Changes log for Diablo: The Hell
Updated to the bottom (new changes in the bottom)
Best viewed in fullscreen mode, with resolutions of 1280x960 or higher

	v1.46c RC6

+	Astral bonus (+200% vs Demons) changed to +100%;
+	Jester's bonus (random 0-600% damage) changed to Random 0-300%;
+	Devastation bonus (5% chance of triple damage) changed to 5% chance of double damage;
+	Boss' MLVL formula was changed to 'mlvl+4': now boss has +36% chance to hit as compared to base monsters (not 45% as before);


	v1.46d

+	Hive Princes and Defiler now have full immunity to Stone Curse;


	v1.46e

+	Added new TRN file for Uber Diablo;
+	Na-Krul changed into Uber Diablo, gave him Diablo attacktype;


	v1.46e RC2

+	More HP and damage for Lazarus;


	v1.46e RC6

+	Added new dlvl-16 Dark Mage subtype 02 boss: Ur-Annon;
+	Death Knights' mlvl: +1 (54 now);


	v1.46f

+	Lazarus, Red Vex, Dark Jade and Uber Diablo are all now immune to Stone Curse;


	v1.47

+	Added 'Diablo' Boss to Pandemonium (has pack of Dark Lords);
+	Modified Pandemonium architecture a bit - challenge increased;
+	Tons of adjustments to unique items;
+	Many modifiers to EXE: code optimization;
+	Many pointers reset for additional space;
+	Many monsters' stats and frames adjusted;


	v1.47 RC1

+	Arrogance Plate didn't give DFE bonus: fixed now;


	v1.47a

+	Removed bugged Oils from the game (thanks to Zog-Zog for pointing out this bug);
+	Bugged Oil of Skill base item replaced with new blunt weapon: War Mace;
+	Reworked blunt weapons' requirements because of adding War Mace;
+	Modified picture for War Mace;


	v1.47a RC1

+	Changed 'The Dark Lord' to 'Guardian Demon';


	v1.47a RC3

+	Adjusted some base weapon requirements for better balance;


	v1.47h RC1

+	Added new base item: Plate Corselet;
+	Added unique picture for Plate Corselet;
+	Added new base item: Great Plate Mail;
+	Added unique picture for Great Plate Mail;
+	Added new picture for unique 'Embossed Plate';
+	Adjusted AC for unique plates;
+	Changed picture of 'Spiritual Armor';
+	More item requirements optimization;
+	Changed monster 'Guardian Demon' name to 'Greater Demon';


	v1.47i RC8

+	More code optimization for more space;
+	Added new base item: Pigface Helmet;
+	Added unique picture for Pigface Helmet;
+	Added new picture for Apprentice's Mail;


	v1.47i RC9

+	Advocate's- and Sorceror's Plates used incorrect picture: now fixed, they use Padded Cuirass pic for now;


	v1.47j

+	Better gameplay balance on dungeon level-1, due to adjusting damage stats and to hit of monsters and bosses;


	v1.47j RC1

+	Reseed fix applied (iirc, It's Crystallion's fix);
+	Pigface helm picture improved;


	v1.47j RC8

+	Eerie shrine back in business (adds 1 to MAG);
+	Maximum blocking chance for ranged attacks set to 80%;
+	Maximum blocking for melee attacks set to 75%;


	v1.47k

+	Auto-Hit for monsters set to the minimum of 25% now: that will prevent the game from becoming too easy for high AC chars;


	v1.47m RC1

+	Auto-Hit for monsters didn't work as intended: fixed now (that was a lot of work);


	v1.47m RC2

+	Fixed name of a base item: 'Centurian Helmet' > 'Centurion Helmet';


	v1.47m RC3

+	Maximum chance of blocking missiles reduced to 70%;


	v1.47m RC4

+	Multiplayer messaging now shows DLVL that the player is on, instead of his (her) CLVL;


	v1.47m RC5

+	Bone Spirit flying slowly now;


	v1.47m RC8

+	Removed all speed bonuses for Bows from affixes and unique items;


	v1.47m RC9

+	Unique bow 'Tormentor' changes: _Jester's_ effect replaced with _Armor Piercing_ (2);


	v1.47p

+	Monster Archers now use different  To Hit  formula, which makes them more dangerous on higher difficulty modes;


	v1.47s

+	Added new powerful unique close helmet: Grim Reaper;
+	Added new base item: Elite Close Helmet;
+	Added new picture for Elite Close Helmet;
+	Reworked unique helms a bit;
+	More code optimization for additional space;
+	Modified unique bows a little (for better balance);


	v1.47t

+	Added new base item: Heraldic Shield;


	v1.47t RC1

+	Better balance in blocking bonuses for characters;


	v1.47v

+	Added new base item: Balanced Plate Mail;
+	Fixed Black Skull picture + added fangs to make it look more vicious;
+	Got rid of 'The Burner' (unique bow, weak one);
+	Made new unique plate armor 'Internal Sanctuary' - supposedly, best for Monks and Assassins (provided, they can wear it >);
+	Fixed 'Winged Helmet' unique's picture (used to be a bit offcenter);
+	More code optimization for additional space;


	v1.47w

+	More code optimization for free space;
+	Added new supercool picture for Underworld Plate: it glows in dungeons (especially in Hive);
+	Adjusted many unique items' stats again for better playability;
+	Coming soon: Zog-Zog's The Hell Data files (will be attached to EXE package in every release);


	v1.47w RC1

+	'Samurai Helm' renamed to 'Kabuto Helmet' (it's the real name for such helms);


	v1.47x

+	Added new pic for Balanced Plate;
+	Fixed some unique pics: Sacred Armor, Labiri Mask;
+	Again, more code optimization;


	v1.47x RC1

+	Quick fix to Black Raven: uses appropriate pic now;


	v1.47x RC6

+	Added new base item: Precision Bow;


	v1.47z

+	Added new base item: Gothic Sallet;
+	Added unique picture for Gothic Sallet, replacing obsolete 'The Rotter' pic;
+	'The Rotter' now modified into a very deadly blunt with a severe mana drain downside;
+	Horned Helm renamed to 'Horned Barbute';
+	Barbute's AC lowered to 17;
+	Guardian Helm's AC lowered to 18;
+	Gothic Sallet's AC set to [19-20];
+	More code optimization, as usual;


	v1.47z RC1

+	'Heaume' renamed to 'Norman Helmet';


	v1.47z RC2

+	Staves' damages revised;


	v1.47z RC5

+	Added one more boss to dlvl-13: Caballot;
+	Created unique color for Hell Guards (replacing obsolete);


	v1.47z RC7

+	Fixed shield names: Scutum -> Buckler, Buckler -> Wooden Shield;


	v1.47z RC8

+	Now gladiators get stunned at damage >1.5*clvl;


	v1.47z RC9

+	Increased Arcane Shield's damage absorbing: now it's Rnd[25-50]%


	v1.47z RC10

+	'Samurai Mail' renamed to 'O-Yoroi Mail';


	v1.47z RC11

+	'Wooden Shield' renamed to 'Targe' (magical name will be 'Targe' as well);


	v1.48 RC7

+	Added Rune of Shock: triple Lightning Nova effect;
+	Added Rune of Blaze: triple Fiery Nova effect;
+	Added rune picture (replacing obsolete 'Bone Axe');
+	Adjusted many base item names;


	v1.48a

+	Gave runes appropriate descriptions;
+	Fixed Death Claws' neutral animation speed;


	v1.48c RC1

+	Halved all To Hit bonuses in Affixes and on uniques because they were too powerful, didn't change To Hit on jewelry though;
+	Lowered Max To Hit in melee PvM to 85% to add more tension to battle;
+	Lowered '+ all attributes' bonus on Wall of Spears: was too powerful;


	v1.48c RC2

+	Lowered Arcane Shield melee damage absorbtion to 20-39% (25-49% was a bit too powerful);


	v1.48c RC3

+	Helm of the Fearless: VIT bonus set to [20-80];


	v1.48c RC4

+	Chameleon's '+%damage' bonus removed;


	1.48d

+	'Psychic' and 'Solemn' prefixes replaced with +% damage for bows (this was really needed);
+	Adjusted all unique bows' damages;


	v1.48d RC1

+	Fixed support for high +% damage prefixes on bows;


	v1.48d RC2

+	Maulers' walking speed increased by 20%;
+	Maulers' hand-to-hand damage increased by 1%;


	v1.48d RC8

+	Improved Cast-Iron Sword pic;
+	Changed Blur Witches' color;
+	Blur Witches now cast stars at +12,5% rate;
+	Modified Blur Witches' resistances;


	v1.48d RC9

+	Thunder Lords cast lightnings faster;


	v1.48e

+	Slayer starts breathing Inferno 1 frame earlier, but recovering from breathing takes 1 frame more than before;


	v1.48h

+	Increased number of monsters in Lazarus room in MP;
+	Modified some Uniques items (see Zog-Zog's TH Data Files for v1.48h+ for more info);


	v1.48i RC3

+	Sabre has innate AC bonus: AC 5;
+	In Multiplayer game on dlvl-15 sometimes a vampire boss will appear;
+	'Demon Bane' unique renamed to 'Demon Hunter's Ankh';


	v1.48i RC7

+	Gladiators receieve decent damage bonus when weilding axes, this bonus is based on their VIT;


	v1.48k

+	Once again, a lot of optimization done to Unique Items section;


	v1.48k RC6

+	Assassins receive bonuses from weilding swords now;


	v1.48l

+	Again, updated Unique items: DFE is growing right on helms now: no two helms can have same DFE now;
+	Added varying +% AC to Helm of Glory;
+	Necromancer's Helm gives more magic [15-25];
+	Slightly less '+% damage' on Executioner's Blade [300-400%] and more '+DFE' [5-7];


	v1.48l RC1

+	25% Reduced chance for durability loss when character is stunned;


	v1.48l RC2

+	Gladiators' damage bonus when weilding axe is lowered to clvl*vit/75;


	v1.48n

+	Modded the hell out of SP & MP Lazarus quests: more challenge, more monsters, more bosses, more architecture;
+	Added Soul Burner boss in Multiplayer game, dlvl-15, she WILL appear there, but not always, and only in MP;


	v1.48n RC5

+	Greater Demons and Uber Diablo are more of a challenge now: HP are the same, but they attack and recover from hit faster;


	v1.48n RC7

+	Monsters now recieve 4*mlvl Hit Points from their Warcries as before (they used to gain 1*mlvl), beware;


	v1.48n RC8

+	Durability warning icons will now appear for values of 9 (yellow), and for 4 point (red);


	v1.48o

+	Ghost Warriors' hit recovery is now 25% faster;
+	Ghost Warriors' resistances boosted: they should NOT be an easy target even for a high level Mage;


	v1.48o RC2

+	Lachdanan the Cursed is now Triple Immune BUT can be Stonecursed;
+	Ghost Warriors renamed to Blood Knights (this name fits their coloring better);


	v1.48o RC3

+	Eviscerators' Hit Recovery is now 25% faster;


	v1.48o RC7

+	Eviscerators' walking speed: +12,5%;
+	Thunder Lords' walking speed: +12,5%;
+	Thunder Lords' Hit Recovery is now 25% faster;


	v1.48o RC8

+	'Helm' renamed to 'Gladiator's Helmet';


	v1.48q

+	The Butcher has been seriously modified: now he's gonna be a lot more of a challenge even on Hell mode;
+	Now Butcher pierces armour, does more damage, has more HP, swings faster, recovers faster, mlvl higher, color changed;


	v1.48q RC3

+	Added Relicts of Infravision (thanks to Zog-Zog for the idea);


	v1.48q RC4

+	Rune of Shock: increased damage, changed casting animation and sound to Lightning (used to be Magic);


	v1.48r

+	Added Relicts of Warp;


	v1.48s

+	Added another base armor: Brigandine. It requires less STR and more DEX. Also, its AC varies greatly;
+	Leather of Aut now can be found on Brigandine also;


	v1.48s RC2

+	Fire- and Lightning Walls are double now. Resistant creatures won't require you casting walls twice now. Mana cost is double too;


	v1.48s RC5

+	Fixed everything about relicts;


	v1.48s RC8

+	Added Fire Bat boss to Hive;


	v1.48s RC9

+	Quick fix: changed icon on Relicts of Warp;


	v1.48u

+	Lightning Nova traps are now extremely dangerous;
+	Fiery Blast does less damage;
+	Fiery Nova does more damage;
+	Lightning Nova does more damage;
+	Runes do more damage;


	v1.48u RC1

+	Arcane Star fly speed: +62,5%;


	v1.48u RC2

+	Monsters' Fiery Blast speed: +200%;


	v1.48u RC3

+	Little boost for Uber Diablo's resists;


	v1.48v

+	Nova trap does even more damage;
+	Added new dlvl-11 boss;
+	More code optimization for additional space;


	v1.48x

+	Added new base item: Naginata;
+	Great Staff renamed to Double-Bladed Staff;
+	Greater Vitality-based bonus for Gladiators for weilding axe;
+	New pic for Naginata;
+	Crawlers renamed to Wyrms;
+	Added new dlvl-10 boss for wyrms;
+	Improved color for Moon Clan archers;
+	Blur Witches renamed to Bright Witches (still looking for better ideas);
+	The Butcher: +500 HP;
+	Staff of Chaos now can be based on Naginata also;


	v1.48x RC3

+	The Butcher: more HP and faster hit recovery;
+	Skeleton King: more HP and more damage;


	v1.48y

+	Chimera: improved attacking;
+	Added new dlvl-14 Chimera boss: appears rarely;
+	Modified Chimerae's resists;
+	Modified Rune drop animation;
+	Modified Pacification Ring pic;
+	More free code for future addings;
+	New unique color for Chimera boss;
+	Chimera: +2% average HP;
+	Chimera: hits 25% earlier than before;


	v1.49

+	Added relicts of Engagement: help melee fighters;
+	Added relicts of Concentration: help spell casters;


	v1.49 RC1

+	dlvl-1 monsters give a little less XP;


	v1.49 RC3

+	a bit more damage for base monsters on dlvl-1;
+	a bit less damage for bosses on dlvl-1;
+	Nummar the Gravelurker: +140 HP, +2 minimum damage;


	v1.49 RC4

+	Vampiric Plate improved;


	v1.49a

+	Fixed critical bug (Uber Diablo freezed game when dying), thanks to Zog-Zog for this bug report ;


	v1.49a RC5

+	Freed some code: now there is free space to add 7 more base items;


	v1.49b

+	The Butcher's room modified;
+	The Butcher: +40 AC;


	v1.49b RC5

+	Uber Diablo's resists no longer weakened by books;
+	Na-Krul's activation speeches disabled for Uber Diablo;


	v1.49b RC6

+	Arcane Star: -12,5% fly speed;


	v1.49b RC8

+	The Butcher receives SC immunity;
+	The Butcher receives KB attack;


	v1.49c

+	Uber Diablo won't drop his usual rewards anymore, for now he wont drop anything;


	v1.49c RC2

+	Fixed Diablo HP: caused crash;
+	Fixed Greater Demons' hit frames: they did no damage;
+	Fixed Blood Knights resists: SC immunity restored on all difficulties;


	v1.49d

+	-DFE lowered on high level unique items to maintain balance;


	v1.49e

+	-DFE lowered on unique helms, mostly on high level helms;


	v1.49f

+	Adjusted ALL unique items' prices for better overall balance (some items were too expensive to repair);
+	Barbariz' devastation effect changed to knockback;


	v1.49f RC1

+	MvP missile max block 65%;


	v1.49f RC2

+	MvP melee max block 72%;


	v1.49f RC3

+	Slightly more damage for Lightning Nova trap;


	v1.49f RC5

+	Arcane Shield spell now absorbs 25 to 50% of melee damage, average is 37,5% (which is 3/8);


	v1.50 beta 1

+	Relicts of Identify now cost 80 GP;
+	Vampires are again immune to SC;
+	Bone Axe replaced with Amazon's Corset - best unique armor for Scouts;
+	More DFE on Axe of Insomnia;
+	More +%damage and a bit more DFE on Axe of Insomnia;
+	'Halls of the Blind' quest back in business: SP only;
+	Lightning Nova trap: damage fix;
+	Soul Burners are now immune to SC;
+	Dark Witches are now immune to SC;
+	More code optimization for free space;
+	'Halls of the Blind': modified maps and monsters;
+	Added new Fear Hunter boss: Belzeboth the Ruthless;
+	Eviscerators and Belial are recolored;
+	Added new base item: Heavy Crossbow;
+	Added new unique item (replacing obsolete Holy Scorcher): The Ballista (based on Heavy Crossbow);
+	Completely reworked XP building system: some monsters give more XP, others - less;
+	Adjusted some bosses' damage and HP;
+	Izual recolored;
+	Azmodan recolored;
+	Many monsters' damages adjusted for better balance;
+	Dlvl-6 witches have slightly increased their max damage;
+	Galanta's max damage increased by 10 points;
+	Fixed Holy Defender pic;
+	Renamed some unique bangles;
+	Battle Ring's stats slightly boosted;
+	Baal recolored;
+	Gluminhaar recolored;
+	Added new single boss to dlvl-6: Selena, based on Succubus


	v1.50 beta 2

+	'Celestial Bow' renamed to 'Diamondyne';
+	Diamondyne received new unique image;
+	Modified all unique bow stats;
+	Added new base item: Rod of Blood Shaman;
+	Added new unique item (replacing old Gore Axe): Rod of Blood Mage - best staff for Mages;


	v1.50 final release

+	Added new base item: Scutum (shield class), low durability high AC;
+	Added new pic for Scutum;
+	Made changes to MPQ file: now incompatible with older releases;


	v1.50 RC1

+	Fixed Pepin's Poisoned Water quest reward speech (..ring.. -> ..helm..);
+	Fixed Scutum pic (used to be a bit offcenter);


	v1.50 RC2

+	Winged Helmet's resistances reduced to 10-15%;
+	The Conqueror's resists reduced to 15-20%;


	v1.50 RC3

+	Some monsters' SC immunities fixed;


	v1.50 RC4

+	Naginata and Double-bladed staff didn't display staves' magic code: fixed now;


	v1.50 RC5

+	Added DEX cost to all staves;
+	Changed requirements in item display options to always have space for showing 3 values required;


	v1.50 RC6

+	Labiri Mask pic: color fixed;
+	Asylum: minimum DFE raised by one;


	v1.50 RC8

+	Much more code optimization for free space;
+	Griz now shows 'magical items' instead of 'premium items';
+	Balrogs and Hellhounds will no longer breathe Inferno at melee distance;
+	Balrogs and Hellhounds will not delay when attacking melee;


	v1.50a

+	Assassins receive much more mana from wearing +MAG items;
+	Chain Lightning has smaller detection range and gives less gaps at high levels;


	v1.50a RC1

+	Uber Diablo now will drop either magical or unique item;


	v1.50a RC2

+	Added monster spawn trap and concentrated Lightning Nova (this one is very deadly, beware);
+	Nova trap damage lowered, but still very deadly;


	v1.50a RC3

+	Added Pandemonium Intro sound - nice;
+	Bone Spirit: +20% fly speed;


	v1.50a RC4

+	Uber Diablo received dying sound;


	v1.50a RC6

+	Illusionists are now immune to ANY damage when retreating (that makes them even nastier type);
+	Illusionists now recover from stun faster;
+	Illusionists' hitpoints vary greater now;
+	Illusionists are now always immune to Stonecurse, on all difficulty levels;
+	Dark Witches are now fully immune to Stonecurse;
+	Zurandr (one of 2 Warper bosses) is now immune to Stonecurse, the other warper boss still can be stoned;
+	Bone Spirit now takes 1/6 of target's life (it is really better for the balance this way);
+	Ballista does less damage;


	v1.50a RC7

+	Bile hounds and Hell hounds hit 1 frame earlier in melee;


	v1.50a RC8

+	Illusionists use the same formula as other monsters to check for stun (that makes them more dangerous);
+	Golem tohit fixed: used to overflow at high slvl;


	v1.50b

+	Gladiators receive 1 AC bonus each time they level up (to partially compensate for absence of shield);
+	Gold Golems have wider HP range;


	v1.50c

+	Changes reverted back to v1.50a RC8 because Gladiators caused crashes occasionally;


	v1.50c RC1

+	Baranar's damage halved (after all, it was way too powerful and imbalancing);


	v1.50c RC4

+	Adjusted DFE on Templar's Mail and Mail of Bleeding;
+	Replaced Lifestealing on Mail of Bleeding with +AC%;
+	Characters now get stunned even with resistance to the attack if the damage is high enough;
+	...and resistance cap is raised to 70% for some compensation;


	v1.50c RC5

+	Moon Clan archers receive SC immunity;


	v1.50c RC6

+	Fire Arrow Traps do more damage;


	v1.50c RC7

+	All characters now start with 200 GP;
+	Relicts of Warp now cost 1500 GP;
+	Less goods at Pepin;


	v1.50c RC8

+	'Berserk' Spell removed from game;
+	Toughest of monsters now have increased DFE and immunity to complex criticals;
+	Less max STR and more max DEX for Assassin class;
+	Samurai swords and Flails now tend to be used by Assassin rather than by Paladin/Gladiator;
+	Raised DEX requirements on samurai swords and flails;
+	Raised Balanced plate DEX req. and lowered STR requirement, but still it doesn't suit Scouts;
+	Huge sword STR requirement: +10;


	v1.50c RC9

+	Reworked Runes: now they explode upon setting (throwing?) them;
+	Modified Runes' control panel display messages;


	v1.50d

+	Now small tinctures of healing & mana refill orbs by 25-62,5%, this is true for all classes;


	v1.50d RC1

+	Spell traps' ToHit raised significantly;


	v1.50d RC2

+	Unique jewelry stats adjusted again;


	v1.50d RC3

+	Lazarus speech restored: both in SP and in MP;
+	Gold Golem: SC immunity on Horror/Purgatory, but triple immune and no SC immunity on Hellmode;
+	Setebos: quad immunity (M+F+L+SC);


	v1.50d RC4

+	Zhar the Mad: a little less HP, more damage, SC immunity;
+	Gharbad the Weak: more damage, SC immunity, M&F immune, Lite resistance;


	v1.50d RC5

+	Warlord of Blood now appears in his room in MP on floor 13, guiding the gate to deeper Hell levels;
+	Warlord of Blood made stronger;


	v1.50d RC6

+	Renamed 'Warper' to 'Warping Demon';


	v1.50d RC7

+	Zhar the Mad now appears in MP also;


	v1.50d RC8

+	Adjusted some of unique items' stats;


	v1.50d RC9

+	Added Tainted shrine to Multiplayer;
+	Changed messages for Tainted shrine;


	v1.50e

+	Venom Clan archers now dwell on dlvls 6 - 8, +they appear in SP 'Anvil of Fury' quest on dlvl 9;


	v1.50f

+	New Venom Clan bosses on dlvls 7 and 8 with unique colors and high damage (beware ,-) );


	v1.50f RC1

+	Uber Diablo: mlvl raised by 1;


	v1.50g

+	Affix data adjusted;
+	Prefixes that give more ToHit and Suffixes from Armor Piercing series no longer can be found on one item;


	v1.50h

+	Adjusted all unique items' To Hit data;


	v1.50h RC2

+	Renamed Flaming Avenger to Blade of Shadows;
+	Modified Blade of Shadows into a powerful sword with nasty side effects;


	v1.50h RC3

+	Modified Black Raven unique;


	v1.50h RC5

+	Blazing Wrath is harder to find;
+	Blazing Wrath price: +10000 GP;


	v1.50h RC6

+	Jester's Prefix is qlvl-20 now;
+	Jester's Prefix cost: 4000 GP;
+	Jester's Prefix: no double occurance now;
+	Jester's Prefix: can't be found on bows now;


	v1.50h RC7

+	Hoop of Magma improved;


	v1.50h RC9

+	Assassin's Tool changed into Doomspike;
+	Doomspike: changed into highly piercing parrying dagger with lowered damage;


	v1.50i

+	Punisher renamed to Immortal King;
+	IK stats changed;
+	Amazon's Corset modified;
+	Ajimanta's Edge does more lightning damage;
+	Brute Plate renamed to Bovine Plate;
+	Gore chain mail-> Red Dragon Scales;
+	Dlvl-8 Stones' fire attacks: +1/6 damage (to get these more in balance with their melee damage);


	v1.50j

+	Got rid of useless doubling suffixes (devastation, 25% armor piercing, etc.);
+	Introduced '-Light Radius' suffixes: 'of dark' & 'of gloom';
+	Jester's prefix renamed to Dreadful;
+	Dreadful prefix is qlvl 35 now;
+	Dreadful prefix cost: +10000 GP;
+	Dreadful prefix item multiplier raised;
+	Warrior's Band: default Diablo pic restored (after all, it looks better this way);


	v1.50j RC1

+	Minor menu modifications;


	v1.50j RC3

+	Fire arrows suffixes: damages adjusted;
+	Modified fire arrows suffix names;


	v1.50j RC11

+	More Affix adjustments;
+	Some Unique items adjustments;


	v1.50k

+	Triburas no longer knockback when they hit;


	v1.50k RC1

+	'Fine' prefix renamed to 'Ceremonial';
+	'Better' suffix is 'Ritual' now;


	v1.50k RC3

+	Heavy crossbow: min dmg reduced by 10 points ( 31 - 116  now);


	v1.50k RC4

+	Minor adjustments to +damage suffixes;


	v1.50k RC6

+	Changed color of Shadow Beasts and their Boss;


	v1.50k RC7

+	Changed suffix of 'structure' to 'demon slaying';


	v1.50k RC8

+	Suffixes that increase bows' durability replaced with AC bonuses on weapons and staves;


	v1.50k RC9

+	Devastation chance to ocur: 5% -> 20%;


	v1.50l RC7

+	Some Suffix modifications (can cause morphes);


	v1.50m

+	Some Prefix modifications (can cause morphes);


	v1.50m RC4

+	Glowing Sallet renamed to Sallet of Xentur;
+	Other minor Unique item name modifications (no morphings, keep cool);


	v1.50p

+	All +ToHit% Prefixes rebalanced (morphing can occur);
+	Added 3 -DFE Prefixes (on jewelry) (morphing can occur);
+	Minor changes in Unique items (no morphings will happen);


	v1.50p RC1

+	Changed one of the bows' GFX;
+	Crystalline suffix costs a little more;


	v1.50q

+	'+damage' suffixes qlvls adjusted;


	v1.50r

+	Modified Brute Demons and Grunt Demons (+corresponding bosses);


	v1.50r RC1

+	Fixed -DFE balance on jewelry;


	v1.50s

+	Small optimizations in Prefix-Suffix data;


	v1.50t

+	Wyrms received different attack type;
+	Added bat boss to dlvl-5 with unique attack type;


	v1.50t RC1

+	Shirmac's attack type changed;


	v1.50t RC2

+	Shadow Weavers: -10% max damage;


	v1.50t RC3

+	Undead Angel renamed to Death Angel;


	v1.50t RC6

+	Shiasar's attack type changed;
+	Shiasar's damage changed;
+	'the dark' suffix changed to 'assault': makes bows shoot multiple arrows;
+	same about 'the night': changed to 'hunting';


	v1.50t RC8

+	Added 2 more Shadow bosses to dlvl-5 (they appear not always);
+	More code optimization for free space;


	v1.50u RC2

+	Some damage adjustments for bosses on floor 3;
+	Added 2 more bosses on dlvl-3 and dlvl-4;


	v1.50u RC8

+	3 more bosses on floor 3;


	v1.50v

+	Crown duration fixes (thx to Lime_Horror for pointing that out);


	v1.50v RC2

+	Biledrakk: +10% hit points & a bit more max damage;


	v1.50v RC3

+	Small name changes for church bosses;


	v1.50v RC6

+	Replaced highest level Dodging prefix with Boar's: KB on bows & crossbows (minor affix morphing can occur);


	v1.50v RC7

+	'Black Marsh Bow' significantly improved (in the name of balance!);


	v1.50v RC8

+	Tainted shrine disabled;


	v1.50v RC9

+	A bit more HP for Setebos;


	v1.50w

+	Rustweaver back in business;


	v1.50w RC1

+	Mendicant's shrine is back (SP only);


	v1.50w RC2

+	New character level restrictions for entering Catacombs, Caverns and Hell in MP;


	v1.50w RC4

+	Valonts renamed to Vortex Lords;
+	Staff of Chaos renamed to Chaos Bringer;


	v1.50w RC6

+	Satanists renamed to Goat Lords;
+	Goat Lords: new sounds;


	v1.50w RC7

+	Red Witch renamed to Blood Witch;


	v1.50w RC8

+	Updated many boss names for more plausibly sounding ones;


	v1.50x

+	Added one more Snake boss;


	v1.50x RC2

+	Sacred Armor renamed to Civerb's Vestments;
+	More code optimization;


	v1.50x RC3

+	One more boss on dlvl-7;


	v1.50y

+	Aglamar's pack now has different behaviour;
+	Gave new sound scheme to Hellhounds;
+	Blade of Shadows: less +DFE;


	v1.50z

+	New sound scheme for Vault Rats;
+	Modified scheme for Scavengers (Grave Diggers still use previous soundset);


	v1.51

+	Added Holy Water to the game (similar to ex-rejuvenation potions);
+	New pic for holy water (replacing obsolete blue relict and unused Fool's Crest);
+	Eldritch shrine is back in the game (found below the 6th dungeon level);
+	Divine shrine is back also;


	v1.51 RC4

+	New soundset for greater bats;


	v1.51 RC5

+	Second TP relict used to have Full Holy Water pic and drop animation. Now fixed;


	v1.51 RC6

+	More variety in Undead sound schemes: Zombies updated;


	v1.51 RC7

+	New soundset for Trikterras;


	v1.51 RC8

+	Now Cave Snakes will spit poison sometimes (and also attack melee, of course);


	v1.51 RC9

+	Altered sound scheme for Giant Skeletons;


	v1.51a

+	Shemmir lost his pack;
+	Shemmir now uses different attack type;
+	Additional moaning sounds added for Shemmir;
+	Shemmir: damage [4-12] -> [5-10];
+	Shemmir: hitpoints 188 -> 200 (and now he can gain hitpoints above his maxHP in battle);


	v1.51b

+	Too many changes to describe :)


	v1.51b RC2

+	One more boss added;
+	Namorra's pack uses Fallen attack no more (used to gain way too much hitpoints);


	v1.51c

+	Adjusted dlvl-4 monsters' data;
+	Added some new sounds for Bone Wings and Exoskeletons;


	v1.51c RC1

+	Low level Crystalline prefix a bit more expensive and (hopefully) has less +%damage;
+	Ceremonial prefix made cheaper (thanks to Koven for pointing that out);


	v1.51d

+	Altered Hive greetings from Defiler;
+	Modified some of the Crypt's journal message and speech;


	v1.51e

+	More modifications to Cryptic Journal routine;
+	Modified Support data and background image;


	v1.51g

+	New sounds for Boars;
+	New Second ani for boars;


	v1.51g RC1

+	The Butcher: new sound set;


	v1.51g RC3

+	One of Wirt's gossips updated;
+	One of Adria's gossips updated;


	v1.51g RC4

+	One of Farnham's gossips altered;


	v1.51g RC6

+	Grave matters related gossips fixed;


	v1.51g RC7

+	Altered behaviour for Tahu;


