fix fail behaviour of gain-one-lose-one stat potions 
 #1013 Multiple brand/slays should only print one message and only print brand messages once
@@ -124,11 +125,7 @@
 #1082 Don't print messages for squelched items dropped underfoot
 #1084 Fix gold generation bug
 #1089 Fix magic missile's visual effect
-#1099 Fixed the description of the Berserker spell 
-#1103 Unarmed attacks now allow the player to learn "notice on attack" things 
-#1107 Fixed typo bug display green in 16-color GCU mode 
 
-Fix the verb used when attacking monsters with slays/brands.
 Fix effect descriptions for unIDd food, potions and scrolls
 Describe brands on torches and flasks correctly (they do not brand melee attacks)
 Re-enable auto-stat-buying in the birth process
@@ -141,10 +138,8 @@
 Player melee confusion effect now triggers before monster death is checked
 Rename "Detect Hidden Doors/Traps" to "Detect Doors, Traps & Stairs"
 
-
 Misc
 ====
-
   #23 Import UnAngband's 256-colour display code
   #43 Move names for randarts and player into names.txt
   #46 Create missing directories on startup if necessary
@@ -159,10 +154,8 @@
 #1079 Fix GTK port memory leak
       Replace all instances of "lite" and "hilite" with light and highlight (except rLite on the C screen)
 
-
 Unix
 ====
-
 Comply with the FHS (#134)
 Remove debian/ directory - Debian packaging now hosted at git://git.debian.org/git/collab-maint/angband.git
 Make --no-install work again
@@ -172,4 +165,460 @@
  - fix ncurses-autoconf bug; fix gcu bg-color bug; add xterm-256color support
  - handle putty numpad (#796)
  - supports dynamic resizing (#368)
- - fix colours from 3.1.2
+
+
+Angband 3.1.1
+=============
+This is an Angband development version -- it may be buggy, so be warned!
+Special thanks in this release go to: Eddie Grove, Elly, Stefan O'Rear,
+Mango Juice, Gabriel Cunningham, Chris Carr, Chris Robertson, Peter Denison,
+Joe Buck, Eric Osheim, Antony Sidwell, tigen, and rhinocesaurus, without whom
+this release would not have happened.
+
+Significant changes in this version:
+====================================
+The identify system, previously tweaked in 3.1.0, has been overhauled.  The game
+now allows you to identify items through use instead of using Identify scrolls;
+this means that you wield unknown items more often and use them for a while
+until their effects become obvious.  For example, wield an unknown sword and
+attack foes, and you will soon discover its combat advantages.  If you wear some
+armour and it increases your intelligence, the game will remember that.  And
+when you have discovered all of an item's attributes, that kind of item will be
+automatically known in future.  "Identify" is still in the game, but you will
+need to use it much less than before, and as a consequence, it is more
+expensive.  The game is more fun this way, trust me.
+
+The second change that many will welcome is a reworked squelch system by Eddie
+Grove, which is quite similar to the one present in his patch of 3.0.9.  It
+allows squelching of more item types independently of each other, as well as
+squelching unaware consumables.
+
+Another major change that most players will notice is the significantly
+different pricing that many items have.  This is because the algorithm that
+detemines item prices has changed a lot, and hopefully gives more reasonable
+prices than before, both because it makes things few would buy much cheaper and
+because it tries to price generally in proportion to usefulness.  This, combined
+with the two points above, means the emphasis of the game is much less on what
+you can lug back to stores to sell, and much more on exploration.
+
+For people who play with randarts, you should now find them more interesting and
+better-balanced.
+
+List of bugs fixed
+==================
+(#29) Gold stolen by monsters is now stored in their inventory.
+(#30) Now using a new savefile format (no user-visible change)
+(#33) Add BRAND_FIRE to oil flasks and torches.
+(#48) Improve the randart code a lot.
+(#62) Game is now available entirely under the GPL.
+(#63) Dynastic character numbering support 
+(#328) 'lore' functions now write to subwindows when appropriate.
+(#343) Add autosave on level change.
+(#352) Probing now reveals attack and spell information.
