03/24/98:
	----- MAngband 0.5.2 released -----

03/24/98:
	Added necessary hacks for getting the client compiled under
		Windows.
	Fixed the stat ordering bug again, as I managed to put it back
		in.
	The client now reads defaults for the nickname and password
		from the .mangrc or mangband.ini file if available.

03/23/98:
	The object and monster compaction routines have been enhanced,
		and are called more often, to prevent newly generated
		dungeon levels from being scrapped as often.
	Newly dropped objects should no longer be visible to everyone.
	Detect traps will now work better for the second player to cast
		it on a dungeon panel.
	Emptying a wand or staff now resends your inventory so you can
		see that it is empty.

03/22/98:
	You can no longer destroy cursed equipped items.
	Fixed small English mistake in party code.
	Fixed sometimes-fatal bug in the spell code.

03/21/98:
	Capitalized the second word of "Dwarven Lantern" and "Feanorian
		Lamp".
	Fixed bug where silver jelly's "dim light" attack would cause a
		message when wielding the new permanent light sources.

03/16/98:
	----- MAngband 0.5.1 released -----

03/16/98:
	Revamped the speed system to vary according to the depth the
		player/monster is at.
	Made the player ghosts' "Blink" ability a level 1 one.
	Added a rather hackish fix to the "inventory shift" due to
		reading the last Identify scroll, causing the wrong item
		to be often identified.
	Fixed an elusive bug causing the objects in Town to disappear
		after the server was quit and restarted.
	Firing a bow while confused will now result in a random direction
		being chosen.
	The server now denies a client request if someone else from that
		hostname with the same username is already on.  This will
		prevent some ugly player farming techniques.
	Make resting regenerate hit points and mana 3 times as fast as
		normal now (used to be twice as fast).

03/15/98:
	Fixed bugs regarding house ownership due to duplicate keys.
	Tweaked store inventories a little.  The General Store will now
		carry more arrows and bolts, but no spikes.  The
		Alchemist will carry more enchant weapon/armor scrolls,
		but no scrolls of detect traps, stairs, or treasure.
	Added two new objects: Dwarven lanterns and Feanorian lamps,
		which give permanent radius 2 or 3 light, respectively.
		They are fairly deep and somewhat rare.  Look for a blue
		tilde (~).

03/11/98:
	Fixed bug in stat ordering.
	Fixed bug where infra-vision could be used to see players
		behind walls.
	Allow house owners to duplicate their keys by paying another
		10 percent of the house purchase price.
	Make house keys un-stealable, un-destroyable, and un-sellable.

03/09/98:
	If a house-owner dropped his key and picked it back up, the
		house would be marked as "unowned", letting others
		buy the house and taking the items inside.

01/13/98:
	Put checks on ghosts so that they can't go up from Town, or
		down from the lowest dungeon level.

12/17/97:
	----- MAngband 0.5.0 released -----

12/17/97:
	Player ghosts can now use a small set of ghost powers, their
		melee attack damage is now based on their level, and
		the also have the ability to terrify players or
		monsters with their melee attacks.

12/16/97:
	Fixed up running while a ghost.
	Fixed small bug causing players to not see monsters when they
		enter the game.
	Made players become unparalyzed, unpoisoned, unstunned, etc.
		when they die.

12/14/97:
	Fixed some bugs regarding player inventory when they die.

12/13/97:
	When players die, they become ghosts, which can walk through
		walls, but cannot interact with objects.  When a ghost
		dies, it is gone forever.

12/05/97:
	Your location is now saved in your savefile, so quitting while
		in the dungeon is not a viable method of Word of Recall
		anymore.

12/02/97:
	The remote console can now be used to kick players from the game.
	The server now saves its savefile at regular intervals.
	Added much more functionality to the remote console.

12/01/97:
	Began implementation of a seperate server console program, so
		that control of the server can be done without requiring
		that the server have its own terminal.

11/22/97:
	Included patch by Hao Chen (hao@mit.edu) to fix various network
		problems when running on Digital UNIX.

