Hellband
Based on Cthangband 3.1.2
Which in turn was based on Zangband 2.1.0

Changes are added to the top of this file, so for a chronological order read 
from the bottom up.

Hellband 1.0.3
* New 'makefile.org' included, thanks to Maija Toivola.
* New help files written for DOS and IBM versions.
* Cleaned up files for easier compilation under other operating systems 
(particularly Linux).
* Cleaned up character history tables.
* Ability scores no longer use the 'percentile' system.
* The screen is now refreshed after the options page is viewed - so the effects 
of any changed options are immediately visible.
* Fixed date problem with Halloween 'special event'.
* Introduced non-artefact permanent light sources (Orbs). There are normal orbs 
(which just produce light) and 33 types of 'ego' orbs.
* Changed 'main-dos.c' and 'makefile.dos' so that it will now compile with the 
latest version of Allegro.
* Fixed bugs in 'auto_pickup' option by undoing the change made in 1.0.1 which 
didn't work properly.

Hellband 1.0.2
* This variant has been renamed from 'Dangband' ('Dante-Band') to 'Hellband' to 
avoid conflicting with an existing Angband variant. The 'Hellband' name is, of 
course, a pun on the word 'hell-bound'.
* The 'Mutate body' corporeal spell has been renamed to 'Corrupt body'.
* The random name generator has been expanded to now provide 'angelic' names for 
Devilspawn, Nephilim and Imps and to provide 'yeekish' names for Yeeks.
* Racial Power descriptions have been made more readable in the 'use power' 
choice menu.

Hellband 1.0.1
* Removed out-of-genre 'radiation' and replaced it with 'hellslime'.
* Changed the flavour text of many corruptions, making them more in-genre.
* 'Cheat' options have been removed, to remove temptation.
* Swapped the order of effects in the 'Major Displacement' mindcrafter power.
* Corporeal realm now gets 'Wraithform' instead of 'Polymorph Self'.
* Windows version defaults to using graphics if no '.ini' file is found.
* Changed the 'g' and ',' commands so that they are consistent - regardless of 
the current 'auto_pickup' value.
* The alchemist shop can now research an item, which identifies it fully.
* The 'Identify All' shop function has been moved to the pawnbrokers.
* Spectres now glow in the dark.
* Imps now get fire immunity at level 20.
* All Half-Trolls now get slow digestion, not just warriors.
* Charisma is now abbreviated to 'CHA' rather than 'CHR'.
* The time taken to use Mindcrafting powers now scales like that for spells.
* The time taken to cast spells now scales properly.
* Druids now have a smaller upkeep cost for pets.
* All help files rewritten from scratch - a total of over 26,000 words!

Hellband 1.0.0
* Included character's birthday in character display.
* The 'mini-map' is now centred and bordered showing the size of the level.
* A new spoiler (mon-stats) can be generated, which lists the frequency of each 
of the RFX_XXXX flags by monster level.
* Win-screen is now a text file (WINNER.TXT) like the DEAD.TXT and NEWS.TXT 
files.
* Some clean-up of folder structure implemented - 'pref' files are now located 
in the 'pref' folder (not the 'user' folder) and spoilers now have the suffix 
'.txt' and are output to the 'info' folder.
* Monster recall (and spoiler) now gives attack speed if at least one attack is 
known.
* Added a 'Destroy All' command ('K') to destroy all worthless items in your 
pack and equipment list (equipped cursed items are not destroyed by this).
* Legacy 'speech' options (left over from Zangband) removed.
* If the 'auto-destroy' option is on, worthless items are stomped on rather than 
picked up.
* Wilderness and multiple dungeons removed. Hellband now has the 'classic' one-
town-one-dungeon setup.
* Removed most hard-coded 'Special Monster' hacks.
* Angels (and their uniques) have been removed and replaced with extra Devils.
* Cthulhoid entities have been replaced with Devils and Fallen Angels.
* Fixed display problem with bolts/balls.
* Wizard Mode moved to 'Cheat Options' page.
* 'graf-new' flag removed since we only have Adam Bolt tiles these days.
* Startup options have their own option page, to reduce the number of questions 
the player is asked when creating a new character.
* Player ghosts now use graphics if possible.
* some levels now have a 'bias' towards a certain type of creature.
* identify staff bug fixed (thanks to Greg Wooledge).
* Character dump now dumps last 10 messages (so you can see how stupidly you 
died).
* Problem with 'missing' options fixed.
* 'Wizard Mode' flag is cleared with cheat flags on character creation.
* Windows version has updated menus and now uses monospaced system fonts instead 
of bitmap fonts. (From Tim Baker's version of Kamband.)
* Player breath weapons (from dragon plate or mutations) and 'wands of dragon 
breath' now use cone shaped attacks.
* Bug in 'unified commands' fixed so that objects on the floor no longer get 
prompted for twice.
* Implemented Drangband style player ghosts.
* Corrected 'time of day' algorithm and added time display.
* Added Eric Bock's code to combine similar messages in message recall.
* Monster breaths are now cone shaped, rather than ball shaped (from Zangband)
* 'help.hlp' is now system specific ('help-dos.txt', 'help-win.txt' etc.) so 
that it can point to a different set of files for the different interfaces and 
systems.
* Windows version asks for a profile name when starting a new file, rather than 
automatically naming it after the character that is generated.
* 'New Game' and 'Load Game' on Windows version changed to 'New Profile' and 
'Load Profile' as some people were confused and thought that they needed to use 
the 'New Game' command after they had died.
* 'Help' menu on Windows interface updated.
* Missing directories are re-created if possible (Windows version).
* Added Zangband's view centring code.
* Reorganised and cleaned up 'options'.
* Added (and modified) ???'s point based stat generation code.
* Main-win.c fixed to allow compilation under Visual Studio.NET

