Changes from 0.5.1 to 0.5.2:

## Gameplay Changes ##

- Slightly modified the effect of constitution on hp.

- Characters now start with all wieldable equipment (except music instruments
  and light sources) already wielded.

- Warriors now start with leather scale mail instead of chain mail, and a 
  small metal shield instead of a small leather shield.

- Changed the message for wearing armor heavy enough to encumber your fighting,
  since it was too severe.

- Changed the display of the perception skill slightly (lower values now get
  better descriptions).

- Pseudo-ID changed. Now, it no longer works while you are resting - you need 
  to be using an item to learn about it. To compensate, the pseudo-ID rates for
  all classes were increased. 

- Amnesia changed. Now, items get a saving throw (based on your intelligence). 
  However, amnesia will also make you forget items in your home or on the 
  dungeon floor.

- Also, if you equipt an unidentified item, it will eventually get identified 
  on its own. It must be worn, though - items in your pack are not subject to 
  this. The rate this happens at depends partially on the pseudo-ID rate, so 
  classes with very slow pseduo-ID will probably not be affected much by this
  change (except if they wear something unidentified for a very long time).
  Note that this won't happen with artifacts - they must be identified the old
  fasioned way.

- Wizard mode now gives the numberical values of skills instead of the 
  descriptions. (note - each skill is on a different scale, so the values are
  meaningless without cross-reference to the source, which is why I'm not 
  displaying this information for all players).

- Added a bar graph to the corner of the screen in bigscreen mode that shows
  experience progress. This bar graph does not appear if the window isn't
  large enough to contain it. (Thanks Pav Lucistnik)

# Races #

- Demon experience penalty reduced to 180%. 

- Vargr experience penalty reduced to 160%.

# Monsters #

- Cloning monsters no longer heals or hastes the target monster. The cloned 
  monster will no longer be hasted, but it will be fully healthy. Cloned 
  monsters will never drop any treasure or items.

- Some monster renamings: skeletons changed from "skeleton XXX" to 
  "XXX skeleton", diseased rats changed to plague rats, nibelungs are now 
  goblins. Some of the Tolkeinian 'p' uniques have been renamed, some of 
  their abilities changed slightly, and some became 'h's.

- Changed the way that the damage from darkness storm is calculated. It's the
  same as before for all monsters native to level 70 or deeper (where darkness 
  storm begins to be available in Vanilla), but it's less in earlier levels.

# Items #

- Potions of lose stat have been replaced by potions which permanently reduce
  one stat and raise another.

- Switched to the Sangband method of item rarity. It's a bit slower, but allows
  much more control over object allocation.

## Bug fixes ##

- "Frost bolt" now works correctly.

- Fixed the Behemoth's experience value.

- Corrected prices in spoiler files.

- Fixed bug with thief's appraise skill.

- Corrected which items count as "good" for drops.

- Fixed bug with 'L'ocate on bigscreen mode. (Thanks Pav Lucistnik)

- Several compiler warnings fixed (Thanks Pav Lucistnik)

- Minions of the Host are now at their proper level.

Changes from 0.5.0b to 0.5.1:

## Gameplay Changes ##

- Improved many typos and messages.

- Temporary resistances are no longer noticed when they have no effect (say, if
  you already have immunity to the element in question).

- Improved the starting equipment for most classes.

# Money #

- Changed the price of most items in the game; overall, many items value 
  reduced by half. Gold is now harder to find - each $ is worth less. Players 
  also start with less gold. Also fixed some weird pricing imbalances.

- Some items can now be bought many for 1 gold. Prices are always rounded up.
  For instance, if apples are 10 for 1, you can buy 10 apples for 1 gold. 
  Buying 1 apple will cost 1 gold as well, though, and buying 11 apples will 
  cost 2 gold. You can no longer sell very cheap items; no more easy gold by
  collecting slime molds.

- Treasure dug out of walls will tend to be worth more than that found on the
  floor on the same level.

# Skills #

- Searching and Frequency of searching united into a single skill - perception.
  Characters with high perception skill now gain the ability to "hear" nearby
  unseen creatures. If an invisible creature stands adjacent to the player,
  he will have a chance to "hear" it. This will color the creature's square 
  dark blue. The player will therefore know which direction to attack 
  in (or run from), though no other information is made available. Note that
  with a low perception skill, this will only happen very rarely, if at all.
  Note that "unseen" creatures are invisble creatures, creatures in darkness,
  or creatures near you while you are blind.

