CHANGELOG:

-- 1.5 aka "Heart of Aphrodite" --

NEW FEATURES:
- many new side quests (now 40+ handcrafted quests, including new quests types)
- a separate dungeon (The Forgotten Realm)
- the starting weapon of new characters (not the presets in quickstart mode) now reflects
  their best weapon skill (i.e. if you're good in using firearms, you'll start with a firearm)
- temporary resistances (work the same as items with inherent resistances, but only
  for a certain number of turns)
- more and more precise level feelings
- several new monsters and monster variants
- improved monster AI:
  - they can now move diagonally (like the player) ...
  - ... and they try diagonal moves first, to ensure that they do not waste a move
- new monster special attacks:
  - DrainPP (reduces player's PP)
  - DrainSTR (transfers player STR to enemy HP; replacement of the older "weaken")
- "information only"-NPCs without a quest can give rewards to the player as a gift
- new diploma system with ranks
- many new items (incl. two-handed weapons and new item types: shields and shoes)

INTERFACE:
- you can freely bind items and chants to the function keys F1 to F12 ...
- ... but the "Quick Consume"-function has been removed for this
- killing monsters during hunting quests now shows how many monsters of the
  current type need to be killed for the particular quest, as well as the
  number of the quest
- more information about monster special attacks
- resistances (both temporary and of wearable items are shown in status area

  SDL-mode only:
  - now also available in 1024x768 resolution (also in cropped mode for
    1024x600 Netbook resolutions)
  - switching between resolutions and between window/fullscreen mode is possible
    without restarting the game
  - some messages are shown in a smaller (7x12) font
  - the iconbar with the quickkeys can be moved freely by pressing the right
    mouse button anywhere in the window
  - a character portrait (depending on selected profession) is shown next to
    the status bars
  - every status bar shows a short description (just HP, PP and STR) on the
    bar
  - better status icons for effects and (new) resistances; color codes:
    - red inner frame: negative effect (like poisoned, blind etc.)
    - blue inner frame: resistance (temporary or from equipment)
    - green inner frame: positive effect (like bless etc.)
  - improved spell icons
  - optimized healthbar of monsters
  - new GFX for confusion
  - the minimap frame is now circular (instead of being rectangular)
  - the markers on minimap are circles, too (and changed color of NPCs to gold)
  - the minimap is now also shown in DLV1 (temple and outskirts), but displays
    only positions of NPCs, traders and staircases there
  - you can click on the + icon of the minimap to open a bigger minimap of the
    whole level (drawn in ASCII)
  - texts of books and scrolls are shown like in console mode (this is less
    beautiful, but is faster, saves memory and my time; the introscreens of
    chapters and interludes are still shown using the nice graphics).

  Console-mode only:
  - status modifications are shown in red (negative) or green (positive) at the
    left side of the screen ...
  - ... resistances are shown in cyan at the right side of the screen
  - the title screen contains a hint that players should switch on NumLock
  - ice is now shown in lightcyan and cyan


BUG FIXES:
- allocated memory of loaded pictures was not freed correctly, which made the
  game consume more and more memory until it crashed -- fixed, thanks to Krice
- lanterns did only enlight one corner of dark rooms (I simply forgot to
  check this for all corners; thanks to neadlek in the LR forums for reporting
  this bug)
- picking up items did not increase the turn counter
- sometimes the staircases in DLV 19 were created within a wall
- when you had negative or zero humility, but 100% divine rage, the amount of
  inflicted damage to an enemy was undefined, leading to strange results
- additionally, if the damage inflicted would be 0, it would instead increase
  the enemy's HP
- sometimes the player marker on the minimap was covered by NPCs, traders etc.
- the Weapon Smith in DLV 5 did never appear (typo in monsters.txt)
- the efficiency of the "Ring of Speed" was undefined (bug in items.txt)
- quest 6/6 could not be solved, 'cause I forgot to include the quest requirement
  in quests.txt
- non-quickstart characters start with a weapon depending on their highest weapon
  skill
- the quickstart preset "female monk" should start with a "Rusty dagger" as weapon,
  but this weapon did not exist (forgotten to add to items.txt)
- it was possible to get endless "Eris' Key"s as long as it was not yet identified
- Drinking "Meteor" was successful, even without solving Ahna's main quest
- description of beer fits now into the item info window
- harvesting big mushrooms created small mushrooms and vice versa
- buying preparation courses in academies did only cost 1 Credits, regardless what
  was shown
- item information did sometimes show "unknown ..." as name
- when offering money to the gods, the amount was not processed correctly if the
  player accidently entered a space at the end
- lots of corrections in several texts  ** thanks to Brian Jeffears aka getter77
  for proof reading **

BALANCING:
- 1% less monsters in all difficulties
- respawn rate decreased
- "Guards uniform" now requires level 4, "Refined Suit" requires level 5
- decreased the Move-value of preachers by 1
- increased preachers GP and WP by 1
- decreased lavabee's GP and AP by 5
- decreased Flicker's HP by 10 and AP by 1
- number of flickers to hunt in the flicker hunting quest reduced by 10
- "big" monsters have 3 WP, 3 AP and 10 HP more than standard monsters
- "strong" monsters have 6 WP, 3 AP and 15 HP more than standard monsters
- "mighty" monsters have 8 WP, 6 AP and 30 HP more than standard monsters
- HP of all unique monsters increased by 100
- increased the probability of finding rare items by digging
- fire inflicts 10 times more damage on monster hives than before
- fire resistance also protects from lava
- "Creyas" now only wants 5000 (instead of 35000) Credits for his offer
- price of most arrows and bolts (ammu for bows etc.) reduced by 10
- amount of arrows and bolts in a package increased by 50%
- level 10 does now contain traders, too
- enemy ice attacks and waiting enemies totally block player's attacks
- the efficiency of all food has been decreased (usually by 200); rye-bread
  removed
- the formula for calculating the price of preparation courses (academy) has
  been changed; it is now CLV*345+(EXP/3) --> makes prices more predictable
  and prep.courses expensive, but finally affordable at all
- removed trapdoor in DLV 2
- increased "Ronda Garnder"'s move value by 1
- most monsters now have their individual PP value; and most standard monsters
  have a rather low PP of 1 or 2 (thus allowing only 1 or 2 special attacks)
- holetoad's HP increased by 3; they can now also use water attacks
- caveworms drain STR
- rebalanced various items
- longswords, claymores and some other swords are two-handed now, as well as
  all lances and all bows (except the smaller crossbows)
- CLV cap is 20; LevelUps occur faster

MISC:
- size of dungeon levels is reduced (1/2)
- size of savegames reduced to about 300KB
- changes to the layout of several dungeons
- many changes to existing quests and NPCs
- mushrooms have been moved to the outskirts
- quickstart screen shows estimated difficulty of character presets
- help screen now contains information on configuring the quickbar and a full
  credits list (artwork, music etc.)
- "rangers" now start as "archers" and can become "rangers" by obtaining a
  diploma
- enchanters start with already learned spells (in earlier versions, you had
  to study the crystals in your inventory first)
- the context sensitive help screen shows a hint if the current weapon has a
  magical bonus which can not yet be used due to a low weapon skill
- lambdarogue.exe now contains an icon and version information
- each god has its own greeting style
- items can require the character to be male or female in order to be equipped
- the "library"-trader in DLV 1 now resides inside the library


-- 1.4 aka "Northdoom" --

Welcome to LambdaRogue 1.4. This is, without exaggeration, the best and most
polished release in the history of this game -- and it comes as christmas
present ;) The 1.4 update has a greatly improved interface, lots of new content,
an epic questdriven storyline, sound effects, tons of bug fixes and balancing
adjustments and several minor improvements.

