See readme.txt for general information about the release.
See release_notes.txt for information on handling saves and a brief writeup on the changes for this version.
See command_line.txt for information on world generation from command lines.

******************************************************

Auxiliary file changes for 0.47.04

	creatures
		removed sticky feet reference from leopard gecko

******************************************************

Auxiliary file changes for 0.47.03

	new keys
		HOTKEY_BUILDING_OFFERING_PLACE:Alt+a

	world gen params
		got rid of extra space

******************************************************

Auxiliary file changes for 0.47.02

	creatures
		c_variation_default -- added pet_animal to legless animal people

	entities
		[MINING_UNDERWORLD_DISASTERS] to dwarf entity

	world gen params
		fixed some newlines for the new parameters
		changed default civ numbers in world gen params (new numbers suggested by Talvieno)
		made werebeast attack triggers match semimegabeast (50/5000/50000)

******************************************************

Auxiliary file changes for 0.47.01

	new reaction tags:
		[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
			The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
			random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
			The default multiplier is 5.
		[SKILL_IP:<integer>]  Default is 30.
		[ATTRIBUTE_IP:<integer>]  Default is 10.

	interactions
		new standard interaction pet animal

	interaction examples
		interaction_secret.txt has been updated with bogeyman summoning and an example undead lt with the propel and fog powers
		example - bogeyman transformation.txt has been added to show the body transformation effect
		example - shrine effects.txt has the new healing and item effects, a summoned pet, and also has another transformation example
		all creatures w/ spit + animal people variation get it
		DEFEND as new usage hint so they'll use self-targeting stuff without having to flee combat

	items
		new tool: altar
		new tool: die

	creatures
		many creatures get pet animal (main ones, gremlins, satyrs, giants, cyclopes, minotaurs, harpies, merpeople, gnomes, gorlaks)
		SHARP_ROCK as a material emission type
		[SPREAD_EVIL_SPHERES_IF_RULER]

	descriptors
		some new shapes (used for dice)

	language
		company word, merchant company symbol
		removed monastery and convent from language_SYM

	variations
		animal people get pet animal interaction
		lessened quadruped gait energy use

	entity
		main ones get
			[SELECT_SYMBOL:MERCHANT_COMPANY:NAME_ENTITY_MERCHANT_COMPANY]
			[SELECT_SYMBOL:CRAFT_GUILD:NAME_ENTITY_CRAFT_GUILD]
		dungeon master position for dwarves
		elf princess gets [RESPONSIBILITY:ESPIONAGE]
		USE_NON_EXOTIC_PET_RACE to PLAINS entities to make them use all local non-exotic pet options
		altar and die use

	new position responsibilities -- most of these don't do anything yet, but they are linked to the new entity positions
		ESPIONAGE
		ADVISE_LEADERS
		OVERSEE_LEADER_HOUSEHOLD
		MANAGE_ANIMALS
		MANAGE_LEADER_HOUSEHOLD_FOOD
		MANAGE_LEADER_HOUSEHOLD_DRINKS
		PREPARE_LEADER_MEALS
		MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
		MAINTAIN_SEWERS
		FOOD_SUPPLY
		FIRE_SAFETY
		JUDGE
		BUILDING_SAFETY
		CONSTRUCTION_PERMITS
		MAINTAIN_ROADS
		MAINTAIN_BRIDGES
		MAINTAIN_TUNNELS

	new announcements
		[EMERGENCY_TACTICAL_CONTROL:A_D:D_D:BOX]
		[AGREEMENT_SATISFIED:A_D:D_D]
		[AGREEMENT_WARNING:A_D:D_D]
		[AGREEMENT_ABANDONED:A_D:D_D]
		[NEW_GUILD:A_D:D_D]
		[CRIME_WITNESS_HANDOFF:A_D:D_D:BOX:P:R]
		[CRIME_WITNESS_STOLEN:A_D:D_D:BOX:P:R]
		[CRIME_WITNESS_ITEM_MOVED:A_D:D_D:BOX:P:R]
		[CRIME_WITNESS_ITEM_MISSING:A_D:D_D:BOX:P:R]
		[MOUNT:A_D:D_D:UCR]
		[CANNOT_MOUNT:A_D:D_D]
		[FAILED_MOUNT:A_D:D_D:UCR]
		[DISMOUNT:A_D:D_D:UCR]
		[FAILED_DISMOUNT:A_D:D_D:UCR]

	new keys
		[A_CONV_PERSUADE:1]
		[A_CONV_INTIMIDATE:2]
		[A_TACTICAL_SETTINGS:E]
		[CSHEET_BACKGROUND:B]
		[CSHEET_NEW_CHARACTER:N]
		[CSHEET_SKILLS:S]
		[CSHEET_APPEARANCE:A]
		[CSHEET_PERSONALITY:P]
		[CSHEET_EQUIPMENT:E]
		[CSHEET_PETS:M]
		[CSHEET_RANDOMIZE_BACKGROUND:R]
		[CSHEET_SELECT_BACKGROUND_OPTION:Enter]
		[CSHEET_WORSHIP_UP:w]
		[CSHEET_WORSHIP_DOWN:q]
		[CSHEET_NEW_ITEM:n]
		[CSHEET_QUALITY_UP:w]
		[CSHEET_QUALITY_DOWN:q]
		[CSHEET_NAME_PET:n]
		[CSHEET_REMOVE_PET:r]
		[CSHEET_ADD_PET:Enter]
		[A_LOG_INTRIGUE:i]
		[ARENA_CREATURE_TAME:t]
		[JUSTICE_INTERROGATE:i]
		[JUSTICE_COUNTERINTELLIGENCE:c]
		[LOCATION_GUILDHALL:g]
		[LOCATION_RECOGNIZE_PRIESTHOOD:p]

******************************************************

Auxiliary file changes for 0.44.12

	plant_new_trees
		updated credit information

******************************************************

Auxiliary file changes for 0.44.11

	announcements
		[NEW_HOLDING:A_D:D_D:BOX:P:R]
		[NEW_MARKET_LINK:A_D:D_D:BOX:P:R]

	creatures
		conger eel typo
		whale shark typo
		carp typo

	new keys
		CIV_HOLDINGS:h
		CIV_MAP_LEGEND:l
		CIV_MISSION_CONQUER:q
		CIV_MISSION_DEMAND_SURRENDER:Q
		UNITVIEW_PRF_EXPEL:e

	changed keys
		UNITVIEW_PRF_PET:a

	graphics_example
		MESSENGER added to list (new occupation-linked unit type)

******************************************************

Auxiliary file changes for 0.44.10:

	Note:  Item inaccessible ANNOUNCE_ZOOM/2 will only be correct on new announcements (not 0.44.09 and before.)

	new keys
		ANNOUNCE_ZOOM_2:x
		BUILDJOB_NAME:ctrl+n
		D_BITEM_NAME:ctrl+n
		CIVZONE_NAME:ctrl+n
		A_LOG_SORT:o

	removed key
		BUILDJOB_BED_NAME

	changed key
		INTERFACEKEY_A_LOG_TASKS -> INTERFACEKEY_A_LOG_PIN

	creatures
		corrected adder description
		corrected kingsnake description

******************************************************

Auxiliary file changes for 0.44.09:

	Just the usual.

******************************************************

Auxiliary file changes for 0.44.08:

	Just the usual.

******************************************************

Auxiliary file changes for 0.44.07:

	creatures
		added [PET] to unicorns and beak dogs

******************************************************

Auxiliary file changes for 0.44.06:

	new keys
		CIV_MISSION_DETAILS:d
		CIV_MISSION_FREE_CAPTIVES:f
		CIV_MISSION_RELEASE_OTHERS:o
		CIV_MISSION_TAKE_ARTIFACTS:A
		CIV_MISSION_TAKE_ITEMS:i
		CIV_MISSION_TAKE_LIVESTOCK:l
		CIV_MISSION_RAID:r
		CIV_MISSION_PILLAGE:g
		CIV_MISSION_RAZE:x
		CIV_MISSION_TRIBUTE_ONE_TIME:t
		CIV_MISSION_TRIBUTE_ONGOING:T

******************************************************

Auxiliary file changes for 0.44.05:

	Just the usual.

******************************************************

Auxiliary file changes for 0.44.04:

	reaction_other
		render fat job gets [BUILDING:KITCHEN:HOTKEY_KITCHEN_RENDER_FAT]

******************************************************

Auxiliary file changes for 0.44.03:

	Updated plant_new_trees with file that has the same encoding as the others (jecowa).

******************************************************

Auxiliary file changes for 0.44.02:

	Just the usual.

******************************************************

Auxiliary file changes for 0.44.01:

	removed scout speech files

	new announcements
		[AMBUSH_HERO:A_D:D_D:BOX:P:R]
		[RUMOR_SPREAD:A_D:D_D]
		[SERVICE_ORDER_RUMOR_RECEIVED:A_D:D_D]
		[RETURNING_RUMOR_RECEIVED:A_D:D_D]

	new keys
		HOTKEY_BUILDING_DISPLAY_FURNITURE:F
		BUILDJOB_DISPLAY_FURNITURE_SET:d
		BUILDJOB_DISPLAY_FURNITURE_CANCEL:c
		A_ASSUME_IDENTITY_NEW:n
		A_ASSUME_IDENTITY_NONE:x
		A_ASSUME_IDENTITY_NAME:n
		A_ASSUME_IDENTITY_ORIGIN:o
		A_ASSUME_IDENTITY_PROFESSION:p
		A_ASSUME_IDENTITY_WORSHIP:w
		CHOOSE_NAME_FIRST:f
		A_BARTER_SHOW:s
		A_LOG_ARTIFACTS:A
		CIV_RAID:r
		CIV_CENTER_ON_FORT:y
		CIV_REMOVE_MISSION:x
		CIV_RESCUE:r
		CIV_RECOVER:r
		CIV_WORLD:w
		CIV_MISSIONS:m
		CIV_NEWS:n
		CIV_PEOPLE:p
		CIV_ARTIFACTS:a
		CIV_CIVS:c

	creatures
		added [CREATURE_CLASS:MAMMAL] and [CREATURE_CLASS:POISONOUS] for use by SKULKING entity

	items
		pedestal, display case

	reaction
		adv: pedestal
		dwf: display case

	plant_new_trees
		community-gathered density/color data

	entity
		pedestal, display case stuff
		SKULKING lost SCOUT
		[ANIMAL] def for entities
			You must use one of the following tags to specify the animal:
			[ANIMAL_TOKEN:<token>] -- this ANIMAL def only applies to this one creature
			[ANIMAL_CASTE_TOKEN:<token>] -- this ANIMAL def only applies to this caste (requires ANIMAL_TOKEN)
			[ANIMAL_CLASS:<class>] -- this ANIMAL def only applies to castes with all of these classes
			[ANIMAL_FORBIDDEN_CLASS:<class>] -- forbid castes with any of these classes
			Sites with populations of animals will have all castes, but only use the specified castes for roles like mount.
			The following tags override creature tags.  If a caste matches two ANIMAL defs, ALWAYS prevails over NEVER.
			[ANIMAL_ALWAYS_PRESENT] -- without this tag, the animal will only be present if found in the environment
			[ANIMAL_NEVER_MOUNT] -- overrides MOUNT and MOUNT_EXOTIC (either normally triggers mount role)
			[ANIMAL_ALWAYS_MOUNT]
			[ANIMAL_NEVER_WAGON_PULLER] -- overrides WAGON_PULLER
			[ANIMAL_ALWAYS_WAGON_PULLER]
			[ANIMAL_NEVER_SIEGE] -- overrides TRAINABLE_WAR + not CAN_LEARN
			[ANIMAL_ALWAYS_SIEGE]
			[ANIMAL_NEVER_PET] -- overrides PET and PET_EXOTIC (either normally triggers pet role)
			[ANIMAL_ALWAYS_PET]
			[ANIMAL_NEVER_PACK_ANIMAL] -- overrides PACK_ANIMAL
			[ANIMAL_ALWAYS_PACK_ANIMAL]
		SKULKING gets animal def
			[ANIMAL]
				[ANIMAL_CLASS:POISONOUS]
				[ANIMAL_FORBIDDEN_CLASS:MAMMAL]
				[ANIMAL_NEVER_MOUNT]
				[ANIMAL_NEVER_PULLER]
				[ANIMAL_NEVER_PACK]
				[ANIMAL_ALWAYS_PET]
				[ANIMAL_ALWAYS_SIEGE]
		skulking gets [NO_ARTIFACT_CLAIMS]

******************************************************

Auxiliary file changes for 0.43.05:

	creatures
		gorlak CANOPENDOORS and lost HUMANOID_RELSIZES

******************************************************

Auxiliary file changes for 0.43.04:

	announcements
		RESOLVE_SHARED_ITEMS D_D -> UCR

	creatures
		fixed kobold agility entry

	materials
		gave [STOCKPILE_GLOB_PASTE] to the paper slurry thread material (Dwarfu)

******************************************************

Auxiliary file changes for 0.43.03:

	reactions
		fixed broken adv-mode training weapon creation (SHIELD -> WEAPON)

******************************************************

Auxiliary file changes for 0.43.02:

	body_default
		fixed plural for some of the left foot entries

******************************************************

Auxiliary file changes for 0.43.01:

	removed TRAVEL_ADVISORY announcement properly
	added BRANCH item type

	new announcements
		ANNOUNCEMENT_CANNOT_CHOP_TREE
		ANNOUNCEMENT_CHOP_TREE
		ANNOUNCEMENT_CANNOT_CONSTRUCT

	new keys
		MANAGER_CONDITIONS:c
		MANAGER_DETAILS:d
		WORK_ORDER_CONDITION_ADD_ITEM:a
		WORK_ORDER_CONDITION_ADD_ORDER:o
		WORK_ORDER_CONDITION_ITEM_TYPE:i
		WORK_ORDER_CONDITION_ITEM_MATERIAL:m
		WORK_ORDER_CONDITION_ITEM_TRAITS:t
		WORK_ORDER_CONDITION_ITEM_INEQUALITY:q
		WORK_ORDER_CONDITION_ITEM_NUMBER:n
		WORK_ORDER_CONDITION_DELETE:d
		WORK_ORDER_CONDITION_ORDER_ACTIVATION:c
		WORK_ORDER_CONDITION_REAGENTS:r
		WORK_ORDER_CONDITION_PRODUCTS:p
		A_CONSTRUCTION:b
		ADV_CONSTRUCTION_ZONE_NEW:n
		ADV_CONSTRUCTION_ZONE_EDIT:e
		ADV_CONSTRUCTION_ZONE_ASSIGN:a
		ADV_CONSTRUCTION_ZONE_DELETE:d
		ADV_CONSTRUCTION_ZONE_RECT:r
		ADV_CONSTRUCTION_ZONE_FLOW:f
		ADV_CONSTRUCTION_ZONE_REMOVE_RECT:x
		ADV_CONSTRUCTION_STAIR_UPDOWN:i
		ADV_CONSTRUCTION_REMOVE_PLANS:x
		ADV_CONSTRUCTION_REMOVE_EXISTING:X
		ADV_CONSTRUCTION_MATERIAL:m
		ADV_CONSTRUCTION_CONSTRUCTION:C
		ADV_CONSTRUCTION_BUILDING:b
		ADV_CONSTRUCTION_ZONE:z
		ADV_CONSTRUCTION_WORK_MENU:s
		ADV_CONSTRUCTION_NAME_SITE:N
		ADV_CONSTRUCTION_YOU_WORK:y
		ADV_CONSTRUCTION_START:w
		LOCATION_MAIN_HALL:h

	reaction
		wooden helve making
		stone axe assembly
		new file with various adv carpenter shop options

	tool
		helve
		stone axe

******************************************************

Auxiliary file changes for 0.42.06:

	announcements
		removed TRAVEL_ADVISORY

	new keys
		DESIGNATE_DETAILS:D
		IMAGE_CREATOR_FILTER:f
		IMAGE_CREATOR_NAME:n
		IMAGE_CREATOR_DONE:y
		SETUP_SYMBOL:y

	reaction
		added adv bone carving reactions, with category support
		added has_edge for reagent

