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$NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.448 $ $NHDT-Date: 1524780380 2018/04/26 22:06:20 $
General Fixes and Modified Features
-----------------------------------
doc/*.6 man pages and corresponding doc/*.txt text copies were out of date
data.base entry for "lava" had wrong first name for Don Woods' attribution
cursed genocide of "none" sent in monsters, but "that's enough tries" didn't
update MAXPLAYERS documentation in sysconf file and accept 0 for 'no limit'
wizard mode: don't include feedback about named fruit for ^X and enlightenment
looking at distant objects while wearing the Eyes of the Overworld made their
up-close descriptions known when not intended
message when cursed wand zapped by a monster happens to explode was suppressed
if hero was deaf, even though that message has no audible component
support explicit 'symset:default' and 'symset:Default symbols' in options
crash during startup if player name set as 'player' in defaults
crash during startup if defaults file has a long line
any existing vampire shape-shifted into critter (fog cloud, bat, wolf) became
an unkillable critter if vampires were genocided
unlike in previous versions, an uncursed scroll of enchant armor failed to
uncurse the piece of armor being enchanted (change was unintentional)
slice of {pizza,cake,&} pluralized as "slouse of ..." due to false match
with "lice" (discovered pre-3.6.0-release)
change dipping prompt to not ignore 'called' and 'named' attributes of item
to be dipped
avoid 'the unlabeled {scroll,spellbook} fades' when blank item is hit by water
wrong message given when high priest on astral plane rejects being assigned a
name (got the one for unique monsters instead of the one for priests)
negative intrinsic protection shouldn't confer MC=1, "you are warded" (not
possible from divine protection but is possible from eating rings)
make a slight adjustment to the quickmimic() sense wording
fix typo in passage 1 of The Colour of Magic
fix typos in passages 2 and 6 of Thud!
falling asleep when reading dull spellbook ignored sleep resistance
getpos() complaint about invalid movement keystroke didn't describe meta-chars
accurately
'realtime' value in xlogfile was incorrect if 'checkpoint' option was active
make a previously-discovered scroll written with marker while blind have its
label known so it can be read while blind
#name or C for discoveries list that spanned multiple pages would exit on
space instead of advancing to next page (workaround: use '>' instead)
don't show the old level when you die going down the stairs because of an
iron ball
new high score with ", while helpless" attribute appended would erroneously
result in ", while helpless" being appended to all following entries
allow bright aliases for colors in menucolors
avoid hearing yelps when you are deaf
make corpse visible if stethoscope told you about it being there
sceptre of might database entry word change
avoid "spellbook of novel" on discoveries list after object ID of novel
add novel to discoveries list after reading one
putting gold into hero-owned container on shop floor gave free credit
stack splitting for dipping large quantities of potions was done poorly
dipping fruit juice into enlightenment gave different result than the inverse
make travel walk up to a trap and stop when the trap blocks the only
way forward, instead of trying to go straight line
travel will displace pets rather than stop
discard travel cache when moving to a different dungeon level
do not autopickup unpaid items in shops
death due an unseen gas spore's explosion resulted in "killed by a died"
allow optional parameter "true", "yes", "false", or "no" for boolean options
actually make the castle chest not trapped
level-drain resistance wasn't shown during enlightenment if it was conferred
by worn/wielded equipment or by lycanthropy
wizard mode enlightenment now shows more reasons for various intrinsics
rehumanizing after being poly'd into vampire left hero with ability to sense
humans and elves
Warn_of_mon wouldn't have been able to sense giant ants if any creature were
to have that ability, caused by using 0 instead of NON_PM for 'none'
tone down energy vortex's drain energy attack
fix message typo if tame mind flayer dies trying to eat Medusa's brains
use alternate rejection message if attempting to name an unnameable monster
with the name it already has
cockatrice corpse no longer leaves multiple statues for shape-shifted vampire
alter name of monster causing hero's death if name contains characters that
could cause confusion when using record, logfile, or xlogfile later
teleporting or polymorphing a sink via ring drop shouldn't depend upon being
able to see it happen
change "unlockable chest" to "broken chest" so that it won't be misunderstood
("capable of being unlocked" vs intended "not capable of being locked")
use doname instead of xname when using '/' or ';' to look at objects on map
when a pet moves reluctantly, name the top item of the pile it is reluctant
to step on if the hero sees or remembers any object(s) at that spot
ensure sufficient messages are given to clarify the transition from detected
vampire bats to fog clouds in Vlad's tower
fix "killing by kicking something weird" when kicking an object causes death
avoid accessing mextra fields which haven't been allocated
compile-time option for an alternate paniclog format for public server use
make monsters forget where they stepped when fleeing or teleporting
requiver pickup_thrown objects if quiver is empty
make mimics mimicing walls or trees also block light
stepping onto lava destroyed non-fireproof water walking boots but left other
vulnerable boot types intact
damage and death reasons when eating globs referred to them as corpses
fix death reason when petrified (avoid redundant 'while getting stoned')
use appropriate place name for drum of earthquake shakes
fix unmapped branch stairs on sokoban level
redraw map when hilite_pile is toggled to display the highlighting
make commands that accept a count prefix for item selection
show "Count:" like command repeating does
make vault guard accept names starting with number
fix weight of containers in special levels
make the raven medusa level shortsighted
fix possible segfault in lev_comp when map was too tall
fix "the ice is bridged with ice" when freezing castle's moat or Medusa's sea
make monsters and pets avoid poison gas clouds if it would damage them
covetous monsters may choose to teleport to downstairs or ladders
doppelganger posing as Rider would never change shape
since doppelganger posing as Rider could never revert to innate form,
protection from shape changers turned it into genuine Rider
don't create globs of ooze/slime/pudding with bknown flag set so pre-known to
be "uncursed"
do allow globs with same curse/bless state to merge even when that state is
known for one and unknown for the other; result will have bknown clear
make glob merging on floor behave the same as glob merging in inventory
track age of merged globs
support globs for edibility temporary intrinsic
restore ability to gain intrinsics from black puddings (pass globs to cpostfx)
eating tainted black pudding (glob in 3.6.0, corpse in 3.4.x and 3.3.x)
referred to it as "meat" (because it's not vegetarian food)
fix pile mark after killing a monster carrying a potion which is destroyed
