Difference between revisions of "Leaked development version"

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The changelog included with the leak is printed below:
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The changelog included with the leak is linked below
  
 
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[http://pastebin.com/raw.php?i=djZ5X2Hz]
 
 
http://pastebin.com/raw.php?i=djZ5X2Hz
 
<nowiki>$rcsfile: fixes35.0,v $ $Revision$ $Date$
 
 
 
General Fixes and Modified Features
 
 
 
-----------------------------------
 
 
 
change the dreaded "Stop eating?" to "Continue eating?" with default "no"
 
 
 
setmangry should not be called when a monster enters a bones region
 
 
 
bad capitalization of msg when charging for something that catches light
 
 
 
missing opthelp for use_inverse
 
 
 
Never say "It moves only reluctantly"
 
 
 
expert fireball/cone of cold could not target a monster seen only with
 
infravision or ESP
 
 
 
display "lotus juice", not "lotu juice" for the fruit juice name
 
 
 
only humanoid angelic minions should get/use sword and armor
 
 
 
paper, straw and wood golems resist cold
 
 
 
the options lootabc, showrace, travelcmd, and runmode are now saved
 
 
 
use mons[] array offsets in mnum field in save file rather than storing
 
the ptr and calculating the distance from beginning of array
 
 
 
two-weapon combat makes two attacks instead of having one attack hit with
 
each weapon
 
 
 
apply weapon skill to-hit bonus or penalty to bare-handed attacks
 
 
 
only give monk's "cumbersome armor" message when the armor penalty causes
 
an attack to miss
 
 
 
dust vortex-induced blindness should kick in immediately when blindfold
 
is removed or glop is wiped off
 
 
 
prayer/unicorn-horn won't fix blindness while still engulfed in a dust
 
vortex since it will just return immediately
 
 
 
being confused and reading cursed scroll of charging drains your energy
 
 
 
class genocide recognizes species name as an example of the class to
 
genocide (Martin Snyder)
 
 
 
internals: use Is_box rather than explicitly checking what it checks
 
 
 
fix some unreachable messages (either make then reachable or remove them)
 
 
 
can quiver coins when GOLDOBJ is defined
 
 
 
make #loot behave same for GOLDOBJ as for !GOLDOBJ
 
for GOLDOBJ, can pick gold up into $ when all 52 letters are in use, and
 
can pick non-gold up into unused letter when gold uses one of 52 slots
 
 
 
grammar, spelling and other typos
 
 
 
keep various delayed killers separate to avoid mixed up messages
 
 
 
don't place randomly-placed aquatic monsters in lava on special levels
 
 
 
hiding monsters don't hide under cockatrice/chickatrice corpses
 
 
 
"sound" option renamed to "acoustics"
 
 
 
deafness now a full-fledged attribute
 
 
 
water should flow into pits from broken wand of digging and drum of earthquake
 
 
 
objects that fall thru trapdoors, et al, can break on impact
 
 
 
support engraving in blood in special level files
 
 
 
many instances of physical damage were not taking Half_physical_damage
 
into account when reducing your hitpoints
 
 
 
make it possible for the code to recognize your starting pet throughout the
 
game via is_starting_pet(mon) macro
 
 
 
healers notice when a wand of undead turning revives a monster so the
 
wand is then identified
 
 
 
update display if bestowed a spellbook while unable to see invisible self
 
 
 
use small pool of static buffers for mon_nam() and Monnam()
 
 
 
Acknowledge Schroedinger's cat at end of game
 
 
 
grammar fixes for applying stethoscope to corpses and statues
 
 
 
player polymorphed as a ceiling hider cannot reach the floor, but
 
automatically unhide on #sit
 
 
 
trappers do not hide on the ceiling
 
 
 
fix "You hear The food ration tumbles downwards" for blinded pit dropping
 
 
 
silver arrows weren't causing silver damage on some silver-haters when wielded
 
 
 
wizard mode: avoid division by 0 crash for level teleport in the endgame if
 
confusion overrides teleport control
 
 
 
don't #sit on an object in a pit if you're only on the precipice
 
 
 
fix message when pushing a boulder into a pool while riding
 
 
 
plural of "Nazgul" is "Nazgul" not "Nazguls"
 
 
 
trap messages referring to named steed were ackwardly worded when hallucination
 
overrode use of the name
 
 
 
some actions such as eating corpses off the floor didn't check whether hero
 
could reach the bottom of a pit
 
 
 
usmellmon() instead of "It turns into it" during monster polymorph
 
 
 
grammar of messages regarding eating artifacts
 
 
 
avoid a message about an invisible monster looking much better
 
 
 
player polymorphed as a xorn could not pick up items in pits
 
 
 
non-magical whistles do not work underwater
 
 
 
try to restrict whistles and musical instruments to monsters that can blow
 
 
 
don't display "turns to flee" message for a mimicing mimic
 
 
 
don't display "turns to flee" message for a monster who has just died
 
 
 
dipping acid in a fountain could cause an explosion but not destroy the potion
 
 
 
thrown potions can sometimes hit a steed's saddle
 
 
 
if your blindfold glows and you're not otherwise blinded, you can see it
 
 
 
sync default documentation of "null" option with the code
 
 
 
tripping over a cockatrice corpse didn't petrify, even when not wearing boots
 
 
 
do not call swamps on the Juiblex level "moat" when freezing or drowning;
 
likewise for Plane of Water when drowning
 
 
 
keep score from wrapping around and becoming negative by capping it
 
 
 
kicked objects do not slide when on the air or water levels
 
 
 
added strsubst() to hacklib
 
 
 
be consistent with use of "removing" rather than "lifting" for encumber
 
messages associated with taking things out of a bag of holding
 
 
 
when a giant carrying a boulder dies in a pit, ensure that the corpse is
 
buried under the filled pit
 
 
 
cursed scroll of destroy armor damaging cursed armor didn't adjust attributes
 
 
 
add passive() flag that indicates uwep was destroyed during the turn
 
 
 
polymorphed or shapechanged monster sometimes got erroneous hit points
 
 
 
when blind and levitating > shouldn't say "stairs" if player has not seen them
 
 
 
a slow-moving monster hidden under a rotting corpse was not immediately
 
displayed when the corpse rotted away
 
 
 
mimic that ends up on the rogue level should not mimic a closed door
 
 
 
mimic should not mimic a boulder while on a pit or hole or closed door
 
 
 
calculate weight of corpses on special levels correctly
 
 
 
Sting could trigger premature display of orcs during savegame restore
 
 
 
Sting now glows light blue again
 
 
 
prevent "offering" or other words with similar ending from matching ring quote
 
 
 
make cleric cast lightning blind as other lightning does
 
 
 
change the wording slightly to use "one of " when a monster wielding
 
 
 
multiple daggers thrusts them
 
 
 
if you didn't see a rolling boulder fall into a pit, you only heard the sound
 
 
 
of it doing so if you were blind
 
 
 
fire trap was triggered twice in the same turn when melting ice was involved
 
 
 
abandon the specialized djinn and ghost counters used for potion tuning and
 
 
 
use the mvitals[].born field instead
 
 
 
if you were Poison_resistant, only a *blessed* potion of sickness caused
 
 
 
loss of hitpoints
 
 
 
reviving invisible troll could appear visible until it moves
 
 
 
adjust some of the shop repair messages
 
 
 
shopkeeper removal of trap from shop doorway yields an open door instead of
 
 
 
a closed one if an intact open door is present
 
 
 
guarantee that hostile djinn released from bottles really are hostile
 
 
 
handle lava when removing or losing water walking boots
 
 
 
fix incomplete sentence occuring when unique monster's corpse fell down stairs
 
 
 
fractured boulders or statues produced inconsistent object settings on the
 
 
 
resulting rocks
 
 
 
really fix rolling boulder bug C340-18, the previous "fix" reversed the test
 
 
 
monster throwing greased weapon has same chance for slip/misfire as player
 
 
 
killing a pet by displacing it into a trap now yields experience
 
 
 
prevent a rolling boulder that is in motion from vanishing in bones files
 
 
 
ensure that a sleeping steed doesn't answer a #chat
 
 
 
eliminate two very minor anomalies when using Luck to adjust random numbers
 
 
 
destroying a worn item via dipping in burning oil would not unwear/unwield
 
 
 
the item properly, possibly leading to various strange behaviors
 
 
 
avoid a panic splitbill when shopkeeper is trapped by the door
 
 
 
grammar tidbit for message given when eating tainted meat is also cannibalism
 
 
 
gas spores shouldn't be described as "unable to attack" while hero is praying
 
 
 
incorrect screen display if engulfer gets turned to stone when trying to
 
 
 
swallow while hero is poly'd into cockatrice
 
 
 
panic on subsequent move if engulfer gets turned to stone and poly'd hero
 
 
 
also has attached ball&chain
 
 
 
give more specific messages when dropping weapons due to slippery fingers
 
 
 
various helmet messages changed to distinguish between "helm" and "hat"
 
