summaryrefslogtreecommitdiffstats
path: root/stone_soup/crawl-ref/docs/versions.txt
diff options
context:
space:
mode:
Diffstat (limited to 'stone_soup/crawl-ref/docs/versions.txt')
-rw-r--r--stone_soup/crawl-ref/docs/versions.txt782
1 files changed, 0 insertions, 782 deletions
diff --git a/stone_soup/crawl-ref/docs/versions.txt b/stone_soup/crawl-ref/docs/versions.txt
deleted file mode 100644
index d7387c60ca..0000000000
--- a/stone_soup/crawl-ref/docs/versions.txt
+++ /dev/null
@@ -1,782 +0,0 @@
- Crawl Versions History
-
- The name after each bug is the person who found it and told me
- first. If you find a bug and for some reason don't want to be
- credited, just tell me on the bug report.
-
-First DevTeam Release: 3.40 [23.02.2000]
-
- This is an abbreviated list of changes. For the full list, see
- changes.340.
-
- Bug Fixes:
-
- * Fixed Abyss-related crash bug;
- * Should now be able to escape the Labyrinth; and
- * Players can no longer descend below the 27th level.
-
- Gameplay and Mechanics:
-
- * Implemented initfile (see init.txt for explanation of options);
- * Added autopickup option (see init.txt for details);
- * 'Easy Crawl' -- doors open when running or walking into them;
- * 'V' and 'v' commands swapped -- now examine object and version
- check, respectively;
- * "Over-map" added;
- * max hit points ceiling displayed when the player's max is down;
- * Information about character's experience pool added to main
- screen;
- * Implemented new equipment listing commands: ')', ']', and '"'; and
- * Removed halving of cost for spellcasting skills.
-
- Game (re-)Balancing:
-
- * Three runes (at least) required to enter Realm of Zot;
- * Killing creatures created friendly no longer generates xp;
- * Skill gain modified for better balance;
- * Backstabbing with daggers now much more effective;
- * Stealth is now much more effective (try playing thieves again!);
- * Resistances to electricity and poison no longer absolute;
- * Disarming traps may now trigger them;
- * Armor and evasion skills are more effective;
- * Great and triple swords now treated as long swords for purposes of
- skill (Great Swords skill removed); and
- * Berserk mode made more interesting:
- + Berserk counter decrements more quickly when not attacking;
- + Butchery no longer penalized, resets the penalty counter;
- + Eating no longer penalized, does not reset penalty counter;
- and
- + Added exhaustion counter to track berserk fatigue
-
- Monster Modifications:
-
- * Monster AI improved in various ways;
- * More info available when examining monsters and when their
- enchantments expire;
- * A few new low-level monsters added;
- * Ghosts inflict less damage, heal more quickly, and may teleport;
- and
- * Three 'silly' monsters (dorgi, sword, guardian robot) removed.
-
- Character Changes:
-
- * Stalkers, assassins, and venom mages now being with knowledge of
- Potions of Poison;
- * Spriggan assassins and stalkers now allowed;
- * Halfling assassins and warpers now allowed;
- * Horned characters may wear caps and hats;
- * Lessened penalty for use of large shields by giant races;
- * Rangers are now called hunters;
- * Assassins now begin with unarmed combat, stat modifiers for
- thieves and assassins reversed;
- * Altered stat modifiers for wizards, making them smarter than other
- spellcasters;
- * Rebalanced the Gladiator and Fighter classes;
- * Lowered the experience penalty for demonspawn characters;
- * Kobolds now receive a stat increase every five levels; and
- * Spriggans and Halflings now consume less food than before.
-
- Item Changes:
-
- * Hand-and-a-half weapons added -- bonus if no shield wielded;
- * Added weapons of reaching, permitting attacks two squares over;
- * Cekugob no longer confers resistances to fire and cold;
- * Worn cloaks no longer prevent donning/removal of body armor;
- * Amulet of maintain speed now the amulet of resist slowness; and
- * New weapon types: knife, axe, broad axe, spiked flail, great
- flail, great mace, trident, demon trident.
-
-
-
-3.31-pre [~28.04.1999]
-
- * An attempt to merge the Mac port with the DOS/Linux code.