	v1.51h

+	A lot of Rat data adjusted;


	v1.51i

+	Dark Reapers and their bosses are modified;


	v1.51i RC3

+	Minor changes in Unique items' names;


	v1.51i RC4

+	One of Exoskeleton's sounds fixed;


	v1.51i RC5

+	Suffix of 'health' renamed to 'resistance';
+	More changes in Support information;


	v1.51i RC6

+	Doomfire now is a spectacular boss, as well as a tough one... ;


	v1.51i RC8

+	New weapon swinging sounds;


	v1.51i RC9

+	New sound set for Grotesque;
+	Swing sounds restored to originals;


	v1.51j

+	New pic for Hide shell;
+	Hide shell renamed to Velessar's Leather;


	v1.51k

+	New monster added: Werewolf (Undead);
+	New animation for Werewolves;
+	New sounds for Werewolves;
+	Special boss for Werewolves;
+	Tribura kicked from the game (was practically useless);


	v1.51k RC1

+	Battle Ring renamed to Soul Haven;
+	Optic Talisman -> Battle Talisman;
+	Sky Tears -> Pendragon;
+	A little boost on Soul Haven (to make it more attractive for low level characters);


	v1.51k RC3

+	New gossip for Gillian;
+	Fixed gossip for Pepin;


	v1.51l RC2

+	Got rid of Rage demons and their boss (Borje);
+	Added new monsters: Beholders;
+	New TRN for Beholders;
+	New Beholder boss;


	v1.51m

+	Beholder stats adjusted;
+	Beholders now have their own sounds (still looking for better ideas);
+	One of Cain's gossips replaced with another one;


	v1.51m RC1

+	Slain Hero used to freeze game for Scout (thx to Koven & DiAS for this bugreport), warning: item morphing can occur!);


	v1.51m RC2

+	Monk is more proficient with other weapons now;


	v1.51m RC3

+	Characters now have less 'area memory' and spend more time on refreshing their memories about the map of the dungeon (in other words: less automap area), Hopefully, this will make the game more interesting;


	v1.51n

+	Replaced Vortexlords from dlvl-15 and their boss Gammorin...
+	...with dlvl-13 Mud golems and their boss Borje the Dirtblood;
+	New SFX for Mud Golems;
+	New animation files for Mud Golems;
+	Automap radius +20%;


	v1.51n RC1

+	Mud Golems do a bit more damage;
+	Same about Borje;


	v1.51n RC2

+	PvM max melee ToHit = 92% now;


	v1.51n RC3

+	Zhar the Mad: more damage and more HP;


	v1.51n RC4

+	Beholders do more damage;


	v1.51n RC6

+	Slain Hero game freeze bugs fixed;
+	Fix from 1.51m RC1 reverted back;
+	Battle Axe qlvl set to 30 (for better drop pattern), yes, morphing can occur, but it's better this way;


	v1.51o

+	Battle axe: findability fix;
+	Bastard sword: qlvl and findability fix;
+	Breast plate: qlvl and findability fix;
+	Slain Hero now gives Book of TP to all character classes;


	v1.51o RC2

+	Wakizashi will no longer drop too early (qlvl raised);
+	Staves: higher qlvls (again, to prevent powerful staves from dropping too early);


	v1.51q

+	All shields' qlvl adjusted (can morph);
+	All unique shields' qlvls adjusted (can morph);
+	Halls of the Blind quest will now give Battle Talisman instead of Shield of Tyrants;


	v1.51q RC1

+	Zhar quest removed from multiplayer because it didn't work properly;


	v1.51q RC4

+	Werewolves' seeding size fixed: now they will appear more often;
+	Because when they appear another type of monsters won't, I added another Werewolf boss to the game;


	v1.51q RC5

+	Small enhancements in Werewolf, Giant Skeleton and Exoskeleton sounds;


	v1.51q RC6

+	Small changes to The Rotter and DarkStar ilvls for better drop pattern (no morphing will happen);


	v1.51s

+	Many of the SFX adjusted so that they don't break Diablo atmosphere;
+	Map Radius set to 50%;
+	Fool's Luck and Labiri Mask are separated further with qlvl to give Fool's Luck more chance of being dropped;


	v1.51s RC4

+	Monk didn't use Relicts of concentration properly: now it's fixed;
+	Goatlords' death sounds: more variety;
+	Exoskeleton's special sounds: more variety;
+	Exe data optimization;
+	Recompiled Hell data file for reducing size;


	v1.51s RC6

+	Added Quakelord boss to compensate for absence of Vortexlord boss;


	v1.51t

+	Azana the Lich Queen does more damage now;
+	Preparations made to enable Intro;
+	Further modifications in DLL files;
+	Werewolf, all Boars, Hellhounds: SFX corrected;
+	Reducing HellDF.mor size by optimizing codespace;


	v1.51t RC1

+	Lower minimum HP values for Boars;


	v1.51t RC2

+	Defiler's greeting speech improved;


	v1.51u

+	Improved Skeleton King's special map;
+	Skeleton King made stronger;
+	Skeleton King's greeting speech improved;
+	'The Curse of King Leoric' quest moved to DLVL 3;
+	'The Butcher' quest moved to DLVL 1;


	v1.51v

+	Unique item levels thoroughly checked and set to make sure ALL items can be dropped now;
+	Some uniques have their corresponding base item changed;
+	Some uniques have their level modified;


	v1.51v RC1

+	Spectral Slasher dropped a bit later;


	v1.51w

+	More improvements in unique items section;
+	Butcher made stronger (to reach his most on Hellmode);
+	Skeleton King made stronger (same reason);


	v1.51x

+	Skull Shield renamed to Bone Guardian;
+	Grotesque: slower idle animation;
+	Spiritual Armor is now based on Sorceror's Plate;
+	Helm of the Fearless renamed to Pride of the Elders;
+	Dragon's Shield renamed to Dragon's Gaze;
+	+AC% bonus on Bone Guardian varies from +100% to +300% (do you feel lucky?);
+	Suffix of Avoidance: max AC is now 25 (used to be 30);
+	Bouncer's ToHit frame changed from 4 to 5 (looks better and makes him a bit less dangerous);
+	The Butcher: +10% attack speed;
+	Hive Prince: ToHit frame changed from 8 to 5 (looks better + makes him harder a little);
+	Skeleton King: ToHit frame changed from 8 to 7;
+	Skeleton King: +15% attack speed;
+	Skeleton King: hit recovery frames changed from 6 to 1 (makes him harder);


	v1.52

+	Belphegor's Ravager now based on Hatchet and is of QLVL 3 (stats changed - weakest of unique axes);
+	Berserker's Cleaver: stats changed;
+	Berserker's Cleaver: new pic;
+	Mage Slayer axe removed;
+	Mage Slayer is now based on staff (for Monks);
+	Heart Seeker also made into a staff;
+	The Sadist removed;
+	Added new unique item: Kain's Valor (mail, for chars with high DEX);
+	Night Axe removed;
+	Added new unique staff: Aguinara's Vengeance;
+	Warrior's Band: pic improved;
+	Restored default Diablo pointer;
+	Spectral Slasher: more damage, less speed;
+	Kite Shield: pic improved;
+	Nikhlatak's Axe: less +tohit% and +damage%;
+	Rod of Blood Shaman: -DFE value halved;
+	Chaos Bringer: small data changes;
+	Added Lite-shooting Goat to DLVL 9 (appears ***only*** in SinglePlayer mode);
+	Walking Corpses receive different death animation;


	v1.52 RC1

+	Undead are immune to Bone Spirit now;


	v1.52 RC2

+	Gladiators no longer swing clubs faster than swords (that was useless and made this animation look choppy);


	v1.52 RC3

+	'Warlord of Blood' quest disabled in Multiplayer because it didn't work as supposed;


	v1.52 RC4

+	Fountain of Tears now casts Arcane Shield spell;


	v1.52 RC5

+	MvP Melee Autohit: 25% -> 23%;


	v1.52b

+	Hive renamed to Abyss;
+	Grotesque: hit frame changed from 8 to 12;
+	Grotesque: mlvl raised;
+	Grotesque: way more HPs;
+	Grotesque: has KB now;
+	Grotesque: gives more XP;
+	Grotesque: more resistances;
+	Grotesque: more damage;
+	Lokromakt: more damage and HP;
+	Grotesque: moved to DLVLs 17-20;
+	Grotesque: more AC;
+	Grotesque: much higher ToHit chance;
+	Grotesque: subtype raised from 2 to 5;
+	Hive Prince renamed to Abyss Guardian;
+	Unique music for Abyss;
+	Unique and varying coloring for Abyss;
+	Lokromakt moved from DLVL 12 to DLVL 19;
+	Rakarra renamed to Poison Bat;
+	Unique and varying coloring for Cathedral;
+	Better colors in Crypt;
+	Total recoloring of Catacombs;
+	Hell levels recolored for more color variety;


	v1.52d

+	Poison Bats will no longer appear on Abyss lvl 4;
+	Lower seeding size for Poison Bats;
+	Higher seeding size for Grotesques;
+	Lash worm: +5 to minimal damage;
+	Pride of the Elders is now based on Centurion Helmet;
+	The Conqueror now based on Full Helm;
+	Cathedral thoroughly recolored;
+	Abyss recolored again;
+	New color for Grotesque;
+	New color for Lokromakt;
+	Biclops renamed to Blood Legion and moved to Abyss;
+	Blood Legion's stats adjusted to suit Abyss;
+	Anku moved to level 2 of Abyss;
+	Minor code optimizations for more space in EXE;
+	Drake animation fixed (560KB space free in data file now);
+	Drakes now again use Viper attack type (will be harder for Scouts, beware);
+	Xaraleti still uses common attack with 2nd hit;
+	Drake's attack frames: 13 -> 12 (a bit faster);
+	Cave snake: subtype raised for more agressive attacks;
+	Generally Cave Snakes will do less damage now (but they will be faster to compensate);
+	Cave Snake: +20% hit recovery speed (5 -> 6 frames);
+	New sfx for Blood Legion;
+	Corrected sfx for unraveler type (death+hitrecovery), used to be a bit too loud;
+	Some more insignificant changes;


	v1.52f

+	Small adjustments in Cathedral colors;
+	Map radius set to 80% (I keep getting complaints that it's too small);
+	Cave Snake's framesets set to Diablo defaults: speed version will be the Blood Viper;
+	Moon Clan archers used to be vulnerable to Lightning, now their weakness is Fire;
+	Tomb Runners renamed to Rage Lords;
+	New monsters in Abyss levels 2-4: Blood Vipers;
+	3 new bosses in Abyss, on levels 2, 3 and 4, all based on Blood Vipers (appear not always);
+	Blood Vipers' seeding size adjusted;
+	Unique coloring for Blood Vipers;
+	Again, a little improvement in Hell levels palette colors;
+	Again, re-adjusted Abyss colours;
+	Added Grotesque boss w/pack to Abyss lvl 4;
+	Shemmir: -1 max damage;
+	Shemmir: color improved;
+	Nebiru's name expanded;
+	Walking Corpses renamed to Burned Corpses;
+	Rotting Corpses shifted colors;
+	Shemmir and Likhar changed colors also;
+	Nebiru: +10 HP;
+	Nebiru, Likhar & Shemmir: now quadra immune;
+	All small skeletons' neutral animation speed adjusted;


	v1.52g

+	Added taunts for The Butcher;
+	Skull Shield: flip animation fix;
+	Ring flip animation: now with shadows;
+	Large Shield flip animation: same;
+	Blade of Shadows -> Shadow Prince;
+	Grim Demons: Intelligence factor raised from 3 to 9 to increase chance of 2nd hits;
+	Many other monsters' subtype adjustments;
+	PWS quest water recolored (imo, it looks better now);


	v1.52h

+	max block vs Ranged Monsters = 59% now (less chance of blocking yourself to death);
+	max block vs Melee Monsters = 67% now (for same reason), this makes Vitality a bit more important;
+	Abyss Guardians receive colr translation;
+	New color for The Defiler;
+	Abyss Guardians' stats adjusted;
+	Defiler's stats adjusted;
+	Abyss Guardians SFX improved to better reflect Diablo atmosphere (still looking for better ideas);
+	Fountain of Tears now casts Mana spell (AS didn't work properly);
+	Test version of character life regeneration implemented (many thanx to Zamal & Zenda for support with ASM);


	v1.52k

+	Various small adjustments & bugfixes;
+	Test version of regeneration removed until full version is ready;


	v1.52m

+	Low level Crystalline prefix renamed to Glass;
+	More duration penalty on Crystalline & Glass items;
+	Undead Hunter: bugfix;
+	Leo now appears in Crypt level 1 in MP;
+	Soul Hunters can now appear in urns in sarcophagi in Crypt level 1;
+	Soul Hunter pack for Skeleton King (sometimes he still will appear alone);
+	Restored character speech when killing SkelKing;
+	SkelKing: faster walk and attack speed;
+	Chamber of Bone will no longer contain Skeleton Lords;
+	Goat Lords: idle animation speed adjusted;
+	Mana Shield Icon (on top of character's head) used to disappear sometimes, hopefully, it's fixed now;
+	Blood Knights attack much faster now (14 > 10);
+	Uber Diablo: HP fix;
+	HP modifier for Purgat. and Hellmode modified for base monsters and bosses (slightly boosted);


	v1.52n

+	All Spiders' hit frames adjusted;
+	Chimera's hit frames adjusted;
+	Chimera: damage adjustments;
+	Blood Legion: hit recovery faster;
+	Warping Demons: hit recovery even faster;


	v1.52o

+	Revised damage for Bouncer;
+	Adjusted tohit frame, attack speed & hit recovery speed for all Crypt creatures (now Crypt can be said to be 'Uber location');
+	Butcher: + 10% attack speed;


	v1.53

+	'Likhar the Gravespawn' morphed into 'Rotflesh Gorefeast' (Scavenger-based, high HP, low dmg, corpse eater, corpse pack, different color);
+	Better 'Magic spell type 1' sound;
+	Uber Diablo is immune to all but Lightning (lite-resistant);
+	Bloodskin wyrm lost its SC immunity, and also lost 10% of its HP;
+	Immortal King data adjusted;
+	Galahad's pack changed to Succubi (used to be Goat Lords);
+	Some DLVL 11 boss data adjustments;
+	Some CaveBoars didn't cause damage upon charging, now it's fixed;
+	Balthazar now accompanied by Vicious Imps;
+	Mud Golems: +25 AC;
+	Replacing Shadow Beasts with new Corrupt Order (Stalking Assassins) - use bow, sneak, retreat a lot, high AC, low HP, lite arrows, new GFX;
+	Unique soundset for Corrupt Order;
+	Shadow beast boss kicked from the game;
+	Cathedral monsters data adjusted again (for smoother balance), a lot of work done in this area... ;
+	Skeleton King is now resistant to Fire (fry the bastard if you're playing a Mage);
+	Greater Demon: subtype lowered;
+	Lazarus room in MP: some monsters replaced with others;
+	Lazarus level in SP: added 2 monsters, replaced some (this will be fun...);
+	Zabulon will usually stand guard with his pack outside of Lazarus room or keep the gate to Pandemonium (only in MP, as before);
+	Less HP and greater HP variety on Greater Demons;
+	Diablo's weakness changed to Fire, this stops him from becoming too hard, but his pack will be immune to Fire (use Lite), so beware;
+	Corrupt Order now always stand guard (appear) at the gateway to Hell (DLVL 13), they use faster retreat, and their arrows are deadly;
+	New boss on DLVL 13: Xorene the Lazarus Guard will lead a pack of Doom Knights and shoot Lightning arrows;
+	Uber Diablo book speech improved;
+	A bit higher volume for Corrupts' attack sounds;
+	Zabulon now accompanied by Dark Witches;
+	Ur-Annon now has a mob of Vampires;
+	The Vizier now has Dark Mages as his pack;
+	Warlord of Blood now appears in MP also, but now his escort is Death Knights;
+	Warlord's greeting speech improved;
+	Death Knights now attack faster than DLVL 13 Knights (14 > 12), but slower than Crypt Knights (10), which makes the balance better;


	v1.54

+	Video support file added: now The Hell will always play 2 logo movies when starting (if it doesn't, report it ! );
+	Uber didn't play new 'imprisonment' speech as intended: fixed now;
+	Many improvements in dungeon object GFX;
+	Gave Abaddon better color;
+	200+ changes in item GFX (various improvements, color adjustments, etc.);
+	Thorough Unique item section rebalancing (breathe deep, no bad morphing);
+	Further code optimization for free space and some other cool stuff;
+	Some silly bugfix with Krondor's Cudgel which didn't drop because it had no corresponding base item: now it's fixed of course;
+	Many other improvements that I don't even remember... ;


	v1.54a

+	Gladiator's starting stats changed from STR20-MAG0-DEX15-VIT25 to STR25-MAG0-DEX15-VIT20;
+	Gladiators now start with two heavy bones;
+	DLVL 1 monsters' tohit values lowered by 3%;
+	Buckler AC is changed from [5-6] to [1-4];
+	Targe AC is changed from [7-8] to [5-8];
+	All Church monsters will be Quadra Immune on Hellmode, beware of BoneWings as they are also *resistant* to HolyBolt;
+	Exoskeletons attack twice per melee attack;
+	Temptresses now have more fitting color;
+	Queen of Whores also received different color;
+	Galahad the Bonewhite now has a harem of Temptresses;
+	Isagarn renamed to Isagarn the Dogface, has new (read: better) color, has SC immunity, lower min damage, higher max damage, more HP;
+	TH ReadMe file updated;


	v1.54b

+	Huge Sword DEX requirement raised to exclude Gladiators from potential weilders of Blazing Wrath;
+	PWS quest water color adjusted again (looks more realistic now);
+	DFE adjusted on many unique items for better balance;
+	High DEX melee weapons: damages changed, now they have wider damage range (for ex., Katana goes from [49-51] to [1-99]), this is done to ensure that Assassins won't stun monsters everytime they hit when wielding two powerful weapons at once, that brings more randomness to battle;


	v1.54f

+	PvM melee max tohit = 89%;
+	New sound for Cauldron;
+	Warlord of Blood now will make almost no pause when chasing and attacking;
+	Uber Diablo receives new sound set and greeting speech;
+	Leoric is given greeting speech;
+	Defiler, too, sometimes will greet players;
+	Izual: more HP, gained SC immunity, +2 to minimal damage value, +new special greeting speech;
+	Greeting speech for Lord Mordor;
+	Greeting speech for Gyfax the Slayer;
+	Amducian: quadra immunity, + greeting speech, +50HP;
+	Ur-Annon: greeting laughter added;
+	Greeting speech for Lord Of Torment;
+	Zabulon renamed to Zhar the Mad, will still appear only in MP, will have a pack of dark witches, will have greeting speech and characters will comment his death;
+	Arch-mage Malignus renamed to Zabulon;
+	Bile Demons now can cause critically high damage with their second attack, this will be painful but rare (to keep things in balance and make them dangerous enough on hellmode);
+	Varaya receives greeting speech;
+	Sarogyl the Decapitator: greeting laughter added;


	v1.54p

+	Blacksmith Oil now restores ~50% of items' durability, up to the maximum of 25 points. It will, however, as before, raise item's max durability by 1 point if applied on a repaired item;
+	Varaya and her pack will cast Flash (in addition to their Arcane Star attacks) if you get close, and they'll instantly retreat in hidden mode if their HP get below 50%;
+	Varaya: +500 HP;
+	Lazarus now will cast Bone Spirit (beware: this damage is NOT capped at 255, it takes 1/3 of your life and it cannot be resisted), he'll still have phasing invulnerability, will phase away if HP get below 50%, and will cast Flash at melee distance;
+	Imp Rogues will no more retreat in hidden mode, but their retreat chances are greatly increased, and they attack using Fire Bolts now, Baranordes will still have his former attacktype;
+	Imp Rogues no more chase characters (this makes them a harder target for cornering purposes), but they still can open doors when retreating from you;
+	Dirt Demons charge without bending their neck, that kind of charge makes them differ from Abyss Demons and Obsidian Lords;
+	Snakes now can hit when charging and can stun with such hits, Blood Vipers will knock you back with such attacks and (with ~50% chance) again charge at you - beware;
+	Barons of Hell renamed to Slayers;
+	ex-Slayers renamed to Balrogs;
+	ex-Balrogs renamed to Vortex Rogues;
+	Gammorin's name expanded with "..the Hell Baron";
+	Vortex Rogues gain Lightning resistance on Horror/Purgatory difficulties;
+	Some monster data adjustments (polishing balance...);
+	Namorra will also throw fireballs, in addition to her melee attacks, her fellow bats will still only use melee attack, but they can charge (without hitting);
+	Beholders' missiles can be viewed now;
+	Abyss Guardians' and Uber Diablo's Apocalypse gfx can be viewed now;
+	Chimera receives full support for double-rated melee attacks (hits on frames 6 & 9);
+	Chimera: lowered primary damage a bit to compensate for double melee attacks;
+	Abyss Guardians will now inflict additional damage with their tentacles (hit on frames 5 & 10);
+	Abyss Guardians: lower minimum damage to compensate;
+	Blood Golem also receives double melee attack (hits on frames 9 & 13), and also has minimum damage lowered;
+	Huge Golem: same story (9 & 13);
+	Same with Death Angel, Skullwing, Storm Wings and Fiery WIngs (hit on frames 7 & 14), damages adjusted of course;
+	Aglamith will also cast Bone Spirit (watch your gear - those things can damage it);
+	Optimizing "no drops at death" feature gives 344 free bytes;
+	Second attempt applied to prevent other players from seeing naked characters after their restart in town (will need online tests though);
+	Chargers' ToHit = 950% now (you'd better get out of their way);
+	Items of Thorns will now do random 1-125 damage;
+	Spell trap tohit set to 120%;
+	LightRadius decrease on Mask of Anger set to 10%;
+	Battle Talisman: extra AC vs Undead replaced with Thorns (random 1-125 damage to attackers);
+	Armor Piercing effects have less power now;


	v1.54q

+	Death Angels: better color, hit recovery faster (6 > 5), +3 AC, less minHP, more maxHP, added support for 2nd animation;
+	Nephalon will lead a pack of Death Angels (no pause double melee attacks), and he himself will backup his double attacks with Inferno (won't cast it at melee distance though);
+	Nephalon the Cursed: color improved;


	v1.54s

+	A lot of base- and unique item data was adjusted for better stun mechanics;
+	Corrupts do a bit mode damage;


	v1.54t

+	Xorene will now always lead a pack of knights, and her appearance and attacktype will depend on the actual knight type (this brings more randomness to playing);
+	DLVL 13 seeding sizes adjusted for more randomness, and for decrease of boss numbers found together;


	v1.54u

+	Gladiators do less damage with one or two swords (CLVL*STR/125), clubs still have their bonus (.../75), and axes are the best choice (especially for high VIT Gladiators);
+	More code optimization for free space;
+	Spawning trap bugfix;


	v1.54v

+	Many blunt weapons' damage stats adjusted for better stun mechanics;
+	Greatly increased variety of monsters and bosses on DLVL 21;
+	Added 4 new bosses to DLVL 21 pool;
+	Vampirique renamed to Mindpiercer;
+	Barbariz renamed to Gorewhipper;
+	Leoric: attacks faster (10 > 9);


	v1.54w

+	Diablo death animation improved;
+	New Thorns effect was reported to crash the game when equipped and hit by a monster, the effect removed for now;
+	Corrupt Order: new walking animation;
+	Corrupt Order: walking speed decreased (1 > 8), this actually makes them easier;
+	Corrupt Order: new idle animation;
+	Lazarus moved closer to his room entrance in Multiplayer;


	v1.54w RC2

+	All melee weapons now have the same damage for Gladiators, except for axes which receive nice damage bonus from Vitality;


	v1.54x

+	Gladiators now can use bows much more effectively, damage done with bows is based on the following formula now: ((STR*CLVL)/75)/2;
+	Hidden will now sometimes pop up from Cryptic urns and sarcophagi (only Hidden, Illusionists don't hide like that);
+	Sneakers, Shadows & Shadow Weavers will sometimes pop up from Catacomb barrels;
+	Abyss pods will sometimes contain Blood Legion;
+	Catacombs will now render more relicts and books by creating Ancient Tome rooms;
+	Grapterra: lower chance for retreat, but higher damage;
+	Adjusted/improved/added flip- and inventory sounds for chainmails, runes and lite shields;


	v1.54x RC1

+	Leather Cap and Fool's Luck: new flip animation and sounds;
+	Cuthur: maxdamage raised;


	v1.54x RC2

+	Quake Lord renamed to Hell Minion;
+	Burning crosses will now cause damage;


	v1.55

+	DLVL 24 monster seeding sizes adjusted (now there will be 3 types of monsters there each time, which makes the game look and feel better);
+	Added 7 new bosses to DLVL 24 pool (various attack types, new colors);
+	Thunder Lords become fire resistant on Horror/Purgatory modes (used to be immune), on Hellmode they will still be only vulnerable to magic damage;
+	Soul Hunters (hidden type) renamed to Bone Creepers;
+	Ravakh the Crypt Baron renamed to Doomfang Bloodgutter;


	v1.55e

+	Reorganized monsters in Cathedral, now there will be much more variety in monster combinations;
+	Added several new bosses to Cathedral;
+	Minor changes in item flip animation and sounds;
+	Further place optimization for future addons;
+	DLVL 5 monsters seeding sizes adjusted;
+	Added some new bosses to DLVL 5 pool;
+	Minor adjustments in DLVL 5 monster and boss stats;


	v1.55g

+	DLVL 6 monsters reorganized;
+	Added ~15 new bosses to DLVL 6 pool;
+	Code optimized for free space;


	v1.55i

+	Fixed durability issues on Leviathan's Cage and Vamp plate;
+	Some unique items are given more fitting names;
+	DLVL 7 monsters and bosses are totally re-adjusted;


	v1.55j

+	Burned Corpses will sometimes appear on dlvl-2 now;
+	More maxHP on Burned Corpses;
+	2 new Burned Corpse bosses on dlvl-2;
+	Illusionists renamed to Illusion Weavers;
+	Torturers renamed to Overlords;
+	Bile Demon data adjusted;
+	Bile Demons can appear on dlvl-8 now;
+	Dlvl-8 monsters and bosses re-adjusted;
+	More bosses to choose from on floor 8;
+	Fire bats will no longer appear on dlvl-8;


	v1.55k

+	Dungeon level 9 revision complete;


	v1.56

+	Now acid puddles won't cause such a horrific damage when piling up (I received a lot of complaints regarding this issue. hopefully, it's fixed now);
+	Worst kind of puddles will come from Wyrms, less dangerous from Venom Spiders, Acid Hounds and Bile Spitters, and least harmful from Poison Bats and Pit Spiders;
+	Several Cave tiles fixed;
+	Wyrms didn't show "spit poison" effect, now it's fixed;
+	Wyrms now have knockback ability;
+	Intelligence factor was modified for all spitter type monsters, damage/tohit% was adjusted also;
+	ReadMe file update;
+	DLVL-10 revision complete (more and more boss packs have the "shooter minions+melee boss" combinations as of late, or melee minions+shooter boss, it's done to enhance boss gangs difficulty);
+	Shielded Imp -> Imp Trooper;
+	Xalicalar: better color;
+	Iron golem -> Obsidian Golem;
+	Black golem -> Black Hulk;
+	Obsidian Lord -> Black Horn;
+	Updated character selection menu Assassin image (made by San40);
+	Rogue's Gorget renamed to Gorget of the Huntress, and its stats adjusted;
+	DLVL-11 completely reworked;
+	Imp Troopers attack faster: 13 > 12;
+	DLVL-12 reworked;
+	Reapers' stats adjusted;
+	Beholders will also appear on floor 12 sometimes;
+	Cave levels adjustment complete;


	v1.56a

+	Many small updates in unique item names;
+	Reorganized data (cleaning space for future addons);


	v1.56b

+	Fountain of Tears will give Arcane Shield now;
+	Axe of Insomnia improved a little;
+	Big Imps: walk animation fixed (it's a quickfix, better fix will be applied later);


	v1.56c

+	Mud Golems: +50 AC, -100 minHP, - 100 maxHP;
+	Corrupt Order: slower idle animation;
+	After my dying a LOT to coop partners' missiles, PvP missile Friendly Fire gets completely DISabled (Fresh Meat kindly agreed to do this boring 10 minute test and everything was OK);


	v1.56d

+	Goat Lords: death animation fixed;
+	Banished: +40 AC;
+	Doom Archer: +5 AC;
+	Apocalypse spell is given more chance to be found now;
+	Lightning & Fire Nova spells will cost more mana now (they're too powerful to be used as a substitute for FB and CL);
+	Firewall, Lightning wall, Mana Shield books will cost ~30% less gold;
+	Holy Bolt damage was lowered and now its formula is: Min. Damage: 9 + CLVL, Max. Damage: 18 + CLVL, Flying Speed: 16 + 2*SLVL (Note: CLVL stands for "Character level");
+	Unique Item renamed: Disembowling Blade -> Celestial Justice;
+	Golem's MLVL raised;
+	Golem's AC set to 250;


	v1.56f

+	Slightly improved Town palette;
+	Aglamith: attack type changed, and a pack is given;
+	Apocalypse damage incresed and new formula is: Itt(clvl, Rnd[60] + 1), spellbook damage adjusted as well;
+	Apocalypse mana cost increased;
+	Apocalypse book cost greatly increased;
+	Apocalypse charges on staves reduced;
+	Apocalypse MAG cost to read/use staff raised;
+	Assassin: +10 Max. VIT, -10 Max. MAG;
+	Nova Trap damage reduced;
+	Lite/Fire Nova damage lowered;
+	Gloomy Shrine gives more AC;


	v1.56g

+	Arcane Star now has its damage increased, new damage formula is: 20*SLVL + 2*MAG;
+	Spellbook data adjusted accordingly and now it shows correct damage for Arcane Star;
+	Lance Guard > Reign of Kaamos;
+	Reign of Kaamos: extra AC vs Demons replaced with decreased Light Radius, base AC increased;


	v1.56k

+	Arcane Star has its damage formula improved: 40*SLVL + 2*MAG;
+	Inferno burns much better now;
+	Lightning & Chain Lightning damage increased;
+	Spellbook data optimized to show correct damage values;
+	Less charges on Apocalypse staves;
+	Bone Spirit casting sound changed;
+	Teleport: same;
+	Demon Hunter's Ankh: original image restored;
+	New animation for Lazarus staff;
+	Nether Bow > Windforce;
+	Minor adjustments in base item damage values;
+	Mages now start with Wand of Holy Bolts;
+	New flip animation for wands;
+	Rod of Blood Mage > Joker's Beak;
+	Joker's Beak loses -DFE, becomes one handed (allows to equip shield in 2nd hand slot), loses -50% ARD, has random magical AC;
+	New image for Joker's Beak;


