mirror of
https://codeberg.org/noisytoot/notnotdnethack.git
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5901b7c7ca
Thanks, kerio!
344 lines
21 KiB
Text
344 lines
21 KiB
Text
protect the Amulet and invocation tools from being destroyed when a
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disintegrated monster's inventory gets deleted
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prevent the Amulet and invocation tools from being buried, similar to box
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behavior (Book of the Dead would rot away as paper when buried)
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don't let polymorphed players eat any of the invocation tools
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pets are no longer highlighted when hallucinating
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keep glass gems from shattering in chests
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return errors from dgn_comp and lev_comp when called for
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fix hallucinated fruit juice message
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fix several monsters conveying inappropriate resistances
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fix misspellings of "Assassins' Guild" and "Minion of Huhetotl"
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set personal name flag for Pelias and Thoth Amon; clear it for Chromatic Dragon
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don't say "Picking the lock..." when using a skeleton key
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give feedback when applying key to current location but no boxes are present
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can't manipulate floor locks (chests) while levitating
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don't crash onto sink if permanently levitating due to eating a ring
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avoid resuming interrupted lock operation on chest that's been polymorphed
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wide-angle disintegration Beams O' Wrath disintegrate non-resistant
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shields and armor
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don't access zapped wand after it's been destroyed by divine lightning bolt
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separate graphics symbols for each trap, differently-colored traps
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allow wishes for greased objects, correct wishes for "poisoned
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rustproof" objects
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damage was calculated incorrectly when hitting with statues and boulders
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allow digging to finish when digging statues embedded in undiggable walls
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list identified invocation tools as "the item" instead of "a item"
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ignore rknown for unerodable objects when determining if it's fully identified
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flush output after eating mimic so '$' appears right away
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update botl for spell power after ^T or #invoke of "energy boost" artifact
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correct hunger check when casting spells
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correct various messages
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fix deliberately jumping into Stronghold trap doors
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make random level changes while escaping with Amulet more equitable
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when mysterious force randomly picks a location on the current level, send
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player into Wizard's tower if and only if already inside that tower
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any level change from one tower level to another preserves occupancy state
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mysterious force won't kick in when using portal to go up into Wizard's tower
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avoid "bad cursor position" situation when mystery force or cursed gain
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level potion causes level change within the Wizard's tower
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don't allow the Wizard to be resurrected on the Astral level
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only list "likely" objects when prompting for what to #invoke
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reset encumbrance and movement rate during successful prayer, in case it
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cures lycanthropy
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prevent cursed weapon that slips when thrown by monster from embedding in stone
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ki-rin is not humanoid
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all elves can see invisible
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gain intrinisics from eating amulets
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lose divine protection by killing co-aligned priests or converting alignment
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have quest leader check for absolute alignment as well as for piousness
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fix tombstone message when dying from kicking door while levitating
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bite, &c. attacks on displaced images said "swings wildly and misses"
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calculate score before creating bones, otherwise gold in bags gets overlooked
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Unique monsters no longer placed in bones files
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for blessed genocide, don't report failure for other classes' quest monsters
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could get both compressed and uncompressed explore mode save files
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ZEROCOMP's bwrite ignored possibility of write failure
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mimics imitating fruit caused "Bad fruit #0" on help commands
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fix off by one bug in level teleport trap destination for monsters
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if g.cube eats a non-empty container, engulf contents rather than devour them
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allow wizard to use blessed genocide of '*' to wipe out all monsters on level
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when digging a hole in ice, don't describe it as digging in the "floor"
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and unearth any objects buried there even when it refills with water
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when digging in a pit trap which ends up filling with water instead of
