From 1219af5124b10fd443a7769f5dfacf030018df49 Mon Sep 17 00:00:00 2001 From: jwalz Date: Sat, 5 Jan 2002 21:05:47 +0000 Subject: [PATCH] *** empty log message *** --- doc/fixes33.2 | 443 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 443 insertions(+) create mode 100644 doc/fixes33.2 diff --git a/doc/fixes33.2 b/doc/fixes33.2 new file mode 100644 index 000000000..e76df65fa --- /dev/null +++ b/doc/fixes33.2 @@ -0,0 +1,443 @@ +General Fixes and Modified Features +----------------------------------- +prevent an extraneous selection prompt when a role with only a single + possible gender, race, or align is specified +be consistent with the use of twice and thrice in end of game reports +use "kill" vs "destroy" more consistently +looting bag of tricks on the floor doesn't then prompt for direction +suppress "the" in "you kill the poor Fido" +iron bars added to the Dark One's prison +shouldn't be able to #loot without hands +level compiler can specify cockatrice nests, leprechaun halls, antholes +fix level compiler to allow specifying golems via '\'' in MONSTER directives +fix bug where excalibur blasted lawful non-Knights +unification of the strings "he"/"him"/"his" +conflict caused vanishing vault guards to be killed with player getting + credit/blame (also dmonsfree warning for double removal from map) +monsters' conflict resistance check was unintentionally being affected by + character's experience level +stone-to-flesh was accessing freed memory, passing bad map coordinates + to newsym that might be harmless but could trigger a crash +prevent spurious "placing steed on map?" impossibles during save/restore +prevent real "placing steed on map?" impossibility [sic] when creating bones +dropping secondary or quivered weapon to lighten load in order to crawl + out of water left the item flagged as still worn +if #adjust combined two or more of main weapon, alternate weapon, and quiver + the resulting stack would be flagged as worn in multiple slots and + eventually trigger "Setworn: mask = ##." impossibility +remove curse operated on secondary weapon even though it wasn't wielded +update conduct immediately when eating corpses (character killed by eating + poisonous corpse as first meal was described as "strict vegan") +fix problem with amulets of change when polymorphed into succubus/incubus +YAFM for pit fiends/pit vipers and pits should require seeing the monster +woodchucks, cockatrices, and vampire bats should eat +specifying a non-numeric value for amount when donating to temple priest or + bribing demon prince produced random result +mastodons can tear through webs +praying on wrong deity's altar cursed holy water but ignored uncursed water +polymorphed player's gaze now works properly as a pyrolisk +fix "You drop the Wizard of Yendor's corpse into Wizard of Yendor's interior." +make sure status line gets updated when turning-into-slime state changes +when eating green slime, don't reset slime countdown if already infected +stop current activity when you noticed you're turning into slime +message given when displacing an unnamed pet into a polymorph trapped referred + to it by its new monster type rather than by what you displaced +player killed by ghoul turns into one in the bones file +slings are not made of wood +for post-amnesia deja vu messages, use "seems" rather than "looks" when blind +avoid encumberance messages during startup attribute adjusting +even a wumpus cannot escape the pits in Sokoban +when a steed dies in a shop, don't charge for the saddle +shopkeeper did not charge for use of an unpaid camera +shopkeeper did not charge for items burned by breaking a wand of fire +shopkeeper should charge when you transmute a potion +shk notices if you use a grappling hook to remove an item from the shop +adjust robbed shopkeeper's feedback when he or she plunders hero's corpse +avoid giving away which monsters are saddled while hallucinating +when polymorphed into a herbivorous monster, you should prefer vegan "corpses" +when polymorphed into a hider, stop hiding after picking up the last object + at a location +throwing a wielded, returning weapon should not disable twoweapon mode +monster should not wield cockatrice corpse without gloves on +sharks have thick skin +better message when killed by drinking a potion of sickness from a sink +telepathically detected monsters will be described by name if they try + to attack praying character +taking cockatrice from or putting it into a container should stone you + if you are unprotected +don't fall into pits (or other traps) twice when dismounting +fix two weapon combat bonus/penalty to avoid "weapon_hit_bonus: bad skill 2" +unicorns were at a disadvantage on a noteleport level +missing a cockatrice when polymorphed into a weapon-using monster but + fighting hand-to-hand would stone the player +eliminate ghoul creation abuse when engraving on a headstone +loss of levitation due to a sink will result in touching a wielded cockatrice + corpse, just like falling down stairs while burdened +falling into a sink when constitution is greater than 20 won't raise hit points +stinking cloud should not affect migrating monsters, causes dmonsfree error +only display message about monster using a weapon against another monster + if you can see the monster +don't count artifact amulets (wizard's quest artifact) twice in final score +prevent pets from picking up Rider corpses +when polymorphed into a centaur, don't keep kicking monsters after they die +when throwing at a monster that you see with infravision, don't say "it" +avoid "the arrow misses the mimic" which left the mimic concealed +#sit while water walking over a submerged object should sit on the water's + surface rather than on that unreachable object +suppress extra "the" when printing the names of certain mplayers +do not try to engulf green slimes (same as for cockatrices) +trying to eat the brains of a green slime is now properly handled for players +monsters touching cockatrices check boots for feet and nothing for tentacles +if being petrified, don't disable messages from further petrify attacks +trap detection would generally not find trapped doors +avoid spurious done eating message after choking and vomiting +attribute distribution for several player types did not add up +monsters shouldn't try to eat green slime as a cure for stoning +lighting of arboreal levels should not be stopped by trees +need to recalculate visible locations immediately when monster blinds player +monsters shouldn't see through walls because player wears Eyes of the Overworld +when pricing glass the same as valuable gems, be sure to use gems of same color +nymph stealing armor from a fainted player should wake the player +ensure status line updates when you stop running when time is shown +repairing a trap in a shop doorway must replace the broken door or wall as well +sleeping steed cannot climb stairs/ladders +can't change levels when mounted on a steed which is carrying the Amulet +more artifacts granted by a diety are rustproof +monster name feedback when using the m movement prefix allowed player to + distinguish between peaceful and hostile monsters while hallucinating +scrolls should not fade when hitting rust monsters, only from rust traps +blank scrolls should not fade even from rust traps +can't eat or #offer food off the floor under circumstances other than + encumbrance where you couldn't have picked it up off the floor first +ensure correct message after passive freeze attack by gelatinous cube +avoid buffer overwrite when several weapons slip from your hands at once +prevent portal placement on Ranger quest from stranding player in left margin +avoid crash when a trouble gets fixed before you finish praying +sensed hidden monsters should fight back when attacked +mindless monsters won't be grateful after unsuccessful #untrap attempts +turning affects your religious conduct, even if your god does not help you +rolling boulder trap's boulder will knock another one that it collides + with into motion in its place +make it harder to abuse detect monster and confusion spells +prevent D[a from producing odd message sequence in (c)ombination mode +avoid messages like "the silver bell" after being drained by mind flayer +after polymorph, actually drop both weapons when a message says this happened +curb unicorn horn creation abuse by limiting the chance of a unicorn + leaving one if it has been revived +accept -p and -r options with nethack -s, as documented +avoid printing "spellbook of" Book of the Dead in list of discoveries +eating non-food items made of leather or other animal parts now violates + vegan/vegetarian conduct +use correct skill when throwing something while in twoweapon mode +secondary weapon can rust when hitting a rustmonster in twoweapon mode +extra healing spell cures monster's blindness +add missing quest message for throwing the quest artifact to the Monk leader +pits, arrow and dart traps, webs, polymorph traps and sleeping gas + traps can affect the steed +allow game restoration while polymorphed and your race is genocided +ensure that crysknives revert to worm teeth, even in containers +do not print gas spore's name if you cannot see a gas spore explosion +cursed two-handed weapons now keep you from changing body armor +trapped pets cannot follow you to another level +no corpse when unchanging hero dies while polymorphed into a G_NOCORPSE monster +A-removing armour under cursed stuff no longer fails silently +grease protects gloves from contact poison on books +items picked up from an abandoned shop sometimes wouldn't merge with other + compatible items in inventory ("no charge" bit wasn't being cleared) +prevent cut-off death message by increasing DTHSZ +check to not control teleports when unconscious should now work properly +if armor the hero is donning is stolen or seduced off, attributes + can be left permanently mis-adjusted +ensure a message is printed in all non-obvious cases where a monster flees +a fleeing monster that is holding you always results in a "get released" message +ensure a monster flees for at least one "turn" +explosion type can now be one of dark, noxious, muddy, wet, magical, + fiery, or frosty +flying (jumping or throwing recoil) over some traps (magic portals, fire traps) + will now trigger the trap +displacement does not work through walls +you can't trip and fall or trip over rocks while riding +reduce the chances of a monkey successfully stealing armor you are wearing +monkeys can't steal cursed items that you're unable to remove or attached + iron ball or items too heavy for them to carry +trapped doors are not always detected after returning to a previous level +trap detection sometimes showed non-trap locations to be traps +eucalyptus was never chosen in random tree fruits due to an off-by-one bug +allow knights to pursue and attack thieving monkeys without alignment penalty +gaining levitation while over on sink causes an immediate fall +quest leader should avoid leaving the quest start level voluntarily +blind Medusa cannot gaze +prevent dipping attached iron ball or embedded dragon scales into a potion + of polymorph from confusing the game about what items are in use +should not be able to cut down trees on Ranger quest start level +arrow traps are not currently intended to shoot poisoned arrows +fall off the horse if you mimic a pile of gold while riding +martial attacks will not remove monsters from traps and will cause + monsters to set off traps they land on while reeling/staggering +prevent topten from using alloc after alloc failure +Nazgul and erinyes are nopoly to ensure their numbers are never exceeded +"player-@" randomly selects a race and "player -@" randomly selects + everything that is not specified +prevent spurious "quest portal already gone" when you use an artifact to + return to the quest after being previously expelled +prevent limbless shopkeepers from "leaping" and "grabbing" your backpack + by changing the messages that you get +prevent panic when riding while punished and falling down the stairs +armor class shouldn't wrap from very negative to very positive +searching should only credit you with finding an undetected monster if + you couldn't sense it or spot it already +monsters should not generally lose invisibility when polymorphing +monster must have eyes or breathe to be affected by potion vapors +stop dungeon file open failure from causing vision-related crash +wishing for {statue,figurine,corpse} of long worm tail yields long worm instead +chatting to an arbitrary shopkeeper (not a petrified one) who was created + via statue animation produced strange results +Yeenoghu's confusion attack is not a touch of death +an eating steed should not be able to go up or down stairs, etc. +you don't feel "great" when recovering with a unicorn horn but Slimed; also, + make the same check for potions that make you feel "great" +avoid panic during player-as-demon demon summoning when no demon is available +change "Ouch! You bump into a door" message when riding +prevent voluntary dismount of steed from passing you through walls in + tight spots +prevent throwing boulders, boxes, and chests and medium-to-large + corpses and statues through iron bars +only living eggs which touch cockatrices get turned to stone +since monsters already refuse to zap empty wands, they shouldn't pick them up +after praying, try to give a spellbook for with the player is not restricted +after #dipping your weapon in hand or quiver into a potion of polymorph, + leave it where it was +message from rust trap states "robe" instead of "cloak" when applicable +gas spore explosions were affecting your human hitpoints even if you were + polyd and consequently you did not rehumanize +prevent "You attack empty water" when attacking a spot on land while + underwater +prevent spurious "But you aren't drowning. You touch bottom." message when + removing an amulet of magical breathing as an amphibious creature +fix message given when a monster tries to disarm your multiple welded daggers + with a bullwhip +camera flash no longer stops at invisible monster +monsters inside a stinking cloud should be blinded, just like the hero is +vault guard shouldn't initiate conversation with you when you're hidden +adult wolves are not small but lynxes are small +turn off vision during a save operation to prevent impossible() from + triggering a crash +rolling boulder trap's boulder susceptible to land mines and teleport traps +polymorphing below level 1 should kill player (needed to fix max-HP abuse) +prevent "obj not free" panic when shopkeeper cannot get to a thrown pick-axe +give feedback if Sokoban prevents polymorphed player from passing through walls +eliminate Wounded_legs enlightenment message when riding since it refers to + the steed's legs, not the hero's +adjust the fumbling pick-axe message to reflect that the steed's + legs got damaged, not the hero's +quaffing a noncursed potion of speed no longer heals the steed's wounded legs +prevent mounting of steed when you have Wounded_legs to prevent abuse; + dismount does an unconditional healing of Wounded_legs during the + Wounded_legs context switch +self-genocide while sitting on a throne should not refer to scroll of genocide +eating dogfood or fixing a squeaky board conveys experience but didn't + check for gaining a new level +demon bribes are 4x larger than they should be for co-aligned players +specific monster warning no longer reveals the true monster name when you + use the '/' command while hallucinating +start_corpse_timeout() now takes corpse age into consideration rather than + always assuming a fresh corpse, thus fixing potential icebox abuse +player on an immediate diagonal from a monster reading a scroll of earth + should be affected, just like monsters in similar locations +objects that fall from monster's minvent as a result of monster polymorph + are not polymorphed, consistent with items that remain in minvent +quaffing a potion of gain ability while wearing ring of sustain ability + displayed no message and identified the potion +monsters still with WAITFORU strategy should not follow up/downstairs +travel command now respects different monster's abilities to move through + different mediums, such as xorn's ability to move through rock +messages should reflect the fact that the Eyes of the Overworld mask the + effects of blindness +Amulet of life saving should save you from sickness