27.Jun.2008, version 1.03
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* A lot of general balancing and polishing
* First Macintosh version -- Thanks to Dana Larose!
* Limited the first boss' special skill to prevent monster farming with it
* The monster respawn rate decreases as you go deeper now
* Also slightly decreased the number of monsters on deeper floors
* Added a chance to get 2x experience from monsters to compensate the previous two changes
* Two new distinct dungeon generators, a cavernous and a corridor heavy generator
* Also changed the way different dungeon generators are used
* Monsters in the cave are a bit weaker to make fighting multiple monsters easier
* And the superiors are a bit easier on deeper floors
* Characters with an archer's training can now destroy iceblocks by shooting them with a bow
* Greatly decreased the cost of arrows. Also, arrows and thrown weapons last longer now
* Targeting yourself and pressing shoot quits the targeting mode (bow and throwing weapons)
* Removed the arrow effect when the player shoots, the targeting cursor flash engulfed it anyway
* An accessory's B/C/U status now indicates its effect, uncursed being neutral (good and bad)
* Equipment screen's star (*) recognizes B/C/U statuses now
* Sages got a new service: Prepaid Resurrection. If you die after buying it, you'll get resurrected
* Two new dungeon features + a random event. Try to be careful with the one you can use or ignore
* Simple different, though uncommon, rooms for two of the generators
* More informative and partly redone character creation screens
* Special skill descriptions are now also in-game, not only in the manual
* You can loot frozen corpses by pressing the pick up command now
* After 9th level up you gain random extra attributes only every second level (L11, L13, L15, L17)
* The deeper bosses are a bit harder again, the first one a bit easier
* Nerfed the starting skills yet again, hopefully for the last time
* Balanced Piercing strike/shot. The reduction is smaller now, but works 100% on bosses too
* Also fixed Piercing strike/shot's reduction on the monster's arrow armor
* Hp/sp increase was tweaked. You get more hp/sp on level up if you pick vitality/stamina now
* Yell is a lot more useful now. It drops the iceblocks around you to block corridors
* Reduced the cost of Sage's identify with potions
* Sages describe identified items too from now on
* Added a small graphical effect when the player hits successfully in melee
* Warriors start with an added shield and the 2h weapon now to promote 1h+shield style a bit
* Fixed a crash bug when the primary or secondary weapon breaks under certain circumstances
* Fixed a most damnable bug, occuring when the player is paralyzed and the message buffer full
* Fixed a crash bug when the player equips something from the second page of listed equipments
* Added a guaranteed altar to 9th floor if there were no sages and altars before that floor
* Frostbite decreases your hp too, not only maximum hp
* Having fever drops your damage very slightly now
* From now on you're always 'Hot' if you have fever
* A new item type: craftable material, used with the new dungeon feature deep smith
* A new Sage-like dungeon feature, the deep smith. They can repair your equipment, exchange
  materials into different ones and craft weapons and pieces of armor from the material that
  you have to supply to him to craft. All of these cost a varying amount of gold. You can decide
  the size of the payment yourself when you want an item crafted or repaired. The crafted item's
  quality and the amount of repairing done depends on the payment.
* Changed some default keys: Look=L (old=l), use skills=d (old=k), learn skills=D (old=L),
  message buffer=M (old=m) and pick up=g (old=,) [I realized how much easier it is to have g as
  pick up when I'm pressing w all the time and g is near w]. You can change the keybindings if
  you don't like the changes, of course.
* If auto pick up is on, you run out of thrown weapons and then auto pick them up, the game
  automatically equips the last thrown weapon you used if no thrown weapon is equipped
* Added 5 new passive skills with level 9 requirement. Although the requirements are high, you
  shouldn't forget these skills as they are very powerful and bring balance to the end game
* Modified the warmth reduction system yet again; the smallest possible loss is higher now
  (and clothes can't fully prevent this), but it's a bit warmer deeper down now