Cthangband 3.1.2
* Fixed bug with Corporeal Books not stacking properly.
* Most object commands (e.g. 'q'uaff, 'z'ap, 'E'at, 'b'rowse, etc.) have been 
unified into a single 'u'se command that will do whatever is most appropriate 
for the item.
* Added 6 'Pouch' equipment slots that can each hold a scroll, potion or wand. 
Items readied in a pouch only take 1/10th of the time to use that normal items 
do.
* Message about 'Library' when trying to gain spells changed to 'Bookstore' as 
it was confusing people.
* Most (but not quite all) documentation files updated.
* Stats over 18/100 are no longer displayed as 'silly' percentages.
* Class 'sub-names' (used in documentation) are now used in game as well.
* Vault code updated to handle large array of vaults properly.
* Chopping down of trees and bushes is now included in 'repeat obvious 
commands'.
* Characters who can't learn spells are no longer asked to study in the library.
* Roads added between towns and forest made denser.
* Chris Weisiger's 'v_info.txt' file updated to the new version.
* Cleaned up lots of dead code in Load/Save routines.
* Fixed bug in home, which gave the wrong inventory after resting for the night.

Cthangband 3.1.1
* Chaos Patrons now have more descriptive names on the 'C'haracter display, and 
have been changed from the 'Warhammer' Chaos Gods to the 'Glorantha' Chaos Gods.
* Adam Bolt's Graphics for bolt and ball spells are now used.
* Eric Bock's bias remover for the RNG added.
* Chris Weisiger's new 'v_info.txt' file used.
* 'Mutations' renamed 'Chaos Features' to make them more in-genre.
* 'Wizard Help' command (<ctrl>'A','?' in Wizard Mode) added to list wizard 
commands.
* 'Debug' mode and 'Wizard' mode combined to make things simpler. Wizard 
commands are now accessed through <crtl>'A' in wizard mode.
* Hack added to 'fix' savefiles saved from versions with guardian bug by  
resurrecting dead uniques so that they can re-used as guardians.
* Guardians now drop their normal treasure as well as extra guardian treasure.
* Last vestiges of hangs from invalid guardian placement now removed 
(hopefully...)
* Uniques that appear as guardians now have their escorts with them.
* The Inn will now sell scrolls of "Satisfy Hunger".
* Examining store books now tells you what's in them.
* Wilderness now uses the same lighting model as the town.
* Secret doors may now be locked or jammed once found.
* Huge code clean-up should make porting easier.
* Wilderness map is now coloured.
* 3x and 2x experience for first kills downgraded to 2x and 1.5x.
* Chaos-Mage class added.
* Windows version no longer looks for the unused '8x8.bmp' file.
* Druid class added (a specialist nature priest).
* Removed sound/midi options from main options menu as they did nothing anyway.
* Fixed bug in 'Mutate Body' spell so it no longer always gives the same 
mutation.