+(#367) Prompt for which ring to replace when wearing two
+(#412) Monster list is no longer hallucination-proof.
+(#448) Heal spells now identical to potions of same name
+(#451) Fix inventory/equipment and message update in store.
+(#496) Give wands and staves EASY_KNOW, so they no longer need ID.
+(#521, #597, #635) Stop the slow launches and occasional non-launches on Windows.
+(#561) 'n', when used to fire missiles, no longer ignores confusion.
+(#562) Ego-items are now never squelched as "bad" or "average".
+(#572) Make ID-by-use more viable by making monsters summoned from player actions have less energy
+(#613) Prevent {!*} prompting for harmless actions.
+(#637) Print messages when monsters crush or push past each other.
+(#639) Reset social status to original value with quickstart
+(#641) Fix Morgoth artifacts.
+(#645) Fix fail rate display wrt amnesia
+(#654) Allow pseudo to work whilst resting.
+(#661) Prompt for how many items to buy in a store now doesn't get the number in your pack wrong when there's > 99
+(#663) Numbers of summoned monsters now match singular/plural message text
+(#672) Fix Evenstar activation message.
+(#673) Fix description of Identify scrolls.
+(#676) Fixed character creation help.
+(#675) Fix graphics mode cloak tile bug
+(#677) Character history now in character dump
+(#679) Mages no longer get told they can learn more spells than they can
+(#680) Stop displaying two highscore entries for dead characters.
+(#682) Remove the autoroller
+(#683) Fix !Berserk Strength being unsellable.
+(#685) Scrolls of Create Trap now ID on use.
+(#688) Mages once more get a message when they can't learn new spells from a book.
+(#690) Item descriptions now take player speed into account.
+(#691) Make of Open Wounds similar to ther pval-less rings in that it doesn't need ID.
+(#694) Fix dropped rods recharging, and any other rod-related oddities.
+(#696) Put character name back onto the dump.
+(#698) Added '!' to 'R' prompt to rest until mana or hp are full.
+(#700) Stop running one square away from already-visible monsters
+(#705) Randart activation messages no longer refer to the original artifact.
+(#706) Number of blows on 'I'nspection screen should be correct now
+(#709) Don't display the wrong tile in graphics mode at detection boundaries
+(#711, #764) Fix descriptions of area-of-effect detection.
+(#712) Autoinscribe items in the first inventory slot.
+(#717) Make stat potions just a little bit more common.
+(#721) Searching bonuses are now displayed as a % increase to match the character screen.
+(#722) Fix spoilers and wizard mode cheat info not displaying magical abilities
+(#723) Fix support for playing in the terminal on OS X 10.4.
+(#724) Critical hit messages come after regular hit messages again.
+(#725) *Remove Curse* now removes all curses again.
+(#727) Targetting warns when out-of-range
+(#729) Random teleportation disturbs the player.
+(#730) Mention control+[ANU] in monster recall '/' prompt.
+(#733) Curse Weapon/Armour no longer blast your objects completely, they just curse them a bit.
+(#734) Stop displaying the store slot bought when purchasing.
+(#735) Remove weak pseudo-ID.
+(#740, partial #532) Color-code monster melee attacks by how dangerous they are to the current player.
+(#741) Stop generating spurious staircases under the player on recall/teleport.
+(#742) Mention tunnelling ability in item descriptions.
+(#745) Fix a monster movement bug where monster packs would try to "surround" the player without fo st checking that they weren't already.
+(#747) ui-birth.c needs to handle going directly from character sheet to sex prompt.
+(#748) Allow Rings of Delving to activate.
+(#754) Have a go at using a slightly cleverer pricing algorithm for combat gear.
+(#755) Fix pseudo-id of branded ammo, so already-known ammo doesn't get pseudo-ID'd.
+(#762) Alchemist's Gloves are now wearable by mages
+(#766) Scrolls of trap creation now longer crash in town.
+(#767) Hitpoint warning now accepts only numbers from 0-9.
+(#770) Fix item pickup energy inconsistencies.
+(#772) Display searching bonuses for rings of searching in object descriptions again
+(#773) General Store now restocks like other stores (e.g. more food will appear without you having to buy out all the food).