 
 
helmets don't protect against cockatrice eggs thrown straight up
 
 
 
breaking container contents in a shop didn't always charge for them
 
 
 
some types of shop theft of a stack of items only charged for a single one
 
some thefts weren't charged at all even though shopkeeper noticed
 
 
 
wizard mode: WIZKIT wish for own quest artifact triggered crash at startup
 
 
 
avoid "your steed is still eating" message when going through a magic portal
 
 
 
cannot drink from fountain, sink or surrounding water while swallowed
 
 
 
don't hallucinate anything for an exploding black light as it dies
 
 
 
give blindness feedback when moving into/through stinking cloud
 
 
 
fix case on monster name when monster reflects floating eye's gaze
 
 
 
monsters "shrieking in pain" from a potion didn't wake anything up
 
 
 
charge for reviving a shop owned corpse or reanimating a shop owned statue
 
 
 
filled trap doors on castle can be re-dug
 
 
 
message order when swapping places with a pet (e.g. into a trap), also use
 
 
 
different term instead of "displace"
 
 
 
flyers can get out of pits more easily than non-flyers
 
 
 
allow use of the < command to try to exit a pit
 
 
 
Master of Thieves as Tourist Nemesis still had STRAT_CLOSE
 
 
 
co-aligned unicorns in bones could be hostile
 
 
 
finding "something" posing as a statue while Blind should map_invisible()
 
 
 
adding more candles than required to total 7 to a candelabrum which
 
 
 
already had between 1 and 6 gave an ungrammatical message
 
 
 
give correct message when a spellcasting monster summons other monsters
 
 
 
correct experience calculation for monsters that cause nonphysical damage
 
 
 
clean up messages when you stop levitation while riding a flying steed
 
 
 
monsters evading a kick on noteleport levels would cause a "teleports" message
 
 
 
interrupt current activity during certain stages of petrification or vomiting
 
 
 
warning about bad food didn't recognize tin of Medusa meat
 
 
 
eating tainted Medusa corpse caused food poisioning instead of petrification
 
 
 
avoid potential stale pointer use after magic bag explosion
 
 
 
nymphs and monkeys can't steal rings worn under gloves
 
 
 
monkeys can't steal rings worn under cursed weapon
 
 
 
succubi will remove hero's gloves before taking worn ring; incubi will do
 
 
 
so before forcing ring to be put on
 
 
 
mbodypart should return forehoof, not foreclaw, for horselike monsters
 
 
 
further digging of an existing hole finishes in a single turn
 
 
 
only prefix shopkeeper names with "Mr." or "Ms." when not a personal name
 
 
 
account for all attacks when determining max_passive_dmg
 
 
 
green slime should not affect noncorporeal monsters
 
 
 
land mine explosion will destroy a drawbridge at same location
 
 
 
avoid some more buffer overflows in query buffers containing object names
 
 
 
avoid giving extra information about things that break out of sight
 
 
 
dipping in acid can erode the dipped object
 
 
 
avoid giving away wand type for near misses while blind
 
 
 
avoid excessive repetition of "monsters are aware of your presence"
 
 
 
monster's aggravation spell now affects meditating monsters
 
 
 
handle pets sooner at end-of-game to avoid message delivery anomalies
 
 
 
busy pet won't miss out upon ascension
 
 
 
fix various places that "finally finished" could be displayed after the hero
 
 
 
stopped doing something other than eating
 
 
 
fix some cases where movement was disallowed but the hero was still conscious
 
 
 
after destroying drawbridge, hero could appear to be in the wall
 
 
 
sometimes shop items which hero is forced to buy could be sold back twice
 
 
 
non-empty container dropped but not sold in a tended shop and then picked up
 
after that shop became untended could be sold twice in another shop
 
 
 
vision was not updated when polymorphing a statue into a boulder
 
 
 
various actions--such as enchanting--performed on an unpaid shop object
 
 
 
either force the hero to buy the item (when its value is lowered) or
 
 
 
increase the current bill (when its value is raised)
 
 
 
`I u' when carrying single unpaid item listed its cost twice
 
 
 
armor which auto-curses when worn by hero should do same if worn by monster
 
 
 
limit how high accuracy, damage, or protection can become via eating rings
 
 
 
when blinded hero detects a trap by touch, make sure it shows up on the map
 
 
 
confused remove curse will cause loss of knowledge of items' curse/bless state
 
 
 
with astral vision, the ";" command should only display "normal vision"
 
 
 
for things that could be seen without astral vision
 
 
 
reanimating a statue containing gold produced double gold
 
 
 
probing the resulting double-gold monster caused "static object freed" panic
 
 
 
cursed wand might explode if used to engrave
 
 
 
fatal wish from magic lamp left functional magic lamp in bones data
 
 
 
fatal wish granted by monster left that monster in bones data
 
 
 
death due to dipping potion of acid into a pool left the potion in bones data
 
 
 
clear prompt from screen after ESC is used to abort "In what direction?"
 
 
 
minor interface changes for interactively manipulating autopickup exceptions
 
 
 
chatting with quest leader who was brought back from the dead gave warnings
 
 
 
becoming green slime or mimicking gold violates "never changed form" conduct
 
 
 
when a monster grew into a higher form which had previously been genocided,
 
 
 
the message explaining its fate was only given if it was sensed via ESP
 
 
 
hero could still see for brief period after being blinded by potion vapors
 
 
 
avoid crash when thrown potion hits bars before a monster
 
 
 
don't give messages about seeing things happen while asleep
 
 
 
adjust health threshold where wounded hero will be healed by successful prayer
 
 
 
protect hero from mind flayer's remote mental blast during successful prayer
 
 
 
recognize if hero has already entered Gehennom by means other than usual route
 
so that prompt can be skipped if Valley's stairs are subsequently used
 
 
 
once you've passed the Valley, drawbridge tune is no longer a prayer reward
 
 
 
fix up grammar and punctuation in variants of shopkeeper's price message
 
 
 
regression, bug fixed in 3.4.1 reintroduced in 3.4.3:  Sunsword continued to
 
 
 
emit light after monster who was wielding got killed
 
 
 
weaken "farming" strategy
 
 
 
don't suppress corpse if you kill your own steed
 
 
 
fix typo in tourist quest leader's greeting
 
 
 
fix grammar for graveyard sounds when polymorphed
 
 
 
avoid divide by zero crash if Luck drops below -1 while a prayer is in progress
 
 
 
make hero inflicted with lycanthropy immune to level drain just like monsters
 
 
 
describe locomotion method accurately when flyers traverse ladders or holes
 
 
 
when there were multiple boulders at a location, moving one of them sometimes
 
 
 
resulted in line-of-sight anomalies
 
 
 
unicorn can't catch gems if it is asleep or paralyzed
 
 
 
fix grammar when choking on gold
 
 
 
prevent lose-level+regain-level cycle from arbritrarily boosting HP and Pw
 
 
 
prevent polymorphing into "new man" at low level from magnifying HP and Pw
 
 
 
some messages which referred to "mirror" ought to have used "looking glass"
 
 
 
incubi react to mirrors
 
 
 
losing a level while polymorphed affects hero's current monster HP as well as
 
 
 
underlying normal HP
 
mind flayer brain eating is subject to certain fatal targets and to cannibalism
 
 
 
mind flayer can't eat brains of ghost or shade
 
 
 
alignment of Angels was handled inconsistently
 
 
 
corpses of unique monsters in bones behaved incorrectly if revived or eaten
 
 
 
pets capable of digging could pass through walls and stone on the Rogue level
 
 
 
don't generate mimics pretending to be closed doors when making Rogue level
 
 
 
fix pluralization for "this tin smells like mother-in-laws" when hallucinating
 
force user-specified fruit name to be singular
 
 
 
avoid false matches when looking up fruit names ("grapefruit" isn't "grape")
 
 
 
handle pluralization of man-at-arms and singularization of men-at-arms
 
 
 
avoid inappropriate "the corridor disappears" when vault guard gets killed
 
 
 
avoid inappropriate "the guard calms down" if vault guard's magic corridor
 
reaches a spot where gold is embedded in the rock
 
 
 
avoid having vault guard ask hero's name when hero is swallowed
 
 
 
assigning an artifact name is rejected on objects with similar description to
 
 
 
corresponding artifact's type rather than just those of the same type
 
 
 
adjust feedback for gas spore explosion when hallucinating
 
 
 
adjust message for gas effect from chest trap if hero resists hallucination
 
 
 
cancelling non-shop objects in a shop's entrance would upset the shopkeeper
 
 
 
traps detected by scroll or crystal ball overlooked carried or buried chests
 
 
 
can't wish for a trapped box/chest/tin by specifying "poisoned"
 
 
 
grammar bit if killed by stealing a cockatrice corpse from a monster
 
 
 
identified touchstone can rub on gold like the data.base entry says
 
 
 
restore the capability of rubbing any object against known touchstone
 
being petrified by swallowing a cockatrice violates foodless conduct
 
 
 
devouring Medusa whole is fatal
 
 
 
tombstone's reason for death after being killed by mis-returning Mjollnir
 
 
 
varied depending upon whether it was fully identified
 
 
 
tombstone's reason for death from kicking an object could include so much
 
 
 
detail about the object that is was too verbose
 
 
 
several quest messages were worded inappropriately if the hero was blind
 
 
 
a samurai quest guardian message used "ninja" where "ronin" was intended
 
 
 
revive from fainting if vault guard or bribe-demanding demon approaches
 
tame flaming spheres and shocking spheres shouldn't pick up items
 
 
 
eating pet won't continue eating after becoming paralyzed or falling asleep
 
 
 
can hear the opening or closing of an unseen drawbridge
 
 
 
prevent "object lost" panic caused by accessing freed memory after worn
 
 
 
non-fireproof water walking boots are destroyed by lava
 
 
 
stop multi-turn running, searching, or resting early if levitation ends
 
 
 
randomize shopkeeper names when hallucinating
 
 
 
fix wording for "leprechaun steals gold from between your feet" when mounted
 
 
 