	v1.57

+	Players' melee damage is capped at CLVL*64, it's done to limit life & mana steal and to prevent too powerful hits from complex criticals (missile damage is still unlimited);
+	Chaos Bringer loses its demon slaying bonus;
+	Chaos Bringer: new image;
+	Gladiators attack faster when weilding axes: 9 > 8, this will make axes more desirable as a weapon when choosing between double swords/blunts or axes;
+	Gladiator GFX: updated axe attack animation, it no longer looks choppy;
+	Leoric's Tomb has been modified: fixed many tiles and removed the grates;
+	Shimmering Shrine turned out to have a wrong message: now it's fixed (Spirtual > Spiritual);
+	Murphy's Shrine is back: either damages an item (1/7 chance) or takes away 1/7 of your gold;
+	Glowing Shrine is back, only in Single-player, message updated;
+	Secluded Shrine is reactivated;
+	Spooky Shrine is back (only in Multiplayer of course);
+	Hidden Shrine is reactivated, only in Single-player;
+	Holy Shrine used to cast Phasing upon touching it (quite useless), now it will cast Etherealize making you invulnerable to melee damage for a while, only found in Single-player;
+	Badark the Dirty > Fleshgrind;
+	O-Yoroi > Embossed Mail;
+	Bulbad the Stupid > Sathgor;
+	Golem: - 10 MLVL;
+	Golem: spellbook damage display adjusted;
+	Flaming Knights: lightning resistance on Horror/Purgatory modes;
+	Uber Diablo: again magic resistance, and immune to everything else (now there's some sort of logical pattern in Rulers' resistances: Diablo - Fire, Defiler - Lite, Uber D - Magic);
+	Firebolt trap and Lightning trap now have very random damage that varies from low to very high;
+	Normal arrow traps do decent damage now - their damage no longer can be neglected;
+	Hydra: less charges on staves, higher mana cost, higher recharge cost;
+	Fixed damage display for Hydra in spellbook;
+	War Mace, Light Cane and Large Mace won't morph into Scale Plate Mail when put into inventory altogether (it was a bug, inherited from Hellfire's 'Reconstructed Note' quest);
+	Lightning Demons now do more damage with their lightnings (you'll need extra resistance to survive);
+	Balrog Demons and Hellhounds now do more damage with their firebreath (extra resistance will be needed);
+	Monsters do more damage with Flash now;
+	Burning Crosses now will inflict more damage, and that damage will increase with DLVL and difficulty mode;
+	Exploding Barrels now will do more damage [16-32];
+	Kabuto > Kabuto Helm, and magic name changed too: Kabuto > Helm;
+	Black Hulk > Black Golem, Blood Golem > Blood Hulk, Huge Golem > Greater Hulk, Rotting Corpse > Rotting Carcass, Grapterra > Familiar;
+	Hell Minion > Vortex Rogue, Vortex Rogue > Balrog, Balrog > Balor;
+	Balors: -200 minHP, +200 maxHP, +Knockback ability;
+	Many more monsters renamed;
+	Abyss Demons: gain Lightning resistance on Horror/Purgatory (they were too easy without it);
+	Fire- & Lite Ring spells now work correctly - you have to cast the spell just once and it will prevent non-immune monsters from entering the circle;
+	Fire- & Lite Ring spells: less mana cost at high SLVL, slower manacost decrease at SLVL increase;
+	Pacification Bracer: FHR > +ToHit% [10-30];
+	Aguinara's Vengeance: Healing Charges replaced with 2% Life Steal;
+	Norman Helmet > Skull Cap, Temptress > Dark Mistress;
+	Monk: higher damage with staves -> (CLVL*(STR+DEX))/100, and lower damage with other weapons -> (CLVL*(STR+DEX))/150;
+	Many monsters' resists adjusted (because of recent spell adjustments);
+	Halls of the Blind, Chamber of Bone: DUN file bugfixes and minor updates;
+	Max Resistance is now 80%;
+	Each Vitality point on items gives Monk 2,5 HPs (same bonus as for Paladin);
+	Ordoseris (fire shooting): +50% damage;
+	Poison Bats do less poison damage and their acis puddles do less damage also;
+	Poison Bats no longer have 'follow' feature;
+	Gotterdamerung: gives more resistance [15-25], lowers ToHit and Damage by 20%;
+	Some boss names used to wrap around after going to town and returning, or after reloading game: now fixed;
+	Sometimes Pepin didn't drop the reward item for finishing Poisoned Water Supply quest: now fixed;
+	Town map updated;
+	Multiplayer games of Horror Difficulty are restricted for CLVL 30+ players;
+	Multiplayer games of Purgatory Difficulty are restricted for CLVL 40+ players;
+	Modified character restart coordinates;
+	Modified XP reward for all monsters: monsters in Hell will give ~15% less XP, Abyss: ~20% less XP, and Crypt: ~25% less XP <- this will provide more balanced leveling;
+	Fixed bug that caused game crash because of bosses that used Bone Spirit attack;
+	The Cabalist receives different attacktype;
+	Aglamith will now cast charged bolts and will have a pack of melee attack spectres;
+	Aglamith: damage greatly increased because now damage is affected by ARD and can be resisted;
+	Credits updated;
+	Startup movie changed (IMO, it's better);
+	Rebalanced Purgatory mode monsters and bosses so that Church and Catas are now more fun (monster HP increased);
+	Doom mode will introduce great challenge, starting straight from Church, usually no monster on Doom mode will have less than 2000 HP;
+	Made sure that the overall balance wasn't hurt by the 2 changes above, but only Church and Catacombs monsters received a boost;
+	Monsters' AC modifier for Purgatory changed: +50 -> +40 (Doom mode still has +80 bonus);
+	Monsters do more damage with Flash now;
+	Slightly raised Magistrates' Fiery Blast damage;
+	Grim Reaper: fixed -10% Light Radius;
+	Soul Hunters: -200 minHP;
+	Blood Hulk: new colour;
+	Spell cast mana costs revised again;
+	Holy Bolt: min speed is 8, max speed is 50, raising SLVL will now have a nice impact on that thing (+2 speed per SLVL) and will make it less useful for non-caster classes;
+	Mud Golems and Bile Demons no longer try to retreat after getting stunned;
+	Pacification Bracer: +%ToHit is now [21-35];
+	Frost Signet: completely revised;
+	DLVL-8 monsters Seeding Sizes revised;
+	Secluded shrine will no longer appear in Multiplayer game;
+	-DFE & Resists revised on unique armors and shields;
+	Monsters' difficulty damage modifiers are revised so that Purgatory and Doom mode early level monsters won't be too easy anymore - even Purgatory Cathedral will be harder than Horror Hell or Abyss;
+	3 More Goat Clans;
+	Less life & mana stealing to prevent too powerful leeching for high level characters;
+	Many monsters' damage revised;
+	Rage Lord > Horned Death;
+	Revision 84: rewrote some of character-based mana bonus code for free space;
+	Revision 87: reorganized some of Life & Mana dealing code for additional space;
+	Increased Life Stealing: +6% max stealing -> +3% max stealing;
+	Paladins' inherent melee tohit bonus lowered: 35% -> 20%;
+	Horror mode monsters now have less AC, Purgatory and Doom - much more (+75 & +150 respectively), and monster AC escalation is very well balanced now, Horror mode will be a little easier though;
+	Some monsters have their damage lowered for Horror mode and raised for higher difficulty modes;
+	Revision 104: various data changes for better difficulty balance;
+	Xalicalar receives activation sound;
+	Balthazar receives activation sound;
+	Duklin receives activation sound;
+	Greater Imps are given different soundset;
+	Gloom of Oblivion > Grasp of Oblivion;
+	Diablo receives activation sound;
+	Credits updated again;
+	Monsters' HP are modified for difficulties both in SP and in MP for the same amounts, but the fixed added bonuses differ (half of them in SP to keep things in balance);
+	Underworld's Heart: +[1-2] SLVL modified to +[10-20]% All Resists;
+	Centaliane receives activation sound;
+	Deactivated some of unused Theodore quest code and got 55 free bytes in return;
+	Grimspike receives activation sound;
+	Boars will sometimes roar from long distance, even if inactive;
+	Base monsters now give a bit less XP on Purg/Doom modes (~25% less XP), bosses give XP as before;
+	Monster Stun formula has been set to MLVL*4, which makes game balance MUCH better, but beware of the Rulers - some of them will require damage greater than 500 to stun them on Doom mode;
+	Subver.101: some routines were changed, re-changed and reorganized, which gave me 112 bytes of free space;
+	Banished were quadra immune on Doom Difficulty, now they are resistant to Magic (but still immune to Bone Spirit, as all Undeads);
+	Doom mode Church monsters' resists adjusted so that they won't become impossible for Mages who'd have to fight them with Holy Bolts (this might get fixed in next versions if Holy Bolt gets balanced well);
+	SubRevision #104: made a lot of free space (500+ bytes) by disabling some unused quest code and obsolete Command file code (Command.txt file now will have absolutely no influence on the game);
+	Familiars now are Demons (because Familiars are animal-shaped Demons);
+	Scavenging monsters now gain more life on higher difficulty modes;
+	Scavenging makes a monster go over his maxHP for about 5-10% (this makes higher difficulty gravediggers and ravagers a bit more difficult when found in packs);


	v1.57e

+	Xorene receives activation sound;
+	Purgatory bosses do more damage (+5);
+	1.57_03 > Malantor receives activation sound;
+	1.57_04 > Munmar's Grin: +All Attributes [9-12], Wall of Spears: +All Attributes [5-8];
+	1.57_07 > Higher difficulty monster damage modifiers rewritten for even better balance;
+	1.57_08 > Dungeon palettes in variety - floors [1-16];
+	Koven's 1% mana steal bug fixed, now it works OK;
+	Minor Crypt architecture fixes (SOL);
+	M10 > Flash is given Magic cast animation and sound;
+	Crypt makeup complete;
+	Abyss too, but many palettes are duplicated, more uniques will come with future updates;


	v1.57f

+	Bone Creeper, Doom Archer, Soul Hunter: Hitpoints decrease (~15%);
+	Bile Spitters: HP decrease, ~30%;
+	Extended player entry speeches for Cathedral;
+	Rebalanced +AC% prefix values;
+	Suffix of Aegis now can be found on armors and helms;
+	Uber Diablo's death gives resolution music like in Diablo-2 (that was Fresh Meat's idea, now it found its way to the game);
+	Same with Butcher, but his resolution sound has 2 variations;


	v1.57g

+	Monster difficulty modifying code rewritten for free space and improved;
+	Church monster resists revised;
+	Sathgor now resists lightning;
+	Small boost of damage absorption on some high level unique armors and helms;
+	Grim Reaper gives more AC: [130-200] > [176-200];
+	Crypt music now has stereo quality and higher bitrate (will require downloading new music file);
+	Character maximum resistance is 85% now;
+	1.57f_09 > Rewritten some of resistance display code, gained 48 bytes free space;


	v1.57h

+	Arcane Star damage formula updated: 40*SLVL + 4*CurMAG;
+	Fire & Lightning Nova damage increased by ~20%;
+	Staves with spells: recharge and price cost, defined by spell type, revised;
+	Roman Armor > Roman Leather Armor;


	v1.57i

+	DLVL [1-3] monster damage revised (a bit less, in general);
+	Huge Sword damage: [20-85] > [13-92], this way it's better for stun mechanics;
+	Blazing Wrath: +damage% is now [200-300];
+	Church level architecture update (SOL);
+	Werewolves: reverberation increased for 2nd howling sound;
+	Melee double-rate attackers on DLVL 4 have their damage reduced (this makes them easier on Horror and has almost no impact for higher difficulty modes), bosses still unaffected;
+	Werewolves: resistance update (used to be quadra-immune on Doom) - now they resist Magical damage;
+	Staves with +ToHit% prefix won't cost as much as before (thx to Mollari for pointing that out);


	v1.57j

+	Dark Mages: MLVL reduced by 1, -15 XP points, -35% HP;
+	Magistrate: -35% HP;
+	Many ranged attackers have their HP decreased;
+	Blood Knights: less damage, faster walking, less minHP;


	v1.57j RC2

+	Max DFE capped at CurrentVIT / 2 (for ex., a character with CurVIT 60 won't go over 30 DFE), this makes VIT more important as a stat and ensures smoother DFE increase;
+	The Ghost > Soulflayer;


	v1.57j RC3
+	Decreased ToHit [-50] on Gorewhipper replaced with Decreased MAG [20-30], now this sword will be used mainly by Paladins because Gladiators usually won't have enough Magic;


	v1.57m

+	Grotesque: AC decreased by 20 points on all difficulty modes (being so damn BIG, they should be easier to hit);
+	Engart's Maul > Thunderclap, Scepter of Pacification > Scepter of Engart;
+	Abyss stairs up message fixed: 'up to abyss lvl #' -> 'up to abyss level #' ;
+	New Grotesque boss on Abyss floor 2: Tantorus. Has pack, very high subtype, almost doesn't delay when attacking and chasing, has randomly triggered activation sound (growl);
+	Item drop rate revised and drop randomness increased;
+	Kain's Valor could be found on Pigface Bascinet (shared same unique item number with Embossed Mail): fixed;
+	Part of affix data relocated for free space for enlarged base item data table;


	v1.57n

+	Many monsters' HP values revised again (all for better gameplay);
+	Suffix of Zest costs less: 1000 > 200;
+	Suffix of Zest is now available on shields;


	v1.57n RC2

+	Borje has less HP: 6000 > 2800;
+	Sabazias' resistance updated: quadra immune > immune to F,L,SC and resistant to M;


	v1.57p

+	Speed enhancement suffixes limited to Speed (+2) and Haste (+4), others never worked since Diablo, so no use;
+	Added suffix of Bashing (piercing 50% of monster's armor), it will never be found on items together with {+ToHit%} or {+ToHit% and +Damage%};
+	Affixes completely revised for better balance (affix morphing can happen, but it's all for the good);
+	Prefixes of {+ToHit%, +Damage%} are given more fitting names;
+	Shemmir > Boilrot, and has lower subtype, quite nice for DLVL-1 now (not too hard, not too easy);
+	Knockback series affixes revised for better availability and smoother price escalation;


	v1.57q

+	Suffix of Thorns is back, deals RND[1-100] damage (perhaps, later it would be wiser to connect it to CLVL or MLVL, we'll see);
+	Some unique item revision (minor);


	v1.57q RC1

+	Items of Thorns cost less (item price multiplier decreased: 8 > 5);


	v1.57q RC2

+	Monsters do less damage when casting Flash spell (still, I recommend maxing out magic resistance when facing flashers);


	v1.57q RC10

+	Relocated affix data;
+	Resistance prefixes revised;


	v1.57q RC17

+	Unique item text relocated;


	v1.57q RC18

+	More text relocated;


	v1.57r

+	Relicts of Infravision cost less: 600 -> 200;


	v1.57s

+	Reapers' hit recovery speed increased: 6 -> 4;
+	Reapers: less HP [600-900] -> [600-700], as a result they are less boring and more fun;
+	Base monster damage values revised;


	v1.57t

+	Characters now have passive life regeneration (at a fixed rate though, mayhap later I'll connect it to Vitality);
+	Shredded: animation fixed;
+	Death Guardian: slower idle animation;
+	Monsters gain 50% less life from warcries as before;
+	Corrupt Order: less MaxDamage (to make Gloom Clan always do more damage);
+	Several Hell palettes updated;
+	Slightly larger boss packs;
+	Greater Demons & Abyss Guardians now have less HP (~30% less);


	v1.57u

+	Many monsters received support for Lich and Arch-Lich (Soul Burner) spell effects (will be used for new bosses in future);
+	Many monsters with Goat Archer AI have less chance to retreat now (this will surely make battle for melee fighters less frustrating), Gloom Clan and Soul Burners still retreat as before.
	Monsters changed : >>>
	- goat archers (except gloom clan)
	- witches (except soul burners)
	- beholders
	- fire & poison bats
	Bosses can still be more cautious and retreat faster than their corresponding base monsters;


	v1.57u RC1

+	Paladins, Monks, Assassins and Gladiators now have ~30% chance to avoid knockback in MvP melee;


	v1.57u RC5

+	Prefix of Sharp renamed to Deadly;
+	Prefixes of {+ToHit%, +Damage%} series have their maximum damage values revised;
+	Monsters now have slightly less +HP bonus for higher difficulties (Boss HP modifier unchanged);
+	Shredded: animation fix again;
+	Bembuz -> Icebone Freezeaxe;


	v1.57v

+	Rewrote Life regeneration code (now regenerate 1/64HP per 1/20sec + 1/64HP per every 8 points of BaseVitality, and double regeneration rate in town);
+	Added Mana regeneration (same formula as with life regeneration, based on BaseMagic);
+	Fixed Paladin and Gladiator (Glad's fix needs his file - thglad.mor) animation (neutral, mace+shield, in dungeon, south-west direction <- used to be same as for west direction);


	v1.57v RC1

+	A critical fix: because of increased mob size, there was a monster amount overlap in Pandemonium, which casued gamecrash after entering the level, now fixed;
+	Diablo's room in Pandemonium is no longer open;


	v1.57v RC2

+	Barrels do less damage (restored original values -> [8-16], damage type = Fire);


	v1.57v RC4

+	In MP mode Leoric, Uber, Blood Legion and Werewolves steal life, 100% of damage they cause is added to their current life;
+	Shrine names can be seen again;


	v1.57v RC5

+	Sparkling Shrine now can appear as early as DLVL 1 (as before, both SP and MP);


	v1.57v RC7

+	Life and mana regeneration revised: 1/64HP every 0.05 sec per every 8 points of Base VIT/MAG, if required attribute is lower than 8, no regeneration;
+	Mage starting stats revised: 10STR-35MAG-5DEX-10VIT -> 10STR-35MAG-10DEX-5VIT;


	v1.57w
+	Plague Warriors: max damage reduced by 2 points;
+	Byclops: Attack CL2 animation corrected;
+	Byclops: Neutral CL2 animation corrected;
+	Multiplayer games of Purgatory mode will become unavailable only for CLVL 45+ players;


	v1.57w RC1

+	Grizwold no longer restricts himself to the item types that current player doesn't have (this gives way better variety at his shop);


	v1.57w RC2

+	Some Crypt palettes corrected (coming with new HellDataFile archive);
+	Melee PvP completely disabled and cleared 586 bytes of codespace, do me a favor and test this in coop games by engaging each other in melee, if you won't be able to hit each other for, say, 200 hits and the game doesn't crash, it's OK then, I'd also like to receive report on this on the forum to make sure it can be implemented and that future updates can be based on that version;


	v1.57x

+	Many monster and boss resistances corrected and updated;


	v1.57x RC4

+	Assassin received new entering speech for DLVL 1;
+	Corrected several Catacomb palettes;
+	Blood Viper > Gore Viper;
+	The Cremator does less damage: [6-14] > [3-13];
+	Minor improvements in boss- and unique item names;
+	Blood Legion now have warping on stun ability just as Warping Demons (archers, beware);


	v1.57x RC6

+	Monk used to crash game when entering Cathedral: fixed;
+	Flash spell used to have a bug: applied quickfix (later the spell will be optimzed);


	v1.57x RC8

+	Some value wrap-around issues (on unique items) were fixed;
+	Hoop of Magma: less +Fire Resist [60-70];
+	Gotterdamerung: clumsiness effect replaced with -SLVL;
+	Fire arrows damage effect on Hoop of Magma replaced with Thorns effect;
+	Less Vitality bonus from Hoop of Magma: [20-30] -> [10-20];
+	Hoop of Magma: DFE goes from fixed -3 to random [2-4];
+	Pendant of Deceit: AC penalty replaced with Mana penalty [20-40];


	v1.57x RC9

+	Hidden and Murphy shrines were disabled to put an end to random crashes with players touching those;


	v1.57y

+	Abyss level palette #61 added to data archive to prevent gamecrash (this error had 1/60th chance to occur upon loading one of Abyss levels);


	v1.57y RC2

+	Monster stun formula: MLVL*4  >>>>  MLVL*8 (it's better this way);
+	Monster's life: in Purg ((Horror*1,5)+960) and Doom ((Horror*2)+2000), bosses use the same formulae as before: Purg ((Horror*3)+1280) and Doom ((Horror*4)+2016);


	v1.57y RC3

+	Characters receive new ability: Evasion. It gives them ability to dodge monsters' attacks (both melee and missile) by (BaseDEX/4)%. For ex., Gladiator with BaseDEX of 40 has 10% chance to dodge attacks, Scout with BaseDEX of 120 has 30% chance to dodge attacks, etc.;
+	On the other hand, monsters now have no automiss (used to have 5% + CLVL/4), characters rely on their Basic Dexterity now, completely;


	v1.57y RC4

+	Holy Bolt damage formula updated: CLVL + rnd[19-38];


	v1.57y RC5

+	Experience is no longer shared between players in Multiplayer. Now it's getting more realistic. Thanks to Orachin for putting my brains in the right direction on this matter;


	v1.58

+	Monster HP display modified from "max/cur" to "max\cur";
+	Characters' Lightning spell damage formula changed to: (Rnd[CLVL] + Rnd[10] + 5) * 4;
+	Fiery Blast damage formula set to: Rec(slvl, 2 * (Rnd[10] + Rnd[10] + clvl) + 4), and missile speed to 8 + 2*SLVL, up to the maximum of 50 (you start off with slower FB now);
+	Apocalypse books disabled completely, staves with Apocalypse will no longer be sold by Adria and will be a bit harder to find, Apocalypse charges on staves reduced to Rnd[1-3];
+	Bone Spirit damages monsters more: 1/6 cur.life -> 1/4 cur.life;
+	Fire/Lightning Nova does a little more damage, but still its damage strongly depends on SLVL (don't be upset that it's weak, it's not, you just have to get the SLVL high enough);
+	Arcane Star costs more mana to cast (initial 30, decreased by 1 per SLVL, minimum 10 mana), book price raised to 14000, charges on staves = Rnd[30-50];
+	Aglamith: damage decreased;
+	'AC vs Undead' bonus decreased to +10 AC, AC vs Demons reduced to +15 AC;
+	The difference between MLVL and CLVL is now less important for determining chance to hit in MvP (melee and missile), Hellfire original formula restored;
+	Because of the change above all of the AC data in unique items section was revised;
+	Monsters' ToHit formulae were modified for gradual escalation of ToHit: now players need AC up to 100 on Horror, 200 on Purgatory and 300 on Doom, for further info visit TH Forum;
+	Obsolete +AC% series affixes were replaced with other (more suitable) bonuses (this will cause some of affix data morph into other affix, but there's no real cause for panic);
+	Some further base item AC adjustments;
+	Some cursed affixes are back (-AC%, -damage%, -tohit% and -damage%);
+	Prefixes of +charges are also back now (Plentiful & Bountiful);
+	Introduced prefixes of AC bonus vs Undead/Demons;
+	Charge amounts on staves are limited to the maximum of 80 to prevent problems with "+charges" prefixes;


	v1.58a

+	AC balance issues were fixed;
+	Monster ToHit modifiers for difficulty modes were modified so that AC required fpr Horror mode is 1-100, Purgatory 100-200 and Doom 200-300;
+	AC balance was adjusted so that some monsters will have increased chance to hit with their special attack and bosses will require more AC (+8), rulers will require most high AC;


	v1.58a RC1

+	Durability Icons appear for items with current durability 7 (yellow) and 3 (red);


	v1.58a RC2

+	Evasion mechanics updated. MELEE: Evasion = 0 + (BaseDEX / 8)%, autohit = 22%, MISSILE: Evasion = 2 + (BaseDEX / 4)%, Autohit = 20%;


	v1.58a RC5

+	Flesh Clan: small increase of special damage, special attack tohit increased by 1%;
+	Gloomy Shrine adds 1 AC now;
+	Critical hits in melee combat now caused by all classes (except for Mage), formulae is still the same: CLVL% chance for double damage. This improves Monk and Assassin balance;
+	Monster stun formula reverted back to MLVL*4;


	v1.58b

+	Again rebalanced monsters' ToHit (+4 AC per level increase required for best protection, up to AC100 for Clvl30 players on Horror);
+	Suffixes of +VIT series revised;
+	AC revised on many body armors;
+	Requirements revised on many body armors;
+	Modified AC and requirements on shields and helms;
+	SubREV158a_15: Adria will buy items back at lower price than before: 25% -> 12,5% (just like Grizwold);


	v1.58b RC3

+	Monsters on Doom mode somehow had less HP than specified, found the bug and fixed it;
+	Chance for blocking is now based on baseDEX instead of current. Vs Melee monsters it's max 80%, vs ranged attackers it's max 75% chance;


	v1.58c

+	Evasion and DFE limitation didn't work properly, now it's fixed;


	v1.58d

+	Monsters AC balance completely rewritten for better gameplay. On Horror you'll meet monsters with AC of 1 - 85, on Purgatory 86 - 170, on Doom 171 - 255;
+	Paladin's inherent ToHit bonus lowered: +20% -> +5%;
+	Warrior's Band gives less +%damage: [50-100] -> [20-60];


	v1.58e

+	PvM melee: minimum tohit = 2%, maximum tohit = 92%;
+	PvM (melee, arrow and spells) have base tohit of 25% now;
+	PvMmelee: FTH = 25 + Dex + ToHit(items) + Clvl + bonus(player) - AC(monster) - penalty(quarter damage);
+	Character stats menu updated (always shows correct ToHit% now, but CLVL still needs to be added on top of that, perhaps will be done in the nearest future);
+	Prefixes of +%ToHit and +%ToHit,+%Damage revised;
+	Effects with +%ToHit and Armor Percing still won't be found on one item;
+	MvPmelee: autohit = 20%;
+	MvPmissile: autohit = 15%;
+	Paladin's inherent ToHit bonus (when using bows & crossbows) set to 10%;
+	SubREV158dz4: Armor Piercing updated: Piercing > ignore 12,5% AC, Puncturing > 18,75% AC, Bashing > 25%;
+	Gladiators receive +6,25% on top of AP bonus (18,75%, 25% and 31,25% respectively);
+	ToHit bonus from Armor Piercing is not displayed at character page (because the bonus depends on the current monster's AC, it varies, and can never be shown correctly);
+	Helm of Glory greatly enhanced (because of increased requirements);
+	PvM missile: minimum tohit = 1%, maximum tohit = 93%;


	v1.58e RC1

+	Added support for new music MPQ file: HellMF2.mpq;


	v1.58e RC2

+	Normal arrow trap: DLVL modifier damage reduced from dlvl*32 to dlvl*16;


	v1.58f

+	Monks and Assassins do +300% critical damage (others do +100%, as before);
+	Mages can cause critical hits in melee. Still not very useful for them;
+	Monk's magic cast animation decreased: 13 -> 16;
+	Minor adjustments to Monk's unique staves;


	v1.58g

+	Experience, needed to reach Clvl2: 4000 -> 3500;
+	Heart Seeker can now be found on Composite Staff, too;
+	Less max DFE on Sabiru's Hideout;
+	Conquistador made indestructible, and max DFE raised;
+	Civerb's Vest has higher durability;
+	Heart Seeker: +%tohit +%damage changed to +[200-300]% damage;


	v1.58h

+	Trap damage is now varied for dlvl and difficulty. Less damage at the beginning, in general. Use '2007-12-14, 21-01, Traps Damage Increase.txt' for debug;
+	Trap damage revised for smoother increase (Xcept for Lite). Still, don't expect a calm promenade. And Scouts that won't use their skill will shoot themselves in the foot (grin);


	v1.58i

+	Monster HitPoints completely revised so that many monsters on Horror mode have less HP than before and HP amount grows smoother (check 'Formulae.XLS' for further details);
+	Difficulty modifiers for monster hitpoints are modified too. Monsters: Purg:  (Hor*1,5)+960, Doom: (Hor*4)+2240. Bosses: Purg: (Hor*3)+1280, Doom: (Hor*4)+3200;
+	Empyrean Axe lost its +%damage bonus;
+	Minor adjustments in monster resistances;


	v1.58j

+	Flash damage from monsters depends on their minimum damage (this way it's much better balanced for difficulty mode purpose);
+	Aglamith's damage corrected: [18-48] -> [5-50];
+	Affix prices thoroughly adjusted for better economy balance. Gold now plays larger role;
+	Missile Evasion formula update: 5% + (BaseDEX / 4)%;


	v1.58j SV5

+	Now I will use term 'Sub Version' instead of 'Release Candidate';
+	Further adjustments in monster resists (with new HP stats some used to die to Lightnings way too fast);
+	Suffixes of Fire/Lite arrows and Life/Mana leech cost less;
+	Magic books: prices revised;
+	Adria is more greedy: return price goes from 1/8 to 1/16;
+	Unique item prices revised;


	v1.58j SV6

+	Monster hit points are displayed in a different way: "Hit Points : [current] of [base]" ;


	v1.58j SV7

+	Mage's maximum DEX is now 80, maximum VIT is 100;


	v1.58k

+	Shadow Weaver renamed to Nightmare;
+	Grizwold repairs items at lower price (-50% price), but his return price has gone down again (now it's 1/16 or 6,25%);
+	Spiritual Fortress: +%AC changed to random +[5-35]%;
+	Damage bonus from VIT (when using axe) for Gladiator class reduced: VIT*CLVL / 50 -> VIT*CLVL / 75;
+	Durability loss speed on bows lowered: 1/50 -> 1/70;
+	When using bows, Scouts deal +300% damage (Critical Hit) with a chance of (1+(CLVL/2))%;


	v1.58l

+	Warping Demons: used to be only resistant to magic on Doom mode. Now resistant to Lightning (to give Scouts a chance for survival);
+	Town revised: portals appear at their default site, NPCs relocated, architecture modified;


	v1.58l SV3

+	Small Bow damage: [2-7] > [2-8]. This will allow starting Scouts to stun monsters in the beginning with a chance of ~15%;
+	DLVL 1-3 monsters have HP decreased by ~15%;
+	Aglamith & Kroganon: maximum damage reduced;


	v1.58l SV5

+	Suffixes of +Life/+Mana rebalanced (Heal all your characters before upgrading!);


	v1.59

+	Some Boars' Hit sound improved;
+	Armors & Helmets: durability revised;
+	Bow durability goes down a little faster: 1/70 -> 1/60;
+	Scout's base damage modified to: (CLVL * (STR + DEX)) / 150. Less dependant on bow damage, more dependant on her CLVL, STR & DEX stats;
+	Monsters do a little less damage with Flash (damage formula still has to be rewritten though, in the future);
+	Lightning from monster is now less aggressive;
+	Rod of blood shaman gives less AC: [50-100] -> [10-15];
+	Anvil of the ages is no longer findable (use oils to increase item durability);
+	Gladiators now get stunned if final damage received is greater than their CLVL (same formula as for others). Thanx to Orachin for explaining this;
+	Grim Reaper adds to VIT instead of STR: +[11-15] points of VIT added;
+	Amazon's Corset improved, but DEX penalty is still there;
+	Grizwold's repair cost increased by 50%;
+	Thorough price rebalancing in affix data;
+	Glass and Crysstalline items cannot be sold anymore (can be found only);
+	Fixed Hell Clan's 2nd death sound (used to have a short delay at the beginning);
+	A lot of monsters and their bosses relocated for better monster variety on levels (inspired by someone's post on TH forum);


	v1.59a

+	Flash damage from monsters is now much better balanced (however, North, North-East and East directions don't cause expected damage. Probably, will be updated later);
+	Same about Lightning damage from monsters - escalates smooth but steady (my ultra high-protection geared Paladin still gets hurt in Crypt by Varaya's flash pretty bad and Aglamith now barely damages characters at the beginning);


	v1.59a SV1

+	A gamecrash issue was fixed on DLVL 6 loading (wrong boss for Unseen pack);


