Release 0.7.0 (2011-11-04)
-------------

Changes:
    * A monastery in town can heal, remove curses and cure the most common
      diseases for a little. Some special items are available in the
      monastery's shop.
    * Implemented a "storage room" at the player's home. It is now possible
      to store items at home and take them later. Items stored there are
      added to the player's score when the game ends.
    * Scribes in the school of Larn can write any scroll on blank scrolls.
    * Stop automatic movement or resting as soon as a monster enters the
      field of vision, not only when it is on a field next to the player.
      This should give the player more time to react accordingly.
    * Spells that cause effects to the player now extend the effect amount
      or duration up to (spell knowledge level * base value). Messages are
      displayed to reflect that an effect has been extended or that the
      maximum has been reached.
    * Added an intelligence requirement to learning spells and extended the
      requirement for casting spellst to 3 * spell level.
    * Implemented raising taxes:
      For every difficulty level > 0 the player has to pay 5% of the income,
      i.e. money deposited on the bank, item sale revenue and interest as
      taxes. The maximum tax percentage is 20%.
      Added statistics about paid taxes to the obituary.
    * Added traps to containers. Every generated container has a 33% chance
      of being trapped. Trap effects are:
       * itching (forces the player to remove the armour),
       * sickness (reduce chance to hit)
       * clumsiness (forces the player to the weapon)
       * slowness
    * Implemented searching for traps on the ground or on containers.
      Searching is also useful to examine the surroundings when blinded.
    * Containers known to be trapped are displayed as e.g. "trapped bag".
    * Enhanced targeting mode:
      * target the closest monster if no previous selection has been made.
      * switch between visible monsters with SPACE.
      * remember the last targeted monster for subsequent targeting.
      * remember the monster last hit with a direct attack.
    * Added ranged weapons and ammunition (fire with 'f').
    * Added new item slots: secondary weapon and quiver.
    * Enabled swapping primary and secondary weapon ('x').
    * Implemented a "paperdoll", a list of all equipped items ('TAB').
    * Implemented thwrowing of potions ('t').
    * Most potions now work on monsters.
    * Made the potion of holy water dangerous for undead monsters.
    * Thrown or fired items will be picked up automatically regardless of
      autopickup settings.
    * Added a command (M) to cast the previous spell again.
    * It is now possible to pay with money stuffed in carried containers.
      The leprechaun can now to steal money hidden inside carried containers.
    * Tweaked the behviour of the townsfolk. They will no longer walk around
      like drunk, do important town people business and only talk when the
      player is outside a building.
    * Started to work on summoned monsters:
      * summoned monsters can follow the player,
      * do not impact automatic movement,
      * its possible to swap positions with them,
      * they disappear after some turns,
      * and killing them gives no experience points.
      This is a work in progress and not at all completed.
    * Added monster's weapon to monster's description.
    * Implemented a mana drain trap.
    * Added dynamic help to the inventory dialog.
    * Messages and dialogs can now be coloured, some already are.
    * Spell rays or blasts now have differen colours.
    * Modified effect list display on the right side of the screen:
      * unique entries only
      * positive effects coloured cyan
      * negative effects coloured magenta
      * fading effects coloured red
    * Door glyphs now depend on the position of the door.
      For closed horizontal doors, it is '-', for vertical doors '|'. Opened
      doors are displayed as '/', but for double doors they become a pair
      of '/' and '\'.
    * Reduced availability of rings in store at game start.
    * Generate amulets starting on level 6 and do not generate a ring every
      time generating an amulet failed; choose a random item type instead.
      This should reduce the excessive amount of rings available in the game.
    * Toggling the visibility of the entire map in wizard mode with ^V.
    * Redefined quite a lot of keys, the most important being:
      * 'S' -> 'CTRL-S' (save)
      * 'Q' -> 'CTRL-Q' (quit)
      * 'T' -> 'V' (travel, silly memory hook: voyage)

Fixed bugs:
    * Purge dead monsters after player's extra moves (fixes crash bug).
    * Only curse-id blessable items when dropping them on an altar.
    * Fixed weight calculation for stackable items.
    * Do not mention stationary object on tiles entered while blinded.

