* Regain SP and CHI, and become hungry, while resting in a house or inn. * Always benefit from stealth when attacking a sleeping monster. * Take time when climbing the stairs. * Allow staffs the player has recharged as a stack to stack given equal charges whether identified or not. * Prevent two separate unidentified stacks of similar arrows from stacking. * Create "hide" and "reveal" commands to prevent objects the player is not interested in from cluttering up the screen. * Create an auto-squelch display based on Iain McFall's implementation, which hides unwanted objects. * Ensure that starting rings do not duplicate intrinsic abilities. * Remove the pointless "Learn folk magic" option from the magic shop. * Give a special message if the player is both teleporting randomly and unable to teleport. * Allow the player to browse cantrips. * Mention the S key in the general on-screen birth help. * Remove the general options from the "quick-start" prompt. * Prevent the destroy command object list from including known artefacts. * Set up the help file list at start-up rather than searching at each request. * The (e.g.) v command will select an object inscribed @v1 in preference to @1. * Objects on the floor can be selected by number. * Consider critical hits in calculating average weapon damage. * Calculate average martial arts damage fairly accurately. * The last object to be highlighted can be selected with !. * Avoid using energy whenever a magic device is used. * The game will attempt to increase the size of o_list and m_list as necessary with an appropriate compile-time option. * Give specific help for some spells if the player selects them with a capital letter (as well as requesting confirmation). * Track whether an object has been named in this save file and avoid mentioning them in user interface functions if not. * Make | a keymap rather than a second key for the ~ command. * Understand TARGETS and TIMESTAMP requests from other clients in X11. * Correct the comment in k_info.txt. * Work through the skill display when using the debug "edit character" command. * Use menus to create a specific monster or artefact as with objects. * Turn debug command help into a text file. * Add some more docs. * Indicate with version numbers in custom.txt which options I've added/changed. * Create a general "set this counter to this" function. * Rearrange some code, especially that concerning spells and magical devices. * Fix the following bugs: * Bows got "too many" shots at 100% skill. * Vampiric weapons gave the player "too many" extra HP. * Most distance attacks which affect the floor type (e.g. destroy doors) did not do so. * Recalling into a dungeon and leaving via the stairs could leave you in the wrong town. * Stormbringer and the Hammer of Worlds had the wrong weapon skills. * The game could crash if the screen was redrawn with (e.g.) Ctrl-R and the player did something which affected the surrounding area. * The =g inscription was ignored unless auto_pickup was set. * A quest level could sometimes be generated with too few quest monsters. * The "reset recall depth" question could sometimes be asked twice. * Keys to decrease things on the birth screen did not wrap around correctly. * The numbers in the "nearby monsters" window were wrong. * Setting "spend_points" prevented quick-start from using the auto-roller. * The game could generate "old" save files with too many shops. * Pref file errors at the start were cleared immediately. * Pack reordering moved objects which could be in any order around. * Undefining ALLOW_TEMPLATES prevented the game from compiling. * Objects in shops loaded from old versions were not shown correctly. * The message given after saving all preferences was inappropriate. * The game falsely claimed that un*identified* objects had bad activations. * Vorpal weapons were displayed as causing more damage than they do. * There was no way to create a charm in wizard mode.