****************************************************************************
Our story so far...
  It is the time of the Conjunction of a Million Spheres. Your Earth is
composed almost entirely of cave-riddled mountains (which have their own
dark inhabitants, known mostly by rumour), with villages in the few fertile
valleys that exist. Except for high summer, movement and trade between the
villages is almost impossible.
  Fresh rumour begins infiltrating the villages.  Rumours about the strange,
otherworldly beings that have begun to concentrate in the vast system of
caves under the mountains.  Rumours that the forces of Chaos are gathering
in unheard of numbers (led by three Chaos Lords referred to only as "The
Sword Rulers"), somewhere deep within the Earth, preparing for a great
battle with Law, upsetting the rule of the Cosmic Balance on your plane.
  Something needs to be done.  The Balance must be restored.  Someone must
journey to the bowels of the Earth and attempt to banish these Sword Rulers
from your plane...
****************************************************************************

============================================================================
Send any and all complaints (or praise ;) to aa343@chebucto.ns.ca. Patches,
makefiles, etc., should be sent to gumby_jd@yahoo.com (due to a lack of
INBOX space at the first address).
============================================================================
PLEASE NOTE: Preserving savefile compatability is *NOT* important to me. I
highly suggest you finish up your current character in your current version
before moving to this one. At the very least, monster memory could be
severely messed up between versions...
============================================================================
Thanks to all the folks in #angband and rec.games.roguelike.angband who've
put up with me, and even helped me in many cases, while I was plundering
their knowledge of C for this little project. :) So, if you've responded to
any of my posts dealing with Gumband, or C programming in general, consider
yourself thanked. :) [individual thanks will be down there in the entries
that apply]
============================================================================
Thanks also to those who've been compiling Gumband for other platforms. You
know who you are, and since it sometimes changes, I won't lay the blame in
here. ;) Just make sure to give yourself credit for the compile in the text
file you upload with your archive, 'kay?
============================================================================
Note to Windows users: Remember to change Gumband.ini to reflect the path to
\lib on your own system....
============================================================================
Note to Linux users: There may be problems with the ` macro I have defined
in .\lib\user\pref.prf (everyone should read that file, BTW), so you might
want to remove it. Also, best to check the files in linux_fix.tar.gz as they
should help Gumband work better on your system.
============================================================================
Note to all users: I can't say this enough - read this file and
.\lib\help\birth.txt! These files are kept updated and contain important
information. Plus, it'll reduce the number of questions I have to answer
over and over and over... :) Also, read ./lib/user/pref.prf and the other
files there so you can undo or change the macros I've set...
============================================================================

======================================================================
= Gumband 2.2.0d = Last Update: 18-May-2002 = Bugfix release, mainly =
======================================================================
01) Changed how extra dice on ego-items and artifacts are calculated again.
See object2.c and artifact.c for details. In short, the number of extra dice
is again as rare as it was in v2.2.0a. Extra dice for random artifacts is
also that rare. Ego-items and randarts can also have extra dice sides, which
are slightly more common than extra dice. Ammunition can only have the
number of dice increased, at the same rarity as above. [thanks to Antimatter
and Qlzqqlzup of #angband for their help squashing the bug this caused :]
02) Upon death, all items in your equipment and inventory will be
*Identified* so that all of your resistances will be shown in a dump made
upon character death.
03) Steel Shields are now a bit lighter than their iron counterparts, just
as Steel Helms are lighter than Iron Helms.