Release 0.6.1 (2010-10-22)
-------------

Changes: 
    * Several improvements to auto-travel.
    * Permanently display the item description in the inventory.
    * Modified behaviour when picking up items: 
        ',' just gets the item
        'g' asks for the amount to pick up
      Reported by Xecutor.
    * Use shortened weapon names for the wielded weapon display.
    * Added an option to disable automatic saving.
    * Show spell level in book description.
    * Set native end-of-line characters for nlarn.ini-sample. Reported by
      R. Alan Monroe.
    * Show a popup message when loading or saving the game.
    * Display the message when selecting a position in an popup window.
      Return the cursor to the player with '@'.
    * Disable auto-pickup for the player's position after the player has 
      chosen to abort picking up an item.
    * Added a message when aborting a spell or hitting an unseen monster 
      with a spell.
    * Blessed scrolls of teleport always take the player to town. 

Fixed bugs:
    * Recognize keypad enter on Windows. Reported by Xecutor and Michael Ax.
    * Allow using numpad direction keys for fast movement with num lock
      off on Windows. 
    * Offer only items that can be blessed or cursed for curse removal or
      blessing.
    * Delete the player's memory of the map when successfully casting 'alter
      reality. Reported by Michael Ax. 
    * Fixed the scroll of genocide monster. Reported by Michael Ax. 
    * Interpret 'j' and 'k' as mnemonic letters in the spell casting dialog
      when another letter has been entered before. 
    * Abort spawning new monsters when a map is fully crowded. 
      Recalculate number of monsters on a map when restoring a saved game. 
      Previously, an unlimited number of monsters has been created when
      restoring a game frequently. Reported by Peter Casey and Michael Ax.
    * Added missing monster effect descriptions. Without this, the monster
      description returned "An uninjured elf, fleeing ()." for an elf
      affected by "phantasmal forces".
    * Fixed a very frequent random crash, a very rare crash, and some 
      pieces of code that potentially could have caused crashes. 
    * Make aborted spells not cost turns.
    * Fix an assertion when aborting phantasmal forces and an information 
      leak in that spell.
    * Initialize wizard_mode game property before creating a new game. This
      is necessary if we want to stock the DND store differently depending 
      on whether a game is started in wizard mode or not.
    * Remove notes from items sold to the trade post.
    * Fixed many memory leaks. 
    * Fixed a typo.

Release 0.6.0 (2010-09-19)
-------------

Changes:

    General
    -------
    * Changed the flow of game time management and made actions
      interruptable. The result of an action that takes multiple turns 
      is revealed after elapsing the required number of turns.
    * Stats are now chosen from one of four fixed stat packages with high
      points in strength, constitution, dexterity and intelligence, 
      respectively. At game start, the player is prompted to choose one or a 
      random character stat set. This choice can be defined on the command 
      line or in the ini file.
    * Nuked the charisma stat.
    * Added an auto-travel feature which allows to select a target with 'T'
      (features can be selected by their glyph) and to continue travel 
      interrupted by e.g. a monster with 'C'.
    * Automated saving points allow continuing games after crashes.
    * Integrated Lua interpreter into the game. Moved monster data to external
      lua file.
    * Movement speed is reduced when burdened. When going down a level while 
      burdened, damage may be caused.
    * Give a warning if the effects levitation, wall-walk or protection are 
      about to time out. 
    * Use inverted colours to highlight stationary objects or traps with
      items on them.
    * The statistics which are collected during the game play have been 
      enhanced. A new statistics counter, "acts of vandalism", has been added,
      which counts destruction of walls, statues etc. via vaporisation, and 
      also all those looted thrones.
    * Added some new fortune/speech phrases.

    Spells
    ------
    * Make spell casting success depend on Int, spell level and knowledge.
    * Magic missile is now a single-target spell, and sonic spear has been
      upped to level 2.
    * Lightning deals double damage against flying monsters. Player also
      takes double damage from lightning while levitating.
    * Make finger of death less likely to succeed against undead or demons.
    * Make polymorph less likely to succeed the higher the monster level. 
      A polymorphed monster that can't survive in its current place gets 
      killed.
    * Tweaked the spell "alter reality".
    * Redesigned the spells "phantasmal forces" and "scare monsters". 
      Phantasmal forces affects a single monster, scare monsters affects all 
      monsters that surround the player.
    * Flood effect areas shrink as they time out.