Cthangband 3.1.0
* Priests and Rangers no longer get Sorcery as it is to 'magey' for them.
* Water now behaves properly (you can see over it and cast spells over it).
* Occasional crashes when moving diagonally off edge of wilderness grids fixed.
* The 'Monk' class has become the 'Mystic' class, and is now based on corporeal 
magic.
* A new realm ('Corporeal') has been added. All the spells are self-affecting. 
It has a reasonably large overlap with Life (for the healing spells) and Planar 
(for the movement spells). It has sensing spells *very* early.
* Characters will no longer start in the town of Nir.
* The 'M' key displays a proper wilderness map with town and dungeon locations.
* Allies (formerly called 'Pets') can move from level to level with the player.
* Characters are now given randomly generated names when created.
* Vampires no longer start on the stairs (no longer necessary now they start at 
night).
* Experience for creatures now varies depending on how many you have killed.
* Ironman option added.
* Long Stairs is now a standard option, rather than a character generation 
option.
* New speed system implemented.
* Shops now have a unique set of owners each, rather than a selection per shop 
type.
* Dungeon name printed with level feeling.
* Quest info moved from <crtl>'Q' to <ctrl>'F' with level feeling.
* Option for always having small levels added.
* Fixed bug in home that turned it into an inn after resting for the night.
* Breeder dying code removed (but generation limit left in).

Cthangband 3.0.1
* Keys 'O' and ''' mapped to racial power and time respectively in Rogue-like 
mode.
* Robert Ruehlman's 'Equippy Chars' code added.
* Monsters can now cross bush tiles.
* Jeff Duprey's extra 52 mutations added.
* Keldon Jones' patch to automatically update '.raw' files added.
* Trees, bushes and water now handle tunneling correctly.
* 'Quick Start' option generates an entire character with a single keypress.
* Windows version can cope without its '.ini' file.
* Robert Reuhlman's improved pet AI added.
* Preserve mode now preserves artifacts left in dungeon when Ritual goes off.
* Changing the character name no longer creates a new savefile.
* Menu structure for Windows version rearranged.
* Source code fixed to make Windows version compile properly and use Adam Bolt 
graphics.
* It is now possible to rest for the night (or day) at your home.
* Undead races now start the game at night.
* Dungeon names displayed on wilderness grids to make dungeons easier to find.
* Bug in display code preventing unidentified potions/scrolls being shown 
properly in text mode fixed.

Cthangband 3.0.0
* Finding secret doors earns 1xp, like picking locks.
* Wilderness areas with dungeons have tougher monsters to make it easier to find 
the dungeon entrances.
* 15 different dungeons added, each with their own Guardians.
* Wilderness levels added.
* Extra functions added to most shops.
* Pawnbroker, Inn and Hall of Records added to town.
* QUESTOR and FORCE_LEVEL flags for monsters replaced with GUARDIAN and 
ALWAYS_GUARDIAN as part of clean-up of quest code.
* Many more cosmetic changes to artifact names and most text files to keep them 
in genre.
* Breeders can now only breed to 10 generations.
* Breeders can no longer be Quest monsters.
* Tim Baker's Easy-Angband code added.
* Robert Reuhlman's quest generation algorithm used to tone down the level of 
quest monsters.
* Fixed 'Infinite Paralysis' problem with floating eyes - They will now do at 
least 1pt of damage with each hit.
* Store Owners' Purses have been altered (generally but not always an increase).
* DOS version now has Adam Bolt graphics for different race/classes of the 
player.
* Bug in Pattern Vault fixed - it now cannot teleport you below a quest level.
* Breeders now have 1 in 5 chance of dying off instead of reproducing, so they 
don't get out of hand quite so much.
* Level feelings are now only given after 2500 turns (about 250 moves) instead 
of immediately on entering a level, but there is no longer a prerequisite of 
staying on the previous level for a period of time.
* Hit-Point rolls changed to give fixed totals at 50th level, making 'Life 
Rating' redundant.

