I hope that all critical bugs are fixed in this release. I ran out of time to apply all fixes and improvements that were planned.

Tchernobog version 0.1.0
- Fixed bug that caused weapon to disapear
- Fixed bug that proevent secondary weaponset from being affected by repair all and recharge all npc services
- Fixed crash related to golem or other minion death
- Fixed game freeze that could occur on multiple reasons
- Fixed bug that caused player to apear at top of the map when loading level
- Fixed potential combat related crash
- Fixed spell visual effects disapearing too early
- Fixed monster animation desynchronization
- Fixed monster AI to be act better on higher resolutions
- Fixed bug that prevented to correctly consume spell charges and scrolls
- Fixed bug that prevented affixes on random unique monsters
- Fixed spell level glitch related to shirnes
- Fixed whrilwind skill bugs
- Fixed player and trade stash sizes and crash
- Fixed GUI message box glitch while using NPC services
- Fixed functional key skill bind crash
- Fixed elixirs duration displayed in tooltip
- Fixed grammar in several item names
- Fixed long sword and claymore order problems
- Fixed magic and cold damage bonuses from set items
- Fixed errors related to random unique monster names and AI
- Fixed bug that caused revived monsters revived by necromancers to be hostile towards player
- Fixed bug that caused killed revived monsters to remain on minimap
- Fixed diabolic shrine glitches that could spawn monster with undefined behaviour
- Fixed bug that caused rogue's multiple shot arrows to be placed too close to each other
- Fixed the dark lord death animation issues
- Fixed traps to properly effect players and monsters
- Fixed Thaumaturgic shrine to not respawn objects other then chests
- Fixed lightning damage per character level bonus on unique items
- Fixed wrong gold stack icon being selected while picking up pile
- Fixed bug related to billing for repair, recharge and identify shop operations
- Fixed statistic calculations for champion monsters
- Fixed Assassins Narcosis skill to not reset The Dark Lord and similary scripted monsters
- Fixed object mouse on hover selection range in town
- Fixed bug that allowed The skeleton king to use corpse explosion on normal difficulty
- Fixed bug that caused visited parts of map to disapear after reentering zone
- Fixed bug that caused warrior, rogue and assassin skill to be free
- Fixed glitch that caused player using melee and ranged skills to spam "OOM" sound
- Fixed bug that blocked hot keyed skill swap while holding mouse button
- Fixed map events desynchronization
- Fixed bug that caused summoned monsters to be killed by some of the special monsters
- Improved bonuses of barbarian, warrior and assassin classes from strength and dexterity attributes
- Barbarian physical strength and endurance are now greatly increased at cost of being unable to use spells that consume mana
- Warrior's charge is now level 24 skill
- Warrior's shield wall is now level 32 skill
- Necromancer's blood ritual is now level 16 skill and it's bonuses has been toned down
- Necromancer's corpse explosion is now level 24 skill
- Necromancer's revive is now level 32 skill
- Adjusted necromancer minions balance
- Golem, Zombie and Skeleton summons will now start with better resistances
- Monster repulse effects from enchancements now have short cooldown
- Players will now enter town with full health and mana
- Removed feature that allowed to cast repair, recharge and identify spells when clicking inside inventory
- Enabled Torment difficulty level
- Summonable and minion monsters are now only selectable when appropriate spell is selected
- Changed the flow of Butcher related quests
- Adjusted offset of Hammer icon cursor used while repairing
- Regular unique monsters may only have one affix
- Restored function of CTRL key
- Heal other cannot be used to heal caster player anymore
- Guardian spell now properly benefits from it's level rather then firebolt
- Modified resistances and immunities of monsters and bosses
- Monster immunity should be easier to remove with target resistances reducing items [125% cap]
- Reduced number of required materials for lower level recipies
- Adjusted monster spawn locations in Terrors Domain level
- The Dark Lord has been slightly toned down but gained mechanic that will disintegrate players using run away tactics
- Character saves are now protected from file write system failures.