wiki:NewEgos

A Guide to Affixes

Introduction

This work was based on some ideas vaguely expressed in http://angband-dev.blogspot.com/2011/09/so-what-exactly-is-ego-item-anyway.html

It started off with wanting to address some pet peeves with ego item generation (the hackish OBJECT_XTRA_TYPE_ defines, the rigid nature of the better ego types, etc.). It was also inspired by Eytan Zweig's item prefixes (#587), and grew from there. The basic idea is to allow for a greater variety of magical items and smoother progression from a dagger (1d4) (+0,+0) to a 6d5 Holy Avenger (and so on for other equipment).

What hasn't changed

All the old objects and ego items are still generatable almost exactly as they used to look. Slay weapons, branded weapons, Defender/HA/Gondolin/Westernesse weapons, Elvenkind armours and boots, Robes of Permanence, etc. At the moment (subject to any rebalancing we may wish to do) they are still generated with the same flags and on the same object types as they used to. (So only Maces can get the Of Disruption suffix, only Scythes can get Of Slicing, only robes can get Of Permanence etc.)

What has changed

I say "almost" because there are two noticeable differences. Some of the high-end items will have all four IGNORE_ flags where they only used to have one or two (e.g. Gondolin). More significantly, most items will have lower to-hit/to-dam values than under the old system - though this can now be balanced purely through editing ego_item.txt and ego_themes.txt

The ego_item type

Ah yes, themes. Let's get down to the code. The ego_item type still exists, and they're still stored in the global e_info[] array, but they're not called egos any more, they're called affixes (because you can have MAX_AFFIXES of them). There are some (IMO) useful changes to the type:

  • The C: line now takes seven parameters rather than three. As well as to_h/to_d/to_a, you can now modify base AC, weight, dice and sides. The first two of these are percentage mods (and are signed so can be negative), the last two are just extra dice and sides (but can also be negative). Full credit to Eytan Zweig for inspiring these.
  • The M: line is assumed to be NO_MINIMUM:NO_MINIMUM:NO_MINIMUM if it's absent. So no worries about accidentally removing armour penalties.
  • The X: line is gone. Rarity is no longer used, and random flags are now done by R: or R2: lines. R: lines specify OFT_ flag types (sustains, high resists, etc. - now in src/object/list-flag-types.h), while R2: lines allow specification of an exact flag mask. So if you want, you can have an affix that adds one of SUST_STR or SUST_CON but nothing else. You cannot add pval flags this way though - I wrote a spec for a Z: line to do this, but it is difficult to box around MAX_PVALS so I have left this for another day.
  • The T: line now deals with rarity as well as kind legality. For each tval/min-sval/max-sval group, you can specify an alloc_prob and a min and max depth. EGO_TVALS_MAX has been increased accordingly (and could go further). So you can have the same affix appear with different likelihood and at different depths for different items. Acid-resistant shields can be much rarer (or less rare) than acid-resistant cloaks, for example.
  • The T: line also includes a "level" field, which specifies how good the affix is considered for this object group at these depths. So far I've defined four levels: "good", "great", "uber" and "artifact", but we could have more. The last is in case we want to have affixes only found on randarts (e.g. immunities). More on levels in a minute, but one point to note is that you can redefine the same object group here. So:

T:soft armour:0:99:great:10:1 to 25
T:soft armour:0:99:good:25:26 to 100

would mean that this affix is considered "great" at low levels but merely "good" at deeper depths - for soft armour.

Ok, so those are affixes. I stripped out all the compound egos, with multiple attributes, and boiled affixes right down, so that each only provides one or two things. Resist affixes still give the IGNORE_ flag, and the five x3 brands still give both RESIST_ and IGNORE_ flags, but otherwise most affixes only provide one flag. I've added the EyAngband prefixes, which modify the base properties of armour and weapons (AC, hit/dam, dice/sides) - I left out only the inappropriate race-specific ones (Ey has lots of weird races), and guesstimated on some. (N.B. I was concentrating on implementation, not on balance, so there is a ton of room for tweaking the values of any of the Ey affixes, and any others.) I also stripped out base objects which are obviously other base objects with affixes: Lead-Filled Mace, Mithril Chain/Plate, Adamantite Plate, Mace of Disruption, Scythe of Slicing. These are all now affixes (but see below for more to do on this).

N.B. There is no base item called "Blade", so the "of Chaos" affix can be applied to the top three swords (Katana, Zweihander and Executioner IIRC). Though there's no reason not to allow Daggers of Chaos, if we want to.

make_object and make_artifact

Having improved the type and reduced the egos down to simple affixes, I set about changing object generation. First I rewrote kind_is_good to look for OF_GOOD, so that powerful items like DSMs are automatically considered "good" and never "average". This doesn't actually have much impact on the obj_alloc_great table though, since all armour and weapon types were already in it (but see below for more thoughts on this).

Then I sorted out artifact generation, combining special and normal artifacts. This distinction only ever existed because all normal artifacts were only ever generated after the object kind was chosen, and specials were attempted before. Now make_object tries for an artifact first, and make_artifact now creates an allocation table of all possible artifacts (i.e. not yet created, in-depth, out-of-depth checks etc.) before choosing one. If the kind is already chosen (e.g. from specified monster drops) then the allocation table looks a lot smaller because it only contains artifacts legal for that kind.

Please note: artifact generation will need quite a bit of balancing, because not only did I unify the generation functions (which will fundamentally change how many are generated), but I also recalibrated the alloc_prob scale to 1000 rather than 100, and reflected the fact that these are now checked independently of base items. So Bladeturner's old rarity accounted for the fact that its base item was very rare: now it has to be even rarer. I implemented multiple A: lines for artifacts, so we now have finer control over their findability (because they can have different rarities at different depths).

Choosing and applying affixes

So, if we're not an artifact we now set the number and quality of an object's affixes in apply_magic. Note that the call to apply_magic from make_object deliberately sets allow_artifacts to FALSE, because we've already tried for an artifact there. But if it's called directly (for a specified item), then we still get a shot at becoming an artifact.

One important change is that *all* items can now get "good" affixes. This is because apply_magic_weapon/armour() have been removed, and plusses now come from first-grade affixes (Quality, Sharp, Brutal etc.), but you can now get minor abilities like Feather Falling on what would previously have been just "good" items. Forced-great items automatically get access to great affixes, and good items do so 25% of the time. There's also a depth-dependent chance for increment, so uber affixes are (i) only available on good or great drops and (ii) much less likely early on.

The number of affixes is a function of depth (0 to (1 + lev / 25)), plus one or two if good, or three or four if great (minus one if we have OF_GOOD). These numbers can be rebalanced, of course. There might not actually be many "great" drops, so we might want to be more generous to normal or good items, and tone down the great items to only a couple of extra affixes. But note that "normal" drops get much more interesting with depth, so this may not be necessary.