    Monsters
    --------
    * Overhauled to-hit calculations, now takes into account monster/player
      speed ratio. Saner AC values.
    * Modified the monster generation to have a more interesting mix of 
      monsters on a level, including out-of-depth monsters.
    * Made some monsters significantly more rare.
    * Tweaked monsters' gold property to make gold drops less reliable.
    * Added ranged attacks: hell hounds and red dragons breathe bursts of 
      fire, the green dragon spits poison and the platinum dragon can use its
      psionic attack at a distance. Gaze attacks are now possible at a 
      distance with one third of their base chance. 
    * Xorns can pass through walls, water lords can swim.
    * The ziller now has a random stat loss attack. The assassin beetle now has 
      the poison attack. The green urchin and the lama nobe can now cause 
      blindness.
    * Hell hounds, red dragons and demon princes are resistant to fire, some 
      monsters have sleep or poison resistance.
    * Make monsters regenerate more often.
    * Adjust some monsters' colours, get rid of dark grey monsters.
    * A nymph will only steal a random amount of an item when the player
      has a larger number of that item.
    * Populate the town with town people. Eradicate fortune cookies in favour
      of the talkative town people.

    Items
    -----
    * New amulet type: reflection. Reflects breath and gaze attacks.
    * Add new potion "recovery" healing stat drains, including dizziness.
    * Added a "potion of levitation", which allows to float over water or lava.
    * Implemented a "potion of power", which restores MP.
    * Always show wielded weapon in the main view.
    * Give blessed items a 50% chance to resist erosion/disenchantment.
    * Blessed weapons do 50% bonus damage against undead and demons.
    * Blessed potions' effects last longer.
    * Blessed potions of object and treasure detection detect items carried
      by monsters.
    * Improved blessed scrolls of magic mapping and potions of instant healing:
      a blessed scroll of magic mapping now also reveals all traps on the 
      level, and a blessed potion of instant healing also heals poison, 
      confusion, and blindness.
    * For blessed genocide scrolls, allow to choose out of same-glyph monsters.
    * Blessed scrolls of enchant armour/weapon now repair damage and may give
      a bonus enchantment.
    * Uncursed identify scrolls allow identifying up to three items, averaging
      at two. Blessed scrolls affect all carried items, as before.
    * Improve the scroll of "create artifact": now only generates amulets, 
      rings, books, potions or scrolls.
    * Life protection is only permanent with blessed scrolls.
    * Blessed time warp scrolls are more likely to go farther back.
    * Change potions of plain water to holy water, which enables the player
      to bless items.
    * Refuse to use books, scrolls and potions which are known to be cursed.
    * When wearing cursed armour, its curse status is identified immediately.
    * If a carried container is destroyed, its contents spill on the floor.
    * Added a more detailed item description for some item types.

    Levels
    ------
    * Added rivers and lakes. Spells can now be cast across water and lava,
      and flying monsters can cross it. If a monster is killed over water/lava,
      all carried items get destroyed, except for the unique items which get
      teleported elsewhere on the level.
    * Overhaul altar prayer. Make altar donations also cure poisoning
      and other afflictions, including stat loss other than strength or 
      dexterity.
    * Added some special effects when vaporising fountains or altars.

    * Display remembered traps in their colour, now different by type.
    * Pits actually trap player and monsters and restrict vision while
      trapped.
    * Cause damage by falling through trap doors.
    * Make trap poisoning less likely on the early levels.
    * Make dexterity influence the likelihood of evading a trap.
    * While burdened, increase the chance of triggering a trap.