+(#774) Ego-items with random powers no longer get duplicate powers
+(#781) Remove the cap on potions of experience -- they always give 100k XP now.
+(#784) Stop dumping squelch settings with other options.
+(#792) Arriving on new levels is guaranteed to be safe
+(#799) Elessar and Evenstar now show the right recharge times.
+(#801) Inscriptions now shown properly in the home.
+(#813) Potions of Healing now do what the description says they do, not something much more powerful.
+(#814) Don't allow attacking when scared (rather than wasting a turn)
+(#830) Fix knowledge menu crash by initialising knowledge commands earlier
+(#839) Remove 12% of HP for ex-FORCE_MAXHP non-uniques
+(#848) Monster list shows in/out of LOS and asleep/awake
+(#849) Drop squelched items after ignoring them
+(#864) Stop autoinscriptions from overwriting manual inscriptions
+(#865) Weapon descriptions should no longer be too big for a 80x24 screen
+(#868) Rings of Escaping have more accurate description
+(#874) Update monster list when monsters wake up
+(#893) Auto-pickup is no longer disabled when hitpoints are low
+Fix bug with rods of treasure location needing ID.
+Fix birth_money so that in point-based it still gives you 500AU.
+Fix double-resist damage.
+Fix pluralisation of 'staves'.
+Fix artifact recharge times.
+Fix displaying the special rings in the object knowledge viewer.
+Fix randart saving/loading.
+Add Word of Recall status to the status line.
+Make teleport level work in ironman before DL 99, always moving downward.
+Allow use of the object knowledge menu for setting up item-kind squelch.
+Tone down the frequency of {excellent} items somewhat, and tweak {good} frequency.
+Tone down detection area a wee bit.
+Remove the 'K' command and instead put a prompt after the 'destroy' prompt.
+Weaken PDSM just a tad.
+Enchant Armour scrolls ID when reading them, not when they are successfully read.
+Tone down Troll Priest HP.
+Turn off show_flavors by default.
+Include critical damage in the object description's average display.
+Make Kavlax 'scary dark like Ancalagon'.
+Curses on jewelry only happen with negative-pval items.  (temporary)
+Only wake monsters on attack if you're not "too afraid to attack".
+A few fixes to the visual editor on the knowledge screens.
+Add yeeks to the monster knowledge browser.
+Make the object knowledge list sort some items by sval rather than alphabetically.
+Items trying to be dropped on the floor now attempt to delete the oldest item on that grid that's been squelched.
+
+Unix ports:
+Update angband man page.
+Get debian packaging stuff working.
+
+Curses port:
+(#666) Fix out-of-bounds memory access
+(#678) Don't leave terminal colours broken on quitting
+Disable ^Y on BSDs, since it clashes with roguelike keyset
+Add pseudo-graphics support
+Use curses to parse keys, which is more portable and removes the Escape delay.
+
+Invisible code changes:
+Once again, the game has seen some large-scale reworking.  Mentioned here is only a small subsection of that reworking.
+(#513) Refactor the code that prompts for character dump filenames so that it can be overriden by platform-native ports.
+(#616) Add support for BSDish makes.
+(#664) Refactor brands and slays so they're defined in one place and referenced elsewhere.
+(#749) Add an id_only paramater to calc_bonuses().
+Significant work on making the game more command-based than keypress-based
+More flags now kept in arrays
+Make "make clean" remove all object files in the list, to catch files in subdirectories.
+Commit the beginnings of a flag-based terrain system; note that it does absolutely nothing as yet.
+Make the z-virt defines cast to the right type so that assignment errors can get caught a bit ealier on.
+Fix autoconf install errors.
+Remove an unnecessary call to getlogin() which was screwing up su'd users.
+Dependency generator has to add dirnames itself
+Remove "uint" from main-x11.c.
+Tweak the OS X makefile to be a little more terse.
+Make the game a little bit more borg-friendly.
+
+Debug mode:
+Add help file documenting debug mode.
+Add a prompt for artifact name when using ^AC with no command count,
+Add a prompt for monster name when using ^An with no command count.