=============================================
= Gumband 2.2.0c = Last Update: 17-Apr-2002 =
=============================================
01) Holy Defenders were too common. They are now generated on a 1-in-10
chance when a normal Defender would be chosen. Also, like Defenders, Holy
Defenders have a chance for gaining Resist Poison...
02) Probing now reveals *all* of a monster's flags, including spells.
03) If you choose to play a High-Mage with Sorcery *and* you choose the
Quick Start option, you will begin the game with a Wand of Magic Missiles in
addition to the normal Quick Start bonuses.
04) Altered the messages for the CHAOS_GIFT mutation - they're not Chaos
deities, they're Chaos Lords...
05) Beware! Mabelrode the Faceless now moves at +40 speed!  Xiombarg moves
now moves at +30.  Arioch remains at +20.
06) Rearranged the spell macros in .\lib\user\Death.prf and
.\lib\user\Rogue.D a bit.
07) Astral characters with the Stair Creation spell can no longer create
down stairs on dungeon level 97 (thus being able to reach Arioch) without
visiting the town first.
08) Created the word_of_recall() function [in spells3.c] to get rid of
unnecessary duplication... [the code appeared 7 or so times]
09) New monster blow and effect flag: CHAOTIC. A monster with one of these
will have a randomly generated attack method (claw, tentacle, drool, etc.)
or effect (fire, disenchant, confuse, etc.) each time it hits.
10) Monster gender is now correctly displayed when performing a TONGUE or
TENTACLE attack.
11) The 'Mind Blast' Trump spell, mutation and Mindflayer racial ability,
plus Mindcrafter's 'Neural Blast', are now 0-radius ball spells instead of
bolt spells.
12) New monster blow effect: RBE_VORPAL. If you aren't Reflecting and don't
resist Shards, such attacks will *always* cut you.
13) While the player is Blessed, they get the effect of having Slay Evil if
their melee weapon (or while fighting bare-handed as a Monk) doesn't already
have it.
14) The character's Tunneling skill is now shown in the skills section of
the character sheet. [skill must be greater than 40+d1600 to dig through
granite, 20+d800 to dig through quartz, and 10+400 to dig through magma,
checked each turn of digging]

=============================================
= Gumband 2.2.0b = Last Update: 26-Feb-2002 =
=============================================
01) Added the display of resistance and ability flags (the lower half of the
'Chh' screen) to the character dump.
02) Poisonous hits from monsters and traps (floor and chest) now last as
long as the poison from the mushroom/potion of Poison and GF_POIS effects.
03) During point-based generation of a character, you can now stop assigning
points even when you have points left over.
04) Damage dealt in melee by one monster against another has been tripled.
05) Extra dice on ego-items (but not random artifacts or missiles) are now
more common.
06) Added Holy Defender weapons from SAngband.
07) *Slay* weapons removed and most of their abilities transfered to the
regular Slay weapons.