I haven't done a lot of renaming yet, but I've renamed make_ego_item to obj_add_affix because it wasn't called from anywhere else except apply_magic. It checks that we're not trying to add an affix to an artifact, a themed item, or an item with MAX_AFFIXES already. It also does that weird GREAT_EGO level boost, for a one-in-20 chance of a potentially huge level boost (though that doesn't boost the affix level yet - if it did, this would create interesting possibilities for randarts, noted below). Importantly, we copy the object, so we don't have to worry about affixes creating broken items - if that happens we just roll back and don't add anything.

We choose which affix to apply in obj_find_affix, which is ego_find_random renamed and rewritten to allow for the new T: lines above. Like make_artifact, it builds an allocation table from the affixes which are legal for this item at this depth and affix level.

We actually apply the affix in ego_apply_magic (which I didn't rename yet 'cos it's called from a few places) - it deals with the extra stuff outlined above (base ac / weight / dice / sides, and random flags) but is otherwise recognisable. We now check minima both before and after application, to ensure that a min_pval of 2 gives correct results when applied to an existing pval of, say, -1. We also check flags at the end, to remove contradictory elemental flags (RES_FOO and VULN_FOO etc.), and to strip lots of mods off ammo (so that we don't have to replicate affixes and themes for ammo). Oh, I fixed #1531 as well.

If we didn't break anything, we look to see if the object can now get a theme.

Themes

Without themes, we can have very powerful items, but they're like randarts - random collections of attributes. Themes allow us to decide, during an item's creation, that it's going down a particular path. So I wrote ego_themes.txt, which sets out what these themes are. At the moment they're all recognisable, because they're the high-end/compound egos I removed from ego_item.txt earlier on.

Themes[] are a global array like e_info[], which have N: and D: lines exactly like ego_item.txt. They also have T: lines, but these only have tval, svals and depths - no "level" or "commonness". So far so obvious. obj_find_theme builds an allocation table of legal themes just like make_artifact and obj_find_affix, checking depth and tval/sval.

But there the similarity ends - themes don't have an inherent commonness, they have a number of component affixes, each of which has a weighting. We check the object to see if it has any of these affixes already, and record their weight. Then we multiply by the proportion of total weight to get the actual likelihood of acquiring that theme. These weightings were chosen very carefully, because often only one theme will be available to an object, and we have to have an absolute percent chance of getting it, as well as an allocation table if there are several to choose from. The total weight of the relevant affixes on the item is multiplied by (itself x 4 / total weight of all affixes in the theme) to get the percent chance (in the code we use x8 and use randint0(200) so we're using half-percent granularity).

So here's a worked example: the theme "of Resistance". It has six constituent affixes: the four resists (each weighted 7), Reinforced (for the to_a boost, weighted 2) and Durable (for the IGNORE flags, weighted 4). Durable items contribute to a lot of themes, but usually with very small probability - this is actually the largest weighting of Durable, because it reflects the nature of the theme. So the total weighting of all affixes in this theme is 34.

If we have only one of them, we can't get the theme. You need at least two affixes to get any theme.

If we have two of the resists, we have a total weight of 14. The percent chance of acquiring the theme is (14*14*4)/(34*100) = 23%.

If we have three of the resists, we have weight of 21. The percent chance of acquiring the theme is (21*21*4)/(34*100) = 51.5%.

If we have all four resists, we have a (28*28*4)/(34*100) = 92% chance of acquiring the theme. (If we tweaked the weightings of Durable and Reinforced down to 2 and 1 respectively, this would be over 100%, which is probably what we want.)

By contrast, if the two affixes we have are Reinforced and Durable, we have weight of 6, which gives a (6*6*4)/(34*100) = 4% chance of acquiring the theme. Both of them and one resist makes 19% - less useful than having two of the resists.

Another example worth mentioning is lanterns of True Sight - a theme which has only two affixes. Both have weights of 100, so if we get them, we will automatically get this theme.

Blessed weapons have three affixes, but one of them has a weighting of zero (of Dweomercraft, the one which provides the random ability - also on Gondolin and *Slay* Evil weapons, Lothlorien bows etc.). This means it doesn't contribute to the weighting, but it is applied in obj_apply_theme after the theme is chosen. This function simply cycles through all the affixes in the theme and applies all the ones that aren't already on the item. Since you can specify the same affix more than once in a theme (e.g. for extra combat bonuses, or extra random flags), we allow the second and subsequent ones to be applied.

Note that obj_apply_theme doesn't actually set the o_ptr->affix for the affixes it applies. This is deliberate: many themes have more than MAX_AFFIXES. Also, once we acquire a theme we're unable to modify the item further (like an artifact), so it doesn't really matter too much. Note also that branding spells *will* (currently) work on non-themed items, providing they have < MAX_AFFIXES. I like this, but others might not (more below).

ID, naming and saving

ID-by-use works reasonably well for affixes, though I had to write object_affix_is_known to check from first principles whether we know all about an affix. The IDENT_ flags don't work because we don't know how many affixes we're trying to know, and I decided against recording o_ptr->known_affixes in favour of working it out on the fly. object_theme_is_known is just a wrapper which makes sure that we know all the affixes in a theme. This is pretty basic but actually seems to work ok - both magical ID and ID-by-use seem to work ok, and the ego knowledge menu shows affixes once they're known (it doesn't talk about the new mods to weight/base AC/dice/sides, but otherwise works ok).

Finally, with noz's help, we sorted out the prefix and suffix names of the object, which are the theme or the best affixes in the absence of a theme (so you can get Emerald weapons of Gondolin, or Broken ones, etc.). There is still some thinking to do here in relation to ID and naming, some of which was discussed on IRC (d_m/fizzix suggested "synthetic" affixes which change the name but no properties - this seems like a good solution, but it would be a shame to lose all the flavour of the affix names).

The savefile now stores the indeces of the theme (in the old o_ptr->ego->eidx slot) and the affixes. I also took a cue from Gabe and we now record all of MAX_PVALS, MAX_AFFIXES, OF_SIZE and OF_BYTES in the savefile, so if they change we don't have to write a new function. Oh, and we also store o_ptr->extent, which is food/fuel/charges/gold/chest level, fixing #1540. Ego items in old savefiles will retain all their actual properties (flags, plusses etc.), but will lose their names. I'm happy to write a converter to restore these names if people think it's important, but it looks like we might be heading for major savefile breakage for 4.0 anyway.

Next steps

Code cleanup

I need to get rid of remaining references to o_ptr->ego and remove it from the object_type struct. Also renaming ego_stuff to affix_stuff would be helpful - I've been a bit lazy about this, in case the whole thing was rejected. I also need to write accessors or #defines for things like AFFIX_IS_PREFIX and so on.

I'm also wondering whether it's possible/desirable to de-globalise the themes[] and e_info[] arrays, and make them local to obj-make (or wherever). I don't know enough about C to know how important or difficult this would be. Similarly, there are lots of comments in the code about making arrays read-only (e.g. #1202) - again, I'm not sure I really understand this issue properly.

