fixes36.2 update for posterity
Change of couple entries which describe fixed bugs to use past tense instead of present tense. Fix a typo or two and a couple of instances of clumsy wording. Move a dead-fake-hero-on-trap entry from normal fixes section to exposed-by-git section since it was a post-3.6.1 bug. Move two VMS entries from exposed-by-git section to interface-specific section where they were intended. I didn't make it through the whole file so there may be more room for improvement. It's too late for 3.6.2 but the copy of doc/fixes36.2 in later versions will be 'better'.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.315 $ $NHDT-Date: 1557091781 2019/05/05 21:29:41 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.318 $ $NHDT-Date: 1557447310 2019/05/10 00:15:10 $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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@@ -40,7 +40,7 @@ internals for 'sortloot' option have been changed to not reorder the actual
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full-pack identify won't result in possibly skipping some items
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give vault guards a cursed tin whistle since there is a shrill whistling
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sound if hero teleports out of vault while being confronted by guard
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polymorphing worn amulet triggers panic if it turns into amulet of change
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polymorphing worn amulet triggered panic if it turned into an amulet of change
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wishing for small mimic corpse or large mimic corpse failed with 'nothing
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matching that exists'; wishing for large {dog,cat,kobold} corpse
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yielded normal size one (size prefix was being stripped off for globs)
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@@ -69,7 +69,7 @@ shopkeeper's position in front of shop door didn't correctly handle bottom
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(latent bug; no such shops are present in 3.6.x)
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attempting to update permanent inventory window during restore had problems
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with unpaid items (needed shop bill before shop and its shopkeeper
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were restored) and named fruit
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were restored) and also with named fruit
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remembered corpse which isn't there anymore would be described by farlook as
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the corpse of a random monster type
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when eating a tin of spinach, don't "feel like Popeye" if sustain-abilities
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@@ -155,7 +155,7 @@ a wand of polymorph lost its magical ability for the turn just because the
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player using it to engrave happened to be blind, which didn't make
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much sense
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floating eye is classified as a flyer but flying is blocked while levitating,
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so don't set intrinsic flying if hero is polymorphed into one
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so don't set intrinsic flying when hero is polymorphed into one
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change default value for the 'autodescribe' option to 'on'
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Elbereth hypocrisy penalty doesn't apply if attacking a monster which isn't
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frightened by Elbereth; normal scuffing of engravings still applies
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@@ -225,7 +225,7 @@ magic trap's deafening roar effect wasn't waking nearby monsters
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scattering of objects might leave source location with wrong thing displayed
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for configurations with 'long int' larger than 'int', lev_comp wrote some
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garbage into the *.lev files, but nethack seemed unaffected by that
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(at least on little-endian hardare) and loaded the levels successfully
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(at least on little-endian hardware) and loaded the levels successfully
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stinking cloud placed near water could kill underwater creatures
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applying--rather than wielding--a cursed polearm or weapon-tool didn't report
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that it had become welded to hero's hand(s)
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@@ -333,8 +333,8 @@ setting SEDUCE=0 made all succubus and incubus attacks be described as
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smiling engagingly or seductively rather than hitting or missing
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entering Ft.Ludios with a lit candle lit up the entire entry room except for
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one corner spot; that corner is beyond candle radius but other spots
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even further away were being shown; force the walls to unlit in order
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to prevent those wall spots from showing so soon
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even further away were being shown; in knox.des, force the walls to
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be unlit in order to prevent those wall spots from showing so soon
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a couple of short wall segments in the "Gnome King's Wine Cellar" variant of
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Mines' End were diggable; one stone spot which should have been, wasn't
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boulder dropped or launched by a monster onto a monster trapped in a pit and
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@@ -345,8 +345,8 @@ the simulation of dual weapon combat when polymorphed into a form with more
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even when current shape couldn't handle silver, or if it was cursed;
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cursed is allowed but weapon will be dropped, just like in two-weapon
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demons gated in other demons without any message
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if vampire revives from from dead bat/cloud/wolf shape held by hero poly'd
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into grabber, release it from hero's grasp
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if a vampire revives from from dead bat/cloud/wolf shape while held by hero
