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5901b7c7ca
Thanks, kerio!
471 lines
28 KiB
Groff
471 lines
28 KiB
Groff
$RCSfile: fixes34.1,v $ $Revision: 1.331 $ $Date: 2003/02/20 00:19:46 $
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General Fixes and Modified Features
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-----------------------------------
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prevent panic() obj_not_free when pushing a boulder over a landmine
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there was no feedback when successfully hitting shock resistant monsters
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with Mjollnir via hand-to-hand attack
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unbought single-bite food eaten in shops was not billed properly
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charge for shop contents inside "no charge" containers
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add wishing for "nothing" and genociding "none" to the conduct section
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of the Guidebook
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allow both wishing and genocide to accept either "none" or "nothing" when
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the player wants to decline
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left word in format string in get_wet() causing "The spellbook fadefades"
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two bad wizkit items in a row shouldn't make the user hit space many times
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kicking thrones no longer loosens rocks
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wall symbol not replaced when digging while blind and levitating
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increment FQN_NUMBUF from 2 to 3 to prevent premature reuse of a buffer
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that caused a level creation error to be reported as a lock file error
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print regular death message when leashed, mounted steed dies of starvation
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fix more funny messages, new and old
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restore the behavior of bumping into closed doors when moving while impaired
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fix iron ball cases that could put the chain in solid rock
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discovering a mimic on a closed door location should not unblock the location
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don't drop corpse when a monster kills another monster on an inaccessible
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location (i.e. behave like xkilled behaves)
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half-physical-damage from gas spore explosion should only affect you
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Sunsword didn't stop glowing when hero killed a monster wielding it
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mimics caught in explosions with messages printed about them are discovered
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let lev_comp and dgn_comp accept optional carriage return character prior to
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the terminating newline in special level and dungeon description files
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Wizard of Yendor will start harassing you after the invocation if you've
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managed to get that far without ever killing him
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characters polymorphed into centaurs can't wear boots
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if an unknown rolling boulder trap kills a monster, you shouldn't be a murderer
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touchstone entry in data.base
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specific message for engraving headstone with wand of digging
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wielded/quivered chained ball should be unwielded when thrown
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polymorphing into a form that cannot twoweapon should immediately disable
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twoweapon mode; likewise when reverting from a monster form which
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can use two weapons to a normal form which can't
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taking partial count of merged objects from a container while your pack
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was full split the object and did not re-merge
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animal_parts are not always appropriate for ravens
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prevent panic if tombstone window cannot be created
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clarify travel command behavior in the Guidebook
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touch_artifact checks needed when snagging w/bullwhip and stealing
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cannot trip over submerged objects if you're water walking
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wand of striking was not identified if it activated a statue trap
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cannot sacrifice while you're swallowed
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player polymorphed into an eel cannot drown breathless/amphibious monsters
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avoid dmonsfree impossible message due to migrating a dead monster via
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mhurtle causing the monster to end up in a hole or other trap
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avoid temporary disappearing Burdened message due to updating status line
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midway thru in_container
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don't credit player's wisdom when makelevel creates random Elbereth engravings
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reduce insect/monster creation from monster spells and limit chain summons
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avoid "couldn't place lregion type 5" warning when arriving at Plane of Fire
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avoid crash due to delayed poly or were change no longer being valid
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ensure that Priest's ability to recognize B/U/C is considered in B/U/C menus
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can't push boulders through iron bars; traps can't roll such through either;
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likewise for objects thrown by monsters
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thrown objects susceptible to breaking might do so when they hit iron bars
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assorted monsters can pass through iron bars; ditto for polymorphed character
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attempting to dig iron bars will wake nearby monsters instead of yielding
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"you swing your pick-axe through thin air"
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autodig won't accept iron bars as candidate location
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allow knight to retaliate for all thefts except those "you gladly hand over..."
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randomize starting position on goal level for M, P, and S quests
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prevent the Wizard of Yendor from displacing the high priest of Moloch out of
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the Sanctum's temple
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ATR_BOLD on spell menu header
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travel command should restrict its shortest paths to areas of the map the
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hero knows about or might reasonably guess
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non-altar prayer should limit god action, not maximize it
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potions of acid explode, not dilute, so make water_damage behave this way
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lookat monster notes if you see monster is trapped
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don't crash when angry shopkeeper re-enters the shop and you pick up something
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monsters with WAITFORU strategy should act if successfully attacked by
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non-damaging attacks (e.g. seduction, rust damage)
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don't summon kops if credit covers cost of unpaid goods taken out of shop
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update swallowed display immediately if an engulfing monster polymorphs
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into another engulfing monster
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undo xname FAKE_AMULET_OF_YENDOR AD_DRIN check, the_unique_obj checks this case
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axes should chop trees; picks shouldn't
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chance to aim grappling hook when skilled or better
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level limit of monsters like naga hatchlings should be high enough to grow up
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scroll of enchant weapon will become discovered when read in some cases
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don't crash when using lookat on a boulder an BOULDER sym is unique
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attaching a single candle to fill candelabrum's last slot gave message with
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poor grammar: "The candelabrum now has seven candle attached."