******************************************************

Auxiliary file changes for 0.42.05:

	creatures
		added skink, chameleon, anole and iguana to creature_reptiles
		fixed rhino/giraffe description typos
		got rid of lizard eggs again, specified it as common lizard zootoca vivipara in note
		corrected monitor lizard toes, added tongues and teeth
		added leopard gecko toes, tongues and teeth

******************************************************

Auxiliary file changes for 0.42.04:

	data/speech/general.txt
		fixed another whom typo

	creatures
		removed PARCHMENT from rhino lizard
		leech, moon snail get [EXTRAVISION]
		moon snail got heart,guts,brain,mouth
		giant toad -> giant cave toad, made taupe gray
		walrus attack changed to tusk_stab variation
		lizards got toes, claws, eggs
		muskox got horns
		wild boar/warthog gets tusk attack
		animal people and giant animals for many old raw entries
			removed redundant savage_tropical file -- will add replacement scorpion later

	creature variations
		animal person support for BODY_WITH_HEAD_FLAG (for worm)

	inorganic
		quicklime got solid density
		typo in note for dolomite

	plant_crops
		papyrus structural mat got [STATE_NAME_ADJ:SOLID:papyrus]
		many crops got [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

	tools
		added NO_DEFAULT_IMPROVEMENTS to quire to stop it from getting cloth description

	book_instruction typo for practitioner

******************************************************

Auxiliary file changes for 0.42.03:

	critters
		removed [TRAINABLE] from giraffes
		changed [TRAINABLE] to [TRAINABLE_WAR] for rhinos
		gave dog/cat/horse/donkey/pig/sheep/goat adjectives in NAME
		fixed crocodile/alligator toe count
		elephant gets more prefstrings
		fixed some busted venom immunity entries

	init
		fixed typo in d_init (pregancies -> pregnancies)

	items
		removed duplicate [UNIMPROVABLE] tag from instrument piece examples
		removed extra [SHAPED] from helm

	keys
		fixed input of { in interface (lethosor)

	language
		fixed summer and mightiness entries in language_words (Captain Mayday)

	plants
		added [STOCKPILE_PLANT_GROWTH] to feather tree eggs

	reactions
		added [NOT_WEB] to bookbinding reaction

	speech
		fixed who/whom in elf.txt

******************************************************

Auxiliary file changes for 0.42.02:

	Just the usual.

******************************************************

Auxiliary file changes for 0.42.01:

	new keys
		ASSIGN_LOCATION:l
		LOCATION_NEW:a
		LOCATION_RETIRE:X
		LOCATION_INN_TAVERN:i
		LOCATION_LIBRARY:l
		LOCATION_TEMPLE:t
		LOCATION_RENAME:n
		UNITJOB_VIEW_UNIT:v
		UNITJOB_VIEW_JOB:j
		STOCKPILE_SHEET:S
		D_PETITIONS:P
		D_LOCATIONS:l
		A_RANDOM_APPEARANCE:r
		A_RANDOM_APPEARANCE_FULL:f
		A_RANDOM_PERSONALITY:r
		A_COMPOSE_FILTER:f
		A_CUSTOM_PERSONALITY:f
		A_CHANGE_DREAM:g
		A_ACTION_COMPOSE:C
		A_ACTION_WRITE:w
		BUILDJOB_DETAILS_FILTER:f
		BUILDJOB_DETAILS:d
		UNITVIEW_PRF_OCCUPATION:o
		LOCATION_DETAILS:d
		LOCATION_RESTRICTION:r
		LOCATION_SET_NUMBER_1:a
		LOCATION_SET_NUMBER_2:b
		HOTKEY_BUILDING_INSTRUMENT:I
		HOTKEY_BUILDING_BOOKCASE:alt+c

	changed keys
		D_ARTLIST:L

	remove keys
		UNITJOB_VIEW
		HOTKEY_GLASS_INSTRUMENT
		HOTKEY_CRAFTS_MAT_INSTRUMENT

	new announcements
		[GUEST_ARRIVAL:A_D:D_D]
		[CANNOT_SPEAK:A_D:D_D]
		[RESEARCH_BREAKTHROUGH:A_D:D_D]
		[SERVICE_ORDER_DELIVERY:A_D]
		[PERFORMANCE_START_FAILURE:A_D]
		[BEGIN_ACTIVITY:A_D]
		[MIDDLE_OF_ACTIVITY:A_D]
		[ACTIVITY_SECTION_CHANGE:A_D]
		[CONCLUDE_ACTIVITY:A_D]
		[LEARNED_WRITTEN_CONTENT:A_D]
		[LEARNED_ART_FORM:A_D]
		[PERFORMER_UPDATE:A_D]
		[BUILDING_DESTROYED_OR_TOPPLED:A_D:D_D]
		[DEITY_CURSE:A_D:D_D:BOX:P:R]
		[COMPOSITION_COMPLETE:A_D]
		[COMPOSITION_FAILED:A_D]
		[NEW_APPRENTICESHIP:A_D:D_D]
		[PETITION_IGNORED:A_D:D_D]

	changed announcements
		[EAT_ITEM:A_D]
		[DRINK_ITEM:A_D]
		[CONSUME_FAILURE:A_D]
		[DROP_ITEM:A_D]
		[PICK_UP_ITEM:A_D]

	creatures
		human gets [OUTSIDER_CONTROLLABLE]
		animal people get [LOCAL_POPS_CONTROLLABLE][LOCAL_POPS_PRODUCE_HEROES]
		gorlaks,plump helmet men get [LOCAL_POPS_CONTROLLABLE][LOCAL_POPS_PRODUCE_HEROES]
		dwarves get [STRANGE_MOODS] <-- add this to any imported save raws!
		dwarves get [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]
			general format is [SYNDROME_DILUTION_FACTOR:<SYN_IDENTIFIER>:<percentage, higher means more resistance, 100 is default effect>]
		beak dogs get [COMMON_DOMESTIC], works with EVIL to make them appear at all, though there is still an issue with them starving
		both gnomes get [SYNDROME_DILUTION_FACTOR:INEBRIATION:500]

	inorganic
		[IS_CERAMIC], used by instruments/tools that have [CERAMIC_MAT]
		added quicklime and milk of lime

	item
		instruments
			removed instrument file and added example files for instruments with many new tokens

		tools
			several tools were added to support the new stuff
			new mat tokens
				[LEATHER_MAT]
				[SILK_MAT]
				[THREAD_PLANT_MAT]
				[GLASS_MAT]
				[CERAMIC_MAT]
				[STONE_MAT]
				[BONE_MAT]
				[SHELL_MAT]
			[NO_DEFAULT_JOB] -- only custom reactions are used to make this item
			[INCOMPLETE_ITEM] -- won't be used in world gen libraries (to differentiate scrolls from quires)
									also put it on bindings, rollers, instr. pieces for completeness/future use
			[DEFAULT_IMPROVEMENT:<imp type>:<possibly specific type or part token>:<tool mat flag like HARD_MAT or SILK_MAT>]

	entity
		removed specific instruments
		[GENERATE_POETIC_FORMS]
		[GENERATE_MUSICAL_FORMS]
		[GENERATE_DANCE_FORMS]
		new value: KNOWLEDGE
		[VARIABLE_VALUE:<value token or ALL>:<min>:<max>]
			used this for humans with ALL:-30:30
		[CIV_CONTROLLABLE] -> [SITE_CONTROLLABLE]
		removed [INDIV_CONTROLLABLE], now have [ALL_MAIN_POPS_CONTROLLABLE] for adv mode
		removed ADVENTURE_TIER
		the normal tokens to include new stuff in entities

	materials
		new syndrome tokens
			[SYN_CONCENTRATION_ADDED:<amount>:<max>]
				each 100 of amount will contribute SEV in general to each effect (before dilution), max goes up to 1000
				the concentration does not decrease, but will stay at the maximum attained until the syndrome wears off
			[SYN_IDENTIFIER:<token>]
				causes these syndromes to use the same concentration pool, first one in wins (the rest just stack)
				would be better to make syndromes their own raw at this point to needing this, will happen later
			[SYN_NO_HOSPITAL]
				affected creature will not go to the hospital for effects no matter how bad they get
			base effect tokens
				ABRUPT_START, ABRUPT_END -- without these, effects will generally build toward the peak and then drop off
				DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode
			new effects
				[CE_CHANGE_PERSONALITY:FACET:<facet token>:<amount>:<base effect tokens>]
					can have multiple facets in one effect by listing them as FACET:<token>:<amount> over and over -- see inebriation
				[CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<amount>:<base effect tokens>]
					due to the way emotions work, you'll need additional effects for each emotion you want to stack
				[CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect tokens>]

	reaction
		various new reactions for paper, codices, scrolls, parchment etc.
		new buildings supported: GLASS, WOOD (for wood furnace), MASON, ASHERY, LEATHER, BOWYER, SIEGE, CLOTHES, METALSMITH, CARPENTER
		reagants can get [IS_SAND_MATERIAL] (which checks for soil_sand) and [METAL_ITEM_MATERIAL] (which checks for ITEMS_METAL)
		improvement products can now target products that are given [PRODUCT_TOKEN:<token>]
			assuming the target is above the improvement in the raw def
		improvement products can now be of type INSTRUMENT_PIECE:<piece token>
		[DESCRIPTION:<string>]
			used for the helpful hint box in the building menu
			also have [DESCRIPTION:USE_TOOL:<token>] and [DESCRIPTION:USE_INSTRUMENT:<token>] if you want it to swipe those for hint box
				can use any of these in succession to create paragraphs, though the helpful hint box only fits so much text
		can now be placed in categories for building menus
			within a reaction, define category with [CATEGORY:<token>]
				after you make a category, in one of its reactions, you can use these to further define it
					[CATEGORY_NAME:<string>] <-- for name in the menu
					[CATEGORY_DESCRIPTION:<string>] <-- for helpful hint box
					[CATEGORY_PARENT:<token>] <-- for nesting in menus
						if you are defining a nesting structure within a reaction
							just make sure the category of the reaction itself is the last defined
					[CATEGORY_KEY:<key>] <-- hot key if any
				you only need to define each category's subtokens once in any of the raw files
					repeated subtokens will overwrite any loaded data
		[MAX_MULTIPLIER:<#>] -- if you've got, say, a reaction with a bone reagent and want it to just do the reaction <#> times
							instead of processing the whole stack -- this is a REACTION token, not a REAGENT token
		reagents can have [CAN_USE_HOSPITAL_RESERVED] [CAN_USE_LOCATION_RESERVED] to allow them access to those items
			(locations are taverns etc.)

	graphics examples units
		PERFORMER
		POET
		BARD
		DANCER
		SAGE
		SCHOLAR
		PHILOSOPHER
		MATHEMATICIAN
		HISTORIAN
		ASTRONOMER
		NATURALIST
		CHEMIST
		GEOGRAPHER
		SCRIBE
		PAPERMAKER
		BOOKBINDER
		TAVERN_KEEPER

	skills
		DANCE
		MAKE_MUSIC
		SING
		PLAY_KEYBOARD_INSTRUMENT
		PLAY_STRINGED_INSTRUMENT
		PLAY_WIND_INSTRUMENT
		PLAY_PERCUSSION_INSTRUMENT
		CRITICAL_THINKING
		LOGIC
		MATHEMATICS
		ASTRONOMY
		CHEMISTRY
		GEOGRAPHY
		OPTICS_ENGINEER
		FLUID_ENGINEER
		PAPERMAKING
		BOOKBINDING

	d_init
		[VISITOR_CAP:100]
		[INVASION_SOLDIER_CAP:120]
		[INVASION_MONSTER_CAP:40]

******************************************************

Auxiliary file changes for 0.40.24:

	plant_standard:
			muck root, bloated tubers got seeds
	creature_tropical_new:
			pangolin [REMOVE_TISSUE:SKIN]
	creature_small_ocean:
			mussel and oyster got leather/tallow/soap
	creature_other:
			wambler got leather/tallow/soap, changed FLUFF/PUDGE tokens to HAIR/FAT to avoid template conflict (still named the same)
	creature_next_underground:
			floater and blog got leather
			pond grabber stopped using claw template -- did manual name change instead
			flesh ball FLESH token to MUSCLE to avoid template conflicts, also added flesh name change

******************************************************

Auxiliary file changes for 0.40.23:

	creature_small_riverlake and creature_standard
		breath -> breathe a few places (Gorobay)