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becoming trap door, remove the trap; likewise for overflowing fountains
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can't dig pits under drawbridge portcullis; break bridge if hole would be made
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can't dig while caught in a web
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don't "swing your pick-axe through thin air" if target location is a web
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mark webs as seen when "monster is caught in a web" message is given
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whirly monsters pass through webs; some huge monsters tear them
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Sting cuts through webs
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have shk use plural if called for when referring to player's pick-axe(s)
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fix price stated by shk when picking up container holding merged items
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fix price stated by shk for #chat when standing on a container
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don't adjust food price due to hunger when player is selling, only when buying
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don't double bill shop corpses turned into tins
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don't make mundane objects known when they're outside the shk's expertise
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change to have shks possibly identify items sold for credit just like for cash
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when player sells something to broke shk for credit, don't offer more for it
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in credit than will be charged for it if player buys the item back
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when selling items in shop, don't try to adjust message/prompt based on COLNO
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when dying in shop entrance, make sure inventory in bones data is placed all
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the way inside the shop, hence owned by the shk
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make shk notice when shop door destroyed by wand or spell or digging downward
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reset unpaid objects if shk poly'd into jumpy monster teleports out of shop
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fix handling for shop objects kicked or thrown from one shop into another
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and for shop objects hit by cancellation beam
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add potions of oil; lamps can be refilled with them
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dipping rusty weapons in potions of oil removes rust
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allowing drinking from surrounding water if you are underwater
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fix non-merging potions of water due to water damage's incompatible dilution
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fix mon-merging scrolls of blank paper due to SCR_SCARE_MONSTER's spe usage
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fix D(ropping) subset of wielded darts,&c (worn mask got out of synch)
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fix #adjust merging wielded darts,&c into non-wielded ones
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allow #adjust when fixinv option disabled
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fix getobj's '?' help displaying one item when fixinv option disabled
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don't give characters with maxed out luck complete immunity to water damage
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don't allow AC -17 or better to provide invulnerability to zap attacks
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kicking cockatrices while barefooted will stone you
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change to inhibit displacement from operating through solid walls
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fix mblinded assignment for monsters hit by potion fumes
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give runesword same damage adjustments as broadsword
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extra verbosity for attacks caused by Stormbringer
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allow ghosts to step on garlic
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don't let vampires step on altars
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don't let monsters jump into polymorph traps covered by boulders, unless
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they can carry such, pass through, or squeeze under
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giants polymorphed into something else must drop any boulders being carried
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giants in pits become untrapped if a boulder is pushed in
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prevent traps from being generated on ladders
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don't "detect trigger hidden in soil" for previously detected land mine
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exploding and crashing doors wake up nearby monsters
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factor rings of increase damage into kicking damage
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handle omitted case for ball movement that would leave chain in odd position
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returning to stairs on top row of map is valid (fixes rogue quest bug)
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avoid giving "sad feeling" message for pet if lifesaving prevents its death
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don't rot away Rider's corpse if something is standing on it at revival time
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kill any engulfer (including poly'd player) trying to digest a Rider
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give Riders non-zero nutritional value so tinning kit doesn't ignore them
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save & restore u.usick_cause properly
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an eating pet can continue & finish eating while you're off its level
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fix object names: "a Dark One corpse", "statue of a Wizard of Yendor"
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killer_format: poisoned "by Pestilence", not "by a Pestilence"; ditto Juiblex
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killer prefix might be wrong after having been life-saved
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fix to avoid "invisible invisible {Priest|Minion of Whoever}" on tombstone
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fix bug with cold-resistant monsters attacking jellies (etc.)
