diff --git a/CHANGELOG.md b/CHANGELOG.md
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,3 +1,8 @@
+## [v0.8.1.2](https://github.com/LambdaHack/LambdaHack/compare/v0.8.1.1...v0.8.1.2)
+
+- Fix typos detected by lintian
+- Fix the code that runs in case of old async (bug introduced in v0.8.1.1)
+
 ## [v0.8.1.1](https://github.com/LambdaHack/LambdaHack/compare/v0.8.1.0...v0.8.1.1)
 
 - no player-visible changes
diff --git a/Game/LambdaHack/Client/UI/EffectDescription.hs b/Game/LambdaHack/Client/UI/EffectDescription.hs
--- a/Game/LambdaHack/Client/UI/EffectDescription.hs
+++ b/Game/LambdaHack/Client/UI/EffectDescription.hs
@@ -183,7 +183,7 @@
       capName = "The '" <> statName <> "' stat"
   in capName <+> case eqpSlot of
     EqpSlotMiscBonus -> "represent the total power of assorted stat bonuses for the character."
-    EqpSlotAddHurtMelee -> "is a percentage of addtional damage dealt by the actor (either a character or a missile) with any weapon. The value is capped at 200%, then the armor percentage of the defender is subtracted from it and the resulting total is capped at 99%."
+    EqpSlotAddHurtMelee -> "is a percentage of additional damage dealt by the actor (either a character or a missile) with any weapon. The value is capped at 200%, then the armor percentage of the defender is subtracted from it and the resulting total is capped at 99%."
     EqpSlotAddArmorMelee -> "is a percentage of melee damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 99% (always at least 1% of damage gets through). It includes 50% bonus from being braced for combat, if applicable."
     EqpSlotAddArmorRanged -> "is a percentage of ranged damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 99% (always at least 1% of damage gets through). It includes 25% bonus from being braced for combat, if applicable."
     EqpSlotAddMaxHP -> "is a cap on HP of the actor, except for some rare effects able to overfill HP. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) HP is cut back to the cap."
@@ -201,7 +201,7 @@
     EqpSlotAddMaxCalm -> "is a cap on Calm of the actor, except for some rare effects able to overfill Calm. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) Calm is lowered, sometimes very significantly and always at least back down to the cap."
     EqpSlotAddSmell -> "determines the maximal area smelled by the actor. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location."
     EqpSlotAddNocto -> "is the limit of visibility in dark. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location."
-    EqpSlotAddAggression -> "represents the willingness of the actor to engage in combat, especially close quarters, and conversly, to break engagement when overpowered."
+    EqpSlotAddAggression -> "represents the willingness of the actor to engage in combat, especially close quarters, and conversely, to break engagement when overpowered."
     EqpSlotAbWait -> "determines whether the character can wait, bracing for comat and potentially blocking the effects of some attacks."
     EqpSlotAbMoveItem -> "determines whether the character can pick up items and manage inventory."
 
diff --git a/GameDefinition/Content/ItemKind.hs b/GameDefinition/Content/ItemKind.hs
--- a/GameDefinition/Content/ItemKind.hs
+++ b/GameDefinition/Content/ItemKind.hs
@@ -980,7 +980,7 @@
   , iweight  = 50  -- heavier that it looks, due to glass
   , iaspects = [AddSight $ 1 + 1 `d` 2, AddHurtMelee $ (1 `d` 2) * 3]
   , ifeature = [EqpSlot EqpSlotAddSight] ++ ifeature ringTemplate
-  , idesc    = "Let's you better focus your weaker eye."
+  , idesc    = "Lets you better focus your weaker eye."
   }
 -- Don't add standard effects to rings, because they go in and out
 -- of eqp and so activating them would require UI tedium: looking for
diff --git a/GameDefinition/Implementation/MonadServerImplementation.hs b/GameDefinition/Implementation/MonadServerImplementation.hs
--- a/GameDefinition/Implementation/MonadServerImplementation.hs
+++ b/GameDefinition/Implementation/MonadServerImplementation.hs
@@ -179,7 +179,7 @@
   -- Wait for clients to exit even in case of server crash
   -- (or server and client crash), which gives them time to save
   -- and report their own inconsistencies, if any.
-  Ex.handle (\(ex :: Ex.SomeException) -> case Ex.fromException ex of
+  Ex.handle (\ex -> case Ex.fromException ex of
                Just ExitSuccess ->
                  -- User-forced shutdown, not crash, so the intention is
                  -- to keep old saves and also clients may be not ready to save.
diff --git a/GameDefinition/Main.hs b/GameDefinition/Main.hs
--- a/GameDefinition/Main.hs
+++ b/GameDefinition/Main.hs
@@ -48,11 +48,13 @@
   -- Avoid the bound thread that would slow down the communication.
   a <- async $ tieKnot serverOptions
   resOrEx <- waitCatch a
-  let unwrapEx e = case Ex.fromException e of
+  let unwrapEx e =
 #if MIN_VERSION_async(2,2,1)
-        Just (ExceptionInLinkedThread _ ex) -> unwrapEx ex
+        case Ex.fromException e of
+          Just (ExceptionInLinkedThread _ ex) -> unwrapEx ex
+          _ ->
 #endif
-        _ -> e
+               e
   case resOrEx of
     Right () -> return ()
     Left e -> case Ex.fromException $ unwrapEx e of
diff --git a/LambdaHack.cabal b/LambdaHack.cabal
--- a/LambdaHack.cabal
+++ b/LambdaHack.cabal
@@ -5,7 +5,7 @@
 -- PVP summary:+-+------- breaking API changes
 --             | | +----- minor or non-breaking API additions
 --             | | | +--- code changes with no API change
-version:       0.8.1.1
+version:       0.8.1.2
 synopsis:      A game engine library for tactical squad ASCII roguelike dungeon crawlers
 description:   LambdaHack is a Haskell game engine library for ASCII roguelike
                games of arbitrary theme, size and complexity, with optional
