* Monsters do not recover from fear if they have too few HP to survive one of your past attacks on them. * Monsters will not paralyse a paralysed character, and damaging attacks may wake the player. * Generate dungeon-specific monsters asleep at level creation. * Never generate light-sensitive monsters during the day on the surface. * Seal the entrance to the orc tower during the day. * Allow coloured recall messages. * Ignore the "hidden" flag for objects shown in character dumps. * Allow the player to display the spell list of a charm in a shop. * Allow the wizard mode jump command to take the character to the surface. * Create a cheat option to prevent saving when the game quits normally. * Split the UI options into UI and display options. * Add a display option to prevent the game from using "fake monochrome". * Make the description of encumbering armour in the display menu clearer. * Correct/alter some documentation. * Fix the following bugs: * Potions of detect invisible did nothing. * Inscriptions containing ! could crash the game. * Objects were described as "powerful" incorrectly. * Identifying an object didn't always reveal its pval. * The 'z' key could select items with curses the player knew nothing about. * Compiling with BCC still led to frequent crashes. * Characters could get a chaos power on creation if patrons were disabled. * Some indirect help commands did not restore the screen after they finished. * The find command in help often left the searched text off-screen. * The game claimed that the character gained a chaos feature it already had. * Mindflayers could gain tentacles by their mouths and lose them again from their sides. * skip_chaos_feature was always treated as being set. * The player could try to refuel a lamp with itself. * Messages given when destroying part of a stack referred to the total size. * C and c (and possibly A and a) didn't work correctly in the visual prefs. * Skeletons could multiply normal food by trying to eat some from a pile. * Reduced stats were displayed incorrectly on the character screen. * Removing (e.g.) a dagger (+0,+0) when carrying several gives an odd message. * Unidentified objects could have spurious pvals, to-hit bonuses, etc., shown. * Unidentified objects could have a real (unknown) pval shown. * Death by failed mindcraft, etc., were attributed to a random monster. * Pref lines such as "L:blindness:7:-1" weren't parsed correctly. * "quest" was always pluralised in dumps. * project_m() leaked memory if its buffers were allocated.