Knowledge and ID

Update: the ego knowledge menu now works properly, as does the object knowledge menu. An item's affixes are now listed in the 'I'nspect screen (this may or may not be desirable long-term, but is certainly useful for testing). Flavour text is also shown for all affixes where it exists.

Rune-based ID is now working, with a separate knowledge menu for known runes. Unknown runes will soon have random names (#1574), and both known and unknown runes will be listed on the Inspect screen.

IMO we should no longer show the base AC or dice of an object, because these are no longer so static - lots of the Ey prefixes change one or the other. This fits nicely with reducing the amount of info available and forcing people to walk over and fetch stuff. Interested in people's thoughts on this (and see also #1551).

Naming and base items

We need to agree a strategy for naming items with multiple affixes. Personally I favour adopting the position that an object's displayed name does not give you complete information about all its properties, but others may disagree. Also, affixes can be applied more than once (meaningless for flag affixes, but important for hit/dam/ac etc.). I like the idea of Sharp, *Sharp* and **Sharp** or something, to denote multiple applications of an affix. UPDATE: this is now the single most important outstanding issue. There is consensus that it is unrealistic to convey all information in the item's name, but no consensus on a naming hierarchy or categorisation.

Randarts and randomness

My original intention was that themes were more random, i.e. that not all affixes in a theme would be applied every time. I didn't implement themes like this because I didn't want the outcry of "my Gondolin weapon doesn't have RES_DARK" etc. But I still think it would be good to have more variation. If we want to use themes to guide randart generation, this would become more important. One way is to add a third field to the A: lines in ego_themes.txt and specify the percent chance of adding that affix during obj_apply_theme. We could keep the wolves at bay by ensuring that these were all 100 for the traditional ego types.

The consideration of randarts divides into three separate issues:

  • how many of the standart set to use (sub-divides into all, none or some (which further subdivides into a set proportion or a chosen proportion))
  • how many randarts to generate (sub-divides into none, the same number as the number of unused standarts, or infinite)
  • how much to randomise any standarts (straight choice between completely random, i.e. new base item / name / properties, or partially random, i.e. same base item and name, with some core attributes kept and others randomised)

The GREAT_EGO check could be used for generating infinite randarts (since it could lift the affix level from "uber" to "artifact").

Object modification

This branch opens up a lot of possibilities w.r.t. alchemy, forging etc. (See also #1550). Nothing to worry about immediately, except whether to retain or remove the branding spells/prayers. Arguably the prayer (for branding melee weapons) is now actually useful where it wasn't before. It now checks that the object doesn't already have a brand. The ammo branding spell was already too good, and is probably even more so now (but we could always temper it by making it reduce o_ptr->number by 50%, or something like that).

My view remains that we should allow spells and effects to modify objects, and just be careful to limit their power. (We could use a limit lower than MAX_AFFIXES, for instance.)

Balancing

Finally, of course, there's a ton of balancing tweaking to be done. Some affixes are available on items which weren't before (e.g. of Warding), and others aren't (e.g. of Dweomercraft), purely because of what I was testing when I added them. Doing this balancing means adjusting the stats code to record affix and theme indices (it already records all the actual item info). I am quite happy for people to crawl all over ego_items.txt and ego_themes.txt and adjust all the T: lines, as I have not spent long checking what affixes are available on which items at which depth and affix level: mithril shields don't seem to be able to acquire any affixes at all!

A spreadsheet of the current affix distribution is at https://docs.google.com/spreadsheet/ccc?key=0AlI-IK5uLWbEdEItWWRZY0RqSVhoeHpBWjU3OG02UHc&hl=en_US. To see what is available on any particular type of item, scroll up and down (and order by depth if you like). This immediately tells us that we need more affixes on cloaks, gloves, boots and launchers. We probably need more armour affixes in general: there are 12 AC/weight affixes for armour (two bad), compared with 28 hit/dam/dice affixes for weapons (which need much more careful distribution). We can probably also converge some of the affixes: there is now no need for special affixes for launchers or ammo (Accuracy, Power, Wounding).

There's a "proposed" spreadsheet at https://docs.google.com/spreadsheet/ccc?key=0AlI-IK5uLWbEdFV2UzJKSjdKZmEtLWlkTXF2amd6b3c&hl=en_US, which contains my first partial attempt at balancing the distribution.

I also think that we need to check the balance between obj_alloc (the allocation table for all objects) and obj_alloc_great (the one for "good" or "great" objects). Some potions/scrolls with the OF_GOOD flag may now be too common, and some others perhaps ought to get it (and some devices).

Finally, I haven't done much with the old "cursed" egos - they've been re-enabled as affixes, but not split up into themes. Once we've settled on our "new curses" system I'll come back and sort out affixes for proper mixed-blessing items. In the meantime I will disable them prior to any release.

Other issues

A bunch of things occurred to me while doing all this stuff (I'll make tickets post-merge)

  • the slay cache can now go, as we're not constrained to a small number of slay combinations which are worth caching
  • we could have a low-level code module for generating lookup tables like flag names (currently duplicated in obj-flag.c and init2.c) and tvals (which we could now do from object_base.txt, removing the need for hard-coding - we could also seek to remove tvalsval.h ...)
  • affixes could change the display colour of an object (Ey has this, and fizzix thought of it too - #837)
  • affixes could be used to generate ego jewelry, which allows re-thinking of what non-ego jewelry ought to be ... (it would be easy to regenerate the existing rings/amulets using affixes and themes, while enjoying the extra randomness)
  • allocation of kinds could use the alloc_entry struct (presumably it was written before that struct?)
  • items with alloc_prob 0 should not appear in knowledge menus (the old Bronze DSM problem, now occurring with stuff like Adamantite Plate and Maces of Disruption) - not sure if this is related to fizzix's bug report
  • should maxima really be sparse? z_info->e_max is set not as the number of e_info entries but the index of the highest. Is this necessary?

Backporting to V 3.x

There is a problem with using this code to generate only the items found in 3.3.x's ego_item.txt. In order to get a theme, an item must already have at least two of that theme's affixes. If we take the example of *slay* dragon, none of its three affixes (+CON, RES_FEAR or KILL_DRAGON) are ever found separately on weapons in 3.3.x. So you could never create an item with this theme using this system.

If you got rid of themes altogether and simply turned them back into rare affixes, you would need to make sure that an item could only have one affix (so that it could not get both Gondolin and Defender, for example) - thereby losing the point of affixes altogether. At that point you just have a minor variation on the old ego system, with some parser changes.

