Fix the version number in test/stress/timeall not going to the STDERR.
Hush a (non-bogus) warning.
Remove blood spatter in the abyss.

Blood makes water look like lava and obscures wall types for many players.
Remove random blood spatter.

"The blood's no good." -- Lorca
Ignore absence of ISFLAG_KNOW_PROPERTIES for non-artefacts.

Fixes #6718 and maybe a few other bugs.
Remove some misleading monster messages.

Specifically, those that suggest that the player has lost some strength or
that their inventory has become heavier.
Add logfile/milestone fields for AC, EV, SH, aut.
Reduce Staff of Olgreb venom bolt power to compensate for the venom bolt buff.

Its bolt damage should be the same as in 0.11 now.
Improve autoexplore behavior regarding temporary obstructions

This adjusts autoexplore behavior slightly regarding sealed doors,
runed doors, and harmful clouds.

If a normal autoexplore pass fails to find anywhere else it can explore,
a second pass is performed where these obstructions are considered
passable, so long as they are out of sight. This follows the reasonable
assumption that harmful clouds and door seals may have dissipated in
the time spent out of sight of them. As a consequence, autoexplore
will attempt to return to their location once it has run out of other
places to go, rather than reporting that a level is fully explored
because it remembered some key doors as being sealed 100 turns ago, or
because the memory of a fire elemental's trail is blocking some hallway.

Behavior for runed doors is similar, though slightly distinct. Again,
they are treated as present if autoexplore can find somewhere else to go,
but if it cannot, it will instead path the player up next to any unexcluded
runed door and pause. This should help avoid the issue of overlooking runed
doors as you walk past them, then later having autoexplore report that a
level is fully explored when it is not. Excluded runed doors are treated
no differently than prior this commit, if a player does indeed wish not
to enter them.
Don't make spurious notes about companion deaths

Since in these cases, they're not actually dying.
Improve changelog entry.
Revert "New description for Frederick from transifex (mikee)."

This reverts commit cbf2363b4ec77d700d381f3bc5ed718f7858e230.

The new description was quite inconsistent with Frederick's speech. It didn't
even mention the monocle!
Don't let hangedman_cross_veins generate permarock at early depths.

From comparison with the other cases, it's not supposed to have
permarock at all, and X is just being used as a placeholder glyph.

So, at early depths, this adds a SUBST: X : xxc (i.e. the vault is
usually rock, with a slight chance of stone, to contrast middle depths,
where it's biased towards stone, and late depths, where it's something
more unique).
Axe rock troll shapeshifters and rock troll zombies/skeletons.

Since rock trolls themselves don't generate, these shouldn't either.
Volcano monster set revamp, some volcano edits

Most monster sets used in volcanoes are much weaker than their direct analogues;
so I threw out a lot of monsters themed around redness and weak fire items
in exchange for stronger base monsters and more actual fire monsters.
While the fire clouds are still a threat there's no reason a volcano
has to be really weak with its actual fights for its involved depths.

Also of particular note:
 * Some volcano_grotto subvaults now use much less lava creatures,
 * volcano_pyramid has much smaller tunnels,
 * volcano_tomb uses less weak skeletons and mixes in vampires,
 * volcano_village loses its custom set for a more varied one,
   and loses the open_sea because of how easily broken said concept is,
 * and volcano layouts are re-weighted to not hide so many vaults.
Properly update position info for subvaults when main vault is transformed

Previously, mirroring or rotating a vault would not update the stored bounds
of subvaults contained within it, resulting in frequently erroneous info about
which subvault a particular grid belonged to.
Also list subvault names when listing vault info in wizmode
Unregister subvaults when their parent vault is unregistered

The means that regenerating levels which use subvaults will no longer
rapidly run out of subvaults to place. (This was most obvious when
using ctrl+r in wizmode, but may possibly have also affected vetoed
levels)
Unregister vaults when placing a vault via &P

Since this did not free used vaults, despite essentially regenerating
the level (unlike ctrl+r), it was easy to run out of them.
Give fungiform a tile
Don't crash when the player casts force lance at themselves