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Changes since Angband 3.0.4: - Summoned creatures appear near the caster now instead of near the player. - Made rods of detection invulnerable to electric attacks. - Restored the old behavior of the Glyph of Warding to protect against direct melee attacks when standing on it. - Rods can no longer be drained by monsters. - The minor vault "Interlock" had switched height and width definitions, causing it to be created in a chaotic state. (Werner Baer) - Spells that prompt the user for an item (identify, enchantment, recharging) or an monster letter (banishment) no longer use mana if canceled. - The order of mage spells in the books in the non-Lua version is now the same as in the Lua version. - Give energy to monsters and the player at the end of the game turn instead of at the start. This prevents various odd effects when loading a saved game. (reported by Phil) - The activation descriptions for rings were missing with Lua scripting turned off. (Jeff Greene) - The SHATTER (earthquake) attack of monsters can cause the player to be pushed into another position. Processing of the remaining blows of the monster should stop in that case. Otherwise the player could get hit "through a wall" that was created by the earthquake. (Jeff Greene) - Removed the autoroller delay. - Cleaned up the paragraph handling in the object descriptions. (Hallvard B Furuseth) - "It cannot be harmed by acid and fire" should be "... acid *or* fire". (Hallvard B Furuseth) - Piles of wands, staves, and rods can be used from the ground without picking them up first. - Fixed a problem in the Unix/Linux makefiles. The POSIX standard doesn't allow a dot instead of a colon as separator for the chown parameters. - The "pseudo graphics" used by the (n)curses version didn't support terrain lightning correctly. - The window resize control was sometimes overwritten with a black tile in the OS X version. - Added project files for building Angband with MS Visual C++ 7.1. (Tasha Jessup)
*** This bug has been marked as a duplicate of 51896 ***
See 51896