don't list suit as likely candidate for Take-off if cloak blocks it
only list known blank scrolls and known blank spellbooks as likely candidates
when choosing an item to write on for applied magic marker
make status hilites use same color names as menucolors
limit monster spell aggravate monsters to either outside or inside of the
Wizard's tower
prevent revived unique from inheriting a user-defined name
make hurtling out of air bubble on the Plane of Water handle entering water
fix floor descriptions on the Planes when levitating
fix warning glyph description when monster symbol coincided the warning symbol
override MSGTYPE=norep while executing the ':' command
if a chameleon took vampire form, it would stop periodically changing shape
corpses obtained from tipping an ice box wouldn't rot away
suppress "you climb up the stairs" message if verbose option is off
physical damage from mind flayer attack was being inflicted twice
adjust pending movement points when polymorphing into a slower creature
damage inflicted by burning glob of green slime gave wrong messages
monsters fleeing up the upstairs on level 1 were supposed to escape the
dungeon but ended up arriving on Plane of Earth
monster hitting fire-dealing monster with weapon triggered passive damage to
weapon every time, when hero doing so only had 1/6 chance per hit
hitting steam vortex with flammable weapon would damage the weapon with fire
if a non-cursed spellbook being read becomes cursed and hero recognizes that
(bknown is set), interrupt reading
if a non-cursed spellbook being read becomes cursed and hero doesn't notice,
don't leave it flagged as in-use (hence to be deleted during the
next save/restore cycle) if contact-poison cursed book effect occurs
stolen_value, used when breaking shop items from outside the shop among other
times, could describe the shopkeeper as "it" when not seen
when two or more shopkeepers were visible at once, 'p' command could be used
to probe map for locations of other shopkeepers and arbitrary monsters
vortexes and other unsolid monsters need not avoid webs
barbarian and samurai can achieve basic in their special spell's skill
scalpel and tsurugi can now split puddings; bashing with darts or arrows can't
jumping while punished could leave ball and chain in the wrong place
improve Deaf message handling for the minetown watch and shops
issues with Warning when you're adjacent to an undetected hider; clearly you
are aware a monster is present so this causes you to search it out
allow lookup of names like Hachi when selecting monsters from the map
lookup "More Info?" prompt will now tell you what it will look for on 'y'
using 'R' on armor would bypass some restrictions imposed by 'T' (inner layer
could be taken off from under outer layer, embedded scales could be
attempted but triggered "select_off" impossible)
when examining hidden monsters (probing, persistent monster detection), tell
how they're hidden (under an object, on the ceiling, etc)
some quest text corrections
use a much tighter upper bound when summoning nasties; old method could
theoretically create 200 critters at a time
if a long worm inherited inventory from a previous shape, and if an egg or
figurine in that inventory hatched or auto-activated, messages were
given when hero could see any tail segment even if head was unseen,
making it seem as if worm's inventory was kept in the visible segment
Wizard will now steal any quest artifact from hero, not just own role's
prevent a hostile renegade Angel of <lawful god> from delivering taunt
messages which mention threats of retribution from that god
a few types of monster (barrow wight, Nazgul, erinys) have weapon attacks that
don't deal physical damage, so special damage like stoning via wielded
cockatrice corpse wouldn't be inflicted
non-item-using monsters who happened to be carrying scroll or wand of fire or
a fire horn could use it to cure themselves of being turned into slime
when looting multiple containers, add 'n' for "loot next container", change
'q' and ESC from "done with this container" to "done looting"
change looting to choose ":iobrs nq" action from a menu for menustyle:Partial
wand/spell/breath zaps that reached the edge of the level on the Plane of Air
and "vanished into the aether" left temporary display effects on screen
stop amulets and other items which aren't affected by erosion damage from
being subjected to erosion damage
grammar bit: polyself w/ gender change yielded "you turn into a Elvenking"
grammar bit when hallucinating: "you kill poor goblin" ('the' missing for pet)
some blindness cures ignored u.ucreamed
some instances of stun or confusion timers were being overridden rather than
incremented when new stun or confusion damage was suffered
female gnome who gains level can grow up into male-only gnome lord; give
an alternate message instead of prohibiting the promotion
kicked weapon which successfully hits monster vanishes from play
unseen landmine explosion could result in "The <monst-type> statue crumbles."
when using the 'O' command for regexp options (autopickup exceptions,
menucolors, message types), provide opportunity to add more than one
at a time [after 'add', return to add/list/remove menu]
commands invoked by uppercase meta characters: M-A, M-C, M-N, M-O, M-R, M-T
were missing from '? c' list of game commands (dat/hh)
tweak Baalzebub's lair and clean up the map display for it
symbol set definitions didn't recognize S_darkroom and S_vibrating_square
wizard mode enlightenment was reporting "very fast innately" (which is not
possible) for very fast hero who was innately fast
when attacking a monster with a rust or corrosion or acid passive
counter-attack, grease wasn't protecting the attacker's weapon
the Bell of Opening now correctly reports when it opens a trapdoor/hole
knocking can no longer send a monster through a trapdoor/hole and desaddle it
game no longer gets confused when you break an unpaid shop item while inside
a different shop
shopkeepers now correctly handle nested containers and gold in containers
for menustyle traditional, 'D' followed by (B|U|C|X)&m presented a menu of
everything, not just invent subset matching specified BUCX categories
for menustyles traditional or combination, 'A' (or object ID) followed by i
displayed an inventory of everything rather than just worn items (or
not fully identified items)
exploding chest trap would destroy uchain while still worn if uball carried
if monster shapechange message "<foo> turns into <bar>!" was given, <bar>
could be "it" (if <foo> sensed telepathically and <bar> is mindless)
automatic annotation for Ft.Ludios level got applied when a drawbridge became
mapped, but entry there is a secret door rather than a drawbridge
sortloot changed to group holy water and unholy water with water instead of
placing them among the h- and u-named items
sortloot changed to place diluted potion of foo after potion of foo instead
of listing all diluted potions followed by all non-diluted ones
digging down on a grave converted the terrain to floor but did not create a
pit and uncover the grave's contents; digging again--on floor--did
when feel_location removed a remembered-unseen-monster glyph from a known
water location while hero was levitating, the map was redrawn showing
floor instead of water at that spot
Vlad's tower2 and tower3 didn't show up in wizard-mode ^O output or ^V? menu
remove extra space from "All of your <stack-of-potions> boil and explode."