Call command could be used to remotely identify which high priest is which
 
 
 
large amorphous, whirly, noncorporeal, or slithy creatures can fit through
 
tight diagonal gaps despite their size
 
 
 
avoid "You summoned it!" for unseen monster produced by same-race offering
 
 
 
fix monsndx panic which happened after currently moving monster expelled
 
 
 
swallowed hero onto magic trap and was made tame by its effect; taming
 
 
 
no longer replaces monster
 
 
 
reduced message verbosity when re-entering a temple
 
 
 
reduced message verbosity when monster with multiple attacks missed wildly
 
 
 
recognize "mindflayer" as an alternative spelling for "mind flayer"
 
putting on a never seen ring while blinded won't make the ring a discovery
 
 
 
zapping a never seen wand while blinded won't make the wand a discovery
 
 
 
zapping an unID'd wand of teleportation at self will discover it (usually)
 
 
 
zapping unlocking magic at self while punished will remove attached chain
 
 
 
treat mattock as blunt object when forcing locks
 
 
 
restore capability to force locks with wielded statue
 
 
 
only count successful statue creations against the monster limit in sp_lev.c
 
 
 
don't see objects or read engraving when hero changes location (random
 
teleport) or position (levitation timeout) while asleep or fainted
 
 
 
unseen wand of striking zapped by unseen monster became known if it hit a door
 
 
 
tweak knight quest messages
 
 
 
guidebook grammar bits
 
 
 
special level loader wasn't able to place random door in 1x1 room; could
 
 
 
trigger divide-by-0 crash for user-developed custom levels
 
polymorphed spellbooks may turn blank or be too faint to read
 
 
 
make gender of quest leaders and nemeses consistent with data.base and
 
 
 
quest messages
 
 
 
Orion and Norn should be giant sized
 
 
 
Orion, Norn, Cyclops and Lord Surtur should be able to tear webs
 
 
 
avoid inappropriate message when using a cursed lamp while blind
 
 
 
player polymorphed as a guardian naga spit the wrong kind of venom
 
 
 
ensure monsters cannot teleport to or be created outside nonpassable bounds
 
 
 
of special levels
 
candles should not be fireproof
 
 
 
put #define for potion occupant chance and cursed wand zap chance in one place
 
 
 
recognize most instances where hallucinatory monster name should be treated
 
 
 
as a personal name (to avoid "the Barney") instead of a description
 
 
 
avoid giving misleading or redundant feedback when reading scrolls
 
 
 
monsters could end up off the left side of the Ranger quest start level
 
 
 
custom arrival message for special levels could be delivered too soon
 
 
 
custom arrival message for special levels now supports quest text substitution
 
 
 
prevent scroll of charging that has already disappeared from showing in the
 
 
 
picklist of things to charge
 
 
 
doors break instead of absorbing the blast of a broken wand of striking
 
 
 
worms don't have scales, krakens have tentacles, stalkers have a head
 
you no longer "fry to a crisp" as a water elemental
 
 
 
change leather spellbook to leathery; pertains to appearance, not composition
 
 
 
more precise probing/stethoscope feedback when engulfed
 
 
 
make baby long worms have lower level than full grown ones
 
 
 
use "your kraken" instead of "a kraken" when searching reveals a tame
 
 
 
hidden monster
 
 
 
Magicbane should not produce "<something> are confused" message
 
 
 
handle antholes more sensibly when ants aren't available
 
 
 
avoid "Something's in the way" message with unidentified wand of locking
 
 
 
cancelled nurses shouldn't say "Relax, this won't hurt a bit"
 
 
 
check for hero location in digactualhole() before clearing u.utrap
 
 
 
clear any pits that the hero digs in the vault guard's temporary corridor
 
 
 
better handling for Fort Ludios and endgame in wizard mode's `^V ?' menu
 
 
 
no free lunch for gelatinous cubes eating scrolls of mail
 
eating gold in front of the vault guard will make the guard angry
 
 
 
calculate engulf time differently for non-digestion attacks than for digestion
 
 
 
preform autopickup and/or report on objects at the spot when a failed #untrap
 
 
 
attempt causes the hero to move onto a trap's location
 
 
 
shattering a monster's weapon didn't work as intended for stack of N>1
 
 
 
thrown silver weapon hitting silver-hating poly'd hero got double silver damage
 
 
 
wielded silver weapon hitting silver-hating poly'd hero lacked silver message
 
 
 
don't reveal surface information that you can neither feel or see
 
 
 
if the hero or a monster is already in a pit don't have them "fall into a chasm"
 
 
 
from drum of earthquake
 
 
 
monsters who ate lizard corpses to cure confusion would lose intrinsic speed
 
 
 
monsters couldn't eat lizard corpses to cure being stunned
 
 
 
code handling a monster's use of potion or food to cure stoning or confusion
 
 
 
was accessing freed memory after the object had been used up
 
 
 
properly handle destruction of equipment carried by monsters hit by
 
 
 
disintegration breath; life-saving retained conferred properties of
 
formerly worn items (loss of steed's saddle caused much confusion)
 
 
 
don't exercize or abuse wisdom when rumors get used for random graffiti
 
 
 
don't exercize wisdom twice for each minor oracle consultation
 
 
 
don't welcome the hero to Delphi if the Oracle was angered before first entry
 
 
 
create_object() created lizard corpses without timers and troll corpses with
 
 
 
their revive timers, then changed the corpsenm field
 
 
 
when a potion of acid was dropped into water and exploded, nethack would
 
continue to use already freed memory and later might panic or crash
 
 
 
when jumping over an already seen trap, use an() to get appropriate grammar
 
 
 
fix bad grammar when putting on not-yet-seen Eyes of the Overworld while blind
 
 
 
don't "walk quietly" while levitating
 
 
 
shopkeeper polymorphed into animal form can no longer speak
 
 
 
don't give attribute adjustment messages ("you feel wise") unless the current
 
 
 
value actually changes
 
 
 
fix message handling when multiple shopkeepers are present at end of game
 
 
 
'C' command can't name shopkeepers or temple priests and other minions
 
 
 
when "of <deity>" is intentionally being suppressed, an aligned or high
 
priestess would be described as an aligned or high priest
 
 
 
specifying role and/or race along with an invalid alignment for it/them in
 
 
 
NETHACKOPTIONS or config file would yield a prompt which misleadingly
 
 
 
mentioned the rejected alignment when asking player to pick alignment
 
 
 
temple donation can recover protection previously stolen by attrcurse attack
 
 
 
even when protection amount is so big that no increment would be given
 
 
 
meditating monsters stop meditating when affected by something which wakes
 
 
 
sleeping mosnters
 
 
 
monsters capable of hiding can't do so when trapped or while holding you
 
 
 
limit recursive calls to spoteffects (poly'd hero fell into water, reverted
 
 
 
to human because of it, fell into same water, then crawled out twice)
 
 
 
ensure that the punishment ball and chain make it into the save file after being
 
temporarily orphaned from the normal chains in the swallowing code
 
 
 
display the invisible monster glyph ('I') whenever an unseen monster forces
 
 
 
poly'd hero out of hiding
 
 
 
charge for thrown wand that shatters into a thousand pieces in a shop
 
 
 
wielded light source susceptible to water gets extinguished when weapon rusts
 
 
 
don't discover unknown bag of tricks when monster it releases is undetected
 
 
 
escape the deleted trap after performing the invocation while trapped
 
 
 
use alternate phrasing when life drain attack affects non-living creature
 
 
 
bypass "wait! there's a creature hidden there" when attacking a hidden monster
 
sensed by ongoing monster detection
 
 
 
remove makedefs.c dependency that time_t and long are the same size
 
 
 
terminal window set to 21 lines can cause a crash during player selection
 
 
 
menus; have bot() check for valid youmonst.data
 
 
 
make region ttl field a long instead of short to get rid of lint warnings
 
 
 
about a possible loss of data
 
 
 
free storage used to hold region messages in free_region()
 
 
 
honor pushweapon when applying a tool or weapon causes it to become wielded
 
 
 
in the quest, if the locate level hasn't been reached yet, don't fall or
 
randomly teleport past it
 
 
 
fix phrasing in monster against monster attack feedback when attacker is
 
 
 
wielding stacked weapons
 
 
 
pushing a boulder onto a level teleporter trap could issue repeat messages
 
 
 
if shopkeeper or priest gets teleported while inside his shop or temple,
 
 
 
give locations inside that room preference when choosing destination
 
 
 
don't place hero on top of monster when arriving on level which is so full
 
 
 
that the monster can't be moved out of the way
 
 
 
tame/peaceful grabber/engulfer will release hero after conflict ends
 
 
 
any grabber will release hero if it moves away while confused/stunned/afraid
 
 
 
make changes in hallucination be reflected by changes in mimickery feedback
 
 
 
have to see a divine gift in order to have it become a discovery
 
 
 
honor the never-in-hell flag when selecting random monster type for corpses,
 
 
 
eggs, figurines, and statues created in Gehennom
 
 
 
hero is not subject to light-based blindness while fainted from hunger
 
 
 
add Unaware pseudo-property to suppress various messages while unconscious
 
engraving while underwater should use surface() which handles that case
 
 
 
prevent obj_is_local panic during bones creation when splattered burning oil
 
 
 
from a thrown potion of oil kills the hero
 
 
 
don't leave lit potion intact when splattered burning oil from broken floor
 
 
 
potion kills the hero
 
 
 
fix region timeout detection, caused strange display of stinking cloud
 
 
 
while wearing the Eyes of the Overworld
 
 
 
try to keep migrating monsters from escaping the wizard tower
 
 
 
affected monsters should always respect "Elbereth"
 