that will kick in this turn +player should stop waiting when a monster uses a polearm from a distance +avoid stone-to-flesh blood pooling message when zapping ice and not stone +when polymorphed into a silent creature, do not "pronounce" scroll formula +ensure hilite turns off immediately when pet stops being tame +hitting with a polearm counts as hitting with a weapon for conduct +traps detected while blind and levitating were not displayed +when a mind flayer uses its mind attack, it should wake the victim +shapechangers restored from disk would no longer change shape +blind, cancelled or nonseen invisible Medusa cannot gaze at other monsters +fix impossible when spinning web on falling rock, rolling boulder and fire traps +rust monsters can only eat items made of rustable material +wands of fire are no longer flammable no matter what material they are +displacing you pet into a trap which kills it affects killer conduct +pets can now be displaced in untended shops +only show lit walls if, like doors, the position next to them is lit too +charge for an unpaid weapon used for engraving +shopkeeper should charge for unpaid balls and used candles in containers +when swallowed you could drop or throw a cockatrice corpse into a + monster's stomach without stoning it despite the guaranteed hit +steed would often not respond to an attack, even if you didn't move that turn +after stepping in a polymorph trap, a monster may pick up the wrong items +breaking an unpaid wand of teleportation wouldn't result in the proper charge +next_shkp() was used inconsistently, potentially triggering an endless loop +chaotic wizards usually get a spellbook when crowned, just like neutral ones +monk quest: fix the two inaccessible chambers on the locate level +rogue quest: fix the two inaccessible chambers on the home level; + link the two inaccessible chambers on the locate level and provide + a means of escaping from them; on the goal level, link most + chambers together, resulting in just four disconnected regions, + and force stairs to be in a different region from the nemesis +angels can fly +under #twoweapon fix it so that only Stormbringer carries out the + blood-thirsty attacks, not both +booby-trapped doors shouldn't make you stagger if you're riding +encumbrance exertion checks should happen each time player moves +mksobj_at: add way to suppress the chance of a new object being an artifact +steed should be the one caught in a bear trap, even if player is polymorphed +use a more appropriate message than "being held" when using < or > while + swallowed or engulfed on stairs +stinking cloud isn't useless and shouldn't be excluded from initial inventory +shopkeeper will not try to buy food you are eating when inventory is full +don't duplicate any gold inside containers when saving bones data +can't tell between acid and holy/unholy water that burns like acid +tame stuck monsters should release you after regaining their senses +engraving Elbereth should show wisdom, not everything but Elbereth +artifact bows get any special attack bonus added to missile to-hit roll +monsters with gaze attacks should not try to blind the hero with potions +players polymorphed into umber hulks should not try to eat boulders in Sokoban +when a monster uses up a partially eaten food item, cleanup was not performed +temple priests shouldn't be created with two robes +give some quest leaders and nemeses equipment appropriate for their class +mis-engraving "X" or "x" shouldn't violate illiterate conduct +Heart of Ahriman now explicitly does double damage +prevent NO_ATTK artifacts from accidentally doing double damage +player polymorphed into monster that loses hp out of water should lose hp too +make sure that all leashed monsters get released when bones data is saved +eating a ring of levitation doesn't confer permanent intrinsic levitation +silver hating monster using a bullwhip shouldn't snatch silver weapons into + its inventory +fracturing one of several boulders at a location should not unblock vision +don't hide stairs, thrones, &c under spider webs when creating levels +rediscovering forgotten object types behaved differently depending upon + whether they had user assigned names at the time of amnesia +taming while engulfed is limited to the engulfer +restore blindness resistance to Archons +if a shk is polymorphed into monster form which has Wizard-style tactics, + don't let him teleport to the stairs if he's inside his shop +when the player digs a hole through a shop's floor, don't let shopkeeper + wander out of that shop while multi-turn digging is in progress +don't protect alternate weapon and quivered objects against being taken + by shk who grabs your pack when you dig a hole through his shop floor +add missing break to POT_WATER case in potionbreath() +keep monster from forgetting its weapon is cursed every other round +multiple shot throwing stops immediately whenever you hurtle backwards +don't panic if being billed for a burning or other timed object +food that makes a monster peaceful should not re-anger it at the same time +abusing a leashed pet can result in a leashed peaceful monster +trying and failing to wield an item could leave current weapon flagged as both + "weapon in hand" and "alternate weapon" when `pushweapon' option is set +handle OBJ_CONTAINED case for corpse revival so that trolls can revive + from inside containers +eating one of several merged partly eaten food items should take nutrition + from only