INTERFACE:
- the message system has been rewritten, so we have finally a log containing the
  last 20 messages
- the message area on the bottom of the screen now uses this message log
- in shops and inventory, symbols indicate if weapon, armour, clothes and hats
  are better or worse than your current equipped item
- the "You are dead forever"-message after dying is removed
- revamped status screen
- wells are identified as "enchanted wells", to emphasize their magical meaning
- a new key "Quick Consume" (C by default; Closing Doors is now D) allows to
  eat or drink without opening the full inventory
- message "you hit ... hard" replaced by "The ... suffers critical damage"
- chants from your songbook can be chanted by pressing one of the function keys
  F1 to F12

  CONSOLE-MODE ONLY:
  - the descriptions of the current tile are shown in dark gray, to make clear
    that these descriptions are no "normal" messages
  - status modifications are shown above the message area
  - the "press any key to continue" message beneath longer texts is shown in dark
    gray, to emphasize the text itself

  SDL-MODE ONLY:
  - switching between big and small tiles in-game is possible without restart
  - mouse movement mode removed completely.
  - the UI has been cleaned up:
    - the visible dungeon area covers the whole window, without empty spaces at the
      borders
    - status area and message area are transparent now, allowing more dungeon to be
      visible
    - HP, PP and STR are shown using graphical bars
    - status modifications are shown using small icons beneath the new bars
  - magical chants are shown in a quickbar for easy access
  - there's an in-game help page which describes the SDL interface
  - all dialog screens have a paper-like background graphics; input boxes have a
    background in a similar brown
  - the character portraits in status screen have been re-edited
  - blood in small tile mode improved
  - the minimap shows known staircases and the positions of traders and NPCs
  - changed the paralization visual effect

BUG FIXES:
- the maximum HP of big, strong and mighty monsters was not adjusted correctly;
  only the current HP. This led to wrong monster health bars in graphics mode.
- the health bar was not shown when a monster stood northwest of the player
- the game over screen was sometimes shown more than one time
- monsters could perform long-range attacks against the player, even if the player
  was invisible
- the "Waterproof Doublet" did not protect from water magic, because once again
  I forgot to mention this in items.txt
- hospitals and restaurant in DLV 15 had no proper names
- the decoration icon in resource workshop did not show up
- when an itemset was brought to an NPC, ALL items (instead of just 1) were
  removed from inventory
- it was possible to be caught in a part of the sewers with no exits
- spades and pickaxes did not count as metal- or wood-containing items in factories
- resting lasted one turn less than entered by the player
- if the player and an enemy were killed at the same time and the player gained a level
  by this kill, the game continued after the game over screen (because of the refreshed
  HP). However, this lead to a crash when the player died the next time.
- sometime the lonely librarian dropped the "Sanctum" instead the "library index" (resp.
  now the "diary page")
- picklocks did not work
- after attacking a monster, the turn-counter did not increase if the monster got not
  killed by the attack
- the "Slayer" was misnamed in items.txt
- sometimes there was a range-check error when a bones-monster was created

NEW FEATURES:
- the main quest is more coherent and woven with a new side quest to an epic story
- side quests replaced by new side quests
- lots of new texts and improved existing texts
- new dungeon features:
  - gas cylinders; explode when destroyed manually or hit by fire
  - old machine parts; can be harvested for getting metal
  - machine oil; can be set on flames
  - snow, ice, frozen trees
- magical chants need to refresh a certain number of turns before they can used again
- suffering damage increases a "divine rage" value -- when it has reached 100%, a special
  divine attack will be issued (different for each god)
- mushrooms (which exist since LR 1.3) can be harvested
- wooden garbage (which also exists since LR 1.3) can be put in resource storage
- every chant has a certain refresh rate -- meaning if you chant a spell with a refresh
  rate of 3, you have to wait 3 turns until you can chant it again
- bigger and more structured temple level
- sound effects (in addition to the music)
- monster's special attacks and spells reduce their PP value, thus they have now limited
  special/spell capabilities
- a new "equipment summary" screen where all equipment-values are listed in a table

MISC:
- removed the compass-item "ring of guidance"
- replaced the "library index" by a "diary page"
- the provided mpg123.exe for music playback on Windows has been updated to
  a newer version -- this removes all these "junk at the beginning" messages
  at the start of played music
- quests can include longer intro texts and intro books
- quests can require a certain profession
- deactivated the profession "constructor"
- removed the items "colorful magazine" and "old flyer"
- music is now stored in "music" folder; "sound" contains sound effects
- price calculations are processed in a new function
- a story file can be shown after a monster has been killed the first time
- renamed "burgle"-skill to "steal"

BALANCING:
- rebalanced level requirements and prices of all weapons and most armour
- rebalanced all monsters
- the chance for hitting an enemy hard (doing critical damage) is increased ...
- ... but to hit an enemy hard at all you need to perform well with your current
  weapon (i.e. your weapon-skill has to be the same or higher than the WP of your
  current weapon)
- critical damage is total TP without any negative modificators
- the magical effect of weapons with magical effect does only occur if you
  perform well with your current weapon
- monster attacks do not fail that often
- quickstart characters start with weaker weapons and armour
- quickstart games always start in silver (normal) difficulty and with 0 EXP / lvl 1
- wooden barrels have only an integrity of 10; gas cylinders of 20; plus a random value
- the firerate of monsters with long-range attacks is slightly decreased
- decreased the total number of monsters per level and their spawning rate
- long arrows are available in the shop in dlv 1
- hit or miss in long-range battle is calculated the old way (just depends on the view
  skill again)
- Junoblood is rare (instead unique)
- thiefs always avoid trapdoors
- positive reactions on prayers depend on humility skill
- sacrified money is worth much more prayers than before
- the songbook can only contain 12 songs
- new characters start with at least 10 PP
- chant efficiency of chants with a training level > 1 is now:  base + (chantlvl * chantlvl)
- chant costs is now: base + 2*chantlvl
- preachers cast fire spells (instead only shooting fire from far away)
- dark preachers cast ice spells
- reduced the amount of monster's created (bronze: 2%, silver: 3%, gold: 6%)
- "Frozen Depths" is not rare anymore (but is still not that easy to be obtained ...)
- levelups need more experience
- HP/PP get increased more than before during levelups
- player level restricted to 25


-- 1.3 --

Although there are many new gameplay features, this time the savegames
of LambdaRogue 1.2 are compatible with this version. However, I suggest to
to start a new game, because the meaning of several abilities ("sword",
"axe", "lance" and "firearm") has changed -- if you continue your current
game, you will be weaker than before and you might even recognize that
your character can not use his current weapon efficiently.

INTERFACE:
- a new command "search, study and steal", used for searching hidden doors,
  stealing money and items (thief only) and studying when next to a bookshelf;
  the key is "S" by default
- the "You can't move" message (when paralyzed) is not shown anymore
- blood does not overlap areas affected by auras anymore
- item information are more precise regarding item bonuses
- total current efficiency in melee-/long-range combat and in defense is shown
  as MLD (Melee; Long-range; defense) instead as WGA

  SDL MODE ONLY:
  - the small spell effects have been graphically improved in big-tile mode
  - if you're swimming in water, the character is only half-visible
  - magic SFX are shown a little bit faster (30 ms between frames instead 80)
  - the title screen is shown immediatly (instead of fading in)
  - items are visible beneath monsters
  - the title screen shows a small notice about the current input mode (mouse
    or keyboard)

  CONSOLE MODE ONLY:
  - if you're swimming in water, the character is drawn in blue

BUG FIXES:
- the need for identifying items in the 1.2 release lead to the problem that
  item rewards in quests were not dropped correctly
- when paralyzed, the game could not be saved & quit
- the "amount" column in duplication and identify screen was too far on the
  left, compared to the inventory screen
- there were several problems in items.txt, leading to some non-working or
  not available items
- in big tile mode, ammu and magic were not shown above the player (this was
  just a visual problem; internally it moved over the correct distance)
- in SDL mode, the health bar of unique monsters was shown not only above the
  enemy, but in several copys in the upper left quarter of the screen ...
- there have been 3 range-check errors regarding identifying items
- blood was not created properly
- when rangers were asked if they want to decontaminate the ground, only up-
  percase answers (Y and N) were accepted (now also y and n work)

MISC:
- removed unused parts of classes.txt
- finally renamed the variables "intSwim" and "intCode" to "intHumility" and
  "intBurgle"
- identifying a locked door now shows "locked door" (instead of "security door")
- the help screen on characters takes into account that graphical mode does not
  use any ASCII chars ...
- used JEDI Code Format to re-format the source files
- the ingame help now contains a chapter about item stats (WP, GP, AP ...)

NEW FEATURES:
- new dungeons features:
  - dark rooms (nothing is visible)
  - spider webs (traps player and monsters)
  - hidden doors (search for them)
  - furniture: stool (regain PP by sitting on it), table, bookshelf (when you
    have skillpoints, study there by pressing the search/steal/study-key)
  - barrels (can be destroyed by kicking; may reveal items)
  - mushrooms
- thief characters can steal items from shops and money from NPCs
- a new enemy ("guard"; appears when the attempt to steal fails; big graphical
  tile by Mingos)
- a new spell which removes the darkness
- resting while sitting on a stool regains PP
- gods finally perform some independent actions
- some new rare items

BALANCING:
- damage is calculated in a different way: the total damage is "fight"-
  skill + WP of current weapon (and if player's weapon-skill is lower than
  WP of current weapon, the difference is subtracted from the damage)
- the crypts of unique monsters are always open (prevents crypt scumming, esp.
  in the first dungeon level)
- curses of gods are affected by humility skill
- from spells, only fire spells can destroy monster hives
- monsters follow the player over longer distances
- antbees have 15 GP (instead 20)
- levels with closed crypts contain 4 of them (instead of 2)
- ghosts have a little more HP


-- 1.2 --

Note that saves of earlier releases won't work with this version.