-
-
-
-Linley's Last: 3.30 [30.03.1999]
-
- * All known bugs (a *huge* list) fixed;
- * Several spells added, mostly to make Earth, Ice, and Air magic
- viable in comparison to Fire;
- * Numerous rebalancings;
- * "Unrandom artefacts" added -- see the source files randart.cc and
- unrand.h for details (These are very easy for non-coders to add);
- * 'V' command made available in shops;
- * Crossbows upgraded;
- * Characters lacking magic skills cannot learn spells;
- * It's now possible to get level 1 Spellcasting just by reading
- scrolls; and
- * A whole heap of other stuff.
-
-
-
-3.20 [09.02.1999]
-
- * New races: Demonspawn, Ghoul and Kenku;
- * A new God, Yredemnul, and this one is a lot better than Nemelex,
- who has also been upgraded a bit) -- another option for Priests
- and Death Knights;
- * Changes to a few spells, and I finally got around to upgrading the
- crappy armour spells;
- * Heaps of the usual rebalancing and some new features; and
- * Many bugs found by Daniel Ligon and others fixed.
-
-
-
-3.11 [31.01.1999]
-
- * Fixed minor bugs; and
- * Tweaked the balance of the early levels and monsters.
-
-
-
-3.10 [27.01.1999]
-
- * New races: Spriggan and Minotaur;
- * Added a new and rather strange God;
- * Shallow water implemented;
- * An Invocations skill was added;
- * Invocations are generally much cheaper to use, especially in
- piety;
- * Random demons in Pandemonium;
- * Many, many new monsters and several items added;
- * New mutations;
- * Plenty of rebalancing done;
- * Chaos Knights now have a choice between Xom or Makhleb;
- * Centaurs have been toned down a lot (and now require more food);
- * Heaps of new minor features; and
- * Many bug fixes.
-
-
-
-3.02 [~04.01.1999]
-
- * Certain monsters' attacks upgraded and spells balanced, too;
- * Fixes the currently known about bugs and tweaks balance; and
- * Only one known bug remaining (an empty macro.txt file can cause a
- crash).
-
-
-
-3.01 [~01.01.1999]
-
- * Bugfix release: Version 3.0 was a little bug-ridden, including a
- small problem where stats were raised by wearing almost anything.
-
-
-
-3.0 [23.12.1998]
-
- * Fixes all known bugs (but unfortunately invalidates old save);
- * Lots of new dungeon features -- new monsters, items, etc.;
- * Random artefact armours, rings and amulets;
- * Two new races: centaur and demigod;
- * Three new classes: stalker, warper and monk;
- * Unarmed Combat skill added;
- * Ghosts upgraded -- they now remember a little more from past lives;
- * Various minor miscellaneous changes have been made -- for example,
- the 'x' command now describes items as well as monsters/dungeon
- features;
- * A new dungeon branch;
- * A new God to worship; and
- * Sam Jansen has reformatted several modules (including the horrible
- dungeon.cc), making them far easier to read and work with.
-
-
-
-2.95 [15.12.1998]
-
- * Fixed the bug in 2.94, by which reloading a level with a mapped
- arch on it crashed the game, has been fixed by saving all files in
- binary, rather than text, format;
- * Gives crusaders the full range of spells in their initial
- spellbook;
- * Species-skills table in skills2.cc has been converted to an array;
- * For source-readers, the horrible dungeon.cc module has been
- revised and reformatted by Sam Jansen; and
- * A Linux message output bug fixed by Robert Glowczynski.
-
-
-
-2.94 [09.12.1998]
-
- * All known bugs fixed (including, I hope, the notorious Item Link
- Error bug);
- * Several interface improvements;
- * Several rebalancings; and
- * File I/O rewritten by Alexey Guzeev -- it's now several times
- faster.
-
-
-
-2.93 [~23.11.1998]
-
- * Alexey Guzeev's OS/2 port integrated into the code; and
- * Many bugs fixed, and a few new features (mostly user interface).
-
-
-
-2.92 [??.??.????]
-
- * I think I forgot to release this version.
-
-
-
-2.91 [17.11.1998]
-
- * Bug fix version;
- * Trolls and Ogres can now choose the Berserker class;
- * Random artefacts are now a bit more common;
- * Shops contain better items; and
- * Source code should now compile properly under Linux (thanks to
- Svante).
-
-
-
-2.90 [13.11.1998]
-
- * Juho Snellman's macro-patch was added;
- * Random "artefact" weapons added -- these are special weapons with
- a wide range of possible abilities;
- * Several new items and monsters;
- * Hell and the Realm of Zot are now much nastier.