=================================
= Changes from ZAngband v2.1.1c =
=================================
1) Updated main-gcu.c to the version from http://thangorodrim.angband.org/'s
Linux section. Other needed files for running Gumband on Linux are included
in gcu_fix.tar.gz.
02) Added the quick start option. [player begins at level 5 with 1000+ gold
and mildly enchanted ego-equipment]
03) Chaos Resistance no longer gives Confusion Resistance.
04) Being Berserk gives +25 to-hit and +(plev/2) to-dam, but you lose the
benefits of +AC on armour and spellcasting failure rates are at +25%.
05) Added Kamband Ghosts as a birth choice. (astral mode) [thanks to
DarkGod, RML, Timo Pietila and Parak for their help and advice]
06) Turned the Spoiler Generation debug command into a standard command,
accessed via the '$' key in both command sets. The *.spo files will be
generated in ./lib/info.
07) Added a poly_all() function. (mass polymorph)
08) The Home now has *4* pages (48 stacks of items) to store stuff in.
09) Sustained stats are shown in light blue on the character sheet display.
10) Invulnerabilty now only acts as a 'resist all', reducing all damage to
1/3rd of normal.
11) Wraithform no longer reduces damage and only increases AC by 50.
12) Having Resist Chaos now prevents *all* the side-effects of being hit by
Chaos.
13) Damage from Rocket attacks is now reduced to 3/4 of the total if you
resist Shards.
14) Damage from Gravity attacks is reduced to 3/4 of the total if you have
Levitation.
15) Added a couple of new level feelings, giving a more even and accurate
description of the danger/reward level of the dungeon level.
16) Added point-based character generation.
17) Removed several ZAngband races, based on if they weren't distinct enough
from other races to be worthwhile and whether or not I liked them. :)
18) Added the Archer class:
   a) Bonus shots with any missile weapon at levels 15, 30, and 45.
   b) More frequent and more powerful critcal hits with missile weapons.
   c) +to-hit with missile and thrown weapons equal to character level.
   d) +1 to-dam with missile and thrown weapons every 5 levels.
   e) +1 added to their missile weapon's multiplier at level 50 (not shown).
   f) Skills about equal to a Warrior's, except for Fighting (at Priestly
      levels, maximum 5 blows) and Bows/Throw (best in the game).
   g) Average Str, Con & Chr, great Dex, bad Int & Wis. 9 hit dice.
   h) Cannot cast spells, psuedo-ID is the same as a Warrior.
   i) Gains Resist Fear at level 35.
   k) Requires +30% XP per level.
19) Added the Beastmaster class:
   a) May summon pets appropriate to the current dungeon level ['m' to use].
   b) Number of summoned pets possible on a dungeon level is based on Chr.
      [does not affect pets summoned or created by other means]
   c) Average stats (except for +3 Charisma) and skills. 9 hit dice.
   d) Fights as a Warrior, but with only one bonus melee attack (level 25)
      and one bonus shot (level 30).
   e) Gains +1 to-hit and to-dam every 10 levels.
   f) Unlike other classes, gains full XP for their pets' kills.
   g) Cannot cast spells, pseudo-ID is the same as a Rogue.
   h) Requires +25% XP per level.
20) Added the Gambolt race:
   a) Exceptional DEX & CHR (both sustained), Saving Throw and Stealth.
      Decent Searching and great Perception. The rest are average.
   b) Permanent speed +2.
   c) Hit Dice of 8, 60' infravision, and an XP penalty of +30%
   d) Racial activation is Charm Monster at level 20, which becomes Charm
      Monsters at level 50.
21) Added the Melnibonean race:
   a) Good Int and Wis, but low Chr. Other stats are slightly above average.
      Skills are generally good.
   b) Tend to be treated like Elves in stores, except by Humans and
      Barbarians who hate them.
   c) Their Chaos Patron is *always* Arioch, and are quite likely to gain
      the CHAOS_GIFT mutation.
   d) 10 hit dice, +40% XP requirement, 20' infravision.
   e) Racial activation is demon summoning. 1-in-3 chance that the demon
      will be hostile...
22) Added the Vadhagh race:
   a) Great Int and Wis, exceptional Dex and Chr, below average Str and Con.
      Skills are generally very good.
   b) Tend to be treated like Elves in the stores.
   c) 9 hit dice, +40% XP required, 40' infravision. Resists Chaos.
   d) As a racial activation, they can step into an adjacent plane of the
      Earth (Alter Reality).
23) Added the Weaponmaster class:
   a) Roughly equal to Warriors in stats and skills and hit dice.
   b) Chosen for them, at birth, is one of the four melee weapon types
      (Hafted (blunt), Polearms, Axes, or Swords) and start out with a
      weapon of the proper type.
   c) Gains a bonus to-hit and to-dam equal to the player's level only when
      using a weapon of the type they specialize in.
   d) Gains extra blows at levels 15, 30 and 45 when wielding a weapon of
      their specialty, but can never have more than 1 blow (magical or based
      on Str/Dex) with other weapons.
   e) Gains Fear Resistance at level 30.
   f) No spellcasting, pseudo-ID is the same as a Warrior.
   g) XP penalty of 30%.
24) Beastmen have a 1-in-4 chance to lose a mutation, if they currently have
one or more, when they gain a level, otherwise they gain a mutation instead.
25) Chaos Warriors with one of the three Sword Rulers as their patron get
hit with multiple TY Curses if they kill their patron. Now use Wis as their
spell stat. Bonus shot now at level 30.
26) Draconians gain Light and Dark resistances as well as the original
elemental and poison resistances. Breath weapon damage type is randomly
chosen from a list based on character level.
27) The intrinsic Armor Class of Golem's is now equal to the player's level.