INTERFACE:
- removed all the individual load/save-messages (as nobody could read them
  anyway)
- when in front of a trader, a hint is shown that you can drop items there to
  sell them

  SDL MODE ONLY:
  - a health bar is shown above attacked monsters
  - new tiles for several monsters in big tile mode (antbee, cavebat, watchdog,
    ghost, holetoad, medusa, nightmare, undead)

  CONSOLE MODE ONLY:
  - the color of monsters depends on their health

BUG FIXES:
- a typo in chardump after winning (was "succesful" instead "successful")

NEW FEATURES:
- rare items, unique items and potions (except the ones you have bought already
  in a shop) have to be identified before you can use them
- 2 new monster abilities: "heal" and "weaken"
- additional hints on the context-sensitive help page
- some new items

BALANCING:
- the "Weaponsmith" weakens now the player instead directly removing player weapon
- "lost priestess"es heal themselves instead casting water

* thanks to Mingos for creating new tiles for LambdaRogue *



-- 1.1 --

INTERFACE
- screen is cleared before title screen is shown

  SDL MODE ONLY:
  - default tile size in SDL mode increased to 40x80
  - use of the old smaller tilesize (20x40) can be configured in options
  - new tileset based on Absurd Nethack tileset

BUG FIXES:
- crash when placing monsters around monster hives in deeper levels
- quest 19/1 crashed due to a bug in quests.txt
- intMTP was not initialized with 0, so on Windows it had strange, evil values
  that lead to crashes sometimes (and always to a magically increasing player
  HP when player was fighting the monster ...)
- when the player got killed during attacking a monster hive, the game over
  screen appeared two times


-- 1.0.1 --

INTERFACE:
- more messages don't need to be confirmed by Enter anymore
- slowworms are now represented as "c" to distinguish them from "s"nakes
- lavabees are now represented as "v" to distinguish them from cave"b"ats
- worm mothers are now represented as "M" to distinguish them from cave"w"orms
- sandmen are now represented as "N" to distinguish them from "n"ightmares
- mindhunters are now represented as "i" to distinguish them from the new "h"oletoads

BUG FIXES:
- NumPad-9 and NumPad-3 (northeast and southeast) did not work in console mode,
  because these keys were interpreted as PgUp and PgDn. Now, if you want to use
  NumPad for movement, you have to switch NumLock on. This also means that the
  numbers on the alphanumerical area will make you move.
- preachers did not throw fire at the player
- repeating the last spell (by chanting it again) consumed too little PP
- there have been obsolete periods in "your <magical> attack missed"-messages
- a typo in items.txt ("simole cap" instead "simple cap")
- the version number on title screen did not show up

MISC:
- splitted code for base output functions from menu screens
- constants are defined in their own unit

BALANCING:
- "pikes" replaced by "scorpio", increased WP to 8
- "herrings" replaced by "holetoad", given ability to jump ("teleport")


-- 1.0 --

Two years have gone since the first release -- now it's time for 1.0. Once again
save game compatibility is broken, and even lambdarogue.cfg has changed (see MISC
section of changelog).

GENERAL:
- removed LOTS of range check problems, fixed some memory leaks
- massive code cleanup; removed many obsolete variables and functions
- smaller save games: about 800 KB -- 1 MB (instead 8 -- 12 MB)
- NPCs are only placed if they are defined in quests.txt
- binary file is now named "lambdarogue" instead "fprl" (however, please still use
  the startup script "startlr" or "startlr.bat") "fprl" was the name when I created
  LambdaRogue in 2006; it stands for "FreePascal RogueLike"
- I now use Lazarus as IDE for developing the program, so the source archive contains
  a file fprl.lpi (the project file for Lazarus). I still provide the makefile, if you
  don't use Lazarus

INTERFACE:
- the old Bresenham-LOS has been replaced by recursive shadowcasting LOS
  -> nice side effect: now LambdaRogue has also FOV, and lanterns have a visible effect
- all options can be configured ingame, so you don't need to edit lambdarogue.cfg
  manually (but you still can)
- default keybindings (for keys not defined in lambdarogue.cfg) are now the same as
  in default lambdarogue.cfg
- [space] can be used to continue after messages (is more standard then [Enter] )
- [ESC] is used to exit shops, inventory, songbook, statusscreen and helpscreen
- when pressing [ESC] while on the map, the game's menu is brought up
- monsters with long-range attacks can have individual bullets (not arrows everytime)
- the first letter of entered text does not get capitalized automatically anymore
- improved many messages (more useful and more clear now)
- information on learned spells are more useful (similar to item info)
- solved quests in questlog are marked with a :) smiley
- when continuing a game, the existing save games are shown in a list

  SDL MODE ONLY:
  - if SDL mode can't be initialized, a hint is shown that console mode could be used
  - Status Screen is shown without fading in
  - New artwork on title screen
  - pressing SPACE works to return to game when reading an item (books, scrolls etc.)

  CONSOLE MODE ONLY:
  - rings are displayed as yellow = (instead as white [ )
  - landscape is not shown in status bar anymore (was a bug)

* thanks to Dave Moore for explaing recursive shadowcasting LOS to me *

BUG FIXES:
- The message that is shown when the player wants to pickup an item, but his inventory is
  full, had no "press ... to continue"-remark
- Craius' quest was only offered when Nina's quest had been solved
- Kandera talked of snake skin instead of slowworm skin
- dark preachers couldn't cast fire spells as intended (bug in monsters.txt)
- there was no reaction on sacrificing "Crystal of Mystic Wall" (Typo ...)
- the "Old Flyer" showed a wrong text when studied in console mode
- the "Lance of Resistance" did not protect from Poison as intended (but that item got
  removed anyway)
- when buying an item, the message showed "... the item you wish to see" (instead "to buy")
- there were still some very strange bugs in monster generation
- Sometimes music playing and stopping procedures crashed with an access violation
- "Force" spells had no effect when the player had reached a too high level
- new monsters were sometime created on the player's position
- crystals restricted to enchanters could be learned by other professions
- several death reasons were not shown correctly on game over screen
- when killed while digging, the game did not stop immediatly; instead the digging was
  finished (which caused the game over screen to appear several times)
- barriers did not protect from melee attacks by monsters next to the player (barriers only
  protected from counterattacks after a player attack and from long-range attacks)
- praying to be healed from drug addictions did not work

MISC
- lambdarogue.cfg has changed slightly; the old key "Tunnel" is now called "Dig", and the
  former key "QuitGame" is now called "GameMenu"
- additional help files with information on status values and skills, abilities and talents
  -- and ways to contact me (send me a postcard or a handwritten letter)
- some additional hints in context help
- longrange attack of monsters now have an own verb (this was possible since a year, but it
  seems I forgot about it :-) )
- addead an "emergency break" to prevent treasure-chest-placement endless loops
- soundtrack is not level based, but randomly chosen from 6 pieces
- music tracks don't stop and change when level is changed
- Aura Spells fill the FOV
- better format for professions / diplomas in character dump
- slightly modified some longer plot texts


!! The following lists contain many spoilers !!

