Leaked development version
(Redirected from 3.5)
Jump to navigation
Jump to search
In September 2014, some source-code was leaked, claimed to be Nethack Version 3.5.0.
While the DevTeam has since claimed that the code is not version 3.5.0, they have claimed that the code was written by them, and that variants are welcome to use their code. To avoid confusion, the next version was numbered 3.6.0[1].
Changelog
The changelog included with the leak reads as follows and can be found on Pastebin.
$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
References
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.