20080406: Tweaked rare: Now, in a map with "rare" outdoors, there will be no
          more than two quests that are outdoors 

20080405: Tiny levels tweaking: Quests will not be longer than three units
          (this guarantees that tiny levels are smaller than small levels).
          Tiny levels now always have two things; either one puzzle and
          one goodie (weapon/item), or two goodies.

          x_heretic tweaking: We now never have the firemace in levels (it's
          a poor weapon for anything but deathmatch, and there's issues with
          the firemace not appearing).  I also tweaked monster.lua to allow
          a non-weapon to be placed as a "weapon"

20080404: Deciding number of keys/switches/etc in small levels redone;
          fixes "no weapons" bug for small levels.

20080403: Oblige.lua updated to about over 40,000,000 usable seed numbers
          instead of only 500,000 or so usable seed numbers (instead of
          incrementing an index and resetting the RNG every time we can't
          build a level because we couldn't place a stair or what not,
          we just don't reset the RNG)

          x_heretic.lua tweaks: E6 now has ten, not three levels, in a loop.
          This happens to work with Deng 1.8.6, but may cause problems in
          other source ports.  E6 is not clearly defined, and I like the 
          loop of levels (Note: The original DOS Heretic crashes when you 
          enter E6M5)

          E5 is now a mish-mash of themes, instead of just the very loud
          "garish" theme.  Slight tweak to outdoor "Pharoah" theme to make
          it look nice (no more ugly grey-and-red; now it's a much nicer
          yellow-and-red)

          Planner.lua improvement: If a level is too small, we take one of 
          the quests in the level and make that quest a little longer; this
          stops ObHack from slowing down when a level isn't big enough.

          I have also tweaked things so "puzzles" affects the maps, even at
          the tiny and small sizes.

20080402: Planner.lua updated to have "small" and "tiny" level have more
          goodies, but have levels still be about the same size.

002c: Critical fix: Bug added in 002b statue fix would cause levels to 
      occassionally be impossible to make.  Fixed.  Also, some general
      cleanup of the "will this statue block things" code.
 
      Critical fix: Now there's a high recursion depth limit when retrying
      to plan a level; this way, the program does not freeze in an
      infinite loop if it's impossible to find a plan that meets the
      requirements. 

      Critical fix: An assert when making small deathmatch maps sometimes
      failed.  Fixed; assert removed.

      Feature added: Heretic "full game" megawads now make E6M1-3, with
      E6M3 not having an exit (neither in single player nor deathmatch)

002b: Critical fix: Door statues are now less likely to make it impossible
      to finish a level w/o the "noclip" (OK, "kitty") cheat code.

      Critical fix: Being unable to find a door fab no longer causes
      ObHack to crash and burn (we just try with a different level)

002a: "single player" and "coop" maps now have deathmatch starts (hack:
      I just put them where keys, player starts, and goodies are placed)
      With Heretic, "single player" maps have coop starts (hack: I put them
      where the gauntlets and chaos device are placed at SmiteMaster level)

002:

Heretic fixes: At smitemaster difficulty, we start the player with the 
               gauntlets and chaos device to give them a fighting chance 
               to get the crossbow.

General fixes: Not being able to find path no longer crashes; all levels that
               lead to secret level now must have both a normal and secret
               exit; levels now must have at least 5 non-scenery cells

Random seeder tweaked to give completely different levels than ObHack 001
            

001:

Heretic fixes: Doors now always work; secret doors now work

General fixes: Levels are now smaller; validator added to planner.lua
               to make sure a tiny level has exits; it is now possible
               to have deathmatch levels with only one row/column of cells

Not being able to find a staircase now causes Oblige to remake the level
instead of crashing and burning.