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vault guards won't ask who you are if you're unconscious or paralyzed
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monsters should not repeatedly try to teleport on noteleport levels
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crocodiles legs are not designed for kicking open doors, chests, et al.
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walls of one of the luckstone locations in minend-3 were diggable
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minetn-6 could place downstairs in a cut-off location
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corpses in bones files don't retain their role characteristic
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boulder was not displayed if blind and discovered with a monster known via
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ESP behind it
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don't claim that statue comes to life if the monster it turns into is invisible
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fix goodpos() so worm segments don't get placed on top of each other (causing
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a possible display problem if the worm is cut in two)
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fix fountain noises on some special levels (castle, valk home, various mines)
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disallow mounting a trapped steed to avoid inappropriate trap effects
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#chat with meditating monster will rouse it
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suppress redundant message when stoning effect transforms a golem
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clear worn bits of any object grabbed by shopkeeper to avoid extract_nobj panic
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looting any container on a location should suppress looting nearby monsters
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give more specific message when forbidden role attempts to use twoweapon mode
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avoid double billing if #loot causes a shop's bag of holding to explode
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when polymorphed, player killing a paper or straw golem via fire damage
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would kill the golem twice, resulting in an impossible error
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usually stop mimicing if you polymorph while using #monster mimic capability
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under !GOLDOBJ, gold shouldn't disappear if you try to throw it at yourself
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under !GOLDOBJ, remove temp gold from inventory during restore
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Staff of Aesculapius did not always cure sliming
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correct singularization of fungi, liches, vortices
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prevent "remove_object: obj not on floor" panic for iron ball placement if
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riding while punished leads to a fall off steed when changing levels
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specifying -D (or -X) to enter explore mode while restarting from a save
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file was lost in the restore process
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fix crash when using lookat on an known invisible monster with monster syms set
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prevent getting stuck in infinite loop when using wizard mode #levelchange
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command to reduce level while having level-drain resistance
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naming an already wielded elven dagger "Sting" activates warning against orcs
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naming either of the wielded weapons unintentionally ends two-weapon combat
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Various nemesis monsters must resist stoning so their death messages make sense
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don't call DEBUG impossible in rn2 when a level 0 monster tries to cast a spell
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GOLDOBJ: don't call money2mon with 0 zero when killed by shopkeeper
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headstone writing was using the adjective "weird" when engraving with a wand
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of digging.
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don't report "you were riding" if you die as a result of dismounting
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allow #untrapping of chests that are co-located with floor traps and hero
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unmap "I" symbols when searching while blind and levitating
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monsters that are frozen or sleeping cannot be grateful for untrapping
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grammar of blessed-detection eating warning messages when eating 1 of N objects
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message for charging for items lost in a cursed magic bag wasn't always shown
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dropping gold on an altar printed no message and didn't change gnostic conduct
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don't allow cursed daggers thrown by monsters to go thru closed doors
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hero polymorphed into an exploding monster should explode when attacking
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thin air, just like the monster itself
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don't mark holes/trapdoors as seen if you levitate over them while blind
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player polymorphed as rust monster would lose gold in inventory by
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attempting to eat it, even though the eat failed
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no messages were printed when dowaterdemon or dowaternymph failed to create
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a monster doe to the G_GONE check
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knights should be able to avenge attacks from covetous monsters
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eating various rotten food items would not break vegan/vegetarian conduct
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unaligned special levels should inherit alignment from the dungeon
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Samurai quest was missing several doors
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Cancelled while polymorphed and Unchanging should provide feedback
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stone to flesh on a statue with contents would lose the contents if a
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monster was on the same location as the statue
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steed movement would use your speed if walking step by step
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kicking a known, unseen monster would sometimes leave behind an extra I symbol
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applying a lance against a long worm could cause an impossible
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a knight applying a lance did not do a caitiff check
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blessed gain level when already at level 30 won't reduce experience points
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keep counting spell skill exercise even after expert status is reached
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when a fountain dries up or a throne vanishes, make sure it really happens
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allow player to name polymorph potion if nothing seems to happen
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avoid crash when drinking a potion causes the hero to float up over a fire
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trap, for example, which might try to destroy the in-use potion
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in some situations, if hero stood still, a hostile dwarf would switch back
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and forth between weapon and pick-axe and never move
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uncontrolled teleports did not handle leashed pets
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minetown fountain warnings shouldn't prevent finding gems/coins in fountain
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order of container and objects was different for mazelike and roomfilled levels
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minetown guards only enforce town rules inside the town proper
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electric damage heals hero polymorphed into flesh golem rather than iron golem
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fix bug preventing wishing for bear traps (not beartrap objects) in debug mode
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be notified about cessation of hallucinations even if blind and the time
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when using '/' to examine multiple map items in succession, don't mislabel
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some with "or a splash of venom" after having looked at a '.' item
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martial arts kick that knocks a monster into a trap would result in warning
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"dmonsfree: 1 removed doesn't match 2 pending" if the trap was fatal
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if you can't see or sense a monster when it dies, don't set dknown on corpse
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effect of wearing or removing the Eyes of the Overworld took effect on the
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next move, but should take effect immediately.