(also applies to potions freezing and to scrolls burning)
effects of cursed potion of levitation were skipped if already levitating
when engulfed, having swallower be killed by angry deity trying to zap hero
no longer violates pacifist conduct (other penalties--reduced luck or
alignment--still apply if target is something you shouldn't kill)
likewise when a monster kills inself trying to prevent turning to stone or
into slime that's been caused by the player, pacifism is not affected
metabolism adjustments: hero poly'd into metallivore form still needs to eat;
being fainted or unconscious from other than sleep now consumes
nutrition at lower rate, like being asleep already did;
starvation threshold shortened due to slower food use while fainting
after using detection magic or #terrain while underwater, then leaving water
and saving while on land, save would flag you as underwater again and
then restore would limit the map display accordingly; next move would
notice, retify things, and report "you are on solid land again"
change #terrain used while underwater to view the regular map rather than the
crippled underwater one
can see or feel adjacent lava or ice when underwater
farlook when underwater now reports "land" for adjacent non-{water,lava,ice}
and "unreconnoitered" for non-adjacent anything, instead of "dark part
of a room" for the former and either dark-room or "unexplored" for the
latter depending upon whether the spot had previously been scouted
monster who accidentally killed itself by zapping wand of fire or fire horn
at self to prevent turning into slime was not properly killed off;
it wouldn't benefit from an amulet of life saving and would trigger
impossible "dmonsfree: N removed doesn't match M pending"
resurrecting a shopkeeper corpse caused crash (replmon -> replshk -> inhishop
-> no eshk data for temporary monster being replaced with revived shk)
new character with OPTIONS=role:Valk,race:!human,align:!lawful yielded
"Shall I pick your Dwarven Valkyrie's for you?" where !human forces
dwarf and dwarf forces lawful, contradicting align:!lawful
new character with OPTIONS=role:Valk,race:random yielded
"Shall I pick your Valkyrie's race and alignment for you?" instead
of honoring race:random without asking
while in shop, undead turning at self causing carried, hero owned corpse to
resurrect claimed it belonged to shopkeeper
while in shop, stone-to-flesh at self causing carried, hero owned figurine
or statue to animate claimed it belonged to shopkeeper
reviving one of a stack of N corpses in a shop charged a usage fee for all N;
remaining N-1 were owned by hero if carried but by shop if on floor
gremlin wailing in agony should wake up nearby monsters
add more lighting variance to the second bigroom variant
when getpos was picking a location, typing '^' to move to the next known trap
skipped some detected traps if their location was unseen
describe detected door traps and chest traps as trapped door and trapped chest
instead of bear trap; bear trap tile is still used on map though
thrown potion that killed peaceful monster would cause "the <mon> gets angry"
after the message about it being killed
when poly'd into a hider and engulfed, attempt to hide via #monster was blocked
but feedback said "can't hide while held" rather than "while engulfed"
various monster/object/food/gold/trap detections were inconsistent in how they
behaved if performed while engulfed or underwater
show in inventory which monster a leash is attached to
using /? to look up something by name, supplying multiple spaces (with no
other characters) as the name triggered impossible "singular of null?"
add support for the 'altmeta' option to the 'what-does' command ('&' or '?f')
when wielded weapon becomes untouchable (after alignment change or polymorph)
hero could be 'blasted by its power' twice in succession
at startup, if sysconf had been read but user's own config file couldn't be
read, sysconf got processed again as if it contained user's options
don't give "you cannot pass through the bars" when travel is testing possible
paths in the vicinity of iron bars
if blind and no gloves, using 'm<dir>' to move and then 'e' could be used to
locate cockatrice corpse without fatal touching (by declining to eat)
it's cannibalism for a were<foo> to eat a <foo> corpse
conduct: wishing for an artifact and not getting it because it already exists
counts as wishing for an artifact, just like when not getting it
because of quest restrictions or too many artifacts in play does
avoid ring of poison resistance as starting equipment for orcish wizard
gelatinous cube shouldn't be able to eat a scroll of scare monster
make fireballs or cones of cold cast at skilled or higher not go through walls
prevent flying monsters from hovering over unreachable underwater objects
lembas wafer gives increased nutrition to elves, reduced nutrition to orcs;
cram ration gives increased nutrition to dwarves
when #tip's terse object drop format got interrupted by a regular message,
it continued using "obj2, obj3, ..." for subsequent objects, where
the sentence grammar no longer made sense (the interrupting message
still follows the comma of a partial sentence--attempting to fix that
seems hopeless; leaving it is better than always using verbose format)
for #tip inside shop, credit was incorrectly given for spilled gold if that
gold's stale location coordinates didn't happen to be inside the shop
when confused scroll of light summoned lights, player would be asked what to
call the scroll even if scroll of light was already identified
if a visible monster becomes invisible, mark its spot with the 'remembered,
unseen monster' glyph ('I' character or '?' tile)
monsters can throw cockatrice eggs at hero, but there was no handling for eggs
when the missile hit an intervening monster
clarify that shape-shifted vampires revert to vampire form when petrified or
digested; when back in 'V' form, they're vulnerable to such damage
when poly'd into an engulfer which does digestion damage, a kill resulting in
a level gain gave "welcome to level N+1" before "you digest <victim>"
any corpse eaten by omnivorous hero always tasted "terrible"
eating the corpse of a unique non-named monster (Wizard of Yendor, Oracle,
Chromatic Dragon, others) gave "The the <monster corpse> tastes ..."