11/17/97:
	Now, when a player dies, all entries in the hash table with
		his name will be removed, instead of just one.  This
		protects against server crashes, etc.
	Added a help command, '?', which displays a help file stored
		on the server.

11/15/97:
	----- MAngband 0.4.2 released -----

11/15/97:
	Put a metaserver interface in the client, so the player can
		choose a server from a menu.
	Removed some superfluous server debugging output.
	Fixed bug in client causing junk characters to be printed
		at the end of every line in the metaserver output.

11/14/97:
	Modified the server and client to accept the player's name
		and password on startup, thus scrapping the need
		for the old .mangrc file.

11/09/97:
	Fixed bug that would cause a crash if an earthquake occured.

11/08/97:
	Macros such as "*tmaa" should now work if the "use_old_target"
		option is on.  Also "*tf15" will now work, whether
		"use_old_target" is on or not.  Targetting needs a big
		amount of help....
	Players used to be able to walk several spaces at once if they
		would hold down a movement key, this is no longer
		possible.
	Inscribing and uninscribing commands take no energy, as they
		seem to be more of "administrative" commands rather
		than action commands.
	The "cast spell" and "pray" commands will now ignore direction
		5 if no target is selected.

11/07/97:
	Allow a new "development" string to be appended to the version
		string sent to the metaserver to reflect the new
		auto-patch versions that are available.

11/05/97:
	The house buying code now takes the player's CHR into account
		when computing the price.

11/04/97:
	Made a couple of bow firing improvements; having "extra shots"
		will allow you to fire with less energy, and firing in
		direction '5' with no target will do nothing.

11/02/97:
	----- MAngband 0.4.1 released -----

11/02/97:
	Fixed a small display bug in the high score list.
	Took out some of the more verbose debugging output that the
		server has been printing recently.

10/30/97:
	Added a hash table to store the names of players who are alive
		at the moment.
	Used that hash table to show the killer of uniques in the
		unique list.
	Re-implemented the high score list.  It can be accessed with
		the new '#' command.
	Prevent yet another server crash cause.  Also, make the signal
		handling code be more paranoid, thus preventing the
		handler from generating a signal, which is very bad.

10/11/97:
	Each player is now assigned a unique ID number that is retained
		in his savefile.  This will allow for such things as
		uniques getting regenerated after their killer dies, etc.
	Implemented said feature about uniques being regenerated after
		the player who killed them dies.

10/06/97:
	Put in a *real* fix for the disappearing messages bug.  Messages
		that you send that you don't get back within 3 seconds
		will be resent.

10/05/97:
	Sleeping monsters that are in sight will no longer stop running.
	Stone to Mud will no longer destroy house doors.
	Passing bad values of your race/class could cause the server to
		get hung in an infinite loop during the character
		creation.  This has been fixed.

10/04/97:
	----- MAngband 0.4.0 released -----

10/04/97:
	Made houses 1/5 the price that they were.
	Now most commands are cached until the player has enough energy
		to perform them.
	Implemented the "Locate" command ('L').
	You can no longer run if monsters are on the screen.

10/03/97:
	Modified that main-gcu.c file to use multiple windows if you
		are running on a screen bigger than 80x25.  I'll also
		submit this to Ben for inclusion in future Angband
		releases.

09/27/97:
	Earthquake and Word of Destruction no longer do anything in town.

09/26/97:
	The command cache broke walking cancelling a rest.  I refixed it.
	Someone reported that if the staircase that you are supposed to
		appear at is surrounded by monsters, you might appear
		inside a wall.  This shouldn't happen anymore.

09/25/97:
	Added a "command cache" on the server.  It will remember the
		last command that you sent, and if you did not have
		enough energy to execute it, then you will when you do
		gain enough.
	Finished up the house code.  Houses can now be bought, keys will
		allow entry, etc.
	Fixed some annoying visual effects that happened when a player
		disarmed a trap or tunneled through a rubble.  Other
		players would see a dark gray spot left behind.

09/24/97:
	Added an object kind "key".

09/23/97:
	Fixed problem in the server that woudl cause the server to crash
		if someone with control characters in their nickname
		tried to enter the game.

