Mark corpses as useless for non-eating races.

Unless you know a relevant spell, that is.

A djinni can get mutated, so mutagenic corpses have an use.
Corpses are not useless if you can use their chunks.

(Simulacrum, Sublimation of Blood)
Drop Cigotuvi's from the Vitriol card.
Purge the beam and zap for Cigoruvi's.
Only place one exit from a branch.

This has been long-discussed; currently we have a scenario where one can
go up and down stairs and suddenly be in a different location. We'd
prefer not to subscribe to the Angband theory of twisty little
staircases.

Currently there's an exception made for the root branch (Dungeon in main
games and Sprint; Zot for ZotDef). This may or may not go away in the
future; I'm leaving it in for now so that we can determine if anything
depends on having multiple stairs placed and tweak those if so.
Make vetoes easier to notice.
Fix stair culling not considering one of them.

If a non-encompass vault spawns three (one for branch exits), you
will end with too many.
Mark grotesks as artificial beings (prohibiting their being Death Knights).

They're described as being made of stone, as statues are; as being
gargoyle-like, as gargoyles are; and the code to convert player species
to monster species displays them as gargoyles anyway.
Allow fewer than three stairs on D:1.

Note that culling code is currently buggy, and will preserve stairs
randomly generated elsewhere that happened to be placed inside a vault.
This is not a regression: before, you'd sometimes end up outside an
entry vault.

For this reason I left in plenty of debug dprf()s.
Give Lava Orcs stat growth

The same as HO for the moment.
Simplify.
Add formatting fixes.
Remove unneeded parentheses.
Add needed parentheses and formatting fixes.
Add formatting fixes.
Add spacing fixes.
Disable the staff of Wucad Mu for Djinn

Massive healing with no long-term cost or any kind of significant
downside is slightly silly.
Don't disguise forest drakes as giant newts
Remove Superfluous Elves.

For every playstyle, you can find another race which can do it better:
their main schtick, unarmed transmuter, can be done far better by merfolk.
Such a transmuter has no synergy with necromancy (Lich Form being an
utility that doesn't provide means of dealing damage by itself), and
there are better earth elementalists as well.

We already have two other elven subraces: Deep Elves who nearly define
conjurers, and High Elves, who make pretty distinct medium armour
hybrids.  Sludge Elves, on the other hand, had no niche on their own.
Manual updates through the wiki.