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dragon scale mail is magic armor
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invoking or applying an artifact must pass a touch_artifact check
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document 'D'rop BUCX behavior in the Guidebook
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remove levitation boots over a portal, the portal teleport is delayed until
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your next command is typed.
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armor vs cursed two-handed weapon anomalies: with 'T', couldn't remove armor,
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but with 'A', could remove it, and with 'W', could put it on
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don't print ape data.base description for other words that end in "ape"
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prevent crash after animating a statue via stone_to_flesh by avoiding use
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of the obj in newsym() after it was deleted
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print "magic spreads" message when eating ring of increase damage, etc.
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grammar tid: "The looking glass miss the <monster>."
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fix wishing for "looking glass" and "<color> glass"
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Archeologists suffer same alignment penalty for statue destruction by
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stone_to_flesh as they do by other means of statue destruction
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being unable to see a vault guard doesn't prevent him from arriving
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in town, secret doors should be called "wall", not "fountain"
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in town, watch should not allow trees to be cut down
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cancel chat direction cancels the chat
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prevent "the mimic looks better" on an unrecognized mimic hit with
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healing spell
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after forcefighting a concealed lurker, the lurker wouldn't fight back
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when polymorphed into a hider, cease hiding during level changes
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let mind flayer grow up into master mind flayer; also giant/sewer rat and
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cave/large spider
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engulfing green slime as a purple worm was causing stoning not sliming
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zero entries in DUNGEON, MONSTERS, et al, of config file are now treated
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as preserving the default rather than being ignored
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enlightenment: don't misreport polymorphed lycanthrope as "in beast form"
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remove TIMED_DELAY from the features checked for version compatibility
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rolling boulder hitting monster stuck in pit should stop even when mon survives
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don't see chest trap gas colors while Blind
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adjust fruit name in potion juice messages if it has the form "foo of bar"
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wielded camera passes harmlessly through shade
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reading spellbooks while confused should allow tearing the book
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Breaking wand of digging dug through rock which should be undiggable.
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Breaking wand of digging near shop walls wouldn't anger the shopkeeper
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Shop walls wouldn't be restored if there were pits in the way.
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If there were a hole outside a shop, you could kick stuff out of the door
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into the hole without the shopkeeper noticing.
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curing hallucination while wielding Grayswandir should print a message
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removing unowned pick-axe from container in shop gave inappropriate message
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don't let monster end up with more current HP than max HP after life drain
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make sure that missing file trickery in wizard mode which is discovered during
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level change doesn't try to keep going after discarding current level
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contribution by Adam Wozniak adds several const & changes some char* to char[]
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fix impossible when hitting/jousting a monster causes it to be killed twice
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fix a GOLDOBJ crash/hang in take_gold() that could be triggered by reading a
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cursed spellbook, or by sitting on a throne
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kicking a tree could produce 0 to 4 killer bees but it should have been 1 to 5
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mounting a steed allowed hero to make moves that would otherwise be disallowed
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including mounting diagonally in a shop doorway
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monsters lose intrinsic speed when pertrified
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if you have converted, the quest leader banishes you instead of asking you
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to come back later, and tells you that you won't succeed without Bell
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don't state that "you narrowly avoid losing all chance" message if you try
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to put on a helm of opposite alignment in the quest after converting
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fix enlightenment feedback for bonus or penalty on damage and chance to hit
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effects of purple worms consuming special monsters is now more consistent
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across eating, digesting and dropped corpses while engulfed
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avoid "you finish disrobing" when disarming via the 'A' command
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make sure corpses and statues which remember monster attributes don't keep
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ones that were conferred by no longer worn items (mainly speed boots)
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elevate the trouble priority of any cursed item which is preventing removal
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of a ring of levitation
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starving pets will eat more aggressively
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when a pet starves to death, say so instead of just "Fido dies."
