- Negative dumbfounding increases effective magic skills; works on monsters too (though it already did)
- Martyr's Shield no longer permanent on monsters
- Invisible status effect works on monsters (same as permanent invisibility)
- Poisoned weapon status effect works on monsters (adds poison to their first melee attack)
- Restore Mind spell no longer removes negative dumbfounding
- Invulnerability status effect works on monsters (same as permanent invulnerability, and stacks with it)
- Magic resistance status effect works on monsters (halves fire/cold damage)
- Negative magic resistance doubles magic/cold damage (both on PCs and monsters)
- Allow scenario designer to specify exactly which towns allow character creation in them
- Clicking the "Empty" name in the edit party dialog is now equivalent to clicking the create button
- Fix dialog not properly focusing after deleting a PC
- Fix drop/give/use buttons not appearing in inventory
- Fix wrong item variety being shown in the item info dialog
- Enable the code path where clicking an item while in "use space" mode uses the item
- Introduce constants for the special item pages
- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
- Bound-check occasional party statuses
- Martyr's shield no longer ignored in attacks between monsters
- Fix food/gold decreasing when a monster with a steal food/gold ability attacks a monster
- Shops can now sell skill upgrades without skill point costs (currently available only through special node, not through dialogue)
- Spell shops now show level and spell point cost
- Alchemy shops now show ingredients
- Make use of the constants defined for indexing the shop rects
- Support for arbitrary quantities of items in shops, rather than simply infinite for normal shops and one for magic shops (there's no hook for this yet, though, so it can't be used)