when escaping the dungeon, change "you were here" annotation in dungeon
overview to "you left from here"
option parsing will crash if 'playmode' option is present without a value
any item drained of enchantment was blamed on the player as far as shop
billing was concerned, even if caused by disenchanter attack
if user supplied a specific monster name when asked to choose a monster class,
first prefix match was picked rather than best match ("titan" yielded
S_quadruped due to being preceded by "titanothere" in mons[])
change ing_suffix() to not double final 'w' when adding 'ing' ('t=' yielded
"You mime throwwing something.")
using 'D' to drop when not carrying anything finished (after doing nothing)
without giving any feedback for menustyles "full" and "partial"
"you hear a distant <musical note> squeak" might actually be nearby
differentiate symset and roguesymset option menu prompts
don't show monster vs. monster attack message, if the message refers to
a monster that cannot be sensed by the hero
umber hulk gazing at hidden mimic forces mimic to unhide
show some timed hero properties in wizard-mode #timeout
give quest guardians some equipment
hero polyed into ghoul can only eat non-veggy corpses or eggs
kicking activates statue traps
pets start with apport equal to your charisma
sometimes generate the random mazes with wide corridors, thick walls,
or with dead ends changed to loops
put throne room gold in the chest
novels are made of paper, not gold
movement speeds are made less predictable by using random rounding, rather
than via adding a random offset
some death by the-poison-was-deadly situations left stale non-zero HP shown
on the status line during final disclosure
when sitting at a trap spot: You sit down. You step on a level teleporter.
(likewise for polymorph trap, and similar issue for web)
show all statusline information in #attributes
add option status_updates to prevent bottom of screen status line updates
fix achievement recording bug with mines and sokoban prizes
g.cubes would eat globs of green slime without harm; engulf those instead
fix up true rumor about rock moles vs boots
Bell of Opening could trigger segfault attempting to open some types of traps
if hero was mounted
automatic #overview annotation for quest summons wasn't shown if the quest
entry portal was on same level as bigroom or rogue level
gaining or losing strength while wearing gauntlets of power could give
misleading message about already being as strong or weak as possible
levitation vs encumbrance message sequencing issues: putting on boots of
levitation reported reduction of encumbrance before finish-wearing
and float-up messages, taking off such boots didn't report increase
of encumbrance until player took another action
removing a blindfold with 'A' took two turns, with 'R' (and 'T') only one,
and could result in a crash if the blindfold was stolen during removal
removing a blindfold and wielded weapon with 'A' could result in crash if the
weapon was destroyed by various methods
cmdassist help for movement prefix followed by invalid direction was strange
when the direction was up, down, or self disallowed for that prefix
poor message when shape-shifted vampire reverts to vampire if it has a name:
The Dracula suddenly transforms and rises as Dracula.
poor message when shape-shifted vampire reverts if cause of 'death' was
disintegration or digestion and shifted form wasn't amorphous:
The vampire bat is disintegrated. The vampire bat suddenly transforms
and rises as a vampire. (fix: switch to existing alternate phrasing
used for amorphous form, "reconstitute" rather than "transform")
poor message when named vampire shifts shape within view:
You observe a Dracula where a Dracula was.
vampire shifting into fog cloud to pass under door "oozed" rather than "flowed"
vampires in fog cloud shape would tend to stay that way unless killed; give
them a chance to change to bat or wolf shape if not seen or far away
adult green dragons and the Chromatic Dragon were blinded by gas clouds
named floating eye (when hit by another monster with reflection) or named
silver weapon (when hero hits silver-hating monster) could disrupt
message formatting and conceivably trigger crash if name had '%' in it
fix "you feel like a new man" if female human hero's polymorph attempt failed
while in human form (when already poly'd, "new woman" correctly shown)
fix the 'A' command to have the 'D' command's fix for C331-1 (quirk for
menustyle:Combination; if user included 'a' in "which object classes?"
response, to operate on applicable all items, there would still be a
followup menu asking to choose specific items)
eating 1 tin from stack of N (for N >= 2) on shop's floor forced hero to buy 2
using a cursed whistle in a vault will summon the guard immediately
throne room's throne is occupied by a king
using a grappling hook and getting pulled toward the target into water would
drown hero without any chance to crawl out
blinded monster who eats a carrot will have blindness cured (hero already did)
the "bonesid" written into bones files when they're created so that they can
be validated when loaded was incorrect for bones in the quest branch
("QBar.2" ended up being "ar.2", "QKni.4" ended up as "ni.4", and so
forth) but worked anyway, because validation used same incorrect value
surviving a gas spore's explosion would leave that explosion as a stale reason
for death which might show up strangely ("crushed to death by a gas
spore's explosion" when killed by an opening drawbridge)
add database entry for "martial arts"
add catch-all database entry for the polearms
starting inventory for rogues specified +9 lock pick, where +/-N is meaningless
fix pile mark when picking up all-but-one items while invisible
improve config file error reporting
when polymorphed into something with a passive counterattack, being 'killed'
and returning to normal form allows a subset of counterattacks to
continue after telling the player than the hero has reverted; change
"Mon is splashed by your acid" to "Mon is splashed by acid" in that
situation so that the message sequence doesn't look quite so strange
when returning to quest nemesis' level, the message for some roles (A,S,T,W)
referred to sensing presence of the quest artifact even if had been
removed from that level; give an alternate message in that situation
when the Amulet increased spell casting cost, nothing actually happened (aside
from the message about feeling the Amulet drain the hero's power) if
hero lacked sufficient energy to cast the spell
if was possible to leash an adjacent pet while engulfed
if leash or unleash attempt was directed at "remembered, unseen monster" glyph
and yielded "there's no creature there", the glyph wasn't removed
wizmode level teleport menu indicates on what level you currently are
fix invisible gold symbol in status line when S_coin was set to space
fix buffer overflow in wizard mode for '#' command when 'extmenu' option is on
"you suddenly vomit" was given two turns before actually vomiting, so you
could get that message, move a bit, then get "you can move again"
after the 2 turn freeze applied along with the actual vomit
give an alternate message if you vomit when stomach is empty (ie, fainting)
corpses and other flammable items not subject to direct burning or fire-based
erosion which were thrown or dropped into lava remained intact