	v1.59b

+	Gold drop balance improved. Now you'll have to treat it with caution and utilize more oils, +be careful when using Glass/Crystalline items - they are not supposed to be your main weapon (repair cost is high, you'll go broke, use such items on bosses/packs only);


	v1.59c

+	Hidden and Illusion Weavers: HP decreased a little;
+	Monsters' Lightning damage = ( ( AC + 3 ) * 4 ), lightning attempts to hit every 0,05 sec for a total of 10 times;
+	Paladin's base damage formula set to: ( ( CLVL * STR ) / 50);


	v1.59d

+	Maximum DFE limit now connected to Base Vitality. The formula is modified to ((BaseVIT + 1) / 2). This will make Vitality even more important;
+	Effective DFE value is now displayed in character menu;
+	Fury no longer affects maximum DFE;


	v1.59e

+	NPC names modified (mostly, restored originals);
+	When selling to Griz, unique items will be shown in golden. If unique item requirements not met, it will still be shown as red (this code might need further improvement);


	v1.59e SV1

+	Unseen pack on DLVL 7 used to be invisible because of too high IntF: fixed by setting IntF to '3';


	v1.59g

+	All 60 color palettes for Cave levels are updated;
+	Increased amount of town palettes;
+	Return prices at Grizwold & Adria halved again (gold becomes even more important, again), they buy items back at 1/32 of their initial cost;


	v1.59g SV2

+	Double Warlords in multiplayer DLVL 15 were fixed (there is only one Warlord now);
+	Free space from the fix above was used to introduce new Slayer boss on level 12: Satibal (subtype 2, damage 35-45, resistant to Lightning and immune to the rest);


	v1.59h

+	Staves' damage values adjusted;
+	Shield AC values adjusted;
+	Shield of Tyrants: +%ToHit replaced with +%Durability (very random value), and less +DEX bonus ( +[15-20] );


	v1.59i

+	Helm of Glory now can also be based on Horned Barbute, which means there will also be a STR character version of this helm;
+	Aldur's Legacy can be based on Thin Plate;
+	Grim Reaper & Black Skull: stats and effects revised;
+	Less damage absorption on Kain's Valour: Rnd[11-15];
+	Slightly less +%ResistAll on Internal Sanctuary: Rnd[10-30];
+	Less +%Damage on Mask of Anger;
+	Abaziil's Promise can be based on Splint Mail;
+	Bloodsucker: 2% ManaSteal replaced with Devastation effect;
+	Executioner's Blade gives 3% Lifestealing instead of Increased Lifestealing;


	v1.59j

+	Arcane Shield's durability (number of hits taken before it expires): [CLVL * SLVL]  >>>  [1 + CLVL + SLVL];


	v1.59k

+	Apoc charges on staves: [1-2], with triple amount the maximum will be now 6 charges, which is better for game balance;
+	Monks receive +CLVL bonus for AC with no armor or light armors (used to be +[CLVL*2] );
+	Monks receive +CLVL bonus for wearing unique mail armors (used to be +[CLVL*2] ) and +[CLVL/2] for wearing non-unique mail armors;


	v1.59k SV1

+	Wand of holy bolts costs less and thus makes Mages' start easier: 300gp >>> 100gp;


	v1.59k SV2

+	Suffixes of 'speed' & 'haste' now can also be found on bangles & collars (this will prevent weapons with no speed enhancement bonus from becoming less useful). If something odd happens with those let me know;


	v1.59k SV3

+	Charged Bolt damage formula modified: minDmg 1, maxDmg 1+[curMAG/4] >>> minDmg 1, maxDmg 2+[curMAG/2]. Note: spellbook damage still the same as before because I didn't find where to modify it. Will have to do it later;


	v1.59m

+	Arcane Shield no longer has damage rebound on monsters. It used to give problems sometimes (monsters gave 2 or more drops and didn't die);
+	Holy Bolt damage formula set to: minDmg = baseMAG+5, maxDmg = baseMAG+10;
+	Some of undead monsters are given quadra immunity (because of modified Holy Bolt);
+	Fiery Blast (real) damage formula set to: Rec(slvl, 2·(Rnd[20]+Rnd[20]+clvl) + 10). Spell book damage is also more or less accurate;
+	Increased damage from Thorns still gave problems (occasionally) of duped drop from monsters upon death. Damage reduced to Rnd[1-25];
+	Golem's ToHit formula set to: 32 + (2*CLVL) + (4*SLVL). This will make Golems with high ToHit available only to high level Mage players and also prevent Golem's ToHit overflow;
+	Golem's AC set to 80 (used to be 250);
+	Golem damage made very random: low minimum damage and high maximum damage;
+	Inferno does less damage, but increases stronger with CLVL (previously, it was sorta overkill);
+	Arcane Star damage formula modified to: (160*SLVL) + (2*curMAG);
+	Suffix of 'spellcraft' can be found on armors and helms now (I believe, spellcasters will benefit from this);
+	ReadMe file updated;
+	'Lightning' spell damage formula updated: ( Rnd[CLVL] + Rnd[4] + 4 ) * 8. Spell book damage will show: min 5, max 5 + CLVL;
+	Civerb's Vest now can be based on wizard's robe too. Now there is a Mage class light armor unique also;


	v1.59n

+	Various modifications to Cathedral architecture: many obstacles block missile (shafts, braziers);
+	Same about Hell (large objects block missiles, stairs down 2 inside tiles block walking);
+	Same about Abyss: large obstacles block missiles;
+	Same about Crypt: large obstacles block missiles and block sight (more horror!);
+	Devil Kins and their boss (Galister) are given better colors;


	v1.59o

+	Fire Bolt damage corrected. Now it has some use. Damage set to Rnd[20] + SLVL + MAG + 1. Spellbook damage is corrected as well. Speed lowered to SLVL*2 + 8;
+	Charged Bolt spellbook damage display corrected;


	v1.59p

+	'Flash' spell was fixed and now it does better damage. The formula for damage is: [3•Rec(slvl, Itt(clvl, Rnd[40] + 1))/2]/64. Spellbook damage displayed is also very accurate;


	v1.59q

+	Giant's Knuckle: AP bonus replaced with -1 SLVL;
+	Some spells have mana cost revised (Inferno, Holy Bolt, Fiery Blast, Lightning, Flash, Fire Bolt, Charged Bolt);
+	War staff and Composite staff had the same image. Fixed by giving War staff new image;
+	Tiny updates to Catacombs architecture (some objects block missiles);
+	Hydra no longer substracts mana for each charge. Now it casts fire bolts instead of fiery blasts and has lower detection range (25 -> 15). Spellbook shows unresisted damage from one such firebolt;
+	Recompiled HellDF archive to decrease the filesize;


	v1.60

+	All Abyss palettes finished;
+	Several more Cathedral palettes updated;
+	Crypt palettes 11th & 14th are updated;
+	Gladiator's maximum base VIT was limited at 220 to limit maximum DFE at 110 points;
+	'Flame Wave' spell shows correct damage now. Yes, it's that small actually! (still, the spell is no good and needs to be made into something useful);
+	'The Hell' now supports Hellfire installed on all languages and always displays english letters correctly (my expanded version of Unexpect3D's patch);
+	Scarab of Revenge: +%ToHit bonus removed;
+	Anduril's Heritage completely revised. Now it gives decent AC, but increases damage from enemies;
+	Renegade's Ring completely revised. Gives huge +%ResistAll bonus and gives ARD decrease, but increases damage from enemies;
+	Frost Signet: +light radius decreased to +10%;
+	Gorget of the Huntress loses its +DEX bonus, but STR penalty is also decreased to random [15-25];
+	Extra Vitality bonus to damage for Gladiators increased a bit: (VIT*CLVL)/60;
+	Scout's base damage set to ((STR + DEX) * CLVL) / 175;
+	Scouts' chance for critical when using (cross)bows reduced from 1+(CLVL/2)% to 1+(CLVL/4)%;
+	Credits updated in Readme;
+	Lash Worms & Blood Legion: HP decreased, Black Horns & Blood Hulks: HP increased;
+	Meta menu fix (by Unexpect3D) applied: now when creating new hero you'll see OK & Cancel signs at the bottom (they disappeared after renaming Bard to Assassin);
+	Catacomb palettes completely redesigned;
+	Most of Cathedral & Crypt monsters receive quad immunity on Doom mode;
+	Immortals' attack type set to Lich (used to be Firebat);
+	Cave palettes fixed: numbers 32-37, 47 & 49;
+	Leather cap price goes down: 75GP -> 30GP;
+	Grizwold repairs items at lower price: 75% -> 50%;
+	Mage starting stats changed from 10-35-10-5 to 15-25-15-5;
+	Wand of Holy Bolts: requirements adjusted because of Mage stats update;
+	First collar renamed to 'Amulet', magical name changed also. Second type will still be known as 'Collar';
+	The abiity to run in town is disabled. Both in Singe- & Multiplayer modes;
+	Corruption effect now stops all regeneration (both life and mana), only findable on uniques;
+	Bone Guardian updated: very high AC, gives a lot HP, but has Corruption effect;
+	Corruption caused mana loss (along with regeneration loss): fixed;
+	Hoop of Magma revised: no longer gives Fire damage on hit (could contribute to bugs), adds to STR, gives huge +damage increase, but adds to damage from monsters a lot (+DFE);
+	PvM Melee maximum damage cap raised from CLVL*64 to CLVL*128 (for ex., Clvl-40 player can deal maximum 5120 damage per one hit if he gets lucky);
+	Corruption caused game freeze if character died: fixed;
+	Gorewhipper does less damage;
+	Executioner's Oath: +damage decreased to random [30-60];
+	Hoop of Magma: +DFE decreased, and also it's more random now;
+	Life bulb colors adjusted on panel8.cel: some red pixels were left;
+	Bosses now always show their hit points, but also always hide resists;
+	Bone hunter update: +%ToHit effect replaced with Devastation, and +%Damage is less than before: [200-300] -> [100-150];
+	Farnham's stance reverted to original (sitting);
+	Several in-game menu updates;
+	Tons of various small bugfixes and tiny data adjustments;


	v1.60a

+	Town palette #14 updated, based on palette #9, it shifts color of the grass towards yellow-brown. Roofs are affected a little, too, but not to the point where they would seem weird;
+	Town palette #15 updated, based on palette #14, it makes the village look more like evening style;
+	Life & Mana regeneration occured only for the character who created game in MP: fixed;


	v1.60b

+	Spell cost adjusted for many spells: Firebolt, Charged bolt, Arcane star, Inferno, Lightning, Holybolt;


	v1.60c

+	Visual and sound spellcast effects adjustments: MS, AShield, Golem;
+	Hydra stays longer and has enemy detection range raised from 15 to 40 tiles;
+	Some negative prefixes fixed and replaced with useful effects;


	v1.60d

+	Many prefixes of +%damage series modified to reduce their cumulative strength for dual wield classes;
+	A lot of small adjustments done to unique items to fix difficulty balance for melee classes;
+	Scout again has critical chance of (1 + (CLVL / 2))%;


	v1.60e

+	Automap radius set to 90%;
+	Arcane Shield damage absorption now works differently: absorb (10 + Rnd[50])% melee damage left after DFE modification, average absorption is 35%. It's more random now;
+	Monsters now stunned if final damage is greater than (monsterAC*4). Weakest Horror mode monsters will be stunned with 4 or 8 damage, hardest Doom mode monsters - at damage of 1000 or more;
+	Elemental now does physical damage, uses magic casting animation and costs more mana. Damage formula: Rec(slvl, 2·(Rnd[10]+Rnd[10]+clvl) + 4)/2;


	v1.60g

+	Sculptures of creatures in Crypt now block missiles and don't allow walking over them;
+	Town palettes updated (it's been whole day of working with those);
+	Tight bow: new image (Diablo Composite bow default);
+	Long battle bow damage update: [2-55] ->> [13-44];
+	Wakizashi damage update: [3-86] ->> [16-63], Katana: [1-99] ->> [21-76];
+	Wakizashi gives random +[1-4] to AC, Katana gives random +[2-6] to AC;
+	Flail damage update: [2-46] ->> [12-36], Triple flail: [1-67] ->> [17-51];
+	New base item: Gothic axe, replaces obsolete anvil of the ages. Insomnia can be based on Huge axe and Gothic axe now;
+	New picture for Gothic axe;


	v1.60h

+	Suffixes of +Life/+Mana can be found on items more often and their values can be higher than before (up to +100 mana on armors and 50 life on jewelry), affixes can morph again, but it's for the good - previously you could usually find only crap thingls like amulets of the rat, now items with +Life/Mana will be of greater use;
+	Gladiator's VIT bonus to damage with axe equipped is now (CLVL * VIT) / 50;
+	Gladiator's base damage for using bows is now (CLVL * STR) / 80;
+	Reduced XP points gained from killing Greater demons: 2000 ->> 1000;
+	Reduced XP points for killing Uber to prevent value overflow on Doom mode: 15000 ->> 7500 (note: for Doom, XP mod is 4x + 2.5k, boss kills give 2x XP over that);


	v1.60k

+	Deeper revision of +Life/+Mana suffixes: names, prices, values;
+	Icebone Freezeaxe's damage lowered: [1-32] ->> [4-22];
+	Players can no longer see shrine names;
+	Armors and helms can give more DFE now (+5 max), shields - less (-10 max);
+	DFE revised on all unique items;
+	Many various updates to unique items;
+	Suffixes +SLVL series cost less gold;


	v1.60m

+	A tile near stairs down in hell no longer blocks missiles;
+	Palette #3 for Catacombs updated;
+	Concentration relict now gives Magi + Mana Shield + Healing, Engagement relict gives Fury + Arcane Shield + Healing;
+	Azana's subtype lowered: 3 ->> 2. This will will give her (it?) less chance to retreat;
+	AShield damage rebound works as in HF101 again (160k_03);
+	Arcane Shield damage absorption set to: 20 + Rnd[ (10 + (base VIT / 4) ) ]%, so that characters with high Vitality benefit more from it (check TH Forum for the new Damage_Balance.xls table);
+	DFE revised on magical and unique items, again;
+	All Horned Beasts now belong to 'Beast' category, Corrput Order are demons, Familiars are demons, Gold Golems are undead;
+	Arcane Star casting sound set to 'fire';
+	Arcane Shield renamed to Aegis;
+	Suffix 'of resistance' renamed to 'of health';
+	Suffix 'of aegis' renamed to 'of resistance';
+	Scout's skill changed to Infravision;
+	Windforce no longer gives infravision, but gives fire arrows;
+	Fury costs less mana (20, and -1 per every additional SLVL up to minimum of 10);


	v1.62

+	Immortal King: damage display corrected;
+	Helm of Glory slightly updated: less maximum +all stats value;
+	Golem (summoned) and Uber Diablo now resist arrow damage, 75%;
+	All boss monsters resist melee damage, 50%;
+	Uber Diablo resists melee damage, 75%;
+	Various small adjustments to Affix data;
+	Bonewings are no longer resistant to Holy Bolt damage;
+	Various adjustments to unique items;
+	Mask of the Black Skull is given new name ->>> Baldur's Bane;
+	Skelaxe neutral animation speed lowered: 0 ->> 2 (looks better now, especially with infravision);
+	Monsters gain 50% less life from scavenging;
+	Nazahang: less HP;
+	Nebiru moved to dlvl 2 and has pack now;
+	Gravediggers can appear on dlvl 2;
+	Gravediggers' data adjusted, they also give a bit more XP now;
+	(rev160m_07x2) First bangle type renamed to 'Ring', also restored original ring image from Diablo 1 (IMO, it fits atmosphere better). This update requires downloading new full release;
+	Affix price multipliers revised, completely. Now prices won't go high too much as you adventure deeper in the dungeons;
+	Repair prices at Grizwold's lowered again: 50% ->> 40%;
+	Leviathan's Cage seriously improved and could be interesting to many warriors;
+	Added 50+ new unique items for different character classes, many with random stats, for even greater randomness;
+	Axe of Insomnia is given new name ->>> Stigmatizer;
+	Ravager walk speed decreased: 4 -> 5;
+	Knightly Visor changed and given new name: Veil of Steel (now it's a very specific helmet);
+	Acid hounds speed decrease:  4 -> 7, Hellhounds: 4 -> 6. Bile Spitters are still the fastest class (4);
+	Azure Drakes resurrected, Cursed Souls removed. Corresponding bosses corrected;
+	Overlords: soundset fixed;
+	Familiars now appear on dlvls [7-8], corresponding bosses relocated and their data adjusted;
+	Quasits speed decrease to Diablo default (they charge in anyway), Dark seraphs have speed decreased too be a middle class between Quasits and Familiars (fastest class);
+	Scavenger (gdiggr gfx) renamed to Tomb slave;
+	Magistrate has counselor gfx now, trn coloring not used;
+	Magistrate: AC raised from 56 to 80 to allow for higher Flash damage, casts Fire blast less often and damage lowered a little, appears on dlvls [22-23] and never together with Dark mages;
+	Dark mage no longer uses trn coloring, AC raised to 82, appears on dlvls [22-23], Lightning does a bit more damage, never appears together with Magistrate on same level;
+	Lazarus: color update;
+	Dlvl 10h now obeys the same random monster seed procedure as other levels, tho Centaliane will always appear there (wouldn't wanna miss this guy - I like him personally);
+	New monster: Pit Baron, new color, new bosses. Replaces one of knights on dlvl 13;
+	New monster: Flayed One, new color, new bosses, replaces one of knights on dlvl 13;
+	Fixed cave palettes %s 9, 37 & 51;
+	New Black horn boss on dlvl 16 (optional);
+	Xorene that accompanied Flaming knights is now guarded by Slayers;
+	Soulburners are no longer forced to appear on dlvl 24, + Lilith has a pack of SB's and uses 24h attacktype (both her and the pack), Soulburners can appear on floor 23, too;
+	Imp brutes can appear on dlvl 13 and can be accompanied by Xorene (attack type #26h);
+	Grim demons, Deathwings, Devil kins, Bilespitters, Dark witches, Magistrate, Warping demons, Dark mages & Illusion weavers appear on dlvl [22-23], + their data adjusted;
+	Bosses for many of the monsters above are scattered around the two levels;
+	Blood witches appear on dlvls [15-17], have a boss on floor 16;
+	Smallest creatures (scavengers, bats, stingers) are restricted to gold drops only;
+	Uber drops 2 items now, Defiler too, along with the map :D
+	Setebos now has immunity to fire, lite, magic and SC, resists 50% melee physical damage (as all bosses), but is vulnerable to arrows and HolyBolt (as all Undead);
+	Gold golems appear on dlvls [21-23], but boss only on dlvl 23 (Setebos);
+	Soul Burners have quad immunity on Doom mode and thus are affected only by physical damage and non-elemental (Apoc, Elelmental, Golem, Melee);
+	Lilith also receives quad immunity;
+	Gold golems receive new soundset and color;
+	Imps' retreat distances adjusted: Gremlin (4), Imp (4), Carver (2);
+	Monsters now can shoot fire arrows;
+	Blood Clan, Soul Hunters shoot fire arrows now, Night Clan, Doom Archer - lightning arrows;
+	Fire- and Lightning arrows cause additional elemental damage, which can get critical (so to speak). Such damage can do repeated attacks for about 7-9 times;
+	Gloom clan bosses use deadly fire or lite arrow attacks with high damage - beware;
+	Litedemons' second attack lost its +damage bonus;
+	Bonewings are given support for double melee attacks (attack: 20 frames, hits on frames 7 and 13);
+	Bonewings receive quad immunity on Doom, since they are no longer resistant to HB damage, it's fair enough;
+	Bosspacks with different boss monsters: fixed boss support - now they get activated atogether;
+	Bosses alert their minions to your presence and don't get deactivated, minions try to regroup with their boss if they lose sight of the player;
+	Overall improvement to bosspack behaviour that makes bosspacks more challenging;
+	All drakes hit on charge, Gore Vipers knockback also (as before);
+	Grotesque now belongs to Undead type and can appear in Crypt level 1, too;
+	New monster replaced obsolete Venom spiders: Flesh golem. Incredibly strong (double hit), does KB, slow walking, always growling, new color, new soundset, appears on dlvls [20-22];
+	Monsters' fire- & lite arrows cause less damage (-50%), but still they are extremely dangerous;
+	New bosses for Flesh golems on floor 21 & 22;
+	Flesh golems cause increased damage in melee;
+	Uber Diablo can hit up to 3 times per one attack - beware;
+	Abyss guardians can hit with their hand, plus with both their tentacles, hitting up to 3 times per attack - beware;
+	Greater demons attack slower but cause increased melee damage, Apocalypse cast rate also lowered, MLVL lowered by 5, ToHit increased by 10% (thus, their ToHit chance is still the same);
+	New soundsets for Doom archers and Soul hunters;
+	New monster: Tormentor, appears on dlvls [6-8], undead, 2 bosses on floors 7 & 8, melee attack, replaces obsolete Black spider;
+	Shiasar the summoner now has a pack of Black golems, appears in Pandemonium, not always;
+	The Defiler no longer drops crypt map in multiplayer mode;
+	Abyss guardian: color update (removed small red dots);
+	Faster dying animation for Warping demons and Blood legion: makes it more realistic and, hopefully, decreases dying time (less desynchronization issues);
+	Shiasar: color update;
+	Blood knights walk slower: 5 -> 6, can appear on dlvl 24, hit earlier (hit frame: 8 -> 7), seeding size updated (1810 now) and have boss on dlvl 24 (Black ghost);
+	Thunder lord (1800) and Eviscerator (1820) seeding sizes adjusted so that Blood knights (1810) will never appear on the same level with Eviscerators (both pure melee type);
+	SkelAxe type skeletons do a bit more damage than SkelSd type because the latter has (usually) higher AC and faster attack speed;
+	Galahad & Molianta: resists fixed;
+	New monster replacing obsolete Doom knights: Lurker, appears on dlvl [2-3], has bosses on dlvl 2 & 3, every new game you play and face them they have different color, their bosses, too;
+	Biclops & Grunt beast now belong to beast type;
+	New soundset for Balors;
+	Plague bones is switched with Stormwing (slots), for now Plaguebones are deactivated, might add some monster in the future;
+	Warping demons use the same level color adjustment as Lurkers, which also gives them random skin color every game, and also makes them more sneaky;
+	Lower seeding size for Vortex rogue;
+	New monster: Dragon kin, replaced obsolete Hell knights, dwells in crypts, very dangerous, two bosses on floors 23 (Tanari) & 24 (Leviathan);
+	New translation color given to Dragon kin;
+	Monster Flash damage formula modified from (AC+3)*4 ->>> (AC-3)*8, this should give the same flash damage for low level monsters (e.g. Aglamith), and more to high level monsters;
+	Catacomb palettes 6 & 59 revised;
+	The Overseer has less HP, received pack of skeleton archers, quad immunity, higher minimum damage and lower maximum damage (watch out for problems: rev99x19);
+	Hundreds of various monster & boss monster adjustments and relocations (too numerous to be documented);
+	Madaxe dogmaster renamed to Madaxe impmaster because now he has a pack of Imps with him;
+	Grim demons: color translation revised, their boss (Ragnakk) got recolored, too;
+	Added GG boss on dlvl 22, with Hidden attack;
+	Replaced unused Bonewing with new monster: Winged demon, dwells in catacombs [5-8], bosses on dlvls 6 and 7, gargoyle type, weakest stats, low level, high seeding size (1650);
+	Winged demon monsterslot excluded from dual attackers;


	v1.62 SV1

+	Madaxe Impmaster used to crash the game because of incorrect subtype: fixed;


	v1.62a

+	Hound boss on dlvl 7 used to have incorrect name (shared it with Impmaster), corrected by giving him unique name: Bullseye Dogmaster;
+	Lowest level skeletons' HP and ToHit lowered a bit to avoid making the beginning of the game too hard;
+	Redeemer gives multiarrows instead of KB;
+	Windforce gives litearrows instead of firearrows, dmg [1-200];
+	Incinerator firearrows damage set to [1-150];
+	Berserker's Cleaver gives 20% chance for double damage instead of 0-300%, and  has variable attack speed (2 or 3);


	v1.62b

+	Krondor's Cudgel now can be found on Morning star and War hammer, and it's been completely revised. I think, now it will be very useful weapon, with its specific use;
+	Gnarled Root no longer gives KB, but gives huge DEX boost and decreases damage by a specified %;


	v1.62c

+	Cryptic shrine casts lightning nova instead of fire nova;
+	Spiritual shrine restored (fills inventory with gold);
+	Spiritual shrine gives more gold now, depending on dungeon level and difficulty mode;
+	Uber's double drop bug in MP was fixed (hopefully), now he will drop 3 items (Defiler - still two items);


	v1.62d

+	Lugantares: resists fixed, +2 to min dmg, whole pack has subtype 4 Charge attack;
+	More effects available on jewelry now (warning: affix morphing possible);
+	+Life/+Mana affix data corrected: less cost and higher values;


	v1.62e

+	The Vizier used to have color translation that didn't really differ him from his minions: fixed;
+	Karag-Nur now has a pack of skeletons (this was planned before but I forgot to implement this);
+	Lurker boss on dlvl 3 does less damage: [20-32] -> [16-25];
+	Cathedral palette #50 corrected (floor: less contrast);
+	Assassin lost her bow speed bonus, Gladiator acquired it instead;
+	Base arrow speed lowered: 32 ->> 28 (at certain distances Scout always missed monsters and had to step back or forward to start hitting again);
+	Same with Fire/Lite arrow speeds;
+	Zhar the Mad (MP version) TRN color set to 'Izzy';


	v1.64

+	More monsters can appear in barrels now;
+	Leoric now can have different pack in Multiplayer: Bone creepers, Soul hunters or Doom archers (I'm not sure but I hope it works, needs fieldtesting - let me know if something odd happens);
+	Catacomb palettes #29 and #46 redrawn (comes with next full release, not in patch);
+	Monsters do less damage with their fire/lite arrows;
+	Sound notification on Infravision end (Oli's suggestion);
+	Blaze & shock runes now do more damage with higher CLVL (slvl = clvl / 4), items with +/-SLVL are also taken into account, ToHit% is still based on curMAG;
+	Monsters' lightning damage formula update: (AC + 3) * 4 - >>> (AC - 3) * 8, this raises late monsters' damage decently while keeping early monsters' damage almost at the same level;
+	Monsters' inferno damage increased, and this makes the resistance to it more valuable;
+	In 1.62e monsters' fire/lite arrow speed was unintentionally lowered: fixed by increasing it to 50;
+	Gold golems were included in the check for monsters that don't start retreating after getting stunned while having Hidden attack type (Tombstone now will become more dangerous);
+	Sweep attacks inflict more damage: 25% ->>> 50%;
+	Characters' life and mana regeneration is now based on current Magic and Vitality;
+	Regeneration formula update: 1/3rd of 1 HP per second for every 16 points of current MAG/VIT (now +VIT/MAG items have a small advantage over +Life/Mana items);
+	Introduced new prefix: Faster mana regeneration ('Warlock's...' ). It effectively doubles the regeneration of mana. Doesn't work with the Corruption items equipped;
+	Introduced new suffix: Faster life regeneration ('...of Stamina'). It effectively doubles the regeneration of life. Doesn't work with the Corruption items equipped;
+	Some adjustments to unique item data;
+	Fixes to the Fury spell from TheDark53's Rage applied. No need to redo all this myself after all. Works good so far, if something odd shows up, let me know;
+	Restored Melee PvP routine;
+	Melee PvP: Tohit% is the same as versus monsters, FTHmelee = (25 + curDEX + ToHit_items + CLVL + Bonus_player - AC_target)%, maximum tohit = 85%;
+	Melee PvP: blocking is based on baseDEX, max block chance = 70% (rev 1.62e_11);
+	All Hidden are stunned at any damage received, all golems (except summoned and Mud) are immune to stun, Bone creepers are stunned normally, but retreat only if stunned;
+	Grotesque, Flesh golem and Gold golem now have immunity to knockback;
+	Grim demons recolored again;
+	Ragnakk's color translation update;
+	Zabulon: recolored (thx to Pingy for pointing this out);
+	Skeleton King used to have Bone creepers as guards and they always had butcher's attack type, now this should be fixed by letting them retain their original attack type and subtype;
+	Life stealing reduced: 3% ->>> 2%, 2% ->>> 1%, Increased life stealing is the same (+ Random[0 - 3,125]% life stolen per hit, average increase ~1,5%);
+	Monk starts game with a staff (used to start with light cane) <- Frozen's suggestion finally implemented;
+	Goatlord death animation: small color fix;
+	Monster fire/lite arrow speed: 50 ->>> 44;
+	Hell clan and Moon clan appear in rooms with goat shrines (as other goats);
+	Exploding barrel damage escalates with difficulty mode and dungeon levels;
+	Fountain of Tears is now functioning as in Hellfire: decrease one stat, increase another one;
+	[rev_24] Griz and Wirt now can sell jewelry in Multiplayer mode;
+	Trapped dungeon objects now can be detected by all character classes;
+	[rev_26] New formula for Healing: Class_bonus*(Rnd[4] + Itt(baseVIT, Rnd[2]+1) + Itt(SLVL, Rnd[2]+1) + 1), see 'spells.xls' for details;
+	[rev_27] Mana cost for spells is the same for all (Mage used to have -50% reduction);
+	Healing spell mana cost formula updated: 8 + (2*clvl) - (3*slvl)   - >>>  8 + (clvl+2) - (3*slvl). Note that Heal Other will require the same amount of mana as before: 8 + (2*clvl) - (3*slvl);
+	Added impact sound to Arcane Star;
+	[rev_29_1] Added impact sound to Elemental, changed Warp sound;
+	Gladiators now can score critical hits when using (cross)bows, the chance for such a hit is (3 + (CLVL/8))% and the damage increase is +100%;
+	PvP Missile_arrow: Scout has ToHit bonus of 20%, Pals nad Glads have 10% bonus;
+	PvP: FTH_arrow = 25 + curDEX_attacker + ToHit_items_attacker + CLVL_attacker + bonus_attacker - distance*distance/2 - curDEX_target/5 - AC_items_target - bonus_target;
+	PvP: FTH_spell = 25 + curMAG_attacker + bonus_attacker - 2*CLVL_target;
+	PvP Missile: both arrow and magic damage is divided by 16. Note that ARD doesn't work in PvP;
+	[rev_31] PvP Missile: minimum tohit is 1%, maximum is 93%;
+	PvP Missile blocking formula update: FB = baseDEX_target + 2*(CLVL_target - CLVL_attacker) + bonus_target, up to maximum of 80%;
+	PvP Missile: if the spell is Bone Spirit, damage is [current life_target]/3;
+	PvP Melee: minimum tohit is 2%, maximum tohit is 92%;
+	[rev_32] PvP Melee: Increased Lifestealing works just as in PvM, stealing random[0 - 3,125]% life per hit, average ~1,5%;
+	[rev_33] PvP Melee: Pals and Glads have CLVL% chance for a 2x damage critical, Monks have CLVL% chance for 4x damage critical, Assassins have CLVL% chance for 3x damage critical;
+	PvP Melee: on top of that, the final damage is divided by 16;
+	Added impact sound to arrows;
+	Magic damage is reduced further in PvP: 1/16 -> 1/64, now its damage is comparable to that of bows and is no longer so devastative;
+	PvP Melee: Increased lifestealing restored to random [0 - 12,5]% per hit because damage in PvP is lower, but still it's barely noticable;
+	Reapers no longer KB, instead they do extra damage when swinging their scythe backwards: extra attack on frame 13 with -10 points to min & max Damage and with -9% penalty to ToHit;
+	Cave snakes are stunned if damage > (AC - 16) * 4, Gold serpents are stunned if damage > (AC - 8) * 4, Azure drakes, Gore vipers and Dragon kins are stunned if damage > AC * 4;
+	All gargoyle types are stunned if damage is > AC * 8;
+	[rev_38] Reapers, Grotesques and Flesh golems are stunned if damage is > (AC - 20) * 8;
+	[rev_39] TD53's Rage code is obviously not without problems, so previous version is restored;
+	Credits updated;
+	[rev_40] Monsters heal themselves slower: - 50% regenerate rate (approximately);
+	Fiery Blast received new impact sound;
+	Chain Lightning spell is disabled;
+	Implemented new spell: Shocking Blast - a Fiery Blast analogue that does lightning damage;
+	[rev_40+SB_02] Impact effect added to Shocking blast, seems to work ok but needs more fieldtesting;
+	[rev_41] Shocking Blast is complete, damage is Rec(slvl, Rnd[20]+Rnd[8*CLVL]+clvl+30), without splash, works very much like Fire blast, damage shown in spellbook is accurate;
+	Gladiator base damage for bows is set to ((CLVL * STR) / 62) / 2 to make them less dangerous in PvP and make bow damage look normal on character screen;
+	Gladiators' criticals with bow in PvM enhanced: 5 + (CLVL / 4)% chance for 3x damage (+200%);
+	[rev_42] Mage's base damage reduced to (CLVL * STR) / 200, while Paladin's base damage remains the same: (CLVL * STR) / 50;
+	Mage casts spells a little slower: 7 -> 8;
+	[rev_43] Revised mana- & magic cost, price multiplier, book cost, and charges for ALL spells in the game to adjust the balance for new regeneration and absence of manacost reduction for some classes;
+	[rev_44] Arcane star damage changed to: (96 * SLVL) + (curMAG * 2). Of course, spellbook damage accounts for that;
+	ReadMe file revised;
+	[rev_45] Gladiators now tend to use weapons of the same type if they go dual-weidling: using sharp and blunt at the same time causes them to lose all base character damage;
+	[rev_46] Preparations made for dupe fix: the bug isn't fixed but the code chunks relocated to free space so that they can be easily modified later on;
+	[rev_47] PvP Missile: Bone Spirit does more damage: 1/6 ->> 1/2, still its effective damage will be low, because it's divided by 16 afterwards, needs testing;
+	Most monsters were stunned too easy: fixed by correcting code that checks it;
+	Bone spirit now always reduces monster's current life by 5%, spellbook shows '1/20 tgt hp' which is practically the same;
+	Arrow trap tohit chance formula updated: (100 - 2*dist - player_total_AC/2)% ->>> (250 - dist - player_total_AC/2)%;
+	Spell trap tohit chance set to 90%;
+	[rev_49] Assassin's spell tohit innate bonus increased: 10%  ->>> 40%;
+	Introduced bonus that reduces mana cost for spells by 25%;
+	Suffixes of 'hunting' and 'avoidance' were kicked;
+	Suffix of witchcraft gives random +SLVL: [2-3];
+	Again, some adjustments to uniques;
+	Introduced new suffix: -25% mana cost ('...of profit'). It reduces mana cost for casting spells by 25%;
+	[rev_52] Introduced new suffix: Detect traps ('...of thieves'). It allows the user to detect all trapped objects;
+	Stash will display 'Rings' instead of 'Bngls' now, and 'Amulets' instead of 'Collars';
+	Resist #%MAX displayed for 85% resistance, not 75% as before;
+	Firewall, Litewall, Flamering & Litering spells would irritate by not ending at high SLVLs, they also ended too fast at very low SLVL: corrected by increasing mini duration and limiting maxi duration;