******************************************************

Auxiliary file changes for 0.40.22:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.21:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.20:

	new keys
		DESIGNATE_STANDARD_MARKER:m
		DESIGNATE_MINE_MODE:a
		DESIGNATE_TOGGLE_MARKER:M
		BUILDJOB_NOW:n

	changed key
		DESIGNATE_FORTIFY a -> F

******************************************************

Auxiliary file changes for 0.40.19:

	new keys
		INTERFACEKEY_UNITVIEW_GELD:x
		INTERFACEKEY_PET_GELD:x

	creatures
		GELDABLE information added to many creatures.
		new commands: BP_ADD_TYPE:<tag>, BP_REMOVE_TYPE:<tag> used with SET_BP_GROUP
			legal tags:
 				HEAD
				UPPERBODY
				LOWERBODY
				SIGHT
				EMBEDDED
				INTERNAL
				CIRCULATION
				SKELETON
				LIMB
				GRASP
				STANCE
				GUTS
				GELDABLE
				BREATHE
				SMALL
				THROAT
				JOINT
				THOUGHT
				NERVOUS
				RIGHT
				LEFT
				HEAR
				SMELL
				FLIER
				DIGIT
				CONNECTOR
				PREVENTS_PARENT_COLLAPSE
				MOUTH
				APERTURE
				SOCKET
				TOTEMABLE
				UNDER_PRESSURE
				VERMIN_BUTCHER_ITEM

	new announcements
		[MOVED_OUT_OF_RANGE:A_D:D_D]
		[CANNOT_JUMP:A_D:D_D]
		[NO_TRACKS:A_D:D_D]
		[ALREADY_SEARCHED_AREA:A_D:D_D]
		[SEARCH_FOUND_SOMETHING:A_D:D_D]
		[SEARCH_FOUND_NOTHING:A_D:D_D]
		[NOTHING_TO_INTERACT:A_D:D_D]
		[NOTHING_TO_EXAMINE:A_D:D_D]
		[YOU_YIELDED:A_D:D_D]
		[YOU_UNYIELDED:A_D:D_D]
		[YOU_STRAP_ITEM:A_D:D_D]
		[YOU_DRAW_ITEM:A_D:D_D]
		[NO_GRASP_TO_DRAW_ITEM:A_D:D_D]
		[NO_ITEM_TO_STRAP:A_D:D_D]
		[NO_INV_TO_REMOVE:A_D:D_D]
		[NO_INV_TO_WEAR:A_D:D_D]
		[NO_INV_TO_EAT:A_D:D_D]
		[NO_INV_TO_CONTAIN:A_D:D_D]
		[NO_INV_TO_DROP:A_D:D_D]
		[NOTHING_TO_PICK_UP:A_D:D_D]
		[NO_INV_TO_THROW:A_D:D_D]
		[NO_INV_TO_FIRE:A_D:D_D]
		[CURRENT_SMELL:A_D:D_D]
		[CURRENT_WEATHER:A_D:D_D]
		[CURRENT_TEMPERATURE:A_D:D_D]
		[CURRENT_DATE:A_D:D_D]
		[NO_GRASP_FOR_PICKUP:A_D:D_D]
		[TRAVEL_ADVISORY:A_D:D_D]
		[CANNOT_CLIMB:A_D:D_D]
		[CANNOT_STAND:A_D:D_D]
		[MUST_UNRETRACT_FIRST:A_D:D_D]
		[CANNOT_REST:A_D:D_D]
		[CANNOT_MAKE_CAMPFIRE:A_D:D_D]
		[MADE_CAMPFIRE:A_D:D_D]
		[CANNOT_SET_FIRE:A_D:D_D]
		[SET_FIRE:A_D:D_D]
		[DAWN_BREAKS:A_D:D_D]
		[NOON:A_D:D_D]
		[NIGHTFALL:A_D:D_D]
		[NO_INV_INTERACTION:A_D:D_D]
		[EMPTY_CONTAINER:A_D:D_D]
		[TAKE_OUT_OF_CONTAINER:A_D:D_D]
		[NO_CONTAINER_FOR_ITEM:A_D:D_D]
		[PUT_INTO_CONTAINER:A_D:D_D]
		[EAT_ITEM:A_D:D_D]
		[DRINK_ITEM:A_D:D_D]
		[CONSUME_FAILURE:A_D:D_D]
		[DROP_ITEM:A_D:D_D]
		[PICK_UP_ITEM:A_D:D_D]
		[YOU_BUILDING_INTERACTION:A_D:D_D]
		[YOU_ITEM_INTERACTION:A_D:D_D]
		[YOU_TEMPERATURE_EFFECTS:A_D:D_D]
		[RESOLVE_SHARED_ITEMS:A_D:D_D]
		[COUGH_BLOOD:A_D:D_D]
		[VOMIT_BLOOD:A_D:D_D]
		[POWER_LEARNED:A_D:D_D]
		[YOU_FEED_ON_SUCKEE:A_D:D_D]
		[PROFESSION_CHANGES:A_D:D_D]
		[RECRUIT_PROMOTED:A_D:D_D]
		[SOLDIER_BECOMES_MASTER:A_D:D_D]
		[MERCHANTS_UNLOADING:A_D:D_D]
		[MERCHANTS_NEED_DEPOT:A_D:D_D]
		[MERCHANT_WAGONS_BYPASSED:A_D:D_D]
		[MERCHANTS_LEAVING_SOON:A_D:D_D]
		[MERCHANTS_EMBARKED:A_D:D_D]
		[PET_LOSES_DEAD_OWNER:A_D:D_D]
		[PET_ADOPTS_OWNER:A_D:D_D]
		[VERMIN_BITE:A_D:D_D]
		[UNABLE_TO_COMPLETE_BUILDING:A_D:D_D]
		[JOBS_REMOVED_FROM_UNPOWERED_BUILDING:A_D:D_D]
		[CITIZEN_SNATCHED:A_D:D_D]
		[VERMIN_DISTURBED:A_D:D_D]
		[LAND_GAINS_STATUS:A_D:D_D]
		[LAND_ELEVATED_STATUS:A_D:D_D]
		[MASTERPIECE_CRAFTED:A_D:D_D]
		[ARTWORK_DEFACED:A_D:D_D]
		[ANIMAL_TRAINED:A_D:D_D]
		[DYED_MASTERPIECE:A_D:D_D]
		[COOKED_MASTERPIECE:A_D:D_D]
		[MANDATE_ENDS:A_D:D_D]
		[SLOWDOWN_ENDS:A_D:D_D]
		[FAREWELL_HELPER:A_D:D_D]
		[ELECTION_RESULTS:A_D:D_D]
		[SITE_PRESENT:A_D:D_D]
		[CONSTRUCTION_SUSPENDED:A_D:D_D]
		[LINKAGE_SUSPENDED:A_D:D_D]
		[QUOTA_FILLED:A_D:D_D]
		[JOB_OVERWRITTEN:A_D:D_D]
		[NOTHING_TO_CATCH_IN_WATER:A_D:D_D]
		[DEMAND_FORGOTTEN:A_D:D_D]
		[NEW_DEMAND:A_D:D_D]
		[NEW_MANDATE:A_D:D_D]
		[PRICES_ALTERED:A_D:D_D]
		[NAMED_RESIDENT_CREATURE:A_D:D_D]
		[SOMEBODY_GROWS_UP:A_D:D_D]
		[GUILD_REQUEST_TAKEN:A_D:D_D]
		[GUILD_WAGES_CHANGED:A_D:D_D]
		[NEW_WORK_MANDATE:A_D:D_D]
		[CITIZEN_BECOMES_SOLDIER:A_D:D_D]
		[CITIZEN_BECOMES_NONSOLDIER:A_D:D_D]
		[PARTY_ORGANIZED:A_D:D_D]
		[POSSESSED_TANTRUM:A_D:D_D]
		[BUILDING_TOPPLED_BY_GHOST:A_D:D_D]
		[MASTERFUL_IMPROVEMENT:A_D:D_D]
		[MASTERPIECE_ENGRAVING:A_D:D_D]
		[MARRIAGE:A_D:D_D]
		[NO_MARRIAGE_CELEBRATION:A_D:D_D]
		[CURIOUS_GUZZLER:A_D:D_D]
		[WEATHER_BECOMES_CLEAR:A_D:D_D]
		[WEATHER_BECOMES_SNOW:A_D:D_D]
		[WEATHER_BECOMES_RAIN:A_D:D_D]
		[SEASON_WET:A_D:D_D]
		[SEASON_DRY:A_D:D_D]
		[SEASON_SPRING:A_D:D_D]
		[SEASON_SUMMER:A_D:D_D]
		[SEASON_AUTUMN:A_D:D_D]
		[SEASON_WINTER:A_D:D_D]

******************************************************

Auxiliary file changes for 0.40.18:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.17:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.16:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.15:

	new announcements
		STRESSED_CITIZEN:A_D:D_D
			for any of the temporary stress states aside from tantrum
		CITIZEN_LOST_TO_STRESS:A_D:D_D
			for any of the permanent states aside from berserk
		CITIZEN_TANTRUM:A_D:D_D

******************************************************

Auxiliary file changes for 0.40.14:

	new/changed keys
		CIVZONE_DUMP g -> d
		CIVZONE_GATHER g
		CIVZONE_GATHER_OPTIONS G
		CIVZONE_GATHER_OPTIONS_PICK_TREES t
		CIVZONE_GATHER_OPTIONS_PICK_SHRUBS s
		CIVZONE_GATHER_OPTIONS_GATHER_FALLEN f

	creatures
		retired LIKES_FIGHTING, though it shouldn't give an error for the time being

	item_tool
		added stepladder

	entity_default
		added stepladder tool to MOUNTAIN

******************************************************

Auxiliary file changes for 0.40.13:

	creature_standard
		(semi)megabeasts that were missing LARGE_PREDATOR received it

	grazing creatures
		STANDARD_GRAZER added to replace all grazing numbers, can set coefficient in d_init

	d_init
		GRAZE_COEFFICIENT to scale grazing amounts


******************************************************

Auxiliary file changes for 0.40.12:

	changed keys
		UNITJOB_REMOVE_CRE from r -> x
		UNITJOB_ZOOM_CRE from c -> z

******************************************************

Auxiliary file changes for 0.40.11:

	material templates
		added very basic fruit/flower/bud/mushroom template based on leaf

	plants
		used new templates instead of structural_plant_template for leaves etc.

******************************************************

Auxiliary file changes for 0.40.10:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.09:

	plants
		finished conversion of pineapple plant out of tree format
		added seed mat reaction product to quarry bush

	reaction
		added seeds to bag job, made bag not determine reaction amount

	manual
		typos and a few updates (Gorobay)

******************************************************

Auxiliary file changes for 0.40.08:

	Just the usual.

******************************************************

Auxiliary file changes for 0.40.07:

	plants
		acacia flowers/seed pods got GROWTH_HOST_TILE

	keys
		[BUILDING_TRIGGER_MIN_SIZE_UP_PLUS:SHIFT+R]
		[BUILDING_TRIGGER_MIN_SIZE_DOWN_PLUS:SHIFT+E]
		[BUILDING_TRIGGER_MAX_SIZE_UP_PLUS:SHIFT+F]
		[BUILDING_TRIGGER_MAX_SIZE_DOWN_PLUS:SHIFT+D]
		STRING_A124 -> | for SDL versions
		removed STRING_A127 as it was causing a conflict on OSX

******************************************************

Auxiliary file changes for 0.40.06:

	creatures
		removed leathery egg materials from copperhead in creature_temperate_new
		went ahead and updated the "evil" animal people pops as with other animal people for completeness
	
	keys
		fixed utf-8 encoding for sdl interface.txt

	plants
		made soybeans edible when cooked

******************************************************

Auxiliary file changes for 0.40.05:

	creatures
		added removal of UBIQUITOUS/FREQUENCY in animal person/giant variations (ab9rf)
		allowed frequencies to be modified by percentage in creature variations
		changed frequencies/population numbers for animal people
		moved tiger man to large_tropical after tiger and made it use the standard animal person variation
		fixed various broken eyelash color/descriptions
		used correct legless variation for king cobra people
		added LARGE_ROAMING to desert tortoise and giant tortoise
		removed lots of HOMEOTHERM tags from bugs
		added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
		fixed duck/goose root around part category
		fixed antlers for reindeer/moose/elk/deer, added them to elk bird
		fixed typo in tapir description
		fixed typo in dragon description
		fixed reversed stoat caste names
		fixed reversed giant armadillo caste names
		fixed problem with squid skin coloration
		gave crabs, horseshoe crabs, oysters and mussels blue blood
		fixed proboscis plural
		perseverence->ance in creature standard
		'curiousity' fixed in creature large ocean

	plants
		fixed several density placement mistakes in the older trees/underground megafungi of plant_standard
		fixed strawberry plural
		'buckwheet' fixed in a few places in plant crops

	materials
		set obsidian's material values properly (UristDaVinci)
		fixed topaz plural

	entities
		perseverence->ance in entity values
		added elven diplomat

	announcements
		fixed ruler arrival announcement

	manual
		added a line break so TSK shows up properly in building items page of manual

	language
		additional typos in language_words fixed

******************************************************

Auxiliary file changes for 0.40.04:

	Changed key
		A_LOG_ENTITIES was e in SDL, n in legacy, now it is g
	index/manual technical

******************************************************

Auxiliary file changes for 0.40.03:

	Just the usual (index/manual technical).

******************************************************

Auxiliary file changes for 0.40.02:

	Fixed the tracking key for the SDL version in data/init/interface.txt.
	Added A_SHORT_WAIT to the manual (you can use , instead of . to wait for just one instant instead of ten).
	Changed raw/objects/plant_standard.txt so that quarry bushes process to the correct edible leaf material.

******************************************************

Auxiliary file changes for 0.40.01:

	As with the 0.31.01 release, managing the file changes list would be a daunting task this time.  There are the new plant files, and creature now have gait information among other things like odor, sweat, tears, and so on (along with some material templates and creature variations to support them).  The material emission interaction has been tweaked to allow specific creature targeting, and items have some new attack information.  There are new reactions to respect the new plant growths.

	There are many new keys of course.  This is a partial list:
		QUICK_ATTACK
		HEAVY_ATTACK
		WILD_ATTACK
		PRECISE_ATTACK
		CHARGE_ATTACK
		MULTI_ATTACK
		A_DISPLAY_TRACKS
		A_FRESHEST_TRACK
		A_ODOR
		A_DISPLAY_ODOR
		A_YIELD
		A_INV_DRAW_WEAPON
		A_LOG_PEOPLE
		A_LOG_AGREEMENTS
		A_LOG_EVENTS
		A_LOG_BESTIARY
		A_LOG_FILTER
		A_SPEED_SNEAK
		A_JUMP
		A_HOLD
		ARENA_CONFLICT_STATE_1
		ARENA_CONFLICT_STATE_2
		ARENA_MORALE
		ARENA_WEATHER
		ARENA_WEATHER_SNOW
		ARENA_WEATHER_MUD
		ARENA_WEATHER_CLEAR_SPATTER
		D_LOOK_ARENA_TREE
		ARENA_TREE_FILTER
		ARENA_TREE_AGE
		RECENTER_ON_LEVER
		D_LOOK_ARENA_MOUNT


******************************************************

Auxiliary file changes for 0.34.11:

	armor items
		mail shirt layering moved from ARMOR to OVER

******************************************************

Auxiliary file changes for 0.34.09:

	inorganic soil
		fixed white sand density (got rid of the second entry)
	smelter reactions
		coke output up to 9 and 5 from 3 and 2

******************************************************

Auxiliary file changes for 0.34.08:

	arena
		added bottomless chasm tiles (C)
	changed keys
		D_HOT_KEYS = capital H
	new keys
		DESIGNATE_TRACK
		D_HAULING
		D_HAULING_NEW_ROUTE
		D_HAULING_NEW_STOP
		D_HAULING_REMOVE
		D_HAULING_PROMOTE
		D_HAULING_VEHICLE
		D_HAULING_NICKNAME
		BUILDING_TRIGGER_ENABLE_TRACK_CART
		BUILDING_TRIGGER_MIN_TRACK_CART_DOWN
		BUILDING_TRIGGER_MIN_TRACK_CART_UP
		BUILDING_TRIGGER_MAX_TRACK_CART_DOWN
		BUILDING_TRIGGER_MAX_TRACK_CART_UP
		HOTKEY_BUILDING_CONSTRUCTION_TRACK
		HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
		HOTKEY_BUILDING_MACHINE_ROLLERS
		HOTKEY_TRAP_TRACK_STOP
		D_LOOK_FOLLOW
		UNITVIEW_FOLLOW
		D_HAULING_STOP_NEW_DEPART
		D_HAULING_STOP_NEW_LINK
		D_HAULING_STOP_REMOVE
		D_HAULING_STOP_SL_SELECT_PILE
		D_HAULING_STOP_SL_TAKE_GIVE
		D_HAULING_STOP_LC_DIR
		D_HAULING_STOP_LC_MODE
		D_HAULING_STOP_LC_TIMER_UP
		D_HAULING_STOP_LC_TIMER_DOWN
		D_HAULING_STOP_LC_FULLNESS_UP
		D_HAULING_STOP_LC_FULLNESS_DOWN
		D_HAULING_STOP_LC_MORE_LESS
		D_HAULING_STOP_LC_DESIRED_TOTAL
		D_HAULING_STOP_LC_CHANGE
		D_HAULING_STOP_LC_ADVANCED
		BUILDING_TRACK_STOP_FRICTION_UP
		BUILDING_TRACK_STOP_FRICTION_DOWN
		BUILDING_TRACK_STOP_DUMP
		BUILDJOB_STOCKPILE_LINK_ANYWHERE
		BUILDJOB_STOCKPILE_GIVE_TO
		ARENA_CREATURE_STRING
		BUILDJOB_STOCKPILE_WHEELBARROW
		BUILDING_ROLLERS_SPEED_UP
		BUILDING_ROLLERS_SPEED_DOWN
		UNITVIEW_PRF_NEW_SQUAD
		UNITVIEW_PRF_REMOVE_FROM_SQUAD
		UNITVIEW_PRF_NAME_CURRENT_SQUAD
		UNITVIEW_PRF_NAME_SELECTED_SQUAD
		D_MILITARY_NAME_SQUAD
	entity
		dwarves can build minecart/wheelbarrow tools
	tools
		minecart/wheelbarrow
		new use TRACK_CART
		new tag WOOD_MAT
		new tag INVERTED_TILE
		new tag FURNITURE
	new announcements
		[SKIP_ON_LIQUID:A_D:UCR_A]
		[DODGE_FLYING_OBJECT:A_D:UCR_A]
	material raws
		adopted a bunch of densities/colors from topic 80022
	toys/instruments
		HARD_MAT on puzzlebox/drum for now
	creature variation
		fixed ATTACL typo

