Drop some unnecessary braces.
Correct a comment.
Recover the shield from old angel tile.

This and the sword (unuseable) are the only parts that differ from the
current one.
Purge several tiles from UNUSED/

These are not only replaced, but also redundant.
Abort constriction when you pass out due to berserk.

Petrification is the only paralysis-like effect that allows constriction to
continue: your body is already in place, and stone stays there better than
muscles.
Fix compilation.
Webtiles: Make sure to load the right version of the client javascript code.

require.js wouldn't reload modules that were already loaded, even if
they were from the wrong version. This lead to problems when switching
e.g. between git and 0.11 without reloading the page. This will
hopefully fix that.
In travel code, only check for autopickup etc. if it's the player.

The travel is also used for, e.g., finding new squares to spawn
monsters; this was causing crashes in arena mode when trying to spawn
more than one monster.
Make banishment count for "monster_dies" triggerers.

Note that this change only has a minor effect in a couple of vaults. It does
not affect stuff like the Royal Jelly. The main thing changed here is that
banishment is now counted in the new Sprint map.

This may not be the best way to do this. It should be noted, though, that
monster_dies already covers pacification, dismissal (such as unsummoning),
and probably a few other cases. It's a bit of a misnomer: "monster_defeated"
would be more accurate.
Fetch custom monsters from the Arena Sprint.
Add a db_lint ignore for "base draconian".
Generate Arachne's corpse from her tile.

The staff is prominently visible, which is bad, as it drops separately.  It
does obscure a good part of the tile, though, so removing it is not trivial.
Fix monsters switching their signature weapon to a staff with the same enum.
Make the firewood loft slightly less boring at bigger depths.
Give Arachne an once-in-a-blue-moon chance for Olgreb's.
Describe Arena Sprint monsters.  Improvements/replacements welcome!
Tutorial lesson 3: incorporate changes from KiSS team, edit further, put messages into database.

There were several changes I didn't like, but the general direction of them was good. The end result is a combination of the original, KiSS version plus additions and changes from me.

Changes include:
 * Autopickup frame explained when you see the autopickup'd item
 * Autopickup text shortened
 * The goblin that prevents autopickup later on only comes into view after you step on the item
 * New second floor layout, old layout used as the new third floor
 * Much less fighting on the second floor: no kobolds peltering you with stuff from behind the water
 * Weapon swap removed
 * Quantified drop removed
 * Since unrandarts come preidentified, tweak the ratskin cloak text accordingly
 * Less complex digging lesson
 * Three scroll id part removed, replaced with a scroll of identify for the amulet
 * Tutorial tile for dropping the amulet (covers dropping)
 * Third floor covers shopping
 * The end fight made optional (can buy a levitation ring to cross the water to exit)
 * Several tweaks and shortenings to texts
 * Removed fire resistance armour from the ending fight
 * No tutorial messages on doors (as per feedback from moxian in the tavern)

Changes from KiSS not included:
 * The level designs were too cramped; things tended to come into view prematurely and cause message spam
 * Preidentified items didn't feel right

Comments/TODO:
 * Left several TODO messages to the tutorial text database; mostly about needing tutorial texts inside shop, search etc screens
 * Not sure about the ending; it's not necessarily clear at all that the player can get the levitation ring from the shop (which would teach them about 'a'bilities)
 * I made some texts longer by adding "in the inventory panel" when discussing clicking on items - perhaps we could assume that the player can figure that out
 * Would like to get rid of skill tips
 * The third floor is a little big/empty
Remove specific gender reference from "hungry kobold" description.
Fix wording of new descriptions.
Some balance changes to Sprint VI.

I've returned the monster spawning to its original behaviour (which is
slower). This will make the early game easier.

My main worry is that with slower spawning, players might get bored trying
to "circle around" looking for enemies to fight.