one of them +coyote names should not disable printing of "tame" or "peaceful" +Eyes of the Overworld protect from stun effect of Archon's radiance attack +give feedback when putting on or taking off the Eyes of the Overworld causes + blindness state to be toggled +avoid spurious "you can see again" when temporary blindness being overridden + by the Eyes of the Overworld times out +removing blindfold or lenses via 'A(' gives same results as via 'R' +make blindness with just 1 turn remaining be a candicate for repair by + unicorn horn and healing potions/spells +healing potions/spells shouldn't fix being creamed +make pie throwing and venom spitting by the player be consistent with the + effects of those attacks by monsters + + +Platform- and/or Interface-Specific Fixes +----------------------------------------- +X11: map not displayed in color when using X11 windowtype w/o tiles +amiga: random crashes when opening menu window in fontmode eliminated +amiga: proper action taken (cancel) when closing the menu window + with closegadget or escape +amiga: allow #/altmeta combination on foreign keymaps +amiga: prevent plname[] overflow from askname() +amiga: prevent writing outside basewindow (bottom) +amiga: tilemode tombstone corrected on cybergfx screen +amiga: don't clutter levels/ with foo.0 when quitting at playerselection +tiles: use pixel-accurate grid bug tile for grid bugs +Qt: honor user preferences in startup dialog +tty: correctly dismiss 1-line menus +tty: clear screen before version incompatibility message so it doesn't just + print the message overwriting previous screen text +unix/tty: give user a chance to see any error produced by (de)compression +win32: menus can take advantage of consoles larger than 80x25 +win32: add support for inverse attribute +micro: prevent a guaranteed impossible() if we ever have more than (COLNO - 1) + levels in the game +msdos: placeholder tiles accepted by the thin tile builder +X11: viewport scrolling could scroll the the wrong place with resized window +X11: allow extra space added to map widget to be removed if widget shrinks +Gnome: workaround for GTK+ attempts to disallow setgid executables +X11: general solution to the problem that the meaning of font height varies + among different implementations of X11 + + +General New Features +-------------------- +config file processing detects multiple use of the same OPTION and + prints a warning when it does +make the player selection prompt more explicit in the information + that it is going to request +remove curse now operates on cursed leashes that are in active use +give feedback when shooting/throwing more than one missile at a time +monsters can now deliberately eat dead lizards to cure confusion +general warning now allows you to attack unseen monsters, as long as you can + see the warning glyph on the screen +wand of fire & fireballs now burn webs +wand of locking / wizard lock zapped down will close and remove trap doors +exploding monsters wake nearby monsters +various mindless, sphere monsters no longer need to breath +sleeping gas no longer affects nonbreathing monsters +vault guard doesn't notice you if you're mimicking gold +good chance of untrapping monsters and pets caught in webs if you are + polymorphed into a spider, and extremely small chance even if not +stamina affects ability to throw heavy things +objects merge in containers +wishing for "nothing" yields no object and preserves wishless conduct +genociding "none" destroys no monsters and preserves genocideless conduct +coyote id naming shows only the true latin name if coyote is cancelled +xorns can "speak" and smell valuable metal +if you find a trap but there is too much clutter to see it, have the + game display it temporarily until a keypress +rename the Wizard of Balance to Neferet the Green +double the number of messages that apprentices/guards utter, with 5 for + before the quest, and 5 after +wizard mode ^G command can create monster by class, not just by name +wizard mode ^G command takes a count +kicking a sleeping/paralyzed steed now causes special effects +allow overriding of the default boulder symbol via BOULDER option +blessed scroll of detect food provides you with a one time ability to + recognize food that may be harmful to you +wizard mode WIZKIT config file option added to ease adding items to + starting inventory for a debug session +helping a sleeping/frozen monster from a trap might wake/unfreeze monster +if the hero comes upon an obviously trapped monster the trap is considered seen +thrown weapons that hit are now subject to passive damage +locomotion-specific use of words, rather than just using "stagger" +if you come upon a physically trapped, visible monster, you see the trap + too, without searching for it +allow looking and pickup inside monster's stomach or interior when swallowed +add body_part(STOMACH) +pets like tame nymphs, et al, now only steal non-cursed items +monks usually get a spellbook rather than a weapon when crowned +blessed gold detection now detects anything made of gold, not just + coins, including candelabrum and gold rings +new T-shirt messages from Scott Bigham +option to get rid of resistance 'sparkle' (shieldeffect) (Scott Bigham) +glowing Sunsword (inspired by Slashem) + + +Platform- and/or Interface-Specific New Features +------------------------------------------------ +mac: command-key shortcuts in the player selection dialog +amiga: screenmode requester +amiga: 16 color font mode +