- * Considerable balance changes;
- * New dungeon formations;
- * The 'V' command now gives more specific information for weapons
- and armor;
- * 'Target previous monster' function is now a bit easier to use;
- * You can now command your servants to attack ('!' command); and
- * Bugs fixed.
-
-
-
-2.83 [31.10.1998]
-
- * Yet another bugfix release;
- * Some new monsters and items;
- * Reaver class added; and
- * The Dungeon is again only 27 levels deep.
-
-
-
-2.82 [24.10.1998]
-
- * Another bugfix release; and
- * Adds some new user-interface features.
-
-
-
-2.81 [20.10.1998]
-
- * Bugfix release.
-
-
-
-2.80 [18.10.1998]
-
- * New species: Draconian (yes, I have been playing too much
- Zangband!);
- * New classes: Healer, Chaos Knight, Transmuter;
- * New monsters, including some which make curse skulls look
- completely harmless;
- * Religions and altars -- there are 8 or 9 gods who you can worship,
- each of whom requires different forms of devotion and offer
- different advantages;
- * Greatly expanded Transmigration magic, including
- self-transformations;
- * Several new dungeon branches;
- * Necromantic weapons (draining, vampiric, etc) are now more
- effective;
- * Significant balance changes -- deep levels should be harder now;
- * Special abilities ordered in the new 'a' abilities menu;
- * New items, spells, monsters, etc. as usual; and
- * A number of bugs found in the source by Daniel Ligon were erased.
-
-
-
-2.72 [~02.10.1998]
-
- * Another bug fix version (there seem to be a lot of these); and
- * Still a couple more bugs from 2.71 to bash and the balance may
- have been a little on the easy side.
-
-
-
-2.71 [25.09.1998]
-
- * Bug fix version.
-
-
-
-2.70 [22.09.1998]
-
- Heaps of new features (I almost called this version 3.0):
-
- * New species to choose from: Ogre, Troll, Ogre Mage;
- * New class: Venom Mage;
- * Several huge branches (extra dungeons branching off from the main
- one), each containing special new monsters and terrifying vaults;
- * New winning conditions;
- * Player ghosts;
- * Mutations;
- * Many new items, spells, monsters;
- * Several bugfixes; and
- * ... a heap of other stuff.
-
-
-
-2.61 [06.09.1998]
-
- A bug fix version:
-
- * Levitation is no longer permanent;
- * Fixes dropping-worn-armour bug;
- * Fixes item destruction bug (when picking up an item from the
- middle or bottom of an item pile);
- * Fixes poison and sticky flame bugs (neither worked properly);
- * Fixes 'program bug' bug;
- * The recall message screen no longer crashes the game;
- * Paralysis works again;
- * Drained dexterity is now displayed properly;
- * Some essential files were accidentally omitted from the source
- distribution -- they have been replaced;
- * Something I forgot to mention for 2.60: most rings no longer use
- food -- check them with 'V' when identified; and
- * There is a 'little surprise in this release which gives an
- indication of what will be in the next big release'.
-
-
-
-2.60 [01.09.1998]
-
- The Source Code Clean-up is finally finished!
-
- * Functions have been split up into about 30 different modules,
- making coding *much* easier;
- * All functions are now available from any module;
- * An alternative display set for non-IBM graphics displays included
- (activate it with a -c command-line switch);
- * Several minor balancing changes were made; and
- * If the game crashes, you can continue from the last save (unless
- it crashed during saving). Your game is autosaved every time you
- climb stairs.
-
- A great number of interface changes were made, many of which were
- suggested by Eino Keskitalo and Jim Baranovich. These include:
-
- * The clumsy '^' untrap command has been replaced by a new use for
- the control key;
- * The character selection menus have been streamlined, with a new
- random option;
- * Shop displays are easier to read;
- * The old message display has been rendered readable;
- * It is now possible to reorder items and spells; and
- * Various other things.
-
-
-
-2.51 [18.05.1998]
-
- Purely a bug fix version:
-
- * Item 1 no longer turns green on saving;
- * *Hopefully* the horrible item bug has been permanently removed (at
- least parts of it have, anyway);
- * Repeatedly casting Deflect Missiles no longer causes problems;
- * Skill selection now works properly (there were some problems in
- 2.50); and
- * A couple of bugs in monster teleportation have been fixed.