NEW FEATURES:
- we have 20 dungeon levels (again)
- wilderness replaced by static townlevel (i.e. a temple)
  (wilderness slowed down playing progress and was simply useless)
- more variation in dungeon generation
- the hidden level is now random generated (but there's one other static
  level you encounter later in the game)
- known magical songs can be trained by studying crystals of the same type
- new reward type for some quests: skill training
- new enemies with new special attacks:
  - invisibility (duration: DLV + random(3))
  - mighty hit (leaves only 1 HP to player)
  - split (splits into several other creatures)
  - teleport (teleports several tiles away)
  - summon (summons one enemy)
- besides new special attacks, enemies can have more than one special attack
  -> this leads to funny possibilities (e.g. a mad wizard who summons monsters which can
     split themselves into smaller monsters which may poison the player while the wizard is
     attacking with fire balls)
- monster creation can depend of solved or open quests (e.g. a unique monster may be created
  only after the quest to kill the monster has been given to the player; this not only opens
  new plot possibilities, but also solves the problem that some quest relevant unique monster
  could be killed before the quest had been given)
- removed some quests, changed some quests, added new quests
- completly new rare and unique weapons
- every dungeon level has a name that is shown when the level is entered (and also in
  character dump after death or winning)
- now all runes produce an effect when being sacrificed at an altar

BALANCING:
- reworked all weapons and monster stats
- random items and treasure chests are only generated the first time a DLV is entered
  --> prevents level scumming
- monster types that were killed very often don't drop items any more
  --> prevents item scumming by only killing easy monsters
- additionally, less items are dropped by monsters
- resisting curses needs humility >= 15 (before: 10)
- when blessed, chants are always successful
- Dwarvenfall does not shoot anymore
- monster's hive in DLV 4 removed
- more potions produce effects when dipped into wells
- in golden difficulty, only 7% of available space is filled with enemies (instead of 10%)
- new monster's spawn less often
- less blood
- all unique monsters and the secret level are accessable in all difficulty levels
- difficulty level also affects spawning rate of new monsters (instead only the rate of monsters
  that are generated when a DLV is entered)
- in golden difficulty, big, strong and mighty variants of monsters are always generated
- traders are only in 1st, 5th and 15th dungeon level (especially the first level becomes some
  kind of Angband-style "Town level" where you mainly go to buy and sell items)
- bullets and arrows of longrange attacks stop at the end of FOV + 1
- reduced the baseprice for items sold buy you to 8% of the price for new items
- increased prices for life insurance to 250 Cr and withdrawal treatment to 130 Cr
- weapons and armour are more expensive 
- lanterns now cost 85 Cr and have a range of 3



-- 0.3.1 (gamma 2) --

Note that save game compatibility is broken.

INTERFACE
- title screen has options (new game; quickstart; load game; quit)
- as doors open with "bump to open" since 0.3.0.2, opening with a keypress or right-click
  has been removed
- LOS improved; the object which blocks sight is now visible, too
- variants of monsters (sick rats <-> hellrats; cave worms <-> worm mothers etc.) are
  shown using the same character
- lowercase letters are for standard monsters, uppercase letters for unique monsters
- while digging, the remaining integrity of rock is shown
- the identify-command displays rock as rock when below dlv 1 (in dlv 1 as mountain)
- the identify-command shows the integrity of monster hives
- a hint which key has to be pressed to take an item is shown when in front of an item
- if a player is paralized and tries to move, a message is shown
- a more comprehensive "you are paralized" message
- help key is now ?  (instead of H)
- movement keys defined in lambdarogue.cfg are shown in help screen
- items can only picked up by pressing the explict get-key (G by default), not with Enter
- a message is shown when you kill a monster
- many messages don't need to be confirmed with ENTER anymore -> increased game flow
- messages keep longer on screen
- bullets of long-range weapons show the correct character/graphic (instead always arrows)

  SDL-MODE ONLY:
  - tile size on the map has been doubled (inventory and shops show the old small icons, though)
  - bigger tiles use several of the "Absurd"-tileset for Nethack
  - the border between water and land and grass and sand looks smoother

  CONSOLE-MODE ONLY:
  - lanterns are now displayed as yellow }  (instead as white / which is also sword and spade)
  - ash is now displayed as darkgrey ' (instead as blue . )
  - optimized colors for several spell effects, items and dungeon features
  - the help screen provides a list of the most important characters and their meaning
  - the map is only drawn between status bar and message panel
  - status bar and message panel are divided from the map by horizontal lines
  - title screen is colored

BUG FIXES:
- entering dlv 8 produced an endless loop while trying to place treasure chests
- sometimes water monsters appeared at wrong places
- the whole monster placement routine placed monsters at strange places (e.g. outside
  the dungeon ...)
- sometimes cave worm guano overlapped the entrance to the dungeon
- when entering the first dlv, the player was not placed at the dungeon entrance
- enemies that destroy armour/weapon now do this only if armour/weapon is equipped
- when items in shops were marked both as profession-bound and level-bound, this was
  unreadable (because the two remarks overlapped each other)
- long-range attacks of monsters hit the player even if he had a barrier
- console mode on Windows did not allow entering of uppercase letters
- although paralized, sometimes movement was possible
- the "Ring of Agility" could not be equipped
- sometimes new characters started with equipment that need a clvl > 1
- Pindar (in DLV 5) promised to give the player 150 Cr, but instead gave a golden ring
- typo in chants.txt


!! The following lists contain dozens of spoilers !!

NEW FEATURES:
- new players may start with 4 predefined character types (makes the beginning easier):
  - male knight, believer in Ares
  - female ranger, believer in Aphrodite
  - male battlemage, believer in Hermes
  - female monk, believer in Apoll
- two alternative endings (both considered as winning)
- many new items (rare and unique)
- some new spells resp. effects (Force; Heal Aura)
- more items produce effects when offerend at an altar or dipped into water
- some special weapons (both melee and long-range) do ice/water/fire/force-damage while attacking
- you can now dig diagonally and digging stops when you broke through
- you can find rare items when digging
- NPCs can sell special items (it's simply a "new" quest type: "GetGold" with reward "Item")
- taking strength drugs (Vitari) makes you drug addictive
- hospitals offer a withdrawal treatment for addictives
- addiction can also be healed by praying or by blesses
- monster hives are vulnerable to fire auras, fire spells and fire arrows
- thiefs can use picklocks to open locked doors
- new unique monsters (the total number depends on selected difficulty level)
- town has been splitted off into several small houses scattered through the wilderness
- there is more variation in dungeon level generation
- monsters now continue to attack a player who tries to destroy a monster's hive
- hidden dungeon level (in golden difficulty level)
- an extended help function which offers basic information to several topics,
  including a help page that gives hints depending on the player's current status
- in addition to the standard intro text, the background story of LambdaRogue (which was
  available on the LambdaRogue website only until now) is shown when a new game begins
- level feelings
- new scrolls which reveal some of the history, culture and religion of NeoTerr

BALANCING:
- enemy fire/ice/water spells are a little bit stronger
- Dark preachers shoot and cast fire (instead of cursing)
- Dwarvenfall curses (instead Calm)
- Worm Mothers destroy armour (instead Calm)
- slowworms calm (instead Poison)
- itemset "Redemption" gives 20% DP (instead 10%)
- "Water of Life" now heals 200 HP (instead 100)
- "Ring of Guidance" no longer is basic equipment of new characters
- instead, a randomly chosen item is added to basic equipment of new characters
- the min strength of "Claymore" is now 80
- endurance of the spell "Mystic Wall" has been doubled
- only Enchanters can study crystals of spells which would need more than 5 PP
- monster hive's integrity is 250*dlv (no percent as before)
- the amount of damage done to a monster's hive in normal attacks is WP of wielded weapon
- experience after destroying a hive is 100*dlv
- most better weapons/armour need a min clvl again
- WP of arrows and bolts decreased
- score is only increased by levelups, getting and solving quests, destroying hives and winning the game
- disassembling items produces less resources
- big, strong and mighty variants of monsters appear later than before (after 25, 70 & 130 kills)
- damage of fire aura spells is now the remaining number of turns the aura is active
- damage of ice aura spells is now the half of the remaining number of turns the aura is active
- damage of water aura spells is now a third of the remaining number of turns the aura is active
- monsters that get healed by fire/ice/water are healed the same way as described before
- the other monsters can die by staying too long in fire/ice/water aura
- increased the chance that monsters run away if their HP is low
- seasons abandoned
- high humility protects from curse


MISC:
- code cleanup (source has been reduced by several hundred lines)
- edited some comments in lambdarogue.cfg to make them clearer
- NPCs are not placed on wells, altars, crypts or treasure chests any more
- randomly scattered items are not placed on NPCs anymore
- less memory consumption



-- 0.3.0.4 (gamma 1) --

BUG FIXES:
- Diplomas in character dump look weird
- Texts of two quests contain errors (but don't affect solvability)

BALANCING:
- increased the power of the unique enemies; changed their special attacks



-- 0.3.0.3 (gamma 1) --

NEW FEATURES:
- added missing texts
- slightly edited the intro text

MISC:
- at startup, the existance of important directories and files is checked. if
  possible, the missing dirs will be created, but if data files are missing, the
  game stops with a readable error

BUG FIXES:
- mouse control in academy does not work
- the intro text had a typo ("poets" instead "poems")


-- 0.3.0.2 (gamma 1) --

Note that savegame compatibility is broken.