Tickets affected

Ticket Summary Owner Type Status Milestone Resolution
#1 SVN should contain the same stuff as the source archive change closed 3.0.8 fixed (in master)
#2 Ease makefiles proliferation takkaria change closed 3.0.8 fixed (in master)
#3 Remove script.c takkaria change closed 3.0.8 fixed (in master)
#4 Create ui.c and z-file.c takkaria change closed 3.0.8 fixed (in master)
#5 Unify in-game menus as far as possible pmac change closed 3.0.8 fixed (in master)
#6 Incorporate takkaria's new store code takkaria change closed 3.0.8 fixed (in master)
#7 Import the UnAngband knowledge screens pmac task closed 3.0.8 fixed (in master)
#8 Find-as-you-type monster recall change new Future
#9 Import Hengband's command menu takkaria change closed 3.0.8 fixed (in master)
#10 Notes patch takkaria change closed 3.1.0 fixed (in master)
#11 Help changes change closed 3.5.0 wontfix
#12 Distribute helpfiles as HTML, PDF myshkin change closed 3.5.0 fixed (in master)
#13 Replace current "interactive" help with context help change new Future
#14 Add "tutorial mode" change new Future
#15 Move windows-specific files to win/ subdirectory takkaria task closed 3.0.8 fixed (in master)
#16 Create proper website takkaria change closed 3.0.8 duplicate
#17 Add mouse support change closed 3.0.8 duplicate
#18 Fix magic mapping and detection takkaria change closed 3.1.0 fixed (in master)
#19 Add trap detection indicator change closed 3.1.0 fixed (in master)
#20 SDL frontend iainmcfall change closed 3.0.8 fixed (in master)
#21 Add NPP "path to target" feature change closed 3.3.0 fixed (in master)
#22 Turn next_xp option on permanently takkaria change closed 3.0.8 duplicate
#23 256 colour support andrewdoull change closed 3.1.2 beta fixed (in master)
#24 Auto-wield birth items takkaria change closed 3.1.0 fixed (in master)
#25 Add "always_show_list" option takkaria change closed 3.1.0 fixed (in master)
#26 Display weapon damage when 'I'nspecting weapons takkaria change closed 3.1.0 fixed (in master)
#27 Cut down and rearrange options takkaria task closed 3.0.8 fixed (in master)
#28 Add the quickstart patch takkaria change closed 3.1.0 fixed (in master)
#29 Store gold that monsters steal in their inventory d_m change closed 3.1.1 beta fixed (in master)
#30 Write/import new savefile code takkaria change closed 3.1.1 beta fixed (in master)
#31 Add a "start kit" option (a la Ey) magnate change confirmed Future
#32 Replace the current autoroller with Antiband/Zangband's takkaria change closed Triage wontfix
#33 Flasks of oil and torches should have firebrand takkaria change closed 3.1.1 beta fixed (in master)
#34 Add the quiver d_m change closed 3.1.2 beta fixed (in master)
#35 Allow selection of character hair/eye colour and character background change closed Future fixed (in master)
#36 Use a better random name generator ajps change closed 3.0.8 fixed (in master)
#37 Split up externs.h into other headers, to allow less recompiling change closed duplicate
#38 Import UIAngband's wizard mode screen editor change closed Triage wontfix
#39 Bring back player ghosts GabeCunningham change assigned v4
#40 Add autopackage files for Linux magnate change closed 3.1.2 beta fixed (in master)
#41 Make item destruction always take 0 time takkaria change closed 3.0.8 fixed (in master)
#42 Make all terminal access/printing functions use (y, x) co-ordinates task new Future
#43 Move random name lists into an external file magnate task closed 3.1.2 beta fixed (in master)
#44 Change rand_int() to randint0(); randint() to randint1() change closed 3.1.0 fixed (in master)
#45 Minimise usage of standard string functions task new Ongoing
#46 Create missing directories on startup d_m change closed 3.1.2 beta fixed (in master)
#47 Audit memory code takkaria task closed 3.1.0 fixed (in master)
#48 Fix randarts magnate change closed 3.1.1 beta fixed (in master)
#49 Fix object pricing change closed 3.1.1 beta fixed (in master)
#50 Fix level feelings magnate change closed 3.3.0 fixed (in master)
#51 Universal use command change closed 3.4.0 fixed (in master)
#52 Simplify (at least condense) obscure options change closed 3.0.8 fixed (in master)
#53 Allow keyset-agnostic keymaps takkaria change assigned Future
#54 Sangband-style object handling lmarrick change closed 3.0.8 fixed (in master)
#55 Introduce unit testing change closed 3.2.0 fixed (in master)
#56 Make squelch simpler and cleaner takkaria task closed 3.0.8 fixed (in master)
#57 Do spells with edit files (like UnAngband) change closed Future wontfix
#58 Revert the panel change behavior to 3.0.5 behaviour. takkaria change closed 3.0.8 fixed (in master)
#59 angband.rogueforge.net needs a homepage change closed 3.0.8 fixed (in master)
#60 Simplify the code for timed player effects takkaria change closed 3.0.8 fixed (in master)
#61 Improve autotools support (use OMK) aerdan change closed 3.0.8 fixed (in master)
#62 Game should be fully dual-licenced change closed 3.1.1 beta fixed (in master)
#63 Add support for automatically numbering characters ("Rocky IV") magnate change closed 3.1.1 beta fixed (in master)
#64 Add reference counting for inscriptions task new Future
#65 Split up source files more, make names meaningful task closed Ongoing fixed (in master)
#66 "Panic saves" shouldn't overwrite normal savefiles task new Future
#67 Throwing potions should cause the potions effect on the target change new Future
#68 Improve the scorefile format, and the method of scoring MarbleDice change assigned v4
#69 Unify Makefile.dos, Makefile.ibm, and Makefile.con change closed 3.0.8 wontfix
#70 Use a new file header for all-GPL files change closed 3.1.0 fixed (in master)
#71 A "give me a random, reasonably playable character" button magnate change confirmed Future
#72 Remove CHECK_TIME option change closed 3.0.8 fixed (in master)
#73 Unify line of sight and projection paths change new Future
#74 Add reference counting to the quarks package change closed duplicate
#75 Panic saves shouldn't overwrite normal savefiles change closed duplicate
#76 Assign graphical tiles to the new monsters and objects takkaria change closed 3.2.0 worksforme
#77 Add new room and level types d_m change closed 3.3.0 fixed (in master)
#78 Improve monster behaviour and AI change new v4
#79 Add main-net.c task closed Future wontfix
#80 Add main-gba.c task closed Future worksforme
#81 Allow Angband to work on 16-row displays change new Future
#82 Write Angband coding guidelines task closed 3.0.8 fixed (in master)