******************************************************

Auxiliary file changes for 0.34.07:

	creatures
		rat gets [CREATURE_CLASS:GENERAL_POISON]
		sponge man -> [CV_REMOVE_TAG:BODY:BASIC_1PARTBODY_THOUGHT]
		giant bushtit -> [PREFSTRING:small size] -> [PREFSTRING:somewhat great size]
		weasel ANY_LAND -> NOT_FREEZING + TUNDRA
		teeth and teeth attacks for
			great barracuda
			longnose gar
			tigerfish
			pike
		reef sharks S->s
		coelacanth plural gets s and c->C
		great barracuda B->b
		deer d->D
		cougar C->c
		warthog w->W
		leopard L->l
		new seal men got
			[CV_CONVERT_TAG]
				[CVCT_MASTER:BODY]
				[CVCT_TARGET:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPPERS]
				[CVCT_REPLACEMENT:REAR_BODY_FLIPPERS]
			[APPLY_CURRENT_CREATURE_VARIATION]
			and lost their KICK_ATTACK
		cave swallow man gets new body
		underground people get attacks
	creature variations
		animal people ones get
			[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
			[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]
			[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
			[CV_CONVERT_TAG]
				[CVCT_MASTER:BODY]
				[CVCT_TARGET:QUADRUPED_NECK]
				[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
				or
				[CVCT_REPLACEMENT:HUMANOID_LEGLESS_NECK:3FINGERS]
	d_init
		[SET_LABOR_LISTS:SKILLS]

******************************************************

Auxiliary file changes for 0.34.06:

	entity_default.txt
		removed dungeon master and tax collector from MOUNTAIN
	creatures
		jabberer/cave dragon get TRAINABLE
	new keys
		ANIMAL_SELECT_TRAINER
		ANIMAL_WAR_TRAINING
		ANIMAL_HUNTING_TRAINING
		CIVZONE_ANIMAL_TRAINING
	removed keys
		UNITVIEW_PRF_PET_HUNT
		UNITVIEW_PRF_PET_WAR
		HOTKEY_KENNEL_TRAIN_HUNT
		HOTKEY_KENNEL_TRAIN_WAR
		HOTKEY_KENNEL_TAME_UNIT
	announcement
		[TRAINING_DOWN_TO_SEMI_WILD:A_D:D_D]
		[TRAINING_FULL_REVERSION:A_D:D_D:P:R]
		[ANIMAL_TRAINING_KNOWLEDGE:A_D:D_D]
	items
		added [SHAPED] to various headwear


******************************************************

Auxiliary file changes for 0.34.05:

	body parts
		new eyelids in rcp body
	body plans
		fixed r_eye/l_eye
	creatures
		red panda: will -> with
		giant desert scorp: description typo
		mules -> gray M, muskox -> brown M and brown color and brown description
		crab -> [AMPHIBIOUS]
		horseshoe crab -> [AMPHIBIOUS][UNDERSWIM]
		added benign to
			BIRD_FALCON_PEREGRINE,BIRD_CROW,BIRD_RAVEN,BIRD_OWL_SNOWY,
			SPARROW,BIRD_OWL_BARN,BIRD_PARAKEET,BIRD_PARROT_GREY,
			BIRD_LORIKEET,BIRD_WREN,BIRD_OSPREY,GIANT_COCKATIEL,
			BIRD_MAGPIE,GIANT_KESTREL,BIRD_EAGLE,GIANT_HORNBILL,
			BIRD_BUSHTIT,MOTH,GRASSHOPPER,THRIPS,SLUG,SNAIL,
			DESERT TORTOISE,GIANT TORTOISE,SPONGE,HORSESHOE_CRAB,
			POND_TURTLE,HAMSTER,HEDGEHOG,SQUIRREL_FLYING,
			GREEN_TREE_FROG,CAPUCHIN,SLOTH,SPIDER_MONKEY,AYE-AYE,
			LION_TAMARIN

******************************************************

Auxiliary file changes for 0.34.03:

	creatures
		horseshoe crab gets heart/brain, removed NOT_BUTCHERABLE (not sure what the deal is in reality)
		horseshoe crab man gets working body
		kea gets LOOSE_CLUSTERS
	entities
		changed TOLERATES_SITE for entities, it only controls which cities world gen people will migrate too
			keep in mind that an elf can be found in a dwarf town if it moves to a human city first, since they'll be in the human entity
	interaction examples
		LIKES_FIGHTING:MISCHIEVOUS instead of misspellings
		added STERILE to mummy interaction examples (zombie don't need the tag since it applies to all animations)
	material templates
		removed extra [BUTCHER_SPECIAL:MEAT:NONE] from gizzard
	d_init
		SET_LABOR_LISTS:YES

******************************************************

Auxiliary file changes for 0.34.02:

	inorganic
		added BUILD_COLOR for all metals
	creatures
		rodent men given skin and hair properly
		amphibian man changed
		missing tapir sponsor information added
		rodent removed from rabbit description
		fixed material value in unicorn
		fixed iron/mud man depths
		reindeer plural fixed
		peacock color fixed
	creature variations
		removed POPULATION_NUMBER and CLUSTER_NUMBER and COLOR and MOUNT and MOUNT_EXOTIC from GIANT
	language
		changed SQUASH from MAGIC to VIOLENT symbol
	manual files updated

******************************************************

Auxiliary file changes for 0.34.01:

	interactions
		interaction_standard.txt has some basic processes
		the examples are in "raw/interaction examples"
	creatures
		ability to do the interactions, using [CAN_DO_INTERACTION:<token>] -- this includes cleaning, ink spray, and physical social stuff
			[CAN_DO_INTERACTION:MATERIAL_EMISSION] taken from fire imp, MATERIAL_EMISSION is defined in interaction_standard.txt
				[CDI:ADV_NAME:Hurl fireball]
				[CDI:USAGE_HINT:ATTACK]
				[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
				[CDI:FLOW:FIREBALL]
				[CDI:TARGET:C:LINE_OF_SIGHT]
				[CDI:TARGET_RANGE:C:15]
				[CDI:MAX_TARGET_NUMBER:C:1]
				[CDI:WAIT_PERIOD:30]
			[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] taken from squid
				[CDI:ADV_NAME:Squirt ink]
				[CDI:USAGE_HINT:FLEEING]
				[CDI:LOCATION_HINT:IN_WATER]
				[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
				[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID] <-- SPATTER_LIQUID is a new "breath" attack, SPATTER_POWDER too
				[CDI:VERB:squirt ink:squirts ink:NA]
				[CDI:TARGET:C:SELF_ONLY] <-- this is basically book-keeping for the two effects in the interaction
				[CDI:TARGET:D:SELF_ONLY]
				[CDI:WAIT_PERIOD:200]
				[CDI:FREE_ACTION] <-- they can spray ink and also move away
			[CAN_DO_INTERACTION:CLEANING] taken from cat
				[CDI:ADV_NAME:Clean]
				[CDI:USAGE_HINT:CLEAN_SELF]
				[CDI:USAGE_HINT:CLEAN_FRIEND]
				[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
				[CDI:VERB:lick:licks:lick each other]
				[CDI:CAN_BE_MUTUAL] <-- not yet implemented
				[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE] <-- so the animal can lick themselves or anybody nearby
				[CDI:TARGET_RANGE:A:1]
				[CDI:MAX_TARGET_NUMBER:A:1]
				[CDI:WAIT_PERIOD:10]
			[CAN_DO_INTERACTION:BP_BUMP] taken from cat
				[CDI:ADV_NAME:Head bump]
				[CDI:USAGE_HINT:GREETING]
				[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
				[CDI:VERB:head-bump:head-bumps:bump heads]
				[CDI:CAN_BE_MUTUAL] <-- not yet implemented
				[CDI:TARGET:A:SELF_ONLY]
				[CDI:TARGET:B:TOUCHABLE]
				[CDI:TARGET_RANGE:B:1]
				[CDI:MAX_TARGET_NUMBER:B:1]
				[CDI:WAIT_PERIOD:20]
		they can retract into bodyparts/roll into balls using RETRACT_INTO_BP
			[RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:roll into a ball:rolls into a ball:unroll:unrolls]
			they will retract when they are frightened and near to an enemy
			attacks while retracted will be much more likely to hit the retract part
		they can root around and stir up vermin using ROOT_AROUND
			[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
		they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and GOBBLE_VERMIN_CLASS
			[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste> can be ALL
			[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_CLASS like the new EDIBLE_GROUND_BUG
		they can drop extra objects during butchery with EXTRA_BUTCHER_OBJECT
			[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
				[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_HARD_STONE is special, but you can use the standard material token list too
				[EBO_SHAPE:GIZZARD_STONE] <-- this is a shape for a gem from descriptor_shape_standard.txt
		DIVE_HUNTS_VERMIN is a new vermin hunting behavior, although it is limited for fortress pets because of the known flier troubles there
		removed werewolf and whale and some redundant animal people from the old files
		a ton of new sponsorship creatures -- the eight that got new tags are in the old files, the 112 that didn't get their own tags are in probationary new files, although I don't promise to give every one of them a special tag over time
		NOT_LIVING replaces CANNOT_UNDEAD
		material force multiplier, general material force multiplier
	syndromes
		SYN_INGESTED will work now
		there are new tags here -- see the interaction examples in "raw/interaction examples" for syntax, here are some examples:
		CE_ADD_TAG -- It's a pretty zombie-centric list (basically whatever came up for us).  Support for other creature tags will be added.
			EXTRAVISION
			OPPOSED_TO_LIFE
			SUPERNATURAL
			NOT_LIVING
			NOEXERT
			CRAZED
			BLOODSUCKER
			NOPAIN
			NOBREATHE
			HAS_BLOOD
			NOSTUN
			NONAUSEA
			NO_DIZZINESS
			NO_FEVERS
			TRANCES
			NOEMOTION
			LIKESFIGHTING
			PARALYZEIMMUNE
			NOFEAR
			NO_EAT
			NO_DRINK
			NO_SLEEP
			MISCHIEVOUS
			NO_PHYS_ATT_GAIN
			NO_PHYS_ATT_RUST
			NOTHOUGHT
			NO_THOUGHT_CENTER_FOR_MOVEMENT
			NO_CONNECTIONS_FOR_MOVEMENT
			CAN_SPEAK
			CAN_LEARN
			UTTERANCES
			MORTAL
			NO_AGING
			STERILE
			FIT_FOR_ANIMATION
			FIT_FOR_RESURRECTION
		CE_REMOVE_TAG
		CE_DISPLAY_TILE
		CE_DISPLAY_NAME
		CE_FLASH_TILE
		CE_PHYS_ATT_CHANGE
		CE_MENT_ATT_CHANGE
		CE_BODY_APPEARANCE_MODIFIER
		CE_BP_APPEARANCE_MODIFIER
		CE_MATERIAL_FORCE_MULTIPLIER
		CE_SPEED_CHANGE
		CE_BODY_MAT_INTERACTION -- only works on hist figs, causes that hist figs body material to cause interaction as a syndrome mat.
		CE_CAN_DO_INTERACTION
		CE_BODY_TRANSFORMATION
		CE_SKILL_ROLL_ADJUST
	xml
		the legends xml has a lot of new info for historical figures
	entities
		PLAINS gets BUILDS_OUTDOOR_TOMBS
		PLAINS gets all the trap comps
	world gen params
		some have been replaced, here are the new ones (might be missing some):
		NIGHT_TROLL_NUMBER -- all of the following control how many random definitions are created, if set to zero that world won't have any
		BOGEYMAN_NUMBER
		VAMPIRE_NUMBER
		WEREBEAST_NUMBER
		SECRET_NUMBER
		REGIONAL_INTERACTION_NUMBER
		DISTURBANCE_INTERACTION_NUMBER
		EVIL_CLOUD_NUMBER
		EVIL_RAIN_NUMBER
	graphics
		SKELETON/ZOMBIE -> ANIMATED
	announcements
		there are some new ones, mostly or all at the bottom of the file
	reactions
		you can make BOOK items in reactions, and add PAGES improvements to them
			pages are always blank though
	new keys (this might not be it, but it wasn't many)
		A_ACTION_ABILITY:A
		A_ACTION_POWER:P
	changed keys
		A_BARTER_CURRENCY_2 -> O
	removed keys
		A_BARTER_CURRENCY_3 to 9

******************************************************

Auxiliary file changes for 0.31.25:

	cave dragon stance strike skill removed, given claw attack

******************************************************

Auxiliary file changes for 0.31.24:

	moved clay crafts key over to C (was conflicting with clay statue's s)
	NECK_SPINE bodypart token correction (had NECK)
	rodent man bite attack uses teeth now
	dragon/hydra stance strike skill removed, given claw attack
	guineachick -> keet

******************************************************

Auxiliary file changes for 0.31.23:

	creature changes
		added rodent man teeth
		added ribcages to various underground animal peoples
		penguins 2WINGS -> SIDE_FLIPPERS
		platypus get AMPHIBIOUS/UNDERSWIM
		changed sizes for most giant creatures
		domestic birds and penguins get MUNDANE
		reptile men get GENERIC_TEETH
		prefstrings for some of the new giant creatures

******************************************************

Auxiliary file changes for 0.31.22:

	new creature tag
		[PRONE_TO_RAGE:<rate>] -- the creature follow its normal behavior, but flip out on occasion, higher rate = more flipping out
	body detail
		leathery egg shell
	new material template
		leathery egg shell
	body parts
		QUADRUPED_NECK, NECK_SPINE
	various reptiles and others
		leathery egg shell
	temperate creatures
		4134: capybara sound typos
		capybara tail removed
		fixed some tokens in panda bp color tags
		badger and allies
		moose and allies
	river/lake creatures
		platypus and allies
	tropical creatures
		honey badger
		giraffe tweaks
	tundra creatures
		some penguins and allies
	subterranean creatures
		rodent man