Cthangband 2.1.0 (Released 12th July 1998)
* Huge amounts of cosmetic changes to remove Zelazny stuff and replace it with 
Lovecraftian.
* Warrior-Mages can now choose Sorcery.
* Monster-Health bar now gives status of monster as text.
* Heino Vander Sanden's quest code ported from Quangband with minor changes.
* Out of genre 'Rockets' replaced with 'Shard balls'.
* Most 'silly' monsters removed or replaced.
* Multi-stair option for quick level ascending/descending.
* 'How many?' question for multiple objects now defaults to all rather than 1 
(except for buying things).
* Adam Bolt's graphics used for DOS version.
* Lots of redundant code removed.

Zangband 2.1.0e
-Fixed some bugs with the new bookstore and the store maintenance and owner 
shuffling works for the bookstore.
-Fixed the problem with compiling the main.c file on Unix/Linux systems.

Zangband 2.1.0d
-Silas Dunsmore's cumulative light radius patch added. Any object in your 
equipment that has the 'glow' flag will extend your lit-area radius by 1, up to 
a maximum of 5.  The normal light-source objects still work the same, but 
glowing artifacts and helms of light are actually useful.
-Added a bookstore to the town to free up space in the magic shop.
-Fixed problems with the Summon Demon (Chaos), Raise Death (Death), Phantasmal 
Servant (Trump), Mindwave, and Adrenaline (Mindcraft) spells on systems without 
mathematical coprocessor.
-Chaos Warriors are no longer hurt (or killed) by the "strain of casting (Mass) 
Genocide" when the chaos patron casts the Genocide spell ("Let me relieve thee 
of thine oppressors!").
-Fixed a bug with the sound-effects, the correct effects will be played now.
-Added new sound-events for buying and selling in stores.
-Added support for Adam Bolt's new tile-graphics, transparency- and lighting-
effects, MOD-, and S3M-files to the DOS version. Adam Bolt's tiles for ZAngband 
are not yet finished, most of the ZAngband specific monsters are displayed with 
other tiles or with ASCII-characters. The special DOS options can be accessed by 
pressing ! while playing.

Zangband 2.1.0c
-Command (in powers menu) to dismiss all pets (costs no mana, takes a turn)
-Alberich has lost his "deadly touch"
-Hilarious new nonsensical rumors courtesy of altavista translation service
-A "pit" variant of the "symbol clone nest"
-James Lockwood's store-auto*id* and examine patch
-Patches from Silas Dunsmore, lots of little fixes
-Teleporting monsters have to pass a skill test to follow you
-"Blessed" weapons are likely to resist cursing by monsters
-Heavy cursing less likely; scrolls of *Remove curse* for sale in the temple
TODO (features/ideas/bugfixes that have not yet been implemented):
        * Game difficulty levels (point-based / simple to impossible?)
        * Quests
        * Your own inscriptions should not be junked if an item becomes cursed
        * Potential bug: exploding unmakers crash / hang the game?
        * Maybe weapons of slay xxx should glow if xxx is nearby? (option)
        * Bug? Eldritch horrors seen first via ESP don't blast your sanity?
        * Disintegration balls can explode out-of-bounds?
        * Add oriental melee weapons for monks (nunchaku, bo stick etc.)
        * Smashed potions should also affect the player (if within range)
        * Perhaps add Silas Dunsmore's cumulative light radius patch