#83 Always use numbers for the labels of spellbooks in the inventory change new Future
#84 Remove cptr from the game, replace with const char * everywhere task closed 3.3.0 fixed (in master)
#85 Use Mr. Att logo on all platforms task closed 4.0 fixed (in master)
#86 testing ability to ticket anonymously change closed invalid
#87 Prompt for overwriting an existing savefile ajps bug closed 3.0.8 fixed (in master)
#88 Change lantern/torch behaviour and features takkaria change closed 3.0.8 fixed (in master)
#89 Current equipment not redrawn properly in stats panel change closed 3.0.8 fixed (in master)
#90 Save file consistency broken change closed 3.0.8 fixed (in master)
#91 Store bugs takkaria bug closed 3.0.8 fixed (in master)
#92 Fix GTK2 port shanoah bug closed 3.1.0 fixed (in master)
#93 Add mouse support for other platforms takkaria change closed 3.0.8 fixed (in master)
#94 birth screen bugs bug closed 3.0.8 fixed (in master)
#95 Create a cross-platform API for directory scanning change closed 3.0.8 fixed (in master)
#96 Fix macro screen pmac bug closed 3.0.8 fixed (in master)
#97 Outstanding menus to fix takkaria task assigned Future
#98 Allow squelch of unknown flavors. pmac change closed 3.1.1 beta fixed (in master)
#99 Add angband.rogueforge.net to splash page. task closed 3.0.8 fixed (in master)
#100 Remove '@' macro command; replace with submenu in options menu pmac task closed 3.0.8 fixed (in master)
#101 Improve messages a la NPP change closed 3.3.0 fixed (in master)
#102 compile.txt is badly out of date (wrong), and the wiki BuildSystem needs updating bug closed 3.0.8 fixed (in master)
#103 Have a DOS/IBM port available change closed wontfix
#104 show_file() needs fixing takkaria bug closed 3.1.0 fixed (in master)
#105 Better keymap UI takkaria change assigned Future
#106 Make graphics, sound options in-game options change closed Future fixed (in master)
#107 OS X UI bugs pmac bug closed 3.1.0 fixed (in master)
#108 Fix RISC OS port ajps bug closed 3.0.8 fixed (in master)
#109 Remove unused ports task closed 3.0.8 duplicate
#110 Slim down number of ports further takkaria task closed 3.0.8 duplicate
#111 Record a new set of sound effects, under a permissive BSD-style licence task closed 3.1.1 beta fixed (in master)
#112 Package Windows console mode port with release takkaria change closed 3.0.8 fixed (in master)
#113 Build/Package win console mode angband along with windows binaries change closed duplicate
#114 count of items found in monster drops is broken by r110 bug closed 3.0.8 worksforme
#115 Movement by mouse doesn't work very well. bug closed 3.4.0 fixed (in master)
#116 Add monster list display on main term using '[' takkaria change closed 3.0.8 fixed (in master)
#117 Integrate autoroller menu better for 3.0.8 takkaria bug closed 3.0.8 fixed (in master)
#118 Picking up money results in garbled messages bug closed 3.0.8 fixed (in master)
#119 Flicker of a direction prompt from 3.0.5 takkaria bug closed 3.5.0 worksforme
#120 Move object flags back to object_type magnate task closed 3.3.0 fixed (in master)
#121 Inventory listings should respond to the term size they are in bug closed 3.5.0 fixed (in master)
#122 Incorporate SDL sound patch sensibly takkaria task closed 3.0.8 fixed (in master)
#124 Update documentation bug closed 3.0.8 fixed (in master)
#125 No prompt to destroy known worthless items change closed 3.0.8 wontfix
#126 Change amnesia into a timed effect change closed 3.0.8 fixed (in master)
#127 '5' key no longer works bug closed 3.0.8 fixed (in master)
#128 Menu bugs bug closed 3.0.8 fixed (in master)
#129 Angband 3.0.7s3 code cleanup. change closed 3.0.8 fixed (in master)
#130 Project admin takkaria task closed 3.1.1 beta fixed (in master)
#131 Code documentation solution task closed 3.1.1 beta fixed (in master)
#132 Release checklist bug closed 3.1.0 wontfix
#133 Delete .keep files, use delete.me instead bug closed 3.0.8 fixed (in master)
#134 Comply with the FHS for multi-user installations magnate bug closed 3.1.2 beta fixed (in master)
#135 Don't use C reserved identifiers bug confirmed Ongoing
#136 Make Windows use libpng d_m task closed 3.3.0 fixed (in master)
#137 File handling cleanup elly bug closed 3.1.0 fixed (in master)
#138 Game should be re-entrant task confirmed Future
#139 Command handling code is hard to grok takkaria bug closed 3.3.0 fixed (in master)
#140 Externalise store stocking lists change closed 3.1.0 fixed (in master)
#141 Remove hardcoded values for p_ptr->noscore bug closed 3.0.8 fixed (in master)
#142 Windows font handling bug bug closed 3.5.0 fixed (in master)
#144 Add main-qt.c change closed Triage wontfix
#145 Move m4/ contents into aclocal.ac bug closed 3.0.8 fixed (in master)
#146 Using "show_piles" in graphics mode should use a tile, not the ampersand. takkaria bug closed 3.3.0 fixed (in master)
#147 Fix the "vinfo_type" hack in cave.c elly task closed 3.5.0 fixed (in master)
#148 Fix the fonts bug closed 3.0.8 fixed (in master)
#149 Add item histories (from Ey; "found on xxx", "dropped by xxx") takkaria change closed 3.1.0 fixed (in master)
#150 In-game savefile selector (a la ToME) change new Future
#151 "Purchase how many (you have 12)? " in stores change closed 3.1.0 fixed (in master)
#152 Common approach to monster/object recall takkaria task closed 3.1.0 fixed (in master)
#153 Get autoconf system working under BSD make bug closed 3.0.8 fixed (in master)
#154 Andrew Doull's inventory destruction changes bug closed 3.0.8 fixed (in master)
#155 Add a working autoinscribe interface back in bug closed 3.0.8 fixed (in master)
#156 Review and incorporate Leon's dungeon patch change reopened v4
#157 Comment cleanups bug closed 3.0.8 fixed (in master)
#158 Remove *ID* bug closed 3.1.0 fixed (in master)
#159 Trimming down the number of compile-time options task closed 3.0.8 fixed (in master)
#160 player_egid needs to be set for all SET_UID systems bug closed 3.0.8 fixed (in master)
#161 [Regression] Cannot feel objects dropped under blind (or in the dark) player bug closed 3.0.8 fixed (in master)
#162 Macro issues ajps bug closed 3.0.8 fixed (in master)
#163 'n' no longer repeats last action bug closed 3.0.8 fixed (in master)
#164 Add option for turning on/off mouse pathfinding support ajps bug closed 3.0.8 fixed (in master)
#165 Windows sound support ropey bug closed 3.0.8 fixed (in master)
#166 Reconsider which monsters have amnesia takkaria bug closed 3.0.8 fixed (in master)
#167 Fix help text bug closed 3.0.8 fixed (in master)