 
 
try harder to keep dragged chain between ball and hero
 
 
 
fireproof containers should not burn in lava
 
 
 
missile which kills engulfer will now be placed prior to hero's return to map
 
 
 
fix invalid pointer dereference after applying a wielded cream pie
 
avoid drowned in a drowning and burned by burning if life-saving is inadequate
 
 
 
 
 
bugles affect all monsters to some extent
 
nurses are affected if player is polymorphed as a cockatrice
 
 
 
getting a particular rotten food result can't make attempting to eat a
 
 
 
corpse of one of the Riders be survivable
 
 
 
pad shortest rumors to improve distribution of delivered rumors
 
 
 
wake up sleeping steed when putting on saddle or mounting
 
 
 
reveal hidden monsters who change levels or are magically summoned
 
 
 
hero can't carry an unlimited number of boulders when poly'd into a giant
 
stop wielding cockatrice corpse which triggered own death followed by life-save
 
 
 
format various prompts to avoid "Query truncated" entries in paniclog
 
 
 
prevent very large number of objects in # inventory slot from causing
 
 
 
buffer overflow
 
 
 
!fixinv config was using arbitrary characters instead of # for invent overflow
 
 
 
for inventory display, include cost info on hero-owned containers holding
 
shop goods
 
 
 
shops now claim ownership of items created by using an unpaid horn of plenty
 
 
 
shopkeepers shouldn't refer to non-male character as "cad"
 
 
 
tweak levitation timeout if trap is being triggered on same turn it is to end
 
 
 
don't report death by petrification if cockatrice kills hero via HP loss
 
 
 
Riders are immune to green slime
 
 
 
Rider corpses can't be engulfed by gelatinous cubes
 
 
 
if Rider corpse revival fails, usually try again later instead of rotting away
 
wielding a cloak of magic resistance or gray dragon scales, or carrying one in
 
 
 
alternate weapon or quiver inventory slot, conferred magic resistance
 
 
 
to polymorphed hero
 
 
 
wielding a potion of blindness or carrying one in alternate weapon or quiver
 
 
 
slot conferred resistance against light-based blindness to any hero
 
 
 
worn item transformed by polymorph remains worn if feasible
 
zapping closing or breaking magic up or down from beneath an open drawbridge's
 
 
 
portcullis failed if bridge orientation was north-to-south (Valk quest)
 
 
 
can't dip or apply grease to a worn item that's covered by another worn item
 
 
 
sinking into lava didn't track passage of time properly
 
 
 
sinking into lava eventually burns away slime; sitting in it always does
 
 
 
after escaping lava by foot, if hero doesn't move he'll fall back in
 
 
 
suppress corpse from bones data if death is due to being dissolved in lava
 
 
 
suppress "you rise from the dead" if game ends due to be turned into slime
 
hero poly'd into stone golem and wielding cockatrice corpse casts stone-to-
 
 
 
flesh at self to become flesh golem will revert to stone if no gloves
 
 
 
don't give erroneous "<mon> disppears" message for hero poly'd into quantum
 
 
 
mechanic who hits engulfer while swallowed and blinded
 
 
 
demon lords/princes can't be summoned to the elemental or Astral planes
 
 
 
feedback from casting spell of protection was wrong in some situations
 
 
 
can't engrave on floor while inside solid rock, wall, or closed door
 
 
 
same-race sacrifice can't damage high altars
 
 
 
allow corpses on floor to be offered at high altars
 
 
 
allow hero to attempt to offer the Amulet at ordinary altars
 
 
 
shooting range for crossbow isn't affected by strength; multi-shot volley is
 
 
 
remove engravings at drawbridge location when it is opened, closed, or wrecked
 
monster killed in midst of multi-shot volley throwing/shooting might cause
 
 
 
freed memory to be accessed, potentially triggering a crash
 
 
 
right-handed boomerang throw travels counterclockwise
 
 
 
can't arm bear traps or land mines on Planes of Air or Water
 
 
 
statues that "come to life" when trap activates shouldn't start out sleeping
 
 
 
shopkeepers and priests wouldn't step on graves put in their rooms by bones
 
 
 
can't throw if poly'd into form which lacks hands
 
monsters can use ranged attacks over/around boulders, same as hero
 
 
 
can't eat an artifact you're unable to touch
 
 
 
attempting to kick beyond map edge performed an out of array bounds memory
 
 
 
access; symptom seen was "show_glyph: bad pos" warning when blind
 
 
 
attempting to engrave with an empty wand should always use a turn
 
 
 
don't access freed memory after engraving "wrests one last charnge" from wand
 
 
 
a magic portal could be rendered inactive for the hero if a successful
 
 
 
hangup save took place during level change; leaving the level by any
 
means other than triggering the portal would reactivate it
 
 
 
can't drop part of a stack of N weapons welded to hero's hand
 
 
 
pickup still accepts m as command prefix, but now rejects F,g,G,M,numpad 5
 
 
 
scatter piles of kicked gold rather than move the entire pile at once
 
 
 
hero wasn't allowed to affix candles to the candelabrum while underwater
 
 
 
non-unicorn horn healing magic which cures sickness now also cures vomiting
 
 
 
vomiting/nauseated state is included in enlightenment feedback
 
 
 
vomiting countdown actually triggered the final vomit code twice
 
rats aren't capable of vomiting
 
 
 
fireproof, non-rustable weapon would be revealed as fireproof by hitting a
 
 
 
rust-causing target; ditto for fixed crysknife
 
 
 
surviving choking while eating various foods (cockatrice egg, fortune cookie,
 
 
 
wolfsbane, others) didn't carry through to those foods' side-effects
 
 
 
shapechangers who take on mimic or hider form will mimic or hide when feasible
 
 
 
avoid War message if tinning a Rider corpse fails
 
 
 
prevent long messages from triggering access violation or segmentation fault
 
 
 
due to buffer overflow in pline()
 
cursed corpse wielded by a monster isn't welded to its hand or paw
 
 
 
fix grammar errors in samurai quest, wakarimasu ka?
 
 
 
fix spelling of Dr Dolittle
 
 
 
hero's sleep resistance shouldn't protect steed from sleeping gas trap
 
 
 
#jump attempt fails if mounted on sleeping steed; jumping spell still works
 
 
 
dropped wielded, in use leash should remain in inventory, since it's in-use
 
 
 
wielded, in use leash can't be snatched by whip-wielding monster
 
 
 
when using two weapons at once, whip-wielding monster can target either one
 
 
 
if normal game save file is restored via `nethack -X', restore in normal
 
 
 
mode--with save file deletion--and require confirmation ala 'X'
 
 
 
command to make deferred switch into explore mode
 
 
 
can't #force floor item while engulfed, levitating, or unskilled riding
 
can't lock or unlock doors while engulfed
 
 
 
if hero or monster standing on opened drawbridge survives its destruction,
 
 
 
fall into water or lava instead of remaining on top
 
 
 
don't give a speed change message when an immobile monster is seen to be hit
 
 
 
by a wand of speed or slow monster
 
 
 
when shopkeeper "gratefully inherits possessions" of hero who dies in shop
 
 
 
doorway without owing the shop, move those items inside shop for bones
 
 
 
dying in a shop while wielding two weapons could cause "Setworn: mask" warning
 
 
 
make score file processing more bullet proof to avoid potential security issue
 
 
 
stethoscope applied to hiding mimic will bring it out of hiding
 
rephrase "<artifact> evades your grasp" message if artifact is already held
 
 
 
artifacts which subsequently evade your grasp/control after already being
 
 
 
worn or wielded become unworn/unwielded
 
 
 
towel equipped in weapon, alternate weapon, or quiver slot can be applied
 
 
 
lit candle or potion of oil which burned out while equipped would leave stale
 
 
 
weapon/alternate-weapon/quiver pointer that could cause panic or crash
 
 
 
wielded/worn figurine which auto-transformed had same stale pointer bug
 
 
 
likewise with casting stone-to-flesh on self for figurine of non-veggy monst
 
 
 
format names of not yet id'd artifacts such that obj type shows for non-weapons
 
 
 
hero with lycanthropy is vulnerable to silver in both human and beast form
 
 
 
changing alignment or shape triggers a check for equipment evading hero's grasp
 
 
 
passive fire effects can damage attackers' weapons
 
 
 
make quest leader and nemesis be unlikely to be affected by traps
 
wielded bow shouldn't affect outcome of kicked arrows
 
 
 
ranged polearm hit can divide puddings and can use confuse monster effect
 
 
 
charge for kicked shop-owned food if it gets used up taming a monster
 
 
 
give better feedback when thrown shop-owned food gets used up taming a monster
 
 
 