NEW FEATURES:
- a new basic weapon: "Knife" (even weaker than dagger)
- a new healing item: "Penicillin" (better than Aspirin)
- new rare and unique items with special effects
- a new quest for enchanters
- completely re-edited and new diplomas
- more variation in random dungeon generation
- a free creative commons soundtrack for the game
- finally added texts for readable items
- more items produce a reaction when offered on altars or dipped into wells

INTERFACE CHANGES:
- Bumping into doors opens them
- inventory now shows the available Credits
- songbook now shows the current and max. PP
- status screen is tidier
- the role of the father's profession is displayed in character generation screen
- questlog has been splitted from status screen and shows now all quests from all levels
- if the new option "UseMouse" in lambdarogue.cfg is set to "= True", the game can be played by mouse
  - left click: move in direction of click (either 1 tile per click or depending on the distance to
    the current player's position. This can be configured in the config file). Note that this is no
    pathfinding function - your @ won't go to the tile you've clicked on, it will just move in the
    eight standard directions
  - right click: open door, loot chest, take item, drink from well, examine crypt, go up-/downstairs
  - when in mouse mode, icons are shown for the most common actions not accessable via right-click
    (i.e. status, inventory, songbook, talk, fire weapon, chant last chanted song)
  - mouse can also be used in character generation, inventory, songbook and shops
- The message asking if a peaceful monster should really be attacked has been removed (because there
  are no "0"-monsters anylonger in the towns)
- added LOTS of decorative graphics in SDL- and mouse-mode (even more in mouse- than only SDL-mode)
- trying to equip an item that can't be equipped produces a warning
- if an equipped item is selected to drop, dip, sacrifice or sell, it gets removed automatically
- the second (brighter) tileset can be used as default for new games by setting "UseSecondTileset" in
  lambdarogue.cfg to "= True"
- SDL mode drawing speed improved again
- fade-effects in certain screens
- extended spell effects
- Iteminfo shows the price the player would get for selling an item
- a message is shown if a spell hits no enemy
- the last spell chanted can be repeated without opening the songbook
- key evaluation on main screen is less cpu consuming now
- uppercase and lowercase are evaluated as seperate keys (so e.g. I and i may do different things)
- keybindings in lambdarogue.cfg changed:
  - movement now possible with Vi-keys
  - quit with Q
  - help with H


BALANCING/GAMEPLAY CHANGES:
- three difficulty levels
- all characters start with a weapon and some basic equipment
- monsters who live in water or cast water spells are immune against water magic
- monsters who cast ice or fire are immune against fire magic
- the range of all fire, ice and water-chants increased
- heal spell is now for lvl 1 characters; it's range increased
- secondary skill "swim" replaced by "humility"
- new characters in standard difficulty start with 5 (instead of 4) skill points to distribute
- the father's profession has
  - positive effects on player's skills if the player was grown with love etc.
  - negative effects on player's skills if the player had a bad childhood
- the price for selling items is now 25% of the base price plus 5% per Trade-skill point (max. 100%)
- Enchanters start with 30 PP bonus
- Cola now restores 40 PP, Coffee 80  (before, they restored 8 resp. 16; far too less)
- increased the damage done by arrows and bolts
- the player hits more often than before
- removed purely decorative men and women; result: more real monsters
- removed neuter sex

BUG FIXES:
- the "Kill Dwarvenfall"-quest in DLV 10 could not be accepted -> made the game unwinnable
- when tileset 2 was selected, the clearscreen function did not work correctly
- the Cape of Magic could not be equipped
- the Cloak of Caution did not work
- some typos in data files
- after starting a new game or entering a new dungeon level, the screen was not
  updated immediately
- sometimes caveworm excrements overlapped the dungeon entry
- fullscreen never worked on Windows
- sometimes treasure chests, crypts, wells or altars were placed on staircases
- aura spells disappeared after 1 turn (introduced with LOS in 0.3.0.1)
- the compass in console mode covered the equipment icons
- the last line in console mode was not cleared



-- 0.3.0.1 (gamma 1) --

NEW FEATURES:
- Line of Sight
- Light is now created using the Bresenham circle function already used for Aura Spells
- compass items, leading to the staircase to the next dungeon level
- dungeons can have monster hives which spawn monsters extensively until destroyed

BALANCING/GAMEPLAY CHANGES:
- the monster "rat" is called "hellrat" now
- disassembling arrows in resource workshop now also produces wood
- inventory and songbook are limited to 16 items

INTERFACE CHANGES:
- greatly improved drawing speed in SDL mode
- the BACKSPACE key now deletes only one character, not the entire line
- inventory, songbook, shops, resource workshops and NPC dialogs now also use the decorative graphics
- after entering the character name in title screen, a message is shown that indicates if a save game exists
- a hint is shown when an item, a trader or a NPC is on the same position as the player
- if a tile contains both an NPC/trader and an item, the item has a higher priority to be drawn

BUG FIXES:
- many quests couldn't be solved, because of different spelling in data files "items.txt" and "quests.txt"
- fog of war always used the "fog tile" from tileset 1, even if tileset 2 had been selected
- redefining keys in a way that "b" is used for movement or an action made the cheat prompt appear
- regardless how much units of a resource type were sold, it always gave credits for only 1 unit
- it was possible to sell negative amounts of resources
- in console mode, the status line was hidden sometimes by other text
- restaurant-type traders (displayed as green 6) were placed outside dungeon level 1, 5 and 10
- save games did not contain all trader positions
- The Bresenham circle function had some x/y on the wrong positions
- instead of professions, religions were compared for profession-bound items
- questlog in character dump counted pure information NPCs as quest




-- 0.3 (gamma 1) --

NEW FEATURES:
- totally rewritten quest engine; now you can have more than 1 quest at time to solve, which
  makes everything far more flexible
- a new main quest with several subquests (for this, the engine rewrite was needed)
- totally new side quests
- re-created ALL items and spells
- Aura Spells now make affected dungeon areas known to the player
- new item types:
  - dungeon key; used to open locked doors
  - lanterns; used to widen the field of view
  - papers, book pages etc.; used as resource and to discover things about the world and past
  - potion of duplication allows duplicating items
- new item effect type: AvoidTrap
- new quest type: GetItemset
- new floor types: well (drink from it; see what happens); crypt (examine; find treasure and/or ghosts)
- the random dungeon generator has been optimized to create themed levels
- in dungeons, there's a chance to fall down through a trapdoor
- you now can sacrifice items by dropping them on the altar
- more dungeon puzzle tiles
- electronic doors have been replaced by classical locked doors
- the subway system has been removed completely (even from the game engine)
- quest type "Hack NeoTerrNet" removed
- borders around towns removed
- praying can remove curses now
- certain items can be studied

BALANCING/GAMEPLAY CHANGES:
- the profession of the character's father and the relationship to the parents influence
  inital character values
- renamed profession "singer" to "enchanter"
- replaced profession "programmer" by profession "thief"
- removed professions "security", "lecturer", "very important person", "MBA" and "subway driver"
- replaced skill "code" by skill "burgle"
- a high burgle skill:
  - allows to open locked doors without need for a dungeon key
  - prevents from being hit by traps in treasure chests
- spells (chants) are learned from crystals now, not from songdiscs
- the game starts in buildings or in the town
- basic prices for resources have been changed
- the amount of monsters in the dungeons has been increased
- the effects of prayers have been rebalanced
- Diplomas have been edited to fit the current setting of LR
- calculation of light has been optimized
- ghosts based on bone files of dead players only appear when examing a crypt

INTERFACE CHANGES:
- the fog of war is drawn in a better way (before 0.3, it was just black. Now it's slower, but looks more
  common and better: landscape is visible while enemies and items aren't)
- drawing of items, blood and effects optimized (so that the ground is visibile under the item or effect)
- removed exp, clvl, dlvl and credits from always visible status line; rearranged equipment-status
- optimized equipment-info texts in inventory
- default font changed; rendering improved
- default graphical tileset improved and changed to a more fantasy theme (instead sci-fi)
- instead of an ASCII set, the alternative tileset is a brighter version of the standard set (for darker
  screens)
- a new titlescreen
- the academy is now displayed as yellow 5 instead yellow 6.
- the restaurant is now displayed as green 6 instead green 5.
- there is another wall type
- portals have been changed to staircases
- Both Tileset variants have their own background images. So, other background colors are possible for both modes.
- gamma controls removed
- NPCs which have no quest, but only information don't display as ??? in the questlog after the player has
  talked to them; instead a remark is shown
- the resources status screen now shows the total value in Credits of all resources
- polished overall appearance of several UI elements
- removed "quick" inventory and spellbook ... nice idea, but too unhandy
- the inventory option "look/listen" has been replaced by seperate option "look" and "study"
  - look: just look at status information of item
  - study: learn chant or read book