#168 Squelch issues takkaria bug closed 3.0.8 fixed (in master)
#169 Self knowledge display ('~') revealing too much ajps bug closed 3.0.8 fixed (in master)
#170 UI niggles ajps bug closed 3.0.8 fixed (in master)
#171 Broken pseudo-ID bug closed 3.0.8 fixed (in master)
#172 Ego-item knowledge ('~') doesn't work bug closed 3.0.8 fixed (in master)
#173 autoconf: make install not working takkaria bug closed 3.0.8 fixed (in master)
#174 Artifact knowledge ('~') crashes using attached savefile bug closed 3.0.8 fixed (in master)
#175 Help problems in the birth screen. ajps bug closed 3.0.8 fixed (in master)
#176 GTK2 port fixes bug closed 3.0.8 fixed (in master)
#177 Fix pickup system takkaria bug closed 3.0.8 fixed (in master)
#178 Lanterns of everburning should not be fuellable or useable as fuel bug closed duplicate
#179 Lanterns of everburning should not be fuellable or useable as fuel takkaria bug closed 3.0.8 fixed (in master)
#180 main-x11.c can only be run with graphics mode bug closed 3.0.8 fixed (in master)
#181 12x20 font lacks block char takkaria bug closed 3.0.8 fixed (in master)
#182 Casting resistance/resist poison crashes the game takkaria bug closed 3.0.8 fixed (in master)
#183 Full mouse playability change new Future
#184 Some colors missing in GTK2 port takkaria bug closed 3.0.8 fixed (in master)
#185 Monster knowledge ('~') display incorrect if no uniques have been found ajps bug closed 3.0.8 fixed (in master)
#186 Targeting incorrectly describes objects ajps bug closed 3.0.8 fixed (in master)
#187 Prayer books lose spells bug closed 3.0.8 fixed (in master)
#188 Fix object compaction takkaria bug closed 3.0.8 fixed (in master)
#189 Autoinscriptions can be used to pre-ID items ajps bug closed 3.0.8 fixed (in master)
#190 Pseudo-ID inscriptions are lost on saving & loading bug closed 3.0.8 fixed (in master)
#191 Make the status bar at the bottom display all timed effects takkaria change closed 3.1.0 fixed (in master)
#192 Create an item distribution visualiser task closed v4 wontfix
#193 infinite loop bug closed 3.0.8 fixed (in master)
#194 'm' no longer shows the 'which magic book prompt' bug closed 3.0.8 worksforme
#195 Macros append an odd letter to messages bug closed 3.0.8 fixed (in master)
#196 Items marked as squelch in shops takkaria bug closed 3.0.8 fixed (in master)
#197 Clicking to refocus window should ignore that click bug closed 3.5.0 wontfix
#198 Destroying items no longer asks for confirmation bug closed 3.0.8 fixed (in master)
#199 Wrong damage values displayed in the character screen bug closed 3.0.8 fixed (in master)
#200 Item squelching doesn't work properly on jewelry or rechargeables bug closed 3.0.8 fixed (in master)
#201 picking up gold in the dark creates items in inventory, cant drop/destroy? bug closed 3.0.8 fixed (in master)
#202 Shops with multiple inventory pages require "_" command to enter bug closed 3.0.9 fixed (in master)
#203 Scrolls labeled... "fellatio"??? bug closed 3.0.8 wontfix
#204 r290: bad interaction between pseudo-ID and money on floor bug closed 3.0.8 fixed (in master)
#205 3232.bmp and mask32.bmp not included with Windows version bug closed 3.0.8 wontfix
#206 hide_squelchable still not removing all traces of items bug closed 3.0.8 fixed (in master)
#207 Documentation problems bug closed 3.0.8 fixed (in master)
#208 Squelch of books and misc items bug closed 3.0.8 fixed (in master)
#209 GTK port does not remember user's font preference bug closed 3.0.9 fixed (in master)
#210 "make install" on SuSE Linux 10 fails due to /usr/local permissions takkaria bug closed 3.0.9 worksforme
#211 "z-file.c:40: warning: implicit declaration of function ‘setresgid" bug closed 3.0.9 fixed (in master)
#212 Spellbook doesn't start in object knowledge at turn 0 ajps bug closed 3.0.9 fixed (in master)
#213 .depend errors when using ./configure && make takkaria bug closed 3.0.9 fixed (in master)
#214 Import all of Ey's object examination niceties takkaria change closed 3.1.0 fixed (in master)
#215 When using roguelike, commands, 'h' in stores doesn't work ajps bug closed 3.0.9 fixed (in master)
#216 Documentation for birth_no_preserve may be incorrect bug closed 3.0.9 fixed (in master)
#217 self_knowledge() faulty ajps bug closed 3.0.9 fixed (in master)
#218 Misleading summary for torches takkaria bug closed 3.0.9 fixed (in master)
#219 Silver jellies not absorbing light ajps bug closed 3.0.9 fixed (in master)
#220 Worthless stuff is being marked as (squelch) without being ID'd ajps bug closed 3.0.9 fixed (in master)
#221 Switch to using cave_info2[][] for player-specific bits elly task assigned v4
#222 Display trap detection borders as a coloured dot change closed 3.1.0 fixed (in master)
#223 Add support for paragraphs to textblock change new Future
#224 Change game option checks to use OPT() syntax task closed 3.1.1 beta fixed (in master)
#225 Dungeon levels too big bug closed 3.1.2 beta fixed (in master)
#226 More clearly distinguish multi-user and POSIX/Unix systems task closed 3.5.0 fixed (in master)
#227 Put consumables before weapons and armour in the object knowledge screen ajps bug closed 3.0.9 fixed (in master)
#228 Too many food varieties bug closed 3.1.0 fixed (in master)
#229 Empty wands/staffs sold to stores should be recharged MarbleDice bug closed 3.1.2 beta fixed (in master)
#230 Automatic hiding of sidebar and statusbar change new Future
#231 Purchase report in store is wrong ajps bug closed 3.0.9 fixed (in master)
#232 Solid block characters are invisible under Windows Vista bug closed 3.2.0 fixed (in master)
#233 -more- in shops is not quite right ajps bug closed 3.0.9 fixed (in master)
#234 Unify useable/eatable/spell code takkaria task closed Future fixed (in master)
#235 DEFAULT_PATH does not get expanded by ./configure takkaria bug closed 3.0.9 fixed (in master)
#236 object.txt does not get installed takkaria bug closed 3.0.9 fixed (in master)
#237 Windows Angband reacts to clicks while in the background bug closed duplicate
#238 SDL-mixer compilation broken with autoconf takkaria bug closed 3.0.9 fixed (in master)
#239 Monster memory display glitch ajps bug closed 3.0.9 fixed (in master)
#240 Not all monster types show up in the "Display monster knowledge" detailed UI bug closed 3.0.9 fixed (in master)
#241 Restore '-' command and '*' to 'g' command change closed 3.0.9 fixed (in master)
#242 High score menu missing from knowledge display screen ajps bug closed 3.0.9 fixed (in master)
#243 Monster knowledge issues (more!) bug closed 3.0.9 fixed (in master)