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fix possible panics when restoring while swallowed or held
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when taming, make holder/swallower let go even if it just becomes peaceful
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reset area of visibility when hurtling backwards from recoil while levitating
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don't let hostile monsters who follow up/down stairs share final ascension
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add bodypart(HAIR) to correct some inappropriate messages
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display monsters inventory (if any) when mon zapped with wand of probing
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display inventory of encased items in statues zapped with wand of probing
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display inventory of buried items below, by zapping wand of probing downwards
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set dknown bit for all objects hit by probing beam
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add ceiling function to alter the ceiling messages appropriately
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fix 3.1.2's fix for reseting certain class-specific artifact properties
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add selection menus to pickup and some apply functions
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pre-menu container interface: don't let "%a" select all objects if no food
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is present; make user's "<missing class(es)> a" become "A" instead
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wake up monsters hit by potions thrown by other monsters
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suppress vault hint messages if player is in the vault
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make lev_comp check full object and monster names ([ring of] "protection" in
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objects[] was matching "protection from shape changers" in .des file)
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guarantee that stairs down from Juiblex swamp level always get created
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[sometimes got impossible("couldn't place lregion type 0")]
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prevent a three room level which has the stairs to the mines from also having
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a special room [so that those stairs can't end up placed in a shop]
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allow quest nemeses and other invocation tool guardians to wield artifacts
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Mitre of Holiness is not a weapon
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don't give "heat and smoke are gone" message when entering Vlad's tower if
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arriving from somewhere other than Gehennom (portal via W's quest arti)
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when a wielded cockatrice corpse rots away, set `unweapon' so that
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further combat will elicit "bashing with gloved hands" message
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fix behaviour of wielded eggs (breaking, stoning, etc)
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tiny chance for "queen bee" eggs, rather than always killer bee eggs
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change Tourist quest home base to Ankh-Morpork
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prevent activated statue traps from creating hidden monsters
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handle activated statue being the only object poly'd player is hiding under
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prevent reference to unseen underwater object when hiding monster attacks
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don't pluralize name when smelling opened tin of unique monster's meat
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make tins of unique monster's meat be empty in bones file
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don't leave a corpse in bones file if killed by disintegration breath
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don't leave a corpse when monsters disintegrate other monsters
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any food could be tinned (yielding giant ant meat) when corpse in inventory
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destroy all boulders in invocation area when creating stairs down to sanctum
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boulders landing on previously seen trapdoors will plug them instead of
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falling through or settling on top
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boulders on ice which gets melted will fill pool as if dropped
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don't let dead or sleeping priests give temple greetings
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chatting wakes up sleeping priests
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don't exercise wisdom when making prediscovered objects known during init
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don't generate any generic giants (mummy/zombie placeholder) on castle level
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pets and g.cubes will polymorph if they eat chameleon corpses
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slippery ice (temporary fumbling) only lasts until the next move
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avoid leash limbo if quest leader ejects you while leashed pet's not adjacent
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(ditto other unconventional level changes, like W's quest artifact)
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release attached leash if poly'd player eats it
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crash fix: handle other forms of monster-induced level change besides quest
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ejection (swallower expels onto portal, level teleporter, trap door)
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fix magic mapping of previously mapped maze walls dug away out of view
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assorted drawbridge fixes (kill credit, auto-pickup, drown survival handling)
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passtune becomes fully known once successfully played
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wiping out engravings leaves partial letters
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wipe random letters of trap engravings ("ad aerarium", "Vlad was here")
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eating wolfsbane while in werecritter form rehumanizes in addition to purifying
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don't penalize player (shop charges in general; bad luck for mirror) when
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a monster breaks something with a wand of striking
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when loading bones, keep track of unique monsters to avoid their duplication
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don't allow a demon prince to summon two copies of a unique demon lord
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enlightenment luck display ("extra", "reduced") did not agree with actual luck
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avoid duplicate spellbooks in character's initial inventory (affects priest)
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fix pets moving reluctantly onto cursed objects
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can't #loot while overtaxed
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time passes when items disappear on use of a cursed bag of holding