09/22/97:
	A bug in the look code would cause a server crash if you were
		looking at someone when they left the game.
	That patch did not appear to fix the message bug.
	The client will now quit more cleanly if something goes wrong
		during the startup process (wrong password, etc.).
	The server now saves the information about objects in town to
		the savefile, so that houses will be useful.
	Stores will now refresh even if players are in town, and they
		do so twice as often.
	Fixed a bug that could cause artifacts to get lost if they are
		on the ground when the server crashes.

09/21/97:
	I believe I've fixed the "disappearing messages" bug.  A client
		patch will be made available.

09/20/97:
	Monsters will no longer be placed inside houses.
	Finally fixed the visibility bug that caused treasure to be
		visible when it shouldn't have been.
	Changed the name of the old Home to "the Tavern" under the look
		command.

09/19/97:
	Trees will no longer be generated next to the streets.
	The stores will all now be in the center of town.

09/18/97:
	Had the server resend the spell book info when you gain/lose a
		level (for the updated fail rates).

09/17/97:
	Fixed server bug that would cause a crash if someone was trying
		to start running at the moment he recalls down into the
		dungeon.

09/15/97:
	Updated the client so that it will not busy loop while waiting
		for a response from the server during the login process.

09/14/97:
	----- MAngband 0.3.6 released -----

09/14/97:
	Added more messages about the activities of other players.

09/13/97:
	Hitting ESC at the direction prompt while firing an arrow will
		no longer drop an arrow at your feet.
	Trying to run will cancel resting.

09/12/97:
	Made the mini-map run-length encoded, and removed some special
		code to handle older clients that are now too old to
		be used anyway.
	Overly long object names could crash the client when trying to
		look at them.

09/11/97:
	Changed the reported spell fail rate to report what the fail
		rate would be if the player has enough mana to cast.
	Changed the reliable data stream code a bit.  Perhaps this
		will alleviate some of the buffer dump problems that
		people would sometimes experience.
	Cleaned up the mini-map usage on the client.  If the command
		to view the map gets lost, hitting ESC will abort.
	Made it impossible to phase door or teleport into a house.
	Tried to make it much more difficult for players to be placed
		on the walls of the Tavern on startup if it was full
		of junk.
	Moved the minimap so that is covers over the "map" part of the
		screen, rather than the part with your stats.
	Now heavy spellcasters like hounds and magic mushroom patches
		shouldn't be quite so deadly.
	Players without lights will now be invisible to players
		without telepathy, if they are not in a lit square or
		within range of infravision.
	Under a windowing system, the message window will now be
		redrawn every time a message comes in, rather than
		only when it is efficient.
	Party names can now be reused if the party is disbanded.

09/10/97:
	Fixed a problem with the screen getting corrupted when
		leaving a store after looking at your inventory.
	Fixed yet another problem with wide corridors causing crashes.

09/09/97:
	Fixed various problems causing some monsters to get misdrawn.
	The wide corridor code was always making one-width doorways.
	Redid the updating of the monster health bar.  Now it is
		more "correct", and will no longer crash the server
		under certain conditions.

09/08/97:
	----- MAngband 0.3.5 released -----

09/08/97:
	Added the monster "health-o-meter".
	Fixed the "Detect <foo>" spells.
	Fixed a problem that would sometimes cause the client to
		hang when leaving a store.

09/07/97:
	Fixed various problems causing the server to sometimes
		crash (caused by wide corridors).
	The displayed +to-hit and +to-dam have been fixed on the
		character info sheet.

09/06/97:
	Changed some buildings to a "forest".

09/04/97:
	Changed many of the unused buildings to be eventually used
		as houses.

09/03/97:
	Made the town bigger, and added some new terrain types
		such as grass, dirt, trees, and water.

09/01/97:
	----- MAngband 0.3.4 released -----

09/01/97:
	The character information sheet will now display your
		skills in addition to your history.