******************************************************

Auxiliary file changes for 0.31.20/21:

	material changes
		added [DO_NOT_CLEAN_GLOB] to fat, seed and wax materials
		added [NO_STONE_STOCKPILE] to all inorganic_other entries
	creature changes
		deer antlers
		fixed length text for shearable sheep
		fixed some biome description issues in fish/cougar, other description issues
		got rid of left/right on rhino horns
		added numbing phantom spider bite
		made reptile man bite attack secondary
		fixed text for serpent man tail attack
		closed some brackets
		bullhead scale color
		density/text fixes for eggs
		PET_VALUE_DIVISOR to control bee value
		changed the hair tissue plan to include wings
		added EXTRAVISION to some more eyeless critters
		added tissue layer thickness to alpaca/llama wool
		honey bee wax gets [STOCKPILE_GLOB_PRESSED]
		broke up VERMINHUNTER
			AT_PEACE_WITH_WILDLIFE
			RETURNS_VERMIN_KILLS_TO_OWNER
			HUNTS_VERMIN
			ADOPTS_OWNER
		[SPECIFIC_FOOD:PLANT:<token>]
		[SPECIFIC_FOOD:CREATURE:<token>]
		[SOUND:<type>:<range>:<approximate period/timer>:<VOCALIZATION or NONE>:<verbs/out-of-sight noun>]
	reaction changes
		added [FOOD_STORAGE_CONTAINER] for mead reaction
		changed key for jug glazing
	language
		betwitch -> bewitch
	new announcement
		CREATURE_SOUND

******************************************************

Auxiliary file changes for 0.31.19:

	new soil - fired clay, added ceramic reaction information to clay and kaolinite
	new inorganics - earthenware, stoneware, porcelain
	new material tag
		[YARN]
	new creature tags
		[APP_MOD_DESC_RANGE:<6 range numbers>] -- adjusts the numeric ranges for getting different adjectives in descriptions
		[SHEARABLE_TISSUE_LAYER:<body part modifier like LENGTH>:<modifier level when ready>]
		[LAYS_EGGS]
		[EGG_MATERIAL:<mat tokens>]
		[LAYS_UNUSUAL_EGGS:<item tokens>]
		[EGG_SIZE:<size>]
		[CLUTCH_SIZE:<min>:<max>]
		[GRAZER:<amount of hunger removed per bite>] -- only grazer animals in your fort need to eat at this point
		[ARTIFICIAL_HIVEABLE]
		[HIVE_PRODUCT:<max in hive>:<timer>:<item/mat tags>]
		[COLONY_EXTERNAL] -- this caste appears around the colony
		[DIE_WHEN_VERMIN_BITE]
		[REMAINS_ON_VERMIN_BITE_DEATH]
		[UBIQUITOUS] -- creature will occur in absolutely every region that is a biome match (does not apply to evil/good)
	new tool tag
		[CONTAINER_CAPACITY:<amount>]
	new reaction tags
		[NOT_IMPROVED]
		[DOES_NOT_ABSORB]
		[PRODUCT_PASTE]
		[PRODUCT_PRESSED]
		[NOT_PRESSED]
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
		[CONTAINS:<reagent token>]
			not respected in adv mode interface, didn't try nesting containers
			multiple CONTAINS on one reagent supported if they don't overlap
	new grass raws
	added CAN_GLAZE reaction glass to STONE_TEMPLATE
	added egg/plant oil/plant soap material templates
	added egg tags to creatures all over (no amphibians/fish/insects yet)
	rocknuts got oil (instead of adding a new plant)
	new reactions for milling seeds with new paste tag for glob products
	new reactions for firing and glazing jugs and other ceramics
	new reactions related to beekeeping
	new entries in dwarf/human entity entries for new jobs/reactions
	creature_standard.txt
		gobs: [NO_DRINK][NO_EAT] (they keep bonecarn)
	creature_domestic.txt
		many new entries
	new unit types
		SHEARER
		SPINNER
		POTTER
		GLAZER
		PRESSER
		BEEKEEPER
		WAX_WORKER
	new labor types
		SHEARER
		SPINNER
		POTTERY
		GLAZING
		BEEKEEPING
		WAX_WORKING
	new skill type
		SHEARING
		SPINNING
		POTTERY
		GLAZING
		BEEKEEPING
		WAX_WORKING
	new job item flag
		ANY_STRAND_TISSUE
		ANY_YARN_MATERIAL
	new keys
		[HOTKEY_FARMER_SHEAR_CREATURE:S]
		[HOTKEY_FARMER_SPIN_THREAD:SHIFT+S]
		[ORDERS_REFUSE_DUMP_STRAND_TISSUE:H]
		[HOTKEY_CLOTHES_MAT_YARN:Y]
		[HOTKEY_LOOM_WEAVE_YARN:Y]
		[HOTKEY_BUILDING_NEST_BOX:SHIFT+N]
		[HOTKEY_BUILDING_HIVE:ALT+H]
		[CIVZONE_PEN:N]
		[CIVZONE_PEN_OPTIONS:SHIFT+N]
		[CIVZONE_CLAY_COLLECT:C]
		[HOTKEY_COLLECT_CLAY:C]
		[HIVE_INSTALL_COLONY:C]
		[HIVE_GATHER_PRODUCTS:G]
		[HOTKEY_CRAFTS_YARN:Y]
		[HOTKEY_CRAFTS_SEL_WOOD:W]
		[HOTKEY_CRAFTS_SEL_BONE:B]
		[HOTKEY_CRAFTS_SEL_SHELL:S]
		changed goblet keys to ALT+G

******************************************************

Auxiliary file changes for 0.31.18:

	data/index

	creature_standard.txt
		added elite ranged unit names for dwarves
	entity_default.txt
		gave humans METAL/GEM/STONE_PREF
		gave gobs METAL_PREF and got rid of gem professions
		gave kobs METAL_PREF/STONE_PREF/FURNACE_OPERATOR for the time being at least, though this will probably change
	item_weapon.txt
		changed a few two-handed sizes

******************************************************

Auxiliary file changes for 0.31.17:

	data/index

	announcements.txt
		[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]
		[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]
		[NIGHT_ATTACK_TRAVEL:A_D:D_D]
		[GHOST_ATTACK:A_D:D_D]
		[LAIR_HUNTER:A_D:D_D]
		[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]
		[TRAVEL_SITE_BUMP:A_D:D_D]
		[ADVENTURE_INTRO:BOX]
		removed
			COMBAT_WRESTLE_PINCH
			COMBAT_WRESTLE_GOUGE
			COMBAT_WRESTLE_STRANGLE
			COMBAT_SHAKE
	world_gen.txt
		[NIGHT_CREATURE_NUMBER:<number of definitions>]
	body_default/rcp.txt
		neck changed over to upper spine (left NECK token), category SPINE
		neck and lower spine get CONNECTOR
		upper spine in lower body changed to middle spine
	creature_large_mountain.txt
		voice mannerisms neck -> throat
	creature_standard.txt
		humans, elves and dwarves get [SPOUSE_CONVERSION_TARGET]
		added ogress caste name to ogre
		minotaur gets lair, habit and [NATURAL_SKILL] tags
		other semis/megas get basic lair stuff
		dragon/hydra get NOEXERT
		dragon got willpower boost, skill tags
		hydra gets skill tags
		gremlin gets skill tag
		removed cluster numbers from all semimegabeasts, (unused) pop number from bronze colossus
		voice mannerisms neck -> throat
	creature_subterranean.txt
		voice mannerisms neck -> throat
	creature_next_underground.txt
		tweaked DIFFICULTY numbers, which are used for fame rewards now
		gave blind cave ogre extra vision
	entity_default.txt
		BUILDS_OUTDOOR_FORTIFICATIONS added to PLAINS entity
		banditry tags on humans, goblins and kobolds
			BANDITRY:<perc>
			LOCAL_BANDITRY
	inorganic_stone_soil.txt
		went over to new SOIL_TEMPLATE
	xml
		new historical events: change creature type, hist figure revived
		added "put to rest", "vanish" and "scared to death" kill causes
		new site names "hamlet" "town" "fortress" "labyrinth" "lair" "shrine"
	item_tool.txt
		new file, used only by adv mode peasants and lair creatures at this point
	new keys
		[HOTKEY_BUILDING_SLAB:ALT+S]
		[HOTKEY_MASON_SLAB:ALT+S]
		[HOTKEY_CRAFTS_SLAB:ALT+S]
		[A_TRAVEL_SLEEP:SHIFT+Z]
		[A_TRAVEL_MAP:M]
		[A_TRAVEL_HIDE_INSTRUCTIONS:H]
		[A_SLEEP_SLEEP:S]
		[A_SLEEP_WAIT:W]
		[A_SLEEP_DAWN:D]
		[ORDERS_REFUSE_OUTSIDE_VERMIN:V]
		[A_COMPANIONS:C]
		[A_ATTACK_CONFIRM:ALT+Y]
		renamed
			A_MOVE_WAIT -> A_MOVE_SAME_SQUARE
		changed
			[A_CENTER:V]
			[A_COMBAT:SHIFT+C]
	graphics example
		added GHOST to the list of texture options
	new bp tag
		CONNECTOR -- child part with CONNECTOR keeps parent unsevered until receiving severing damage itself
	new creature tags
		NIGHT_CREATURE_HUNTER
		NIGHT_CREATURE_BOGEYMAN
		SPOUSE_CONVERTER
		CONVERTED_SPOUSE
		SPOUSE_CONVERSION_TARGET
		LAIR_HUNTER
		LAIR_HUNTER_SPEECH:<speech file>
		HABIT:<habit token>:<percentage>
		HABIT_NUM:<TEST_ALL or a number>
		NATURAL_SKILL:<skill token>:<amount>
			skill starts here and cannot rust below here
		CREATURE_SOLDIER_TILE:<tile>
		SOLDIER_ALTTILE:<tile>
		CASTE_SOLDIER_TILE:<tile>
		CASTE_SOLDIER_ALTTILE:<tile>
		SKILL_LEARN_RATES:<percentage>
		SKILL_RUST_RATES:<3 rust tags from SKILL_RATES>
		SKILL_RATE:<skill token>:<4 tags from SKILL_RATES>
		SKILL_LEARN_RATE:<skill token>:<percentage>
		SKILL_RUST_RATE:<skill token>:<3 rust tags from SKILL_RATES>

******************************************************

Auxiliary file changes for 0.31.16:

	data/index

	d_init.txt
		[WALKING_SPREADS_SPATTER_DWF:NO]
		[WALKING_SPREADS_SPATTER_ADV:YES]

******************************************************

Auxiliary file changes for 0.31.15:

	data/index

	building_custom.txt
		added blocked tiles to soap maker
	body_default.txt
		3EYES added
	body_rcp.txt
		RCP_3_EYES has [LEFT] removed from center eye
	creature_large_temperate.txt
		gave rhesus tail
	creature_large_tropical.txt
		made elephant tusk attack co-MAIN with kicks
	creature_next_underground.txt
		added EXTRAVISION to voracious cave crawler
		added 2HEAD_HORN to crundle BODY and made them grow up faster
		added LARGE_ROAMING and NOBREATHE to magma crab
		added LARGE_ROAMING and LARGE_PREDATOR to helmet snake
		added LARGE_ROAMING to cave dragon
		added LARGE_ROAMING to giant earthworm
		made amethyst men die as ROUGH instead of BOULDER
		fixed blind cave bear rear toes (they were front instead of rear)
	creature_savage_tropical.txt
		moved giant desert scorpion over to chitin templates
		gave tigermen ears and ribcages
	creature_standard.txt
		strangler gets 3EYES instead of 2EYES:1EYE and gave them MALE/FEMALE castes
		added nouns for eye modifiers for cyclops to fix description typos and got rid of their large iris modifier
			because of some announces with noun/verb agreement there
		removed humanoid head/ribcage positioning from grimelings
	creature_subterranean.txt
		fixed melting point on fire imp blood
		gave cave swallow man wings in addition to arms
		stuck tail on olm
		removed MUNDANE from fire snake
		made all the ant man castes grow up faster and made them live a little longer
		made amphibian men grow up faster
	inorganic_metal.txt
		put bending values back in sterling silver
	item_weapon.txt
		fixed short sword and battle axe pommel attack contact area (1000 -> 100 like other weapons)
	material_template_default.txt
		added [ROTS] to STRUCTURAL_PLANT_TEMPLATE and LEAF_TEMPLATE
	plant_standard.txt
		fixed quarry bush LEAVES tile/color mix up
	world_gen.txt
		stopped doubling up CAVE_MIN_SIZE in the exporter and initial file

******************************************************

Auxiliary file changes for 0.31.14:
	data/index

	raws
		new mineral tag for slade -- [UNDIGGABLE] until digging accounts for things properly
		changed material properties for raw adamantine

	New world gen parameters
		[SITE_CAP:<number>]
			Limits overall number of sites to this.
			Caves and ruins are included in this number, so world gen civ spread stops cold once it is attained the way things currently go.

		[MEGABEAST_CAP:<number>]
			Attempts to place this many megabeast groups (also effectively capped by total cave number).
			In vanilla DF, there are no megabeasts that actually occur in groups, but it is possible in mods.
			Placing more beasts than caves will cause all caves to be filled by megabeasts.  This will leave nothing for races like kobolds.
			Can be zero if you don't want any megabeasts.

		[SEMIMEGABEAST_CAP:<number>]
			Attempts to place this many semimegabeast groups (they get the last cave remnants).
			Because they get the last available caves, setting this to maximum causes all remaining caves to be filled with civs unaffected.
			Can be zero if you don't want any semimegabeasts.

******************************************************

Auxiliary file changes for 0.31.13:
	data/index
	raws
		entity_default.txt -- START_GROUP NUMBER is gone
		made horn silver use the stone template
		moved all native metals off of metal template

******************************************************

Auxiliary file changes for 0.31.12:
	data/index
	raws
		creature_standard.txt -- added an extra NONE to kobold rates

******************************************************

Auxiliary file changes for 0.31.11:
	data/index
	data/help -- a few typos in files here
	raws
		creature_large_ocean.txt -- removed duplicate cluster number on tuna
		creature_large_temperate.txt -- buzzard given MUNDANE flag, corrected typo in deer description
		creature_large_tropical.txt -- vulture given MUNDANE flag
		creature_large_tundra.txt -- corrected hair name for musk ox (was skin)
		creature_next_underground.txt -- gave giant earthworm larger size
		creature_other.txt -- removed duplicate natural tag from a few entries
		creature_small_mammals.txt -- removed duplicate natural tag from all entries
		creature_subterranean.txt -- removed duplicate natural tag from a few entries

******************************************************

Auxiliary file changes for 0.31.10:
	data/index
	data/help/a_keys -- added the 'x' instructions

******************************************************

Auxiliary file changes for 0.31.09:
	data/index
	data/speech
		several files shortened
	interface.txt
		new keys
			[A_ACTION:X]
			[A_ACTION_CREATE:C]
			[A_ACTION_BUTCHER:B]
	raws
		various numbers changed for weapons, ammo, materials (esp. metals)
		rock sharpening reaction in reaction_other
	new announcement
		ANNOUNCEMENT_ADV_REACTION_PRODUCTS

******************************************************

Auxiliary file changes for 0.31.07:
	data/index
	data/init/init.txt, SDL version
		mode examples added
	data/init/d_init.txt
		[PILLAR_TILE:'O']
	interface.txt, SDL version
		new keys
			[BIND:FPS_UP:REPEAT_SLOW]
			[SYM:4:Equals]
			[BIND:FPS_DOWN:REPEAT_SLOW]
			[SYM:4:Minus]			

******************************************************

Auxiliary file changes for 0.31.06:
	data/index
	Non-legacy init.txt is set to 2D mode by default now
	raw/objects/creature_annelids.txt
		removed duplicate natural tag from worm
	raw/objects/creature_domestic.txt
		removed duplicate child tag from donkey
		added trade capacity to horse
	raw/objects/creature_insects.txt
		removed duplicate color/tile tag from monarch butterfly
	raw/objects/creature_large_tropical.txt
		removed common domestic and pack animal from warthog
	raw/objects/creature_small_ocean.txt
		removed duplicate no sleep tags from oyster and mussel
	raw/objects/creature_standard.txt
		removed duplicate pet value tags from ice wolf, nightwing and werewolf
		removed extra NECK from hydra body
	raw/objects/inorganic_stone_layer.txt
		removed duplicate obsidian melting point
	raw/objects/language_words.txt
		firey -> fiery
	raw/objects/material_template_default.txt
		updated many of the values so that for instance teeth aren't like skin in many ways

******************************************************

Auxiliary file changes for 0.31.05:
	data/index
	Non-legacy init.txt has new options:
		[KEY_REPEAT_ACCEL_LIMIT:8]
		[KEY_REPEAT_ACCEL_START:10]

******************************************************

Auxiliary file changes for 0.31.04:
	data/index
	init.txt has been broken up into init.txt, d_init.txt and colors.txt
	For non-legacy versions, interface.txt has a different format and a few extra keys related to zoom and macros.