#244 Always allow use of wrapping and space to advance in menus takkaria bug closed 3.1.0 fixed (in master)
#245 !d inscribed on an object should mean "never drop" ajps bug closed 3.0.9 fixed (in master)
#246 Artifact knowledge bugs ajps bug closed 3.0.9 worksforme
#247 prt_welcome() in store.c sometimes oversteps array bounds ajps bug closed 3.0.9 fixed (in master)
#248 Hiding squelcables interacts badly with glyph of warding bug closed 3.0.9 fixed (in master)
#249 Detect object/enchantment should not show squelched items ajps bug closed 3.0.9 fixed (in master)
#250 'K' should be a "mark item as squelch" command takkaria change closed 3.0.9 fixed (in master)
#251 Acid damage of inventory items broken bug closed 3.0.9 fixed (in master)
#252 Miscellaneous issues bug closed 3.0.9 fixed (in master)
#253 The NO_FUEL flag isn't described in obj-info.c bug closed 3.0.9 fixed (in master)
#254 Item drops when there are lots of squelched items on the floor bug closed 3.0.9 fixed (in master)
#255 Knowledge screen recall inconsistency ajps bug closed 3.0.9 fixed (in master)
#256 Allow review of store and home contents via the knowledge menu magnate change closed 3.2.0 fixed (in master)
#257 Prompts should be updated with mouse support notes (xtra2.c) bug closed 3.0.9 fixed (in master)
#258 More useful monster recall change closed v4 fixed (in master)
#259 Macros not being saved/loaded properly? bug closed 3.0.9 worksforme
#260 LITE flag behaviour changed bug closed 3.0.9 fixed (in master)
#261 Revisit the split between resists and abilities magnate change closed 3.3.0 fixed (in master)
#262 Weird output when quaffing a Cure Light Wounds potion bug closed 3.1.0 fixed (in master)
#263 DET_RADIUS should be a function of caster level takkaria change closed 3.1.0 fixed (in master)
#264 Should be able to identify items in your home change confirmed v4
#265 '-' key not working bug closed 3.0.9 fixed (in master)
#266 Innate infravision not shown in character info matrix bug closed 3.1.0 fixed (in master)
#267 message displays wrong total count after purchasing items that you already have bug closed 3.0.9 duplicate
#268 RISC OS port needs realloc hook ajps bug closed 3.2.0 invalid
#269 Sort out "message package" elly task closed 3.3.0 fixed (in master)
#270 No transparency for items/player/monsters bug closed 3.1.0 fixed (in master)
#271 Stairs rarely generated under player bug closed 3.0.8 fixed (in master)
#272 Windows port term windows z-order wrong bug closed 3.0.9 fixed (in master)
#273 Banishment crashes game bug closed 3.0.9 fixed (in master)
#274 Walking over objects while blinded doesn't mark them bug closed 3.0.9 fixed (in master)
#275 Remove/redo "social class" change closed 3.1.0 fixed (in master)
#276 Fix monster drops bug closed 3.1.0 fixed (in master)
#277 Mini-map overlay/seperate window change new Future
#278 Lights measured in player-turns, not game-turns bug closed wontfix
#279 Wand of Wonder always has maximal effect, not random bug closed 3.1.0 fixed (in master)
#280 Variable used without being initialized bug closed 3.0.9 fixed (in master)
#281 Path never used for X11 library lookups takkaria bug closed 3.0.9 fixed (in master)
#282 Angband relies on RGB colours in curses port bug closed 3.0.9 fixed (in master)
#283 Update object and spell descriptions bug closed 3.0.9 fixed (in master)
#284 TMJ tracking bug bug closed 3.1.2v2 fixed (in master)
#285 disturb_panel doesn't work, and hasn't worked since at least 3.0.6. bug closed 3.0.9 fixed (in master)
#286 In bigtile mode, sometimes the sides of the command menu aren't removed properly. bug closed 3.0.9 fixed (in master)
#287 Too many identical entries for magma veins/dart traps/jammed doors in the knowledge screens. bug closed 3.1.0 fixed (in master)
#288 General store too restrictive in buying habits. MarbleDice bug closed 3.1.2 beta fixed (in master)
#289 The monster pictures on the '[' command are only half-displayed in bigtile mode. bug closed 3.0.9 fixed (in master)
#290 Stat reduction attacks reduce already-minimum stats bug closed 3.1.0 worksforme
#291 Delay factor should affect running speed change new Future
#292 Menus should use 1234567890 as little as possible for "tags". bug closed 3.1.0 fixed (in master)
#293 Graphics for flavoured items wrong in knowledge browser bug closed 3.0.9 fixed (in master)
#294 Dummy object recall issues magnate bug closed 3.1.2 beta fixed (in master)
#295 Ego knowledge ('~') doesn't talk about possible hidden attributes bug closed 3.1.0 fixed (in master)
#296 Shutdown bug on Windows bug closed 3.5.0 fixed (in master)
#297 Problems on NetBSD bug closed 3.0.9 fixed (in master)
#298 Add option to not autopickup with monsters in LOS change confirmed v4
#299 Add squelch_worthless option to determine whether worthless potions, etc get squelched takkaria bug closed 3.0.9 fixed (in master)
#300 Remove monster AI options, replace with flag-controlled AI change confirmed v4
#301 Make disturbance options better change confirmed Future
#302 Monster order in monsters.txt versus monster memory behavior ctate change closed 3.1.0 fixed (in master)
#303 Detect monster creates 'visible' monsters that interrupts R* bug closed Triage wontfix
#304 Shouldn't allow more than one selection for subwindow options bug closed Triage wontfix
#305 hide_squelchable acts odd for items in your inventory bug closed 3.1.0 fixed (in master)
#306 run isn't working bug closed duplicate
#307 Innate infravision shown as equipment modifier in self-knowledge bug closed 3.1.0 fixed (in master)
#308 Wands of wonder no longer IDing their flavor when aimed ctate bug closed 3.1.0 fixed (in master)
#309 Why are there separate 'p' and 'm' commands? change confirmed Future
#310 New item allocation system with gradients takkaria change closed 3.1.0 fixed (in master)
#311 Fix mushrooms takkaria bug closed 3.1.0 fixed (in master)
#312 Consumables should appear in piles bug closed 3.1.0 fixed (in master)
#313 Potion changes takkaria change closed 3.1.0 fixed (in master)
#314 Consider allowing user "notes" in various places in the game change new Future
#315 Hidden squelchables show up in the "get item" menu when part of piles. bug closed 3.1.0 fixed (in master)
#316 Rebalance wands/rods/staffs takkaria bug closed 3.1.0 fixed (in master)
#317 Fix overly powerful missile weapons change closed 3.2.0 fixed (in master)
#318 Consolidate monster entries change closed 3.3.0 fixed (in master)
#319 problem with autopickup bug closed 3.1.0 fixed (in master)