+Allow tweaking of curses when playing with objects
+
+
+Angband 3.1.0
+=============
+This is an Angband development version -- it may be buggy, so be warned!
+
+Special thanks for this release go to: Eytan Zweig, pelpel, Kenneth Boyd,
+J.D. White, Eddie Grove, Rowan Beentje, Nick McConnell, Gabriel
+Cunningham, Shanoah Alkire, Alexander Philips, mikon, Antony Sidwell,
+Joe Buck, Erik Osheim, d_m, Antoine, and all the alpha- and beta- testers
+who downloaded the game, sometimes in an extremely shaky state, and played
+it anyway.
+
+Noticeable up-front UI changes
+------------------------------
+ * Add EyAngband-style quickstart option.
+ * Notes, like NPP and FA, except with brand new code by J.D. White.
+   (#10)
+ * Add a trap detection indicator.  Also, colour the edges of trap-
+   detected areas green. (#19)
+ * Make status bar display all timed effects, left-to-right, which
+   involves moving the dungeon level to the bottom of the left-hand
+   display. (#191)
+ * Add show_lists option, which is the same as always_show_lists in
+   Ey. (#25)
+ * Auto-wield birth items (#24)
+ * Change the object information screen quite a bit: (#214, #26)
+   - Show average damage for weapons and ammo (#26)
+   - Make descriptions a fair bit terser (#399)
+   - Show breakage chance for ammo
+   - Track item origin, so every item has a tag telling you where it
+     came from (#149)
+ * Monster recall changes (part of #152)
+   - some colouring removed, some added
+   - Monster's depth is in red if it's beyond maximum depth, light
+     green otherwise.
+   - more information is known about monsters before they are killed
+ * Add how many items the player already has when buying something at
+   the store.  (closes #151)
+ * Allow use of the space bar to advance a screenful in all
+   menus.  (#244)
+ * Make all menus wraparound at the top/bottom.  (#244)
+ * Monster recall display now cycles through monsters in level order,
+   not in the order that the monster definition file is written
+   in.  (#302)
+ * Add an indication of maximum capacity in the inventory
+   display.  (#358)
+ * Menus should use 1234567890 as little as possible for "tags".  (#292)
+ * Remove the "depth_in_feet" option, instead displaying both the
+   dungeon level and the depth everywhere.
+ * Ensure that store-bought and birth-given torches have the same number
+   of turns for stacking purposes.
+ * Death screen now uses scrollable menu. (#416)
+ * Drop squelched items
+ * Append {tried} to tried items in the object browser (r606)
+ * Put {tried} items before untried items in the object browser
+ * The monster list display has a little more colour-coding
+ * Death menu now uses a scrolly menu.
+ * Preserve mode has a sensible description again.
+ * Try and differentiate the level feelings more.
+ * Add the moderately well-tested "lazy movement" patch which allows a 
+   movement delay to be set, during which it is possible to choose a
+   second direction.  This means that up and left in quick succession
+   can be translated to an actual diagonal.  This may improve some
+   people's laptop playing experience without resorting to the
+   roguelike keyset.
+ * Add bigscreen support to the self-knowledge screen.
+ * Make inscriptions like "!k!k!k" prompt multiple times again.  (#492)
+ * Make monster XP and native depth always known, even without
+   kills.  (#596)
+ * Rejig social status a bit -- it rises with level from a certain baseline.
+ * Display various skills numerically on the character sheet, rather than
+   with text.  This is like Eddie's patch, but a bit more polished.
+ * Add a "display item list" command and term window.  (Thanks to Eric
+   Osheim)
+ * Add method of death to the character dump.  (#501)
+ * Tell the payer when timed effects increase or decrease as the result
+   of effects.  (idea by Eddie Grove)
+ * Windows versions now use hashes and percent signs for walls until
+   there's time to sort out all existing fonts to be Vista-compatible.
+   (#232)
+ * Squelch 'K'ind feature now available in the roguelike keyset. (#339)
+
+Gameplay changes
+----------------
+There are some pretty big gameplay changes.