******************************************************

Auxiliary file changes for 0.31.03:
	data/index

New keys
	[ARENA_CREATURE_UNDEAD:U]

Creature raws
	Fixed some broken apostrophes (mountain gnome, ocean sunfish, hungry head, harpy).
	Moved [STANCE] to hands for ARMS_STANCE body parts.
	Remove eye appearance modifiers from minotaurs.

Entity raws
	Removed the SOLDIER_COLOR] thing -- it corresponded to a note to myself to handle soldier-like entity position colors, but it was confusing people, so it's just in the notes themselves now.

******************************************************

Auxiliary file changes for 0.31.02:
	data/index
	readme.txt (added to and alphabetized 2010 tester credits)

Creature raws
	corrected gorlak display color
	made blind cave bears eyeless and gave them extravision
	corrected first line of body_rcp.txt
	fixed broken eyelid relationships
	fixed broken child names for goat/unicorn/cave swallow
	swapped giant caste names
	fixed giant cave spider bite (was blunt)
	fixed alligator eye text
	made soap bars instead of globs
	fixed horn silver environment
	added cookability/vermin eating to meat material templates
	added cookability/vermin eating to plant leaf/seed materials

******************************************************

Auxiliary file changes for 0.31.01:
	Most everything -- I can't compile a list of all of the changes here, but I've included more help notes in the raws themselves.

******************************************************

Auxiliary file changes for 0.28.181.40d:
	data/index
	data/init/init.txt (just the wiki date)

******************************************************

Auxiliary file changes for 0.28.181.40c:
	data/index
	data/init/init.txt

Changed init options
	[PARTIAL_PRINT:NO:2]

******************************************************

Auxiliary file changes for 0.28.181.40b:
	data/index
	data/init/init.txt

New init options
	[FULLGRID:80:25]
	[PARTIAL_PRINT:NO]

******************************************************

Auxiliary file changes for 0.28.181.40a:
	data/index
	data/init/init.txt
	data/init/interface.txt

New keys
	[SETUPGAME_SAVE_PROFILE:S]
	[SETUPGAME_SAVE_PROFILE_ABORT:SHIFT+SPACE]
	[SETUPGAME_SAVE_PROFILE_GO:ENTER]
	[SETUPGAME_VIEW_PROFILE_PROBLEMS:P]
	[ORDERS_AUTOFORBID:SHIFT+F]
	[ORDERS_FORBID_PROJECTILE:P]
	[ORDERS_FORBID_YOUR_CORPSE:C]
	[ORDERS_FORBID_YOUR_ITEMS:I]
	[ORDERS_FORBID_OTHER_CORPSE:O]
	[ORDERS_FORBID_OTHER_ITEMS:T]
	[SETUP_NOTES:N]
	[SETUP_NOTES_TAKE_NOTES:N]
	[SETUP_NOTES_DELETE_NOTE:D]
	[SETUP_NOTES_CHANGE_SYMBOL_SELECTION:C]
	[SETUP_NOTES_ADOPT_SYMBOL:S]

New init options
	[STORE_DIST_ITEM_DECREASE:1000]
	[STORE_DIST_SEED_COMBINE:1000]
	[STORE_DIST_BUCKET_COMBINE:1000]
	[STORE_DIST_BARREL_COMBINE:1000]
	[STORE_DIST_BIN_COMBINE:1000]

******************************************************

Auxiliary file changes for 0.28.181.39d:

New keys
	[D_NOTE:SHIFT+N]
	[D_NOTE_PLACE:P]
	[D_NOTE_DELETE:D]
	[D_NOTE_ENTER:N]
	[D_NOTE_ADOPT_SYMBOL:S]
	[D_NOTE_CHANGE_SELECTION:C]
	[WORLD_PARAM_REJECT_CONTINUE:C]
	[WORLD_PARAM_REJECT_ABORT:A]
	[WORLD_PARAM_REJECT_ALLOW_THIS:T]
	[WORLD_PARAM_REJECT_ALLOW_ALL:P]
	[WORLD_GEN_CONTINUE:C]
	[WORLD_GEN_USE:U]
	[WORLD_GEN_ABORT:A]
	[SETUP_FIND:F]

New init options
	[SHOW_EMBARK_RIVER:FINDER]
	[SHOW_EMBARK_POOL:FINDER]
	[SHOW_EMBARK_M_PIPE:FINDER]
	[SHOW_EMBARK_M_POOL:FINDER]
	[SHOW_EMBARK_CHASM:FINDER]
	[SHOW_EMBARK_PIT:FINDER]
	[SHOW_EMBARK_OTHER:FINDER]
	[SHOW_EMBARK_TUNNEL:FINDER]

New world gen param
	[CAVE_MIN_SIZE:<number>]
	[SHOW_EMBARK_RIVER:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_POOL:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_M_POOL:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_M_PIPE:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_CHASM:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_PIT:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_OTHER:<0=NO,1=FINDER,2=ALWAYS>]
	[SHOW_EMBARK_TUNNEL:<0=NO,1=FINDER,2=ALWAYS>]

******************************************************

Auxiliary file changes for 0.28.181.39a:

New keys
	[LEGENDS_TOGGLE_CIVSITE:C]
	[LEGENDS_STRING_FILTER:F]
	[WORLD_PARAM_COPY:C]
	[WORLD_PARAM_SET:E]
	[WORLD_PARAM_INCREASE:6]
	[WORLD_PARAM_DECREASE:4]
	[WORLD_PARAM_ENTER_VALUE:ENTER]
	[WORLD_PARAM_NULLIFY:N]
	[WORLD_PARAM_PRESET:P]
	[SELECT_ALL:SHIFT+ENTER]
	[DESELECT_ALL:SHIFT+Z]
	[STORES_HIDE:H]
	[ITEM_HIDE:H]
	[D_BITEM_DUMP:H]
	[D_LOOK_HIDE:H]
	[DESIGNATE_BITEM:B]
	[DESIGNATE_MELT:M]
	[DESIGNATE_NO_MELT:SHIFT+M]
	[DESIGNATE_DUMP:D]
	[DESIGNATE_NO_DUMP:SHIFT+D]
	[DESIGNATE_HIDE:H]
	[DESIGNATE_NO_HIDE:SHIFT+H]
	[UNITVIEW_KILLS:K]
	[A_STATUS_KILLS:K]

Changed keys
	[DESELECT:Z]

Creature raws
	[CANNOT_UNDEAD]
	[CURIOUSBEAST] -> [CURIOUSBEAST_EATER]
	[SLOW_LEARNER]
	got rid of [RECKLESS] because it wasn't used
	[BUTCHERABLE_NONSTANDARD] is gone, replaced by civ ethics
	[MUNDANE]
		Marks if the creature is an actual real-life creature.  Only used for age-names at present.
	added/removed [NATURAL] from a few creatures

Entity raws
	messed with caps and lowered all biome numbers
	[WANDERER]
	[BEAST_HUNTER]
	[SCOUT]
	[PERMITTED_JOB:<x>]
	[WORLD_CONSTRUCTION:<type>]
	got rid of entity grouping
	[ETHIC:<action>:<response>]
	[WILL_ACCEPT_TRIBUTE]
	got rid of respect animals/trees

"TRACKING" is acceptable for skill token now

Lots of new params for data/init/world_gen.txt

New init options
	[SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]

New graphics tokens:
	SLAVE, PRISONER

******************************************************

Auxiliary file changes for 0.27.176.38b:

Entity raws
	removed *_SETTLEMENTS tags (they haven't done anything since the biome tags went in)
	in addition to COMMON, UNCOMMON and RARE, armor/clothing types can also have FORCED, which forces the item to appear in all realizations of the entity

New keys
	[LEAVESCREEN_ALL:SHIFT+SPACE]
	[MILITARY_ZOOM:C]
	[STORES_FORBID:F]
	[WORLD_PARAM_DIM_X_UP:I]
	[WORLD_PARAM_DIM_X_DOWN:U]
	[WORLD_PARAM_DIM_Y_UP:P]
	[WORLD_PARAM_DIM_Y_DOWN:O]

New init options
	[AUTOSAVE_PAUSE:NO]
	[EMBARK_WARNING_ALWAYS:NO]

******************************************************

Auxiliary file changes for 0.27.176.38a:

Plant raws
	[DROWN_LEVEL:<number from 0 to 7>]
		The fluid level at which the plant dies in any liquid.  Temperature effects from lava are separate.
		0 means that fluid level does not affect the plant.  Default is 4.

Wood raws
	[TREE_DROWN_LEVEL:<number from 0 to 7>]
	[SAPLING_DROWN_LEVEL:<number from 0 to 7>]
		As above for plants (irrelevant for full-grown trees at this point).
		Default is 4 for saplings and 7 for trees.

New keys
	[UNITVIEW_RELATIONSHIPS:R]
	[UNITVIEW_RELATIONSHIPS_ZOOM:Z]
	[UNITVIEW_RELATIONSHIPS_VIEW:V]
	[BUILDINGLIST_ZOOM_T:T]
	[BUILDINGLIST_ZOOM_Q:Q]

New init options
	[ZERO_RENT:NO]
	[BABY_CHILD_CAP:100:1000]

******************************************************

Auxiliary file changes for 0.27.173.38a:

New entity tags
	[USE_EVIL_WOOD]
	[USE_GOOD_WOOD]
	[USE_EVIL_PLANTS]
	[USE_GOOD_PLANTS]
	[USE_GOOD_ANIMALS]
	[USE_ANY_PET_RACE]
	[USE_MISC_PROCESSED_WOOD_PRODUCTS]
	[IMPROVED_BOWS]
	[RESPECT_ANIMALS]
	[RESPECT_TREES]
	[LOW_SKILL]
	[INVADERS_IGNORE_NEUTRALS]
	[AT_PEACE_WITH_WILDLIFE]
	[EQUIPMENT_IMPROVEMENTS]
	[ABUSE_BODIES]
	[SPHERE_ALIGNMENT:<sphere>:<amount>]
		<amount> is a multiplicative modifier that runs from 0 to 25600 with 256 being the neutral value
	[ART_FACET_MODIFIER:<facet>:<amount>]
		<facet> is one of: OWN_RACE, FANCIFUL, EVIL, GOOD
		<amount> as above
	[ART_IMAGE_ELEMENT_MODIFIER:<art image element>:<amount>]
		<art image element> is one of: CREATURE, PLANT, TREE, SHAPE, ITEM
		<amount> as above
	[ITEM_IMPROVEMENT_MODIFIER:<item improvement>:<amount>]
		<item improvement> is one of:
			ART_IMAGE
			COVERED
			RINGS_HANGING
			BANDS
			SPIKES
			ITEMSPECIFIC
			THREAD
			CLOTH
			SEWN_IMAGE
		<amount> as above
	[ADVENTURE_TIER:<placement>]
		<placement> can run from 0 to 1000.  0 (the default) means the entity's sites won't be listed for adventure mode character creation.
		Those entities with positive numbers are listed starting at tier 1.  Within a tier, they are ordered by race index.
	[FRIENDLY_COLOR:<front>:<back>:<brightness>]
	[DEFAULT_SITE_TYPE:<site>]
		Used during world gen.
		<site> is one of:
			DARK_FORTRESS
			CAVE
			CAVE_DETAILED
			TREE_CITY
			CITY
			RUIN
	[LIKES_SITE:<site>]
		Used during hist fig sorting after play.
	[TOLERATES_SITE:<site>]
		Used by migrants.
	[LEADER_TYPE:<unit>]
	[SITE_LEADER_TYPE:<unit>]
	[CAN_HAVE_MILITARY_LEADER]
	[CAN_HAVE_MILITARY_SITE_LEADER]
	[BIOME_SUPPORT:<biome>:<amount>]
		<amount> ranges from 0 to 10.
		<biome> can be any of the biome tags used for creatures, including the general groups.  Don't put "BIOME_" in front.
	[START_BIOME:<biome>]
	[DIPLOMAT]
	[MERCHANT_NOBILITY]
	[TREE_CAP_DIPLOMACY]
	[DIPLOMAT_BODYGUARDS]
	[MERCHANT_BODYGUARDS]
	[ACTIVE_SEASON:<season>]
	[PROGRESS_TRIGGER_POPULATION:<number>]
	[PROGRESS_TRIGGER_PRODUCTION:<number>]
	[PROGRESS_TRIGGER_TRADE:<number>]
		<number> is from 0 to 5.
	[ENTITY_GROUPING:<group>]
		<group> can be one of: FRIENDLY (default), EVIL, NUISANCE
		Until things become more complicated, this tracks who they side with in fights and during dwarf mode diplomacy/trade.
	[ITEM_THIEF]
	[SKULKING]
		This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.
	[START_GROUP_NUMBER:<number>]
		How many mated pairs (or single creatures if forced gender) are created at the beginning of world generation, counting any nobles/diplomats.
	[MAX_SITE_POP_NUMBER:<number>]
		How many members the entity can have during world generation in a single site.
	[MAX_POP_NUMBER:<number]
		How many members the entity can have during world generation total.
	[RELIGION:<type>]
		<type> can be PANTHEON, ANY_APPROPRIATE_POWER or REGIONAL_FORCE.
		You can have more than one.  It will choose one at random for each entity created using this template.
	[RELIGION_SPHERE:<sphere>]
		You can have more than one.  In the case of a pantheon, gods will be created with the goal of covering all of the spheres either a directly or with an umbrella sphere.  In the case of appropriate powers, the spheres are checked against the sphere's of the candidate power's race.  [USE_GOOD_ANIMALS], [USE_GOOD_PLANTS] match with [GOOD] and similarly for [EVIL].  In this case, a sphere match is not required.
	[MAYOR]
	[MAX_STARTING_CIV_NUMBER:<number>]
		How many of this entity it tries to place at the beginning of world generation, cycling through the available races.
		It will currently place the total of these numbers or 50 civilizations, whichever is lower.

