Document that the lowest possible you.hunger is 100 rather than 0.

This could be probably changed, but we got a couple of non-relative cases:
Zin's wrath halves you.hunger, hungry ghost melee reduces it by 1/4.
Piercer gets the penetration brand (was vorpal).

Current consensus is that before this change, Piercer is boring (not
useless like some other recently removed unrands, though). Having a
weapon and brand combination not attainable any other way should be more
interesting.

Also, it seems appropriate for a weapon named Piercer to pierce things.
Fix an arena bookkeeping crash when a slime creature/mass splits.

This requires working around a hack in mgen_data.
Don't penalize Spellcasting for Jiyva weighting.

Victory dancing scrolls is gone ages away.
Don't let Jiyva permanently drain stats if one reaches 72.
Simplify; support Unicode.
Fix the statues in four dk's vaults.  They tended to crumble!

It appears they served no purpose other than confusing unspoiled players
with regard to what the strange messages are supposed to mean, and what kind
of nasty critters will jump at them from behind.

Sadly, such kinds of flavour tends to be completely lost on players who
either not notice it at all (mashing 'o') or waste time rooting for loot.
Remove the blowgun of the Assassin

It's another highly underwhelming unrand - it doesn't do anything unique,
and can sometimes even be worse than a plain blowgun since it can't be
enchanted up to +9.
Always use untransformed body weight to determine carrying capacity

Smaller forms already do this to avoid frequently encumbering the player.
Doing the same for larger forms prevents ice formed characters, for
example, from automatically picking up larger numbers of chunks which will
then encumber the player on untransforming.
Make ^ toggle god screen
Greatly reduce hunger of trolls of Chei.

This reduction applies to everyone, but with unmodified metabolism, only
trolls are affected:
   base | chei
  ------+------
     1  |   1 (spriggan)
     2  |   1 (halfling, felid, gargoyle)
     3  |   2 (most races)
     4  |   3 (centaur, ogre)
     5  |   3
     6  |   4
     7  |   5
     8  |   6
     9  |   6 (troll) used to be 8
Tag the noncrumbling statue vaults as extra.

This is the case for everything else in the section, and I don't see the
harm in disallowing these in particular from taking the full minivault
slot.
Properly handle ranged unrands affecting their ammo.

Previously this functionality didn't operate at all; it should now
be able to work as expected.
Don't freeze fsim on spurious ranged combat prompts.

Such as the ones caused by some of the proposed unrand changes.
Fix portal vault chance tagging.

dgn.chance takes an absolute chance number, not a string.

This was causing portal vaults to be depth-placed and thus not show up
nearly as often as they should.
Allow vaults to have "nolayout_" tags.

This functionality prohibits vaults from placing on specific layout
types. It's meant to be mutually exclusive with layout_ tags, but
there's nothing stopping you from having both on one vault (I don't
expect consistent behaviour from this, though).
Consider encompass vaults to have a "layout_type_encompass".

With the previous commit, this lets vaults be tagged with
"nolayout_encompass" to prohibit them from attempting to be placed on
encompass vaults.

I can see this having application with, say, serial vaults and portal
vaults, but right now it isn't used for anything.
Spruce up Hell and Pan entries.

Instead of placing a plain portal 100% of the time, this uses some of
the available (mini-)vaults as portals where available (except with
encompass vaults, where it leverages the nolayout_encompass
functionality introduced with the two previous commits to only try to
place the bare portal).

I appropriated two vaults from elsewhere for use as Hell entries
grunt_hell_entry_demonic_statue (with some popcorn removed) and
lightli_too_deep.

Currently Abyss doesn't do this because we don't really have any vaults
that function primarily as Abyss entries. (At time of writing I found
one appropriate vault to use; there's also one on Mantis that I might
consider using if it gets fixed up a bit.)
Make some portal vaults easier to enter

Don't block off bailey_axe_3 with water, always generate some source of
flight in bailey_axe_4, always generate a path to the portal in
enter_volcano_4.
Remove now-unnecessary no_rtele_into from a vault