diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 3dce90f4e..ad55840f5 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -4298,9 +4298,10 @@ Key to jump to the first page in a menu. Default `^'. menu_headings - Controls how the headings in a menu are highlighted. Values are - "none", "bold", "dim", "italic", "underline", "blink", or "inverse". - Not all ports can actually display all types. + Controls how the headings in a menu are highlighted. Takes a text + attribute, or text color and attribute separated by ampersand. For + allowed attributes and colors, see "Configuring Menu Colors". Not + all ports can actually display all types. menu_invert_all Key to invert all items in a menu. Default `@'. @@ -4315,7 +4316,7 @@ Key to go to the next menu page. Default `>'. menu_objsyms - Show object symbols in menu headings in menus where the object sym- + Show object symbols in menu headings in menus where the object sym- bols act as menu accelerators (default off). menu_overlay @@ -4326,7 +4327,7 @@ Key to go to the previous menu page. Default `<'. menu_search - Key to search for some text and toggle selection state of matching + Key to search for some text and toggle selection state of matching menu items. Default `:'. menu_select_all @@ -4337,17 +4338,16 @@ menu_shift_left Key to scroll a menu--one which has been scrolled right--back to the - left. Implemented for perm_invent only by curses and X11. Default + left. Implemented for perm_invent only by curses and X11. Default `{'. menu_shift_right - Key to scroll a menu which has text beyond the right edge to the + Key to scroll a menu which has text beyond the right edge to the right. Implemented for perm_invent only by curses and X11. Default `}'. monpolycontrol - Prompt for new form whenever any monster changes shape (default - off). Debug mode only. + Prompt for new form whenever any monster changes shape (default NetHack 3.7.0 November 6, 2023 @@ -4360,6 +4360,8 @@ + off). Debug mode only. + montelecontrol Prompt for destination whenever any monster gets teleported (default off). Debug mode only. @@ -4375,12 +4377,12 @@ port is the same as specifying 0. msghistory - The number of top line messages to keep (and be able to recall with + The number of top line messages to keep (and be able to recall with `^P') (default 20). Cannot be set with the `O' command. msg_window - Allows you to change the way recalled messages are displayed. Cur- - rently it is only supported for tty (all four choices) and for + Allows you to change the way recalled messages are displayed. Cur- + rently it is only supported for tty (all four choices) and for curses (`f' and `r' choices, default `r'). The possible values are: s - single message (default; only choice prior to 3.4.0); @@ -4388,21 +4390,21 @@ f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified (which - defaults to "full"), or it can be negated (which defaults to "sin- + For backward compatibility, no value needs to be specified (which + defaults to "full"), or it can be negated (which defaults to "sin- gle"). name - Set your character's name (defaults to your user name). You can - also set your character's role by appending a dash and one or more - letters of the role (that is, by suffixing one of -A -B -C -H -K -M - -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random - one will be automatically chosen. Cannot be set with the `O' com- + Set your character's name (defaults to your user name). You can + also set your character's role by appending a dash and one or more + letters of the role (that is, by suffixing one of -A -B -C -H -K -M + -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random + one will be automatically chosen. Cannot be set with the `O' com- mand. news Read the NetHack news file, if present (default on). Since the news - is shown at the beginning of the game, there's no point in setting + is shown at the beginning of the game, there's no point in setting this with the `O' command. nudist @@ -4411,9 +4413,7 @@ null Send padding nulls to the terminal (default on). Persistent. - number_pad - Use digit keys instead of letters to move (default 0 or off). Valid - settings are: + NetHack 3.7.0 November 6, 2023 @@ -4426,6 +4426,10 @@ + number_pad + Use digit keys instead of letters to move (default 0 or off). Valid + settings are: + 0 - move by letters; "yuhjklbn" 1 - move by numbers; digit `5' acts as `G' movement prefix 2 - like 1 but `5' works as `g' prefix instead of as `G' @@ -4434,52 +4438,48 @@ -1 - by letters but use `z' to go northwest, `y' to zap wands For backward compatibility, omitting a value is the same as specify- - ing 1 and negating number_pad is the same as specifying 0. (Set- - tings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in - addition to the different behavior for `5', `Alt-5' acts as `G' and - `Alt-0' acts as `I'. Setting -1 is to accommodate some QWERTZ key- - boards