	v1.64 SV1

+	A small fix that corrects display on items: '+%ToHit, +%Damage' series items used to show '-25% mana cost';


	v1.64a

+	Bone Spirit now does full damage in PvP, reducing opponent's current life by 20%;
+	PvP spell damage divide update: 1/64 ->>> 1/16. This could be changed later on, needs testing, 1/64 does almost neglectible damage even to non-resistant characters;
+	Assassin's hit recovery speed: 7 ->>> 6;
+	Assassin's PvP spell tohit bonus: 10% ->>> 40% (just as in PvM);
+	Assassin receives new base damage for different weapon combinations: Sword + Sword: (DEX * CLVL) / 60;
+	Assassin receives new base damage for different weapon combinations: Club + Club: (STR * CLVL) / 75;
+	Assassin receives new base damage for different weapon combinations: Club + Sword / Sword + Club: ((STR + DEX) * CLVL) / 150;
+	Assassin receives new base damage for different weapon combinations: Sword + Shield/empty: (DEX * CLVL) / 50;
+	Assassin receives new base damage for different weapon combinations: Club + Shield/empty: (STR * CLVL) / 60;
+	Assassin receives new base damage for different weapon combinations: (Cross)Bow: (DEX * CLVL) / 80;
+	Assassin receives new base damage for different weapon combinations: Other: ((STR + DEX) * CLVL) / 100;
+	Assassins now can score criticals with bows: ((CLVL / 8) + 10)% chance for +100% damage hit;


	v1.64b

+	Healing spell effectiveness decreased for all classes by decreasing bonus: Pal and Glad - 1, Scout, Monk, Assy - 0,5, Mage - 0,25;
+	Max block chance in PvP melee is 50% now;
+	PvP spell damage divide update: 1/16 ->>> 1/8. This is optimal, but don't oppose mages if your resists are too low. 40-70% is enough I think, Thanks to Orachin and Oli for lots of testing;
+	PvP melee: Paladin loses his innate tohit bonus (+20%) and Gladiator receives innate tohit bonus(+35%). Thanks to Oli for thoroughly testing it;
+	Max blocking in PvP melee is 45% now;
+	Uber's HP goes down: 15400 ->>> 12000;


	v1.64c

+	Assassin's sword attack speed increased: 9 ->>> 8;
+	PvP Missile: damage divide for bows is now 1/8, which proved more equal as compared to melee attackers;
+	Some adjustments to unique items again;
+	Prefixes of 'shielding' series cost less now;
+	Suffix of 'the angel' renamed to 'exorcism';
+	Damage adjustment on some weapons;
+	Monsters continued to attack dead body of a player and didn't go for other players. Hopefully, now it's fixed. Tests revealed no problems, monsters always targetted alive players when their current target died;
+	Assy's life formula updated from (23 + baseVITpoint + (1,5 * curVITpoint) + (2 * CLVL)) to (23 + baseVITpoint + (2,5 * curVITpoint) + (2 * CLVL));
+	Automap now displays "Level: #" for all levels, including abyss and crypt;
+	Restored original select game menu in multiplayer;
+	Durzu relocated to dlvl 10, now he can appear both as Biclops boss and Grunt Beast boss;
+	Various monster relocations (continuing unfinished 1.62 plan);


	v1.64c SV1

+	(comes with next full release) Added 15 more palettes to Church levels;
+	(comes with next full release) Added 15 more palettes to Catacomb levels;
+	Koven's reported bug fixed. Doom archers could crash the game when being forced to appear from brokem urns on level 22. One-byte fix does it by giving them support for second animation;


	v1.64g

+	(comes with next full release) Added 15 more palettes to Cave levels;
+	Many a base item had its magic name corrected;
+	Stiletto renamed to Dirk (fits more and is shorter), magic name is also 'Dirk';
+	Minor damage adjustments on some bows;
+	Assassin's mace swing speed increased: 9 ->>> 8. Now she has same attack speed with swords and maces;
+	Due to a simple bug Flayed Ones could appear on dlvl 13 with their boss copying Chaos Knight boss Caballot. Nothing awful, but it wasn't meant to be this way. Now it's fixed;
+	Dlvl 1 skeletons hurt less, especially archers. This makes beginning less hard and gives time to prepare for venturing deeper and acquiring more AC, ARD and DFE;
+	Gladiator casts spells one frame earlier: 18 ->>> 17;
+	Town Portal spell: mana cost decrease per SLVL: 2 ->>> 1;
+	PvM Melee: Monk & Assy deal 3x damage with criticals, other classes deal 2x damage. All have CLVL% chance to cause such a hit. The code is optimized and relocated. A small bug fixed;
+	[rev_1.64d] Base item table relocated and now it's possible to add tons of new base items;
+	(comes with next full release) Scout's heavy armor magic spell cast animation revised;
+	Monk has more base damage when weilding staff or if with bare hand(s): (((curSTR + curDEX) * CLVL) / 100) ->>> (((curSTR + curDEX) * CLVL) / 50);
+	Monk block speed increased: 3 ->>> 2;
+	PvP Melee: Monk does 8x critical damage now;


	v1.65

+	Inventory pot sound: restored original Diablo sound because it fits atmosphere better;
+	Baldur's Bane no longer findable on Skull cap;
+	Fire\Lite hit with melee weapons: prefix values updated;
+	New base item added: ring;
+	Giant's Knuckle and Nether Coil are now based on new ring;
+	Full plate mail DEX requirement: 10 points less;
+	New base item added: Mask (between Full crown and Kabuto);
+	Added some new unique items;
+	Some more base items added;
+	New unique items, based on new and old items, changes are numerous, documented in workshop;
+	Base+unique item addon plan is far from finished but some massive testing needed already;
+	Pit demons and Flayed ones used to have quad immunity instead of triple imunity: fixed by making them vulnerable to SC. The only quad immune base monster now is Soul Burner (on Doom mode);
+	Unfortunately, unique item numbers is limited to 128, so currently I'll limit them to 128. The rest of the uniques are moved below the table to be activated later on (if we succeed with removing that restriction);
+	Pal/Glad death animations (with items) added to data file, hopefully will be activated in the nearest future. Animations taken from Diablo Alpha remake and converted by Gladoo;
+	Restored some old item images because they were in conflict with Modders' Codex rule #1;
+	New base item: Shadow Cloak. Made for assassins, adjusts its colors to dungeon colors to remain sneaky, requires MAG + DEX, AC is quite high, roughly comparable to Brigandine;
+	Assassin now has a full row of body armors;
+	Hell palettes revised, added 15 new palettes (75 now);
+	Abyss palette number increased to 75;
+	Crypt palette number increased to 75, + many old ones were fixed/replaced;
+	Town palette number increased to 75. All palettes finished now. All in all now there are 7 areas with 75 palettes per area, which is: 525 color palettes total (note: Hellfire had only 22);
+	Big time revision of game menu background images;
+	Arcanse Star object hit sound no longer stops other sounds playing, same about leather armor class flip + inv sounds;
+	Fire- and Lite arrows received shooting and hitting sounds;
+	Modified sounds for ShockBlast;
+	A new ReadMe file is written, on russian language. It's a copy of default readme file;
+	Created a row of crossbows oriented for strength characters (Gladoo's suggestion);
+	New crossbows lower total AC of the weilder, making him/her further vulnerable in melee. This is done to promote using them mostly against shooters;
+	Doomsayer revised: penalties are the same but accuracy and damage are increased, plus it has a better image now. Now this thing will prove more useful to gladiators, even in PvP;
+	New base item: Ethereal Bow. The most damageing bow, but requires some extra MAG to weild and lowers weilder's AC;
Note:	No unique items were removed from the game, but some can morph into other uniques after upgrade. Some base items will also morph. It would be wise to backup your characters prior to upgrading...


	v1.65 RC1

+	Subversions will again be named RC;
+	Black knights no longer appear on dlvl 15. This caused Warlord of Blood appear there in SP mode (after being killed on dlvl 13 as a quest boss). In MP, Warlord will still appear on dlvl 15, as usual;


	v1.65 RC3

+	Monster (boss) activation sound should be heard by all players now;
+	Some base items had their default images restored again;
+	Mace damage revised: more mini, less maxi;


	v1.65a

+	PvP Melee: Monks do critical damage of 3x at clvl%;
+	Many blunt weapons had their base damage revised;
+	Affix data revision;
+	One more base item added: Great maul, it's the ultimate blunt weapon for warriors;
+	PvP Melee: Monks always have +6 points to damage and their criticals do 5x damage, the chance for critical is still clvl%;
+	Minor updates in 'Hell.dll';


	v1.65a RC1

+	Some spells do knockback now;


	v1.65a RC2

+	Monk criticals didn't work as intended in PvP. Thanks to Orachin's report it's fixed now;


	v1.65b

+	Relict of TP cost decrease: 300GP ->> 200GP;
+	Assassin lost her innate ToHit bonus in PvM Missile, Gladiator acquired it instead;
+	PvM Missile: Paladin & Gladiator now have innate ToHit bonus of +70%;
+	Suffix of Puncturing (significant decrease of distance ToHit penalty in missile combat) can appear on bows;
+	(comes with next full release) King Leoric's Tomb level redesigned and reseeded (Single-player location only);


	v1.65c

+	Gothic Axe received new image;
+	Zombies are always walking around the dungeon, even when not activated;
+	Zombies become more aggressive on higher difficulty modes;
+	Skeleton AI updated to give more aggressive behaviour on higher difficulty modes;
+	Hidden AI updated to allow for less delays when attacking on higher difficulties (attack aggressiveness is for Horror: 6-18, Purgy: 20-44, Doom: 50-98);
+	Hidden pause less when walking, this is not difficulty-dependant;


	v1.65d

+	All shooters' retreat chances are revised, and they depend on difficulty mode now: the higher the mode the more they will retreat;
+	Shooters delay less after attack: Rnd[20]/20 seconds ->>> Rnd[4]/20 seconds. This increases their DPS decently. It doesn't affect fast spitting hounds though (they use special attack for spitting, which causes no delay at all);
+	Gloom Clan will no longer follow their target, which will make them more dangerous in certain situations;


	v1.65e

+	Skeleton archers are more hostile on higher difficulties: attack more often but their retreat chances are still very low (undead have no fear);
+	Horned demon AI adjusted to give less delays when attacking, for higher difficulty modes. Horror monsters are weaker than before, Purg & Doom - stronger;


	v1.65f

+	All shooters (except for fast spitting hounds) now have variable delays after attacks and the delay timings depend on difficulty mode strongly;


	v1.65g

+	PvM Missile: Paladin & Gladiator now have more fitting innate ToHit bonus of +40% (used to be +70%);
+	Succubi's stars have varying colors from level to level (always the same color on the same level though);
+	Grizwold's item level cap increased: 30 ->> 40 (this allows for better items in his shop);
+	Gladiator's innate AC bonus increased: CLVL/4 ->> CLVL/2, this should compensate for the absence of shield well enough;


	v1.65h

+	PvP Melee: Monk now has less innate bonus damage: (+6) ->> (+1);
+	Shocking Blast renamed to Lightning Ball;
+	Lightning Ball received new missile gfx color (edited by me) and new explosion gfx (edited by Gladoo & me);
+	Relict of Identify: drop rate increased;
+	New relict introduced: relict of Apocalypse;
+	New relicts added: SC, Healing, Fire/Lite wall, Telekinesis;


	v1.65i

+	New relicts have their colors revised;


	v1.65i RC3

+	More gold is dropped on Horror mode (only horror mode affected);
+	Assassin's starting stats changed: 15-10-15-20 ->> 15-5-20-20;
+	Some low level armors have their durability buffed up;


	v1.65i RC5

+	Bat AI updated to yield more aggressive behavior on higher difficulty modes;
+	Hidden AI updated for less aggressive behavior on Horror mode and slightly less aggressive on Purgatory. Doom mode Hidden will rock, as usual;


	v1.65k

+	Magma & Lightning demons now make longer delays on Horror and usual delays on Purgy. Do I have to tell you Doom mode ones will not delay?;
+	Magma & Lightning demons now favor melee attacks over ranged ones in genearal and when at melee distance;
+	Magma & Lightning demons' attack rate now strongly depends on difficulty mode. This makes them mostly easier, but Doomsters are harder now;


	v1.65k RC2

+	Horny AI: attack rate balanced much better now. (IntF*2)+4 on Horror, (IntF*4)+26 on Purgy, (IntF*2)+70 on Doom (almost no delays);


	v1.65k RC3

+	Horny AI: now delays depend on difficulty: Horror: (Rnd[10] + 14)/20 seconds, Purgy: (Rnd[10] + 7)/20 seconds, Doom: Rnd[10]/20 seconds;


	v1.65m

+	Grim Demons subtype lowered: 9 ->> 8;
+	Grim Demon boss on floor 16h has his subtype set to 9;
+	Overlord AI rewritten, now attack rate depends on difficulty mode;
+	Overlord AI: secondary attack is now used rarely on Horror mode, more often on Purgy (and monsters with higher subtype use special attack more often on Purgy), and Doom mode monsters with this attack type will use special attack very often and without delays (the percentage still depends on IntF);
+	Overlord AI: chance for uninterrupted follow is IntF*2+58 on Horror (64-76%), IntF*2+70 on Purgy (76-88%) and IntF*2+82 on Doom (88-100%);


	v1.65n

+	Magma AI: attack rate increases more smoothly, with subtype and difficulty level. Subtype influence lowered (halved), difficulty influence raised;
+	Bloodstone: IntF +1, Stormwings: IntF -1, Firewings: IntF -1;
+	Mage AI updated: flash attack chance now depends on both IntF & difficulty mode: Horror [8-20]%, Purg [30-54]%, Doom [70-94]%;
+	Mage AI updated: spell attack chance now depends on both dif.mode & IntF: Horror [18-45]%, Purg [50-65]%, Doom [75-90]% (previously the formula was [50-65]% for all difficulty modes);


	v1.65o

+	Flame Wave renamed: Hellfire;
+	Hellfire does physical damage now;
+	Hellfire knocks back;
+	Hellfire speed lowered: 16 ->> 6;


	v1.65q

+	Corrected IntF for many monsters and their bosses (adjusting them for updated AI);
+	[rev1.65p_03] Overlord AI walk delay code used to cause crash because of incorrect implementation: now it's fixed;
+	Morgoth does a little more damage: [55-60] -> [57-61]. I believe, monster & boss difficulty balance is well polished now;


	v1.65u

+	Added ReadMe file on Hungarian;
+	Slayer's plate: new picture;
+	Introducing new sword class weapon for Assassin: War blade;
+	New picture for war blade;
+	Introducing new mace type weapon for Assassin: Battle mace;
+	New picture for battle mace;
+	Assassin's Plate: new picture;
+	Some flip animations added to game archive to increase compatibility with non-standard Hellfire versions;
+	Introducing new sword class weapon for Assassin: Rune Blade (it's the ultimate sword for them - quite specific thing);
+	New picture for rune blade;
+	Introducing new maul class weapon for Assassin: Slayer's maul;
+	New picture for slayer's maul;
+	Added new helm for monk/assassin/scout class: War Sallet;
+	New picture for war sallet;
+	[rev1.65q_09] Introducing new sword class weapon for Paladin: Frost Blade;
+	New picture for Frost blade;
+	Relict 'of engagement' renamed to 'of fury';
+	Relict of fury now only gives fury effect, which no longer causes various problems reported;
+	Relict 'of concentration' renamed to 'of mana shield';
+	Relict of mana shield now only gives mana shield effect, which no longer causes various problems reported;
+	Relicts of fury and mana shield have appropriate icons set for them;
+	Relict of fire wall transformed into relict of mana;
+	Relict of lightning wall transformed into relict of aegis;
+	Relict of mana: picture updated;
+	New mage/assassin class item added: wand;
+	New picture for wand;
+	[rev1.65s_07] Restored original Diablo-1 names for potions of life and mana;
+	[rev1.65s_07x4] Preparations made to implement Vitality requirement on items (not sure I'll succeed but I'll try);


	v1.65u RC1

+	War sallet used to have blunt weapon magic code: now fixed;


	v1.65v

+	Weapons that used to lower character's AC do so no more because this didn't work as intended and gave huge AC bonus instead of lowering AC;


	v1.65v RC2

+	Scepter of Engart: fixed damage replaced with non-random fire damage, and +%tohit is modified from [46-60] to [40-55];


	v1.65v RC3

+	PvP Melee: Monks deal less critical damage: +400% ->> +300%;


	v1.65v RC4

+	Mage's MAG threshold raised;


	v1.65v RC7

+	Resists revised on some unique mails & plates (fore smoother escalation);


	v1.65v RC8

+	Veil of Steel now gives less STR, but more VIT, and less resists. Still, it's the best helm with '+%resist all';


	v1.65v RC10

+	Amulet of the Dead renamed -> Medallion of the Dead;
+	Reign of Kaamos: light radius decrease goes down from -30% to -20%;


	v1.65v RC11

+	Mage's MAG threshold is again 250 because 300 caused immediate bug report;


	v1.65v RC13

+	Crown of Spirits significantly improved;
+	Shield of Mirrors: resists decreased: +[20-30] -> +[10-20];


	v1.65v RC14

+	Nether Coil: +All Attributes boost lowered, no longer gives AC, and substracts [10-15] from mana;


	v1.65v RC19

+	Gladiator maximum base DEX is now 130;
+	Doom Keeper: '-10% Light radius' relaced with 'faster life regeneration';
+	Ajimanta's Edge: sparkling effect replaced with +[75-85]% lightning resist, tohit bonus replaced with +mana, has version with fast attack;
+	Great plate DEX req goes down: 140 -> 130;
+	Full plate DEX req: 150 -> 140;


	v1.65w RC2

+	Skeleton Archers' AI update: their retreating delay chance depends on IntF and game difficulty mode now;
+	SkelArcher retreat delay chances revised: now [11-35]% for Horror, [40-64]% for Purgatory, [70-94]% for Doom;
+	Skeleton archer AI checks for retreat chance if standtime is greater than 0,05 sec now;
+	Skeleton Archer retreat chance is determined by IntF and game difficulty mode: [10-16]% Horror, [18-30]% Purgatory, [32-56]% Doom;


	v1.65w RC7

+	Magical items 'of speed' no longer conflict with magical items 'of haste';
+	Suffix of haste: price goes down, 16k -> 13k;
+	Staves now can have maximum DFE of 6 (used to have up to 14);
+	Belphegor's Ravager can no longer be found on Combat axe and Pole-axe;
+	Mage Slayer can now appear only on War staff;


	v1.65w RC8

+	Unique items had speed bonuses fixed to not cause fast+fastest attack result in fast attack (the actual speeds remain the same);


	v1.66

+	[165w_rev09] Arana the Queen of Whores renamed to Lustbrood the Carnal (sounds more Diablo-like and less primitive);
+	[165w_Rev10] Secluded shrine disabled ("The way is made clear when viewed from above");
+	[165w_Rev13] 'Detect traps' effect changed into '+100% Fury duration'. This needs extensive fieldtesting to make sure there are no bugs in multiplayer (hopefully);
+	Detection of traps is a built-in feature for all characters now;
+	Suffix of bravery (2x fury duration) now replaces suffix of thieves (detect traps), costs more and is more common (warning! affix morphing can occur);
+	Suffix 'of the Fox' (+[10-25] life) no longer appears on staves and bows;
+	Suffix 'of the Spider' (+[10-25] mana) no longer appears on weapons (except staves), bows and shields;
+	Suffixes of +mana series no longer appear on weapons and armor;
+	Less DFE possible on weapons;
+	More possible ARD combinations on armors and shields (Koven's report);
+	Increased Fury duration effect now only findable on jewelry;
+	More changes in affix data;
+	[165w_Rev15] Executable reassembled;
+	Battle plate: picture update;
+	New pictures for Thick mail, Scale plate and Battle plate (people, if you like these pics, say thanks to Oli & Koven, they really pushed me to do this ;p );
+	More affix optimization. Now chances of appropriate affix combinations are higher than ever;
+	Mageslayer changed into more useful unique staff: Dreamlyre;
+	Grim Reaper improved;
+	Grasp of Oblivion revised;
+	Bone Hunter, Soulflayer and Shirotachi are revised;


	v1.66 RC3

+	Chaos Bringer's damage bonus lowered: +[200-250]% -> +[150-200]%;
+	Dreamlyre now based on double-bladed staff, findable usually on higher difficulty modes (very low chance for Horror). Warning: if you have this unique at the moment, it's likely to morph;
+	Monk's blocking takes longer: 2 frames -> 3 frames, done to increase 'fast block' effect popularity for them;


	v1.66 RC4

+	Modified quest window disabled, restored original;
+	Additional user panel variations added to data file: panel 9 (red life + dark-blue mana) and panel 7 (Diablo default). This will allow changes without FR's in future;
+	Viper Soul: resistance loss effect replaced with -%damage;


	v1.66a

+	Assassin receives new base damage for different weapon combinations: Sword + Sword: (DEX * CLVL) / 100;
+	Assassin receives new base damage for different weapon combinations: Club + Club: (STR * CLVL) / 110;
+	Assassin receives new base damage for different weapon combinations: Club + Sword / Sword + Club: ((STR + DEX) * CLVL) / 300;
+	Assassin receives new base damage for different weapon combinations: Sword + Shield/empty: (DEX * CLVL) / 90;
+	Assassin receives new base damage for different weapon combinations: Club + Shield/empty: (STR * CLVL) / 75;
+	Assassin receives new base damage for different weapon combinations: (Cross)Bow: (DEX * CLVL) / 125;
+	Assassin receives new base damage for different weapon combinations: Other: ((STR + DEX) * CLVL) / 200;
+	Gladiator receives new base damage for different weapon combinations: Sword + Sword: (STR * CLVL) / 90;
+	Gladiator receives new base damage for different weapon combinations: Mace + Mace: (STR * CLVL) / 90;
+	Gladiator receives new base damage for different weapon combinations: Club + Sword / Sword + Club: base damage = 0;
+	Gladiator receives new base damage for different weapon combinations: Sword/Mace + Shield/empty: (STR * CLVL) / 90;
+	Gladiator receives new base damage for different weapon combinations: Axe: (STR * CLVL) / 90 + (VIT * CLVL) / 75;


	v1.66b

+	Gladiator receives new base damage for different weapon combinations: Axe: (STR * CLVL) / 90 + (VIT * CLVL) / 60;
+	Panel reset to Diablo default, now red life and blue mana;
+	Life and mana pots are now red and blue respectively (a bit darker than originals though);
+	Shrine that gives life and mana pots receives corrected message (because of changed life and mana pots);
+	STR elixir is now bright-orange;
+	MAG elixir is now bright-blue;
+	DEX elixir is now bright-yellow;
+	VIT elixir is now bright-red;
+	Elixir of strength receives slightly improved picture;
+	Rapier receives new picture (Poseidon's suggestion);
+	Rapier's STR requirement goes down: 54 -> 33;
+	Rapier gives bonus to AC: +[3-4];


	v1.66b RC5

+	Revised colors and shapes of some relicts;
+	Relict of healing: picture revised (comes with next FR);


	v1.66c

+	Character panel restored to previous: dark-orange life and black mana, because red life and blue mana take away from the game's darkness;


	v1.66c RC1

+	Gladiator is now stunned if FD>CLVL*1,25 (used to be FD>CLVL, as for all others). For instance, to stun level 20 Gladiator, it will take damage of 25+;
+	Extra information added to ReadMe files (ENG and RUS) about multiplayer savegame transferring between different PC's;


	v1.66e

+	Shrine sound update;
+	New spell implemented: Arcane Nova. It creates a multitude of arcane stars, has pretty high damage, costs a lot of mana (needs proper coding);
+	Arcane Nova casting sound revised;
+	Phasing receives new picture (ex-Teleport), Arcane Nova receives new picture (ex-Phasing), +some more free space made for future spell addons;
+	Monk's block speed increased: 3 -> 2 (1 frames with Fast Block items now);
+	Monk's spell casting speed increased: 16 -> 13;


	v1.66f

+	Infravision renamed to Seeing;
+	Characters no longer can detect trapped objects in passive mode;
+	Trapped objects can be seen only with Seeing;
+	Seeing gives different information: 'see with infravision' ->> 'enhanced perception';
+	Arcane Nova costs less mana;
+	Implementing Arcane Nova made Aegis mana cost go double, this is fixed (Aegis uses AN spell slot mana cost data, so this needs further fixing);


	v1.66g

+	Fire Blast: damage revised, - spellbook damage incorrect, for now;
+	Lightning Ball: damage revised, - spellbook damage incorrect, for now;
+	Arcane Star: damage revised, - shows correct dmage in spellbook (divide by 4);
Note:	All three spells now require extensive fieldtests and reports. I think they need balancing. Might be too strong.