08/31/97:
	Fixed a problem that caused people to know the names of
		invisible monsters ("the Poltergeist" instead of
		"it").
	Fixed another bug with the wide corridors that would
		very occasionally crash the server.
	Fixed a missing "break" causing the mage spell "spear of
		light" to also do a "frost bolt".
	Now, arrows, bolts, and thrown objects will continue past
		the target if they miss.
	Fixed *Identify* and Self Knowledge.
	Added a new way of rolling stats.  The user now specifies
		the relative order of importance of his stats,
		and they are sorted according to that order.
	Now both doors in a pair will be the same type.

08/30/97:
	Changed the "load pref file" command to a "pref file
		action" command.  This should make it easier to add
		macros, etc. while in the game.  You can still load
		a pref file by doing %:<name of file>.

08/29/97:
	Fixed bug causing players to be able to hurt themselves
		with spells (like Stinking Cloud).
	Fixed various problems with the lit squares.  Now grids lit
		by other people's lights are now memorized if they
		are in sight.  Also fixed some object visibility
		problems.  And fixed a problem with the monster
		visibility.

08/28/97:
	Fixed the problem with the metaserver (it was my fault).
	Now players will see squares lit by others' lights as
		yellow.
	Added a "send message to every player in the game" command
		at the console (type "message <whatever>").

08/27/97:
	----- MAngband 0.3.3 released -----

08/26/97:
	Added lots of messages describing other players' actions
		to other (nearby) players.

08/25/97:
	Added a mapping for the party commands for use with the
		roguelike keys ('O').

08/24/97:
	Fixed the redraw command so that it will actually work.
	Fixed a problem with the wide corridors that would
		occasionally crash the server.
	Added a "player interaction" option, which allows players
		to harm each other with melee, spells, missiles,
		and thrown objects.
	Fixed a problem in sched.c that was causing "sched select
		errors" with errno 9 (at least I think I fixed it).

08/23/97:
	Fixed autoretaliate so that it won't attack monsters that
		the player cannot see.

08/22/97:
	Fixed another silly big/little endian problem in the
		client.  Somebody hit me.

08/21/97:
	Fixed problems with autoretaliate.  It would always deduct
		energy, even if no monsters were nearby, and it
		was able to attack if the player was confused.
	Fixed problem with plusses to hit/damage not getting
		displayed (caused by the bandwidth reduction code).
	Added another patch by Dave Thaler.  This one fixes problems
		in the server's networking code.

08/20/97:
	----- MAngband 0.3.2 released -----

08/20/97:
	Modified "h-config.h" to reflect the fact that HP-UX has
		the function "usleep()".
	Added a patch by Dave Thaler that should prevent the client
		from eating more CPU time than it should.
	Fixed problem about extra garbage not getting erased in the
		inventory and equipment windows.
	Fixed some problems with the subwindows not getting redrawn
		often enough (while in stores, for example).

08/19/97:
	Fixed Donald Sharp's sched.c that allows more than 32 file
		descriptors to be listened to at once.
	Changed the transmission of the map data to be run-length
		encoded, which saves an incredible amount of bandwidth.
	Added some more bandwidth reduction code.  Lots of redudant
		information was being transmitted.
	Fixed problem causing people who cast Word of Recall to be
		trapped in solid granite.

08/18/97:
	----- MAngband 0.3.1 released -----

08/18/97:
	Added more functions for the client's subwindows.
	Added a pref file for using the subwindows (window.prf).
	Added an incredibly simple "auto-retaliate" feature.  It works
		well, despite its simplicity.
	Changed the info sent to the metaserver to reflect the names
		of the people currently on the server.

08/17/97:
	Fixed some more party problems (having to deal with death of
		the owner, etc).
	Fixed the problem with scrolling on the artifact, unique, and
		player lists.
	Fixed problem causing client to crash with overly long party
		names.

08/14/97:
	Added "remove myself from party" command.
	Did some more work on wide corridors.  They look kinda nice now.

08/13/97:
	Added "wide corridor" option.  Still needs some work, though.
	Fixed the stairs problem.

07/28/97:
	Fixed pretty bad bug in Genocide causing random monsters to
		be genocided.
	Fixed another couple of genocide bugs, one of which caused
		client crashes.

