Adjust Gargoyle air/earth apts to -2/+2
Don't generate scythes of reaping

Nobody would use one anyway, and this way reaping is unique to
the Sword of Zonguldrok.
Don't reduce dragon breath accuracy when wielding dragonslaying

It's a strange, minor effect that doesn't make much sense (the
justification that the monster avoids looking at the foe doesn't seem
to hold up since they cope in melee just fine).
Let vorpalise weapon rebrand weapons (argonaut)
Fix vorpalisation explosion colours being random
Increase vorpal brand damage to from 1/8 to 1/6 on average

Still weaker than elemental brands against non-resistant enemies, but
stronger against enemies with 1 level of resistance.
Don't rebrand to brands that your god hates
Fix webtiles compilation.

The change of player_under_penance from returning a bool to an int
broke a template instantiation that required two arguments to be
the same type.
Dispatch to std::bitset for FixedBitVector.

This patch reimplements 1D and 2D FixedBitVectors in terms of std::bitset.
The 1D FixedBitVector can probably be deleted in its entirety.

bit_vector could be replaced with boost::dynamic_bitset, if we were willing
to introduce a dependency on Boost.

Stress tests demonstrate a tiny improvement in timings.
Remove a special case for Minotaurs amusing Xom in Labs
Unbreak tiles.
Avoid some unused-static warnings with NO_LUA_BINDINGS.

Using UNUSED() rather than #ifdef'ing out their definitions, because
the latter is somewhat more fragile if someone does make them
not-unused.
Differentiate noxious fumes in tiles
Fix an infinite loop when rebranding
Lighten up umbra tiles
Change how Spirit Wolves work somewhat

While the very low per-turn chance of the wolves using their spirit howl
was intended to mean that a majority of packs would not use it at all
before being killed, in practice the randomness involved meant that
sometimes a player could be afflicted by the status several encounters in
a row. Worse, for a player with good defenses, the wolf attacks presented
little danger, but still took a very long time to stop. In general, this
could lead to them being an irritating encounter that nonetheless presented
little danger. This commit is aimed at trying to address this.

Spirit howl now lasts less time, but the spawning of packs within it happens
somewhat more rapidly. Spirit wolves themselves hit noticably harder and are
a little more accurate.

The wolves attracted by spirit howl no longer count as summons, but are
finite in number across all uses of spirit howl (ie: they represent the
rest of the spirit pack, attracted from outside the waking world). This has
a couple ramifications: there is now some reward for actually fighting them
instead of running away until they time out (yet one that cannot be farmed)
and (significantly) there is an upper limit on how many times the player has
to deal with this effect, instead of potentially having to deal with it over
and over and over again as one clears Forest.

Wolves within sight of the player no longer disappear when the howl ends,
though those out of view do (and are thus eligable to be called again by a
subsequent spirit howl), providing another tangible strategic advantage to
killing them instead of running away until they stop showing up.

Finally, there is also a lengthly cooldown after the effect ends before any
wolf can use it again (so there is no longer any chance for one to howl the
moment the first one expires)

Overall, the aim is that spirit howl occur less times in total, take up less
of the player's overall time, be a little less annoying in some ways, and also
provide more actual threat when it occurs.

This commit also fixes multiple bugs with the original implementation:
non-hostile wolves will no longer howl, placement will more properly respect
LoS instead of sometimes spawning them immediately in view, and some
pathfinding bugs that could cause wolves to not properly pursue the player
have been fixed.
Buff Giant Fireflies

Giant fireflies now gain the ability to flash a signal beacon. This is
somewhat similar to generating noise, though with a few significant
differences. Firstly, it alerts only creatures which are already awake,
with the exception of other fireflies and spriggan riders, who are keyed
to be alerted by these signals. Secondly, the signal gives more precise
locational information than noise does, making it easier for monsters to
hone in on the specific position it occurs.

Also, double their pathetic melee damage and increase hp somewhat.

The hope is that this will make the fact that spriggan riders sometimes
leave a firefly upon death ocassionally meaningful (as opposed to
completely meaningless at present)
Increase spriggan rider hp, raise EV to match that of their mounts

Note that this still leaves them with noticably lower EV than other
spriggans.
Thin giant fireflies a little from some early vaults
Adjust Gargoyle defenses

While the massive racial AC bonus looks extremely good on paper (perhaps
even too large), in practice it still leaves them a lot squishier than one
might expect. In fact, when compared to other -2 hp races, even tengu (a
race hardly known for its durability) with similar xp investment in defensive
skills and dex, take less average melee damage than gargoyles in a variety of
situations beyond earlygame, and kobolds take noticably less than even that.
This is especially true in lighter armour, or against hard-hitting ranged
attacks (which tend to be the most dangerous things anyway).

Inversely, gargoyles start with an almost silly level of AC for the first few
floors, making them an incredibly durable start (which then becomes unusually
fragile a little later on).

This commit adjusts the AC curve, making them have noticably less AC at the
start of the game, though eventually catching up to the same levels by the end.
In addition, gargoyles gain a noticable passive GDR bonus, intended to shore up
their durability against common melee threats (where they really ought not to
be taking more damage than tengu, in my opinion). Their greater resiliance in
melee is likely offset, compared to other low hp races, by their increased
vulnerability to hard-hitting ranged attacks, but I think this could be a viable
niche.