BUG FIXES:
- "GetResources" quest types crashed with an access violation ...fixed.
- 0.2 introduced a new bug which caused many doors to disappear ...fixed.
- prices with VIP-card were displayed correctly, but when buying, the standard (higher)
  price has been used
- runes of Beithe did not work - now they do
- used runes of Beithe are now removed correctly after usage
- the illumination of a floor tile created by digging was zero, is 4 now.
- the windowtitle shows up correctly in GNOME taskbar now
- shooting monsters now do damage
- if player is shot to death, the correct enemy name is shown
- corrected a bug in calculation of HitOrMiss
- fixed a bug that caused frozen monsters to have undefined messages in battles

MISC CHANGES:
- "kill unique monster" is now internally handled as standard "hunt enemies" quest
- lots of code cleanups
- the items needed to learn chants (spells) are created automatically now; this allows concentration
  on the spells itself rather than the items. As these items are only "links" to the spells and have
  no special meaning by themselves, this is no break of my "no stock!"-rule


-- 0.2 (beta 7) --

NEW FEATURES:
- Items can be disassembled into their resources.
- Resources can be sold.
- A new quest type: "GetResources" (deliver a certain amount of various resources to a NPC)

BALANCING/GAMEPLAY CHANGES:
- only 10 dungeon levels instead of 20
- all predefined levels have been replaced by random levels
- all levels except the first one are dungeons
- portals can be everywhere, not only on water
- the story and all former quests have been removed completely
- quests can only occur in levels with towns (and only 3 levels have towns)
- the item effect "BecomeInvisible" is now valid for wearables, too (so you can equip items
  which make you invisible)
- removed many monsters; reworked the others (credo: less is more)
- removed many redundant items; deactivated item variants; re-balanced many items
- element spells have different damage effects and PP costs: fire > ice > water

INTERFACE CHANGES:
- by default, the classical (list style) inventory and songbook is used (the quick inventory
  and songbook can be activated by their special keys or make to default by editing the
  configuration file)
- shops now show a remark if an item needs a higher level or another profession

BUG FIXES:
- preparation courses in academies now really cost money ...
- levels without NPCs now don't show NPCs any longer
- the skill point distribution screen now shows and handles the correct number of skill points
- rare items can finally be found (and only found in the proper dungeon level)

MISC:
- random dungeon generation has been improved to remove several strange artifacts



-- 0.1.110pre1 (beta 6 preview 1) --

NEW FEATURES:
- hospitals offer life insurances, i.e. it is possible to save the game there. However,
  it only allows to continue one time at this save point, because save games are deleted
  now directly after loading [I am aware of the problem that now the save game can be
  lost due to computer problems]. Additionally, saving costs money. The price is
  25 * (total_number_of_saves + 1). So the first save will cost 25 Credits, the next
  saves 50, 75, 120 and so on. The total number of saves is shown in status screen and
  character dumps, too.
- it is possible to listen to music while playing. LR uses the free and open source
  command line mp3 player "mpg123" for this. Title music must be "title.mp3", game over
  music must be "death.mp3", winning music must be "win.mp3", hacking music must be
  "hacker.mp3" and the music for every area is numbered from 1 to 20. All files have
  to be stored in "sound"-folder.
- opening security doors requires a code, as always, but now there's only a limited
  number of inputs possible. After that, security forces will be alarmed.
- player can use a drug which temporarly increases STR, leading to stronger hits
- finally Pandora's ale works as planned
- fire-, water- and ice-aura effects are shown as the circle they're meant to be


BALANCING/GAMEPLAY CHANGES:
- treatments in hospital are cheaper
- Nivia has a passage to the eastern wilderness now
- time and date are shown only in status screen (misc. page)
- female character's don't have such high Move-values any longer (but still more than
  males or neuters)
- monsters have a Move-skill now. If it's not determined in the monsters.txt, the
  player's Move-skill is used as base and increased or decreased by a random value
  between 1 and 5.
- the Move-skill is now only used to determine if an attack hits or misses; it plays
  no role for calculating the defense any longer
- an attack hits if the attacker's total move value (TMV) is higher or the same as the
  opponents. The TMV is based on the Move skill and influenced by hunger, confusion,
  blindness, paralization, curses and blessings. Besides these, there's a 15% chance
  of bad luck, leading to 0 TMV. The equipment can have positive or negative effects
  on TMV, too. If both TMVs are equal, one of these is randomly increased or decreased
  by 1.
- there is no longer a minimum damage of at least 1 done.
- there's a small chance to hit the monster "hard" (= damage gets doubled)
- new characters start with a package of Aspirin

INTERFACE CHANGES:
- battle messages are splitted into two lines
- several messages have been improved
- the game window has an icon now

BUG FIXES:
- until now, nobody offered the quest to kill the final enemy. So it was not possible
  to win the game. NOW it is.
- the last DLV is now recognized correctly and it's not longer possible to go further
  then defined by WinLevel-constant
- time-restricted effects did not become less when fighting an enemy (they only did
  while moving)
- when confused, the "west"-key was not swapped
- potions with "curse"-effect did not curse, but bless
- corrected spelling and sorting of polish restaurant
- sometimes unique enemies, portals and NPCs were created outside the areas

MISC:
- further code cleanup
- effect handling has been simplified
- the makefile produces complete directories for the specified platform, so I just
  need to make an archive from these folders, without caring of copying all relevant
  data or deleting unnecessary files. "make [linux | win32]" will just compile and
  copy the binary into an existing folder. "make [linux-full | win32-full]" will
  delete an existing folder and create it from the beginning, also with the rather
  large soundfiles
- landscape generation was made more consistent




-- 0.1.105 (beta 5) --

NEW FEATURES:
- monsters can shoot at the player if there's no barrier behind them and player
- skills don't improve automatically after level ups (instead you have to go to academy)
- Hospital: Heals the player and sells insurance cards
  (healing in hospitals is for free if the player owns an insurance card)
- Restaurant: Offers better food.
- Academy: Here you can use your skill points to improve your skills
- It's also possible to get a V.I.P. card which works as insurance card and has
  many other useful benefits (mostly lower prices)
- quests now have to be accepted by pressing the action-key, so the player has the
  freedom to decide which to do first.
- subway stations have names
- using the identify/look command on subway stations brings up a subway map
- some unique weapons/armour/rings/helmets can regenerate HP or PP
- the descriptions of many items have been improved
- the first area has been slightly modified
- item information displays the efficiency of potions and food
- more variation concerning dungeon levels
- score and the number of turns are counted. score points are achieved by
  finding and earning money, accepting quests, solving quests, finding items,
  killing enemies and level ups
- character dumps contain the total number of turns the player survived,
  his score and the number of prayers
- the win condition of the game is now controlled by quests.txt, making it possible
  to offer several ways to win (e.g. the classical "find and return with an item")

BALANCING/GAMEPLAY CHANGES:
- HP doesn't regenerate with each turn if no proper item is equipped
- all characters have more money at startup
- they also start with more food ...
- ... and more HP
- cave worm excrements are now only scattered in random levels
- the damage of lava is less predictable
- new characters only have 4 (instead of 5) skill points to distribute
- the profession "Master of Business Administration" has been renamed
  to "Very Important Person" and the initial skills of former-MBA have been reduced by 4 ...
- ... but at least a V.I.P. has a V.I.P. card from the beginning
- Rangers Fight-skill is now reduced by 3, in addition their sword skill is reduced by 3, too
- food is more efficient

INTERFACE CHANGES:
- the two lines of character description are shown on one screen
- in quick inventory now the number of the selected inventory slot can be shown
- in quick songbook now the number of the selected page can be shown
- improved status screen with different sections for basic stats, questlog,
  ressources and misc. things

BUG FIXES:
- you can't buy "empty items" in shops any longer
- targets of killing-quests disappeared after leaving a dungeon level and appear again after
  saving/quitting/reloading in their own dungeon level
- in later levels, there were no men and women
- subway stations weren't recognized as towntiles correctly
- monsters follow the player better than in previous versions
- scrolling left in quick inventory/spellbook should be bugless now
- fixed some inconsitencies in items.txt
- stores sometimes were empty at startup
- modified variants of potions had wrong efficiency values
- modified variants of equipment-items had wrong minimum character levels
- the prayer-counter didn't increase

MISC:
- a little code cleanup



-- 0.1.100c (beta 4, build: 2007-03-01) --

- deep water is identified correctly when swimming in it (with Swim-Skill > 8)
- the classic style (list) inventory and songbook have been optimized
- there were still some wrong "ENTER to continue" messages
- the message "[foo] was hit by a trap" was changed to "One of your traps hit a/an [foo]."
- if the player wants to pick up or buy an item while inventory is full, a message is shown
- after buying an item, a message is shown, too
- several debugging messages and functions have been deactivated ;)

- additionally, NeoTerrNet has been thrown over again and will be redesigned for the next
  beta (so there's no longer a mini-roguelike in LambdaRogue; too time-consuming to care
  about it)