-
-
-
-2.50 [03.05.1998]
-
- Changes made:
-
- * Character classes made much more relevant;
- * Class system is back, in a slightly different form. Characters now
- gain a certain amount of skills when the gain levels (depending on
- which class they are). The old system is still in place but
- advancement is slower with it;
- * New class: Death Knights;
- * Monsters can now use more kinds of items;
- * Heaps of items, monsters, spells etc added;
- * Naga and Gnome character species added;
- * Rings of teleport control now available;
- * Levitating across water or lava works properly now;
- * Shields are now much more effective;
- * All known manifestations of the horrible item bug have been
- tracked down and fixed (except for the apparently harmless
- items-turning-green thing); and
- * Et cetera.
-
-
-
-2.41 [~22.04.1998]
-
- Bugs fixed:
-
- * The game occasionally crashed in the iron city of Dis;
- * Gates out of pandemonium were too rare;
- * There were problems with saving and restoring magic points; and
- * The source code distribution was extremely confusing.
-
-
-
-2.40 [~19.04.1998]
-
- * Two new races: Kobolds and Mummies;
- * Five new classes: Four types of elementalist and a fighter/wizard
- [Crusader] class;
- * New skills -- elemental magic and traps and doors;
- * New spells to go with the new skills and a spell failure system;
- * Heaps of spells, items, and monsters added (as usual);
- * You now get 1/2 experience for monsters killed by tame monsters;
- and
- * A large part of the monster and skills code was rewritten and
- generally cleaned up by $pellbinder (Wladimir van der Laan).
-
-
-
-(2.33) 2.34 [~22.03.1998]
-
- * A crash bug and some problems with items should be fixed with this
- release; and
- * I forget right now, but these releases probably just fixed stuff.
-
-
-
-2.32 [~15.03.1998]
-
- * Even more cool stuff fixed;
- * Level files are now deleted properly under Windows 95;
- * Removed a bug which sometimes caused the dungeon generator to
- hang; and
- * Compiling no longer generates warnings.
-
-
-
-2.31 [~13.03.1998]
-
- * Lots of cool stuff fixed;
- * Fixes the problem with magic missiles and saves; and
- * Adds amulets and several new types of armour.
-
-
-
-2.30 [~11.03.1998]
-
- * Lots of cool stuff added;
- * New in this version is a character race system with ten races to
- choose from and a trove of new monsters and items; and
- * Character dump feature implemented in the last version has been
- fixed now so you'll be able to swamp the newsgroups and annoy the
- regulars with ritualistic weekly reports of your favourite
- adventurer.
-
-
-
-2.21 [~20.02.1998]
-
- * Various bugfixes and minor changes;
- * Added the ability to produce character dumps (popular with the
- newsgroup egocentrics); and
- * Among the usual bunch of fixes, characters now get the chance to
- disarm traps (especially thieves).
-
-
-
-2.20 [~15.02.1998]
-
- * Added a comprehensive skills system;
- * Angband-style vaults and unique monsters;
- * Fixed a few very minor bugs and added a vast number of new
- features, the Abyss, Pandemonium, etc.; and
- * Dungeon architecture is also a lot more varied.
-
-
-
-2.11 [~21.01.1998]
-
- * First Linux release, ported to Linux by Svante Gerhard;
- * Updated source tree allows for easier ports onto other Unix
- systems; and
- * The port will apparently also run on a Sun Sparc running SunOS.
-
-
-
-2.10 [30.12.1997]
-
- Sorry to all of the many people who've been sending me bug reports,
- but it's become too tricky to list all bugs and credit their
- finder. I'm just getting too much email, and my mail reader has a
- strange way of eating some messages and making them very difficult
- to find. So from now on, I'll just list some of the major bugs
- fixed and major features added:
-
- * A bug with wearing armour of fire/cold resistance was fixed;
- * The properties of several items and spells were tweaked a bit;
- * Specialist wizards were made even more powerful in their
- discipline;
- * The dungeon was made deeper (36 levels now), and lots of new
- monsters were added to fill in the deeper levels;
- * Several spells (mostly necromancy) were added;
- * The dungeon architecture is a bit more varied, especially as you
- get deeper; and
- * A warning was added to labyrinths ... among other things.