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#offer cannot convert or destroy an unaligned altar
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MUSEr's reflecting shield or amulet shouldn't become known when not seen
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fix check for wearing shield when monsters wield two-handed weapons
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don't restrict MUSE scimitar usage to strong monsters
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make dwarves less eager to switch back and forth between weapon and pick-axe
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clip swallow display at left & right map borders
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prevent recoil [hurtle() while levitating] when caught in a trap
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downward zap which freezes water or lava shouldn't bounce back up
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Vorpal Blade: don't let damage penalty (very low strength, negatively charged
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ring of increase damage) prevent beheaded monster from dying
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make sure player polymorphed into jabberwock is vulnerable to beheading
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make sure that when "The fiery blade burns the shade!" that it actually does
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damage (double-damage for non-silver must do at least 1hp damage)
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prevent divide by zero crash when hitting tame shade with non-silver weapon
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don't lose alignment when throwing gems to/at peaceful unicorns
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don't apply grease to worn armor if it's covered by other armor
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fix unnaming monsters via `C <space(s)>'
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fix calling object types via `#name n <anything w/ trailing space(s)>'
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fix off by one problem when shuffling some descriptions (scroll label "KIRJE"
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and "thick" spellbook never used; breathing amulet always "octagonal")
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exploding land mines can scatter or destroy objects at the trap location
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add rolling boulder traps
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try harder to make monster hit point and level gain avoid anomalous losses
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reduce odds of undead corpses on castle level and priest quest home level,
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to make it harder to lure wraiths to more favorable spot
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can't polymorph large piles of rocks into gems
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hit point gain from nurse healing throttled substantially
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make cursed bells be much less effective as instruments of abuse
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fully implement object charges for Bell of Opening
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allow '%' as destination on rogue level when specifying position by map feature
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fire traps can burn up scrolls and spellbooks on the floor
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fix inverted cancellation check for AD_SLOW and AD_DREN damage
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bullwhips can be applied to disarm monsters and hero
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bullwhips can be applied by hero to haul themself out of a pit
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ensure that thrown potions hit their mark if you are swallowed
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attempting to engrave on an altar causes altar_wrath
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differentiate between a hole and a trapdoor, digging always makes a hole
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check the right hit point values when polymorphed and encumbered
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improve guard behaviour in vaults when player is blind
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prevent dwarves from digging while wielding cursed weapons
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displacing a pet mimic unhides it
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'(' shows the proper tools as in use
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improve shk's handling of pick-axe damage and taming
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aging of items in ice boxes left in bones files
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fix genocide of '@' while polymorphed
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add gender to some unique monsters
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disallow digging down while phasing through non-diggable walls
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general fixes to various message sequencing problems
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prevent shopkeeper names from showing up while you are hallucinating
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prevent paralyzed pets from picking up items
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jellies for Juiblex, not Jabberwocks (done properly this time)
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rust monsters can't eat rustproofed objects
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general fixes to inventory merging of items
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monster inventory undergoes merging too; potentially affects probing and theft
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monsters ignore items they want to pick up that are on 'Elbereth'
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bows wielded by monsters now do proper (low) damage
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even nymphs may not pick up rider corpses
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treat cockatrice corpses in multiple item piles the same as one item piles
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"PACKORDER" feedback incorrect on parsing failure
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you can no longer choke on liquid
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stethoscope on secret doors displays properly when blind
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monster-hurled potions no longer produce quaff messages (or djinn)
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giant eels now hide with mundetected, not invisibility
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eels on the plane of water don't hide and aren't negatively impacted by being
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out of water
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don't give the big point bonus for eels if player is wearing breathing amulet
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fix display bug (newsym after Wait! message)
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temple priests now wear their cloaks
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Orcus is no longer peaceful (had been made so by bad bribery check)
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'uskin' save and restore done properly
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don't improperly adjust int & wis for stolen non-worn P quest artifact
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don't allow Vorpal Blade to behead a monster when it swallowed you
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golems are not living and don't "die" in messages
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fix "Rocky solidifies. Now it's Rocky!"