New creature tags
	[POWER]
		Lets the creature be picked as a world generation civ leader by entities with [ANY_APPROPRIATE_POWER], provided the race is also immortal and has either matching good/evil tags or matching sphere tags.

New sphere list (old ones included here, only old ones have endgame effects):
	AGRICULTURE
	ANIMALS
	ART
	BALANCE
	BEAUTY
	BIRTH
	BLIGHT
	BOUNDARIES
	CAVERNS
	CHAOS
	CHARITY
	CHILDREN
	COASTS
	CONSOLATION
	COURAGE
	CRAFTS
	CREATION
	DANCE
	DARKNESS
	DAWN
	DAY
	DEATH
	DEFORMITY
	DEPRAVITY
	DISCIPLINE
	DISEASE
	DREAMS
	DUSK
	DUTY
	EARTH
	FAMILY
	FAME
	FATE
	FERTILITY
	FESTIVALS
	FIRE
	FISH
	FISHING
	FOOD
	FORGIVENESS
	FORTRESSES
	FREEDOM
	GAMBLING
	GAMES
	GENEROSITY
	HAPPINESS
	HEALING
	HOSPITALITY
	HUNTING
	INSPIRATION
	JEALOUSY
	JEWELS
	JUSTICE
	LABOR
	LAKES
	LAWS
	LIES
	LIGHT
	LIGHTNING
	LONGEVITY
	LOVE
	LOYALTY
	LUCK
	LUST
	MARRIAGE
	MERCY
	METALS
	MINERALS
	MISERY
	MIST
	MOON
	MOUNTAINS
	MUCK
	MURDER
	MUSIC
	NATURE
	NIGHT
	NIGHTMARES
	OATHS
	OCEANS
	ORDER
	PAINTING
	PEACE
	PERSUASION
	PLANTS
	POETRY
	PREGNANCY
	RAIN
	RAINBOWS
	REBIRTH
	REVELRY
	REVENGE
	RIVERS
	RULERSHIP
	RUMORS
	SACRIFICE
	SALT
	SCHOLARSHIP
	SEASONS
	SILENCE
	SKY
	SONG
	SPEECH
	STARS
	STORMS
	STRENGTH
	SUICIDE
	SUN
	THEFT
	THRALLDOM
	THUNDER
	TORTURE
	TRADE
	TRAVELERS
	TREACHERY
	TREES
	TRICKERY
	TRUTH
	TWILIGHT
	VALOR
	VICTORY
	VOLCANOS
	WAR
	WATER
	WEALTH
	WEATHER
	WIND
	WISDOM
	WRITING
	YOUTH

New graphics tokens
	HIGH_PRIEST
	PRIEST
	SHOPKEEPER


******************************************************

Auxiliary file changes for 0.27.169.33g:

New keys
	[ASSIGNTRADE_STRING:S]
	[ASSIGNTRADE_EXCLUDE_PROHIBITED:M]
	[ASSIGNTRADE_PENDING:P]
	[ASSIGNTRADE_SORT:D]

New init options
	[PAUSE_ON_LOAD:NO]
	[EMBARK_RECTANGLE:6:6]

******************************************************

Auxiliary file changes for 0.27.169.33f:

New graphics tokens
	"MAYOR"
	"LEADER"
	"CAPTAIN_OF_THE_GUARD"
	"SHERIFF"
	"MANAGER"
	"BOOKKEEPER"
	"BROKER"

In the absence of one of these, it will use their standard creature/profession tile, but you should include all seven of these for a given creature if you want multiple appointments to display properly.  The picture multiple appointments is selected in the order given above, but if a tile doesn't exist for the first appointment, it will jump down to the regular profession tile.

******************************************************

Auxiliary file changes for 0.27.169.33e:

Body raws
	Allowed use of [SKELETON] to distinguish things like the spine that shouldn't be removed from skeletons.  Temporary fix.

******************************************************

Auxiliary file changes for 0.27.169.33c:

New init options
	[PRIORITY:NORMAL]

******************************************************

Auxiliary file changes for 0.27.169.33a:

New keys
	[HOTKEY_CARPENTER_BLOCKS:O]

******************************************************

Auxiliary file changes for 0.27.169.32a:

New init options
	[VOLUME:255]
	[TOPMOST:NO]
	[SHOW_IMP_QUALITY:YES]
	[SHOW_FLOW_AMOUNTS:NO]
	[ECONOMY:YES]
	[INVADERS:YES]
	[CAVEINS:YES]
	[ARTIFACTS:YES]
	[PATH_COST:1:2:5:25]
	[COFFIN_NO_PETS_DEFAULT:NO]
	[RECENTER_INTERFACE_SHUTDOWN_MS:0]
	[SKY:178:3:0:0]
	[SKY:250:0:0:1]
	[VSYNC:OFF]
	[G_FPS_CAP:50]
	[AUTOSAVE:NONE]
	[AUTOBACKUP:NO]
	[INITIAL_SAVE:NO]
	[ADVENTURER_ALWAYS_CENTER:YES]

New keys
	[DESELECT:SHIFT+ENTER]
	[OPTION_EXPORT:E]
	[SETUPGAME_CUSTOMIZE_UNIT:C]
	[LEGENDS_EXPORT_DETAILED_MAP:D]
	[WORLD_PARAM_TITLE:T]
	[WORLD_PARAM_ADD:A]
	[WORLD_PARAM_DELETE:D]
	[WORLD_PARAM_NAME_RANDOM:SHIFT+N]
	[WORLD_PARAM_NAME_ENTER:N]
	[WORLD_PARAM_SEED_RANDOM:SHIFT+S]
	[WORLD_PARAM_SEED_ENTER:S]
	[WORLD_PARAM_LOAD:F1]
	[WORLD_PARAM_SAVE:F6]
	[DESIGNATE_STAIR_UP:U]
	[DESIGNATE_STAIR_DOWN:J]
	[DESIGNATE_STAIR_UPDOWN:I]
	[DESIGNATE_TRAFFIC:O]
	[DESIGNATE_TRAFFIC_HIGH:H]
	[DESIGNATE_TRAFFIC_NORMAL:N]
	[DESIGNATE_TRAFFIC_LOW:L]
	[DESIGNATE_TRAFFIC_RESTRICTED:R]
	[DESIGNATE_TRAFFIC_INCREASE_WEIGHT:W]
	[DESIGNATE_TRAFFIC_DECREASE_WEIGHT:Q]
	[DESIGNATE_RAMP:R]
	[DESIGNATE_CHANNEL:H]
	[D_DEPOT:SHIFT+D]
	[D_HOT_KEYS:H]
	[D_HOTKEY1:F1]
	[D_HOTKEY2:F2]
	[D_HOTKEY3:F3]
	[D_HOTKEY4:F4]
	[D_HOTKEY5:F5]
	[D_HOTKEY6:F6]
	[D_HOTKEY7:F7]
	[D_HOTKEY8:F8]
	[D_HOTKEY9:SHIFT+F1]
	[D_HOTKEY10:SHIFT+F2]
	[D_HOTKEY11:SHIFT+F3]
	[D_HOTKEY12:SHIFT+F4]
	[D_HOTKEY13:SHIFT+F5]
	[D_HOTKEY14:SHIFT+F6]
	[D_HOTKEY15:SHIFT+F7]
	[D_HOTKEY16:SHIFT+F8]
	[BUILDING_ADVANCE_STAGE:D]
	[BUILDING_EXPAND_CONTRACT:X]
	[BUILDING_TRIGGER_ENABLE_WATER:W]
	[BUILDING_TRIGGER_MIN_WATER_UP:S]
	[BUILDING_TRIGGER_MIN_WATER_DOWN:A]
	[BUILDING_TRIGGER_MAX_WATER_UP:X]
	[BUILDING_TRIGGER_MAX_WATER_DOWN:Z]
	[BUILDING_TRIGGER_ENABLE_MAGMA:M]
	[BUILDING_TRIGGER_MIN_MAGMA_UP:I]
	[BUILDING_TRIGGER_MIN_MAGMA_DOWN:U]
	[BUILDING_TRIGGER_MAX_MAGMA_UP:K]
	[BUILDING_TRIGGER_MAX_MAGMA_DOWN:J]
	[BUILDING_TRIGGER_ENABLE_CREATURE:C]
	[BUILDING_TRIGGER_ENABLE_LOCALS:L]
	[BUILDING_TRIGGER_MIN_SIZE_UP:R]
	[BUILDING_TRIGGER_MIN_SIZE_DOWN:E]
	[BUILDING_TRIGGER_MAX_SIZE_UP:F]
	[BUILDING_TRIGGER_MAX_SIZE_DOWN:D]
	[BUILDING_TRIGGER_RESETS:O]
	[HOTKEY_BUILDING_TRADEDEPOT:SHIFT+D]
	[HOTKEY_BUILDING_TRAP:SHIFT+T]
	[HOTKEY_BUILDING_SUPPORT:SHIFT+S]
	[HOTKEY_BUILDING_ARCHERYTARGET:SHIFT+A]
	[HOTKEY_BUILDING_MACHINE:SHIFT+M]
	[HOTKEY_BUILDING_MACHINE_SCREW_PUMP:S]
	[HOTKEY_BUILDING_MACHINE_WATER_WHEEL:W]
	[HOTKEY_BUILDING_MACHINE_WINDMILL:M]
	[HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:G]
	[HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:H]
	[HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:V]
	[HOTKEY_BUILDING_ROAD_PAVED:O]
	[HOTKEY_BUILDING_ROAD_DIRT:SHIFT+O]
	[HOTKEY_BUILDING_HATCH:SHIFT+H]
	[HOTKEY_BUILDING_GRATE_WALL:SHIFT+W]
	[HOTKEY_BUILDING_GRATE_FLOOR:SHIFT+G]
	[HOTKEY_BUILDING_BARS_VERTICAL:SHIFT+B]
	[HOTKEY_BUILDING_BARS_FLOOR:ALT+B]
	[HOTKEY_BUILDING_CONSTRUCTION:SHIFT+C]
	[HOTKEY_BUILDING_CONSTRUCTION_WALL:W]
	[HOTKEY_BUILDING_CONSTRUCTION_FLOOR:F]
	[HOTKEY_BUILDING_CONSTRUCTION_RAMP:R]
	[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:U]
	[HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:D]
	[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:X]
	[HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:SHIFT+F]
	[HOTKEY_BUILDING_TRAP_SPIKE:SHIFT+S]
	[HOTKEY_GLASS_HATCH_COVER:SHIFT+H]
	[HOTKEY_GLASS_GRATE:SHIFT+G]
	[HOTKEY_CARPENTER_HATCH_COVER:SHIFT+H]
	[HOTKEY_CARPENTER_GRATE:SHIFT+G]
	[HOTKEY_MASON_HATCH_COVER:SHIFT+H]
	[HOTKEY_MASON_GRATE:SHIFT+G]
	[HOTKEY_TRAP_HATCH:H]
	[HOTKEY_TRAP_GRATE_WALL:W]
	[HOTKEY_TRAP_GRATE_FLOOR:G]
	[HOTKEY_TRAP_BARS_VERTICAL:SHIFT+B]
	[HOTKEY_TRAP_BARS_FLOOR:ALT+B]
	[HOTKEY_TRAP_SPIKE:SHIFT+S]
	[HOTKEY_TRAP_GEAR_ASSEMBLY:A]
	[SETUP_NAME_FORT:SHIFT+F]
	[SETUP_NAME_GROUP:SHIFT+G]
	[SETUP_RECLAIM:SHIFT+R]
	[SETUP_LOCAL_Y_UP:SHIFT+U]
	[SETUP_LOCAL_Y_DOWN:SHIFT+M]
	[SETUP_LOCAL_X_UP:SHIFT+K]
	[SETUP_LOCAL_X_DOWN:SHIFT+H]
	[SETUP_LOCAL_Y_MUP:U]
	[SETUP_LOCAL_Y_MDOWN:M]
	[SETUP_LOCAL_X_MUP:K]
	[SETUP_LOCAL_X_MDOWN:H]
	[SETUP_BIOME_1:F1]
	[SETUP_BIOME_2:F2]
	[SETUP_BIOME_3:F3]
	[SETUP_BIOME_4:F4]
	[SETUP_BIOME_5:F5]
	[SETUP_BIOME_6:F6]
	[SETUP_BIOME_7:F7]
	[SETUP_BIOME_8:F8]
	[SETUP_BIOME_9:F9]
	[CHOOSE_NAME_RANDOM:R]
	[CHOOSE_NAME_CLEAR:C]
	[CHOOSE_NAME_TYPE:T]
	[D_CIVZONE:I]
	[CIVZONE_REMOVE:X]
	[CIVZONE_WATER_SOURCE:W]
	[CIVZONE_FISH:F]
	[CIVZONE_DUMP:G]
	[CIVZONE_DUMP:P]
	[CIVZONE_SAND_COLLECT:S]
	[CIVZONE_MEETING:M]
	[CIVZONE_ACTIVE:A]
	[CIVZONE_POND_OPTIONS:SHIFT+P]
	[CIVZONE_POND_WATER:F]
	[D_BITEM_FORBID:F]
	[D_BITEM_DUMP:D]
	[D_BITEM_MELT:M]
	[D_LOOK_FORBID:F]
	[D_LOOK_DUMP:D]
	[D_LOOK_MELT:M]
	[DESIGNATE_SMOOTH:S]
	[DESIGNATE_ENGRAVE:E]
	Various STRING keys
	[A_MOVE_N:8]
	[A_MOVE_S:2]
	[A_MOVE_E:6]
	[A_MOVE_W:4]
	[A_MOVE_NW:7]
	[A_MOVE_NE:9]
	[A_MOVE_SW:1]
	[A_MOVE_SE:3]
	[A_MOVE_WAIT:5]
	[A_CARE_MOVE_N:ALT+8]
	[A_CARE_MOVE_S:ALT+2]
	[A_CARE_MOVE_E:ALT+6]
	[A_CARE_MOVE_W:ALT+4]
	[A_CARE_MOVE_NW:ALT+7]
	[A_CARE_MOVE_NE:ALT+9]
	[A_CARE_MOVE_SW:ALT+1]
	[A_CARE_MOVE_SE:ALT+3]
	[A_CARE_MOVE_UPDOWN:ALT+5]
	[A_MOVE_N_UP:SHIFT+8]
	[A_MOVE_S_UP:SHIFT+2]
	[A_MOVE_E_UP:SHIFT+6]
	[A_MOVE_W_UP:SHIFT+4]
	[A_MOVE_NW_UP:SHIFT+7]
	[A_MOVE_NE_UP:SHIFT+9]
	[A_MOVE_SW_UP:SHIFT+1]
	[A_MOVE_SE_UP:SHIFT+3]
	[A_MOVE_UP:SHIFT+5]
	[A_MOVE_N_DOWN:CTRL+8]
	[A_MOVE_S_DOWN:CTRL+2]
	[A_MOVE_E_DOWN:CTRL+6]
	[A_MOVE_W_DOWN:CTRL+4]
	[A_MOVE_NW_DOWN:CTRL+7]
	[A_MOVE_NE_DOWN:CTRL+9]
	[A_MOVE_SW_DOWN:CTRL+1]
	[A_MOVE_SE_DOWN:CTRL+3]
	[A_MOVE_DOWN:CTRL+5]
	[A_MOVE_UP_AUX:SHIFT+COMMA]
	[A_MOVE_DOWN_AUX:SHIFT+PERIOD]
	[A_MOVEMENT:M]
	[A_MOVEMENT_SWIM:S]
	[CURSOR_UP_Z_AUX:SHIFT+5]
	[CURSOR_DOWN_Z_AUX:CTRL+5]
	[NOBLELIST_REPLACE:R]
	[NOBLELIST_SETTINGS:S]
	[NOBLELIST_VIEW_CANDIDATE:V]
	[BUILDJOB_DEPOT_REQUEST_TRADER:R]
	[BUILDJOB_DEPOT_BROKER_ONLY:B]
	[BUILDJOB_FARM_WINTER:D]
	[A_CUST_NAME:C]
	[A_RANDOM_NAME:R]
	[A_CHANGE_GENDER:G]