which have the location of the `y' and `z' keys swapped.) - When moving by numbers, to enter a count prefix for those commands - which accept one (such as "12s" to search twelve times), precede it + ing 1 and negating number_pad is the same as specifying 0. (Set- + tings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in + addition to the different behavior for `5', `Alt-5' acts as `G' and + `Alt-0' acts as `I'. Setting -1 is to accommodate some QWERTZ key- + boards which have the location of the `y' and `z' keys swapped.) + When moving by numbers, to enter a count prefix for those commands + which accept one (such as "12s" to search twelve times), precede it with the letter `n' ("n12s"). packorder - Specify the order to list object types in (default + Specify the order to list object types in (default "")[%?+!=/(*`0_"). The value of this option should be a string con- taining the symbols for the various object types. Any omitted types are filled in at the end from the previous order. paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is "paranoid_confirmation:pray + A space separated list of specific situations where alternate + prompting is desired. The default is "paranoid_confirmation:pray swim". - Confirm - for any prompts which are set to require "yes" rather - than `y', also require "no" to reject instead of ac- - cepting any non-yes response as no; changes pray and + Confirm - for any prompts which are set to require "yes" rather + than `y', also require "no" to reject instead of ac- + cepting any non-yes response as no; changes pray and AutoAll to require "yes" or `no' too; - quit - require "yes" rather than `y' to confirm quitting the + quit - require "yes" rather than `y' to confirm quitting the game or switching into non-scoring explore mode; - die - require "yes" rather than `y' to confirm dying (not + die - require "yes" rather than `y' to confirm dying (not useful in normal play; applies to explore mode); - bones - require "yes" rather than `y' to confirm saving bones + bones - require "yes" rather than `y' to confirm saving bones data when dying in debug mode; - attack - require "yes" rather than `y' to confirm attacking a + attack - require "yes" rather than `y' to confirm attacking a peaceful monster; - wand-break - require "yes" rather than `y' to confirm breaking a + wand-break - require "yes" rather than `y' to confirm breaking a wand with the apply command; - eating - require "yes" rather than `y' to confirm whether to + eating - require "yes" rather than `y' to confirm whether to continue eating; Were-change - require "yes" rather than `y' to confirm changing form due to lycanthropy when hero has polymorph control; - pray - require `y' to confirm an attempt to pray rather than - immediately praying; on by default; (to require "yes" + pray - require `y' to confirm an attempt to pray rather than + immediately praying; on by default; (to require "yes" rather than just `y', set Confirm too); trap - require `y' to confirm an attempt to move into or onto - a known trap, unless doing so is considered to be - harmless; (to require "yes" rather than just `y', set - Confirm too); confirmation can be skipped by using the - `m' movement prefix; NetHack 3.7.0 November 6, 2023 @@ -4492,37 +4492,41 @@ + a known trap, unless doing so is considered to be + harmless; (to require "yes" rather than just `y', set + Confirm too); confirmation can be skipped by using the + `m' movement prefix; swim - prevent walking into water or lava; on by default; (to - deliberately step onto/into such terrain when this is + deliberately step onto/into such terrain when this is set, use the `m' movement prefix when adjacent); - AutoAll - require confirmation when the `A' (Autoselect-All) + AutoAll - require confirmation when the `A' (Autoselect-All) choice is selected in object class filtering menus for - menustyle:Full; (to require "yes" rather than just + menustyle:Full; (to require "yes" rather than just `y', set Confirm too); - Remove - require selection from inventory for `R' and `T' com- + Remove - require selection from inventory for `R' and `T' com- mands even when wearing just one applicable item; all - turn on all of the above. - By default, the pray and swim choices are enabled, the others dis- - abled. To disable them without setting any of the other choices, - use paranoid_confirmation:none. To keep them enabled while setting - any of the others, you can include them in the new list, such as + By default, the pray and swim choices are enabled, the others dis- + abled. To disable them without setting any of the other choices, + use paranoid_confirmation:none. To keep them enabled while setting + any of the others, you can include them in the new list, such as paranoid_confirmation:attack pray swim Remove or you can precede the first entry in the list with a plus sign, paranoid_confirmation:+at- - tack Remove. To