-
-
-
-2.03 [22.12.1997]
-
- This version fixes a few bugs, and puts back the floating point
- emulation which was missing from previous version 2 releases
- (Daniel Josef Dekok and someone else noticed this). It also removes
- the debugging code which was accidentally included. Bugs fixed:
-
- * Butterfly corpses were coloured black, making them invisible
- (Bridget Farace);
- * Shadow lanterns were also coloured black, and kept on working even
- after you unwielded them (Bridget Farace);
- * Items purchased from shops were not identified properly (Lord Gek,
- Timo Laitila);
- * Scrolls of Acquirement weren't being identified after being read;
- * When you got hit by a monster wielding a weapon of draining,
- events could become confusing (Timo Laitila);
- * Finally, the '5' key on the keypad works as a rest key (Timo
- Laitila); and
- * Names longer than 8 letters caused problems with saving and
- restoring games, especially in Windows 95 (Lord Gek and Timo
- Laitila).
-
- The following new features were also added:
-
- * When tame creatures kill monsters, you now get 1/3 xp (Howard
- Liu);
- * Orcish spellcasters have been downgraded a bit (lots of people
- recommended this);
- * Specialist wizards are now slightly more powerful in their
- specialisation, especially with magical staves (I can't find the
- usenet post which told me about this); and
- * ... A few other minor changes.
-
-
-
-2.02 [13.12.1997]
-
- I'm afraid that 2.01 didn't fully fix the bug in the shop code, but
- hopefully this version does. Just about the only differences
- between this version and 2.01 are:
-
- * Pressing 'r', 's', or 't' while in a shop really no longer crashes
- the game (Saradon and Bridget Farace);
- * If the scores file is not present, a new one is generated. I've
- stopped including a scores file in the distribution, so that you
- can unpack the zip file into your old crawl directory and keep on
- using the old score file; and
- * Save games should be compatible with 2.01.
-
-
-
-2.01 [12.12.1997]
-
- I had wanted version 2.0 to be a stable and bug-less release, but
- this was not to be. Anyway, 2.01 fixes these bugs:
-
- * Zapping a wand of polymorph at yourself caused problems (polymorph
- self hasn't been implemented anyway) (Saradon);
- * Polymorph other didn't work properly;
- * Choosing a non-existent item in a shop crashed the game (but only
- sometimes, which was why I didn't notice it) (Saradon);
- * Spell descriptions weren't working properly (Saradon);
- * Some messages were misspelt due to an indiscriminate
- search/replace (Adam Horowitz);
- * Detect curse didn't detect curses on unrecognised rings (this bug
- had been present right from version 1.0);
- * Sometimes, a special weapon in the hands of a monster would not
- function properly (watch out for creatures wielding weapons of
- draining!);
- * The use of the control key was not mentioned in the command list
- (it opens/closes doors, like in Angband); and
- * ... a few others (if I haven't credited someone, please tell me).
-
- Also, a few new things were added, as suggested by Saradon: A shout
- command ('!') to attract your followers (and enemies!), and better
- equipment for the enchanter. Also, you are now given a difficulty
- message and prompted when memorising spells, so you will know which
- spells you won't be able to cast reliably before you memorise them.
-
- * Scrolls of Acquirement create much better items; and
- * Enchanters now get a magical dagger/robe with which to start.
-
-
-
-2.0 [09.12.1997]
-
- There have been so many additions in this version that I'm not
- going to list them all, but here is a very incomplete list of bugs
- and things rectified:
-
- * Characters could cause an excessive amount of damage empty-handed
- (Bridget Farace);
- * Darts didn't fire properly when character not wielding anything
- (Bridget Farace);
- * Hand crossbows didn't work properly;
- * Fireballs always did the same amount of damage (0-27), regardless
- of who cast them and how powerful they were;
- * Going to Hell could have unexpected results due to an
- out-of-bounds reference to levels_exist[];
- * Permanent levels, which are saved when you leave, and to which you
- can later return;
- * Shops;
- * Several new character classes, including Rangers, Assassins,
- Summoners, etc.;
- * A more interesting Hell;
- * New creatures, items, and spells;
- * Written descriptions of every single item, spell, and monster in
- the game; and
- * Several bugs squashed.
-
-
-
-1.22 [~06.11.1997]
-
- * Fixes a minor bug with weapons of slay orc and brings back the old
- spell level system.