- Class/race perception values tweaked somewhat from the old searching values.
  Perception now improves to all classes over level.

# Spells #

- Stone-to-Mud now has a high chance of destroying treasure veins in the 
  affected walls.

- Priests and Paladins no longer have the ability to detect traps. Instead, 
  they now have a spell that protects them from traps temporarily. Note that
  this doesn't apply to chest traps. Also note that mystics also gain this
  spell.

# Monsters #

- Changed the distribution of out of depth monsters somewhat; there now are 
  more OOD monsters, but they are (usually) less deep. This doesn't affect
  quest monsters.

- The great fragment wyrm has been renamed to the more impressive "great
  star wyrm".

# Items #

- New ego item: Robes of the Archmagi.

- Shirts have been renamed "tunics".

- All stat-increasing rings and amulets can now be bought in the magic shop.

- Rods of trap/door location are slightly deeper, and no longer sold in the 
  magic shop. Staves and scrolls of trap/door location are now shallower and
  cheaper. This fixes the rather strange situation in which staves of trap 
  detection were deeper than rods of trap detection.
  
- Rods of darkness now deeper.
  
- A new artifact spellbook, usable by mages, priests, and mystics.

- Rods of healing and curing now recharge much faster.

- The SEARCH flag renamed PERCEPTION. Rings and Amulets of searching renamed
  Rings and amulets of perception.

- New item flag, SP_DUR. Spellcasters wearing these items will get a 10% bonus 
  to the duration of each of their spells, depending on pval. So, for instance, 
  if normally bless lasts for 13-24 turns, wearing a +1 duration item makes it 
  last for 14-26 turns. Note that this affects only spells, not spell-like 
  effects from items (so a scroll of bless will still last as long as before).

- Similarly, the flag SP_DAM provides a bonus to spell damage. Like SP_DUR, it 
  does not affect item powers.

- Finally, the flag SP_INF provides a bonus to spell influence. Like the other
  two flags, it does not affect item powers.

- Shirts now weigh (slightly) less than robes.

## Bug Fixes ##

- If you have a random quest active while descending to kill Morgoth, you can
  still win the game.

- The game will no longer warn you about leaving a vault quest level by stairs
  if you have the treasure on you.

- Cold and Acid branded weapons now work correctly.

- Corrected ancient dragon attacks.

- Demons height and weight now work correctly with quick-start.

- Wizard mode no longer crashes when using absorb hit. (Thanks Kusunose Toru)

- Priest spell "Sanctify ammo" now works.

- Rings of element now have EASY_KNOW.

- Fixed bug with earthquake and stacks of objects. (from Vanilla)

Changes from 0.5.0 to 0.5.0b:

## Non-gameplay changes ##

- Optimized monster name routine. (Thanks Kusunose Toru)

## Bug Fixes ##

- Non-uniques with very high life values would be sometimes generated with very
  low hp.

- Qlzqqlzuup was a quest monster, and Morgoth wasn't.

- Some of the entries in rooms.txt were bad. (Thanks Kusunose Toru)

- The Ether DSM activation could produce weird results. (Thanks Kusunose Toru)

- Fueling a lantern from a pile of lantern would empty all the lanterns in the 
  pile, but only give you fuel from a single lantern. Now the lantern you fill 
  from unstacks first. (Thanks Kusunose Toru)

- The boots of Thror are no longer cheaper than boots of speed +3 (note that
  in general, artifact/ego item prices still need major rework).

- Dimension door/master of space no longer resets the target.

- Mushrooms of Cure Light Wounds had incorrect weight.

- Problem with the description of Narya's activation.

- Amulets of the Magi no longer have EASY_KNOW.

- Monster spoiler headers were missing a "(".

- Several typos fixed.

Changes from 0.4.6 to 0.5.0:

## Documentation ##

- Complete updating and expansion of all in-game documentation.

## Non-gameplay changes ##

- Various coding improvements from Angband CVS.

- General code cleanup.

## Gameplay Changes ##

- Character names can now be up to 31 letters long.

- Changed the character display to show the current damage dice; also, the 
  weight carried line shows maximum weight before slow down.

- Limited the maximum size of floor stacks to 23, so that get_item() can
  always display a list containing all objects. (Angband CVS)

- Uniques won't show up as quest monsters before 250'.

- The option to show either traps or objects when both are in the same
  square removed. Instead, there is now an object to show either traps, or 
  a special symbol ('&') which should make these squares easier to notice.

- Many new vault types (mostly from Angband 3.0.1) added.