effect of negative AC on damage received was calculated differently than
 
 
 
normal when deciding whether hero poly'd into pudding would split
 
 
 
use a more precise jumping path for far, non-straight line destinations
 
 
 
unicorn horn produced by revived monster will polymorph as if non-magic
 
 
 
stone-to-flesh on any golem statue or golem figurine creates flesh golem
 
 
 
stone-to-flesh which activates shop-owned figurine entails shop charges
 
 
 
make giants be less likely to be randomly generated in Sokoban
 
 
 
bear traps dish out some damage on initial entrapment
 
bear traps and webs are harmless to water elementals
 
 
 
hero with polymorph control and inflicted with lycanthropy can specify own
 
 
 
werecritter or human werecritter monster types as polymorph target
 
 
 
hero undergoing semi-controlled polymorph won't also undergo sex change
 
 
 
when doppelgangers taking on new shape don't specifically pick nasty monster
 
 
 
or role monster, bias the random form towards humanoid
 
 
 
salamanders can use green slime corpses to cure themselves of petrification
 
 
 
increase damage bonus applies when kicking while polymorphed into a monster
 
 
 
form which has a kicking attack, just like for other kicks
 
 
 
feedback about summoned monsters may use singular when it should use plural
 
 
 
if magically removing steed's saddle is fatal, don't leave it saddled in bones
 
charging prompt used wrong criteria when deciding whether to list rings
 
 
 
rogue's backstab bonus doesn't apply for throwing attacks
 
 
 
hiding monsters who are unhidden when hero leaves a level can hide upon return
 
 
 
touching a pile of objects while blind affects hero even when the pile is
 
 
 
big enough to give "there are many objects here" and not list them
 
 
 
explosion while engulfed only affects engulfer and hero, not adjacent monsters
 
 
 
eliminate case-sensitivity when converting words from singular to plural and
 
 
 
vice versa, so some failing wishes like "Gauntlets of Power" now work
 
 
 
breath attack directed at self by poly'd hero always hits
 
 
 
an orc (or gnome) will respond to #chat if hero is also an orc (or gnome)
 
 
 
override non-silver vs shades for artifacts which deal extra damage to undead
 
 
 
assorted mirror fixes--mainly visibility issues
 
 
 
kicking at "empty space" has side-effects so should use current turn
 
 
 
using weapon to kill tame engulfer from inside triggered "placing defunct
 
 
 
monster onto map?" warning
 
 
 
some monsters can't be strangled; self-polymorph can stop/restart strangulation
 
nymphs could steal carried boulders
 
 
 
amnesia of object discoveries would never forget the very last one
 
 
 
re-adjust gem generation probabilities when revisiting existing dungeon levels
 
 
 
kick evasion shouldn't move monsters through walls
 
 
 
kick evasion and jousting/staggering blows shouldn't move grid bugs diagonally
 
 
 
#untrap didn't check whether hero could reach the ground
 
 
 
digging/chopping a closed drawbridge message mentioned digging a "wall"
 
attacking via applied polearm now honors the "confirm" option
 
 
 
engulfer under influence of conflict or confusion could swallow monster at
 
 
 
water/lava/trap spot and not be affected by destination til next move
 
 
 
unicorn horn restoration no longer overrides sustain ability characteristic
 
 
 
hider monster revived from corpse would start out hidden (even if own corpse
 
 
 
was only object around to hide under)
 
 
 
fix sequencing issues with dropping #invoked Heart of Ahriman
 
 
 
applying an unpaid stack of potions of oil forced hero to buy all of them
 
instead of just the one which got split off and lit
 
 
 
sometimes when hero is forced to buy an unpaid shop item its price changed
 
 
 
monster could attack with a polearm even after attempt to wield that failed
 
 
 
sometimes got "you trip over it" after intervening messages following the
 
 
 
one which described "it"
 
 
 
wizard mode: WIZKIT wishes could overflow inventory's 52 slots
 
code controlling item drops by small monsters still used pre-3.1.0 weight
 
 
 
monsters who want the Amulet won't attack the Wizard to try to get it
 
 
 
when loading bones files, censor suspect characters from player-supplied
 
 
 
strings such as pet and fruit names
 
 
 
opening or closing the castle drawbridge via music consumes a turn
 
 
 
can't swap places with tame grid bug when moving diagonally
 
 
 
can't move diagonally through a long worm's body (can still fight that way)
 
 
 
require confirmation to read a scroll of mail if doing so will be the first
 
 
 
violation of illiteracy conduct
 
 
 
could get "suddenly you cannot see the <mon>" while invisible mon remained
 
 
 
displayed due to telepathy or extended detection
 
 
 
cutting a long worm in half would trigger segfault/accvio crash if the hit
 
 
 
took parent down to 1 hit point or if long worms had become extinct
 
 
 
cutting a level 0 long worm in half produced a new worm with 0 hit points
 
 
 
using F to force an attack towards a boulder gave "you attack thin air"
 
random "treasure drop" upon monster's death bypassed dropping side-effects
 
 
 
melted ice on Valkyrie quest should be pool, not moat
 
 
 
some variations of attempting to use open or close commands on a drawbridge
 
 
 
didn't give drawbridge-specific feedback
 
 
 
tin contents can now sometimes be accessed on the same turn that the tin
 
 
 
starts being opened; when not, the opening feedback is more accurate
 
 
 
Nth adjustment of feedback when observing a pet eating
 
 
 
monsters who want the Amulet won't attack temple priests to try to get it
 
blinded invisible hero can't see self as invisible via ';' or '/'
 
 
 
it was possible to generate an object of 0 gold pieces by dropping 2**32 gold
 
 
 
wizard mode's sanity_check option missed nested containers and migrating mons
 
 
 
always update map display and use up turn if open or close command attempted
 
 
 
while blind reveals change in door state or discloses non-door spot
 
 
 
a hangup save while picking up gold from shop floor could duplicate that gold
 
 
 
secret door detection's trap finding is no longer blocked by water or clouds
 
 
 
on the Planes of Water and Air
 
 
 
potion thrown by monster which hit a long worm's tail gave feedback about
 
hitting its head
 
 
 
implement energy vortex's previously unused energy drain attack
 
 
 
changing alignment type resets alignment record to 0 (nomimally aligned)
 
 
 
jellyfish do not technically have a head
 
 
 
while polymorphed, suppress attribute gain/lose earned by pre-poly exercise
 
wizard mode #monpolycontrol prompting asked about "it" when monster was unseen
 
 
 
reprompt if player fails to make a menu choice during inventory identification
 
 
 
potion explosion during failed alchemy should awaken nearby monsters
 
 
 
seen eels who were stuck in isolated pools would never re-hide
 
 
 
can no longer get both strength and resistance from eating one giant corpse
 
 
 
aborting key/lock pick usage via ESC at direction prompt no longer uses a move
 
 
 
lit south wall of C quest leader's room contained dark gap at secret door spot
 
when probing from inside an engulfer, "not carrying anything" overlooked hero
 
 
 
archeologist shouldn't start with sling skill by carrying slingable touchstone
 
 
 
wearing or removing an amulet of restful sleep clobbered permanent sleepiness
 
 
 
if attempt to select a co-aligned artifact for first divine gift fails because
 
 
 
none is available, choose one from among nonaligned artifacts
 
 
 
ensure current_fruit gets set to the correct index when setting fruit
 
 
 
option to existing entry whose fid is not the highest
 
 
 
monsters already wearing suits can't put on shirts
 
if breaking a wand of polymorph causes hero to drop items, don't transform them
 
 
 
give "shuddering vibrations" feedback if breaking a poly wand uses up items
 
 
 
if polymorph causes a monster to drop items, they won't be used up via
 
 
 
shuddering vibrations or as golem creation fodder
 
 
 
monsters who ate green slime corpses weren't turned into green slime
 
 
 
"hand slip" while naming an object would never pick 'z' as a substitute letter
 
 
 
hero would "gladly take off <armor>" for nymph or succubus even while asleep
 
 
 
concealed mimic wasn't revealed if kicking attmpt yielded a clumsy miss
 
too accurate feedback given to a blinded hero when a monster summons insects
 
 
 
if life-saved steed became untame, repeated "placing steed onto map?" warnings
 
 
 
would be given as long as the hero remained mounted
 
 
 
message sequencing for fatal explosions was confusing if feedback was given
 
 
 
for carried items being destroyed
 
 
 
when dipping something in holy/unholy water, only learn its new bless/curse
 
 
 
state if hero sees it glow
 
 
 
describe lit Sunsword as shining rather than glowing
 
 
 
prevent poly'd shopkeepers from taking on forms that can't handle objects
 
 
 
attempting to move direction 'u' as a grid bug performed #untrap command;
 
the other diagonals reported "unknown command" instead of "you can't"
 
 
 
mimic posing as statue or corpse now picks and maintains particular monst type
 
 
 
trying to move down while levitating said "you are floating high above floor"
 