Fixed bugs:

    * Store auto pickup settings in the saved game.
    * Expire effects correctly when doing a time warp.
    * Disallow using stairs while paralysed.
    * Fix area effect spells not working under certain circumstances.
    * Fix poisoning not scaling correctly with difficulty.
    * Fix various information leaks about unknown mimics.
    * Fixed remove curse scrolls leaking cursedness information for items
      of unknown curse status.
    * Fix walk-through-walls not working when blind.
    * Fix genocided monsters sometimes still being generated.
    * Fix flickering inventory.
    * Don't let books too difficult to understand increase Intelligence.
    * Display correct count of items a nymph steals.
    * Disable showing an item bonus in the identified items list.
    * Changed many messages to present tense.
    * Fixed lots of typos.

Release 0.5.4 (2010-04-24)
-------------

Changes:

    * Implemented different speeds for monsters and the player. Reenabled 
      the scroll of speed and the spell "haste self". 
    * Implemented the spell "time stop".
    * Modified keys for open/close and magic: 
        * 'o'pen (instead of 'O')
        * 'c'lose (instead of 'C')
        * 'm'agic (instead of 'c'ast)
    * Add fast movement command that uses the following (direction) input 
      for running (g).
    * Implement a long-rest command: (w)ait which will ignore adjacent 
      floating eyes und umber hulks.
    * Added functionality to (r)ead/(q)uaff/(e)quip/(t)ake off/(d)rop an 
      item quickly.
    * Remember visited landmarks. A list of these can be shown with (D).
    * Rearranged hp/mp/xp display to be more consistent with other stats.
    * Display carried item weight in inventory header. Removed the command 
      previously used to display the pack weight.
    * Display the bank account balance in shop windows.
    * Added item description popup to inventory.
    * Allow equipping items in the trade post.
    * The message history is shown reversed and the entries are prefixed 
      with their turn number. Truncate the message log to 100 entries.
    * Enhanced the dialogue to get a number: set overwrite mode as 
      default; accept 'y', 'g', 'd' and 'p' as the full amount and 'n' as 0 
      to speed up getting and dropping multiple items. 
    * Ask for the player's name and sex during game creation if not set in 
      .ini file or by command line parameters.
    * Prompt if a fireball is going to hit the player.
    * When autopicking up stuff, give a message if there are more items 
      there.
    * In yes/no prompt, always highlight selected choice in red. Generally 
      allow the initial letters of the button captions as shortcut.
    * Mention command help ('?' command) at game start/reload.
    * Use block cursor when asking for a position.
    * Display items and stationary objects which are not in sight with 
      their colour to make finding them again easier. New display order: 
      stationary objects > items. New item display/memorisation order: 
      gems > gold > topmost item.
    * Made containers ask for the amount when putting things into/taking 
      things out.
    * Open doors by walking into them, though not on shift-run.
    * Modified some monster glyphs. 
    * Make the potion of cure dianthroritis expensive. This is a simple 
      flavour change: If you attempt to sell this unique potion, you should 
      get more money for it than for a corroded dagger. Remove the potion 
      from the player's inventory when winning the game.
    * When magic mapping, only map non-floor tiles.
    * Sometimes flip custom maze maps when generating levels. Should keep 
      things more interesting even if you keep seeing the same levels again 
      and again.
    * Notify the player of stationary objects when entering a tile.
    * Allow the player to deliberately jump through trap doors with '>'.
    * Explicitly name the item a nymph is stealing. 
    * Make leprechauns steal gold the player is standing on if none 
      carried.
    * Give a warning when the disenchantress reduces an item to -3.
    * Give a message if an unseen monster died and the player got xp for 
      it.
    * Allow to auto-id all ring types.
    * Made the uncursed variants of the scrolls gem perfection, identify, 
      remove curse and spell extension less powerful and added a blessed 
      variant with the original power. Let the player decide which gem to make
      perfect, wich item to identify or to uncurse when using the uncursed 
      variant. 
    * Improved messages given when interacting with stationary objects. 
      Show a message when a monster has been generated.
    * Replace splash screen backstory with a new text that makes more 
      sense.
    * Improved save file compatibility handling.
    * Added a change log file to the distribution.
    * Various wizard mode enhancements.

