from cron-daily

This commit is contained in:
nhmall
2020-06-23 06:28:02 -04:00
parent e30f1b800e
commit 0d1a4f57a3

View File

@@ -1168,10 +1168,10 @@
more meaningful for you or that it will appear in a particu-
lar location when inventory listings are displayed. You can
move to a currently empty slot, or if the destination is oc-
cupied -- and won't merge -- the item there will swap slots
with the one being moved. "#adjust" can also be used to
split a stack of objects; when choosing the item to adjust,
enter a count prior to its letter.
cupied--and won't merge--the item there will swap slots with
the one being moved. "#adjust" can also be used to split a
stack of objects; when choosing the item to adjust, enter a
count prior to its letter.
Adjusting without a count used to collect all compatible
stacks when moving to the destination. That behavior has
@@ -2275,8 +2275,8 @@
it is the one who moved rather than you.
However, if you encounter a monster which you can't see or
sense -- perhaps it is invisible and has just tapped you on the
noggin -- a special "remembered, unseen monster" marker will be
sense--perhaps it is invisible and has just tapped you on the
noggin--a special "remembered, unseen monster" marker will be
displayed at the location where you think it is. That will per-
sist until you have proven that there is no monster there, even
if the unseen monster moves to another location or you move to a
@@ -2425,8 +2425,8 @@
factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
encumbrance, and proficiency (see below). The monster's armor
class -- a general defense rating, not necessarily due to wearing
of armor -- is a factor too; also, some monsters are particularly
class--a general defense rating, not necessarily due to wearing
of armor--is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
Many weapons can be wielded in one hand; some require both
@@ -2492,14 +2492,14 @@
Some characters have the ability to fire a volley of multi-
ple items in a single turn. Knowing how to load several rounds
of ammunition at once -- or hold several missiles in your hand --
and still hit a target is not an easy task. Rangers are among
those who are adept at this task, as are those with a high level
of proficiency in the relevant weapon skill (in bow skill if
you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
a chance to fire varies from turn to turn. You can explicitly
of ammunition at once--or hold several missiles in your hand--and
still hit a target is not an easy task. Rangers are among those
who are adept at this task, as are those with a high level of
proficiency in the relevant weapon skill (in bow skill if you're
wielding one to shoot arrows, in crossbow skill if you're wield-
ing one to shoot bolts, or in sling skill if you're wielding one
to shoot stones). The number of items that the character has a
chance to fire varies from turn to turn. You can explicitly
NetHack 3.7 June 20, 2020
@@ -2587,7 +2587,7 @@
that your two weapons are not fully equal; the one in the hand
you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
you stop -- or before you begin, for that matter -- wielding two
you stop--or before you begin, for that matter--wielding two
weapons at once. The primary is your wielded weapon and the sec-
ondary is just an item in your inventory that's been designated
as alternate weapon.)
@@ -2846,9 +2846,9 @@
Spellbooks are tomes of mighty magic. When studied with the
`r' (read) command, they transfer to the reader the knowledge of
a spell (and therefore eventually become unreadable) -- unless
the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
a spell (and therefore eventually become unreadable)--unless the
attempt backfires. Reading a cursed spellbook or one with mystic
runes beyond your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast
it. If you attempt to cast a spell well above your experience
@@ -3024,9 +3024,9 @@
cation and move to another location where you can't directly see
that object any more, it will continue to be displayed on your
map. That remains the case even if it is not actually there any
more -- perhaps a monster has picked it up or it has rotted away
-- until you can see or feel that location again. One notable
exception is that if the object gets covered by the "remembered,
more--perhaps a monster has picked it up or it has rotted away--
until you can see or feel that location again. One notable ex-
ception is that if the object gets covered by the "remembered,
unseen monster" marker. When that marker is later removed after
@@ -3040,9 +3040,9 @@
you've verified that no monster is there, you will forget that
there was any object there regardless of whether the unseen mon-
ster actually took the object. If the object is still there,
you've verified that no monster is there, you will have forgotten
that there was any object there regardless of whether the unseen
monster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
@@ -4498,7 +4498,7 @@
v - in view only
a - in same area only
The area-filter tries to be slightly predictive -- if you're
The area-filter tries to be slightly predictive--if you're
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
@@ -4805,11 +4805,11 @@
This conversion is only done for commands, not for other input
prompts. Note that typing one or more digits as a count prefix
prior to a command -- preceded by n if the number_pad option is
set -- is also subject to this conversion, so attempting to
abort the count by typing ESC will leave NetHack waiting for
another character to complete the two character sequence. Type
a second ESC to finish cancelling such a count. At other
prior to a command--preceded by n if the number_pad option is
set--is also subject to this conversion, so attempting to abort
the count by typing ESC will leave NetHack waiting for another
character to complete the two character sequence. Type a sec-
ond ESC to finish cancelling such a count. At other prompts a
NetHack 3.7 June 20, 2020
@@ -4822,7 +4822,7 @@
prompts a single ESC suffices.