 
 
even when being stuck in floor or lava blocked full levitation
 
 
 
when levitating, don't show '>' as a likely direction for digging
 
 
 
poly'd or mimicking hero who was hidden from monsters would still be treated
 
 
 
as a normal target for their ranged attacks
 
hero would remain stuck to an adjacent monster after rehumanizing if he had
 
 
 
been attacked while hiding via #monster when poly'd into a small mimic
 
 
 
hero poly'd into mimic and hiding as an object via #monster didn't unhide
 
 
 
when polymorphing into non-mimic
 
 
 
attacking via applied polearm never scuffed engraving underneath hero
 
 
 
auto-wielding a polearm took no time if ESC was used to cancel target choice
 
 
 
applying a bullwhip while at very edge of map could target beyond edge,
 
 
 
potentially leading to a panic or crash
 
 
 
prevent temple priests and minions from wearing helms of opposite alignment
 
'D' drop command didn't handle 'u' choice correctly if the only unpaid items
 
 
 
were inside containers
 
 
 
pearl rings shouldn't rust
 
 
 
shouldn't be able to read a worn T-shirt when it's covered by a worn suit
 
 
 
simplify hero placement on Castle level when climbing up stairs from Valley
 
 
 
spell attack by low-Int hero could inflict negative damage
 
some wand/spell/breath zaps that hit a secret door failed to reveal it
 
 
 
wand explosion feedback about adjacent door was phrased as if for a wand zap
 
 
 
improve the message sequencing when a thrown poisoned weapon loses is poison
 
 
 
message "You hit the  with all your might." could be issued if a boulder
 
 
 
went away while it was being dug/broken with a pick-axe
 
 
 
prevent "object lost" panic if/when drinking a wielded potion of polymorph
 
causes hero's new form to drop weapon
 
 
 
 
 
documentation tidbit:  change Guidebook and in-game help for pickup_burden
 
 
 
option to match game's 'O' command ("Unencumbered", not "Unburdened")
 
 
 
writing while blind no longer possible for books, might fail for scrolls
 
 
 
blanking items in pools while blind shouldn't reveal new obj description
 
 
 
for ones which had been seen before becoming blind
 
avoid infinite loop in topten output when killed by long-named monster
 
 
 
grid bug could move diagonally 1 step using travel command
 
 
 
attempting to open, close, or lock/unlock a door while confused or stunned
 
 
 
uses up a move regardless of whether direction choice finds a door
 
 
 
grammar fixes for vault guard messages given after player assigns guard a name
 
 
 
wearing cloak of displacement auto-discovered it even when hero couldn't see
 
 
 
wearing elven cloak auto-discovered it even when already stealthy
 
 
 
putting on ring of stealth never auto-discovered it
 
 
 
forgetting spells due to amnesia now sets memory retention to zero instead
 
 
 
of removing them from hero's list of known spells
 
 
 
shouldn't have been able write scrolls by guessing type name when they're
 
 
 
only partly known via name assignment
 
 
 
scrolls given names can be written by assigned name as well as by description
 
 
 
fix writing feedback "the spellbook warps strangely, then turns parchment"
 
make stone artifacts usually resist stone-to-flesh
 
 
 
when reading an unknown scroll and learning it, discovery of teleporation was
 
 
 
too late if hero happened to land on another scroll of teleportation
 
 
 
using an unlocking tool on a closed door which was actually a mimic reported
 
 
 
that there was no door to unlock instead of exposing the mimic
 
 
 
purple worm could end up in wall or solid rock when swallowing ghost or xorn
 
 
 
unpaid shop items stolen from hero by a monster remained on hero's shop bill
 
 
 
#untrap toward known trap location containing concealed mimic would yield
 
"{The mimic|It} {is in the way|isn't trapped}." but not reveal mimic
 
 
 
some actions taken when blind would yield "Wait!  That's a monster!" (for a
 
 
 
mimic posing as a door) but not display the unseen monster glyph
 
 
 
enhance life-saving by preventing subsequent poison from being fatal upon
 
 
 
rescue from death due to spiked pit, dart trap, or poisoned missile
 
 
 
don't create mail daemons when populating special levels with random demons
 
 
 
teleport control and polymorph control are ineffective while hero is stunned
 
 
 
don't report "fried to a crisp" for disintegration from divine wrath
 
 
 
when polymorphed into an opposite sex monster, if you then become a new
 
 
 
human while failing to polymorph into something else, you'd be told
 
 
 
"you feel like a new man" for female or "a new woman" for male 
 
 
 
spellcasting monsters' spell selection became less likely to choose harder
 
 
 
spells as their level got higher (including Wizard's "double trouble")
 
 
 
Eye of the Aethiopica, Eyes of the Overworld, and Sceptre of Might must be
 
 
 
worn or wielded rather than just carried to convey magic resistance
 
Mitre of Holiness and Tsurugi of Muramasa convey Protection when worn/wielded
 
 
 
effectiveness of magic cancellation by worn armor has been reduced
 
 
 
Protection improves the effectiveness of magic cancellation
 
 
 
the weight of a non-cursed bag of holding was sometimes off by 1 unit
 
 
 
for number_pad:2 (MSDOS compatibility), M-5 (Alt+5, or Shift+keypad5 using
 
 
 
MSDOS/Windows keystroke hackery) didn't function as G movement prefix
 
 
 
if an angry shopkeeper chased the hero to a different level and then got paid
 
 
 
off, he'd dismiss kops on that other level but not on his shop level
 
 
 
objects inside the Wizard's Tower can't be teleport to outside and vica versa
 
 
 
dying in lava and being life-saved or leaving bones would destroy ring of
 
fire resistance if it happened to be made of wood, and also burn up
 
 
 
scrolls of fire and spellbook of fireball
 
 
 
surviving in lava boils away carried potions, but dying in lava and being
 
 
 
life-saved or leaving bones would keep them intact
 
 
 
when applicable, give "your body rises from the dead as an <undead>..."
 
 
 
even when bones data isn't being saved
 
 
 
unlit candelabrum would become unlightable if its candles had exactly 1 turn
 
of fuel left and it was applied anywhere other than the invocation spot
 
 
 
have shk claim ownership of worn saddle dropped by dying pet if hero is
 
 
 
not within the same shop at the time of the drop
 
 
 
temporary loss of Dex from wounded legs will become permanent if it occurs
 
 
 
while mounted and hero dismounts before steed's legs have healed
 
for poly'd hero hiding on ceiling who gets attacked, make attacker's position
 
 
 
be an eligible location for hero when vacating hero's spot for attacker
 
 
 
to prevent ending up far away under crowded conditions
 
 
 
for poly'd hero hiding on ceiling, attack by sea monsters won't move them
 
 
 
into hero's position unless it is over water or they're already on land
 
 
 
for poly'd hero hiding on ceiling, attack by long worm might fill hero's
 
 
 
destination with worm's tail, so double check and maybe choose again
 
poly'd hero can't hide on floor or ceiling when on Planes of Air or Water
 
 
 
when shop prices are adjusted, handle roundoff (integer truncation) better
 
 
 
for hero poly'd into a monster form that lacks a weapon attack but has a claw
 
 
 
attack, use wielded weapon even when claw attack isn't the very first
 
 
 
rename the SLEEPING property and Sleeping attribute to SLEEPY and Sleepy, resp.
 
 
 
character escape sequence handling during options processing was vulernable
 
to malformed escapes and could potentially be abused to clobber the
 
 
 
stack and launch a buffer overrun attack
 
 
 
give alternate message for "<mon> turns to flee" when mon can't move
 
 
 
all statues in a cockatrice nest were for giant ant if 'record' was empty
 
 
 
when dying outside all shops on a level with multiple shopkeepers and one takes
 
 
 
hero's stuff, choose one who is owed money over first one on fmon list
 
 
 
hero poly'd into a critter without hands could still open tins
 
if a vault guard was killed, his inventory would be dropped at <0,0>
 
 
 
throwing gold to/at a vault guard will no longer be treated as an attack
 
 
 
non-pit traps created in vault guard's temporary corridor would remain after
 
 
 
the location reverted to solid rock
 
 
 
using magic to light vault guard's temporary corridor would produce lit solid
 
 
 
rock after reversion, and then yield lit corridor if dug out again
 
 
 
if hero was blind, killing the vault guard while in his temporary corridor
 
would leave hero encased in solid rock without informing player
 
 
 
if hero dragged iron ball into temporary corridor and then killed vault guard,
 
 
 
the portion of corridor currently in existence would become permanent
 
 
 
on Plane of Water, restrict levitation and flying to air bubbles;
 
 
 
elsewhere, restrict them such that they don't work inside solid rock
 
 
 
wand/scroll/spell of light now hurts gremlins (lamp/candle light doesn't)
 
 
 
ditto for hero in gremlin form (camera too)
 
 
 
autosearch finds and transforms secret doors and corridors even while blind,
 
 
 
but it wasn't updating the map to show them unless the hero could see
 
 
 
fix message typo, "you sold some items inside <container> for N gold piecess"
 
hangup save made during magic mapping or <foo> detection performed while
 
 
 
underwater could put hero on top of the water after restore
 
 
 
fix bug preventing stone-resistant monsters w/o gloves from wielding cockatrices
 
 
 
items conferring life drain resistance were affected by drain life spell
 
 
 
'a'pply command could be used to recogniize undiscovered potions of oil
 
 
 
fix replacing an existing bones file in wizard mode [load?y, unlink?n, die?y,
 
save?y, replace?y] for configurations using external file compression
 
 
 
theft of worn armor with wear/unwear delay would interfere with completion of
 
 
 
wearing or unwearing some other armor which also imposed a delay
 
 
 