Zangband 2.1.0
-Version handling for save files, pre-210 save files loaded as 206 save files * 
Svga is the default; '-mibm' for no graphics, '-mibm -g' for font graphics
-The Dos version can run in 3 modes: SVGA graphics, font graphics, text only
-Lots of extra tests added to generate.c to avoid infinite loops
-Special feelings caused by other than artifacts should be less common now
-New options; Autosaving options; "Testing" options renamed ("Stacking")
-Confirm staircases turned into a runtime option
-New plain_descriptions option (to split up show_labels)
-New auto_destroy option to destroy known worthless items without prompting
-New option to confirm wielding/wearing known cursed items
-Confirm staircases is a runtime option now
-Options  menu reorganized. Zangband special options under a separate sub-menu
-Activate power command ('U'/'O') uses a menu now
-Total kill count option added in the 'knowledge' menu
-The display command can dump to file (command 'f')
-New texts added (into lib/file/) by jd9072@aol.com, for extra color
-Gollum patch (by John May & 'Tim') implemented (slightly toned down version)
-Fixed a number of bugs in the object absorption code (also in store.c)
-2 new magic realms: Trump (teleport+summoning), Arcane (weak general purpose)
-The "Polymorph Self" is a bit less useless now
-Added chaos mutations
-Potion of New Life gets rid of all mutations (in addition to normal effect)
-Added (possible) activation effects for random artifacts
-Immunities are a _lot_ less common in random artifacts now
-Fixed (?) the bug which was causing the One Ring sometimes not being cursed
-Four new types of amulets to make amulets more interesting
-Feather Fall turned into Levitation (allows flying over trap doors)
-Object flags: NO_TELE (prevents teleporting), NO_MAGIC (no spells, high save)
-Added a very powerful new artifact, the Sword of the Dawn (as rare as Ringil)
-Two new races: Sprite (very weak & smart), Chaos Beastman (gain mutations)
-New class: High Mage (specializes in one realm, learns it really well)
-Warrior/Paladin/DeathKn gain xp for destroying deep books (all/non-Life/Life)
-Certain races gain no nutrition from food (they must use Satisfy Hunger)
-Chaos warriors gain resist chaos at lvl 30, resist fear at lvl 40
-Unencumbered monks gain free action at lvl 25
-Monks are more likely to attack with the highest level attack available now
-Added special breaths for Draconian Monks, Chaos Warriors and Warrior-Mages
-Monsters which use the same symbol sometimes appear in 'hordes'
-Everybody's favourite monster, 'the Unmaker', is far nastier now
-Some monsters are 'good' (as opposed to 'evil'), immune to holy fire
-Some monsters are sanity-blasting 'eldritch horrors'
-For fairness' sake, monsters can also have reflection & auras of fire/elec
-Certain monsters may resist teleportation
-Adjacent monsters which can teleport may follow you when you teleport
-Clones drop treasure nor objects
-The 'xxx curses' spells may actually make your equipment 'cursed'
-Added a new very powerful spell, Hand of Doom, for high level uniques
-Killing Amberites can be dangerous -- ever heard of the Amberite blood curse?
-The Serpent of Chaos is a bit tougher now
-Various minor fixes & cosmetic enhancements & new icons
-Lots of features by Paul Sexton:
        * Major revision of the spell system (nature+death+chaos upgraded)
        * Summoning spells for friendly monsters
        * Charming spells to make new friends
        * Wand of Lightning Bolts -> Tame Monster
        * Two new races: Vampire & Spectre
        * Mindcrafter class
        * Potion smashing effects
        * Cosmetic changes (character info screen)
-My own changes to the above:
        * You may accidentally attack friends if blind, confused etc.
        * No 'friendly uniques' can be summoned
        * You must pay upkeep (mana) for friendly monsters
        * Fixed the fatal "displacing crash" bug (caused by my own code)
        * 'Friends' are also possible as Chaos rewards, artifact activation

Zangband 2.0.6
-Dos version compiled with Robert Ruehlmann's SVGA graphics+windows code
-The option display_spell_flags works slightly better now (on windowed systems)
-Free Action _almost_ negates the paralyzing effect of 'ancient curse'
-Three new character classes: Warrior-Mage, Chaos Warrior and Monk
-Three new (protective) item flags: Reflection, Auras of Fire and Electricity
-Pattern Vaults implemented -- now any character can walk the Pattern
-The artifacts you create yourself will be *identified* when created
-Certain uniques may drop artifacts which 'belong' to them
-Patch (by Daniel Nash): Wizard mode command to create specific artifacts
-Patch (by Scott Bigham): Rods sort by recharging time left
-Fixed a missing break which was crippling the "Summon Kin" code
-Invulnerability no longer induces 'blindness' with graphics enabled
-Hopefully fixed the char dump so that it no longer requires fp math unit
-Certain ego items with digging actually receive + to digging
-Empty dark levels are a lot less common early on now
-Life magic Holy orb is resisted by non-evils (Hellfire works as before)
-Detect Treasure / Objects also detects Treasure / Object 'monsters'
-Only 'Assassins' (Rogues with Death magic) get a poisoned weapon when created
-Warriors get the extra shots later than rangers
-Lots of minor and cosmetic fixes