remove an entry that has been previously set with- - out removing others, precede the first entry in the list with a mi- + tack Remove. To remove an entry that has been previously set with- + out removing others, precede the first entry in the list with a mi- nus sign, paranoid_confirmation:-swim. To both add some new entries and remove some old ones, you can use mulitple paranoid_confirmation - option settings, or you can use the `+' form and list entries to be - added by their name and entries to be removed by `!' and name. The + option settings, or you can use the `+' form and list entries to be + added by their name and entries to be removed by `!' and name. The positive (no `!') and negative (with `!') entries can be intermixed. perm_invent - If true, always display your current inventory in a window (default + If true, always display your current inventory in a window (default false). This only makes sense for windowing system interfaces that implement - this feature. For those that do, the perminv_mode option can be + this feature. For those that do, the perminv_mode option can be used to refine what gets displayed for perm_invent. Setting that to a value other than none while perm_invent is false will change it to true. @@ -4541,11 +4545,7 @@ Note: if gold has been equipped in quiver/ammo-pouch then it will be included for all despite that mode normally omitting gold. - petattr - Specifies one or more text highlighting attributes to use when show- - ing pets on the map. Effectively a superset of the hilite_pet bool- - ean option. Curses interface only; value is one or more of the fol- - lowing letters. + NetHack 3.7.0 November 6, 2023 @@ -4558,6 +4558,12 @@ + petattr + Specifies one or more text highlighting attributes to use when show- + ing pets on the map. Effectively a superset of the hilite_pet bool- + ean option. Curses interface only; value is one or more of the fol- + lowing letters. + n - Normal text (no highlighting) i - Inverse video (default) b - Bold text @@ -4568,50 +4574,44 @@ l - Left line indicator r - Right line indicator - Some of those choices might not work, particularly the final three, + Some of those choices might not work, particularly the final three, depending upon terminal hardware or terminal emulation software. Currently multiple highlight-style letters can be combined by simply - stringing them together (for example, "bk"), but in the future they - might require being separated by plus signs (such as "b+k", which - works already). When using the `n' choice, it should be specified + stringing them together (for example, "bk"), but in the future they + might require being separated by plus signs (such as "b+k", which + works already). When using the `n' choice, it should be specified on its own, not in combination with any of the other letters. pettype Specify the type of your initial pet, if you are playing a character class that uses multiple types of pets; or choose to have no initial - pet at all. Possible values are "cat", "dog", "horse", and "none". + pet at all. Possible values are "cat", "dog", "horse", and "none". If the choice is not allowed for the role you are currently playing, it will be silently ignored. For example, "horse" will only be hon- ored when playing a knight. Cannot be set with the `O' command. pickup_burden - When you pick up an item that would exceed this encumbrance level - (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- - Loaded), you will be asked if you want to continue. (Default `S'). + When you pick up an item that would exceed this encumbrance level + (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- + Loaded), you will be asked if you want to continue. (Default `S'). Persistent. pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or match + If this option is on and autopickup is also on, try to pick up + things that you threw, even if they aren't in pickup_types or match an autopickup exception. Default is on. Persistent. pickup_types Specify the object types to be picked up when autopickup is on. De- fault is all types. Persistent. - The value is a list of object symbols, such as pickup_types:$?! to - pick up gold, scrolls, and potions. You can use autopickup_excep- + The value is a list of object symbols, such as pickup_types:$?! to + pick up gold, scrolls, and potions. You can use autopickup_excep- tion configuration file lines to further refine autopickup behavior. - There is no way to set pickup_types to "none". (Setting it to an - empty value reverts to "all".) If you want to avoid automatically - picking up any types of items but do want to have autopickup on in - order to have autopickup_exception settings control what you do and - don't pick up, you can set pickup_types to `.'