- If the "display_recharge_msg" option is on, you will also get a message when
  your racial ability (if any) is recharged.

# Birth #

- You now can see your race and class before setting up the autoroller (both
  types). This makes it feasible to use the autorollers with random class
  or race choice.

- Weapons are no longer fixed per class; instead, you get the best weapon 
  possible out of a small list, depending on your stats. Warriors, paladins
  and spellswords get more choices; mystics still begin weaponless.
   
- Minor improvements to quick character generation - the prompt now accepts
  upper-case responses, and if you reject the quick-generated character,
  you are brought into the new character generation screen instead of being
  asked again if you want a quick character.

- You can no longer specify starting ego-items.

# Races #

- Some racial powers slightly modified.

- Racial price adjustments in shops modified a bit.

# Classes #

- Two new class flags: BETTER_BLOWS, WORSE_BLOWS, which affect the amount of
  blows a character gets with his weapon. BETTER_BLOWS is given to warriors,
  WORSE_BLOWS to mages and mystics. All other classes get neither.

- Priest spell selection modified slightly.

- Some bard spells cost a little less mana.

# Magic #

- When learning spells, priests and paladins will no longer recieve spells that
  cost more than their maximum mana.

- New mage spell (in Kelek's) - Hypercharge. It reduces the recharge speed
  for rods and talismans (permanently). You can only hypercharge single items,
  not stacks.

- Many spells toned down to reflect the lowered monster HPs.

- Blight made more powerful.

- Chant/Prayer now each last longer.

- The priest spell "remove fear" replaced by "boldness", which now grants a
  short-term protection from fear (in addition to removing fear).

# Resistances #

- Confusion is no longer a percentile resistance; the NO_CONF flag remains.

# Combat #

- Changed the chance to hit calculation. Now, a to-hit bonus on a weapon
  is a lot more effective. 

- Damage from unarmed combat now depends on your strength (number of blows 
  depends on dexterity).

- Brands/slays effect on damage are now rounded up. This makes them effective 
  even on weapons with small damage dice.

- The penalty for wiedling too-heavy weapons now increased - you also do 
  less damage.

- Plus to damage no longer exists. This involves major repurcussions in items,
  and has major effects as to game balance.

- Bow range is now a factor; arrows may modify the range avaiable. The ranges
  for bows are much shorter than they used to be.

- Bows can now have slays/brands, which are additively cumulative with arrow
  slays/brands.

- Confusion is no longer a damage type - it's only a status affecting attack.

# Items #

- Added new item flag - THROWING. Objects that have this flag do their 
  full damage (as determined in the P: line) when thrown, as before. Objects
  without this flag will do a small amount of damage based on their weight
  when thrown. This is designed to prevent characters from throwing weapons
  with huge damage dice, that they are not strong enough to wield, at monsters.

- Bow tval is now 20; digger tval is now 25; and arrow tval is now 15.

- Increased artifact saving throws to being smashes/blasted.

- "Hafted" weapons are now referred to as "blunt" weapons, a more accurate
  description, given that many polearms are also hafted.

- Rings of resist disease and resist poison now provide immunity to the 
  related effects as well as resistance to the appropriate damage.

- Rings of resist confusion renamed rings of clarity; they no provide NO_CONF,
  rather than (the now obsolete) confusion resistance.

- Potions of neutralize potion and cure disease are now found in both 
  the alchemist's shop and the temple.

- Prefixes work differently. Now, they give a percentile modifier to average 
  damage, and the game tries to give you as similar a weapon to the old one
  that gives the new damage. This means that prefixes remain balanced and
  meaningful for all weapon types. Also, prefixed items may now be of a 
  different material than the base item (affects possible damage from
  monster attacks), and they can affect item depth.

- Prefixes can now alter the color of the prefixed items. Since this can 
  cause some otherwise different items to have similar coloring (for 
  instance, a sapphire hatchet will have the same symbol and color as a 
  drum), it can be turned off by an option (allow_prefix_colors).

- Crossbows, Slings, bolts and shots no longer exist.

- Ego items can also modify damage dice by a percentile value.

- Ego items can now be restricted to base items of a certain material, or 
  weight range.

- Many ego item types changed and added; some removed.

- Many artifact weapons/shooters are now a different base type that they
  used to be.

- Many artifact/item activations powered down to reflect new monster HP 
  levels.

- If a weapon has slays/brands from multiple source (say, prefix and ego-type),
  they are cumulative in an additive way - for example, a hunter's dagger 
  gives x1.2 against animals, a weapon of slay animal gives x1.7 against 
  animals, so a hunter's dagger of slay animal gives x1.9 against animals.