	v1.66g RC1

+	Made preparations to enable 'Panelz' patch;


	v1.66g RC2

+	Magic books are increased in availability (drop more often, approximately +100% drop chance);


	v1.67

+	'Run_Hell.exe' renamed to 'TheHell.exe' (delete 'Run_Hell.exe' from your TheHell directory);
+	Fire Blast damage formula now: (30 + CLVL + Rnd[50] + Rnd[50])*(17/16)^SLVL, splash;
+	Lightning Ball damage: (20 + Rnd[CLVL*32] + Rnd[80] + CLVL)*(17/16)^SLVL, no splash;
+	Arcane Star damage: (96*SLVL + 4*MAG), no splash;
+	Star damage shown in spellbook is corrected (Blast and Ball damages shown are small at the beginning but they catch up later on);
+	Spells.XLS now saved in new Excel format: Spells.XLSX;
+	Elemental damage revised: ((2*(Rnd[30] + Rnd[30] + CLVL) + 7)/2)*(17/16)^SLVL;
+	Archer added to credits for his relentless promotion and translation of TH website & ReadMe into hungarian;
+	Diablo drops 2 items on death now;
+	Grizwold's repair price goes up by ~50%;
+	Fire/Lite Nova damage:  2*(Rnd[50] + Rnd[50] + Rnd[50] + Rnd[50] + Rnd[50] + clvl + 35) ^ SLVL(17/16);
+	Rotting Carcass: soundset revised;
+	Mage class has faster melee attacks: sword/mace/staff attack speed increased from 12 to 11 frames;
+	Spells.XLSX again reconverted to XLS format;
+	Monk class has faster melee attacks: sword/mace/axe attack speed increased from 12 to 10 frames;
+	Scout class has faster melee attacks: sword/mace attack speed increased from 10 to 9 frames;
+	[166g_rev15] Monk receives dual-weild ability;
+	Viper AI attack rate depends on IntF and difficulty mode: [10-24] for Horror, [31-45] for Purgy and [76-90] for Doom;
+	Firewall spell will now cancel previously cast Firewall;
+	Litewall spell will cancel previous Litewall;
+	Fiery Ring will cancel previous Fiery Ring;
+	Lightning Ring will cancel previous Lightning Ring;
+	Player can't have both Firewall and Fiery Ring spells cast at the same time: they will cancel each other;
+	[1.66g_rev16_04] Player can't have both Litewall and Lightning Ring spells cast at the same time: they will cancel each other;
+	Scepter of Engart: damage increased from +[150-200]% to +[160-220]%;
+	PvM Melee: Sword+Sword combo gives 150% dmg to Beasts, 50% to Undead and 100% to others;
+	PvM Melee: Sword+Mace / Mace+Sword combo gives 100% dmg to all;
+	[1.66g_rev18] PvM Melee: Mace+Mace combo gives 50% dmg to Beasts, 150% to Undead and 100% to others;
+	Viper AI walk delay chances adjusted: Horror -> [37-65]%,  Purg -> [66-80]%,  Doom -> [81-95]%;
+	New spell added: Holy Nova, creates a multitude of Holy bolts, each bolt has damage equal to regular Holybolt;


	v1.67 RC3

+	Hellfire spellmultiplier decreased: 130 -> 60;
+	Less charges on staves of Hellfire: [51-63] -> [20-30];
+	Grizwold's repair price goes down by ~16,66%;


	v1.67 RC6

+	Fright's (sword+shield) idle animation speed lowered: 0 -> 2;
+	Base damage adjustments on some bows (base items);
+	Griz repair price restored from versions prior to 1.67: -20% repair prices (40% of the original prices). This will no longer change;


	v1.67a

+	Cast-iron sword renamed -> Weighted sword;
+	Cast-iron shield renamed -> Weighted shield;
+	Added support for Bone Axe;
+	Bone Axe got new image;
+	New base item: Wood shield (weakest of shields);
+	Wood shield got new image (one of those provided by KalZar);
+	Nova trap damage update: ((Rnd[10]+Rnd[10]+Rnd[10]+1+DLVL)*Diff)+10, Diff = Horror 1x, Purgy 2x, Doom 4x;


	v1.67c

+	Thick plate AC fix: [170-175] -> [151-160];
+	'F' key no longer decreases gamma;
+	'G' key no longer increases gamma;
+	'Q' key no longer opens quest status panel;
+	'W' is bound to Fire Wall spell;
+	'E' is bound to Lightning Wall spell;
+	'Q' is bound to Teleport;
+	'R' bound to Fire Nova;
+	'T' bound to Lightning Nova;
+	'Y' bound to Arcane Nova;
+	'U' bound to Holy Nova;
+	'O' bound to Town Portal;
+	'A' bound to Fiery Blast;
+	'D' bound to Lightning Ball;
+	'F' bound to Arcane Star;
+	'G' bound to Golem;
+	'H' bound to Holy Bolt;
+	'J' bound to Stone Curse;
+	'K' bound to Inferno;
+	'L' bound to Lightning;
+	'X' bound to Hellfire;
+	'N' bound to Flame Ring;
+	'M' bound to Lightning Ring;


	v1.67c RC3

+	MvM Melee stun threshold revision: (FD > MLVL+3) -> (FD > MAC-2);
+	Grizwold now will sometimes offer Blacksmith oil for sale;
+	Sweep attack ToHit penalty increased: (30+2*(mlvl-clvl))*(-1)  ->  (40+2*(mlvl-clvl))*(-1);


	v1.67c RC4

+	Maul damage: [16-76] -> [18-76];
+	Heavy Mace damage: [9-51] -> [10-54];
+	War Mace damage: [8-54] -> [12-60];
+	War Hammer damage: [8-70] now;
+	Huge Mace: [16-68];
+	Great Maul: [24-88] -> [30-100];


	v1.67c RC5

+	Skeleton King now will drop 2 items;


	v1.67c RC6

+	Global hotkey revision: visit forums for more info;
+	Added 3 new hotkeys replacing 'C', 'S' and 'B' letters. Speedbook, spellbook and character panel should be opened by clicking buttons now;


	v1.67c RC8

+	Plate corselet has more AC: [140-165] -> [160-175];
+	New base item added: Light plate mail. Positioned between Thin plate and Plate corselet. Scout-specific item;


	v1.67d

+	Added new base item (Scout-specific): Visored Helmet;
+	Visored Helmet got new image;
+	'C' key again opens character info tab;
+	Stone Curse hotkey assigned to 'F' (Elemental has no hotkey now);
+	War sallet AC increased: [15-16] -> [15-17];
+	Shaman's Robe renamed to Shaman's cape;
+	Shaman's Cape received new image (this was planned more than half a year ago...);


	v1.67e

+	Added new base item: Light bow;
+	Added new picture for Light bow;
+	Fixed 'S' hotkey support (didn't activate Lightning Ball);


	v1.67f

+	'Multiplayer' and 'Hotkey' sections in ENG and RUS ReadMe files updated;
+	Fool's Crest: increased Light radius effect replaced with '- all attributes' of random [5-10] points;
+	Fool's Crest gives more HP: [100-200] -> [150-250];
+	Bone Spirit now deals physical damage, undead are still immune to Bone Spirit;
+	Bone Spirit damage: 10% of target's current HP;
+	Bone Spirit: PvP damage also adjusted (10% curHP);


	v1.67f RC1

+	Bone Spirit does knockback now;


	v1.67g

+	Added new base item: Crude Bow;
+	Added new base item: Oak Bow;
+	New image for Oak Bow;
+	Fool's Crest: less +DFE (10-15), less - all stats (3-6) and less +HP (100-200 again);
+	Xorine's Ring: less -SLVL (from -5 to -1) and less -MAG (from -[30-40] to -[10-20]);
+	Potions of healing and mana are dropped more often (+100% chance);
+	Blacksmith Oil is dropped more often (+50% chance);


	v1.67h

+	ReadMe (HUN) updated;
+	Numerous adjustments in base item data;


	v1.67k

	Warning! Minor item morphing possible.

+	Added quite a few base items (see the table);
+	Tons of base item data adjustments;
+	Some new items got new pictures;


	v1.67l

+	Added new base item: Skull Mask (between Skull Crown and Full Crown);
+	New picture added for Skull Mask;
+	Some adjustments to DEX line of helmets;


	v1.67s

+	Pressing [Ctrl] now activates 'Telekinesis' spell;
+	Short Knife price halved: 130 -> 65;
+	Short Knife damage increased: [1-4] -> [1-5];
+	Knife price lowered: 210 -> 180;
+	Knife damage revised: [3-6] -> [2-7];
+	Blade price lowereded: 420 -> 400;
+	Blade damage revised: [3-26] -> [4-25];
+	DEX armors durability revisions;
+	Visored Helmet durability lowered: 32 -> 26;
+	Prefix series of '+% damage' revised;
+	STR helmet line: durabilities revised;
+	STR line blunt weapons: damages adjusted;
+	Rapier damage revised: [1-36] -> [1-35];
+	Subtle revision in Readme file (ENG), installation 'section';
+	Potions of Healing drop more often (including later stages);
+	Potions of Mana drop more often (including later stages);
+	Relicts of Identify drop more often (including later stages);
+	Blacksmith Oils drop more often (including later stages);
+	Scavengers no longer hit adjacent player when feeding on a corpse;
+	Suffix series of '+ all attributes': price multipliers lowered;
+	3 new palettes for Cathedral levels added to game archive;
+	5 new palettes for Cathedral levels added to game archive;
+	New palettes created for Crypt levels: 76, 76x01, 77, 77x01, 78, 79, 80, 81, 82, 83, 83x1;


	v1.67t

+	Remark from Koven added to ReadMe;
+	Remark from Archer added to ReadMe;
+	Assassin GFX update: ALMAT attack frame set to 8 (used to be 9);
+	Assassin GFX update: ALSAT attack frame set to 8 (used to be 9);
+	Fountain of Tears again gives Aegis when touched (HF original gave problems);
+	Bonewings receive dual attacks;
+	Ordoseris (from level 3) received new color, previous color looked out of place;


	v1.67t RC2

+	PvM Melee: FTHmelee = 30 + curDEX + ToHit_items + CLVL + bonus_player - AC_monster - penalty_half_damage;
+	PvM Missile: FTHarrow = 30 + curDEX + ToHit_items + CLVL + bonus_player - distance·distance/2 - AC_monster;


	v1.68

+	Added 8 new palettes for Catacombs: 76, 77, 78, 79, 80, 81, 82, 83;
+	Added 8 new palettes for Caves: 76, 77, 78, 79, 80, 81, 82, 83;
+	Added 9 new palettes for Hell: 76, 77, 78, 79, 80, 81, 82, 83, 84;
+	Some architecture updates in Abyss;
+	Added 8 new palettes for Abyss: 76, 77, 78, 79, 80, 81, 82, 83, 84;
+	Nosferatu's Bangle reduces light radius less aggressively: -30%  ->  -20%;
+	Flesh Golem renamed to Necromorph;
+	In-game menu revised: now shows animated "DiablO THE HELL" instead of static "THE HELL";
+	Amazon's corset revised: more resists, more +VIT, less -DEX;
+	Ingame menu revised (data\th_logo2.cel);
+	ReadMe (HUN) update;
+	Zumkar renamed to Hazeshifter;
+	Galanta renamed to Foulwing;
+	Kazbir the Biletongue renamed to Deathspit;
+	Etherealize effect now always lasts for 20 seconds regardless of your CLVL;
+	Added new item: Relict of Etherealize. It gives caster invulnerability to melee attacks for 20 seconds;
+	New image for Relict of Etherealize;
+	Thick Plate requirements corrected: STR from 213 to 220 and DEX from 66 to 110;
+	Gothic Plate DEX requirement lowered (to make it more useful for Gladiators): 125 -> 120;
+	Added new base item to fill the gap between Brigandine and Embossed Mail: Thin Mail;
+	New image for Thin Mail added;


	v1.68a

+	Affix prices revised;
+	Suffix series of '+Damage' used to be too weak, especially in the beginning: now they'll be of more use;


	v1.68a RC2

+	Suffixes of hit recovery series cost less;
+	Skeleton archer AI retreat chances revised: (IntF*2)+2 on Horror, (Intf*4)+10 on Purgatory, (IntF*8)+25 on Doom;


	v1.68c

+	Holy Bolt: maximum (starting) mana cost reduced by 2;
+	Fire Bolt: maximum mana cost reduced by 3;
+	Charged Bolt: maximum mana cost reduced by 1;
+	ReadMe files update: added info on how to backup Stash savefiles;
+	Massive affix revision;
+	Added new base item to fill the gap between Brigandine and Thin Mail: Archer's Leather Armor;
+	Brigandine gives less AC now: [26-35];
+	Added new base item: Huge Shield;


	v1.68e

+	Book prices revised;
+	Holy Bolt max mana cost reduced by 1, minimum cost raised by 1;
+	Added a whole new line of MAG helms. See Base Item excel table (link in TH Guide);


	v1.68e RC2

+	Warpeye lost fire immunity;
+	Relict of Fury MAG requirement lowered: 15 -> 6;


	v1.68e RC4

+	Tiara and Sorceror's circlet: flip animation changed to 'crown';
+	Melchior is given different attack type: skeleton instead of butcher, now his aggressiveness will vary with difficulty modes;


	v1.68g

+	Added more staves for Monks;
+	Added one new sword: Long Claymore;


	v1.68g RC1

+	Aegis MAG cost (for reading book) goes down: 50 -> 45;
+	Healing MAG cost goes down: 45 -> 40;
+	Heal Other MAG cost goes up: 50 -> 55;


	v1.68i

+	Added one more image to invobj2.cel, added support in EXE;
+	Adjusted damage of some basic swords;
+	Monk's starting skill changed to Telekinesis;
+	Fixed The Harp image;
+	Fixed Short Bow image;
+	Fixed Plate Corset image;
+	Added one more image to invobj2.cel (long keris), added support in EXE;
+	Added new base item: Great Helm. It has high AC and can be worn by Gladiator class;
+	Added new base item: Full Length Cuirass;
+	Added new base item: Rogue's Helmet;


	v1.68k

+	Torn Flesh of Souls improved;
+	Affix data revision: balance even better (items won't morph);


	v1.68m

+	Vault Rat color fixed: removed occasional bright dots;
+	New base item: Scepter;
+	New base item: Long Dagger (item morphing possible);
+	Wrought prefix replaced with low-level copy of Dreadful: Menacing (affix morph possible);
+	Suffix of Assault cost decreased: 11000 -> 5000;
+	New base item: Great Flail;


	v1.68m RC2

+	Prefixes Sturdy and Crafted are cheaper now;
+	Grunt Demons receive more satisfying soundset;


	v1.68m RC7

+	Corrected TRN pointers for some monsters (some were messed up after incorrect Rat color adjustment);
+	Greater Demons no longer stopped by Fire Walls. However, Diablo will be stopped both by Fire Wall and Lightning Wall;
+	Trap vs Monster ToHit chance update: from [90 - monster_AC - distance]% to [90 - monster_subtype - distance]% ;
+	Greater Demon idle animation playback speed increased: 03 -> 02;


	v1.68m RC8

+	Uber Diablo idle animation playback speed increased: 03 -> 02;
+	'Hotkey' section updated in ReadMe files;


	v1.68n RC2

+	ReadMe update (HUN);
+	Relict of Aegis MAG cost decreased: 27 -> 19;
+	Necromorph and Bone Creeper don't appear in Abyss now. They just didn't look right there;
+	All small skeleton series have less HP. Except Bone Creepers;
+	Werewolves: HP decrease;
+	Scavengers: HP decrease;


	v1.68n RC6

+	Blood Hulk: TRN update;
+	Abyss Guardian idle animation playback speed increased: 02 -> 01;
+	Soul Hunter: TRN update;
+	Valelan: changed color;


	v1.68n RC8

+	Divine gives more resists: +[31-35]%  ->  +[31-40]% ;
+	Minor revision in monster levels;


	v1.68o

+	Necromorph is given updated soundset: better, more satisfying sounds of hitting;
+	Recompiled HellDF archive to optimize filesize;


	v1.68p

+	Experience gain values revised. Now leveling is much more pleasant. See 'Formulae.xls' for details;


	v1.68p RC1

+	Bone damage increase: [2-6] -> [2-8];


	v1.68p RC2

+	Bonus damage versus demons revised: +100% -> +50%;


	v1.68p RC3

+	-50% ARD upgraded: now characters have 25% RD resist, and wearing ARD item gives +25% RD resist up to total 50% as before;
+	'-50% ARD' renamed to '-33% ARD';


	v1.68p RC4

+	One of the crossbows had its image corrected (comes with next Full Release);
+	Holy Bolt damage: +100% on Purgatory and +300% on Doom. Spellbook damage info is corrected also;


	v1.68p RC5

+	Previously uploaded patch didn't correct spellbook damage (wrong revision LOL): now fixed anyway;
+	Since HB does knockback, it's pretty effective, so I reduced Doom damage modifier from +300% to +200%;


	v1.68s

+	Bile Spitter: walking speed decreased (-50%);
+	Bile Spitter: hit recovery speed increased: 8 -> 7;
+	Hell Hound: walking speed decreased: 6 -> 8;
+	Acid Hound: walking speed decreased: 7 -> 8;
+	Bile Spitter: spitting speed decreased by 50%;
+	Bile Spitter: spitting damage increased a little;
+	Restored original speeds for all drakes;
+	Blood Knight: restored original speeds;
+	Restored speeds for bats;
+	Moon Clan, Skeleton King and Blood Knights dead additional damage with each melee attack. It works just like Fireball splash damage;
+	Skeleton King animation play speeds restored to Diablo original values. It's looking way better this way;
+	Skeleton King damage lowered a little bit. Approx. ~10% less damage (on average);
+	Slightly lower damage for Blood Knights (because of new melee attack);
+	Slightly more damage for Familiars;
+	Less damage for Stingers;
+	Balor animation speed restored also;
+	Balors receive double hit in melee to compensate for slower attacking, damage also reduced (not to compensate too much :) );


	v1.68s RC1

+	Fixed Skeleton King walk speed;


	v1.68t RC3

+	Revised a lot of animation speeds for different monsters;
+	Also adjusted these monsters' stats to compensate;
+	Warping Demons receive different soundset (monsters\tsneak\sneakl%c%i.wav);
+	Arcane Nova & Holy Nova show damage in spellbook;
+	Warp is unavailable as spell (only relicts and staves);
+	Holy Nova cast sound set to Magic #2 (same as Holy Bolt);


	v1.68t RC5

+	Multiplayer CLVL XP cap per monster: 200*CLVL -> 1000*CLVL. Leveling in multiplayer games of puragatory and doom mode is easier now;
+	Sparkling Shrine now gives more XP. Horror: 3000 * DLVL, Purgatory: 3000 * (DLVL+15), Doom: 3000 * (DLVL+30);


	v1.68t RC10

+	Maximum character damage cap in PvM Melee: 128*CLVL -> 256*CLVL;
+	Imp Rogues lost their phase immunity. Should be easier to pick off now;
+	Monster XP rewards in Purg: [(Horror*2)+1000] and Doom: [(Horror*4)+2000];
+	Multiplayer CLVL XP cap per monster: 1000*CLVL -> 500*CLVL;
+	Experience gain values revised for levels 44-50. See 'Formulae.xls' for details;


	v1.68t RC11

+	Experience value for level 44 was incorrect: fixed;


	v1.68t RC12

+	Corrupt Order hit recovery takes longer: 4 frames -> 7 frames;


	v1.68u

+	Added new town palette: #31: night time (in next full release);
+	Added new town palette: #32: night time modified (in next full release);
+	Rosmac the Diseased renamed: Pukerat the Unclean;
+	Gluminhaar and Belial will now randomly stand guard near Uber Diablo's locked room. But they will never appear together;
+	Lothamaarg will randomly (not in each game, much like Xorene) appear in Cornerstone of the world room;
+	Hissabal will randomly appear in Cornerstone room;
+	Lothamaarg and Hissabal can appear together, but it's going to be rare;


	v1.68u RC1

+	RedVex & DarkJade receive small mobs (4 witches) in MP mode, which stand outside the room (feature from TheDark v5.3);


	v1.68v

+	Devil Kins receive different color that no longer makes them undetectable in darkness (Makantal's suggestion);
+	Gloom Clan receive different color that no longer makes them undetectable in darkness (Makantal's suggestion);
+	Aseroth the Invisible (DLVL-22 Gloom Clan boss) receives different color translation (BS.trn);
+	Aseroth the Invisible renamed to 'Gorestone' (didn't know that Aseroth was some location in WoW when I created that name lol);
+	Mergost the Grease Bow (DLVL-23 Gloom Clan boss) renamed to 'Bloodskull';
+	Bloodskull receives different color translation (RVK.trn);


	v1.69

+	'Kain's Valour' renamed to 'Arkaine's Valor';
+	Restored 'Book of Blood' texts;
+	Reseeded Blood Chambers with new type of monsters: Blood Stones;
+	Quest reward is unique item in slot 7. Changed to slot 40: Arkaine's Valor;
+	Checks on base item 15h in 'Valor' quest code chunks corrected for item 121h;
+	Added new base item number 121h (not findable): Blood Stone. Sole purpose: to be used in 'Valor' quest;
+	And so, 'Valor' quest is ressurected. The only thing that's bugging me is that it just won't clear from Questlog (will try to fix that someday);
+	Modified 'blood1.dun' and 'blood2.dun';
+	MvP Melee Blocking formula changed to: FB = (baseSTR-mAC+baseDEX)/2 + Bonus. Maximum chance for block = 80%;
+	MvP Missile Blocking formula: FB = baseDEX - mAC/2 + clvl + bonus. Max block is 75%. Block chance vs traps is unchanged;
+	Pukerat the Unclean had its name corrected (used to be 'Pukeratthe Unclean');
+	Slain Hero quest code rewritten completely;
+	Slain Hero now gives different books to different classes and according to difficulty mode:
	Paladin: Horror - Fury, Purg - Healing, Doom - Aegis,
	Scout: Horror - Aegis, Purg - Telekinesis, Doom - Lightning Wall,
	Mage: Horror - MS, Purg - Golem, Doom - Teleport,
	Monk: Horror - TP, Purg - Healing, Doom - Aegis,
	Assassin: Horror - Holybolt, Purg - Aegis, Doom - Stone Curse,
	Gladiator:	Horror - Fury, Purg - Healing, Doom - Fire Wall;
+	Slain Hero quest again causes speeches from different classes ("Rest in peace, my friend");
+	Ur-Annon's activation sound relocated and set to SFX #0247h;
+	Restored Monk's speech regarding 'Valor' quest;
+	Restored Monk's speech "Rest in peace, my friend", (SFX\Sorceror\Mage67.wav);
+	Lurkers have less HP: [30-60] -> [20-44];


	v1.69 RC1

+	One of the tiles in Abyss blocked walking where it didn't have to. Fixed;
+	Abyss level loading screen palette update;
+	ToHit info on character screen now takes CLVL into account, thus giving absolutely accurate info about character's accuracy;
+	ReadMe updates (version number);


	v1.69a

+	[1.69_RC2] Great Sword pic updated (#194h now);
+	[1.69_RC3] Ravagers no longer can attack adjacent target when feeding on a corpse (thanks to Makantal's report);
+	Relocated call for automap update showing other characters on it with arrows;
+	First video is set to 'Gendata\logo.smk', this is original Hellfire logo;
+	Second video is set to 'Gendata\diablo1.smk', this is Diablo original Intro video;
+	Now killing Uber Diablo ends game in Single Player mode;
+	Video is triggered at game end (kiling Uber D. in SP mode);
+	Uber drops only one item in SP (can't be picked up anyway);


	v1.69b

+	[1.69_RC1] Pepin now gives 'Soulhaven' as a reward for completing Tainted Water Supply quest;
+	Pepin's speech about completing Tainted Water Supply corrected;
+	[1.69_RC2] Grizwold now gives 'Warrior's Band' as a reward for completing Magic Rock quest;
+	Grizwold's speech about completing Magic Rock quest;
+	Empyrean Axe improved;
+	Updated _HellModNotes. By the way, now they'll be updated with each new update of 'The Hell';
+	ReadMe update (HUN);


	v1.69c

+	Remark from adriaan_s added to ReadMe(ENG);
+	The Hell will no longer use 'HellDF.mor' as main archive;
+	Now The Hell will use 'THdata.mor' as main data file;
+	THdata.mor revised and recompiled;
+	Due to increased amounts of compatibility issues feedback, I have done what I could to fix those compatibility problems;
+	'Hell.dll' is no longer used. 'TH.dll' is used instead;


	v1.69c RC3

+	Fright (melee) is vulnerable to Fire now;
+	[1.69c_RC1] Wand of Holy Bolts (one Mage starts with) has durability increased: 40 -> 80, and price doubled: 100 -> 200;
+	[1.69c_RC2] Fire Bolt damage revised. New formula: ((cMag*4)+1+Rnd[60]+slvl)/4. Spellbook shows effective damage;
+	THdata.mor recompiled to decrease size. Now filesize optimized (145 MB now);
+	Makantal and Pinhead added to Credits;
+	Grizwold's name restored to 'Griswold' (violation of Modder's Codex, rule #1);


	v1.69c RC4

+	Arcane Star spellbook damage corrected;


	v1.69c RC9

+	Changelog revised (corrected some mistakes);
+	ReadMe update (ENG & RUS);
+	New relict added: 'of Phasing' (currently uses 'R. of Seeing' image, but should be replaced with different image later);
+	New relict added: 'of Hydra';
+	New relict added: 'of Teleport';
+	Staves of Mana cost less: 3000 -> 2000;
+	Pit Fiend boss on floor 14 now does less damage ([56-60] -> [40-55]) and his minions retain their AI (boss won't pause tho);
+	Sabre damage revised: [3-50] -> [2-51];


	v1.69c RC10

+	Fire Blast damage increased. Formula is: Rec(slvl, 4·(Rnd[50]+Rnd[50]+clvl) + 50), (was: Rec(slvl, 4·(Rnd[50]+Rnd[50]+clvl) + 30));


	v1.69d

+	Uber Diablo's HP raised: 12000 -> 14200;


	v1.69d RC1

+	Baranar's Maul does more damage: 200 -> 250;


	v1.69d RC2

+	Suffixes of '+damage' series were revised (lowered by 20% on average);
+	Roman Leather Armor renamed to: Thick Leather Armor;
+	ReadMe updated again (ENG);


	v1.69d RC3

+	Holy Nova displayed bugged damage in spellbook: now fixed;


	v1.69d RC4

+	All hounds had their death animation fixed (used to overlay acid puddles). Hellhounds still have this unfixed (not sure they need this fix);


	v1.69d RC5

+	Hellhound death animation fixed by decresing frame quantity (24->17);
+	In-game Support menu now displays link to new forum;


	v1.69d RC7

+	Monsters' Apocalypse damage varies with difficulty mode now: Horror = 30, Purg = 60, Doom = 120;


	v1.70

+	Pressing 'PRINT SCREEN' while playing will now create PCX image file in TheHell directory under name 'THscrn##.pcx' (where ## is number 00-99);
+	Some monsters are allowed to appear on deeper levels than before (this should increase difficulty diversity);
+	Vortex Rogue: HP increased a bit;
+	Hidden: HP decreased a bit;
+	Greater Demon: HP decreased decently (by 15%);
+	Fire Blast improved a bit. New formula: Rec(slvl, 4·(Rnd[50]+Rnd[50]+CLVL) + 90), recursive 17/16;
+	Lightning Ball improved slightly. New formula: Rec(slvl, Rnd[100]+Rnd[32*CLVL]+CLVL+100), recursive 17/16;
+	Fire Blast and Lightning Ball spells display correct damage in spellbook now;
+	Some unique monsters used to take 4x damage from magical damage. Now fixed;
+	Deleting characters is now called 'Murder', that should make those characters a bit more realistic)) ;
+	Elemental improved. New formula: Rec(slvl, 2·(Rnd[40]+Rnd[40]+CLVL) + 70)/2, recursive 17/16;
+	Elemental spellbook damage formula rewritten, now its damage display is correct;
+	Setesh used to take 4x damage from fire. Now fixed;
+	Hidden can now appear on levels 10 through 20;
+	Hidden had their HP adjusted again;
+	Hidden give a little more XP;
+	On Doom mode Hidden are vulnerable to Fire now (used to be vulnerable to Magic);
+	New character stun formula: (CLVL/2) + (baseVIT/4) - 3. It takes different classes into consideration and makes Vitality more important as a stat;
+	Monster AI modified to produce aggressive behavior and increase chances for ambushing player (exception AI's: Counselor, Succubi, Goat Archers);
+	Starting characters have more stats now: +10 per character;
+	Starting characters' stats revised to compensate for more aggressive monsters;
+	Nova trap does less damage: ((Rnd[8]+Rnd[8]+Rnd[8]+1+DLVL)*Diff)+5, Diff = Horror 1x, Purgy 2x, Doom 4x;
+	Suffix of 'thorns' no longer exists (Aegis does pretty much the same and even better);
+	New effect introduced: +50% damage vs Undead (...of destruction), works in melee, on all weapon types, affects total damage (not just weapon's);
+	Amulet of Solstice, Shield of Mirrors and Civerb's Vest no longer have thorn effect;
+	Bone Hunter now deals bonus damage to Undead (instead of Demons);
+	Suffix of 'destruction' costs more and appears on weapons, staves and jewelry (minor affix morphing possible);
+	Thunderclap now gives bonus damage vs Undead instead of altered durability;
+	Now shooters are always activated;
+	Mages are always active now;
+	After some testing constant monster activity was undone because it makes difficulty insane (zombies will still walk in random directions though);
+	Scarab of Revenge renamed to Scarab of Slumber;
+	Faster mana regeneration is now called '+100% mana regeneration', same with life. This should give you a clear idea of what to expect;
+	Infernal Scourger's fireball damage raised: 3000 -> 4000 (effective is 1000-2000);
+	A flaw in coding prevented effect of 'destruction' from working properly. Now fixed;
+	Suffix of 'destruction', suffixes of '+ damage', 'fire/lite arrows' series had their prices revised;
+	Amount of boss minions now differs according to SP/MP mode and difficulty: SPHorr-6, MPHorr-11, SPPurg-10, MPPurg-15, SPDoom-14, MPDoom-19;
+	Revised prices for some prefixes;
+	Elemental mini- and maxi- mana cost revised;
+	Werewolf horror/purgatory resistances revised: vulnerable to Holybolt, fire & lightning, immune to Stone Curse & magic;
+	Werewolves are not stopped by fire/lite walls/rings. They will take damage but they will not stop;
+	On Purgatory and Doom modes Oblivion Knights resist 1/4 (25%) of melee damage, their bosses resist 5/8 (62,5%) of melee damage;
+	PvM Missile: Boss monsters now resist 50% elemental (M/F/L/HB/Apoc/Elem) and 50% non-elemental damage (arrows);
+	Uber has advanced resistances that absorb 75% of all types of damage. Beware;
+	Assassin lost her ability to score criticals with (cross)bows: she doesn't use them and cannot shoot triple arrows, so no use;
+	Other monsters became immune to fire/lite walls (along with Werewolves), now fixed;
+	Some monsters are allowed to appear on deeper levels (this includes cave levels only), this should add to atmosphere;
+	Crushing effect now works for missile damage too (both arrows and spells);
+	Crushing now has 10% chance for triple (+200% total) damage;
+	Suffix of 'crushing' can appear on bows too now;
+	Frost Signet is given additional effect (of Crushing);
+	Black Marsh Bow's mana decrease effect is replaced with Crushing;
+	Items with fire resistance could display MAX resist if they had 75%+ resistance, now fixed;
+	Prefix 'Warlock's' renamed to 'Wizard's'. It's shorter (and that's important for prefix/suffix names);
+	Paladin's maximum Strength set to 240;
+	Assassin's starting stats changed from 15-15-20-20 to 15-10-25-20;


	v1.70 RC1

+	Because of Makantal's detailed report, Doomsayer was modified. Mostly, improved;
+	ReadMe updated (HUN);


	v1.70 RC2

+	Implemented Pinhead's suggestion about no MAG requirements on potions of mana and holy waters;
+	Relict of mana costs less MAG to use: 12 -> 3;


	v1.70a

+	Relicts of Phasing, Hydra and Teleport are given unique pictures (as was promised before);


	v1.70a RC1

+	Suffixes of life/mana stealing cost less;
+	Suffixes of armor piercing series cost less;


	v1.70b, 2009-01-12, 12:13

+	Aegis now always costs 40 mana to cast, but its cost will drop to 30 if item 'of Profit' is worn;
+	Rotting Carcasses receive 50% arrow damage in Multiplayer Purgatory mode games (25% damage on DLVL 5);
+	Rotting Carcasses receive 25% arrow damage in Multiplayer Doom mode games (12,5% damage on DLVL 5);
+	Rotting Carcass bosses still get their halved damage (but there are no bosses for Rotting Carcass on DLVL 5, so no big deal);
+	Necromorphs resist 25% arrow damage on Horror mode, Multiplayer (boss resistance = 62,5%);
+	Necromorphs resist 50% arrow damage on Purgatory mode, Multiplayer (boss resistance = 75%);
+	Necromorphs resist 75% arrow damage on Doom mode, Multiplayer (boss resistance = 87,5%);
+	Soul Burners resist 50% elemental damage (Fire/Lite/Magic) on Horror mode, Multiplayer (boss resistance = 75%);
+	Soul Burners resist 75% elemental damage on Purgatory mode, Multiplayer (boss resistance = 87,5%);
+	Soul Burners resist 87,5% elemental damage on Doom mode, Multiplayer (boss resistance = 93,75%);
+	Soul Burners retain their vlnerability to Fire on Doom mode;
+	Lilith is now vulnerable to Magic (resistant in Multiplayer mode: 75% on Horror, 87,5% on Purgatory, 93,75% on Doom);
+	Changelog revised (corrected some mistakes);