if a potion on the floor survived a land mine explosion and got propelled at
the hero, it didn't behave like a potion if it hit
adjust candelabrum's weight when candles are attached
when lit candelabrum burned out, persistent inventory window showed that it
was no longer lit but still showed phantom candles attached
improve hilite_status, allowing multiple stops per field, and temporarily or
permanently hilited fields
give feedback when released from a bear trap
#version output sometimes had ", and basic NetHack features." on its own line
depending upon how the dynamically inserted pattern-match phrase fit
#version output left out "pattern matching via <method>" if the basic NetHack
features entry was split across two lines
recovery of strength lost due to weakness from hunger was vulnerable to abuse
monsters hit by scroll of earth boulder did not get angry
hero could "pronounce the words on the scroll" when blind (if its label is
known) even while being strangled at the time
hero could cast spells while poly'd into a form which can't speak (or grunt,&c)
or while being strangled
when poly'd into a giant and moving onto a boulder's spot, you could get "you
try to move the boulder, but in vain", "however, you can easily pick
it up", "you are carrying too much stuff to pick up another boulder"
improve #adjust command's handling of the '$' and '#' inventory slots
prevent #adjust from allowing anything to be moved into the special '-' slot
sometimes rings dropped into sinks can be found in the pipes
doors in special levels were always generated in vertical orientation
assigning a type name to a potion on the floor which is actually a mimic could
prompt "Call a stream of <potion-type> fluid:" (bogus 'fromsink')
with perm_invent option enabled and no inventory, 'i' put up an empty menu
charisma affects the leeway in demon lord bribes
make Vlad slightly tougher
reduce the amount of gold laying on the floor
locked chests and large boxes contain more stuff
make shopkeepers bill hero for burying merchandise
monster holding hero takes double damage from an explosion for reaching into
adjacent spot, but it was being inflicted even when hero was swallowed
or beyond the explosion radius
poly'd hero holding monster now takes double damage (if monster is within
explosion radious) instead of inflicting that upon the monster
when trying to swap places with a pet and failing due to pet being unable
to move diagonally to hero's spot (grid bug or too tight squeeze), if
pet became untame the map would briefly show hero at pet's location
when trying to swap places with a pet and failing due to pet being trapped
or disallowed diagonal move, the arrive-on-new-spot code (autopickup,
trap triggering) executed even though hero didn't ultimately move
being "dead inside" (self-genocide while polymorphed) conferred partial
invulnerability--normal monster behavior stopped attacking hero
if a fiery monster, wand of fire, or fiery explosion burned up a paper golem,
it could still leave blank scrolls
hero poly'd into paper or straw golem reverts to human if burned up even when
Unchanging without any explanation given
hero polymorphed into form which can't wear armor via 'W' (eliciting "don't
even bother") could wear it via 'P'
make multi-shot missiles fired by monsters be less verbose when they miss
can no longer play controlled notes on musical instrument if impaired
if a special level specified the appearance of a mimic and mimics had been
genocided prior to creating the level, whatever random monster took
the mimic's place got its intended appearance
redundant "hit by gush of water" message if poly'd into iron golem or gremlin
a shop object stolen from outside the shop (via grappling hook) would be left
marked as 'unpaid' after the shop robbery took place, resulting in
"unpaid_cost: object wasn't on any bill" when looking at inventory
a shop object stolen from outside the shop could trigger a crash if that shop
had never been entered by the hero
shopkeepers in their own shop and priests in their own temple are no longer
frightened by hero standing on scroll of scare monster
the Wizard, Angels and lawful minions, the Riders, shopkeep/priest in own room
are never frightened by tooled horns
'Iu' would reveal unknown container contents if carrying one unpaid item inside
a hero-owned container whose contents weren't known
docall for type of object could overflow its prompt buffer if there was a very
long type name previously assigned
whatis lookup for 'more info?' would behave strangely for plural names, either
entered by player or from "N foo" stacks on the map
you should not hear a whistle if you are deaf
change the deity's "congratulations" message upon ascension to something which
sounds a bit more archaic to fit better with the other messages
prayer boon of 'fix all troubles' could get stuck in an infinite loop for
TROUBLE_STUCK_IN_WALL if there was no spot to teleport into available
It shouldn't be considered hypocrisy if you speed up your pet while standing
on Elbereth
fix 'object lost' panic if hero with lycanthropy but in human form is wielding
a potion of unholy water which gets boiled/exploded by fire, causing
were-transformation and drop of wielded weapon
prevent segfault if pline() is called recursively (which could happen if the
interface code issues a debugpline() while processing putstr())
open at yourself is the same as #loot
when #force reports that a chest's lock is already broken or already unlocked,
force it to be described as "a chest", even when its lock state is
already known, rather than as "a broken chest" or "an unlocked chest"
honor wish for "locked", "unlocked", or "broken" chest or box
honor wish for "empty" container including statue, bag-o-tricks, horn-o-plenty
gas spore explosion killing a gas spore which triggers a recursive explosion
would have killer reason for outer call clobbered by inner one; when
they were both "gas spore's explosion" it wouldn't be noticeable (see
corresponding post-3.6.0 entry for more...)
wizard mode 'sanity_check' gave spurious "mon not on map" warnings when mounted
at the prompt for entering a level annotation, responding with <return>
erroneously removed old annotation; use <space><return> to do that
reorder the #droptype menu and add some separator lines
moving from a pit to an adjacent pit with uncleared debris shouldn't be a fall
open drawbridge spanning ice would vanish if the ice melted
if a warned-of mon moved onto a spot containing a 'remembered, unseen mon'
then moved off, the unseen marker was redisplayed even though the
hero should now know that the remembered monster isn't there anymore
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
------------------------------------------------------------------
fix "object lost" panic during pickup caused by sortloot revamp
more sortloot revisions
fix inventory menu for response of '?' to getobj (more sortloot revamp fallout)
rings covered by non-cursed gloves not listed as 'R' candidates
in baalz_fixup, move any monster away from the two fake pool spots
switching farlook from xname to doname was giving away information for items
located via object detection (quantity of detected gold)
changing doname to use "some" instead of precise quantity when an item's
dknown flag is not set could result in blind hero getting
"There is a some jackal corpses here. Eat one?" and
"You can only lift some of the some jackal corpses. Continue?"