. That is the type - symbol for venom and you won't come across any venom items so won't - unintentionally pick such up. - + There is no way to set pickup_types to "none". (Setting it to an + empty value reverts to "all".) If you want to avoid automatically NetHack 3.7.0 November 6, 2023 @@ -4624,61 +4624,61 @@ + picking up any types of items but do want to have autopickup on in + order to have autopickup_exception settings control what you do and + don't pick up, you can set pickup_types to `.'. That is the type + symbol for venom and you won't come across any venom items so won't + unintentionally pick such up. + pile_limit - When walking across a pile of objects on the floor, threshold at + When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given - instead of showing a popup list of those objects. A value of 0 + instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode Values are "normal", "explore", or "debug". Allows selection of ex- - plore mode (also known as discovery mode) or debug mode (also known - as wizard mode) instead of normal play. Debug mode might only be - allowed for someone logged in under a particular user name (on - multi-user systems) or specifying a particular character name (on - single-user systems) or it might be disabled entirely. Requesting + plore mode (also known as discovery mode) or debug mode (also known + as wizard mode) instead of normal play. Debug mode might only be + allowed for someone logged in under a particular user name (on + multi-user systems) or specifying a particular character name (on + single-user systems) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. Default is normal play. pushweapon Using the `w' (wield) command when already wielding something pushes - the old item into your alternate weapon slot (default off). Like- - wise for the `a' (apply) command if it causes the applied item to + the old item into your alternate weapon slot (default off). Like- + wise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. quick_farsight When set, usually prevents the "you sense your surroundings" message - where play pauses to allow you to browse the map whenever clairvoy- - ance randomly activates. Some situations, such as being underwater - or engulfed, ignore this option. It does not affect the clairvoy- - ance spell where pausing to examine revealed objects or monsters is + where play pauses to allow you to browse the map whenever clairvoy- + ance randomly activates. Some situations, such as being underwater + or engulfed, ignore this option. It does not affect the clairvoy- + ance spell where pausing to examine revealed objects or monsters is less intrusive. Default is off. Persistent. race - Selects your race (for example, race:human). Choices are human, + Selects your race (for example, race:human). Choices are human, dwarf, elf, gnome, and orc but most roles restrict which of the non- - human races are allowed. See role for a description of how to use + human races are allowed. See role for a description of how to use negation to exclude choices. Default is random. Cannot be set with the `O' command. Persistent. rest_on_space - Make the space bar a synonym for the `.' (#wait) command (default + Make the space bar a synonym for the `.' (#wait) command (default off). Persistent. role Pick your type of character (for example, role:Samurai); synonym for - character. See name for an alternate method of specifying your + character. See name for an alternate method of specifying your role. - This option can also be used to limit selection when role is chosen - randomly. Use a space-separated list of roles and either negate - each one or negate the option itself instead. Negation is accom- - plished in the same manner as with boolean options, by prefixing the - option or its value(s) with `!' or "no". - NetHack 3.7.0 November 6, 2023 @@ -4690,12 +4690,17 @@ + This option can also be used to limit selection when role is chosen + randomly. Use a space-separated list of roles and either negate + each one or negate the option itself instead. Negation is accom- + plished in the same manner as with boolean options, by prefixing the + option or its value(s) with `!' or "no". Examples: OPTIONS=role:!arc !bar !kni OPTIONS=!role:arc bar kni - There can be multiple instances of the role option if they're all + There can be multiple instances of the role option if they're all negations. Default is random. Cannot be set with the `O' command. Persistent. @@ -4706,14 +4711,14 @@ rogue level. rlecomp - When writing out a save file, perform run length compression of the + When writing out a save file, perform run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode - Controls the amount of screen updating for the map window when en- - gaged in multi-turn movement (running via shift+direction or con- - trol+direction and so forth, or via the travel command or mouse + Controls the amount of screen updating for the map window when en- + gaged in multi-turn movement (running via shift+direction or con- + trol+direction and