- Talismans of rapid bolts slightly slowed up (from 2 turns to 3 turns).

- If you are wielding an identified bow, 'I'nsepcting arrows will give you
  information about their capabilites.

- The format for displaying + to hit changed. Now, for weapons it appears in 
  the same parantheses as the damage dice - (+1, 1d4). For bows, the display is 
  (+0, x2, 8), where the last number is the bow's range in squares. Arrows are 
  displayed as (+0, 1d4, +0), where the last plus is a range modifier.

- Due to the above change, the SHOW_MODS flag was eliminated.

- Rods/Talismans will *only* recharge when in your inventory. If left on the
  ground, in your home, or sold to a shop, they will remain in their "charging"
  state until you buy/pick them up again.

- Elemental rings no longer give any AC bonus.

- Add new mushroom types: amnesia, cure light wounds, stone skin.

- Mushrooms of weakness/sickliness replaced my mushrooms of stupidity/naivity.

- Cubragol, Sunstrike and Hellwind (both now bows) no longer allow branding of
  arrows; instead, they offer the brands themselves.

- Potions of boldness now grant a short-term protection from fear (in addition to
  removing fear).

# Monsters #

- Monster letters re-organized.
  - 'c'entipedes merged into 'I'nsects.
  - 'f'elines are now 'c'ats.
  - 'F'aeries now split into high level 'F'aeries and low level 'f'aeries.
  - 'H'ags merged into the 'F'aeries. 'H'arpies remain.
  - 'W'raiths/'W'ights mostly renamed into other undead types.
  - 'l'ycanthropes are now 'W'erebeasts.
  - 'p'eople reorganized; there are now 'l'ow level people, medium-level 
    'p'eople, and high-level 'P'eople.

- Many new monsters added, many monsters removed, and many monsters changed. 
  Don't assume anything about monsters just because you know them in another 
  variant (or an older version).

- Since monster HPs have been reduced, increased that amount of damage caused
  by most monster breaths relative to HP so that they still have approximately
  the old damage levels. The caps remain unchanged.

- Changed the way monster hit-points are derived. They no longer have hit dice.
  Instead, they have a life-value, which is the average HP they get, and their
  actual HP are generated within a normal distribution with the life as a mean.
  Uniques always have the exact amount specified by their life rating. As a 
  result, the FORCE_MAXHP flag has been eliminated (yes, this means that all
  non-uniques with more than 1 life have variable HP).

- Monsters in pits, and monster spawned while you're on the level, can now
  be generated asleep.

- Removed the FORCE_SLEEP flag - all monsters now follow this behavior. It was 
  pointless because all monsters for whom it would have made a difference had
  it.

- SMART monsters are less likely to fall asleep after losing sight of you. 
  STUPID monsters are more likely to do so. 

- Since the STUPID and SMART flags affect several things besides spellcasting,
  the monster memory has been changed to reflect this (it now tells you the 
  monster is intelligent, rather than that it casts spells intelligently).

- Rust and rot attacks made more dangerous.

## Bug fixes ##

- Fixed bugs which made uniques on the same base monster be generated in
  order; also, fixed wizard command that summoned named unique (which 
  would generate the wrong unique in the case of multiple ones on the 
  same base). This fix also means that you can now get these uniques as 
  quest monsters.

- Some weirdness could occur when resizing the screen on small levels.

- Monsters that KILL_WALL can no longer destroy quest chests.

- Morgoth and Sauron cannot appear as the quest monster in guild quests.

- Corrected which monsters are "destroyed".

- Fixed bug with monsters being affected by more than one condition at once.

- Fixed bug in squelch menus once you know more than 60 objects of the same 
  type.

- Trapdoors can no longer appear on fixed quest levels.

- Display of charges for stacks of wands used different convention than 
  staves.

- Some deep pit types had incorrect descriptions.

- Various bugfixes from Angband CVS.

- Weapon damage calculations now correctly calculate blows for weapons with
  extra blows.

- Weapon damage calculations now appear in object recall term windows.

- The damage calculation now appears for diggers.

- Poison resistance didn't work correctly in some cases.

- The message verifying leaving quest levels won't appear on special quests.

- The weapon damage calculations no longer spoil un-ID'd items.

- Some strangeness that could arise when selling/destroying rods/talismans
  fixed.

- Fixed display glitch if you get enough EXP to raise you more than one level
  at once.

- Fixed several minor bugs and typos.