Fixed bugs:

    * Fixed level draining attacks which could lead to a crash. 
    * Fixed a crash when casting sleep at an already sleeping monster.
    * Fixed a crash when buying a single item which is too heavy to be 
      carried.
    * Fixed a crash in building_item_sell() that occured when the player 
      bought the entire stock of a stackable item that already existed in
      the player's inventory.
    * Fixed a crash when experience level 1 got drained.
    * Fix off-by-one-error preventing generation of the scroll of genocide 
      and the potion of see invisible.
    * Make sure stationary objects are moved out of treasure rooms.
    * Fixed item bonuses.
    * Fixed many information leaks about invisible monsters.
    * Reduced the information leak about unidentified mimics.
    * Fixed some monster plural names in the vanquished list and the 
      message given by the scroll of genocide monster.
    * Don't identify cursed potions or scrolls on using them.
    * When blind, don't id curse status of items dropped on altars.
    * If an item becomes uncursed, its curse status should be known. 
    * Sort same-type shop items alphabetically by their _identified_ names.
    * When using alter reality in the tenth dungeon level or the third 
      volcano level, the unique items _amulet of larn_ and _potion of cure 
      dianthroritis_ will be regenerated. Never ever destroy the potion of 
      cure dianthroritis by erosion.
    * Vampires would never use their bite attack. Now there is a 20% 
      chance that they will do so. 
    * The ziller and vortex can now attack again.
    * Store monster AI state in saved games.
    * Prevent uninjured monsters being displayed as "slightly injured".
    * Honour time usage when doing auto-pickup. Call autopickup when 
      entering a new level. 
    * Disallow opening/closing doors while paralysed or overstrained. 
    * Fixed the calculation of bank account interest when doing a time 
      warp. 
    * Fixed "charm monster". Now it affects only a single monster which 
      has to be targeted by the spell.
    * Fixed moving items from a container in the players inventory to the 
      players inventory and vice versa. 
    * Mute pointless messages when going from burdened to overloaded and 
      vice versa.
    * Fixed _lots_ of message glitches.
    * Fixed some memory leaks.

Release 0.5.3 (2010-02-28)
-------------

Changes:
    * Lots of colours!
    * GFX for ray and blast type spells.
    * The display is updated while sleeping.
    * Updated the fortunes.
    * When examining a position, the monster on it is described with more
      details.
    * Display additional information for unique weapons, like damages, bonus or
      curses.
    * Added the ability to display the bank account balance with 'B'.
    * Modified item generation: only blessed items have a bonus, only cursed
      items have a malus.

Fixed bugs:
    * Item stacking sometimes did not work. This has been fixed. Properly
      returned split items to the originating inventory when adding to the
      target inventory has failed.
    * Some effect descriptions are broader than the available space and were
      wrapped around. This has been fixed. Duplicate effects are no longer
      listed in the effects list. Added some missing effect descriptions.
    * Fixed stacking of effects, e.g. it is no longer possible to become
      paralysed when already paralysed.
    * Invalid movement counts as a move when confused (i.e. running into a
      wall).
    * The inventory is not displayed in obituary when empty. The map is hidden
      in the obituary if the player is in town. Fixed an issue with the
      statistics in the obituary.
    * Burdened state gets recalculated when the player's strength value changes
      (reported by Nick Genthner).
    * A crash in the spell selection dialog has been fixed.
    * Fixed a rare crash bug that occurred when a monster stepped into a poison
      trap twice.
    * Fixed two bugs with restoring saved games.
    * Some animals dropped money. This has been fixed.
    * The chance to gain intelligence by reading books was way too high and has
      been significantly lowered.
    * Fixed some message glitches.

