a_info.txt -the three 'thanc daggers are now found a touch deeper in the dungeon, and have a Skill bonus of only +8. a_info.txt -boots of speed have a lower base value (the real value comes from the bonus to speed). k_info.txt -cost of treasure items raised almost tenfold to accommodate a more intuitive system of assigning actual value. -staffs of slow and sleep monsters now have somewhat fewer charges. -rings of speed have a lower base value (the real value comes from the bonus to speed). r_info.txt -Ted Sandyman replaced with The Desperate Adventurer. -fewer low-level thieves, but noticably nastier high-level ones. Some confident adventurers are going to get a nasty surprise... v_info.txt -added some lesser vaults which had somehow been left out. birth.c -druids now get a potion of healing instead of a rod of illumination. cave.c -players and monsters in tree and rubble grids can now be targetted and fired upon. cmd1.c -the ruthless sneak attack message now displays correctly. -level 35+ warriors now are not charged energy for extra melee attacks. -slightly more interesting message appears when a frightened character attacks a monster he cannot see. -floor pick up interface replaced by that in Tim Baker's easy patch 1.2 cmd2.c the 'g' command now always picks up objects, and the '5' command never does. cmd3.c -monster traps will now always be visible when set, even if the memorize torch-lit squares option is off. cmd5.c -necro's magic bolt now more powerful than mage's magic missile. -recharge spells reworked. Mage's recharge I now weaker. cmd6.c -wand and rod damages tweaked yet again, mostly to make them more regular. Rods now do more slightly damage than wands, whether shooting balls or bolts, but seldom or never fire beams, and produce much smaller balls. -bug that cleared a rod of perception's pval if a charge was cancelled fixed. dungeon.c -cheating death no longer makes the interface for entering debug mode think you already have. files.c, dungeon.c -autosaves don't disturb. files.c (alternative 2.8.3 file) -updated the likert colors to match the standard files.c. Added warrior and shapechange bonuses to the flags display. generate.c -the vault symbol '1' now only produces good items 1 time in 4. -monsters generated to be of a specific race are not quite as tough in interesting rooms. init1.c -new "request" monster blow type obtained from r_info.txt files. load2.c -artifact renaming code tweaked. -old-style artifact and dragon scale mail activations are now properly transferred. melee1.c -blinding, confusing, frightening, and paralyzing melee attacks are no longer fully cumulative, but their initial durations are now just a touch higher. -new attack type - request. The first Angband NPC! melee2.c -the function clean_shot now allows bolts to enter trees and rubble. -monsters looking for an easier terrain to move through will no longer be able to perform illegal moves. -significantly hasted or slowed monsters (by more than any possible random variation) now eventually return to normal speed. -definition of creatures not able to cross water narrowed. Now only earthbound firebreathers and demons will be unable to cross. -specified the monster dies message when a monster trap kills a monster. This also fixes a bug reported under UNIX/Linux. monster1.c -monster descriptions now describe how common the monster is. -monsters that cannot move about the dungeon display a monster description explaining how quickly they act, not move. monster2.c -creatures may be summoned onto any passable terrain, but will never appear (though any means) on terrain they cannot traverse on the ground. -forced-depth monster now /only/ appear at their native depth, no longer at their native depth or deeper. I pray I'm not introducing some kind of nasty bug... object1.c -Added Tim Baker's code to view and interact with objects on the floor. object2.c -object compacting code deletes all aware objects with a base value of two gold or less in the first compaction round. This should reduce the number of Potions of Speed and Scrolls of Identify that bite the dust. This change may even speed up the entire function... -armour Skill penalties only effect the value of the armour if they differ from the base armour kind's penalty to Skill, or are greater than 0, or are less than -12. -algorithm for assigning value to a treasure item reworked and simplified. High-level treasure types are now found much deeper in the dungeon, and values always range between maximum cost and 1/2 maximum cost. -some little corrections and adjustments to spell info to match changes elsewhere -amulets of escaping no longer also get the attributes of amulets of doom. randart.c some changes to the string-handling code. spells1.c -monsters no longer remain hasted or slowed permenantly. -some bugs that prevented terrain correctly increasing and reducing the damage done by spells fixed. spell2.c -damage input to recharge spell now has no bonus added to it. This permits the weakening of the mage's recharge I. store.c -missiles are never removed from a store's inventory one by one. -rods and wands can combine with others of their type in all cases. -rods and wand pvals (maximum timeouts and charges) are incremented appropriately when they combine or are destroyed. table.c -add_mag_stat table replaced by the Angband table with the same name. -Black Marketeers have an even higher greed value. -mages' standard teleport spell is now somewhat more effective at early levels and not so effective later on than it was before. -gave mage's recharge II a slightly lower failure rate. -made mages pay 1 mana more to detect doors, stairs, and traps. -almost all mage area-effect damage spells now cost more, but a few are easier to cast. -the necro spells turn undead and turn evil are now cheaper. -the necro spell dispel evil is now back in its old position, but even weaker, and they have a new spell that can do lots of damage to demons. -priests and paladins are now worse at teleportation (since both are so powerful in other ways, I felt a rebalance was called for) xtra2.c -code to look at grids uses Tim Baker's object inspection code. wizard2.c -treasure objects can now be generated using the wizard commands. defines.h -"request" monster blow type added.