	(!) v1.70c, 2009-01-15, 22:15

+	Adjusted HP for goat archers, scavengers and small winged demons, increased HP for Overlords;
-	Elixir of Strength is now orange;
-	Elixir of Magic is not blue;
-	Elixir of Dexterity is now yellow;
-	Elixir of Vitality is now red;
-	Relict of Mana is blue;
-	Relict of Aegis is black;
-	Potions of Healing are now red (darker than original);
-	Potions of Mana are now blue (darker than original);
-	Character panel life and mana bulbs are original colors (red and blue), yet they are darker than original;
-	Changed text for one of the shrines: "Bright and dark becomes as the sky" -> "Crimson and azure become as the sky";
-	Relict of Healing is red;
-	Relict of Hydra is orange;
+	Bovine Plate flip animation fixed and set to 'Plate', used to be 'Mail';
-	Potions of Mana now have correct flip animation (blue), black bottle flip animation currently doesn't exist;


	v1.70b RC2 (reverted), 2009-01-16, 13:07

+	All changes regarding panels and potions/elixirs reverted back;
+	Modified panels and bottle flip animation are stored in game archive, modified exe also archived;


	v1.70b RC3

+	Uber dropped only 1 item in multiplayer, now it should be fixed;


	v1.70b RC4, 2009-01-17, 21:10

+	Many small adjustments in affix data (prices, values), did that carefully to avoid morphing;


	v1.70b RC5

+	Bile Demons can appear as early as DLVL 5;
+	Bile Demons are now immune to magic on horror/purgatory;
+	Bile Demon: stats updated;


	(!) v1.70b RC6 (this wasn't implemented because tests showed this didn't work, see ModNotes for details)

-	Bile Demons resist 50% of elemental damage on DLVL 9;


	v1.70d

+	Prefix 'Sturdy' now increases armor suit AC by [10-30]%, has higher qlvl, can't be bought (only found);
+	Lots of changes in affix data. Sorry but affix morphing is inevitable;
+	Affix levels revised to allow for more interesting prefix/suffix combinations (rebalanced according to JG formulas);
+	Bile Demons resist 25% arrow damage on DLVL 9 (they used to be kinda weak for this level otherwise);
+	Soulcage raises attributes stronger and has less penalty to light radius (from -40% to -30%);
+	Joker's Beak revised;
+	Underworld's Heart gives more resists;
+	Wall of Spears gives mana;
+	Small monsters (bats, scavengers, stinger, etc.) are stunned easier now: threshold is mAC*3 (basic is mAC*4);
+	Church skeletons are also stunned if damage is more than mAC*3, melee Horrors are not included;
+	Revised AC for some monsters for better stun mechanics - this should make battle more satisfying by increasing chances for stun;
+	Moon Clan and Hell Clan are stunned if damage is greater than mAC*5;
+	DFE now capped at {bVIT/2} (used to be: {(bVIT+1)/2} ), and on Horror mode (both SP and MP) capped at -25 to prevent it from becoming boring;


	v1.70d RC1

+	Staves of Flash have more charges: Rnd[5-10] -> Rnd[12-24];
+	Aegis again has fixed mana cost of 50. Items of profit again have no effect on it. Some weird bug with hardcoded manacost for this spell slot;


	v1.70d RC2

+	CTRL is now used as a hotkey for Hydra (used to activate Telekinesis);


	v1.70d RC3

+	It's easier to hit monsters with magic. Formula changed from 25+bonus+cMAG-2*MLVL to 25+bonus+cMAG-MLVL/2 (note: bonus is +20 for Mage only);


	v1.70d RC4

+	Prefixes of resistance revised (no morphing);


	v1.70d RC5

+	PvM: For better balance magical ToHit formula revised again and set to: (cMAG/2) - ((mAC/4)+1) + 25 + bonus;


	v1.70d RC6

+	Magic ToHit formula expanded by addin bonuses for classes: Pal +0%, Sct +5%, Mag +20%, Mnk +0%, Asa +15%, Gld +10%;


	v1.70d RC7

+	Gladiator bonus damage with axe slightly increased: (CLVL*VIT)/60 -> (CLVL*VIT)/55;


	v1.70e

+	Cuthur's mob no longer shoots lightning arrows. Cuthur will retain his lightning arrow attack though;
+	Added 59 new item images to game archive (for future needs);
+	Inventory object tables expanded to allow for more images;
+	Corrected flip animation for 3 new black potion objects;
+	Added new flip animation for potion of healing (lite orange bottle), replacing obsolete mushroom animation;
+	Potion of Healing inventory and flip sounds revised;
+	Potion of Healing flip animation lasts 12 frames (animation revised);
+	Axe damages revised to make them more attractive;
+	Gladiator now has innate ToHit bonus in PvM Melee: +15% (Full ToHit formula for him is 30+clvl+tohit_items+cDEX+15);
+	Ex-formula of lightning damage from monsters {(Rnd[mAC-3]*8)+mAC} replaced with new formula: Rnd[mAC-3]*8;
+	Introducing new boss on last level of Abyss: Voidstalker (Setesh was kicked because of him);
+	New TRN added to game archive for Voidstalker: Corrupt.trn;
+	Hidden receive evasion against melee attacks, which reduces a character's maximum chance to hit them:
	DLVL 10: by 0% (max tohit = 92%)
	DLVL 11: by 2%
	DLVL 12: by 4%
	DLVL 13: by 7%
	DLVL 14: by 12%
	DLVL 15: by 17%
	DLVL 16: by 22%
	DLVL 17: by 27%
	DLVL 18: by 32%
	DLVL 19: by 37%
	DLVL 20: by 42% (max tohit = 50%)
	Note: base maximum Tohit chance in Player_vs_Monster Melee mode of TheHell is 92% (minimum is 2%);
	Note: Hidden boss monsters still receive only 50% damage from all types of attacks;
+	Vortex Rogues now resist melee damage in Multiplayer Purgatory & Doom modes: DLVL 10 - 12,5%, DLVL 11 - 25%, DLVL 12 - 50%;
+	Unseen now resist arrow damage in Multiplayer. On DLVL 9 - 25% resistance, on DLVL 10 - 37,5% resistance;


	v1.71

+	Lightning damage from monsters follows different formula now: Rnd[mAC]*16. This still makes it less aggressive than Flash & Inferno;
+	Fixed flip- & inventory sounds for Theodore (teddys1) and Brain (FBrain) flip animations;
+	Added 65 more inventory object images to game archive, for possible future needs;
+	Bovine Plate flip animation changed to Bag animation (for possible future needs);
+	Prefix 'Rotting' is now qlvl-6. This should make it droppable;
+	Ear flip animation replaced with new flip animation for Inn Sign (for possible future needs, heh);
+	Skullwing kicked (corresponding bosses also: Blood Angel & Satura);
+	Introduced new monster: Fallen One;
+	Added new color translation files for Fallen One: Fallen01.TRN and Fallen02.TRN;
+	Fallen One stats revised;
+	Added 2 new bosses for Fallen One: DLVL 3 and DLVL 4;
+	Shamriel renamed to Boneripper;
+	Fallen One retreat distance set to 6, Gremlin: 4, Imp: 3, Carver: 2;
+	Monster slot 80 no longer gives dual melee attack;
+	Devil Kin moved to monster slot 80;
+	Fallen One moved to monster slot 5;
+	Fallen Ones belong to 'Beast' class (not 'Demon' like others of their kin). This means you will need a sword if you're a melee fighter class;
+	Fallen Ones don't appear in barrels and sarcophagi;
+	Fallen Ones appear on DLVLs [1-4];
+	Monsters with Fallen AI now have special warcry life bonus on Horror mode, according to DLVL: DLVL-2: +9, DLVL-3: +12, DLVL-4: +15 hit points;
	This makes Fallen Ones a little more tough after DLVL-1 and makes Werewolves less dangerous on DLVL-3;
+	Fallen Ones have special stun threshold on Horror: 4 on DLVL 1, 12 on DLVL 2, 21 on DLVL 3, 30 on DLVL 4;
+	Fallen One: Tohit chance raised by 3%;
+	Unlike others of their kind, Fallen Ones hit a little later (frame 8 instead of 7), which gives a player more time to flee/counterattack;
+	Elemental damage reduction in PvM Missile didn't work as intended, now fixed;
+	Nightmares will now resist elemental damage in multiplayer mode. Resistance level will depend on DLVL and difficulty mode:
	 Horror & Purgatory:
	DLVL 8: 12,5%
	DLVL 9: 18,75%
	DLVL 10: 25%
	DLVL 11: 31,25%
	DLVL 12: 37,5%
	 Doom:
	DLVL 8: 56,25%
	DLVL 9: 59,375%
	DLVL 10: 62,5%
	DLVL 11: 65,625%
	DLVL 12: 68,75%
+	Previous fix will also make Soul Burners' resists quite heavy for Mages. Especially on Doom. Beware;
+	Burned Corpse now has higher stun threshold on DLVL-2 of Horror mode: (mAC*4)+7;
+	Added new base item: Relict of Golem;
+	Added new base item: Relict of Holy Nova;
+	Added new base item: Relict of Arcane Nova;
+	Bloodfury: hitpoins raised: 1400 -> 1700;
+	Urlig and Bongo had their HP lowered by 25 both;
+	Goat Lords, Biclops, Reapers, Golems (except Mud), Grim Demons, Lash Worm, and Overlord resist 25% elemental damage in Multiplayer mode;
+	Monsters above recieve different resistance for difficulty modes: 25% for Horror, 37,5% for Purg., and 43,75% for Doom;
+	In Multiplayer, melee weapons deal double damage to Stingers;
+	Just as Necromorph, Grotesque now resists non-elemental missile damage in multiplayer. Absorption percentage is the same as Necromorph's;
+	Grotesque & Necromorph arrow resistance in MP Doom mode reduced from 75% to 56,25%;
+	Paladin does more critical damage in PvM Melee: +150% (used to be +100%);
+	New DFE limitation caused some problems in Multiplayer mode. Now this limitation works only in Singleplayer mode (see ModNotes for info);
+	Underworld's Heart renamed to: Underworld Heart;
+	Added 4 new inventory object images to game archive;
+	Blood Legion will now resist elemental damage according to game mode, dungeon level and difficulty:
	Singleplayer, Horror, DLVL 17: 3,125%
	Singleplayer, Horror, DLVL 18: 6,25%
	Singleplayer, Horror, DLVL 19: 9,375%
	Singleplayer, Horror, DLVL 20: 12,5%
	Singleplayer, Purgatory, DLVL 17: 15,625%
	Singleplayer, Purgatory, DLVL 18: 18,75%
	Singleplayer, Purgatory, DLVL 19: 21,875%
	Singleplayer, Purgatory, DLVL 20: 25%
	Singleplayer, Doom, DLVL 17: 28,125%
	Singleplayer, Doom, DLVL 18: 31,25%
	Singleplayer, Doom, DLVL 19: 34,375%
	Singleplayer, Doom, DLVL 20: 37,5%
	Multiplayer, Horror, DLVL 17: 40,625%
	Multiplayer, Horror, DLVL 18: 43,75%
	Multiplayer, Horror, DLVL 19: 46,875%
	Multiplayer, Horror, DLVL 20: 50%
	Multiplayer, Purgatory, DLVL 17: 53,125%
	Multiplayer, Purgatory, DLVL 18: 56,25%
	Multiplayer, Purgatory, DLVL 19: 59,375%
	Multiplayer, Purgatory, DLVL 20: 62,5%
	Multiplayer, Doom, DLVL 17: 65,625%
	Multiplayer, Doom, DLVL 18: 68,75%
	Multiplayer, Doom, DLVL 19: 71,875%
	Multiplayer, Doom, DLVL 20: 75%
+	Biclops are given the same soundset as Grunt Beasts, for better hit recovery & dying sounds;
+	Slightly raised damage for Fallen One, Rotting Carcass, Gravedigger and Burned Corpse;
+	Lurkers now resist melee damage on Horror mode (to partially compensate for low HP):
	DLVL 3: 12,5%
	DLVL 4: 25%
	DLVL 5: 37,5%
+	Shadows take half damage from player's melee attacks when trying to retreat (I'm not sure this works though);
+	Corrected check on Lurkers' melee damage resistance (used to work only on Purg&Doom instead of Horror);


	v1.71a

+	Added 9 new gem images;
+	Added several gems that can be sold for gold to Adria: Opal, Alexandrite, Topaz, Sapphire, Ruby and Diamond;


	v1.71c

+	Added 8 new gem images;
+	Added 3 new small potion images;
+	In Multiplayer mode Defiler drops valuable stone when being killed. Stone value varies for difficulty mode and has very high sell value;
	Note: these stones can be dropped only by Defiler, otherwise they are not findable
+	Defiler's drop increased for Multiplayer mode: 2 items -> 3 items + Stone (in Singleplayer: 2 items + Crypt Map, as before);
+	Uber now doesn't drop items in Singleplayer, but drops 4 items in MP mode;
+	Gore Viper pack on DLVL 19 has different behavior: Scavenger AI -> Goat Mace AI;


	v1.71d

+	Black Raven renamed to Black Defender;
+	Black Defender: stats revised. Now it's a (nearly) non-damaging protective weapon;
+	Palettes in town vary only in Multiplayer mode (because in SP they are different each time you (re)load game. that used to look cheap);
+	Amazon's Corset gives a little more DFE;
+	Amazon's Corset costs less: 320k -> 280k (this will lower its repair cost);
+	Repair prices at Griswold lowered by 12,5% (40x -> 35x);
+	Added 2 ring images to game archive;
+	Elixirs of STR/MAG/DEX/VIT are given less money for: 2000 -> 1500;
+	Hatebrood Soulslasher is changed into Bile Spitter boss on DLVL 23;
+	Doomfang moved to DLVL 23 and HP decreased by approx. 1000;
+	Sugratar kicked;
+	Added new boss on DLVL 23: Belfaron the Executioner;
+	Grim Demon boss on DLVL 22 had his IntF decreased by 1. Belfaron (and his mob) has the highest IntF among Grim Demons;
+	Xavuron kicked;
+	Added new Death Wing boss on DLVL 22;
+	Purgatory mode now can be accessed until character reaches level 45;
+	Killing Defiler crashed the game in Multiplayer mode because of incorrect calls to drop function. Now fixed;
+	ReadMe update (HUN): accidentally overwrote previous version when restoring backup;