-- 0.1.100b (beta 4, build: 2007-02-28) --

- deep water, security doors and seasoned trees and grass are now identified correctly
- the wrong "ENTER to continue" message while fighting and taking money has been removed
- scrolling left in quick inventory/spellbook leads to the most right item when the
  first item is selected
- sacrificing negative amounts of money is not longer possible
- the SDL window's gamma value is stored in the save file
- corrected some typos in data files
- the Windows version now has a startup-script, too (startlr.bat)
- automatic walking to a tile once occupied by a now slain enemy can be switched
  off in config file
- messages "You kill the [foo]" and "The lava hurts you" removed
- all messages that should wait for pressing ENTER should do this now correctly in SDL-mode

* thanks to Christian "Schnaader" Schneider for the Windows startup-script
  and many important bugreports *


-- 0.1.100a (beta 4, build: 2007-02-27) --

- the current tile is auto-identified and shown at the bottom of the screen
- the "identify tile" command now identifies tiles next to the player
- the version number now contains a build date (snapshots are not affected by this,
  as they are just have an increasing ID and internally the version number of the
  next upcoming real release)
- the quick inventory/songbook can now also be scrolled left
- if you move towards a non-empty tile with a non-hostile creature (monster or
  NPC), you can choose to [a]ttack or just to [m]ove to this tile
- big, strong and mighty enemies now count in hunting quests
- big, strong and mighty enemies appear less often ...
- ... or can be switched off totally in config file
- help screen now shows all keys
- the "press any key" message is back when it makes sense, but in the form of
  "[ENTER] to continue"
- the config file parser is no longer case-sensitive
- the "you take"-message uses the correct indefinite article ("a"/"an")
- i _think_ there's no infinite loop at game start any longer
- the default config file had an error
- a nasty bug which was leading to corrupt data has been fixed



-- 0.1.100 (beta 4) --

NEW GAME FEATURES:
- added more story parts
- added dozens of random sentences for NPCs who don't yet offer own quests
- new quests
- constructors and rangers can clear contaminated ground (and earn money for this)
- the first level is predefined and provides unique starting positions for the
  different religions; the quests in DLV 1 are leading into the story
- new dungeon layer: air.
- aura spells are differentiated from normal spells
  (aura spells (fire, ice, water) create a real aura in the air layer)
- ice aura freezes monster's movements
- dungeon and landscape generation improved
- monsters can be declared as "human". Those monsters live in towns and aren't hostile
  from the beginning, only when attacked by the player
- characters now have a short vita and description (the usual "you're the son of..."-stuff)
- a new status value STR, which is reduced if the player is hungry. If STR is too low,
  the character can't hold many weapons
- if certain skill combinations are trained very good, the player achieves a diploma

GENERAL CHANGES AND FIXES:
- corrected several typos
- corrected a bug in input handling of SDL mode
- added two spaces into "Aphrodite gives you4extra EXP" (so it's now "you 4 extra EXP")
- changed day/month/year to day/month/cycle
- changed the colors of the map
- if a barrier is around the player, this is shown in status bar
- quests appear not line by line, but as whole text
- an optional new inventory screen for fast access
- the same for songbook, while here exists an option to open the book with the last
  song chanted as selection (this is useful to sing the same song more than one time)
- graphical improvements to the SDL mode
- non-aura spells are shown like fire-arms (but colored)
- arrangement of status values has been optimized
- for saving/loading quest data, now the WinLevel constant is used to determine the max. DLV
- digging now only produces rocks if it's really digged (into stone)
- the GP of helmets and hats wasn't included in the calculation of long range combat
- weapon shops now sell ammunition (they never did ...)
- poverty is slain. *fg* i.e. shops aren't empty any longer
- date and time finally increases the year/cycle-counter
- caveworm excrements don't block subway entrances and doors any longer
- barriers didn't disappear as expected when the player stayed on the same location while battle
- transport quests couldn't be solved if the target NPC had the wrong religion
- dropping of items now works correctly
- monster spawning had some minor bugs
- numpad diagonal keys in console mode are working now
- numpad enter key in SDL mode is working now
- numpad 0 shows inventory
- on Windows, the game crashed due to too high stack requirements

BALANCING/GAMEPLAY CHANGES:
- the random levels are smaller than in previous releases
- more non-empty chests
- long range weapons may miss
- monsters drop items more often
- various changes for the initial stats of characters
- EXP are calculated based on the monster's strength
- more EXP are needed for level ups
- the character level is restricted to 25
- traders don't appear in every level
- random items appear more often
- caveworms and herrings don't attack first
- good, mighty and holy items appear later and require greater levels

NON-VISIBLE CHANGES IN ENGINE:
- now 40 instead of 20 possible story parts
- some new puzzle tiles for dungeon creation
- code optimizations

BUG FIXES IN DATA-FILES:
- corrected several typos
- songdiscs with chants in items.txt did not correspond to the chants in chants.txt

MISC:
- added a FAQ


-- 0.1.99 (beta 3; not released) --

NEW GAME FEATURES:
- random maps and predefined maps
- storyline (different for each class; only 1 of 5 available in this beta)
- many new items (including normal, rare, unique and set items)
- standard weapons/armour/clothes/potions have different variants (old, cheap, normal, good, mighty and holy)
- new quests and maps
- items can be sold
- computers can be hacked (implemented as a mini-roguelike)
- improved monster AI (they run away, use certain potions...)
- character dumps
- new character generation
- added professions and items requiering a certain profession to be used
- new effects: freeze time, curse, bless, random
- monsters can cast water and let weapon/armour disappear from player
- chests can be traps
- digging can produce rocks now
- quests can require that other quests are fulfilled or plot scenes have occured
- dropped packaged items (e.g. ammunition) will only remain on the floor if they are still complete
- two new secondary abilities ("swim" to pass deep water and "trade" to get better prices)
- new floortype: contaminated ground

USER INTERFACE CHANGES:
- the game now works without SDL, too (pure console mode)
- SDL: output method can be switched between ASCII and graphical tiles (by pressing "0")
- SDL: full screen with the possibility to adjust gamma
- firearms are shown in a more ADOM-like way (as ****** from the player char to the target)
- better linux startup script with options to merge and delete bone files
- the skill selected for training (on level ups) has to be confirmed with Enter
- looking at items in inventory and shops shows more and better structured information
- support for different tilesets
- keys and some settings are customizable

BALANCING/GAMEPLAY CHANGES:
- character levels are restricted to 40
- on level up, the maximum HP and PP are increased by 9%; the current HP/PP are restored to the new max.
- Aphrodite-characters get only half of the EXP the other classes would get
- Aphrodite-characters get more EXP for quests and EXP for _every_ quest, even if other classes wouldn't get EXP
- for Dionysos-characters, food is as double efficient as normal
- Ares-characters don't get EXP for killing caveworms
- trader inventories change less often
- lava is passable, but hurts player and monsters
- monsters now have 3 stronger variants which appear after a certain amount of killed monsters of a type
- runes are now rare
- going by subway consumes less time than walking
- subway tickets now cost 10 Credits (instead of 20)
- number of bullets/arrows in ammunition packages doubled
- monsters lose items more often
- removed minimap once again (this time due to gameplay reasons)
- in random areas, there is a "fog of war" that hides still unknown territories
- when leaving a random level, 3*percentage of discovered territory is added to EXP

NON-VISABLE CHANGES IN ENGINE:
- we now use/have...
-   the Jedi SDL headers
-   IMG_LOAD instead of LOAD_BMP
-   Unicode
-   key repeat
- source code now provides a makefile
- the main window now has a proper title
- if no quest is defined for NPCs, they have random statements
- saving/loading is MUCH quicker than before

BUG FIXES IN ENGINE:
- set items weren't identified as set correctly
- shops now respect the minimum dungeon levels of items
- water aura now has it's own graphical tile
- an infinite loop while random dungeon generation
- monsters don't longer attack players in a subway
- the game doesn't crash any longer after quitting (fixed by the use of 1 big BMP for tiles instead of 200 smaller ones)
- cheating with dropped packaged items is not longer possible
- firearms only hit in the field of view of the player character (+ a small additional range)
- "press any key"-messages now also accept cursor keys
- helmets and hats weren't evaluated in TP-calculation

BUG FIXES IN DATA FILES:
- the "cyberpunk" wasn't shown correctly (bug in in monsters.txt)
- the quest "deliver documents to senator Kane" didn't work (bug in quests.txt)
- item set "Garmon's ..." wasn't complete (missing item in quests.txt)
- additionally, set items weren't recognized as item set at all (bug in items.txt)