so forth, or via the travel command or mouse click). The possible values are: teleport - update the map after movement has finished; @@ -4721,10 +4726,10 @@ walk - update the map after each step; crawl - like walk, but pause briefly after each step. - This option only affects the game's screen display, not the actual - results of moving. The default is "run"; versions prior to 3.4.1 - used "teleport" only. Whether or not the effect is noticeable will - depend upon the window port used or on the type of terminal. Per- + This option only affects the game's screen display, not the actual + results of moving. The default is "run"; versions prior to 3.4.1 + used "teleport" only. Whether or not the effect is noticeable will + depend upon the window port used or on the type of terminal. Per- sistent. safe_pet @@ -4732,18 +4737,13 @@ sistent. safe_wait - Prevents you from waiting or searching when next to a hostile mon- + Prevents you from waiting or searching when next to a hostile mon- ster (default on). Persistent. sanity_check - Evaluate monsters, objects, and map prior to each turn (default + Evaluate monsters, objects, and map prior to each turn (default off). Debug mode only. - scores - Control what parts of the score list you are shown at the end (for - example "scores:5 top scores/4 around my score/own scores"). Only - the first letter of each category (`t', `a', or `o') is necessary. - Persistent. NetHack 3.7.0 November 6, 2023 @@ -4756,18 +4756,24 @@ + scores + Control what parts of the score list you are shown at the end (for + example "scores:5 top scores/4 around my score/own scores"). Only + the first letter of each category (`t', `a', or `o') is necessary. + Persistent. + showexp - Show your accumulated experience points on bottom line (default + Show your accumulated experience points on bottom line (default off). Persistent. showrace - Display yourself as the glyph for your race, rather than the glyph - for your role (default off). Note that this setting affects only - the appearance of the display, not the way the game treats you. + Display yourself as the glyph for your race, rather than the glyph + for your role (default off). Note that this setting affects only + the appearance of the display, not the way the game treats you. Persistent. showscore - Show your approximate accumulated score on bottom line (default + Show your approximate accumulated score on bottom line (default off). Persistent. silent @@ -4779,37 +4785,31 @@ The possible values are: - o - list object types by class, in discovery order within each + o - list object types by class, in discovery order within each class; default; - s - list object types by sortloot classification: by class, by sub- - class within class for classes which have substantial groupings - (like helmets, boots, gloves, and so forth for armor), with ob- - ject types partly-discovered via assigned name coming before + s - list object types by sortloot classification: by class, by sub- + class within class for classes which have substantial groupings + (like helmets, boots, gloves, and so forth for armor), with ob- + ject types partly-discovered via assigned name coming before fully identified types; c - list by class, alphabetically within each class; a - list alphabetically across all classes. - Can be interactively set via the `O' command or via using the `m' + Can be interactively set via the `O' command or via using the `m' prefix before the `\' or ``' command. sortloot - Controls the sorting behavior of the pickup lists for inventory and + Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: full - always sort the lists; - loot - only sort the lists that don't use inventory letters, like + loot - only sort the lists that don't use inventory letters, like with the #loot and pickup commands; none - show lists the traditional way without sorting; default. - sortpack - Sort the pack contents by type when displaying inventory (default - on). Persistent. - sortvanquished - Controls the sorting behavior for the output of the #vanquished com- - mand and also for the #genocided command. Persistent. NetHack 3.7.0 November 6, 2023 @@ -4822,21 +4822,29 @@ + sortpack + Sort the pack contents by type when displaying inventory (default + on). Persistent. + + sortvanquished + Controls the sorting behavior for the output of the #vanquished com- + mand and also for the #genocided command. Persistent. + The possible values are: t - traditional--order by monster level; ties are broken by internal monster index; default; - d - order by monster difficulty rating; ties broken by internal in- + d - order by monster difficulty rating; ties broken by internal in- dex; - a - order alphabetically, first any unique monsters then all the + a - order alphabetically, first any unique monsters then all the others; c - order by monster class, by low to high level within each class; n - order by