Release 0.5.2 (2010-01-11)
-------------

Changes:
    * Improved maze creation: no more unreachable areas when a level contains a
      treasure room.
    * Stairways, the volcanic shafts and the bank branch office are placed in
      dead ends in the maze. Modified the colour of volcano and dungeon
      entrance to make them distinguishable from monsters.
    * Changed the floor image to a dot (.) to make finding unexplored regions
      possible.
    * Slightly rearranged town buildings and added an altar.
    * Revised and extended in-game help.
    * Added a README file with basic instructions and other information.
    * Cursedness / blessedness of an item is revealed when dropping it on an
      altar. The item description reflects if an item is known not to be 
      cursed.
    * Destroy over-/under-enchanted items (> +3 / < -3).
    * Not all items are available in the DND store, only essential equipment.
      The items are displayed as identified and identified by purchasing them.
    * Implemented aggravate monster.
    * Reduced the speed at which level effects affect items.
    * Improved the way the player's invisibility is displayed.
    * Turned spell of genocide into a scroll of genocide monster.
    * When casting a spell of type ray, all monsters standing in the way are
      affected.
    * Roll against constitution when getting poisoned to check if the player
      resists. The special monster attacks blindness, confusion paralysis and
      drain life do not automatically succeed for every attack.
    * Enhanced the obituary further: display attributes, equipment, inventory
      and effects.
    * Removed sequential numbers from inventory dialog. Made it broader by 4
      columns to have enough space for the blessedness information.
    * Modified number and string input function to allow overwrite mode.
    * Ask for the desired amount when picking up gold manually.
    * Changed the key to take items out of containers from 't' to 'g'.
    * Changed key used to drink from fountain to 'q'.

Fixed bugs:
    * Fixed flooding behavior of cloud kill, flood and magic fire. Fixed a 
      crash when casting these spells near the borders of the map. Fixed 
      casting these spells multiple times onto the same map squares.
    * Fixed screen drawing when using the Scroll of Pulverisation.
    * Fixed messages when gaining an experience level.
    * Fixed crash in item_enchant() / item_disenchant().
    * All unique weapons are always available in the DND store.
    * Fixed a crash when taking stackable items out of containers.
    * The volcano entrance now leads to level V1, not V3.
    * Examining the player's current position no longer counts as a move.
    * New monsters are placed outside of the player's visible area.
    * Fixed the code to find an available space in a given area which would
      fail quite frequently before for small areas (e.g. when generating gnome
      kings).
    * Fixed some special monster attack related bugs: Spirit Protection and the
      umber hulk's confusion attack work again.
    * Fixed number and string input function on Windows.
    * Auto-pickup no longer asks how many items to pick up when picking up a
      stack of items.
    * The regular prices of items in no longer displayed in the trade post.
      Items sold to the trade post are identified before being added to the DND
      store.
    * Corrected item descriptions: a/an is properly used.
    * Use the plural when applicable in player_inv_pre_add()
      (e.g. "3221 gold pieces _are_ too heavy for you.").
    * Allow using of all number keys when displaying a message.

Release 0.5.1 (2009-11-15)
-------------

Changes:
    * Monsters do either pick up a single item or move. Previously monsters
      could even pick up multiple items and move as well.
    * The Leprechaun steals and teleports again.
    * Added burnt/corroded/rusty to item description.
    * Fixed messages given when changing the level.
    * Drinking a potion of forgetfulness could lead to a crash. This has been
      fixed.
    * Washing at the fountain had been assigned the 't' key and been described
      as "tidy up at fountain". This has been reassigned to 'W' with the
      description "wash at fountain".
    * Added description messages when using stationary objects.
    * Thrones could generate multiple gnome kings. This has been fixed.
    * Fixed order of messages when killing a monster and thus gaining an
      experience level.
    * Monsters can no longer enter a level when the entrance is blocked.
    * Fixed a crash that occurred when examining a position with a monster on
      it.
    * Fixed a mistakable message when casting the spell vaporize rock.
    * Started using a directory for the user's game related files; read
      .ini-file from there; put save file into it. Under Linux this directory 
      is called ~/.nlarn, under Windows it is below Application Data (or the
      localized version thereof).
    * Read settings from the .ini-file correctly when restoring a saved game.
    * Fixed a crash when pressing the windows keys while having a window open.
    * Gems sold to the bank do no longer appear in the DND store.
    * Items sold to the trade post are refurbished before being added to the 
      DND store.
    * The bonus of armour and weapons sold in store is now known to the player.
    * Fixed a crash when displaying high scores and the current score is not in
      the list.
    * Fixed a crash in large inventories when scrolling with page down starting
      with the second entry.
    * Added monsters and the player to the map shown at the end of the game.
      Added some statistics to the obituary.
    * Player dies if strength or dexterity sink below 1.