07/17/97:
	----- MAngband 0.3.0 released -----

07/17/97:
	Fixed a few party bugs related to experience sharing.
	Put a party front end on the client and added client/server
		communication for same.
	Finally got around to removing those debugging messages
		"Created artifact ??" and "Preserving artifact ??"
	Fixed Genocide (finally), but it will genocide all monsters of
		the same character as the closest to the player, instead
		of allowing the player to choose a character.
	Fixed client crashes due to hallucination and casting Mass
		Genocide.

07/13/97:
	Changed the player list to show the party each player belongs
		to, and add some extra information about people in
		your party.

07/12/97:
	Changed the savefile format to save/load the player's party.
		Old savefiles are still compatible.  The player will
		start as "neutral" (party 0).

07/05/97:
	Finished some back-end portions of the party code, including
		the experience sharing algorithm.
	Changed default metaserver address to Timo's machine.

06/23/97:
	Fixed some problems with functions being called in the
		wrong order in main() on the client.

06/20/97:
	Changed the old "Home" into a "Tavern".  It is now hollow,
		players start inside, and monsters cannot enter.

06/19/97:
	----- MAngband 0.2.4 released -----

06/19/97:
	Fixed "Prompt before picking things up" option.
	Fixed "Use old target by default" for some things, most
		notably spells/prayers and directional rods.
		However, wands and firing/throwing WILL ask for a
		direction even with this option enabled.
	Fixed "negative stat" problem.

06/10/97:
	Fixed bug in character sheet -- class title wasn't correct.

06/07/97:
	Made the client transmit the option set and char/attr
		redefinitions to the server.  Many more options work
		now and Windows graphics should also work (but
		that's untested).

06/03/97:
	Rearranged the order of function calls in the client.  Things
		work much nicer now.  While reading the Message of
		the Day, you are not in the game (being attacked).

05/31/97:
	----- MAngband 0.2.3 released -----

05/31/97:
	Added the artifact list ('~'), the unique list ('|'), and the
		player list ('@').

05/21/97:
	Added the character sheet command ('C').  Only the history
		is available so far, no skills yet.

05/18/97:
	Added "resting".
	Added "positional targetting".

05/16/97:
	Made the metaserver address a compile-time option.
	Removed the "p_idx" field from the "cave" array.  We now use
		a negative "m_idx" to mean that a player is in that
		grid.

05/10/97:
	Fixed another problem with the "lite area" spells.
	Fixed another problem causing incorrect stats to be sent to
		the client.

05/09/97:
	Fixed annoying "lite room" bug.

05/09/97:
	----- MAngband 0.2.2 released -----

05/09/97:
	Fixed some bugs with the looking code.
	Fixed inefficency in cave.c.
	Added a redraw command (^R) and fixed many of the redisplay
		bugs.

05/08/97:
	Deleted a bunch of nasty server messages that really don't
		tell much.
	Added looking.

05/07/97:
	Adding targetting.

05/06/97:
	Fixed bug causing stats to be misprinted if you had bonuses to
		them due to equipment.
	Added a command to drop gold.
	Added a "load pref file" command, which should allow people to
		experiment with macros and options while playing the
		game.

05/05/97:
	Fixed problem with reading multiple-word nicknames in the
		configuration file.
	Fixed bug that probably causes server crashes sometimes when
		people leave the server.
	Fixed price bug when selling multiple items to a store.
	Added firing/throwing.

05/04/97:
	Fixed a bug causing a server crash when players tried going up
		or down stairs twice in very rapid sucession (before the
		level got generated).

05/04/97:
	----- MAngband 0.2.1 released -----

05/04/97:
	Made the server "console" a compile-time option.
	Fixed bug causing a server crash when a monster "destroys" an
		object on the ground by breathing something, such as fire.

05/03/97:
	Fixed "Gold Remaining" bug in stores.
	Added a temporary hack to "fix" problems with the map of town not
		being redisplayed after leaving a store.
	Added a patch by Garrett to fix various things with the Windows
		port.
	
05/02/97:
	Fixed another big endian/little endian bug.
	Fixed another problem with the sun setting in town.
	Fixed problem causing messages from other players to not appear.
	Fixed problem disallowing the sale of certain objects in stores.
	Fixed stupid bug caused by writing Packet_scanf instead of
		Packet_printf.

