Bug fixes:
+* The caged bird to be counted as two items in your inventory.
+
* Reading the relocated Witt's End sign in the endgame didn't work right.
+* Oyster was readable after first gotten even when not carried.
+
* Behavior when saying the giant's magic words outside his room wasn't
quite correct - the game responded as though the player were in
- the room ("...can't you read?"). The new message is "Well, that was
- remarkably pointless."
+ the room ("...can't you read?"). The new message is "Nothing happens."
* Attempting to extinguish an unlit urn caused it to lose its oil.
* Under odd circumstances (dropping rug or vase outdoors) the game could
say "floor" when it should say "ground" (or "dirt", or something).
+* Bird starts uncaged in the endgame. This is an accidental change
+ that doesn't seem worth the effort to fix.
+
+Enhancements:
+
By default, advent issues "> " as a command prompt. This feature
became common in many variants after the original 350-point version,
but was never backported into Crowther & Woods's main line before now.
that random events (dwarf & pirate appearances, the bird's magic word)
will be reproducible.
+A "version" command has been added. This has no effect on gameplay.
+The text displayed by the "news" command has been updated.
+
A -l command-line option has been added. When this is given (with a
file path argument) each command entered will be logged to the
specified file. Additionally, a generated "seed" command will be put
arrays are a cell larger than they strictly need to be and cell 0 is
unused.
-* The code is still mostly typeless, slinging around machine longs
+* The code is still mostly typeless, slinging around machine ints
like a FORTRAN or BCPL program. Some (incomplete) effort has been made
to introduce semantic types.