Version 0.50
------------

- fluids can now cover items and characters and interact with them
- items made of iron alloys can now rust
- added directional light and day and night which use it
- added some cosmetical weather effects
- New Attnam has now many new NPCs, for instance a sumo wrestler who
  can be challenged
- polymorph control is now more interesting; you need to see a monster
  once before you can polymorph into it, and more powerful ones require
  more intelligence
- added wands of acid rain, mirroring and necromancy
- added scrolls of detect material, harden material and golem creation
- added several new monsters, eg. powerful named archangels for each god
  and necromancers who raise skeletons and zombies to do their bidding
- one can now give pets tactical commands, change their equipment and
  use them to carry extra stuff (these are accessed using 'C'hat and
  'I'ssue commands keys)
- the player can now panic if he gets hit too much, like the monsters
  have done in previous versions
- the player can now become exhausted if he fights for too long and/or
  uses the new r'u'n command too much
- spiders are now able to make webs
- you can now get stuck to slime
- badly hurt/trapped bodyparts now become unusable until they regain
  some HP/become untrapped
- it is now possible to browse detailed death reasons of individual
  monsters in the postgame massacre lists
- added many new informative graphical details, for instance recently
  altered attributes are shown with a different color for some time
- gloomy cave is now longer and has more special levels and rooms
- all the endgame battles are more complex
- added leprosy, a nasty disease which causes your limbs to drop off
  randomly

Version 0.430
-------------

- certain monsters and their corpses are now larger than one square
- thirteen new monsters added, including electric hattifatteners and
  reproducing rabbits
- monsters with high enough intelligence now use much more advanced
  pathfinding methods
- a very unique side branch added to the underwater tunnel
- added an alternative keyboard layout to ease playing on some laptops
- score system simplified

Version 0.420
-------------

- you can now find a level where you died in a former game (a bonefile)
- added one new monster, a few items and several materials
- the player's and monsters' representations on the game screen now depend
  on what they wield
- added many new monster animations
- corrected many balancing problems, especially with magical mushrooms
- corrected several fatal bugs
- corrected some memory leaks
- the game's compile speed increased greatly
- lots of monster AI and graphics routine optimizations

Version 0.410
-------------

- added smoke effects
- added eleven new monsters
- added several new animations
- user interface tweaks
- removed all assembler code
- the player's representation on the game screen now depends on his armor
- added search command and searching state which can detect traps
- a list of killed monsters is now displayed when the game ends
- breaking wands now all have unique effects
- dipping to corpses is again possible

Version 0.401
-------------

- added lightning effects
- added several new artifact and regular weapons
- added floating eye
- it is now much easier to gather nutrition
- many abuses prohibited
- explosions are now stopped by walls
- corrected a fatal bug in the door breaking code
- corrected many non-fatal bugs
- decreased IVAN's RAM usage greatly
- doubled IVAN's compile speed

Version 0.40
------------

- bodyparts added
- animations added
- multi-colored lights added
- carnivorous plants, lion, buffalo, snake, orc and many other monsters added
- added unique monsters
- added modified versions of old and new monsters
- enlarged the quest by one new dungeon and one new village
- tripled the amount of items
- added many equipable items (gauntlets, boots, cloaks etc)

Version 0.311
-------------

- a few fatal bugs fixed
- some non-fatal bugs fixed
- lots of optimization

Version 0.310
-------------

Added stuff after version 0.301:

- Linux and DOS ports
- fountain effects
- starting pet
- the first dungeon shop
- mammoth, unicorn, kamikaze dwarf and genie
- magic lamp, jewels, holy book, scroll of charging
- explosions
- doors can be locked and they can be broken by kicking
- graphical effects for wand beams
- dolphins have more living space
- danger levels and alignments added to the panel
- processor loads decreased
- ergonomic tweaks, e.g. with go, rest and look commands