Release 0.5.0 (2009-11-02)
-------------

Changes:
    * Save your game and continue playing later.
    * The town level is now static and has a lake and lots of trees. Buildings
      can now be recognized as such.
    * Shops debit the player's bank account for their services.
    * It is now possible to save a memorial file for a deceased character. The
      obituary contains a list of vanquished creatures.
    * Configuration file allows to preset autopickup and the like.
    * Implemented a string input function.
    * The caption in the get_count dialog can now be wrapped.
    * Created a rpm spec file.
    * Created an installer for Windows.
    * More weapons and armour types. Raised weapon and armour prices.
    * Monsters that can use weapons will use weapons - against you!
    * Implemented taking things out of and putting things into containers.
    * Added a chance of failure when casting a spell.
    * Ability to display spell description in the spell selection dialog.
    * Honour spell knowledge level when calculation spell damage/power.
    * Added ability to examine any visible position. Enhanced the descriptions
      of a position.
    * Monsters can use stairs or even enter the town to follow the player.
    * Monsters can fall through trap doors and appear on the level below.
    * Vastly lowered gem values.
    * Re-enforce monsters on a map every now and then.

Bugs and features fixed in this version:
    * Fixed stealth.
    * Fixed a crash in the inventory dialog.
    * A leprechaun who picked up a gem could cause a crash in the drawing code
      (this one took me hours to figure out. You got to love C!)
    * A message is logged when no item has been discovered instead of showing 
      an empty dialog box.
    * Fixed a bug in auto-pickup code which would lead to a game freeze and 
      100% CPU usage.
    * Fixed duplicate knowledge of spells.
    * Move all Spheres of Destruction.
    * Fixed the behavior of backspace key in the get_amount dialog.
    * Fixed a game freeze when a fireball hit monsters.
    * Books are used up upon successful learning.
    * Corrected spell MP usage. Aborted spells no longer cost MPs.
    * Corrected cloning of items with effects.
    * When withdrawing large sums from the bank without being able to carry it
      the money was lost. This has been fixed.
    * Fixed a hang at the end of the game.
    * Fixed generation of traps: now trapdoors are generated, too.
    * Nymphs can no longer steal cursed items that are equipped.

Release 0.4.1 (2009-09-11)
-------------

Changes:
    * Mute duplicate message.
    * Vi keys now also work in dialogs.
    * Enter buildings with > (e no longer works).
    * Sales revenue goes to bank account.
    * Reworked adding/deleting items to/from inventory.

Thanks for pointing these out go to Grishnak, sinoth and tametick of #rgrd.

Release 0.4.0 (2009-09-10)
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Changes:
    * Implemented artefacts.
    * Cursed and blessed items. Cursed books, potions and scrolls have side
      effects.
    * Items match the level the player is on.
    * Items monsters have stolen are added to the monster's inventory (and can
      thus be gained back by killing the monster).
    * Reworked how damage is dealt and taken.
    * Monsters have multiple attack types and change them when the player takes
      no damage from an attack.
    * Implemented spirit naga and mimic; improved the disenchantress.
    * All windows are displayed when multiple windows are stacked.
    * Windows can be moved with CTRL + _cursor_.
    * Spells can be selected by typing their short name in the select spell
      dialog.
    * Weapons can have effects.
    * Raised the number of effects an item can have from one to infinite.
    * Implemented Bessman's Flailing Hammer.
    * The inventory weight is respected. Picking up items which are too heavy 
      is no longer possible.
    * Improved interface. Low HP and MP are displayed in different colour; the
      most important negative effects and the level names are now shown.
    * Implemented list of discovered items.
    * Implemented walk through walls, dizziness and paralysis.
    * Implemented potion of amnesia.
    * Made sure monsters can not be positioned on player's tile.
    * Implemented altar, fountain, mirror and throne.
    * Items are affected by level effects, e.g. burn or rust.
    * Improved autopickup - choosing item types to pick up is now possible.
    * Many, many minor improvements and countless fixes...

Release 0.3.0 (2009-07-13)
-------------

First publicly available version of nlarn.