*Bugfix release: 2.0.6b:
-Compiled the dos binary so that it asks for no confirmation with stairs
-Birth.txt includes a description of monk attack types
-Chaos Warriors get 'nasty' rewards much less often now
-Fixed a missing break in self_knowledge
-Fixed the 'Tunneling bug'
-Quick-fixed the infamous 'two-eyed cyclopses bug' (for new characters)
-Fixed a minor display bug with equippy chars which did not update correctly
-The function calc_spells() should work a bit more logically now
-Caine and Hagen had their drops mixed; fixed.
-Dworkin may now carry the JoJ. Smeagol may still NOT carry the ... Ring
-Fixed the potion icon bug
-Also redrew / modified / added icons

Zangband 2.0.5
-Stuff from 2.8.2, including:
        * Auto-knowledge of standard ego item flags
        * The new generic "knowledge" command
        * Preserve artifacts when creation fails
        * 'Synchronized' compact objects+monsters when saving
        * The old z-term.c replaced with the new one
        * Monsters stay visible as long as they are being detected
        * (Other bug fixes already present, like the stacking bug fix)
-Fixed a bug which could cause teleport_player to hang the game
-Fixed the "This race has no bonus power." message bug (zombies, skeletons)
-Halflings can cook some food
-Klackon powers changed: they _become_ faster, activate to spit acid
-Dark Elves gain their power (magic missile) one level earlier now
-Most Chaos attack spells are a bit cheaper for mages
-Chaos loses Blink, new spell ('Wallbreaker') for chaotic wall destruction
-Death Ray (in Necronomicon) works a lot more often now
-Healing II replaced w/ 'Bless Weapon', of use to priests (artifacts resist)
-Blessings of the Grail is no longer 'heavily blessed' :)
-Explosive runes are no longer 'permanent rock'
-Self knowledge gives some info about your racial power now
-'Amber' skill rank (numeric value) is calculated differently now
-Inscribe '.' in a (non-cursed) teleporting item to prevent teleporting
-They will also not teleport you if have the disturb_other option set to FALSE
-Vampiric weapons can heal a maximum of 100 hp per round
-Random bow artifacts no longer get 'useless' (slay xxx) flags
-Immunities are somewhat less common in random artifacts
-The 'bias' code no longer produces arbitrary resistances for ego items
-Better random names for random artifacts
-Also, Julian Lighton's patch to fix crashes (w/ random artifacts) implemented
-Wand of Rockets identifies itself if used (like other wands)
-Scrolls of *identify* are a bit more common now
-*Identify* gives correct info about Fear Resistance in an item
-The temple buys blessed weapons
-A certain artifact which is not in a_info will be cursed when created
-Julian Lighton's ingenious new monster spell to summon 'relatives' added
-The boring Terminator monster replaced w/ Warriors of the Dawn (from Hawkmoon)
-Some of the highest level uniques can now summon Cyberdemons to help them
-Some of the Lovecraftian uniques have been boosted up a bit
-Some of the other uniques have been upgraded a bit as well
-Groo behaves in a more Grooish manner now
-Themis and Mnemosyne have the correct gender now
-Fixed a display bug (on a PC, w/ a shapechanger + no graphics)
-Again, more minor and cosmetic fixes

Zangband 2.0.4
-Correct version display
-No less than 16 new player races (all new, although a few ideas are borrowed)
-Recharging True replaced w/ Explosive Rune (explodes only if you stand on it)
-Mages can choose Life magic (they are worse than paladins in it)
-Death Knights (variant of the Paladin class) added
-Warriors and Paladins become immune to fear at high levels
-Rogues also get a (much weaker) backstab attack against fleeing foes
-New vaults (vaguely based on ancient Egyptian tombs / temples)
-Small levels have (initially) less monsters now (related to the level size)
-More precautions to avoid (the rare) hangups when a small level is generated
-Fixed a bug with spell selection (cmd5.c)
-Rings of Flames etc. also give temporary resistance when activated
-Rings of Flames etc. show their activation info now when *identified*
-Weapons of fire will also work as light now
-Slightly better, 'smart' generation of random artifacts
-New summoning effects for 'wild magic'
-Level based bonus to the racial power activation test
-Ball of Radiation & Invoke Logrus (monster attacks) are functional now
-Radiation effects changed slightly
-A certain artifact which is not in a_info no longer gets RES_DISEN
-Minor changes to the PC font (hopefully for the better...)
-Slightly saner price calculation for random items
-Slightly better prompts ("recite which prayer" vs "cast which prayer")
-Other cosmetic and minor fixes

