help documents: -revised combat.txt once again to try and make mon-magical combat clear to the Oangband newbie. Eventually, I'll get it right... -added a sentence about weapons with low base damages getting better critical hits in melee. -reworded ego-weapon descriptions to avoid confusion. -added pseudo-ID information to class descriptions. -various other minor alterations a_info.txt -minor bug with Denthanc's template fixed. k_info.txt -Iron shot changed to Lead shot and made much lighter. Sources tell me that a typical lead shot might weigh 50 grams, which is nowhere close to 0.4 pounds. Because shots are small, there is no need to add an encumbrance "fudge factor". -potions of resist two elements made a little lower-level, less expensive -Athelas is now less common and found deeper in the dungeon. -utility staffs now have more charges. various depths and rarities of staffs and rods tweaked to give low-level utility staffs the chance to get used before the player switches to rods. -scrolls of teleportation cost increased, cost of Staffs of teleportation decreased to restore some kind of balance between the two. Now a staff is worth 20 scrolls, which is still probably a little too high. r_info.txt -skeletons, zombies, mummies given NO_FEAR flags again. -Bat of Gorgoroth toned down. -ommision of spaces in Ar-Pharazon's description fixed. -the Desperate Adventurer now has the rarity I should have given him initially (3), another little change made to him. cmd1.c -weapons with lower base damages get better critical hits. Maybe Daggers and the like will finally be competitive. -critical hits tables have been neatened up a bit, and the testing code is gone. -all brands now only provide a 1.7x bonus, not a 2x bonus. -the player actually falls into pit traps now. -removed extra prompt that appeared when the player had both autopickup and carry_query on. The code now tells the player if he cannot pick up any of the objects on the floor. If a pile on the floor has objects that can and cannot be picked up (some can go in stacks, for example), only selecting one of the former (or escaping) will end the player's turn. -only visible monsters can be sneak-attacked. -damage-determination code for melee attacks neatened up considerably. Deadliness hack removed, as a conversion table now allows for precise mapping of internal plusses to Deadliness to the percentage bonus to Deadliness that effects combat and that the player sees. -players have to use DEX or STR to get out of pits, once they fall in. cmd2.c -archery and throwing functions neatened up, made less hackish, in similar fashion to melee. -fixed a bug that either hung the game or immediately killed the target when a non-throwing weapon with a minus to Deadliness hit a monster. -only visible monsters can be sneak-attacked. -rubble now has objects hidden under it 1% of the time when physically removed, not 10%. cmd3.c -fixed two bugs in the stealing code, one that crashed the game when a player tried to steal from slow critters, and one that inproperly capitalized an output message. Made stealing more lucrative, increased the number of races with decent purses. cmd6.c -fixed a bug with the Ring of Electricity's activation that made it throw fire balls instead. dungeon.c -revised some values for pseudo-ID, especially making rangers better and druids the worst class of all at it. -made half-trolls digest more quickly. -removed a bug that prevented opposition to cold from timing out. files.c -revised the character screen extensively. It is now more squared-away (no more funny margins, indentations), shows archery bonuses, and displays Deadliness as a percentage. -made the magical devices ability report a little more conservative. -the character death code allows players to include personalized ghost strings, to be used as either an addition to the monster description, or as something for the ghost to say. This only happens if a bones file can be written. load2.c -bug in code that freed memory fixed. -changed some other code in the random artifact naming formula. melee1.c -monster cannot steal gold or items successfully if confused. -poison attacks use the damage done, rather than the monster level, as an input when calculating how much to poison the player by. This allows poisonous snakes to (at long last) be actually dangerous, and keeps spiders sane. melee2.c -likelyhood of summon, attack, and annoyance spells now depends partially on number of those spells the monster has, and partially on the number of other options available to it. -pack monsters will chase players low on mana. -demon bonus to summoning toned down. I'll admit it; I went a little overboard, and making demons smart didn't help matters... -speaking monsters keep quiet when frightened. -player ghost may have a unique message they can say (once). -undead non-uniques are much less likely to give the player the Black Breath. monster1.c -bug that changed the player's name to "ered" or "ed" fixed. The code was trying to put too many characters into a fixed-length string, which slopped over into the player name string. -player ghosts may now have unique descriptions. -player ghost blows may now vary. player race now has an effect. monster2.c -monsters aren't allowed to be quite so Ood now. object1.c -made it possible for a function to specifically request inventory mode, controlled the display of equipment and inventory shown when no items are available. object2.c -weapons with extra-high base damage dice are now valued a little more highly. -extra charges for wands and staffs are valued taking the standard number of charges into account. No more "one-size fits all". -made the code to clear a restriction to the object generation table more paranoid. If the bug that generates lots of one object kind appear /now/, I'll eat my hat! -when dropped, the current timeouts of rods are correctly handled. -timeouts are added together when rods stack. -"dam" changed to "dur" in extra info about some resistance spells randart.c -bug in code that freed memory fixed. -changed some other code in the random artifact naming formula. spells1.c -resistances to the elements reduce inventory destruction less, and total immunity is now merely very protective of inventory items. -made it once again possible for the turn undead spell to make NO_FEAR undead flee. -orc and troll uniques partially resist darkness. -only spells capable of causing damage create noise. -fixed a bug reducing holy orb damage versus evil monsters. store.c -changed the value that holds the price adjustment to unsigned from signed. A Macintosh-specific store prices bug might thus be fixed. -since the displayed price for wands is not always the actual cost (because of the way charges divide), an "avg" indicator appears after the price if the store has more than one. -the temple will buy blessed swords and polearms, if ID'd. -when players sell items to a store, or drop items at home, the display always starts out in inventory mode. This should prevent people from selling some irreplacable piece of equipment. -slight increase in the maximum object level of Black Market items. -when dropped at home, the current timeouts of rods are correctly handled. tables.c -some shopkeepers changed slightly. -drudic frost and fire bolt spells made more distinct. .-damage of low-level druid blows increased. -priests once again have cure light wounds (replaces Bind Door) variable.c, externs.h -added two global variables to hold the type and contents of personalized player ghost strings, and another to determine if a ghost has spoken its special message yet.