(disrupted wear attempt for +N helm of brilliance would result in loss
 
 
 
of N points of Int and Wis; gauntlets of dexterity had similar problem)
 
 
 
#sit while swallowed would give the wrong message
 
 
 
alchemical explosion or evaporation only used up one potion instead of all
 
 
 
the potions being dipped
 
feedback for reverse-genocide was plural even when just one monster was created
 
 
 
fix message given when part of a stack of items in a monster's inventory is
 
 
 
being destroyed
 
 
 
add "Boing!" message when hero zaps resistant monster with striking/force bolt
 
 
 
adjust gaze reflection message when your scales are embedded in your skin
 
adjust turning-to-stone or -slime messages when you have no limbs
 
 
 
wizard mode ^F on Plane of Water marked portal as seen but didn't display it
 
 
 
magic mapping now displays furniture in preference to known or remembered traps
 
 
 
or objects and known traps in preference to remembered objects
 
 
 
restrictions on diagonal movement were ignored when crawling out of water
 
 
 
when using magic whistle, prevent steed from being affected (trap interaction)
 
declining to attack a peaceful monster via movement used up nutrition even
 
 
 
though no action took place
 
 
 
declining to attack a peaceful monster via kicking woke nearby monsters and
 
 
 
scuffed engraving at hero's location even though no action took place
 
 
 
make hero be immune from stinking cloud damage during successful prayer
 
 
 
very fast hero would sometimes take two consecutive moves with very fast
 
 
 
monsters then getting two moves, instead of interleaving the activity
 
 
 
when a monster zapped by polymorph drops inventory because of its new form,
 
don't let that same zap hit the dropped item(s)
 
 
 
entering an untended shop while blind gave an inappropriate message
 
 
 
engraving feedback about partial text when weapon became too dull to finish
 
 
 
was lacking sentence-ending period
 
 
 
impossible() might display inaccurate feedback after updating paniclog
 
 
 
fix crash which occurred if hero was teleported onto a sink while busy putting
 
on or taking off levitation boots
 
 
 
fix "object lost" panic (or even crash) when dropping multiple items while
 
 
 
levitating and a lit potion of oil explodes and destroys some inventory
 
 
 
fix "object_is_local" panic when saving bones after hero is killed by explosion
 
 
 
produced by dropped or thrown lit potion of oil
 
 
 
 
 
 
 
 
 
Platform- and/or Interface-Specific Fixes
 
 
 
-----------------------------------------
 
 
 
FreeBSD: compilation problems on FreeBSD 6.1
 
 
 
linux: compile support for TIOCGWINSZ by default
 
 
 
smartphone: do not translate input when command helper is hidden (fixes
 
 
 
Motorola Q keyboard bug)
 
 
 
smartphone: new keypad layouts
 
 
 
smartphone: wizard mode command layout
 
 
 
smartphone: option to feed arbitrary text as a command to nethack core
 
 
 
tty: when loading user's run-time configuration, explicitly negating one of
 
 
 
{DEC,IBM,MAC}graphics options after enabling another of them switched
 
 
 
to regular ASCII and left the earlier option inaccurately set to "on"
 
tty: various bugfixes for very wide and/or tall screens
 
 
 
tty+GOLDOBJ: dropping or looting by menu wouldn't honor a count for gold
 
 
 
unix: remove use of parentheses in nethack man page usage that confused a
 
 
 
man page conversion tool
 
 
 
unix: new -wwindowtype option
 
unix: don't clobber old level files if 2nd hangup/disconnect occurs while
 
 
 
reconnected user is responding to the "destroy old game?" prompt
 
 
 
unix/Qt: saved games were not found if nethack was built with prefixes in use
 
 
 
unix,vms: allow digits after first character in name at "Who are you?" prompt
 
 
 
vms: the DLB configuration could fail to build if a file without a dot
 
 
 
in its name happened to match a logical name
 
Windows: starting a game with nethack.exe (tty) and saving, then restoring
 
 
 
and finishing with nethackW.exe (win32) would display the high scores
 
 
 
output in a series of popup windows, one for each line of text
 
 
 
Windows, probably MSDOS and OS/2: attempting to use very first false rumor
 
 
 
for cookie fortune or random engraving could produce garbled text
 
 
 
when rumors.tru had CR+LF line ends instead of Unix-style LF lines
 
 
 
#if CLIPPING: during teleport or hurtle, re-clip the map immediately instead
 
of waiting until hero's next move
 
 
 
winCE: disable processing of double-click messages if the first click
 
 
 
causes map to scroll
 
 
 
winCE: help text windows close immediately after open (unhandled WM_KEYDOWN in mhtext.c)
 
 
 
winCE: correct coordinates used by action button
 
 
 
winCE: wrap/unwrap text option for text windows
 
 
 
winCE: hardware keyboard detection
 
 
 
winCE: hide keypad when hardware keyboard is present
 
winCE: backport message window highlighting from winnt port
 
 
 
winCE: new icon with recommended image sizes
 
 
 
pocketpc: menu window closes on up/down keys from first/last position
 
 
 
win32gui: better handling of "more" prompt for messages that would have scrolled
 
 
 
off the window
 
 
 
win32gui: set correct checkmark on "Lock Windows" menu item on startup
 
 
 
win32gui: redraw message window on resizing (it does not update properly otherwise)
 
 
 
win32gui: fixed copy/paste error in read registry settings function
 
 
 
win32gui: improved calculation of the size of the menu window
 
 
 
win32gui: made auto-arrange windows on/off option (it was reset automatically
 
 
 
which was unintuitive and in some cases annoying
 
win32gui: fix a possible crash with AltGr-4 WM_KEYDOWN handling
 
 
 
win32gui: use whatever alternate tile set is loaded in the menus
 
 
 
win32tty: prevent early error messages from flashing by too fast and not seen
 
 
 
win32tty: work around problem where display symbols were wrong or unrecognizable
 
 
 
on systems where the default language for non-Unicode programs was not
 
 
 
set to "US English" - courtesy Ray Chason
 
 
 
win32tty: work around problem where some characters did not show up if the
 
console code page was other than 437
 
 
 
X11: support dynamic switching of map mode via tiled_map option
 
 
 
X11: added support for hilite_pet to text map mode
 
 
 
X11: ensure vertical scrollbar shows up in text display windows
 
 
 
X11: fix typo in mouse click sanity check; result might have pointed to
 
 
 
spurious location after window resizing
 
platforms that support hangup: SAFERHANGUP to avoid losing objects in transit
 
 
 
between lists when hangup occurs, and also avoid cheats due to
 
 
 
well-timed hangups to stop a long melee
 
 
 
build-from-source: dlb utility can handle arbitrary number of files
 
 
 
 
 
 
 
 
 
 
 
General New Features
 
--------------------
 
 
 
when you're teetering on the edge of a pit you can use '>' to enter the pit
 
 
 
when you're flying over a pit you can use '>' to enter the pit
 
 
 
when asked for a direction, a response of '?' yields help and then asks again
 
 
 
when adding an item to inventory, try to stack it with the quiver slot
 
 
 
before trying against other carried objects
 
 
 
#adjust can be used to split an inventory stack
 
 
 
cockatrice meat has a distinct flavor to some
 
 
 
wish request for "<something> armor" will match item named "<something> mail"
 
 
 
Fire Brand and Frost Brand have a chance to avoid taking rust damage
 
support ^R (and ^L in numpad mode) to request display repaint during direction
 
 
 
choosing and location choosing prompting modes
 
 
 
intelligent pets will use keys to unlock doors
 
 
 
destroyed drawbridge leaves some iron chains
 
 
 
give feedback when a nearby monster grows into a stronger form
 
 
 
familiars are now created without any starting inventory
 
 
 
using the 'f' command when quiver is empty will fill quiver with player's
 
response to the "what to throw?" prompt
 
 
 
breaking a wand with the apply command has a chance to wrest an extra charge
 
 
 
burying a punishment ball no longer ends your punishment
 
 
 
#tip command (with M-T shortcut) to empty a container's contents onto floor
 
 
 
add clicklook option to allow looking at things on the display by clicking
 
 
 
right mouse button when floating mouse pointer over them
 
 
 
Izchak's lighting store is now able to stock oil for your lamp
 
provide core support for saving of messsage history in save file
 
 
 
the following actions can now be continued after save/restore: digging,
 
 
 
eating, studying, removing armor
 
 
 
hero-created and monster-created ice will eventually melt away
 
 
 
extend Warning to include ice danger
 
 
 
wishing for particular variety of tin contents (deep fried, broiled, etc.)
 
debug-mode wishing for random monster(s) via '*'
 
 
 
debug-mode viewing of fully identified object descriptions without
 
 
 
actually identifying the objects
 
 
 
health-food store that stocks monk-appropriate foods in mine town when monk
 
 
 
give more information about your attributes in debug mode
 
polywarn to give intrinsic monster detection of limited species while polymorphed
 