Changed keys
	[DESIGNATE_TOGGLE_ENGRAVING:V]
	all CHASM keys changed to DUMP

Removed keys
	All STRING keys except BACKSPACE
	old adamantine keys
	[BUILDING_PLACE:P]
	[HOTKEY_BUILDING_ROAD:O]
	[HOTKEY_BUILDING_AQUEDUCT:Q]
	[HOTKEY_BUILDING_CHANNEL:U]
	[HOTKEY_MASON_MAT_GRAY:G]
	[HOTKEY_MASON_MAT_LIGHT:O]
	[HOTKEY_MASON_MAT_DARK:M]
	[HOTKEY_CRAFTS_MAT_STONE_L:M]
	[HOTKEY_CRAFTS_MAT_STONE_D:O]
	[HOTKEY_SMELT_COPPER:C]
	[HOTKEY_SMELT_TIN:T]
	[HOTKEY_SMELT_BRONZE:Z]
	[HOTKEY_SMELT_BRASS:R]
	[HOTKEY_SMELT_IRON:I]
	[HOTKEY_SMELT_PIGIRON:P]
	[HOTKEY_SMELT_STEEL:E]
	[HOTKEY_SMELT_SILVER:S]
	[HOTKEY_SMELT_ELECTRUM:M]
	[HOTKEY_SMELT_GOLD:G]
	[HOTKEY_SMELT_PLATINUM:A]
	[HOTKEY_SMELT_COAL:Q]
	[HOTKEY_TRAP_TRIGGERTEMP:T]
	[DESIGNATE_DETAIL:S]
	[D_GATE:G]
	[D_SET_GATE:SHIFT+G]
	[A_SAMESQUARE:5]
	[BUILDJOB_CHANNEL_ASSIGN_OCC:A]
	[BUILDJOB_CHANNEL_WATER:W]

Material tokens
	[BLOOD_SPECIFIC:<creature token>]
	[BLOOD_NONSPECIFIC:<any combination of RGCBMWY0, must have at least one>]
	[PLANT_ALCOHOL]

Creature raws
	Allowed any matgloss for itemgloss drops, any standard racegloss permitted, body mat can use matgloss WOOD,STONE,PLANT,GEM, for stone can use USE_LAVA_STONE
	Things like [LARGE_CHASM] are gone, all replaced by [LARGE_ROAMING] + biome, some vermin types condensed/added
	Got rid of [ADD_VERSION]
	[SESSILE_LAND] -> [IMMOBILE_LAND]

Wood raws
	Now uses frequency
	[TILE:<symbol>]
	[COLOR:<front>:<back>:<brightness>]
	[DEAD_TILE:<symbol>]
	[DEAD_COLOR:<front>:<back>:<brightness>]
	[SAPLING_TILE:<symbol>]
	[SAPLING_COLOR:<front>:<back>:<brightness>]
	[DEAD_SAPLING_TILE:<symbol>]
	[DEAD_SAPLING_COLOR:<front>:<back>:<brightness>]
	
Plant raws
	[DEAD_TILE:<symbol>]
	[DEAD_COLOR:<front>:<back>:<brightness>]
	[SHRUB_TILE:<symbol>]
	[SHRUB_COLOR:<front>:<back>:<brightness>]
	[DEAD_SHRUB_TILE:<symbol>]
	[DEAD_SHRUB_COLOR:<front>:<back>:<brightness>]

Stone raws
	got rid of [RIVER], [LIGHT], [DARK]
	[VALUE]
	Various layering information
	Got rid of gem subtypes, folded gems into stone
	
Added metal and reaction raws

Trap component raws
	[IS_SCREW]
	[WOOD]
	[METAL]

Misc. Raws	
	[BIOME_ANY_WETLAND]
	New biomes for lakes/river/pools/ocean
	Added density values
	
******************************************************

Auxiliary file changes for 0.23.125.23a:

New init options
	[POPULATION_CAP:200]
	[FPS_CAP:100]

New keys
	[BUILDJOB_COFFIN_CIV:C]
	[BUILDJOB_COFFIN_PET:P]
	[UNITVIEW_SLAUGHTER:S]

******************************************************

Auxiliary file changes for 0.22.123.23a:

New keys
	[ORDERS_WORKSHOP:SHIFT+W]
	[ORDERS_COLLECT_WEB:W]
	[ORDERS_SLAUGHTER:S]
	[ORDERS_BUTCHER:B]
	[ORDERS_TAN:T]

Weapon raws
	[STICK_CHANCE:0] this modifies the stick-in chance from the default for the damage type

Creature raws
	[SPECNAME:<type>:<sing>:<plural>:<adj>] the only terms it takes for the type entry are MALE and FEMALE
	example: [SPECNAME:MALE:bull:bulls:bull]

******************************************************

Auxiliary file changes for 0.22.121.23b:

New init options
	[TEMPERATURE:YES]
	[WEATHER:YES]

Creature raws
	[ALCOHOL_DEPENDENT] for dwarves

******************************************************

Auxiliary file changes for 0.22.120.23b:

New keys
[CURSOR_UP_FAST:SHIFT+8]
[CURSOR_DOWN_FAST:SHIFT+2]
[CURSOR_LEFT_FAST:SHIFT+4]
[CURSOR_RIGHT_FAST:SHIFT+6]
[CURSOR_UPLEFT_FAST:SHIFT+7]
[CURSOR_UPRIGHT_FAST:SHIFT+9]
[CURSOR_DOWNLEFT_FAST:SHIFT+1]
[CURSOR_DOWNRIGHT_FAST:SHIFT+3]

Removed keys
[INTERFACEKEY_SQUAD_CURSOR]

Temperature in the raws:

The temperature scale has freezing of water at 10000, and moves roughly at a fahrenheit scale.  Water boils at 10180, for example.
This means that temperatures can go well below absolute zero, but fantasy runs that way.
Water has spec heat 4.181 J/gC, and this is stored as 4181 in the raws.
Spec heat changes with change of state are not currently supported.

Creature raws
	[SPEC_HEAT:amount 0-60000 or NONE]/default NONE
	[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
	[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
	[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
	[MELTING_POINT:temp 0-60000 or NONE]/default NONE
	[BOILING_POINT:temp 0-60000 or NONE]/default NONE
	[FIXED_TEMP:temp 0-60000 or NONE]/default NONE

	You can also add the words "LEATHER" "BONE" "EXTRACT" "CHEESE" "DRINK" "SILK" in front of these, e.g. [SILK_IGNITE_POINT:10300].

	[STANDARD_FLESH]/sets values above to reasonable numbers for a standard fleshy creature
	[MATERIAL:mat:matg]/sets values above to the numbers matching the given material
	[HOMEOTHERM:temp 0-60000 or NONE]/default NONE

Plant raws
	[SPEC_HEAT:amount 0-60000 or NONE]/default 420
	[HEATDAM_POINT:temp 0-60000 or NONE]/default 10250
	[COLDDAM_POINT:temp 0-60000 or NONE]/default 9900
	[IGNITE_POINT:temp 0-60000 or NONE]/default 10508
	[MELTING_POINT:temp 0-60000 or NONE]/default NONE
	[BOILING_POINT:temp 0-60000 or NONE]/default NONE
	[FIXED_TEMP:temp 0-60000 or NONE]/default NONE

	You can also add the words "CLOTH" "EXTRACT" "CHEESE" "DRINK" in front of these
	as in [CLOTH_IGNITE_POINT:10300].

Stone raws
	[SPEC_HEAT:amount 0-60000 or NONE]/default 800
	[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
	[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
	[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
	[MELTING_POINT:temp 0-60000 or NONE]/default 11500
	[BOILING_POINT:temp 0-60000 or NONE]/default 14000
	[FIXED_TEMP:temp 0-60000 or NONE]/default NONE

Gem raws
	[SPEC_HEAT:amount 0-60000 or NONE]/default 1800
	[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
	[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
	[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
	[MELTING_POINT:temp 0-60000 or NONE]/default 12268
	[BOILING_POINT:temp 0-60000 or NONE]/default 14368
	[FIXED_TEMP:temp 0-60000 or NONE]/default NONE

Wood raws
	[SPEC_HEAT:amount 0-60000 or NONE]/default 420
	[HEATDAM_POINT:temp 0-60000 or NONE]/default 10250
	[COLDDAM_POINT:temp 0-60000 or NONE]/default 9900
	[IGNITE_POINT:temp 0-60000 or NONE]/default 10508
	[MELTING_POINT:temp 0-60000 or NONE]/default NONE
	[BOILING_POINT:temp 0-60000 or NONE]/default NONE
	[FIXED_TEMP:temp 0-60000 or NONE]/default NONE

******************************************************

Auxiliary file changes for 0.22.120.23a:

New keys
[BUILDJOB_STOCKPILE_BARREL_ZERO:SHIFT+E]
[BUILDJOB_STOCKPILE_BARREL_MAX:SHIFT+R]
[BUILDJOB_STOCKPILE_BIN_ZERO:SHIFT+C]
[BUILDJOB_STOCKPILE_BIN_MAX:SHIFT+V]

MATGLOSS Raws

	Added plurals to gem names

There is now a graphics subfolder in the raw folder.  See graphics_example.txt in that folder for a sample.  In order to see your creature tiles, you have to go into the init.txt file and set [GRAPHICS:YES].  You'll find other options there as well.

******************************************************

Auxiliary file changes for 0.22.110.23a:

New init options
[ADVENTURER_TRAPS:NO]

New keys
[HOTKEY_BUILDING_WORKSHOP_DYER:D]
[HOTKEY_DYER_THREAD:T]
[HOTKEY_DYER_CLOTH:C]
[HOTKEY_CLOTHES_IMAGE:I]
[HOTKEY_LEATHER_IMAGE:I]
[ORDERS_LOOM:L]
[ORDERS_DYED_CLOTH:D]

DESCRIPTOR Raws

	These are a new class of raws that handle colors and shapes.

	[COLOR:<identifier>]/[COLOR:RED]
		[NAME:<text you want to see>]/[NAME:red]
		[WORD:<word token>]/[WORD:RED] -- not currently used but will be handy later
		[RGB:<r>:<g>:<b>]/[RGB:255:0:0] -- uses the init.txt values and picks nearest as the representation
	[SHAPE:identifier]/[SHAPE:CRESCENT]
		[NAME:<text>:<text plural>]/[NAME:crescent:crescents]
		[WORD:<word token>]/[WORD:CRESCENT] -- not currently used but will be handy later
		[ADJ:<text>]/[ADJ:narrow][ADJ:thick] -- it will choose one of these at random
		[TILE:<tile>]/[TILE:'('] or [TILE:40]

MATGLOSS Raws

	[MILL_DYE:<color identifier>]/[COLOR:BLUE]

******************************************************

Auxiliary file changes for 0.22.110.22c:

New keys
[STOCKPILE_WEAPON:P]
[STOCKPILE_ARMOR:D]
[STOCKPILE_CUSTOM:C]
[STOCKPILE_CUSTOM_SETTINGS:T]
[BUILDJOB_STOCKPILE_DELETE_CHILD:D]
[BUILDJOB_STOCKPILE_SETTINGS:S]
[BUILDJOB_STOCKPILE_BARREL_UP:R]
[BUILDJOB_STOCKPILE_BARREL_DOWN:E]
[BUILDJOB_STOCKPILE_BIN_UP:V]
[BUILDJOB_STOCKPILE_BIN_DOWN:C]
[STOCKPILE_SETTINGS_ENABLE:E]
[STOCKPILE_SETTINGS_DISABLE:D]
[STOCKPILE_SETTINGS_PERMIT_ALL:P]
[STOCKPILE_SETTINGS_FORBID_ALL:F]
[STOCKPILE_SETTINGS_PERMIT_SUB:T]
[STOCKPILE_SETTINGS_FORBID_SUB:G]
[STOCKPILE_SETTINGS_SPECIFIC1:U]
[STOCKPILE_SETTINGS_SPECIFIC2:J]

******************************************************

Auxiliary file changes for 0.22.110.22a:

Various changes to the item raws.

******************************************************

Auxiliary file changes for 0.22.107.21a:

New keys
[A_WAIT:PERIOD]

******************************************************

Auxiliary file changes for 0.21.104.21c:

New keys
[HOTKEY_ASHERY_POTASH_DIRECT:A]

******************************************************

Auxiliary file changes for 0.21.104.21b:

New keys
[BUILDJOB_WORKSHOP_PROFILE:SHIFT+P]

******************************************************

Auxiliary file changes for 0.21.104.21a:

New init options
[MOUSE:YES]
[MOUSE_PICTURE:NO]

******************************************************

Auxiliary file changes for 0.21.104.19c:

New init options
[ENGRAVINGS_START_OBSCURED:NO] -- lets you have your engravings look the same if you want

New keys
[DESIGNATE_TOGGLE_ENGRAVING:E]

******************************************************

Auxiliary file changes for 0.21.104.19a:

New keys
[STORES_CHASM:C]
[ORDERS_REFUSE_CHASM_CORPSE:C]
[ORDERS_REFUSE_CHASM_SKIN:I]
[ORDERS_REFUSE_CHASM_SKULL:L]

******************************************************

Auxiliary file changes for 0.21.102.19a:

New init options
[NICKNAME_DWARF:REPLACE_FIRST] -- these say how nicknames are handled
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]
[WINDOWED:PROMPT] -- set if you want fullscreen/windowed mode

New keys
[A_STATUS_CUSTOMIZE:Y]
[UNITVIEW_CUSTOMIZE:Y]
[CUSTOMIZE_UNIT_NICKNAME:N]
[CUSTOMIZE_UNIT_PROFNAME:P]
[TOGGLE_FULLSCREEN:F11] -- toggle fullscreen/windowed mode

Removed a few superfluous entries from interface.txt.

******************************************************

Auxiliary file changes for 0.21.101.19a:

New init options
[KEY_HELD_MS:150] -- controls how long a key must be held before it sends a repeat message

New keys for alphabetic string entry
[STRING_<x>:<x>] pretty much
[A_ENTER_NAME:E]

******************************************************

Auxiliary file changes for 0.21.100.19a:

New init options, and new help inside the file itself
[SOUND:ON]
[INTRO:ON]

Added all of the display strings to the interface file.

******************************************************

Auxiliary file changes for 0.21.95.19c:

New keys -- add/adjust these to any interface.txt files you are saving for yourself
[BUILDJOB_FARM_FERTILIZE:F]
[BUILDJOB_FARM_SEASFERT:S]

Changed keys
[CHANGE_BINDINGS:K]