13.Jul.2007, version 1.02
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* The usual tiny polishing everywhere
* A few small balance changes
* Some of the new unidentified rings were black, bug fixed
* Ranged attacks didn't wake the player, bug fixed
* More blood!
* Improved the dungeon generation a little bit
* You get the note when you've sacrificed enough in the screen too using the quick command now
* All item and monster names are now written in lowercase
* Greatly increased the effect of cold and warm hits
* Changed archer's starting stats a bit: more stamina, less agility
* Rewrote the skills section in the manual
* Color coded combat messages
* A new command: Use quick skill (default key a). You can set a quick skill in the skill menu
* Changed some texts to create a bit more serious atmosphere
* Added two more levels of Goddess' favor
* You don't always get fever when you get sickness anymore (and vice versa)
* You start with one skill point now
* Now all the bosses have their unique special skills, be careful!
* An auto pick up for gold and ammunition. You can toggle it for ammunition (O), for gold it's always on
* Piercing strike/shot reduces armor permanently now
* The game informs you if you can learn a skill after gaining a level
* Added a useful function to the bloody wand
* When someone shoots, an arrow symbol (/) is drawn on the target to "warn" about the ranged threat
* Added an event to campfires
* More scroll effects
* New random events
* New special described floors
* New prefixes for items
* New potions, removed useless ones and changed one potion's effect when it's identified
* Added 2 new accessories and removed a few useless/negative ones to make accessories better overall
* Added 2 new wands and changed the effect of digging when you target yourself with it
* A new trap and modified a few of the existing ones
* A lot of new special things for monsters (changed some names). Removed petrification
* Some additional info to the mortems
* Increased the chance of getting a positive effect from an ice mirror slightly
* A small change in the sage generation
* Some changes to a few boss levels
* Retuned some monster special skills
* Fixed a bug concerning the last boss. It's a bit deadlier now
* Improved the wand of item creation's functionality
* Resting (default key 5) regenerates SP faster
* Changed some monster names to match the theme better
* Changed Crimson strike/shot to Stunning strike/shot
* Monsters got their first ailment, stun (same as paralyze for the player)
* Shrines can't curse your items anymore, they can only unbless them
* Changed the pick up menu a bit when there are many items on the ground
* Praying with full HP, no ailments and no temperature problems uncurses your equipment now
* You can now burn clothes and arrows by dropping them on a campfire. This extends the burning time
* The starting skills cost less in SP now and give a slightly smaller bonus
* Items with unknown blessed/cursed/uncursed status are now gray in the inventory screen
* Improved the quick move command. It stops in clear intersections now, try to get used to it
* Destroying iceblocks is a bit easier now. There's the special floor though...
* The monsters' regen speed is slower now. 1H weapons were sometimes too weak because of this
* The player starts with no money again. I'm not sure why I added that anyway
* The game warns you now if you hit a monster in melee without a melee weapon
* New ailments:
	-Slow. Decreases movement speed.
	-Fumble. Decreases chance to hit.
	-Immobilized. The player can't move at all, but can shoot and hit nearby monsters
	-Frostbite. Temporarily decreases max HP. Temperature acts as a resistance against frostbite;
	 if your temperature is high, the chance of getting a frostbite is lower. Also, you will
	 recover from a frostbite quicker if your temperature is high.
* Improved the sorting algorithm again, now identified items appear before unidentified ones
* The player's color indicates his warmth status, no more random colors
* The A: (the amount of arrows) on the bottom line is now green when you're using a bow
* Sages can be teleported using wands. Also sages don't spawn on items anymore
* Sages can be seen even if they're out of sight now (if you've found the sage first)
* Changed wand of identification to greater identification. Now it briefly explains the item's effect
  on you, too. Also, you can use it on prefixed items to reveal their effect.
* Lowered the stat requirements and SP costs plus increased the effects of skills. Also decreased
  some of the level requirements. The skills should be more viable now. Check the new requirements!
* Now you can see the * (which means that you have something better to equip) even if you
  are already wearing something. It's blind to prefixes and B/C/U statuses.
* You can now ready weapons in the equipment screen and then press S to swap the current and
  readied weapons. Playing hybrid rangers should be easier with this. It doesn't use a turn.
* Changed the warmth system a bit. Clothes can increase your warmth in ONE situation anymore:
  if you're in a warm level (=you would regenerate warmth even without clothes). From now on
  you lose warmth even if you have the best clothes on the first floor. This is closer to my
  original vision of warmth.

A fix update soon after the initial release:

+ Fixed dual wielding; the second weapon didn't hit if the first one did.
+ Fixed Wraith's damage and hp
+ Minor additions to the manual
+ Changed how the starting skills' sp cost is shown in the skill menu



5.Aug.2006, version 1.01
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* Many tiny changes and fixes that are not worth mentioning
* Again changed some texts and tried to make them a bit clearer
* The changed keybindings work with the wand zap directions now
* You can see the experience % of your progress to the next level now
* Improved the @ screen's armor/weapon/cloth value calculations
* Fixed the fighting styles. They didn't... uhm... work
* You can't bind one symbol to many commands anymore and the game will tell you that
* Changed the item randomizer slightly, you can see higher level items earlier now
* Tried to balance some small rolls in the dungeon generator
* You can't create a charater with a saved character's name anymore
* The savefiles are a bit smaller now
* The player starts with 50 gold pieces from now on
* Increased and balanced the starting stats of the races
* Slightly adjusted the special skills
* The inventory's sorting algorithm handles potions, wands and accessories a bit better
* Something fun happens when you kill a boss
* The starting skill has a maximum bonus and it doesn't drain all your SP now
* Added some more info to the mortems again
* In the equip screen, you can see a * next to the None if you have something to equip
* Changed the layout of the first boss level
* The game should be a bit easier and more balanced now
* Added some shiny ASCII effects
* Temporarily boosted stats are now shown as purple
* Added some new random special levels
* Added a new edible item, which is quite random at times, you have been warned
* Balanced the bosses a bit more. They've undergone some dramatic changes
* Changed some monsters to improve the atmosphere
* Added some new unidentified items
* There are now two types of weapons: crude and normal ones. You'll find crude ones
  earlier, but they're worse than the normal weapons. This balances the game a bit
* The game uses 80x25 console size again. Windows users should use the shortcut if they
  have the bad colors! The game doesn't force you, but it doesn't mean you shouldn't!



20.Jun.2006, version 1.00
-------------------------
* Fixed a few bugs
* Some minor balancing
* Tiny polishing here and there
* Wrote a bit more stuff for manual and READ_THIS_FIRST
* Improved one of the dungeon generators a bit
* Improved the blood spilling algorithm
* The clothes can break now, too
* The ` key works like ESC and z from now on too
* The dungeon is a bit larger now
* All the symbols are now pure ASCII
* Changed some texts in-game, they should be a bit clearer now
* Adjusted the colors, they're a bit cooler now
* Added starting skills for all classes, plus one extra skill: disarm traps
* The game uses Curses now
* First Linux version
* Improved the inventory a bit
* I had to change some inventory screen keys, +/- = page down/up (next/previous page)
* Wands can be identified by zapping only if there is a visible effect
* From now on, you'll drink tea, not eat it
* There is a folder for mortems now
* Added some more info to the mortems
* Added user configurable keybindings
* Added a few monsters and the monster randomizer is now a bit more unpredictable
* I'm sure I forgot something, because I started writing this after implementing stuff



21.May.2006, version 0.99
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* First version