single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read
@@ -6175,13 +6175,39 @@
Michael Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
for the Atari; he later contributed the tiles to the NetHack De-
velopment Team and tile support was then added to other plat-
forms.
3.1 for X11. It drew the map as text rather than graphically but
included nh10.bdf, an optionally used custom X11 font which has
tiny images in place of letters and punctuation, a precursor of
tiles. Those images don't extend to individual monster and ob-
ject types, just replacements for monster and object classes (so
one custom image for all "a" insects and another for all "[" ar-
mor and so forth, not separate images for beetles and ants or for
cloaks and boots).
Warwick Allison wrote a graphically displayed version of
NetHack for the Atari where the tiny pictures were described as
"icons" and were distinct for specific types of monsters and ob-
jects rather than just their classes. He contributed them to the
NetHack Development Team which rechristened them "tiles", origi-
nal usage which has subsequently been picked up by various other
games. NetHack's tiles support was then implemented on other
platforms (initially MS-DOS but eventually Windows, Qt, and X11
too).
The 3.2 NetHack Development Team, comprised of Michael Alli-
son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
NetHack 3.7 June 20, 2020
NetHack Guidebook 95
Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
@@ -6196,72 +6222,46 @@
of the game was dedicated to him by the development and porting
teams.
NetHack 3.7 June 20, 2020
NetHack Guidebook 95
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
asts of the game added their own modifications to the game and
made these "variants" publicly available:
Tom Proudfoot and Yuval Oren created NetHack++, which was
quickly renamed NetHack--. Working independently, Stephen White
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
wick Allison improved the spell casting system with the Wizard
Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
quickly renamed NetHack-- when some people incorrectly assumed
that it was a conversion of the C source code to C++. Working
independently, Stephen White wrote NetHack Plus. Tom Proudfoot
later merged NetHack Plus and his own NetHack-- to produce SLASH.
Larry Stewart-Zerba and Warwick Allison improved the spell cast-
ing system with the Wizard Patch. Warwick Allison also ported
NetHack to use the Qt interface.
Warren Cheung combined SLASH with the Wizard Patch to pro-
duce Slash'EM, and with the help of Kevin Hugo, added more fea-
tures. Kevin later joined the NetHack Development Team and in-
Warren Cheung combined SLASH with the Wizard Patch to pro-
duce Slash'EM, and with the help of Kevin Hugo, added more fea-
tures. Kevin later joined the NetHack Development Team and in-
corporated the best of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
was released simultaneously with 3.3.0 in December 1999 just in
was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
The 3.3 NetHack Development Team, consisting of Michael Al-
lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
The 3.3 NetHack Development Team, consisting of Michael Al-
lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
in August of 2000.
Version 3.3 offered many firsts. It was the first version to
separate race and profession. The Elf class was removed in pref-
separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
made their first appearance in the game alongside the familiar
human race. Monk and Ranger roles joined Archeologists, Barbar-
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
Tourists, Valkyries and of course, Wizards. It was also the
first version to allow you to ride a steed, and was the first
version to have a publicly available web-site listing all the
bugs that had been discovered. Despite that constantly growing
bug list, 3.3 proved stable enough to last for more than a year
and a half.