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starved pet raised from dead shouldn't immediately starve again
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skilled spell of detected treasure wasn't acting like blessed potion of
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object detection (from Roderick Schertler)
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fix end of game attribute disclosure for levitation negated by sink
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kicking a box embedded in a wall will knock it free rather than bust it open
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stop running or travelling if the vibrating square message is triggered
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show correct gender in ^X display when polymorphed into non-humanoid form
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for wizard and explore modes, skip second screen of ^X output when first
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screen is cancelled by ESC
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for wizard mode, override confusion when using ^F to reveal map
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polyself into minotaur causes hard headgear to fall off
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with multiple leashes in use, 2nd had 50/50 chance of having unbounded length
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GOLDOBJ: coins aren't subject to curses/blesses and don't need identification
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can no longer activate a figurine while engulfed
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can't use figurines to get too many erinyes or Nazgul
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include currently wielded weapon among the list of likely choices for 'w'
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likewise for currently quivered ammo among choices for 'Q'
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only include unknown gems as likely choices when applying known touchstone
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prevent mbodypart() from returning animal parts for lights
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removing a ring might relearn what it is after amnesia
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sleeping shopkeeper shouldn't talk to digging player
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give more specific feedback when dipping unicorn horns into potions
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can see self via infravision or ESP or monster detection when invisible
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class genocide that killed polymorphed self while `Unchanging' reported
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incomplete cause of death and possibly left rest of class in bones
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class genocide of @ by human or elf character polymorphed into non-@ gave
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"you feel dead inside" message twice
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unskilled rider who can't reach items on floor also can't dip into moat or
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pool from flying steed
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when summoning nasty monsters, use new monster's type to decide if they can
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be placed on boulders, et al, not the summoning monster's type
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don't display the "intones:" prefix when !soundok since the message suffix
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won't be displayed in this case
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document "sound" option in Guidebook
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destroy traps that are buried by boulders dropped in water
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renamed debug commands: light sources -> lightsources,
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monpoly_control -> monpolycontrol, poly -> polyself
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detect attempt to swap places with big pet through narrow opening
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stinking clouds in bones files do not get their ttl set reasonably
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stinking clouds in bones files may incorrectly set player_inside
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breaking wand of digging on a drawbridge shouldn't dig/hole a pit in the bridge
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avoid mimicking gold when the character has the Unchanging attribute
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handle polearm wielded prior to mounting the same as one wielded while mounted,
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and one still used after dismounting like one wielded while not mounted
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non-lawful angels don't chat using lawful messages and shouldn't summon
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lawful help
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cancelled yellow lights should not explode against other monsters, as well as
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not exploding against you
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becoming confused, eg from nausia, while reading a spellbook should result
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in the usual confusion effects
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teleports should not be controlled if you're stunned, confusion should have
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some effect on your ability to control level teleports
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vault wall repair should remove traps subsequently created at affected spots
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don't reveal deity name when a high priest(ess) gives temple entry greeting
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for ordinary remove curse, don't uncurse quivered object unless it is suitable
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to be used as a quivered weapon (ammo or missile)
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salamanders have no legs and cannot ride
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all objects carried by a monster who's hit by a polymorph zap are protected
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from that zap, not just worn armor which falls off due to shape change
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sparkle option for display effects was ignored on explosions
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level teleport while on a sleeping steed caused panic and possible crash