	v1.80

+	Again revised some affix QLVLs to allow for more interesting combinations;
+	Revised prefix values and prices in resistance series. Should be better balanced now;
+	Suffix 'of vileness' renamed to 'of draining';
+	Hellfire spell effect 10h byte changed from 01 to 02 (offset A6500), probably would prevent problems with crashes. This needs testing online;
+	Suffix 'ignition' renamed to 'searing';
+	Valelan renamed to Skullfire;
+	Thoroughly revised prefix series of '+%tohit, +%damage';
+	Added new oil: Oil of Accuracy. It increases a weapon's tohit chance by 1-2% if weapon's tohit bonus is below 50%;
+	Added new oil: Oil of Mastery. It increases a weapon's tohit chance by 3-5% if weapon's tohit bonus is below 100%;
+	Added new oil: Oil of Sharpness. It increases a weapon's maximum damage by 1, if the weapon's (maxDmg-minDmg) < 100;
+	Added new oil: Oil of Death. It increases a weapon's minDmg by 1 and maxDmg by 2, if the weapon's (maxDmg-minDmg) < 100;
	Note: unlike Blacksmith's and Fortitude oils, the effects from the four types of oils above are NOT carried over to a new game
+	Xalicalar is given better name: Soulpus;
+	Added one more ring of qlvl 2, to increase ring drop chance early in the game;
+	Oils of Accuracy and Sharpness will drop more often: added copies of them - qlvl 1, 1, 2, 3, 6, 14 and 24;
+	Oil of Sharpness renamed to Oil of Effectiveness. Now there's no need to feel confused about applying oil of sharpness on a blunt weapon;
+	Oils of Accuracy and Effectiveness are dropped less often: removed one qlvl 1 copy from each of them;
+	Oil of Death increases weapon's maximum damage by 10 points;
	Note: it says it won't increase bows' damage, this would better be fixed later
+	Leoric will summon skeletons (including Bonecreepers) in SP now. He won't summon them in MP;
+	Oil of Fortitude will now raise current and maximum durability of an item by [2-5] points. Items with durability of 200 and above are not affected;
+	Oil of Mastery now raises weapon's accuracy by [3-10]% if the weapon's Tohit bonus is below 100%, otherwise this oil does nothing;
	Remember: if applied on a repaired item that has durability less than 100, Blacksmith Oil will raise its durability by 1 point
+	Added new item: Oil of Hardening. It adds [1-2] to item's AC (if item's AC < 60). Qlvl of this item is 1;
+	Added new item: Oil of Imperviousness. It adds [3-5] to item's AC (if item's AC < 120). Qlvl of this item is 33;
+	Copy of Oil of Hardening added, qlvl 7;
+	Added 3 new images for new oils;
+	Oil images revised for better distinction;
+	Makantal's suggestion about Warlord of Blood in MP implemented (regarding activation);
+	Warlord of Blood subtype lowered: set to 20h in SP, set to 26h in MP;
+	Warlord of Blood attack type in MP changed from 1Fh to 02h;
+	Added Death Angel boss on DLVL 22;
+	Added Bone Creeper boss on DLVL 22;
+	Added Black Horn boss on DLVL 17;
+	Added Hidden boss on DLVL 17;
+	Lothamaarg (lonely boss from Cornerstone room) will now summon skeletons in Singleplayer mode;
+	Lothamaarg has more HP now: 4990 -> 6600;
+	Lothamaarg's IntF raised to 0Ch to decrease delays;
+	Black Horn bosses on levels 16 through 19 had their IntF revised for smoother difficulty increase;
+	Added 3 new Azure Drake bosses on DLVLs 16, 17 and 18 respectively;
+	Added Rotting Carcass boss on Dlvl 5: (with crazy piercing damage resistance in Multiplayer mode);
+	Balrog: color update (added new trn);
+	Added Balrog boss on DLVL 16;
+	Added Rotting Carcass mob on DLVL 4, led by Oblivion Knight;
+	In MP, on DLVL 16 Balrogs resist 37,5% melee damage. Their boss will resist 68,75%;
+	Leather Cap inventory- and flip sounds discontinued other sounds playing (boss deathcries, book speeches, player comments, etc.), now fixed;
+	Boilrot on Dlvl 4: HP raised from 600 to 670;
+	Oil of Imperviousness: qlvl set to 26 (drops earlier);
+	Lich bosses on Dlvl-4 had maxDmg lowered a bit;
+	Borje renamed to Dirtblood;
+	Added Bile Demon boss on dlvl 9;
+	Gdosthacar the Agile renamed to Madrage the Thrasher;
+	Villis renamed to Crosseye Keenhate;
+	Added Choas Clan boss on dlvl 9;
+	Added Chaos Clan boss on dlvl 10;
+	Added Familiar boss on dlvl 9;
+	Usarcion renamed to Searbite;
+	Added Unseen boss on dlvl 9;
+	Added Unseen boss on dlvl 10;
+	Added Acid Hound boss on dlvl 10;
+	Sapphire image corrected. Used to be 'too bright, too blue';
+	Added one more Tiara image to game archive (just a variation, for possible future needs);
+	Added 2 more Oil images (for possible future needs);
+	Corrected flip animation for some unused oils;
+	Added 2 more images of mail armors (Sabiru variations, for possible future needs);
+	Oil of Death will increase damage if difference between a weapon's minimum and maximum damage is below 120;
+	Isagarn the Dogface renamed to Droolmug;
+	Added Fallen boss on dlvl 2;
+	Mysterious shrine message modified: "You can..." -> "One can...";
+	Oil of Death now has effect on bows;
+	Valafar the Ruthless renamed to Deathshade Fleshmaul;
+	Added Stone Clan boss on dlvl 10;
+	Added Stone Clan boss on dlvl 11;
+	ReadMe (ENG) updated with information about music download and hotkeys;
+	Oil of Mastery: image revised;
+	Anvil of Fury is guarded by Venom Clan and Horned Beasts;
+	Forced monster selection in Abyss prevented intended variety on levels 18 and 19: now fixed;
+	Blood Legion will no longer appear in pods;
+	Stingers are allowed to appear in pods;
+	Gloom Clan no longer forced to appear on dlvl-20;
+	Stingers are forced to appear on dlvl-20;
+	Grotesque is given support for 2nd animation;
+	Grotesque will be quad-immune on Doom mode (vulnerable to Holy Bolt as all Undead);
+	Grotesque boss on last level of Abyss will spawn Stingers now, though it will retain its mob (and they will use their standard attack);
+	Stinger second animation playback speed increased;
+	Stinger second animation frames set to 8, this will look better;
+	Hiddens are allowed to appear in barrels in Caves and Hell, but not in pods in Abyss;
+	Rotspawn Hellmeat received higher IntF: 8 -> 10;
+	Apocalypse from monsters is now much more dangerous. It's reduced by 25% by default, and by another 25% more by ARD, and the rest - by DFE only:
	120 damage on Horror
	240 damage on Purgatory
	360 damage on Doom
+	Uber's Apocalypse cast rate significantly reduced;
+	Diablo's second attack hit frame set to 11 (slower than before);
+	Uber's second attack hit frame set to 10;
+	Balor boss on floor 24 no longer uses Diablo attack type (overkill...);
+	Diablo (dlvl-16) will have a mob of Magistrate, and there will be no lone Greater Demon in 4th room;
+	Defiler now has a pack of Stingers;
+	Abyss Guardians no longer appear as a random monster;
+	Abyss Guardian forced to appear on dlvl-20 (support for boss);
+	Defiler is given new color;
+	Centaliane TRN corrected, looks clean now;
+	Melchior the Fat: HP decreased decently;
+	All goats now belong to Demon class;
+	Golem: new color;
-	With slvl 0 spells spellbook hangs game when pages 3 & 5 are opened. Bugfixing still not successful;
+	It was modified Elemental spellbook code that hung the game at slvl 0 when page 5 of the book was opened: fixed;
+	Fire Blast & Lightning Ball spellbook data at slvl 0 caused hanging too: fixed;
+	Added new item: Tavern Sign (quest item);
+	Chest from banner now drops Tavern Sign (147h) instead of Horned Barbute (Ch);
+	First Imp Shaman renamed to Snotspill;
+	Snotspill's color updated;
+	Snotspill's corresponding boss renamed to Snotspill too;
+	Snotspill will now check for item 147h in a player's inventory;
+	Arkaine's Valor can also be based on Apprentice's Mail (one more unique Mail armor for mages);
+	Quasits can appear on dlvl-4;
+	Added text support to Snotspill speeches;
+	Adjusted Snotspill's speech scroll speeds;
+	Repointered Snotspill speeches to required sound files;
+	Restored activation sounds for Amducian, Durzu and Rotflesh;
+	Snotspill does more damage: [12-22] -> [14-32];
+	Snotspill has more HP: 600 -> 650;
+	Added new item: Golden Elixir (quest item);
+	Golden Elixir unique code changed: 63 -> 94;
+	Ogden's Sign quest activated. It's not triggered by Ogden (who is still absent) and townspeople won't talk about it, but it works;
+	Lachdanan quest activated;
+	Lachdanan quest was named improperly: fixed;
+	Karag-Nur the Overseer renamed to Bonecrown the Overseer;
+	Abaddon the Steelclaw renamed to Redstorm the Angry;
+	One of Imp Shamans renamed to Redstorm the Angry, another - to Tanari;
+	Boss #7 is now Lachdanan, based on Chaos Knight;
+	Townspeople's speeches about Lachdanan restored;
+	Lachdanan's texts restored;
+	Lachdanan's speeches restored;
+	New Golden Elixir will be placed on level 15;
+	Restored activation sounds for Leo, Baal and Izual;
+	Lachdanan now drops Veil of Steel (used to drop Grasp of Oblivion);
+	Lachdanan drops Winged Helm on Horror, and drops Veil on Purg/Doom;
+	Characters will not experience sound stop when picking up Full Crown (and uniques which are based on it);
+	Lester now gives different (better) reward for blowing his orchard;
+	Townspeople's speeches about Black Mushroom restored;
+	Black Mushroom quest is activated;
+	Added new quest item: Fungal Tome;
+	Added new quest item: Brain;
+	Added new quest item: Black Mushroom;
+	Adria now checks for new Black Mushroom item in a player's inventory;
+	Fixed many small problems related to Black Mushroom quest;
+	Gharbad the Weak quest is now moved to deeper Caves;
+	Gharbad is based on Stone Clan;
+	Gharbad recolored;
+	Gharbad does a bit more damage;
+	Slayers can appear on dlvl-14;
+	Optic Amulet gives +SLVL instead of prolonged Fury;
+	Ogden returned to game;
+	Lots of Ogden's speeches restored;
+	Ogden's Sign quest made 100% functional;
+	Ogden drops Palantir as a reward for his Sign;
+	Valor quest reward changed: Arkaines valor -> Civerbs vest;
+	Valor quest reward changed again: Valor on Purg/Doom, and Vest on Horror;
+	Small holy water pot added, qlvl-16;
+	Depending on difficulty mode, Gloomy shrine will add 1 (horror), 2 (purgatory) or 3 (doom) points of armor class to items;
+	Added some new item gfx, for possible future needs;
+	Idle animation playback speed increased for Diablo and Uber;
+	Bloodskull: -200 HP;
+	Gharbad the Weak can appear on dlvl-24 (not always);
+	Gloom Clan can appear on dlvl-24;
+	Added new quest: in Singleplayer mode, after defeating The Defiler, talk to Gillian, and when she activates the quest, talk to other townsfolk;
+	Adjusted a lot of sound and text pointers for the new quest;
+	Wrote texts for the new quest;
+	Skeleton King's IntF reduced to 1Eh;
+	Old flaw in Hidden AI fixed: monsters with this attack type will never remain invisible if their subtype is higher than 3;
+	Hidden AI: fade in/fade out distances vary for difficulty modes: 6-IntF for Horror, 4-IntF for Purg and always closest fade in/out on Doom;
+	Music file expanded with 2 new town music variations. I haven't provided code support for it yet though;
+	Added some new sound effects to game archive for possible future needs;
+	Created a derivative soundset for Horned Death. Haven't activated it yet;
+	Preparations made to make 'Theodore' quest functional again;
+	Music expansion received code support now;
+	Town music now varies for difficulty modes in Single-player;
+	On Purgatory and Doom modes of Singleplayer games you will hear no music in town until you download and install Music Expansion v3.1 or later;
+	Gem prices revised. Reduced, mostly;
+	Arcane Star flying speed depends on difficulty: 12 on Horror, 18 on Purg, 24 on Doom. This affects both player and monsters;
+	Halls of the Blind quest gives different reward: Optic Amulet;
+	Staves of healing have more charges: [10-20] -> [20-40];
+	Staves of Lightning give more charges: [30-50] -> [40-60];
+	Staves of Flash give more charges: [12-24] -> [20-40];
+	Fireblast/Liteball staves give more charges: [30-40] -> [35-45];
+	Staves of Hydra give more charges: [24-32];
+	Staves of Aegis give more charges: [12-18];
+	Staves of Inferno give more charges: [48-64];
+	Apocalypse staves are not available at Adria;
+	Character maximum attribute values revised:
	Scout (120-70-250-140), 
	Mage (110-250-90-130), 
	Monk (160-80-220-170), 
	Gladiator (250-20-130-240);
+	Unique gems from Defiler had their prices revised;
+	Fixed a severe crash with Foulgut the Consumer, who lost TRN support because of accidentally deleting its pointer;
+	Activated quest 'Little Girl';
+	Dragongaze renamed to Dragonbreach;
+	'Jersey's Jersey' quest is activated. This deactivates Farmer's Orchard quest;
+	Quest 'Little girl' renamed to 'Save private Theodore' (too bad I don't have a small picture of Hedgy ^_^ );
+	Celia recolored;
+	Celia's quest renamed to 'Celia's Toy';
+	Celia hangs game when dropping a reward for finding Theo (a bug similar to old Slain Hero). The reward temporarily disabled until it's fixed;
+	Complete Nut quest again deactivated until preparations give stable result;
+	In SP Blood Hulks always appear on dlvl-19;
+	Celia reacts to item 14Eh (new Theo item slot);
+	Malantar always drops Theodore in SP mode;
+	Celia now drops Amulet of Solstice when she gets Theo back;
+	Quest 'Celia's Toy' is now functioning correctly;
+	Diablo drops rune bomb in SP mode (along with double item drop) to prevent players in SP from going to Abyss before finishing Hell;
+	Minor architecture changes in town;
+	'Complete Nut' quest activated again: new quest will be based on it;
+	Witch/Lich/Beholder/Dark Ghost/Soul Burner missile speed varies for difficulty: 16 on Horror, 20 on Purg, 24 on Doom;
+	'Black Mushroom' quest moved to level 12;
+	'Anvil of Fury' quest moved to level 10;
+	'Complete nut' quest deactivated again for testing purpose;
+	Ring of the Essence gives [10-20] Mana instead of Magic penalty;
+	One extra effect added on Ring of the Essence: Increased life stealing;
+	Characters of level 24 and below will not receive rune bomb from Lester (Diablo drops rune bomb always (in SP) );
+	Rune bomb renamed to 'Rune Bomb (opens Abyss)';
+	Added torn notes for specific drops in Crypt (#14Fh, #150h, #151h and #152h);
+	Now there will be torn notes scattered on first 3 levels of the Crypt;
+	zTHv1.71fRC69x1: in the torn note related routine, conditional jump reset at :0042167D;
+	Items 14f, 150 & 151 are converted into item 152;
+	'Reconstructed note' quest in Crypt is now operating as intended;
+	Lester drops bomb for characters of level 23 and higher (25 was too high, I think, and could produce complaints from players);
+	Journal: The End renamed to Horazon's Journal;
+	Journal: Uber Diablo renamed to Journal: The End;
+	Horazon's Journal now has new texts;
+	Crypt levels now affect character life regeneration speed:
	-1/8 speed on level 22,
	-1/4 speed on level 23,
	-1/2 speed on level 24,
	Note: this is not affected by difficulty or SP/MP modes;
+	Revised many monster levels for better item drop balance in Crypt;
+	Items of highest level (63) will now be lootable only from Defiler and Uber. In singleplayer - only from Defiler;
+	XP adjusting changed from {baseXP*(1.0+0.1*(MLVL-CLVL))} to {baseXP*(1.0+0.1*(MLVL-(CLVL/2)))}, now gaining XP in Purg/Doom Church is easier;
+	XP from monsters revised greatly because of the previous modification;
+	Monster XP rewards in Purg: [(Horror+500)*1,5] and Doom: [(Horror+500)*3];
+	Fire Bolt maximum speed is 50;
+	Monk's special bonus to AC when wearing light armor (or without armor) is set to 2*Clvl;
+	Monk's special bonus to AC is no longer higher from unique mails/plates, this can be summed up this way:
	Light armor: +2*Clvl,
	Mail armor:  +Clvl,
	Plate armor: +Clvl/2;
+	Added 4 new inventory object images;
+	Farnham's gossip about Ogden restored;
+	Adria's gossip about Ogden restored;
+	Wirt's gossip about Ogden restored;
+	Griswold's gossip about Ogden restored;
+	Pepin's gossip about Ogden restored;
+	'Lose all regeneration' effect will no longer stop players from gaining mana from potions;
+	In SP Purgatory mode -DFE is capped at -60 (on Horror, it's -25 maximum). Multiplayer mode has no DFE limitations, as before;
+	Non-unique monsters on Purgatory receive bonus of 15 points to their minimum and maximum damage, this will make difficulty balance better;
+	Bosses on Purgatory receive bonus 20 points to minimum damage and bonus 25 points to maximum damage;
+	The Defiler now belongs to Demon class (used to be beast);
+	A bit higher MLVL for Diablo, and slightly increased tohit chance;
+	Decently increased tohit chance for Defiler (now he has tohit chance average between Diablo and Uber);
+	Diablo's hit recovery frames increased: 3 -> 6;
+	Diablo is stunned if damage is greater than 9*AC;
+	Defiler is stunned if damage is greater than 10*AC;
+	Suffix 'Repulsion' is available on staves and weapons;
+	Diablo will not be stopped by Fire wall/ring in Multiplayer mode;
+	Defiler will not be stopped by Lightning wall/ring in Multiplayer mode;
+	Oil of Accuracy raises Tohit chance if the weapon's Tohit bonus is below 100% (Oil of Mastery is limited at 120%);
+	Oil of Hardening raises an item's AC if the latter is below 100 (Oil of Imperviousness will give up at 120);
+	The Butcher now drops something special in Singleplayer mode. Be aware that his toy works differently depending on difficulty mode;
+	Shadow cloak is given new image;
+	Illusionist's Mask no longer shifts colors with level transactions;
+	Added 3 more plate images to game archive (stored for future);
+	Greatly revised monster XP values again;
+	Fixed yet another crash caused by a boss' incorrect TRN pointer;
+	Monster XP rewards in Purg: [(Horror+400)*2] and Doom: [(Horror+400)*4];
+	XP adjusting changed from {baseXP*(1.0+0.1*(MLVL-(CLVL/2)))} to {baseXP*(1.0+0.1*(MLVL-CLVL))}, but with a new rule:
	on Purgatory, on DLVLs 1-6 the formula is {baseXP*(1.0+0.1*((MLVL+15)-(CLVL/2)))}
	on Doom, on DLVLs 1-6 the formula is {baseXP*(1.0+0.1*((MLVL+30)-(CLVL/2)))}
	Note: this will make Purgatory/Doom Church more attractive by allowing XP there for high level characters, but that XP won't be too high
+	Added Illusionweaver boss on dlvl-24;
+	Fixed Dlvl value for the boss above;
+	Revisions made to Readme files: ENG & RUS;
+	XP adjusting changed again, formula is the same: {baseXP*(1.0+0.1*(MLVL-CLVL))}, but with a new rule:
	on Purgatory, on DLVLs 1-6 the formula is {baseXP*(1.0+0.1*((MLVL+15)-((CLVL/2)+1)))}
	on Purgatory, on DLVLs 7-9 the formula is {baseXP*(1.0+0.1*((MLVL+15)-((CLVL/2)+8)))}
	on Purgatory, on DLVLs 10-12 the formula is {baseXP*(1.0+0.1*((MLVL+15)-((CLVL/2)+15)))}
	on Doom, on DLVLs 1-5 the formula is {baseXP*(1.0+0.1*((MLVL+30)-((CLVL/2)+15)))}
	Note: looks complicated, but I believe it will provide quite balanced XP flow on all difficulties for all kind of characters;
+	Weakest of monsters will still give 1 XP point (yes, even if you kill a Fallen One on Horror with your level 50 character);
+	Blacksmith Oil didn't calculate repair percentage right: (maxDur+4)/2. Changed to (maxDur+1)/2;
+	Created new Oil: Oil of Repair;
+	Oil of Repair repairs 75% of an item's durability, up to 50 points;
+	Oil of Repair, if applied on an undamaged item, will increase its curent & maximum durability by 2 points;
+	Oil of Repair will not increase maximum durability if applied on an item with durability of 150 or higher;
+	Created and added new image for Oil of Repair;
+	Oil of Repair cannot be bought from Griswold;
+	Oil of Repair: created base item copy to increase drop chance. Now qlvl 16 (first) and 22 (second). Its drop chance is still quite low;
-	Added new mail armor (strength proficiency): Gothic Mail;
+	Adding Gothic Mail caused catastrophic jewelry morphing: most jewelry morphed into armors. Gothic Mail removed from base item table;
+	Amazon's Corset gives more Vitality: +[15-20]  ->  +[20-30];
+	Berserker's Cleaver changed. Now it's a devastating weapon for true berserkers;
+	Empyrean Axe gives bonus damage vs Undead instead of absent STR requirement;
+	Nikhlatak's Decapitator renamed to: Bhaltavir's Decapitator;
+	Gotterdamerung now gives more resists and much more -DFE, but has very heavy SLVL penalty;
+	Shadow Cloak renamed to: Wanderer's Cloak;
+	Gladiators suffer CLVL/4 penalty to their natural AC when wearing 'Plate' class armor;
+	Added 14 more images to game archive;
+	Inventory image 1C2h revised;
+	Added new relict: trap disarm;
+	Rotburn the Worm-ridden has less HP (200 -> 130) and does less damage ([6-22] -> [5-15]);
+	Griswold repair prices increased: 35x -> 40x;
+	Added new dungeon version for Ogden's Sign quest. Presumably, for Purgatory mode;
+	Added another variation of Ogden's Sign quest special dungeon (bannerdm.dun): specific for Doom mode;
+	Sometimes in Singleplayer Doom mode there will be a quad-immune Pit Demon boss on dlvl-4, accompanied by Carvers. Beware. He's strong;
+	Anvil of Fury will be guarded by tougher monsters on Purg/Doom;
+	Berserker's Cleaver renamed to Berserker's Rage, and had its +%damage lowered a bit;
+	Sometimes in Singleplayer, only on Purgatory/Doom modes, a Black Horn boss will appear on dlvl-10, with mob;
+	On Purg/Doom modes Obsidian-, Mud- and Black Golems will be immune to knockback;
+	There will be no Bonecreepers on Leoric's level in Singleplayer;
+	Leoric won't raise Bonecreepers on his level;
+	Leoric's level will have different architecture and population on Purg/Doom;
+	Tougher monsters in Chamber of Bone;
+	Chamber of Bone will prove to be a different experience on Purgatory and (especially) Doom. Beware;
+	Fixed Scout's primary attack animation with staff in heavy armor (rhtat.cl2), was flawed originally;
+	Same with Assassin: fixed 'ahtat.cl2'. Assassin animation updated to v0.05;
+	Further architecture improvements in Doom mode Chamber of Bone;
+	Added fixed 'Fireman' animation set to game archive, for possible future needs;
+	Special level for 'Poisoned water supply' quest revised;
+	On Purgatory mode 'Poisoned water supply' quest level will differ from that on Horror mode;
+	Doom mode level of Poisoned Waters revised also (it's my favourite, actually);
+	Butcher's room made smaller (back to original);
+	Butcher's color revised;
+	Oil of Death increases minidamage by 1, and maxidamage by 3;
+	Berserker's Rage: damage modifier increased;
+	Added more inventory objects;
+	Added new relicts: Inferno (qlvl-3), Lightning (qlvl-3), Flash (qlvl-6), Elemental (qlvl-7);
+	Added cel file: Data\Spinred.cel <- variation of Data\PentSpin.cel. Temporarily unused;
+	Oblivion Knights no longer appear as random monster on dlvl-4;
+	Same about Overlords on dlvl-7;
+	Oblivion Knights appear in (Horror mode) Chamber of Bone, and have more HP there: [240-320];
+	Oblivion Knights and Overlords have higher Tohit (+5%), this should make them stand out a bit;
+	Black and Obsidian Golems are not affected by Fire/Magic/Lightning. Being Undead, they are vulnerable to Holy magic mostly;
+	Fixed: Zhar the Mad no longer says "Ah, your curiosity will be the death of you" when he sees you in his room on level 8;
+	Zhar the Mad in Multiplayer mode retains his activation sound;
+	Bone Creeper: hit points dropped from [500-700] to [350-550];
+	Shadowdrinker: HP dropped by one half;
+	Bone Creepers are immune to missile attacks when retreating, but they start retreating only after stunning blows;
+	Pit Spiders moved to Abyss;
+	Lazarus level in SP received a unique palette;
+	Lazarus level in SP will be different on each difficulty mode;
+	Warlord of Blood: room architecture modified;
+	Oblivion Knight: +5 to AC;
+	Oblivion Knight: damage increased;
+	Oblivion Knight: IntF increasesd by 1;
+	Cave Boars are allowed to appear on dlvl-8;
+	Horned Beasts can now appear as early as dlvl-11;
+	Quasits can be encountered on levels [3-6];
+	Tormentors can be encountered on dlvl-9;
+	Chaos Clan renamed to Darkness Clan;
+	Black Marsh Bow renamed to Fleshstinger;
+	Quasits receive +25% damage from melee weapons when encountered on dlvl-3;
+	Blood Legion's complex elemental resistance check wasn't implemented (this could have caused too high resists for many monsters): now fixed;
+	Quasits receive +25% damage from non-magic attacks when encountered on dlvl-3;
+	Boss monsters now support 6 different TRN color sets on different modes and difficulties: SP_Horr, SP_Purg, SP_Doom, MP_Horr, MP_Purg, MP_Doom;
+	Soulpus has different colors on all difficuties of SP mode;
+	Blood Witches are not allowed to appear in Abyss;
+	The Butcher's color improves with the difficulty increase (both in SP & MP);
+	Diablo's color will improve on higher difficulty modes;
+	Same about The Defiler;
+	Diablo now has advanced resistance to all types of damage: 62,5%;
+	Defiler now has advanced resistance to all types of damage: 68,75%;
	Note: Uber is still the leader in resistance: 75% to everything
+	Added 6 new inventory object images to game archive;
+	You will collect much better loot on quest levels now, and its quality will increase with difficulty;
+	Decapitated bodies now drop better items as the difficulty increases;
+	Gold drop formula revised, now less gold will be dropped with the dungeon and difficulty increase;
+	Barrels/pods/urns/weapons racks/armor stands and other dungeon objects will drop better items with the difficulty increase;
+	You'll find better toys in libraries as you progress to Purgatory and Doom;
+	Slightly modified Doom map for Poisoned water supply;
+	Modified Doom map of Bone chamber;
+	Warping Demons are now stunned if damage is below (mAC-25)*5. This gives them, so to speak, 'warped' stun resistance;
+	Scout base damage modified:
	(CLVL*(STR+DEX))/175 with bow,
	(CLVL*(STR+DEX))/250 with bare hands/feet,
	(CLVL*(STR+DEX))/1000 with all other weapon types;
+	Fulminator damage goes down: 2000 -> 700. Effective = 175 with multihit & multishot;
+	Death Guardian: immune to M-F-L, and on Doom: M-F-L-SC (quadra immunity);
+	Fixed a glitched tile in Chamber of Bone;
+	Changed images for Barbaric sword and Gorewhipper;
+	Lower repair prices again (because of changed gold drops): 40 -> 30;
+	Rune bomb now looks less goofy and more diabolish;
+	Bosses have lower chance to drop a unique item: 16% -> 12%;
+	Fixed a horrible bug with Divine shrine being unable to drop full holy water on dlvl-4. Now it should drop it only on level 5 and below;
+	Added several Horhed demon TRN files to archive (reserved for future);
+	Added one more variation of intro music. Music expansion upgraded to version 3.2 now;
+	Warlord's activation sound in MP corrected;
+	Added activation sound to Gharbad in MP;
+	Town palettes differ in Singleplayer mode, depend on difficulty now;
+	Removed 2 large chests from Doom mode Chamber of Bone (to decrease chance of getting duplicated items);
+	Bone Creepers & Illusion Weavers aren't immune to missile damage when retreating if encountered outside of Crypt levels;
+	One of the tiles in Hell allowed walking and could be used as an exploit: fixed;
+	Aegis damage absorption formula updated from 20+Rnd((baseVIT/4)+9)% to 20+Rnd(baseVIT/8)+35)%;
+	Bosses' unique drop chances adjusted again:
	6% on Horror,
	9% on Purgatory,
	12% on Doom,
	Note: non-unique monsters will retain their chance for unique drop on all difficulties (2%)
-	Celia will appear in MP, but the quest isn't working there. I couldn't activate it for SP only;
+	Pit spiders leave acid puddles after death;
+	Raised qlvl for some of the lowest affixes. This will create better affix combinations at the early stage of the game;
+	Partially upgraded ALH series of Assassin animation;
+	Full upgrade of AMS series of Assassin animation - Assassin animation version upgraded to 0.07;
+	Base item table expanded with 2 new relict types;
+	Full upgrade of AMM series of Assassin animation - animation version upgraded to 0.08;
+	Full upgrade of AMD series of Assassin animation - animation version upgraded to 0.09;
+	Full upgrade of ALD series of Assassin animation - animation version upgraded to 0.10;
+	Assassin animation aldat.cl2: corrected speed for South-East direction;
+	Added new TRN for Monk, which will be applied in future (if I succeed giving him support for that);
+	Lazarus has different colors on various game modes/difficulties;
+	Zhar the Mad (in SP): TRN update;
+	Veil of Steel & Guardian helm: images swapped;
+	Corrected image for Amazon's Corset;
+	Created several new inventory object images, reserved for future;
+	Cain's speech about cryptic tomes corrected;
+	Modified image for Platemail;
+	Relict of recharging: new image (old one used to look too similar to relict of id);
+	Dark star removed;
+	Added new unique item;
+	Gnarled Root is more powerful now;
+	Corrected some inventory objects (DEX line armors);
+	Hidden AI: less aggressive attack delays on Doom: (IntF*16)+40 ->> (IntF*16)+35;
+	Hidden AI: walk delays differ for difficulty modes. Chance for uninterrupted chasing:
	[49-65]% on Horror,
	[66-82]% on Purg,
	[83-99]% on Doom
	The chance depends on monster's IntF. Hence the randomness above;
+	Hidden AI: walk delays adjusted:
	Horr: if standtime is greater than 30 turns and R < (Intf*4) + 10, walk towards target,
	Purg: if standtime is greater than 15 turns and R < (Intf*4) + 25, walk towards target,
	Doom: if standtime is greater than 5 turns and R < (Intf*4) + 40, walk towards target,
	Note: 1 turn = 0,05sec;
+	Some bosses with Goat Mace AI had their IntF's corrected. Should smoothe out difficulty increase;
+	Goat Mace AI attack delays adjusted:
	Horr: (2*IntF)+15 -> (2*IntF)+20,
	Purg: (4*IntF)+22 -> (4*IntF)+35,
	Doom: (8*IntF)+35 -> (4*IntF)+55;
+	Battle Mail: picture revised;
+	Goats are more likely to approach directly instead of doing circle walk first. Chance increased by ~150%;
+	Goat Mace AI: walk pausing revised:
	Horr: if standtime > 1,2 seconds, and R < 2·Intf + 20, walk towards last seen position of target,
	Purg: if standtime > 0,5 seconds, and R < 2·Intf + 40, walk towards last seen position of target,
	Doom: if standtime > 0,05 second, and R < 2·Intf + 60, walk towards last seen position of target;
+	Goat Mace AI: walk interrupts adjusted for difficulty modes:
	Horr: if last action was walking and standtime is 0 and R < Intf + 70, keep walking,
	Purg: if last action was walking and standtime is 0 and R < Intf + 80, keep walking,
	Doom: if last action was walking and standtime is 0 and R < Intf + 90, keep walking;
+	Shooter AI: retreat chances adjusted and now even game mode (SP-MP) is taken into account (shooters in SP will be less likely to retreat):
	MultiHorror: 	Rnd[100] < (IntF*4) + 65, for IntF's of [0-3] range it gives [65-77]% ->> 65, 69, 73, 77,
	MultiPurgy: 	Rnd[100] < (IntF*4) + 78, for IntF's of [0-3] range it gives [78-90]% ->> 78, 82, 86, 90,
	MultiDoom: 	Rnd[100] < (IntF*2) + 94, for IntF's of [0-3] range it gives [94-100]% ->> 94, 96, 98, 100,
	SingleHorror: 	Rnd[100] < (IntF*4) + 55, for IntF's of [0-3] range it gives [55-67]% ->> 55, 59, 63, 67,
	SinglePurgy: 	Rnd[100] < (IntF*4) + 68, for IntF's of [0-3] range it gives [68-80]% ->> 68, 72, 76, 80,
	SingleDoom:	Rnd[100] < (IntF*2) + 84, for IntF's of [0-3] range it gives [84-90]% ->> 84, 86, 88, 90,
	Note: this affects all monsters that use 'shoot from distance and retreat' tactics;
-	Boss monsters again have 16% chance to drop a unique item, on all difficulty modes (previous change caused morphing on restart);
+	SP DFE limit on Purgatory set to -50 now;
+	Aegis damage absorption formula updated from 20+Rnd(((baseVIT/8)+35)% to 10+Rnd((baseVIT/8)+35)%;
+	Repair prices lowered again: 30% -> 20%;
+	Gold drop function revised, now much better balanced:
	Horr: ((DLVL*4)-3)+Rnd[18],
	Purg: ((DLVL*4)+89)+Rnd[36],
	Doom: ((DLVL*4)+181)+Rnd[54];
+	Xerelesk: colors adjusted for various game modes;
+	Hargabak does more damage;
+	Hargabak uses Winged Fiend attack;
+	Lash Worms are given support for lightning melee attack (as Dark Seraph), and its damage should increase with difficulty;
+	Winged Fiend AI walk delays adjusted for difficulty and IntF:
	Horr: if standtime is greater than 1,2 seconds and R < Intf + 08, walk towards target,
	Purg: if standtime is greater than 0,8 seconds and R < Intf + 18, walk towards target,
	Doom: if standtime is greater than 0,4 seconds and R < Intf + 28, walk towards target;
+	Winged Fiend AI walk interrupts adjusted for difficulty modes:
	H: if last action was walking and standtime is 0 and R < Intf + 55, walk towards target, exit,
	P: if last action was walking and standtime is 0 and R < Intf + 70, walk towards target, exit,
	D: if last action was walking and standtime is 0 and R < Intf + 85, walk towards target, exit;
+	Unseen boss on dlvl-10 has 6 different colors, depending on game mode and difficulty;
+	Amazon's Corset price goes down: 280k -> 160k;
+	Fulminator damage reduced: 700 -> 400;
+	Horny AI charge chances adjusted:
	Horr: (23-50)%,
	Purg: (50-77)%,
	Doom: (80-98)%;
+	Horny AI walk delays adjusted for difficulty modes now:
	H: if last action was walking and standtime is 0 and R < 2·Intf + 32, walk towards last seen position of target, result = (32-50),
	P: if last action was walking and standtime is 0 and R < 2·Intf + 56, walk towards last seen position of target, result = (56-74),
	D: if last action was walking and standtime is 0 and R < 2·Intf + 80, walk towards last seen position of target, result = (80-98);
+	Balrog AI delay durations adjusted:
	Horr: (Rnd[(-1*DLVL)+30]+2)/20 seconds,
	Purg: (Rnd[6])/20 seconds,
	Doom: no delays;
+	Balrog AI attack chances revised:
	H: if Rnd[100]>=(Intf*5)+30, do delay,
	P: if Rnd[100]>=(Intf*5)+55, do delay,
	D: if Rnd[100]>=(Intf*5)+75, do delay, <- !useless now because there are no delays on Doom;
+	Balrog AI out of light behavior corrected to avoid possible potential value overflow problems for subtype 5: (IntF+8)*10 -> (IntF+7)*10;
+	Balrog AI approach chances adjusted for difficulty modes:
	H: if R < (Intf+11)*5, walk towards last seen position of target, results in [55-80],
	P: if R < (Intf+40)*2, walk towards last seen position of target, results in [80-90],
	D: if R < (Intf+45)*2, walk towards last seen position of target, results in [90-100];
+	Lightning damage from monsters now follows this new formula: ((Rnd[mAC]+1)*16)+(mAC/4);
+	Repair prices increased because of new improved gold drop formula: 20% -> 30%;
+	Gold drop function revised again, now even better balanced:
	Horr: ((DLVL*3)-2)+Rnd[16],
	Purg: ((DLVL*3)+63)+Rnd[31],
	Doom: ((DLVL*3)+128)+Rnd[51];
+	Shooters will try to keep larger distance between themselves and players: 3 -> 4;
+	Skeleton King AI will almost never engage monsters in useless circle walk when in multiplayer mode;
+	Skeleton King AI will start circle walk a little less often in SP: Rnd[4] -> Rnd[5];
+	Hellmeat IntF set to 1, Lothamaarg to 2 and Skeleton King's - to 3 (highest in TH now). Now minimum is '1' and maximum is '3';
+	Skeleton King AI attack chances in melee vary with game difficulty:
	H: if R[100] < (IntF*5)+25, do melee attack, results in [30-40],
	P: if R[100] < (IntF*5)+40, do melee attack, results in [45-55],
	D: if R[100] < (IntF*9)+55, do melee attack, results in [64-82];
+	Skeleton King AI: chances for uninterrupted chasing are greatly increased: IntF+75 -> IntF+95;
+	Skeleton King AI delay durations now depend on difficulty mode:
	H: Rnd[18]+6,
	P: Rnd[5]+6,
	D: no delays;
+	Item level modifiers for drops from dungeon objects on Doom set to (DLVL/4)+25 and it will arrive at maximum of 31/62 on the last level of Crypt;
+	'Haddares the Black Ghost' renamed to 'Lionskull the Bent';
+	Zizuph renamed to Doomhowler;
+	Bashmaggot renamed to Webslash;
+	Hargabak renamed to Shockscissor;
+	Babbon the Rotten renamed to Deadeye;
+	Some monsters and bosses were given more fitting names and colors, too many changes here, no chance for thorough documentation;
+	Music file renamed to 'THmusic.mor';
+	Fire Clan goat on PWS quest level on Horror mode (the one that guards the chest) now resists 37,5% damage;
+	Potions of (full)mana now look a bit different (darker);
+	Experience will slab less fast on Horror mode, due to new formula for XP modifier according to difference between CLVL and MLVL:
	old formula for Horror: {baseXP*(1.0+0.1*(MLVL-CLVL))},
	new formula for Horror: {baseXP*(1.0+0.1*(MLVL-((DLVL*2)+(CLVL/2))))},
	Note: sometimes the difference is zero, no XP will be given, even with the new rule when minimum XP is 1. However, it's not happening too often;
+	[Rev_1.75Px5], Soulcage lightradius penalty: 30% -> 10%;
+	Adjusted light radius on various unique items;
+	Desert Dragon's 'base item data table expansion' implemented: 512 items -> 2048 items;
+	Increased Lifestealing now adds Rnd[damage/64]+1 to life (was: Rnd[damage/32]);


	v1.80c

+	New music (by Raphael Reed) added to Cathedral levels on SP Purgatory mode;
+	Unique item datatable is expanded, by Desert Dragon;
+	Added 10 previously inactive uniques back to table. Now there are 138 uniques in the game;
+	Stoneskin uses new image now;
+	Inventory image #641: flip animation set to 'Mail';
+	Added 7 more uniques (145 now);
+	Added 4 more uniques;
+	PWS quest rewards will now differ according to diff.mode of the game. These rewards won't morph after restart;
+	Same changes made to 'Magic Rock' quest;
+	Added some more images for new unique items;


	v1.80d

+	Added 2 new uniques, based on leather armor, to prevent Leather of Aut from being dropped too often;
+	Added 3 new uniques, based on hatchet/balanced axe, to prevent Belphegor's Ravager from being dropped too often;
+	Ogden's Sign quest reward changed, will no longer morph on restart, and will vary for difficulty mode;
+	Added several inventory object images to game archive, for possible future needs;
+	The Redeemer: qlvl lowered from 45 to 35;
+	One more unique item added (based on xbow);


	v1.80e

+	Desert Dragon and Fuco added to in-game credits;
+	Added 3 more uniques;
+	Added 5 new inventory object pictures;


	v1.80h

+	Duping bug fixed, by Desert Dragon;
+	Multiplayer savegame files are now stored in game folder (used to be located in Windows folder), thanks to Fuco;
	ATTENTION: Move your Multiplayer savegame files from Windows folder to TheHell folder (otherwise you won't see MP characters)
-	The freeze upon touching a Hidden Shrine while equipped with only indestructible items fixed, by Desert Dragon;
+	Added 30+ new item images;
+	Added 5 new unique items;


	v1.80k

+	The freeze upon touching a Hidden Shrine while equipped with only indestructible items fixed, by Desert Dragon (fix revision #2);
+	Hidden shrine activated (all levels, SP & MP);
+	Halls of the Blind quest reward changed, will no longer morph on restart, and will vary for difficulty mode;
+	Celia's Toy quest reward changed, will no longer morph on restart, and will vary for difficulty mode;
+	Civerb's Vestments given new picture;
+	Arkaine's Valor renamed to Emperor's Mail;
+	Arkaine's Valor quest reward changed, will no longer morph on restart, and will vary for difficulty mode;
+	Anvil of Fury quest reward changed, will no longer morph on restart, and will vary for difficulty mode;
+	Lachdanan quest reward changed, will no longer morph on restart, and will vary for difficulty mode;


	v1.80k RC1

+	Allowed right-clicking (casting/drinking) belt items in positions 5 through 8, while the Spellbook is open (done by Dragon);
+	Changed information in ReadMe (ENG, RUS) about the new location of MP savegame files;


	v1.80k RC2

+	Hidden Shrine: durability modification lowered from 10 to 2;


	v1.80k RC3

+	Dark Chargers now do deal damage with their charge attack;
+	Main menu background picture changed (for testing purposes);


	v1.80k RC4

+	Hidden Shrine will not increase item durability above 220 points (my idea, implemented by Dragon);
+	Hidden Shrine durability displacement: 2 -> 1;


	v1.80l

+	Added 11 new item images for future needs;
+	Less maximum damage on Stigmatizer;
+	Less +%damage on Executioners Blade;
+	More +%damage on Dragonwing;
+	Created 7 new unique items (total 192 uniques now);
+	Uber is immune to knockback now;


	v1.80m

+	Added 5 new unique staves (all based on War Staff);


	v1.80p

+	Recently added unique staves received new pictures;
+	Spiritual fortress SLVL bonus is 2 (static);
+	Harlequin's Crest: -AC effect changed to -%AC (to avoid wrap around value);
+	Added 6 new unique wands (total 203 unique items now);


	v1.80q

+	MvP Melee Autohit: 20% -> 24%;
+	MvP Missile Autohit: 15% -> 18%;
+	Doom mode monster damage modifier: PrimaryMin+188 & PrimaryMax+188 -> PrimaryMin+158 & PrimaryMax+188. This doesn't affect boss monsters;


	v1.80r

+	Baranar damage reset to 220 again;
+	Added one extra shield picture to archive, gave support in exe;
+	Base item data table info file is expanded: added uniqueID numbers;


	v1.80s

+	Protector renamed to The Protector;
+	New Hidden unique monster added to DLVL-18 (uses unique TRN 'hosyourdaddy', different color in SP_Horror);
+	Added 4 new unique bows (total 207 unique items now);


	v1.80t

+	Xeratyl's remark added to ReadMe (ENG);
+	ReadMe documentation revision: ENG & RUS;
+	Hungarian ReadMe usage will be discontinued because of obsolete information;
+	Alpha Helm renamed to Alpha mask, abd is given new picture;
+	Overlord's Helm renamed to Spiritmask;
+	Magma AI melee attack rate adjusted for better delay balance:
	Horror: 	(IntF+8)*500 	-> (IntF+24)*250,
	Purgatory: 	(IntF+13)*500 	-> (IntF+30)*250,
	Doom: 		(IntF+18)*500 	-> (IntF+36)*250,
	Note: this will affect all Magma/Lightning demons, Defiler, Diablo and Uber;
+	Skeleton AI: better balanced walk delays:
	Horror:	if R < (2*IntF)+60, walk towards last seen position of target,
	Purg:	if R < (2*IntF)+75, walk towards last seen position of target,
	Doom:	if R < (2*IntF)+90, walk towards last seen position of target;


	v1.80u

+	Spiritual Fortress: +%AC lowered from [15-25] to [5-15];
+	Added several new inventory object pictures;
+	Added new music on SP Doom Cathedral levels (by Raphael Reed). Music Expansion updated to version 3.4;
+	Added support for MEv3.4 in EXE;
+	Mindcry: stats revised;


	v1.80v

+	Gold Golems are immune to Stone Curse on Doom mode;
+	Gold Golems resist physical damage (both melee & arrows):
	25% on dlvl-21, 
	37,5% on dlvl-22, 
	50% on dlvl 23,
	Note: it would be now wiser to let Mages take them out;
+	Added several new inventory object pictures;
+	Added 14 new unique items (total 221 unique now);


	v1.81

+	Added 2 new uniques, based on Tiara (total 223 uniques now);
+	Added 6 more uniques (total 229);
+	Corrected pictures for several objects;
+	Relocated some text chunks in 2nd data segment;
+	Revised some unique item stats (minor adjustments);


	v1.81a

+	Veliur's pack is allowed to throw magma balls (Makantal reported);
+	Immortal King damage set to 150;
+	Baranar's Maul damage set to 200;
+	Added several new uniques (total 236);


	v1.81b

+	The Mangler: damage bonus lowered;
+	Uber's mlvl set to 60;
+	Boss MLVL modifier depends on difficulty now:
	Horror:	+2,
	Purg:	+3,
	Doom:	+4,
	Note: this will make items with highest level affixes and uniques not droppable on Horror and (partially) Purgatory;


	v1.81c

+	Undead Guardians receive 25% resistance to melee damage (Bosses - 62,5% resistance);
+	Cornerstone bosses are quad-immune;
+	Gore Vipers now immune to magic and vulnerable to fire;
+	Undead Guardians: +5% chance to hit;
+	Added support for music expansion v3.5;


	v1.81d

+	Inventory duping bug fixed (report by CableCat, fix by Dragon);


	v1.81e

+	Adjusted stats on some unique items;


	v1.81g

+	Light Plate Mail AC: [130-159];
+	Plate Corselet AC: [160-180];
+	Added 4 new unique staves (240 uniques total now);


	v1.81h

+	The game now can create more screenshots in its folder: 100 -> 10000 (patch by Desert Dragon);
+	Created several new inventory object pictures;


	v1.81i

+	Apocalypse damage from monsters revised:
	Horror: 120 -> 120;
	Purgat: 240 -> 220;
	Doom:   360 -> 300;


	v1.81j

+	Adria now restores mana when talked to, just like Pepin restores life (patch by Desert Dragon);


	v1.81l

+	Greater Hulks use different (dynamic) TRN color;
+	Golem negative coordinate gamecrash bug fixed (by Dragon), probably catacomb morphing bug also fixed;


	v1.81n

+	Death Guardians, Horned Death & Eviscerators have a little more HPs;
+	Created 8 unique shields, based on Kite Shield (total uniques now 248);


	v1.81o

+	Corrected level information for Abyss and Crypt stairs;


	v1.81p

+	Created 2 unique Dexterity line mail armors (total uniques now 250);


	v1.81q

+	Added 2 unique plate armors for Assassin class: Krondor's Defense and Legacy of Blood. The latter should be findable only on Doom difficulty;
+	Documentation (ENG) is now presented in PDF format;