-- 0.1.95 (beta 2) --

2006/09/01
- fixed: vertical subways did not work properly
- fixed: scrolls couldn't be read

2006/08/30
- subway

2006/08/29
- seasons
- neuters have more money at the beginning of the game
- closed doors that need code to open
- predefined maps can have random generated parts

2006/08/28
- fixed: solved quests weren't loaded correctly from saved games
- new floor type: snow
- finished to implement graphics
- player can rest 1 turn by pressing . and any number of turns by pressing r
- minimap now called by pressing 0
- worm guano now blocks magic/chanting
- 2 new monsters
- the maps aren't rotated/mirrored any longer

2006/08/27
- changing time of day (currently only for better atmosphere)
- changed map symbols and player symbol totally to tiles
- as we are a sci-fi-game, we now use a font that better fits

2006/08/26
- fixed: while entering numbers, the left-key to delete one char did not work. Now it does ;)
- items work as quest reward
- new quest type: "get item for NPC"
- replaced floor type "crystal tree" with randomly scattered "worm guano"
- changed tiles. now we have a mixture of pure ASCII and ASCII-based tilegraphics

2006/08/25
- NPCs and quests (already working: "kill" and "transport")
- new floor types: grasslands and hills
- towns now can have "safe" grass, trees and hills (without monster)
- replaced first dungeon level with a larger one
- unique monsters have fixed starting positions (read from level files)


-- 0.1.9 (beta 1) --

2006/08/24
- fixed: another confusion-bug
- fixed: a bug with password-protected NetSites
- re-implemented: set items
- added a general function for checking the existence of a complete set of items (used for runes so far)
- added rune sets
- added new NetSites
- some new items
- new negative effects: paralyze (player can't move), calm (player can't chant)
- early monsters won't appear in very late levels
- blood in the dungeon isn't saved (makes savefiles smaller and looks better)
- floor tiles can be marked as "town" - then monsters will avoid these tiles. Traders and NPCs only appear on such tiles.
- in new areas, player starts at the portal to the previous area
- minimap now shows mud, sand and forests

2006/08/23
- monsters are divided into water- and non-water monsters
- treasure chests
- changed the calculation of level ups
- two new skills: code (primary), tool (secondary)
- a new title screen
- added runes (based on celtic oghams; 4 sets with 5 runes)
- every religion is associated to 1 skill and 1 status value

2006/08/22
- fixed: the crash after quitting the game
- fixed: the crash while showing the dungeon map -> so the map is back again
- fixed: the levelup-screen did not use the "key-without-enter-is-sufficient"-input method
- new effect: magic wall (barrier against attacks)
- aura-chants are working (currently: ice/fire/water)
- praying and sacrificing
- finally a working NeoTerrNet
- recreated online help based on NeoTerrNet
- in addition to the backspace key, the [cursor left] key deletes only the last character
(while entering text and numbers)
- player can place traps to kill monsters
- items and spells can harm player himself, too

2006/08/21
- greek gods as religions
- many new monsters
- new effect: blindness
- fixed: a bug with confusion
- fixed: doors can now be closed diagonally
- predefined levels can be rotated randomly
- doorways are a bit brighter
- new items


-- 0.1.9pre3 (pre-beta 3) --

2006/08/20
- numbers can be entered via numpad
- simple menu choices can be made without pressing enter


-- 0.1.9pre2 (pre-beta 2) --

2006/08/20
- changed field of view algorithm
- adjusted initial "view"-value of character classes
- various balancing adjustments
- finally, money can be found in dungeon
- "you kill the [monster]" message added
- fixed: the symbol for supermarkets (ascii:138) wasn't displayed; changed to ascii:144
- added another predefined level (3)


-- 0.1.9pre (pre-beta 1) --

2006/08/18
- new weapons
- monsters only move to and run from player, when player is visible

2006/08/17
- dungeons can have terminals for browsing the net

2006/07/30
- new items

2006/07/29
- started to integrate the Net (some kind of internet)

2006/07/26
- enabled numpad. Now there should be enough moving possibilites for all predilections ;)
- fixed: a blood bug :)
- religions (i.e. the possible classes the player can choose from) are read from textfiles now
- last dungeon level is 20 for (will be changed to 40 someday)


-- 0.1.6 (alpha 7) --

2006/07/25
- fixed: packaged items only appeared as 1 item in inventory when taken up from ground
- level 1 is and will stay predefined
- enabled cursor keys
- learning is finished, so chants can be used
- trading uses an extra key
- adjusted the background "story"
- player can become invisible if he wants to hide from monsters


-- 0.1.5 (alpha 6) --

2006/07/24
- items can be sold in packages (e.g. 20 arrows at once)
- the savefile is now deleted, when the game has been won
- player can buy scrolls (need to learn chants; however,
  learning isn't finished yet; so using the chants obviously works not.)
- if player is poisoned, he will be shown in another color
- one new trader (sells scrolls)
- traders are shown in different colors
- fixed: attempt to free SDL-surface after game over two times


-- 0.1.4 (alpha 5) --

2006/07/23
- fixed a bug with digging... now it should work better
- fixed other minor bugs
- changed main background back to black... looks better...
- shooting implemented (incl. ammunition)
- better help screen, better INSTALL-file
- secondary abilities can be trained, too
- fixed a stack overflow under WinXP
- remapped keys
- added a shell script for startup
- when player takes an item, a message is shown
- vanquished unique monsters stay dead
- monsters attack the player, when standing next to him
- added various debug-messages
- player has some credits when new game is started
- monsters can confuse player; added item to heal confusion
- secondary abilities are now used for battle calculation
- initial HP-value increased (...to prevent early deaths)
- support for predefined levels
- new items


-- 0.1.3 (alpha 4) --

2006/07/23
- underground forests
- player can use certain objects to block paths (useful for disturbing monsters)
- repeated tunneling now consumes time (1 turn per repetition)
- depending on the tool used for digging, it lasts more or less time
- fixed the shop bug


2006/07/22
- further improvements to monster's ai
- now traders are stored in savegames, too


-- 0.1.2a (alpha 3) --

2006/07/22
- fixed a bug with saving games
- removed random movement of monsters; they now follow or escape the player
- after loading a saved game, no new items are created


-- 0.1.2 (alpha 3) --

2006/07/22
- dungeon size varies
- minimap disabled due to an mysterious access violation
- now whe have 3 item categories:
  normal items (dropped by monsters, lying around in dungeons, available by traders)
  rare items (only dropped by monsters)
  unique items (dropped by unique monsters)
- added detailed status display
- fixed some bugs
- started to improve structure and comments of source code
- player now has secondary abilities for the different weapon types
- added titlescreen, coloured background
- changed ability "spell" to "chant"
- extended character generation
- loading and saving implemented (seems to work... but not tested very much)


2006/07/21
- the game can be won by reaching the ocean (e.g. the last dungeon level)
- monsters can lose items, incl. unique and set items
- player's can't sell items to traders (inspired by Dungeon Crawl)
- more blood :-)
- unique monsters can be detected on the minimap by using special items
- monsters use magic or special abilities
- more items, more monsters, incl. items to resist enemy spells
- set items removed (unique items are sufficient for the moment)
- the size of different areas (dungeon levels) differs


-- 0.1.1 (alpha 2) --

2006/07/21
- traders are categorized (1: supermarket, 2: weaponary, 3: armoury)
- unique items no longer show up on map or while trading
- when reaching a new character level, the player can improve abilities
- set items implemented

2006/07/20
- items are stored in textfiles
- monsters are stored in textfiles, too
- added rings and helmets to wear
- dropped items don't just disappear any longer, they are "dropped" on the ground
- traders don't have an infinite number of their items
- for certain armour/weapons the player's level has to be high enough
- now we have unique items and unique monsters


-- 0.1 (alpha 1) --

2006/07/20
- traders are fully working
- minimap shows shopareas from the beginning
- added more items and monsters
- corrected a bug in inventory
- slain monsters leave some blood (useful as markers)
- improved placement and choice of items in dungeons

2006/07/19
- items can be taken, dropped, eaten and drunken
- change between different dungeon levels implemented
- changed statusbar
- added effects of food and poison
- monsters now spawn in relation to current dungeon level, not to player's level
- improved character generation
- implemented real battle calculation
- improved placement of doors
- corrected an infinite loop while going up/down
- dungeon levels contain traders
- implemented minimap

2006/07/18
- monsters added
- monsters move, can be slain and attack
- the player can die
- character generation screen added
- rivers and mountains added
- inventory and items implemented
- decided for background story and goal of the game

2006/07/16
- changed display method to SDL
- added status bar

2006/07/14
- moving and digging implemented