Zangband 2.0.3
-Rings of Flames, Ice and Acid can now be activated (for an obvious effect)
-New vaults (some have their floor plans borrowed from Nethack)
-Cosmetic fixes (documentation)
-Game balance fixes
-Kharis no longer crashes the spoiler generation
-Evil jellies (like death molds and shoggoths) no longer show up in jelly pits
-Better 'speech' for uniques that are afraid (/lib/file/monfear.txt)
-Trump weapons can now also be activated for teleport
-Ego weapon damage dice loaded properly
-Amberites can now open doors, 'summon Amberites' no longer produces undead
-Monster special resistances fully implemented
-Grayswandir is a sabre now
-Rings of high resistance stack now (Lordly Protection doesn't)
-Fixed Rings of Extra Attacks
-Curing also cures hallucination
-Angels are fearless now
-Nature's Wrath (spell) damage upgraded
-Call Chaos sometimes produces highly destructive beams now

Zangband 2.0.2
-Internal version Angband 2.8.1, fake version (Z 2.0.2) displayed for commands
-Finally updated (almost all of) the documentation!
-Fixed more bugs in v_info
-The stacking patch applied (fixes gold deleting all objects below it)
-Redraw mana / hp after using racial powers & receiving rewards
-Certain stationary monsters are fearless now
-Priests can choose Life or Death magic (not both) + 1 from S / N / C
-Some paladin prayers are slightly easier now
-Sorcery spells are now available earlier (to make the realm more competitive)
-Miscast Chaos spells may produce random "wild magic" effects
-Miscast Death spells may hurt the player
-Nature Awareness downgraded slightly
-'Produce food' (Nature spell) renamed to 'Foraging' (no real reason, though)
-Other cosmetic fixes+enhancements (Ball of Cold has no longer "Duration" :)
-Different colours for the special player symbol (level dependent)
-Nightwalker CAN_SPEAK moved to Raphael (where it belongs)
-Rotting corpses and malicious leprechauns have physical attacks now
-No more freebie attacks on unseen monsters in walls (digging must be used)
-Using certain aimed rods no longer randomly crashes the game
-Small levels should no longer cause alloc_monster to hang the game
-Dragon Helm of Dor-Lomin no longer crashes the game
-Arcum Dagsson's code to support separate macro files for different realms
-Fixed a bug that prevented random resistances for some artifacts
-Fixed a bug which prevented the saving of random flags from certain items
-Better name-forming code for Random artifacts (created in Black Market)
-Better descriptions for unidentified objects (without show_labels)
-Equippy characters restored as an option by popular demand (I missed them too)
-Initial life rating display moved to a more logical place
-do_cmd_rerate will now be compiled even without wizard mode
-Rewards for killing wanted uniques are at least 250 gold (not 0 gold)
-Option to dump the 'final' screen (when you die)

Zangband 2.0.1
-Nature Sense Surroundings upgraded to Nature Awareness
-Removed 'marginal' item generation from temple, added 3 * scroll of WoR
-Compile time option to display different player symbols (/race, /class)
-Fixed take_hit message for Scroll of Logrus (not "of Chaos")
-Fixed the major bug with spell remembrance/forgetting in xtra1.c
-Fixed the damage display for Frost Bolt
-Fixed "You can learn 1 new spells." in cmd5.c
-Magic traps are a bit less lethal early on
-Silly hallucination monsters (as in Nethack)
-Potion of Confusion -> Booze
-Alchemy now takes into account the amount of items (max still 30k / spell)
-Changes to options
-Genocide True replaced with Vampiric Branding
-Fixed a bug in v_info
-Items stolen by the agents of black market may show up in the Black market
-Racial intrinsics are a bit easier to use now

Zangband 2.0.0
-New spell system (life, sorcery, nature, chaos, death magic)
-New monsters list (mostly from the older Zangband)
-User can_not_ set the colors of flavored objects (via pref files)
-Warriors get extra blows and shots, increased damage
-Rangers have a slightly better innate pseudo-id
-Last words, speaking uniques, rumors, warrants, error messages
-"Negative" level feelings
-New ego items and artifacts
-New object flags (VORPAL, CHAOTIC, VAMPIRIC, BRAND_POIS)
-Rogues start with a poisoned dagger and can backstab nasties
-xtra1.c, files.c: DUNADAN -> AMBERITE
-Other stuff...