28) The pseudo-ID of High-Mage characters is now as fast as a Rogue, but
still only 'light' sensing.
29) Bonus shot for Paladins now at level 30. Gains XP for destroying non-
storebought spellbooks of the realm opposite to the one they chose for
spellcasting.
30) The Priestly penalty for using non-blessed edged weapons is now
(-15,-15).
31) Rangers now have Nature magic only, no secondary realm.
32) Rogues have been significantly altered:
   a) Gains 1 XP for finding a secret door or trap without using a spell;
      other classes gain nothing.
   b) Other classes only get 1/2 the normal XP gained for disarming traps.
   c) Can now lock doors. No class gains XP for picking locks on doors.
   d) Can backstab humanoid monsters that are stunned, confused, sleeping,
      or afraid, when wielding a weapon that is 5lbs or lighter. Chance of
      backstab is based on player Stealth and monster level.
   e) Gains an extra blow per round at level 25 with weapons 5lbs and under.
   g) May now steal [CTRL-dir or '+' and a direction] gold from monsters, as
      in OAngband. Cannot steal too much on a level without aggravating all
      monsters currently on the level...
33) Warriors gain an AC bonus equal to 50% of worn armour's base AC. Gains
XP for destroying any non-storebought spellbook.
34) Warrior-Magi have been significantly improved:
   a) Bonus melee attacks at levels 20 & 40, bonus missile shot at level 30.
   b) 6 blows per round, fights as well as a Warrior.
   c) Arcane magic only, no secondary realm.
   d) Available mana is at 75% what everyone else gets.
   c) Hit Dice bonus is now 6 (up from 4).
35) Yeeks now identical to those found in DrAngband.
36) Must now defeat the three Sword Rulers to win the game: Arioch,
Xiombarg, and then Mabelrode, instead of Oberon and the Serpent of Chaos.
37) Added several new monster flags, too many to describe here.
38) Defined humanoid monsters as those with "AhkLNoOpPstTyYVWz" as their
symbol.
39) The monster health bar shows stunned (light brown) and confused (dark
brown) monsters.
40) Uniques no longer automatically resist sleep, confusion, slowing, etc.,
effects. They still can't be charmed, however.
41) New option: stupid_groups. If stupid_monsters is off, group monsters
will still use the old AI.
42) The player now gains XP (1/2 of normal) for monsters killed by their
pets. Pets no longer reduces your mana regeneration rate.
43) Melee attacks by monsters that confuse or blind can now be resisted, but
with a weakened saving throw.
44) Effects of Nexus (not the damage) can be resisted with a weakened saving
throw.
45) Monsters can now breathe Water (unresistable, so capped at 200 damage).
46) Added detect_monsters_mental() function.
47) Death Ray effects are more effective.
48) No immunity from theft anymore.  Tops out at 98% protection with a
Dexterity of 18/220 or higher.
49) Chaotic weapons deal x3 damage to CHAOTIC creatures. [briefly, weapons
of Chaos, in the earlier Moorcock stories, were created from Chaos by Law
specifically to fight Chaos]. Chaotic weapons have a reduced chance of
causing earthquakes or causing your foe to vanish.
50) Added a SLAY_HUMANOID flag, x3 base damage to humanoid creatures.
51) Wielding a weapon with a Slay that conflicts with your race will burn
you unless you're wearing gauntlets or cesti.
52) Brands and Slays are now cumulative See cmd1.c for full details.
53) Branding can be applied to existing ego-items. Any item branded by the
player cannot be sold to the shops.
54) Changed the code that adds random sustains, abilities and high resists
into the RAND_SUST, RAND_ABILITY, and RAND_RESIST object flags. Do *NOT* use
these on items other than ego-items (e_info.txt).
55) Potions of Self Knowledge identify the contents of your pack.
56) (Blessed) weapons now have a 1-in-4 chance of having Slay Evil and can
now have a pval of up to 4.
57) Added the DEVICES flag which give you a Magical Devices skill of 95.
58) The effects of drinking a Potion of Death are resisted by Hold Life.
59) Weapons of Slaying now gain a bunch of random Slays.
60) Missiles of Slaying can now gain more than just one extra damage die.
61) Apportation can only fetch() objects that are 20lbs or less that are
outside of vaults and only while the player is on an empty floor space.
62) Identify and *Identify* now have filtered lists, showing only those
items that need to be identified.
63) Potions of *Enlightenment* also identify *every* object on the level.
64) 'Invulnerability' (spells and items) is now 'Resilience'.
65) Polearms are now brown so that they are visibly different from Axes.
66) Shields of Deflection and Dragon Shields now use the normal shield
symbol {')'} instead of the hard armour symbol {'['}.
67) The chance of an object being 'good' is now capped at 95%. The chance of
a good object becoming 'great' is now 25%.
68) Protection from Evil is now more effective and can affect creatures
deeper than level 50.
69) Failure rates for spellcasting are adjusted as follows:
   Wearing gloves (without Free Action or a Dexterity bonus) for mage-type
      spellcasters (+15%)
   Being encumbered by heavy armour [penalty to fail equal to half of the
      amount of mana you lose for heavy armour]
   Priests wielding a non-blessed edged weapon (+15%)
   Being Berserk (+25%)
   Being stunned (+15%/+25%)
70) Characters suffering any of the conditions above can no longer get a 0%
 spell failure rate, no matter how high their spell-stat or level is.
71) Altered the armour weight limits for spellcasting. See .\help\birth.txt.
72) Many changes to the spell lists and effects.  See .\lib\help\magic.txt
and .\src\cmd5.c for the details.