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poly'd into a grabber, release it from hero's grasp
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various non-weapon attacks while polymorphed didn't inflict blessed or silver
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weapon damage when worn items contacted vulnerable target monsters
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hero poly'd into rope golem form could choke headless or non-breathing monsts
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@@ -378,8 +378,6 @@ when using 'f' to fire/throw--and possibly some ^A's to repeat--then running
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in quiver), using ^A would put whichever inventory item was assigned
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the same letter as the prior direction into quiver slot (unless item
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was already worn or wielded) and then ask for a direction to fire it
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early rolling boulder trap lacking any boulder might still have the corpse
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of a dead adventurer
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persistent inventory window would show "(being worn)" for armor that was in
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the midst of being put on or taken off; it is 'partly worn' in such
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circumstances so "being worn" could be misleading
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@@ -396,8 +394,8 @@ status lines' dungeon location field in the elemental planes now shows Earth
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or Air or Fire or Water instead of generic End Game
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avoid spurious status refresh when hero gains experience while 'showexp' and
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'showscore' options are off
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using Cleaver to attack a worm tail segment but kill adjacent head first would
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result in an impossible warning from cutworm
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using Cleaver to attack a worm tail segment but killing adjacent head first
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would result in an impossible warning from cutworm
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Valkyrie quest was supposed to have a 50:50 chance that northern drawbridge
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would be raised, but both were always lowered; chances now are: both
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lowered: 3/8, S down+N up: 3/8, N down+S up: 1/8, both raised: 1/8
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@@ -409,8 +407,8 @@ once a status highlight for a temporary rule ('up', 'down', 'changed') timed
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if a migrating long worm couldn't be placed, or some other monster was given
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an existing long worm's place and it couldn't be put somewhere else,
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a "trying to place monster at <0,0>" warning would occur
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if hero throws a pick-axe into a shop and shopkeeper catches it, shk will say
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"get out of my way, scum" even if there's no monster at pick-axe spot
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if hero throws a pick-axe into a shop and shopkeeper catches it, shk would say
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"get out of my way, scum" even if there was no monster at pick-axe spot
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a quantum mechanic hit that teleported the target could also kill it at the
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destination; make sure that the small amount of physical damage isn't
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fatal unless the teleport is negated by cancellation (magic or armor)
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@@ -501,6 +499,8 @@ when u.uhp==-1 became a flag to suppress status updating, if game ended when
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hero died with exactly -1 HP, status would be blank during disclosure
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mimic mimicking a shop item didn't show any shop price for whatis and glance
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the SEDUCE=0 fix broke #chat to succubi/incubi
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early rolling boulder trap lacking any boulder might still have the corpse
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of a dead adventurer
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tty: turn off an optimization that is the suspected cause of Windows reported
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partial status lines following level changes
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tty: ensure that current status fields are always copied to prior status
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@@ -565,8 +565,6 @@ curses: if player pressed ESC at More>> prompt to suppress remaining messages
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curses: don't let MSGTYPE=hide block prompts from being shown
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curses: the --More-- prompt (">>") wasn't always placed in a visible location,
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especially when window borders were displayed
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vms: add compile of isaac64.c to Makefile.src and vmsbuild.com
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vms+curses: add compile support but it is known to fail to build
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Platform- and/or Interface-Specific Fixes or Features
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@@ -610,6 +608,8 @@ unix: in nethack.sh, use 'test -f' instead of 'test -e' when checking for
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fonts.dir while running under X11
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vms: data file processing and playground setup were missing post-3.4.3 files
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engrave, epitaph, and bogusmon made from corresponding *.txt
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vms: add compile of isaac64.c to Makefile.src and vmsbuild.com
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vms+curses: add compile support but it is known to fail to build
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windows: Added ntassert() mechanism for Windows based port use
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windows: heed OPTIONS=symset:default in config file if it is present
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windows: add curses window port which can co-exist with tty in exe and be
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