+
+The object list has been reworked quite a bit.  It is a bit more
+varied and has less duplication.  Some items have been removed and
+others added.  The new items have had relatively little testing and
+may be gone again next release.
+ - The number of items that monsters drop has been reduced drastically.
+ - Potions tend to appear in stacks now.
+ - The range of food items has been reduced.
+ - Healing heal a proportion of wounds, not just a set value-- this
+   makes all the potions useful.
+ - Add a selection of "gain one, lose one" stat potions to replace the
+   old stat loss potions-- they guarantee a stat to raise and reduce one
+   randomly.
+ - The Elven Rings have a variety of healings, at the suggestion of
+   Timo.  Also, apply some other changes from the TV-patch (r428)
+ - Replace the sustain {stat} rings with sustain mind and sustain body,
+   providing three sustains each.
+ - (#543) Make ammo of slay evil/venom apply to Mithril ammo too.
+
+Gold drops have also been reworked.  By the end of the game, there is
+about 3.6x less gold per drop than in any earlier version or Angband
+or Moria, but the amount per drop at the beginning of the dungeon 
+is quite similar to pre-existing levels.  You may be interested in
+looking at http://rephial.org/research/avg_gold_drop.pdf for an
+illustration.
+
+Magic mapping and detection use the same-sized rectangular area around
+the player regardless of screen size.
+
+Fear now carries a to-hit penalty to missile weapons of 20, as well as
+giving an AC bonus of 8.  It also increases the failure chance of
+spells, but spells that cure fear have been made harder to fail to 
+balance this out.
+
+Birth:
+ * Make point-based points worth less gold.
+ * Minimum starting gold is 200AU.
+ * Add an option to start the character with 500AU but no equipment.
+ * Point-based character generation is now equivalent to best available
+   from the autoroller.  (Eddie Grove)
+ * All characters start with WoR.
+
+Stores:
+ * Phase Door is now a staple item.
+ * Start stocking deeper items as the character descends.
+ * Rewrite the rules for shopkeepers
+   - Remove individual-shopkeeper and race-based price changes from the
+     store code, to make it easier to balance pricing.
+   - Adjust adj_chr_gold[] values upwards to represent the average-110%
+     inflation usually applied by the individual-shopkeeper greed
+     values.  This should really be applied to the object.txt file
+     instead, though.
+
+ID:
+ * Make ID reveal all powers of an object, and remove *ID*.  (#158)
+ * Make pseudo-id not occur whilst resting, but also make pseudo-ID
+   lengths shorter (by a little over half) to compensate.
+ * Some items, when worn long enough, get automatically ID'd
+ * Items pseudo-id'd as {average} are automatically ID'd, and thus will
+   stack properly
+ * Make wands/staffs stack even when un-ID'd
+ * Pseudo-ID obviously excellent items as {excellent} when possible
+   (e.g. brands/slays/obvious stat bonuses).
+ * Remove "good" pseudo-ID, replace with "magical" -- for non-cursed
+   non-average non-ego non-artifacts
+ * Add "strange" pseudo-ID, for when items have mixed blessings
+ * Stop automatically cursing all bad weaponry
+ * Make weak pseudo-id notice the difference between magical and
+   excellent
+ * Allow any/all rings/amulets to be cursed if the game wants to
+   generate a "bad" item.  This is liable to be rethought in the future.
+
+A small selection of other changes:
+ * Remove autoscum.  (#365) -- really?
+ * Add minimum depths for each kind of trap.  As such, only teleport and
+   confusion traps occur at dlev1.  This should help some people.
+ * Make the rogue slightly better at combat than the ranger, based on Timo's sugges
+   tion.  (Message-ID: <651vknF2cvjl2U1@mid.individual.net>)
+ * Lower the distance missile weapons can fire into the 10-14 grids range.
+ * Make monster arrow attacks sometimes miss.  (#537)
+ * Some improvements to monster AI.