                  ####### Other People's Work #######

01) Kieron Dunbar: Stormbringer patch, to put Stormy in the a_info and
k_info text files instead of creating it on the fly. Self-cursing items
patch. Object weight patch when 'l'ooking. Patch to automatically show an
inventory choices list for some actions. Patch to enhance windows a bit for
X11 systems. Patch to list nearby visible monsters in their own window.
02) Prfnoff: '[Last Messages]' routine to the character dump.
03) Eric Bock: Pet Command menu from Zceband.
04) A.P. White: The 'push-back' effect for GF_FORCE from DrAngband.  Yeeks.
05) Fufie: Slime Mold names patch.
06) Leon Marrick: Rogue theft routines from OAngband.
07) Riivo Magi (RMG): code for *ID*ing artifacts for character dumps.
08) Shaun Sides: Suggestion for adding map_area() to detect_random(). Patch
to fix flavours of storebought items in your inventory. (based on code by
A.P. White)
09) Ross-Morgan Linial: Stacking of items pseudo-ID'd as {average}.
10) Ivan Tkatchev: Modified version of the Ghost class (astral mode) and the
Beastmaster class from Kamband.
11) David Thornley: Random player names and point-based character generation
from CthAngband.
12) Julian Lighton/Michael Gorse: (Holy Defender) weapons.


                    ####### Known Bugs #######

 There are too many potions in the game at the moment, so a few potions
 cannot be generated via debug mode's item creation menus since the list
 runs out of symbols fairly quickly. It is not a priority to fix.

 If you look through the entire monster list ['/' then CTRL-a] while the
 'know all monster info' cheat is active, you will see the occasional blank
 monster (ie, The ('')/(''): [(r)ecall, ESC]). This is because there are
 still empty slots in r_info.txt, which I will eventually fill.

 Sometimes, completely at random, the Roguelike option will set itself to
 true upon startup. I have no idea why... [hasn't happened in quite a while
 as of 06-Dec-01]

 I've been noticing that sometimes there won't be as many quest-monsters on
 a level as there are supposed to be, meaning that a quest can't be finished
 that trip. :( I think KILL_BODY got rid of them? There's no check for
 QUESTOR (or UNIQUE) status for KILL_BODY's effect in the original code, so
 it might very well be the problem... I've added a check, so it might be
 fixed - if this bug crops up in this version, someone please mail me, 'kay?

 Sometimes aggravate_monsters (via scrolls, Rogue thefts, etc., but not the
 permanent attribute) doesn't wake up sleeping monsters. Noticed it
 happening on two creatures so far: the Mangy looking leper and the Battle-
 scarred veteran. Some games it'll wake them up, some games it won't. :(

 Random artifact amulets and rings that are of a type that starts with the
 EASY_KNOW flag will be automatically identified if you've previously ident-
 ified the base type of ring or amulet. Not really worth fixing, IMHO.

 If an object has a random ability (resistance, power, or sustain), it will
 reroll the ability and sometimes lose the ability. So don't Brand a
 Defender if you need that confusion resistance it's giving you! :) I can't
 think of any solution to preserve the xtra info...

 Sometimes, when hit by GF_FORCE (wand of Striking, Fist of Force spell), a
 monster standing by a permanent wall on the outer edge of the map will
 disappear. This is *very* bad in the case of quest monsters... Also, if the
 monster is hit while standing directly in front of 1 grid of granite, or a
 door, or whatever, it will be pushed through to the other side. (see,
 starting at lines 2536 and 4000, spells1.c for details - I'm stumped as to
 how to fix it: any solutions gratefully accepted)

 Finally got around to marking all the compiler warnings (that I get with
 gcc v3.02) in the source. Just search for '/* warning:'. Anyone who can fix
 them, mail me.

 When generating a point-based character in non-Maximize mode, some
 combinations (like Gambolt Beastmaster) can reach a maximum of 18/110 for a
 stat. This is not good. :(

 Sometimes when a friendly/pet monster summons a Unique, that Unique will be
 friendly despite code in process_monster() to prevent that from happening.

## FIXED: The game should no longer crash, or at least not nearly as often,
 upon entering a level. At least one of the causes was the game attempting
 to boost the non-existant damage dice of random artifact rings and amulets,
 which caused an infinite loop...

## FIXED: The Broad Sword of the Dawn should no longer appear twice. This
 means, unfortunately, that Dorian Hawkmoon will no longer always drop it.
 He now has a chance of dropping either the Sword *or* the Red Amulet,
 instead of always dropping the Sword and having a chance to drop the
 Amulet...