#320 Fix rings bug closed 3.1.0 fixed (in master)
#321 Fix amulets bug closed 3.1.0 fixed (in master)
#322 Savefile importing strange between rev 408 and rev 435 bug closed 3.1.0 fixed (in master)
#323 Phantom staff in [436] bug closed Triage worksforme
#324 Debug command 'v' (create very good obj) always creates a Mushroom of Blindness at dlevel >= 90 bug closed 3.1.0 fixed (in master)
#325 Using single items on floor requires extra prompt bug closed Triage invalid
#326 Targetting with mouse does odd things bug closed 3.1.0 fixed (in master)
#327 Fix mouse behaviour when using the 'l'ook command bug closed 3.1.0 fixed (in master)
#328 *_lore functions should also write to subwindows when appropriate d_m bug closed 3.1.1 beta fixed (in master)
#329 Object Description Tweaks & Other Minor Quibbles takkaria bug closed 3.1.0 fixed (in master)
#330 Remove "object_level" and "monster_level" globals bug closed 3.1.0 fixed (in master)
#331 Specify monster HP in monster.txt as an average, not with hitdice bug closed 3.1.0 fixed (in master)
#332 Target no longer clears when targeted monster dies bug closed 3.5.0 fixed (in master)
#333 Fixes for window positions in main-x11 change closed 3.1.0 worksforme
#334 Power comparison in 'l'ook magnate change assigned v4
#335 SDL port can't find font files when installed globally bug closed 3.1.0 fixed (in master)
#336 Installer does not copy angband.glade to proper directory bug closed 3.1.0 fixed (in master)
#337 GTK port shows no animations bug closed 3.1.0 fixed (in master)
#338 Mac OS X Open Dialogbox bug closed 3.1.0 fixed (in master)
#339 Squelch help missing, and no rogue-key bug closed 3.2.0 fixed (in master)
#340 Add tests and documentation for z-msg takkaria task confirmed Future
#341 Missing full stops bug closed 3.1.0 fixed (in master)
#342 Collect stats on player change confirmed v4
#343 Autosave feature change closed 3.1.1 beta fixed (in master)
#344 p_ptr->command_wrk not reset in get_item() bug closed 3.1.0 fixed (in master)
#345 Review item recall task closed 3.1.1 beta fixed (in master)
#346 IDing rods by use bug closed 3.1.0 fixed (in master)
#347 Won't autopickup items autoinscribed with !* bug closed 3.1.0 fixed (in master)
#348 Improve UI abstractions ajps task closed Future fixed (in master)
#349 Add lib/xtra/mr_att.png to lib/xtra/graf bug closed 3.1.0 fixed (in master)
#350 Scroll changes bug closed 3.1.0 fixed (in master)
#351 Food changes (again) bug closed 3.1.0 fixed (in master)
#352 Change probing behaviour change closed 3.1.1 beta fixed (in master)
#353 Make dungeon spellbooks into artifacts magnate change closed v4 fixed (in v4)
#354 Add keep_room_on_screen option change new Future
#355 High Charisma should make monsters more likely to flee from player damage change closed 3.2.0 wontfix
#356 Test rig for dungeon generation takkaria change closed 3.1.0 fixed (in master)
#357 Smaller pseudo-ID changes change closed 3.1.0 fixed (in master)
#358 Need some indication of maximum burden in UI bug closed 3.1.0 fixed (in master)
#359 Light descriptions misleading bug closed 3.1.0 fixed (in master)
#360 Pickup issue with full inventory and no light bug closed 3.1.0 fixed (in master)
#361 'K' key doesn't drop things with squelch bug closed 3.1.0 fixed (in master)
#362 Running over long corridors triggers redraw bug bug closed 3.5.0 worksforme
#363 Stores should have their own "examine" command bug closed 3.1.0 fixed (in master)
#364 Weapons need to be priced in line with their damage-dealing ability bug closed 3.1.1 beta fixed (in master)
#365 Autoconf issues bug closed 3.1.0 fixed (in master)
#366 Different effects should have different names, and the same effect should have the same name bug closed 3.1.0 worksforme
#367 Prompt for which ring to replace when wearing two takkaria change closed 3.1.1 beta fixed (in master)
#368 main-gcu should support dynamic resizing bug closed 3.1.2 beta fixed (in master)
#369 Reconsider healing potion arrangement bug closed 3.1.1 beta fixed (in master)
#370 Rangers should have reduced chance of arrow breakage change confirmed Future
#371 Make Banishment and Mass Banishment sound less alike change confirmed Future
#372 New panel change behaviour change confirmed Future
#373 Help prevent offscreen deaths change confirmed Future
#374 Add "closest valid target" action when targetting bug closed 3.1.2 beta fixed (in master)
#375 Remove autoscum bug closed 3.1.0 fixed (in master)
#376 Odd stacking bug bug closed 3.1.0 worksforme
#377 Too many hacks? elly task assigned Future
#378 Clone and Fear effect switched bug closed 3.1.0 fixed (in master)
#379 Average spell damage when browsing. change new Future
#380 OS X: Cannot open player file outside of Angband itself bug closed 3.1.0 fixed (in master)
#381 OS X: Player open dialog cannot be targetted by keyboard bug closed 3.1.0 fixed (in master)
#382 When a shop does not want anything, a message should be displayed when hitting 's' bug closed 3.1.0 fixed (in master)
#383 Need ability to disable navigation in stores change closed 3.0.9b fixed (in master)
#384 OS X: Problem opening Angband using Quicksilver bug closed 3.1.0 fixed (in master)
#385 Player position moves sometimes when opening player file bug closed 3.1.0 worksforme
#386 Monster flow has no range to speak of bug closed 3.1.0 fixed (in master)
#387 No obvious indication of whether SDL sound is turned on using ./configure bug closed 3.1.0 fixed (in master)
#388 The saving of colours in the .prf file seems to be broken bug closed 3.1.0 fixed (in master)
#389 "d" used twice in options menu bug closed 3.1.0 fixed (in master)
#390 X11 and GTK ports use 100% CPU bug closed 3.1.0 worksforme
#391 crash in message_add bug closed 3.1.0 fixed (in master)
#392 Savefile crashes GTK port bug closed 3.1.0 worksforme
#393 crash in 9-14 build bug closed 3.1.0 worksforme
#394 keymap/option files no longer append. bug closed 3.1.0 fixed (in master)
#395 buying cure serious wounds doen't indicate how many you have bug closed 3.1.0 fixed (in master)
#396 Preserve flag mislabelled in character dumps bug closed 3.1.0 fixed (in master)
#397 can't activate objects bug closed 3.1.0 fixed (in master)
#398 Enhance the Gtk2 port shanoah change closed Future wontfix
#399 Make object descriptions somewhat more terse change closed 3.1.0 fixed (in master)
#400 Make graphics less hardcoded takkaria task closed 3.4.0 fixed (in master)
#401 Gondolin's light description is wrong bug closed 3.1.0 fixed (in master)
#402 svn missing file wizard.h