Library can now list items or monsters in a category
- Some reform in category naming - this won't break saved games
Library can now show information on specific traps
More library updates
- Dotted border on Unicode tiles
- Fixed some broken trap links in symbol listing
- Items now show 0 power and defence if present
- All links to special spaces work now in the symbol listing
- More detailed information on special spaces
Scribing a scroll now consumes energy just like casting the spell
- Also fixed the fountain being unable to erase scribed scrolls of potion spells
Fix rustproof as a random enchantment - it wasn't applied correctly.
A new way to give monsters equipment which eleminates all but one of the monster init functions
- All monsters with equipment now use this method
- The method is documented.
- Equipment is now shown in the library entry for the monster
- Ammo randomization now uses the same random value specification as the equipment definitions
- There's a mechanism for specific AIs to perform their own initialization at monster spawn time
---> Currently used by statusAI, throwAI, and fighterAI.

Other stuff:
- Uncurse item function now checks the item is really cursed before doing anything
- Equip messages no longer print when silent item pickUp is called
Fix spawning of webs and poison clouds
Prevent tortoise from spawning on first three floors
Each entity is now responsible for building its description (to show when looking at it)
- Also for items when inspecting them in the inventory
Each creature now tracks their own vision and target
- The famine attack of the statusAI drains energy from creatures other than the player
- The thiefAI will wont try to steal from a creature without an inventory
- The zoom item effect and blindness status effect now work on monsters.
- The scrying status effect does not work on monsters, but does override blindness, guaranteeing them their normal vision range

Extra bits:
- Whether you can rest still depends on if monsters can see you, but if you can't see any of the monsters that can see you, you get a different error message.
More library features
- After clicking a link from a list, the text field is focused and its contents are selected
- In a list, entities with multiple icons are duplicated instead of having all the icons as a block
- When looking up a special ability, fighterAI monsters that know it are now listed
- Key commands now show info in the library, and appear when listing entities with a specific character
- Inconsequential tiles (like floor) now have entries
Several tweaks to invisibility
- When you are attacked while invisible, the message shows your name instead of "something".
- A message is shown when taking damage results in a creature's location being revealed.
- Pretty much any form of attack now reveals your location, even telefragging.
---> This includes all attack spells, air strike, disarm, knockback, and throwing things
- Rage and berserk reveals your location.
- Second wind reveals your location for as long as it's active.
- Sprinting reveals your location.
- The blink ability explicitly unreveals your location - unless you telefrag, of course.
- When your location is revealed, a star is shown in the stats next to the invisibility timer.
- A few messages for some situations when your location is revealed.
- Monsters can avoid the negative effects of second wind wearing off if they can no longer see you - just like you can by resting before it wears off.
- Fix scroll of wind blade gaining a power attribute after use.
- A monster's weapon power for the purposes of disarming is now shown in their library entry.
Streamline a lot of the inventory management code.
- Several duplicate code sections extracted to functions.
- showInventory() function is now in the Entity prototype.
- The common action of prompting to split a stack is now extracted to a function.
- The common action of removing an item from an inventory is now extracted to a function.
- Item.prototype.pickUp now has a message parameter
Some inventory manipulation actions (inspect, drop, remove) now leave the inventory pane open so that you can easily work with several items in a row; you need to explicitly close the pane with Esc.
Update online help for recent changes
Tweaks mostly to invisibility/stunning and pathfinding
- Don't give the "can't attack while stunned" message if you run into a wall
- Account for the possibility of an engulf monster sharing the space when selecting your attack target
- Running into an invisibile monster reveals it without attacking, unless you already knew it was there; you can do this while stunned
- The same occurs if a monster wanders into you while you're invisible
- Special message for two monsters bumping into each other when both are invisible
- Monsters now do a bit better job of navigating obstacles in their preferred path
Allow spirits to drop loot when they die even though they don't leave a corpse
Allow vorpal ability to affect air strike and shield bash attacks, and ignore it on cursed items
Several little fixes and tweaks
A new type of field that reveals the location of invisible creatures stepping in it.
- Fields (aka pseudomonster) now reserve their turns for last, ensuring that monsters ending their turns in them will always be the ones affected.
- You can now rest in the presence of fields.
- Fields no longer regenerate health and energy, but they do honour status effects if they receive them.
- 5% flat chance of a glitter-filled room on each floor.