The 3.4 NetHack Development Team initially consisted of
Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
Walz, and Paul Winner, with Warwick Allison joining just before
the release of NetHack 3.4.0 in March 2002.
As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
made their first appearance in the game alongside the familiar
human race. Monk and Ranger roles joined Archeologists, Barbar-
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
Tourists, Valkyries and of course, Wizards. It was also the
first version to allow you to ride a steed, and was the first
version to have a publicly available web-site listing all the
bugs that had been discovered. Despite that constantly growing
bug list, 3.3 proved stable enough to last for more than a year
NetHack 3.7 June 20, 2020
@@ -6274,25 +6274,39 @@
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
and a half.
The 3.4 NetHack Development Team initially consisted of
Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
Walz, and Paul Winner, with Warwick Allison joining just before
the release of NetHack 3.4.0 in March 2002.
As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
hanced the Macintosh port of 3.4.
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
face for the Windows port. Alex Kompel also contributed a Win-
face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
the past several releases. Unfortunately Ron's last OS/2 machine
stopped working in early 2006. A great many thanks to Ron for
the past several releases. Unfortunately Ron's last OS/2 machine
stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
Janne Salmijarvi and Teemu Suikki maintained and enhanced
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
Janne Salmijarvi and Teemu Suikki maintained and enhanced
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
Christian "Marvin" Bressler maintained 3.4 for the Atari af-
@@ -6301,33 +6315,19 @@
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
for more than a decade. The NetHack Development Team slowly and
quietly continued to work on the game behind the scenes during
the tenure of 3.4.3. It was during that same period that several
for more than a decade. The NetHack Development Team slowly and
quietly continued to work on the game behind the scenes during
the tenure of 3.4.3. It was during that same period that several
new variants emerged within the NetHack community. Notably
sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack
and its successors originally by Daniel Thaler and then by Alex
Smith, and Dynahack by Tung Nguyen. Some of those variants con-
tinue to be developed, maintained, and enjoyed by the community
and its successors originally by Daniel Thaler and then by Alex
Smith, and Dynahack by Tung Nguyen. Some of those variants con-
tinue to be developed, maintained, and enjoyed by the community
to this day.
In September 2014, an interim snapshot of the code under de-
velopment was released publicly by other parties. Since that code
was a work-in-progress and had not gone through the process of
debugging it as a suitable release, it was decided that the ver-
sion numbers present on that code snapshot would be retired and
never used in an official NetHack release. An announcement was
posted on the NetHack Development Team's official nethack.org
website to that effect, stating that there would never be a
3.4.4, 3.5, or 3.5.0 official release version.
In January 2015, preparation began for the release of
NetHack 3.6.
At the beginning of development for what would eventually
get released as 3.6.0, the NetHack Development Team consisted of
Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike
was a work-in-progress and had not gone through the process of
NetHack 3.7 June 20, 2020
@@ -6340,60 +6340,60 @@
Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of
the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and
Derek S. Ray joined the NetHack Development Team.
debugging it as a suitable release, it was decided that the ver-
sion numbers present on that code snapshot would be retired and
never used in an official NetHack release. An announcement was
posted on the NetHack Development Team's official nethack.org
website to that effect, stating that there would never be a
3.4.4, 3.5, or 3.5.0 official release version.
In January 2015, preparation began for the release of
NetHack 3.6.
At the beginning of development for what would eventually
get released as 3.6.0, the NetHack Development Team consisted of
Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
son, Janet Walz, and Paul Winner. In early 2015, ahead of the
release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
S. Ray joined the NetHack Development Team.
Near the end of the development of 3.6.0, one of the signif-
icant inspirations for many of the humorous and fun features
found in the game, author Terry Pratchett, passed away. NetHack
icant inspirations for many of the humorous and fun features
found in the game, author Terry Pratchett, passed away. NetHack
3.6.0 introduced a tribute to him.
3.6.0 was released in December 2015, and merged work done by
the development team since the release of 3.4.3 with some of the
the development team since the release of 3.4.3 with some of the
beloved community patches. Many bugs were fixed and some code was
restructured.