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breaking wand of digging causing a shopkeeper to fall left unpaid items unpaid
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use get_adjacent_loc() rather than getdir() directly for some things where
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you want to ensure valid adjacent coordinates are returned
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minor experience calculation tweaks
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level telporting out of the dungeon while carrying unpaid shop goods would
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trigger "not on any bill" warnings during final inventory disclosure
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only hard helmets protect against falling piercers
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don't crash teleporting out of a monster while engulfed, punished but not
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carrying the ball
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web breaking should consider steed strength and other characteristics
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various missing or inappropriate "killed by" death messages
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second attack for two-weapon combat will miss if first knocks target away
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jousting effect no longer occurs every time riding character hits with lance
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skeletons should be able to wear the armor they're created with
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bouncing zaps should not bounce around the edge of closed doors
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mimics that are detected but not seen should not display as their mimiced
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form when the detection ends
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not all cavemen are human, so avoid using human in quest messages
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tengu is singular and plural, some rumors were incorrect
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don't let leader or nemesis be renamed
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non-moving monster are not affected by liquid
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'A' command wouldn't remove cursed item from quiver or alternate weapon slot
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'A' command behaved differently depending on menustyle when non-weapons were
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present in the quiver or alternate weapon inventory slots
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most cases of the hero dropping things need to check for dropping on an altar
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zapping undiggable trees with wand or spell of dig gave feedback about rock
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being able to see invisible shouldn't cause you to not notice when potion
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or spell of invisibility wears off
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can't successfully bribe a demon who happens to be carrying the Amulet
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while over water, killing a monster that had engulfed you does not result
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in the usual water effects
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removing a ring of levitation while engulfed should not invoke spoteffects
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feedback from invoking Orb of Detection was sometimes misleading or wrong
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ranger quest artifact (Longbow of Diana) confers reflection when wielded by
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monsters like it does for the player
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avoid discrepancies in size and associated armor-wearing ability between
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wizard gnome player and same player polymorphed into gnomish wizard
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by forcing newman() if poly-target matches your_race()
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add missing data.base entries for caveman, healer, monk, priest, and samurai
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allow "grey spellbook" as alternative spelling of "gray spellbook"
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handle attacks by cancelled monsters more consistently
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armor worn by monsters might negate some magic attacks like it does for hero
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give feedback and discovery when visible monster puts on cloak of invisibility
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really add artifacts inside carried containers to final score (3.3.1 fix
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displayed them them but didn't include any points for them)
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drop alternate weapon to terminate twoweapon combat if the alternate
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weapon gets cursed
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restore monster creation sanity checks to wizard mode ^G command
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prevent recoil from hurtling you through narrow areas that you wouldn't
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be able to move through intentionally
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grammar in cause of death when killed by slipping while mounting named steed
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ensure `m'enu is still an available traditional menu choice for
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menu-upon-request even when there is only one class of object present
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engraving on headstone will appropriately dull your weapon
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certain types of golems should not "catch fire" so adjust the messages
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no longer need to manually examine inventory after regaining sight in order
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to give a type name to an object picked up while blind
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when adding an object to inventory, it is possible for it to becomed both
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wielded and quivered if it merges with weapon and autoquiver is enabled
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include rocks as likely candidates for quivering if alternate weapon is a sling