-
-
-
-1.21 [~03.11.1997]
-
- * Fixes a bug which caused problems with high-level spellcasting.
-
-
-
-1.2 [02.11.1997]
-
- * The monster and cloud location bits have been completely
- rewritten, a process which turned out to be rather easier than I
- thought it would be. The new system is much more flexible;
- * Monsters are now a bit more intelligent, especially in the way
- they treat clouds;
- * Several monsters have been added;
- * Several items and two new classes of items (Carrion and
- Miscellaneous) have been added;
- * Several spells, most of them necromantic, have been added;
- * The Gladiator, Necromancer, and Paladin classes have been added;
- * A spell type system has been implemented, and several new staves
- to specialise in particular types of magic have been added
- (conjuration, summoning etc.);
- * New unique items have been added, and a bug (actually, a mistype)
- which prevented some from being generated has been removed;
- * A few bugs have been removed; and
- * Several other changes have been made, too numerous to mention
- here.
-
-
-
-1.10 [14.10.1997]
-
- * Several new items and monsters were added;
- * Labyrinths were added;
- * Magical weapons are now less powerful;
- * Some bugs have been fixed -- I forget what they were right now;
- and
- * The source was released, and Crawl is now under the GPL (see
- Licence.txt for details).
-
-
-
-1.05 [07.10.1997]
-
- * A minor display bug was fixed;
- * A bug with restoring clouds from saved games was fixed;
- * A major bug which caused a segment violation when restoring saved
- games if there were any magical traps on the level was finally
- discovered and fixed;
- * Those pathetic worms you see around level 6 are now nastier, and
- jackals now tend to appear in packs; and
- * This time, your item memory really does work.
-
-
-
-1.04 [06.10.1997]
-
- * A few really nasty bugs with saved games were fixed. The game
- would not save enchantments affecting monsters, and would mess up
- the items carried by the monsters (Adam Horowitz);
- * A bug with the enchanting/corroding of shields was fixed;
- * A '<=' instead of a '<' led to characters not using shields
- occasionally blocking trap missiles (Adam Horowitz);
- * You can now type '+' or '-' in the map screen to move around
- faster (Adam Horowitz);
- * The direction function now accepts '.' as well as delete (Adam
- Horowitz);
- * During your first step while long-walking, you can walk on
- anything (still prompts for water, etc., though) (Adam Horowitz);
- and
- * I think that was all.
-
-
-
-1.03 [04.10.1997]
-
- * Some unique items were added;
- * A silly bug, by which your item knowledge was not saved, was fixed
- (Darren Hebden);
- * Teleport traps now work properly; and
- * I think I fixed another bug, but I can't remember.
-
-
-
-1.02 [04.10.1997]
-
- * A few more items and traps have been added;
- * The game now uses the rogue keys (hjklyubn) properly; and
- * You used to be able to throw and zap straight when confused. No
- longer!
-
-
-
-1.01 [03.10.1997]
-
- * Shields were changed;
- * Items were made more common;
- * Monsters were made less common (this was a bug);
- * Cursed weapons were made less common (this was just bad planning);
- and
- * I changed the name to make it a bit less egotistical.
-
- Bugs removed include:
-
- * A debugging feature of the 'x' command was unintentionally left
- in;
- * The summon scorpions spell summoned a vampire (oops) (Haran
- Pilpel);
- * Sometimes +50 armour could be generated (oops again) (Haran
- Pilpel);
- * The inventory item counter was not decremented when you dropped
- something! This would lead to you being unable to pick things up
- after a while (Darren Hebden);
- * A bug with detect curse scrolls (Darren Hebden);
- * Slime creatures and jellies were a bit weak;
- * Killing normal (not spitting) plants gave you far too much xp;
- * Your rate of regeneration was not saved properly;
- * About half of the rings could never be generated;
- * The 's' command would sometimes make you repeat your last move
- (Haran Pilpel);
- * I forgot to mention the walk-in-place function in any
- documentation;
- * I set the level builder to put 100 monsters on each new level for
- debugging, and forgot to reset it -- I really should playtest
- more!;
- * If you tried to cast spell 'z', you cast the identify spell (Lucas
- Ackerman); and
- * A few more fixes which I forget right now.
-
-
-
-Linley's First: 1.00 [02.10.1997]
-
- * First (rather buggy) version.