Fix Webtiles view flash.
Deparenthesize return (simple_variable).
Don't let chaos weapons turn you into a tree if there's no one around.
Split I_INSECT and I_REPTILE.

The data has already been distinct, yet code-wise it was an alias;
initially introduced as a documentation issue: people thought dumb
reptiles are animals rather than insects (kind of understandable...).
Upgrade wasps to insects.
Upgrade spiders and craps to reptiles.

They deserve nothing but a shoe, but are still a long way above those
flying vermin.

I dislike this inconsistency, but people don't want an entire branch
unpacifiable.  I think Ely can take the hit, though...
Don't let Ely pacify insects.

They're too stupid to understand diplomacy.  Besides, they must die.
Even PETA folks don't say they should be protected.
Revert "Upgrade spiders and craps to reptiles."

Inconsistent inconsistency would be inconsistent.
Let's not confuse players.  This makes a whole branch unpacifiable,
but hey, the nerfhammer strikes for a reason.

This reverts commit 95a992c011ea45fb4dc179a51aeb469fa5e56278.
Avoid a constness warning.

For some nonsensical reason, tigetstr takes a char * instead of
a const char *.
Make flay damage ignore guardian spirit

The flay effect ending was not properly restoring mp used to absorb
part of the damage, making flayed ghosts considerably more irritating
(and effective) against characters with guardian spirit than those
without. Since the damage itself is somewhat illusory, it makes sense
that it could ignore certain damage protections, and the way the gspirit
formula works, this won't actually leave the player more vulnerable to
further damage from other sources, either.

The way the check is done is a little messy, but it seemed worse to
add a new ktype for a source of damage that, by design, can literally
never kill anything.
Greatly increase ambient noise in Crypt

Crypt had an extremely low level of ambient noise, effectively making
everything the player did super loud. Particularly with the new monster
set, this had the effect of often making the majority of the level swarm
the player whenever they got into a fight, not entirely unlike being
perpetually marked (except with worse pathfinding). In practice, this
mostly plays very poorly, frequently fighting a considerable portion of
a level at its stairs, then wandering through many now-empty chambers.
Hopefully this will improve things somewhat.

Whether ambient noise should remain a thing at all is a good question,
but I'm opting for something more subdued at first.
Thin Crypt monsters a little

Reduce overall number of monsters randomly generated slightly, make
jiangshi a little rarer and appear without a band more often.
Make non-mindless creatures turn hostile when damaged by ranged attacks

Previously animals were perfectly fine to shrug off ranged attacks by the
player without complaint (up to and including ice dragons ignoring being
repeatedly fireballed...). This is a little odd, and also allowed players
to tediously kill enslaved animals via ranged attacks (yet get
warned/prompted every single turn for this).

Now only true mindless things will be okay with this (such as zombies)
which I think is more intuitive and also good from a gameplay perspective
as you needn't worry about causing collateral damage with them, casting
inner flame on them to turn them into bombs, etc.
Always study all manuals in the inventory

Multiple manuals for different skills can be used at once. If there are
multiple manuals for the same skill, the one with least charges is used
up first.
Fix a 32-bit compilation warning.

Not sure if we can use %zu on all platforms we support (it's Posix),
but if so that would be a much better way to do it.
Prevent breakage on the next major bump.
Don't crash on auxless damage while spirit shielded (#7170)
Drain "drained of all life by an it" of all its.

Kind of a dubious approach, but it's the easiest approach that comes to
mind.
Make the plague shambler death cloud message be warning colored
De-mimicify Orc:$ shops.

Orc:$ is relatively unique in that the expected loot is entirely shops
(there are some Vaults:$ quadrants that are shop-centric, but there's a
lot of loot elsewhere on that level). Randomly removing 25% of the loot
mainly seems to aggravate players with no strong reason to do so.