Changelog through 0.14-a0-816-ge4a7683.

The usual disclaimers apply.
Don't recommend FoBe (SamB)
Re-letter the Vestible to 'H' (was: 'U').

So you can (G)o to 'H'ell.  Hooray.
Transform the lower half of D into a new branch: the Depths.

D is now 16 levels (the unsealed part was 14 levels previously), and the
Depths are six levels.  Vaults is enterable from Depths:2-5; Abyss, Hell,
and Pan portals are available for the entire length of the branch.

Right now the monster set is identical to Vaults except for the absence
of Vaults-specific humans.  D's monster set has also been truncated,
mainly on the out-of-depth front. It's my intent that this serve as a
starting point for figuring out what monsters we want to split between
the two branches.
First pass at a Depths monster set.

I'm mostly aiming for monsters emblematic of the former late D at the
moment; if there are more monsters of that nature that I've missed here,
they can easily be added in. (There are a couple of exceptions to that
in this list which I'm hoping will stir up some interest.)

Yes, "late D" - ideally this works out to be as difficult as D:21-27 if
not slightly more so so that players have a good motivation to stay away
until they're ready.

This isn't intended to be a final list so much as a prompt for further
discussion as to what we want to have here.
Adjust primary vault dummy chances to account for Depths.

Right now I'm guaranteeing a primary vault on each level of Depths. This
may or may not change.
Save compat for pre-dungeon-split.

This makes sure the Abyss/Hell/Pan portals on D:21- appear properly in those
games.

[1KB: I removed 95% of this commit, as it shipped an entire copy of old D
population.  Without it, transferred games simply get somewhat less variety
in monsters that can be found there.]
Don't place encompass vaults on Depths:1.

Most of them make use of three up and down stairs; limiting them to one
potentially breaks a lot of these vaults - and thrusting players into an
impassable situation with no alternate entrances isn't a good idea.
ontoclasm's tiles for Depths entry/exit.
Theatrics when entering the Depths for the first time.

Minor at this point, and may become irrelevant in the future.
Split D tile themes between D and Depths.
Split some layouts between D and Depths.

I'm aiming at having the more straightforward layouts place primarily in
D, whereas the more unusual layouts place in Depths.

There are some I haven't really decided on as yet, such as
layout_loops_* (which should probably place less often than they do
everywhere except possibly D).
Adjust the test suite.
Fix a vault's bad reference to the current level.

It worked only within D.
Pick Depths water monsters from a table, like D.

There are a couple of low-weighted monsters on the list of an
experimental nature. If they work well, I may weight them higher
relative to the current fare.
Nudge changelog again.

Partly because of a typo in the new entries, and partly because of the
essence of dungeon-split landing.
Drop a couple of outdated comments.

Hash tables have no limit other than available memory anymore; details of
space used for marshalling are uninteresting: all that matters is that the
overhead of an empty table is 1 byte: which is the smallest amount expected
anyway.
Fix handling of hash tables bigger than 65535 elements.

You can get to 2147483647 if you wish.  I added no range check -- 2147483647
should be enough for anybody, right?  At least the old limit of 255 did not
cause problems in cases that weren't broken for other reasons already.
Don't say "many weapons" in formicid changelog entry (alefury).

This sounded like they could wield multiple weapons.  Our bugs lack the
coordination to multi-wield, unlike D&D where they can wield four...
Properly try to place branch entrances in old games.

In particular, those where the branch entrance has moved to another
branch.