 
 
rocks can skip on the water sometimes allowing them to pass over water creatures
 
 
 
vampires can now shapeshift into bats and fog clouds; the latter can be done at
 
 
 
will to slip through locked doors
 
 
 
shapeshifted vampire will transform back to vampire form after you defeat it and
 
continue to fight in its native form
 
 
 
container lknown flag for locked/unlocked/broken awareness
 
 
 
container cknown flag for container content awareness
 
 
 
plname is stored in the save file on all platforms now
 
 
 
introduce support for negation of role, race, align, gender values to eliminate
 
them from random selection and the pick list of startup choices
 
 
 
some intelligent pets will avoid cannibalism
 
 
 
keep track of which monsters were cloned from other monsters
 
 
 
cloned and revived monsters become worth fewer points than ordinary ones
 
 
 
number_pad:3 run-time option to use inverted phone keypad layout for movement
 
number_pad:-1 to swap function of y and z keys; z to move NW, y to zap wands
 
 
 
display spell retention information in the spell menu
 
 
 
tame ghouls can eat old eggs
 
 
 
new effect for reading a scroll of light while confused
 
 
 
allow digging an adjacent pit with wand of digging while trapped in a pit
 
 
 
#terrain command to show unobstructed view of map (w/o mons, objs, traps)
 
 
 
digging can activate or disarm some types of traps
 
 
 
some monsters can eat tins in addition to corpses to cure some ailments
 
 
 
add Roderick Schertler's pickup_thrown patch
 
 
 
add ability to sort the list when viewing known spells with '+' command
 
 
 
describe magic cancellation from worn armor in enlightment/end-of-game feedback
 
disclose half physical and/or spell damage in enlightment/end-of-game feedback
 
 
 
rephrase see invisibility enlightenment feedback when unable to see at all
 
 
 
add atmospheric sound messages for temples
 
 
 
sometimes give announcement message when monsters teleport to hero's vicinity
 
 
 
obsolete config file keywords: GRAPHICS, OBJECTS, TRAPS, EFFECTS
 
 
 
deprecated options: IBMGraphics, DECGraphics, boulder
 
 
 
new options: symset, roguesymset for choosing a symbol set from the symbols file
 
 
 
new config file keyword: SYMBOLS for overriding character symbol values by name
 
 
 
opening magic frees from bear traps and webs, activates trap doors
 
 
 
closing magic activates bear traps and webs
 
 
 
locking converts a hole into a trap door; striking does the opposite
 
add Malcolm Ryan's Statue Glyphs patch
 
 
 
lembas and cram never rot unless cursed
 
 
 
multiple squeaks for squeaky boards
 
 
 
include time, user ID, and play mode in paniclog entries
 
add oracle and rumor regarding priestly donations
 
 
 
anti-magic traps have alternate effect on targets who have magic resistance
 
 
 
the Amulet can be offered to Moloch
 
 
 
javelins and spears now share the same weapon skill
 
 
 
all stackable weapons are capable of being thrown/shot for multi-shot volleys
 
 
 
worm teeth and crysknives have become stackable
 
improved container interface
 
 
 
acid can destroy iron bars
 
 
 
OPTIONS=playmode:normal|explore|debug to choose mode without command-line
 
 
 
score bonus for ascending is reduced or denied for changing alignment
 
 
 
player can give a monster class when asked for type of monster to poly into
 
 
 
likewise when asked about type for #monpolycontrol
 
both controlled self-polymorph and #monpolycontrol accept ESC, "*" or "random"
 
 
 
when asking for type of monster; ESC aborts #polyself command
 
 
 
scroll of taming/spell of charm monster now gives some feedback
 
 
 
doppelgangers can take on the shape of alternate roles' quest guardians
 
 
 
pile_limit option to control when to switch to "there are objects here"
 
vs listing objects on floor when hero goes over objects while moving
 
 
 
some monsters will use fire to prevent selves being turned into green slime
 
 
 
add `#vanquished' debug mode command
 
 
 
C and #name commands are now same and use menu to choose monster vs object
 
 
 
hallucination provides partial protection against gaze attacks
 
 
 
attempting to read "dull" spellbook might cause hero to fall asleep
 
dipping prompt is more precise
 
 
 
using F to attack wall/boulder/statue while wielding pick digs/breaks target
 
 
 
shapechangers shouldn't receive starting inventory of their initial shape
 
 
 
streamline old ^X output and integrate it with enlightenment feedback;
 
 
 
new ^X output includes expanded form of abbreviated bottom line info
 
"killed by X" becomes "killed by a chameleon imitating X" when appropriate
 
 
 
eating disenchanter corpses is now considered risky
 
 
 
make '[' command more precise when poly'd hero has embedded dragon scales/mail
 
 
 
fainting while wielding a cockatrice corpse will be fatal
 
 
 
Sunsword's light radius depends on its curse/bless state
 
 
 
Add M-C and M-R meta-key shortcuts for #conduct and #ride, respectively
 
 
 
can now use ESC to cancel out of prompts for playing musical instruments
 
being crowned gives an additional benefit:  one extra skill slot/credit
 
 
 
chatting to a gecko or shopkeeper while hallucinating gives alternate message
 
 
 
mimic posing as door might steal hero's key when [un]locking is attempted
 
 
 
polymorphing into a dragon while wearing dragon scale mail will cause that
 
 
 
mail to revert to dragon scales
 
 
 
adopt/adapt/improve the Paranoid_Quit patch; default is paranoid_confirm:pray
 
 
 
paranoid_confirm:Confirm when requiring "yes" instead of y to confirm,
 
 
 
also require explicit "no" to reject
 
paranoid_confirm:quit    yes vs y to quit or to enter explore mode
 
 
 
paranoid_confirm:die    yes vs y to die in explore or wizard mode
 
 
 
paranoid_confirm:bones  yes vs y to save bones when dying in wizard mode
 
 
 
paranoid_confirm:attack  yes vs y to attack a peaceful monster
 
 
 
paranoid_confirm:pray    y to confirm #pray; supersedes prayconfirm
 
 
 
paranoid_confirm:Remove  always pick from inventory for 'R' and 'T'
 
flexibility for specifying "detect <foo>" vs "<foo> detection" when wishing
 
 
 
when a sokoban puzzle has been completed (last pit or hole filled in),
 
 
 
stop assessing luck penalties and lift most movement restrictions
 
 
 
'`' command to show discoveries for one class of objects
 
 
 
add "about nethack" to '?' menu as an alternate way to view 'v'+'#version'
 
display version and build information at startup
 
 
 
repeatedly setting the fruit option will check to see if fruits have been
 
 
 
    created, so the user can't easily overflow the maximum this way
 
 
 
bones files now include extra data to identify dead hero and reason for death
 
 
 
dipping multiple potions in another potion may only dip part of their stack
 
 
 
make being inside a stinking cloud (when not immune or resistant) become a
 
 
 
major trouble which is fixable by prayer
 
 
 
introduce some variation in monster movement rates
 
 
 
 
 
 
 
 
 
Platform- and/or Interface-Specific New Features
 
 
 
------------------------------------------------
 
 
 
pcmain: check for dlb_init failure rather than relying on dungeon open failure
 
 
 
win32gui: support perm_invent
 
 
 
win32gui: menu option to add/remove windows captions
 
 
 
win32gui: support for saving/restoring message history
 
 
 
win32gui: added menu options "Copy ASCII Screenshot To Clipboard" and "Save
 
 
 
ASCII Screenshot To File"
 
win32tty: support for 'selectsaved' option for menu of existing save files
 
 
 
to choose from at game startup
 
 
 
tty: add window port routines for saving/restoring message history
 
 
 
tty: enhanced role, race, &c selection at start of new game
 
 
 
smartphone: added "Type Cmd" command that allows to type arbitrary commands
 
 
 
using phone keypad
 
 
 
smartphone: added Q(quiver) command to "Attack" layout
 
 
 
smartphone: fixed F command to prompt for direction
 
 
 
unix,vms: altmeta option to handle terminals which send "ESC c" for Alt+c
 
 
 
 
 
 
 
 
 
Code Cleanup and Reorganization
 
 
 
-------------------------------
 
 
 
removed OVLx section dividers previously  used for TRAMPOLINE overlay system
 
 
 
move all flags that are system or port specific from flag struct to sysflags
 
 
 
struct which is used only if SYSFLAGS is defined
 
 
 
all fields in flags struct are unconditionally present
 
 
 
monst cham field now a short and uses mons[] index
 
 
 
rearrange some monster ordering to follow rule #2 listed at top of monst.c
 
 
 
change region player_flags to more appropriate unsigned int instead of boolean
 
remove remains of sync_hunger, which has been ifdef'd out for years
 
 
 
new mextra structure housing pointers to mname, egd, epri, eshk, emin, edog
 
 
 
consolidate vault.h, epri.h, eshk.h, emin.h and edog.h into new mextra.h
 
 
 
new oextra structure housing pointers to oname, omonst, omid, olong, and omailcmd
 
 
 
drawing symbols for DECGraphics, IBMGraphics, MACgraphics are now stored in an
 
 
 
external symbol file that can be changed without rebuilding
 
 
 
new hints-based configuration system
 
allow documentation to be specialized to the options in the game binary
 
 
 
add param to winsys ini routines to allow cleaner shifting during startup</nowiki>
 

Revision as of 20:58, 13 February 2015

In September, some source-code was leaked, with the claim that it was Nethack Version 3.5.0.

While the DevTeam has since claimed that the code is not version 3.5.0 (and that the next version is guaranteed to not have that version number), the have claimed that the code was written by them, and that variants are welcome to use their code.


While this code does not represent an actual "next version", it does give us a large glimpse as to what will be in that next version.


The changelog included with the leak is linked below

[1]