catch up win/Qt/qt_win.cpp on 18-Dec-2015 change to formatkiller()
fix for long lines in config file (28-Jan-2016) made 'O' command's 'list' and
'remove' menu choices in interactive handling for menu colorings,
message types, and autopickup exceptions subject to buffer overflow
when picking a destination for #jump, '$' to show valid dest. is more accurate
enchant armor gave "your pair of boots/gloves glow", should have been "glows"
when autopickup is overridden in a shop, always-pick-up exceptions and
pickup_thrown still picked unpaid items up
the fix for giving an alternate grow up message when a monster becomes a new
form with the opposite sex (female gnome into male gnome lord, for
example) had the logic wrong
DUMPLOG: genocided and extinct species was always a blank line;
vanquished creatures was just a blank line if nothing had been killed
DUMPLOG: RIP tombstone was printed for characters who survived (ascended,
escaped dungeon, quit, trickery or panic)
DUMPLOG: pets who accompany hero during ascension or dungeon escape were
already gone by the time known portion of the level map was dumped
artifact creation violated illiterate conduct when artifact name was assigned,
behavior intended only for creating Sting or Orcrist via naming
tty: revert to pline() for issuing prompts (override MSGTYPE=hide differently)
previous tty-revert fix had the override test backwards, breaking MSGTYPE
save 'autodescribe' option value prior to detection or #terrain display and
restore it after rather than leave it forced on
humanoid pet could become hostile but still remain tame if it observed hero
attacking a peaceful creature
minor ^X/enlightenment bugs: grammar when poly'd into '1 hit dice' critter,
missing punctuation for "You entered the dungeon N turns ago"
when configured with DUMPLOG enabled, artifacts were counted twice towards
final score
once Moloch's Sanctum (or Astral Plane via wizard mode level teleport direct
to end-game) was entered, end of game disclosure would reveal that
high priests had been incorrectly flagged as extinct
attempting to name an item as an artifact and failing via hand slip violates
illiterate conduct
crashes for 'A' above were downgraded to impossible "cursed without otmp"
wizhelp: ^O is #overview in wizard mode too; #wizwhere shows dungeon layout
wishing for tins sometimes yielded a tin wand
replace the fix for preventing putting on a helm of opposite alignment from
causing wielded Excalibur from blasting hero twice
hero poly'd into vampire could drain monster down to 0 HP without killing it,
triggering impossible "dmonsfree: 1 removed doesn't match 0 pending"
"you observe a fog cloud where a vampire/bat was" if an unseen vampire on the
far side of a closed door shifted shape to pass under that door
fix mention_walls reporting secret doors as solid stone
jumping over water unintentionally moved hero through that water, causing
drowning if not able to water walk or fly
try again to fix achievement recording bug with mines and sokoban prizes
the fix for secret doors on special levels always having vertical orientation
resulted in some--but not all--secret doors within vertical walls
being displayed as horizontal walls while still hidden
and the previous fix for the for secret doors didn't work if the level hadn't
been wallified yet (Cav quest) so horizontal wall with secret door
mis-displayed as a vertical wall segment could occur
and both the previous fixes only worked if the level description contained
an explicit DOOR directive rather than just '+' or 'S' on the map
(as with lower right area of Cav 'locate' level)
the fix intended for "a shop object stolen from outside the shop (via
grappling hook) would be left marked as 'unpaid'" broke normal pickup,
preventing any picked up item from merging with compatible stack
unix: freeing mailbox data at game end crashed if MAIL came from environment
unix: fix for freeing MAIL introduced a one-byte buffer overrun which could
interfere with malloc/free operation
unix: fix for freeing MAIL also introduced a memory leak whenever new mail
is detected and MAIL comes from the environment
when clairvoyance lets you move the cursor to examine the map (if it occurs
when engulfed or underwater or when blessed clairvoyance finds a
monster), the "for instructions type '?'" prompt could be confusing
prevent Mjollnir from being auto-quivered if it's been thrown without return
and then picked back up while quiver slot is empty
plural of "fox" is not "foxen"
gas spore explosion killing a gas spore which triggers a recursive explosion
would have killer reason for outer call clobbered by inner one;
"You are hit by the gas spore's explosion!" (inner call, followed by)
"You are hit by the !" (outer call, possibly repeated for multiple
explosions causing multiple levels of recursion)
if multiple bands of blank lines were squeezed out of DUMPLOG's map, spurious
blank lines appeared in the final map output
cursor positioning autodescribe of a statue while hallucinating was blank
tty+EDIT_GETLIN: if prompt plus existing output buffer contents (result of
a prior getlin() used as default input) was long enough to wrap to
second line, the wrap point could be different from when the previous
input was typed, resulting it strange erase-char/kill-chars behavior
Platform- and/or Interface-Specific Fixes
-----------------------------------------
tiles: wrinkled spellbook had a spurious brown pixel on far right edge of tile
tiles: when statues are displayed as corresponding monsters, total_tiles_used
in generated src/tile.c had incorrect value
tty: M-N gave "Unknown command 'M-" with "'." finishing the sentence on the
line below it, leaving bogus '.' displayed on the top row of the map
tty: specifying all four of role, race, gender, and alignment still prompted
for confirmation with "Is this ok?" before starting play
tty: responding with <return> or <enter> during role, race, &c selection
behaved same as <escape> to quit; now it will pick [random] instead
tty: rename struct variable 'filter' (role.c) and function 'winch()' (wintty.c)
to avoid conflicts with <curses.h>
tty: skip selector letter and selection indicator (-,+,#) during menu coloring
tty: '>' no longer closes a menu window
tty: if color is disabled and use_inverse is enabled, display lava in inverse