The NetHack Development Team, as well as Steve VanDevender
The NetHack Development Team, as well as Steve VanDevender
and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
tained the port of NetHack 3.6 for Mac OSX.
Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
tained the port of NetHack 3.6 for Microsoft Windows.
Pat Rankin attempted to keep the VMS port running for
Pat Rankin attempted to keep the VMS port running for
NetHack 3.6, hindered by limited access. Kevin Smolkowski has up-
dated and tested it for the most recent version of OpenVMS (V8.4
dated and tested it for the most recent version of OpenVMS (V8.4
as of this writing) on Alpha and Integrity (aka Itanium aka IA64)
but not VAX.
Ray Chason resurrected the msdos port for 3.6 and contrib-
Ray Chason resurrected the msdos port for 3.6 and contrib-
uted the necessary updates to the community at large.
In late April 2018, several hundred bug fixes for 3.6.0 and
some new features were assembled and released as NetHack 3.6.1.
In late April 2018, several hundred bug fixes for 3.6.0 and
some new features were assembled and released as NetHack 3.6.1.
The NetHack Development Team at the time of release of 3.6.1 con-
sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
Stephenson, Janet Walz, and Paul Winner.
In early May 2019, another 320 bug fixes along with some en-
hancements and the adopted curses window port, were released as
3.6.2.
Bart House, who had contributed to the game as a porting
team participant for decades, joined the NetHack Development Team
in late May 2019.
NetHack 3.6.3 was released on December 5, 2019 containing
over 190 bug fixes to NetHack 3.6.2.
sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
NetHack 3.7 June 20, 2020
@@ -6406,10 +6406,23 @@
Stephenson, Janet Walz, and Paul Winner.
In early May 2019, another 320 bug fixes along with some en-
hancements and the adopted curses window port, were released as
3.6.2.
Bart House, who had contributed to the game as a porting
team participant for decades, joined the NetHack Development Team
in late May 2019.
NetHack 3.6.3 was released on December 5, 2019 containing
over 190 bug fixes to NetHack 3.6.2.
NetHack 3.6.4 was released on December 18, 2019 containing a
security fix and a few bug fixes.
NetHack 3.6.5 was released on January 27, 2020 containing
NetHack 3.6.5 was released on January 27, 2020 containing
some security fixes and a small number of bug fixes.
NetHack 3.6.6 was released on March 8, 2020 containing a se-
@@ -6421,19 +6434,19 @@
12.1. SPECIAL THANKS
On behalf of the NetHack community, thank you very much once
again to M. Drew Streib and Pasi Kallinen for providing a public
NetHack server at nethack.alt.org. Thanks to Keith Simpson and
again to M. Drew Streib and Pasi Kallinen for providing a public
NetHack server at nethack.alt.org. Thanks to Keith Simpson and
Andy Thomson for hardfought.org. Thanks to all those unnamed dun-
geoneers who invest their time and effort into annual NetHack
tournaments such as Junethack, The November NetHack Tournament
geoneers who invest their time and effort into annual NetHack
tournaments such as Junethack, The November NetHack Tournament
and in days past, devnull.net (gone for now, but not forgotten).
- - - - - - - - - -
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
with the game. The NetHack Development Team sometimes makes note
of the names of the worst of these miscreants in this, the list
of the names of the worst of these miscreants in this, the list
of Dungeoneers:
Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
@@ -6446,19 +6459,6 @@
Bart House John S. Bien Pierre Martineau
Benson I. Margulies Johnny Lee Ralf Brown
Bill Dyer Jon W{tte Ray Chason
Boudewijn Waijers Jonathan Handler Richard Addison
Bruce Cox Joshua Delahunty Richard Beigel
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
@@ -6472,6 +6472,19 @@
Boudewijn Waijers Jonathan Handler Richard Addison
Bruce Cox Joshua Delahunty Richard Beigel
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O'Donnell Leon Arnott Stephen Spackman
@@ -6491,7 +6504,7 @@
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson
Brand and product names are trademarks or registered trade-
Brand and product names are trademarks or registered trade-
marks of their respective holders.
@@ -6507,19 +6520,6 @@