05/01/97:
	----- MAngband 0.2.0 released -----

04/30/97:
	Added stores in town.
	The stores "maintain" themselves every 1000 player turns.
	Fixed some problems with town at night.

04/29/97:
	Fixed problem with the multiple configuration blocks in the .mangrc
		file.
	Minor changes to the loading of the server savefile.
	Fixed bug allowing players to activate unknown artifacts.
	Added in support for the Windows port.  All the work was done by
		Garrett Pease (gpease@dcomp.com).
	Fixed "multi-hued-ness" of monsters so that they flicker correctly.

04/28/97:
	Implemented a "server savefile".  It hold the uniques that have been
		killed, the artifacts that have been created, the layout of
		the town, and the object flavors.
	Added a server "console", for giving some simple commands to the
		server.

04/28/97:
	----- MAngband 0.1.5 released -----

04/28/97:
	Fixed problem with "project()".  Now player's magic missiles, etc. 
		don't pass through other players.  In fact, they hurt those
		players.
	Player's spells no longer hurt other players.

04/27/97:
	Messed with the message printing routines.  They should be less
		deadly and annoying now.
	Finally implemented inscribing and uninscribing in the client.  They
		had been in the server since 0.1.0!
	Reimplemented the usage of the {@#} feature in the macros, where # is
		a digit.
	Changed the color of messages sent by players to blue.
	Made running more "correct" when slightly slowed.

04/26/97:
	Added a Message of the Day feature.  The server sends the contents
		of its news.txt file to the client for display.  This should
		let server admins tell people about special things in their
		server.
	Fixed an annoying "can't-move-in-town" networking bug.

04/25/97:
	Fixed bug causing SEGV when player dies in the dungeon (and he is also
		the last person at that depth).

04/24/97:
	Added patch from Donald Sharp to allow different blocks in the
		.mangrc file to have different configurations for different
		servers.
	Increased radius of drops, so that players will drop most (if not all)
		of their stuff on death.

04/22/97:
	Included patch by Donald Sharp to implement server logging in
		lib/xtra/mangband.log.

04/21/97:
	The server now rejects clients that are too old, and the client will
		recognize this, and tell the user to upgrade.  Also, the client
		prints out more intelligible messages on failure.
	Fixed bug in the client networking code that only appeared on big
		endian machines.

04/20/97:
	----- MAngband 0.1.4 released -----

04/20/97:
	Added "option.prf", which sets all the options in one convenient
		place.

04/19/97:
	Fixed small bug in teleport_player_to -- after being teleported, the
		player left a "statue" of himself in his old location.
	Fixed problem with levels staying generated even if nobody was on that
		level.
	Rewrote part of the client networking code.  Now the minimap works
		correctly, and annoying buffer dumps should be prevented.

04/18/97:
	Slightly better messaging support -- Message that begins with a player
		name and then a colon sends message to only that player.
	Added player switching places code.
	
04/17/97:
	Added the minimap (sorta).  It doesn't work, because there seems to be
		a fatal error in the network protocols.
	Fixed bug with zapping of unidentified rods.
	Fixed confusion bug to prevent silly "You bump into X.  X bumps into
		you." messages, where you are player X.

04/03/97:
	Finished adding pref files, so now macros, keymappings, and a few 
		options now work.  Adding support for even more options should
		be fairly simple.

03/29/97:
	Fixed unique creation.  Now uniques will be generated.


03/28/97:
	Added player drops so that people drop their inventory when they
		die.
	Fixed a fatal server bug that happened rarely, having to do with
		updating the viewing area for player just having changed
		depth.

03/27/97:
	Fixed spell updates so that players don't see (untried) right after
		they cast a spell for the first time.


03/26/97:
	Added informational messages about the comings and goings of other
		players.
	Fixed object visibility bug -- occured when players changed depth.
	Fixed monster generation bug -- now dungeon monsters won't get
		generated in the town.
	Have server deny any spell casting that requires more mana than
		available.
	Fix another server infinite loop bug caused by neglecting to compact
		the object list after dungeon level destruction.