+
+Port
+----
+ * X11: Add -x commandline option for choosing the location of the
+   settings file (#333, patch by morth)
+ * GTK2: Continue work; add term windows, graphics, etc. and also some
+   special dedicated display windows, like "messages" and "monster
+   list". (shanoah)
+ * OS X: the OS X version is now a universal binary, and runs faster,
+   better, quicker, and with more sound than before.  (Rowan Beentje)
+
+Code-level
+----------
+Monster HP is now specified as an average value around which to
+randomise, instead of using a "12d5"-type calculation.  Uniques always
+have the number of HPs specified in the monster.txt file, like before.
+This is copied from Ey.
+
+A lot of code-level cleanup has been applied to this release, much of it
+still in flux.  Many new files have been split out of existing files,
+which should now have much more self-explanitory names.  The player/, 
+monster/ and object/ subdirectories have been created, to aid seperation
+of code.
+
+There is also a new generic effects handler so that all item activations
+and use abilities share the same code; this replaces use-obj.c and a lot
+of descriptions from lib/edit/object.txt. (#234)
+
+Memory handling has been reviewed.  Now, all code should assume that
+allocation will succeed, just like it did already.  There is also a
+realloc()-style function along with its own hook.  string_make() has
+been modified to no longer return a "const char *", and so all the code
+now only uses "const" when it means "const".  Some macros have been
+removed.
+
+"Elly" rewrote the message and quark packages, previously in util.c,
+and in the process split them out into their own z- files.  The z-msg
+package is now much more understandable but marginally less "efficient",
+and certainly less "optimised".
+
+Option definitions have moved to option.h, and the names and
+descriptions for options have moved to option.c.  Option data is now
+stored in a much more visually compact way, much more suitable for
+editing than the old system was. (#64)
+
+Additionally, a new file API has been introduced which combines the
+previous mishmash of fd_*() and my_f*() calls into a simpler, better
+documented interface.  (#137)
+
+Store stocking is specified in lib/edit/store.txt now, in a reasonably
+flexible format.
+
+A fair bit of work has gone into allowing item names to be used in the
+edit files rather than the tval/sval numbers.  For example, see the
+new store.txt file; but also the lib/pref/ graphics files, and the
+starting items in the p_class.txt file, amongst others.  This is a
+fairly easy thing to do and is a massive massive usability enhancement.
+It means that invalid item references are caught much sooner, since if
+an item is removed, all references to its name become invalid.
+
+Set up an event system for UI display updates, where the game
+communicates with the UI by sending messages saying that something's
+changed that the UI might be interested in, rather than deciding that
+specific things should be redraw.  The main screen updates all use this
+system now.  Amongst other things, this system should help things like
+the borg and graphical frontends, because they can hook right into
+changes in state.  (#348)
+
+object1.c and object2.c have been split out into a series of files,
+obj-{desc,make,ui,util}.c.  This makes it much easier to remember what
+is where.  Also, object_desc() has seen a rewrite, so hopefully it's a
+lot more hackable now.
+
+The beginnings of an organised code documentation scheme have started,
+using doxygen.  Makefile.std provides an easy mechanism to generate docs
+(try "make docs").
+
+Other assorted changes:
+ * Remove a whole load of useless or unused configuration options from
+   config.h.
+ * "make -f Makefile.inc depgen" will output "Makefile.new", which then
+   contains up-to-date dependencies for the project.
+ * Add "flags" back to object_type, removing the need for the hacky
+   "xtra" bytes.  This paves the way for e.g. fireproofing scrolls
+   later. (#120)
+ * Makefile for MSVC/NMAKE command-line build.  Currently works with
+   MSVC 6+; flags could use tweaking for MSVC 8+.
+ * Clean up racial and class skill values into arrays.  (Kenneth Boyd)
+ * Use header file guards in all header files, and use a consistent
+   naming scheme for them ("Elly")
+ * Add a very basic test harness for "unit testing" of the game's code,
+   though this is barely used at present.  Thanks to Fennec for cleaning
+   this up a bit.
+ * Introduce the one_in_() notation to the game, for percentile dice.
+ * Move to using randint0() and randint1() for random numbers.
+ * Add proper transparency to the PNG files.  (fixes #270; thanks to Rowan Beentje
+ * Move to using flags[6] for monster flags rather than individual flagsets.
+ * Score code moved to score.c and extensively refactored.