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Asmodeus fails an is_armed() check, so code in m_initweap() to give him wands
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of fire and cold never got called; move the code to m_initinv()
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#rub would wield the target tool even when already being worn as eyewear
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monks lose their to-hit bonus for bare-handed attacking if wearing a shield
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fix case on leading character in "Crunched in the head..." in ball.c
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using travel mode to move next to a known trap and then trying to step onto
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that trap required an extra step; the first one ended up as a no-op
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punished with ball and chain on the same floor square as a trapped chest
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when it exploded resulted in panic "remove_object: obj not on floor"
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see_monsters() wasn't called when you lost the innate warning intrinsic due
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to level loss
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|
xorns sink if the drawbridge they're standing on is raised
|
|
applying figurines to an adjacent spot over water does drowning checks
|
|
fix sequencing of Magicbane's hit messages
|
|
avoid buffer overflow from long or too many -s params
|
|
wake up first if trying to crawl out of water while asleep
|
|
while waiting, don't try to change into were form when already in were form
|
|
steed should remember traps encountered while mounted
|
|
killing shopkeeper by throwing unpaid things would result in
|
|
"item not on bill" impossible error
|
|
choking pet to death with cursed leash incurs various pet-killing penalties
|
|
wielding Werebane prevents catching lycanthropy via monster attack (but not
|
|
via eating, nor does it cure an existing case)
|
|
character inflicted with lycanthropy is vulnerable to Werebane when in
|
|
human/elf/&c form as well as when in beast form
|
|
shopkeeper could get angry without remembering the customer name
|
|
any object held by ghost during recorporealization would cease to exist
|
|
including the Amulet of Yendor
|
|
harassing monsters will be less likely to teleport to your location while
|
|
they're running away from you
|
|
randomize warning symbols during hallucination
|
|
|
|
|
|
Platform- and/or Interface-Specific Fixes
|
|
-----------------------------------------
|
|
wince: added Windows CE port from Alex Kompel
|
|
win32: win32 build no longer defines MICRO
|
|
win32: allow error save files to be generated
|
|
win32: strip illegal file name characters from plname and replace with '_'
|
|
win32: don't let recover build a save file out of level files belonging
|
|
to an active NetHack.exe or NetHackw.exe process
|
|
win32,winCE: SELF_RECOVER to let NetHack itself recover aborted games
|
|
win32gui: make error() work; it was essentially non-operative in 3.4.0
|
|
win32gui: fix alignment of columns in menu windows
|
|
win32gui: Window menu File|Save worked during #quit disclosure processing
|
|
win32gui: make mswin_yn_function() case insensitive like the tty version
|
|
win32gui: In msg window, gray out lines that are old and concatenate msgs
|
|
win32gui: --More-- prompt if there are more messages than can fit this turn
|
|
win32gui: flicker reduction because clear_nhwindow no longer redraws window
|
|
win32gui: A caret bug was fixed
|
|
win32gui: fix bug that caused two lines too many to be drawn on each paint
|
|
win32gui: last line no longer highlighted
|
|
win32gui: reduce the number of popups and support for !popup
|
|
win32tty: honour the use_inverse option and default to ATR_BOLD if disabled
|
|
win32tty: respond only to mouse clicks not mouse movement
|
|
win32tty: allow ^C to abort the game at the "Who are you?" prompt
|
|
win32tty: fix truncated score list
|
|
win32tty: prevent ALT+CTRL from sending NUL to core with the meta bit set
|
|
win32tty: international keyboard handling improved by letting ToAscii()
|
|
generate input char based on VK and state of shift and caps lock
|
|
Gnome: add support for non-square tiles
|
|
Gnome: destroy main game windows correctly
|
|
Gnome: Dylan Alex Simon's port of KDE-style worn window
|
|
Gnome: Dylan Alex Simon's port of KDE-style hero cursor color
|
|
Gnome/Linux: more portable getres*id workaround
|
|
X11: restore support for non-square tiles when USE_XPM is defined
|
|
X11: getlin dialog got steadily narrower each time it was used
|
|
msdos: compiling without NO_TERMS resulted in a link-time error
|
|
msdos: reworked Makefile.GCC to get rid of need to duplicate source files
|
|
msdos,win32: stop doing chdir when NOCWD_ASSUMPTIONS is defined
|
|
tty: remove #define DEBUG that forced debug behavior in production builds
|
|
tty: correctly handle an empty TERM environment variable
|
|
tty: don't lose messages when ESC has canceled their display
|
|
tty: clear topl after pickup_burden prompt
|
|
tty: support terms where turning off inverse video turns off color too
|
|
tty: object selection at --More-- prompt after '?' didn't work anymore
|
|
tty: ext command autocomplete now lets you enter auto-completed characters
|
|
non-tty: silently ignore tty msg_window option to allow sharing of config file
|
|
unix: install recover command into GAMEDIR by default
|
|
vms: prevent error() from indirectly triggering hangup save during forced exit
|
|
|
|
|
|
General New Features
|
|
--------------------
|
|
lootabc option
|
|
runmode option
|
|
showrace option
|
|
travel option
|
|
cmdassist option to provide additional error feedback for some commands
|
|
mouse_support wincap option
|
|
scroll_amount wincap option to adjust how many cells to scroll at scroll_margin
|
|
debug mode: #panic routine to test panic() and panic save file generation
|
|
a new PANICLOG optional file to log the reason for panic and impossible messages
|
|
added validate_prefix_locations() for early directory prefix validation
|
|
fire traps are particularly bad for paper and straw golems
|
|
cream pies can be 'a'pplied to cause direct temporary blindness
|
|
eating newt corpse or tin of same can boost magical energy (Malcolm Ryan)
|
|
applying a eucalyptus leaf produces a whistle effect (Malcolm Ryan)
|
|
hobbits can wear elven mithril-coats
|
|
eating mimics now has an hallucination effect
|
|
prefix pickup command with 'm' to force menu of all objects present
|
|
provide feedback which states the correct command when players try to use
|
|
'R' or 'P' for armour, or use 'W' or 'T' for accessories
|
|
optional #portdebug wizard mode command to invoke port-specific debug routines
|