video so that it is visually distinguishable from water
tty: if "--More--" was written to leftmost column (beginning of second line)
while hero was swallowed, cursor would end up in wrong place (at end
of status line instead back on map) after message line was cleared
tty: long message lines which wrap when shown on the top line might be
re-displayed incorrectly by ^P for msg_window={full,combo,reverse}
tty: MSGTYPE=hide could interfere with display of prompts
tty: treat carriage return as a newline for input text and --More-- prompts
unix/X11: in top level Makefile, some commented out definitions of VARDATND
misspelled pilemark.xbm (as pilemark.xpm)
unix: options file with CR+LF line ends and an invalid option line resulted in
"ad option line: "whatever-the-line-was
because embedded carriage return character changed cursor's position
unix: race condition with parallel make: src/Makefile might start building
makedefs before finishing monst.o and objects.o; if so, util/Makefile
can build them too, and they might be clobbered by simultaneous write
unix: Makefile.{src,utl} ignored CPPFLAGS which is expanded by the default .c
rule by GNU make so if user had a value for that in the environment,
it would apply to some files but not others; explicitly override it
unix: enable code guarded by USE_WIN_IOCTL by default unless prevented by
uncommenting #define AVOID_WIN_IOCTL in include/unixconf.h
win32gui: getversionstring() was overflowing the provided Help About buffer
win32gui: guard against buffer overflow in in mswin_getlin()
win32gui: handle menu_color attribute
win32gui: name-from-discoveries list menu selector characters were punctuation
instead of letters, repeated for each class; caused by the core bug
of erroneously specifying space as a selector for class header lines
win32gui: allow toggling mouse_support off
MacOSX: initial binary release was built from out of date source code that
had 'BETA' and 'DEBUG' inappropriately enabled
MacOSX: force TIMED_DELAY build option on so that 'runmode' run-time option
is functional
Qt: could issue impossible "Destroy called before we know if Menu or Text"
followed by crash caused by deferencing a Null pointer if player quit
immediately after creating character and declined to disclose anything
X11: core bug for '`' (backtick) and #terrain commands was only noticed by
X11 interface: impossible "add_menu: called before start_menu"
X11: enable a scroll bar in menu windows
X11: support pre-selected entries in menu windows
X11: make the extended command menu be easier to use and look a little nicer
X11: make the getline text entry widget display a bigger text entry area
X11: color didn't work when the map was displayed as text rather than tiles
X11: use grayscale monster tiles for statues
X11/USE_XPM: [post-3.6.0 issue] the 'tiles' bug of incorrect total_tiles_used
for STATUES_LOOK_LIKE_MONSTERS broke XPM manipulation of tiles data
PANICTRACE: PANICTRACE_GDB used wrong value for ARGV0 when launching gdb if
'nethack -dpath' was used to specify non-default playground directory
win32gui: gather raw_print error messages into a single dialog window
win32tty: fix display errors when using a font with double wide or ambiguous
width characters
Amiga (untested): 'makedefs -z' didn't handle FILE_PREFIX correctly when
building vis_tab.h and vis_tab.c
General New Features
--------------------
naming Sting or Orcrist now breaks illiterate conduct
different feedback for reading a scroll of mail created by writing with marker
reading non-cursed scroll of enchant weapon uncurses welded tin opener
if hero has no jumping ability but knows the jumping spell, the #jump command
will attempt to cast the spell
allow moving cursor to monsters with 'm' (nearest first) and 'M' (furthest
first) when asked for map location, or to objects with 'o' and 'O'
allow picking a used inventory letter from menu when #adjusting
zapping wand of opening at yourself, unlock carried boxes
dissolve iron bars by force-fighting with wielded potion of acid
poison breath leaves a trail of poison gas
allow knife and stiletto as possible tin opening tools
wizard mode #wizintrinsic command
additional tribute passages for The Colour of Magic, The Light Fantastic,
Equal Rites, Mort, Sourcery, Wyrd Sisters, Pyramids, Guards! Guards!,
Eric, Moving Pictures, Reaper Man, Witches Abroad, Snuff,
Raising Steam, and The Shepherd's Crown
compile-time options SIMPLE_MAIL and SERVER_ADMIN_MSG for public server use
database entries for Cleaver, Sunsword, Frost and Fire brands, and
polymorph trap
allow showing coordinates when picking a position on the map and
autodescribe option is on
new status line conditions Stone Strngl Deaf Lev Fly Ride
allow some extra color name aliases for menucolors and status hilites
add extended command #kick
when choosing an inventory item and '-' for bare-hands/fingers/no-ammo is a
choice, include that in the inventory menu if player types '?' or '*'
feedback from probing of long worm now includes number of segments it has
monk starts with 'shuriken' pre-discovered (despite language issue...)
item-using monster on or next to a fire trap can use it to be cured of
turning into slime
wizard mode ^G can now specify "sleeping", "male" or "female" when
creating a monster
REPRODUCIBLE_BUILD is new config.h setting to fetch build date+time from
environment instead of using current date+time, so that later rebuild
could duplicate the original (disabled by default; tested for Unix)
default value for vibrating square symbol changed from yellow '^' to purple '~'
allow symbol set values to be specified via char within single quotes
add symbols set "plain", same as default except it uses '+' for corner walls
extend wizard-mode '#stats' command
'Q' to ready an item for quick-throwing ('f') now allows the wielded weapon to
be moved to quiver; if quantity is more than 1, it offers to split the
stack and leave 1 wielded, otherwise it requires confirmation
'Q' will accept an item count to manually split a stack as part of it being
quivered, provided the stack isn't already in the quiver slot
during end of game disclosure, the vanquished monsters list can be sorted in
one of several ways by answering 'a' to "disclose vanquished monsters?"