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polymorphing into a flesh golem, which gets petrified by turning into a stone
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golem, now works when stoned
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correct "killed by a died"
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allow the Wizard to come back and harass at his next reincarnation time even
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if he's been left alive on some other level (fixes "paralysis" cheat)
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make monsters subject to "mysterious force" in Gehnnom while climbing stairs
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with the Amulet, so that once the Wizard has stolen it, his retreat
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when wounded doesn't become an easy way to carry it up
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changing attributes immediately checks encumber messages
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confused monsters get confused SCR_TELEPORTATION effects
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fixed "choked on eating too rich a meal"
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kicked objects won't stop at stairs if they don't fall
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general fixes to stealing from monster carrying cockatrice corpse
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a nymph who polymorphs herself while you're frozen during a multi-turn armor
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theft can't complete the theft if transformed into non-stealer monster
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consistent corpse probability no matter what killed monster (also removes a
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loophole allowing permanent rider death)
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MUSE monsters no longer wield weapon same as (not better than) current one
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incubi/succubi have hands, not claws
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make #jump be ineffective on air and water levels
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allow multiple sickness causes; vomiting only cures those involving food
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#prayer reward: give books for not-yet-known spells preference to known ones
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marker use no longer uses wishing interface, fixing several obscure bugs
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archeologists' and rogues' initial sack starts out empty
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candelabra "has now" 7 candles fixed.
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kicked objects would set dknown when the kick caused an injury, even though
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safely kicked objects wouldn't
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make cloaks subject to burning
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make exposed shirts subject to burning and rotting; greased ones defend
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against wrap attacks
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all types of fire damage affect worn armor [adds explosions, fire traps, and
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zapping yourself to previously handled zap/breath attacks by monsters]
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for explosions, destroy carried objects before killing player [affects bones]
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replace triggered land mine with pit before doing damage [bones]
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black dragon breath no longer referred to as "death" instead of disintegration
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don't make ring of gain strength known when gauntlets of power mask its effect
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can't have "slippery minor currents" or similar silly nohands body parts
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proper support for polymorphed players using wrap attacks
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cannibalism reduces luck as well as causing aggravation
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picking up an item which will merge works even when all 52 slots in use
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moving through diagonal openings checks how much you're carrying, not how much
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free space you have left
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monsters have same restrictions as players moving through diagonal openings
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picking up subset of heavy group works for picking one and gets feedback right
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taking subset of heavy merged group out of containers works the same as
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picking up subset of heavy merged group from floor
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when putting gold into containers, don't count its weight twice, thereby
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messing up the status line's encumbrance feedback
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fix the option parser's handling of attempting to negate string values
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teleporting a monster on a trap with a magic whistle sets the trap off
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iron ball dragging no longer confuses autopickup
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cumulative temporary intrinsic increments can't spill over into permanent bits
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eating food shouldn't give messages for intermediate states
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don't make wand of death become known after casting finger of death at yourself
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ignore case when checking artifacts against wish- or #name-specified name
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ignore confusion when reading scrolls of mail
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exploding runes for spellbook read failure doesn't imply that book explodes
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divine rescue from strangling destroys worn amulet of strangulation
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boulders pushed on level teleporters will level teleport; also, make one random
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level teleport function to keep all level teleports consistent
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MSDOS: add fake mail daemon
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MSDOS: add VGA tiles to tty port
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VMS: switch to lint-free, non-GPL'd termcap support code
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X11: map behind popup edges was occasionally not refreshed
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X11: allow permanent inventory window
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X11: when using tiles, highlight pets with "heart" overlay (should be changed
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to honor the `hilite_pet' run-time option)
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X11: click-in-message-windows crash fixed
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tty: fix panic when freeing endwin
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tty: fix <ctrl/P> behavior when recalled text needs to wrap beyond top line
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tty: allow selection from single line "help menu" (getobj's '?' response)
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tty: don't format data.base with hardcoded tabs that are ugly on non-tty ports
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tty: get rid of extra NHW_MENU space (improperly added when the menu was longer
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than the screen)
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tty: fix repeated "who are you?" prompting at game startup
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