when #terrain is displaying a censored version of the map (no monsters, &c),
moving the cursor will display farlook's brief autodescribe feedback
when monster/object/trap detection temporarily clears the map to highlight the
results of such detection, farlook autodescibe can be used to view it
interrupt a multi turn action if hp or pw is restored to maximum
pressing d or D when cursor positioning targets doors and doorways
pressing x or X when cursor positioning targets possibly unexplored location
(potentially useful when using '_' [not mouse] to invoke travel)
swallowers can't re-engulf hero immediately after spitting him/her out
werejackals can summon foxes and coyotes; werewolves can summon wargs
allow taming monkeys and apes with bananas
GENERICUSERS is now a sysconf statement instead of compile-time option
fountains are bright blue, graves are white
ray bounceback chance depends on the wall type
undead #turning takes less time at higher experience level
peacefuls may react when you attack other peacefuls
prevent diagonal jumping through open doorways
different liquids when hallucinating
when moving a cursor for travel target, show if there is no known travel
path to that location, if "autodescribe" is on
show the reason why travel was interrupted if mention_walls is on
random horses have a tiny chance of being generated saddled
give feedback just before timed levitation runs out
travel accepts 'm' (request menu) prefix
pressing a or A when cursor positioning shows menu of "interesting" features
pressing z or Z when cursor positioning cycles through valid locations for
jumping, hitting with polearm, or casting a stinking cloud
when moving a cursor for a jump, polearm, or stinking cloud targeting, show
if the location is illegal, if "autodescribe" is on
wizard-mode command #wizmakemap to recreate the current level
'goldX' boolean option to treat gold pieces as X (vs U) during BUCX filtering
(should be persistent but is reset each save/restore cycle in order
to avoid breaking 3.6.0 save files)
for menustyle:Traditional and Combination, support BUCX filtering for item
pick-up and container put-in and take-out; also for object IDing
for menustyle:Full and Traditional and Combination, support BUCX filtering
for the 'A' command
option whatis_filter to set filtering for eligible map locations when cursor
positioning
blinded hero or monster who eats a nurse corpse will have blindness cured
blinded hero or monster who breathes vapor from broken potion of healing,
extra healing, or full healing might have blindness cured (depends on
potion: full == always; extra == if not-cursed; plain == if blessed)
sysconf definition BONES_POOLS to allow more bones files per level
blessed scroll of fire lets you choose explosion location like stinking cloud
optional sections in the config file, selected with CHOOSE
new paranoid_confirm settings: wand-break to require "yes" rather than 'y'
to break a wand via (a)pply, and Were-change to require "yes" rather
than 'y' when hero inflicted with lycanthropy has polymorph control
option force_invmenu to make commands asking for inventory items always
use a menu instead of a text line query
option hitpointbar to show a bar graph of hit points behind title field
wielding Trollsbane prevents troll corpses from reviving
wielding Demonbane prevents demons summoning friends
wielding Dragonbane confers reflection
wielding Ogresmasher grants 25 constitution
Cleaver can hit three adjacent monsters with one swing
Master Key of Thievery warns about undetected traps if wielded without gloves
Master Key of Thievery always finds door and chest traps if used to lock or
unlock a trapped door or chest while non-cursed (for rogues) or
blessed (for non-rogues); player is offered the opportunity to disarm
"Elbereth" must now be the only engraved text on a square to function
"Elbereth" now erodes based on attacks by the player, not monsters scared
add option herecmd_menu to make a mouse click on your character pop up
a context menu, and extended command #herecmdmenu to do the same
change #adjust's behavior when collecting compatible stacks; that used to
occur for any #adjust which lacked a split count, now it only happens
when 'adjusting' into a stack's own inventory slot
a prayer result which results in uncursing some or all of the hero's items
won't uncurse a worn helm of opposite alignment since that would
facilitate the hero switching to another god by taking it off
wielded aklys behaves like Mjollnir when thrown--it usually returns; unlike
Mjollnir, it isn't limited to Valkyries or need gauntlets of power
(so far, hero-only; an aklys won't return if thrown by a monster)
allow 'm' prefix for wizard mode level teleport command (^V) to bypass prompt
for destination and use menu of special level locations
Platform- and/or Interface-Specific New Features
------------------------------------------------
tty: menu_overlay -option to clear screen and align menus to left
tty: compile-time option to output escape codes for tile data hints
unix: compile-time option MSGHANDLER to pass messages to external program
unix: add CHECK_PLNAME-option to sysconf to make WIZARDS, EXPLORERS, and
SHELLERS check player's character name instead of login name
X11: new NetHack*highlight_prompt resource to control whether the persistent
prompt line between the map and message windows for the NetHack*slow
configuration will be highlighted when it's expecting input
X11: NetHack*extcmd_height_delta resource can be used to adjust initial size
of the extended commands menu
X11: status display split into three columns to accomodate Stone/Deaf/Lev/&c;
NetHack*status_condition.foreground, .background, and .showGrip
resources replaced by status_condition[1-3].*
X11: more terminal-like default resources
win32gui: save and load map colors from registry
X11: add new character selection dialog, and obey player_selection:dialog
unix: reduce makefile verbosity by default
win32gui: new player selection dialog
tty, X11, qt4, win32gui: compile-time option EDIT_GETLIN to allow some prompts
to remember previous input and start with it as the default response
NetHack Community Patches (or Variation) Included
-------------------------------------------------
Malcolm Ryan's improved tin opener
Ray Chason's keyboard may stop responding after locking or unlocking a door
when using altkeyhandler=nhraykey.dll
Ray Chason's fix: window interfaces that support transparency may give away
unseen parts of the map
Ray Chason's xprname should honor iflags.menu_tab_sep
Ray Chason's punctuation for "That foo is really a mimic."
Ray Chason's proper background tiles for lava and water
Ray Chason's MS-DOS port restored to functionality with credit to Reddit user
b_helyer for the fix to sys/share/pcmain.c
Ray Chason's MSDOS port support for some VESA modes
Ray Chason's Qt4 windowport
Darshan Shaligram's pet ranged attack
Jason Dorje Short's key rebinding
Maxime Bacoux's new DUMPLOG: compile-time option to enable logging of
end-of-game information into a text file
Code Cleanup and Reorganization
-------------------------------
removed some unused variables and dead code
the level generator no longer uses the native pRNG
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