count, high to low; ties are broken by internal monster index; z - order by count, low to high; ties broken by internal index. - Can be interactively set via the `m O' command or via using the `m' - prefix before either the #vanquished command or the #genocided com- + Can be interactively set via the `m O' command or via using the `m' + prefix before either the #vanquished command or the #genocided com- mand. sounds @@ -4844,7 +4852,7 @@ on). sparkle - Display a sparkly effect when a monster (including yourself) is hit + Display a sparkly effect when a monster (including yourself) is hit by an attack to which it is resistant (default on). Persistent. standout @@ -4856,27 +4864,19 @@ ing Status Hilites" for further information. status_updates - Allow updates to the status lines at the bottom of the screen (de- + Allow updates to the status lines at the bottom of the screen (de- fault true). suppress_alert - This option may be set to a NetHack version level to suppress alert - notification messages about feature changes for that and prior ver- + This option may be set to a NetHack version level to suppress alert + notification messages about feature changes for that and prior ver- sions (for example "suppress_alert:3.3.1"). symset This option may be used to select one of the named symbol sets found - within "symbols" to alter the symbols displayed on the screen. Use + within "symbols" to alter the symbols displayed on the screen. Use "symset:default" to explicitly select the default symbols. - time - Show the elapsed game time in turns on bottom line (default off). - Persistent. - - timed_delay - When pausing momentarily for display effect, such as with explosions - and moving objects, use a timer rather than sending extra characters - NetHack 3.7.0 November 6, 2023 @@ -4888,8 +4888,15 @@ - to the screen. (Applies to "tty" and "curses" interfaces only; - "X11" interface always uses a timer-based delay. The default is on + time + Show the elapsed game time in turns on bottom line (default off). + Persistent. + + timed_delay + When pausing momentarily for display effect, such as with explosions + and moving objects, use a timer rather than sending extra characters + to the screen. (Applies to "tty" and "curses" interfaces only; + "X11" interface always uses a timer-based delay. The default is on if configured into the program.) Persistent. tips @@ -4908,7 +4915,7 @@ travel Allow the travel command via mouse click (default on). Turning this option off will prevent the game from attempting unintended moves if - you make inadvertent mouse clicks on the map window. Does not af- + you make inadvertent mouse clicks on the map window. Does not af- fect traveling via the `_' ("#travel") command. Persistent. tutorial @@ -4919,8 +4926,8 @@ Provide more commentary during the game (default on). Persistent. whatis_coord - When using the `/' or `;' commands to look around on the map with - autodescribe on, display coordinates after the description. Also + When using the `/' or `;' commands to look around on the map with + autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: @@ -4931,17 +4938,10 @@ s - screen [row,column] (row is offset to match tty usage); n - none (no coordinates shown) [default]. - The whatis_coord option is also used with the "/m", "/M", "/o", and - "/O" sub-commands of `/', where the "none" setting is overridden + The whatis_coord option is also used with the "/m", "/M", "/o", and + "/O" sub-commands of `/', where the "none" setting is overridden with "map". - whatis_filter - When getting a location on the map, and using the keys to cycle - through next and previous targets, allows filtering the possible - targets. - - - NetHack 3.7.0 November 6, 2023 @@ -4954,12 +4954,17 @@ + whatis_filter + When getting a location on the map, and using the keys to cycle + through next and previous targets, allows filtering the possible + targets. + n - no filtering [default] v - in view only a - in same area only - 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 + 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. Filtering can also be changed when getting a location with the "get- @@ -4967,47 +4972,42 @@ whatis_menu When getting a location on the map, and using a key to cycle through - next and previous targets, use a menu instead to pick a target. + next and previous targets, use a menu instead to pick a target. (default off) whatis_moveskip - When getting a location on the map, and using shifted movement keys - or meta-digit keys to fast-move, instead of moving 8 units at a + When getting a location on the map, and using shifted movement keys + or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) windowtype - When the program has been built to support multiple interfaces, se- - lect which one to use, such as "tty" or "X11" (default depends on - build-time settings; use "#version" to check). Cannot be set with + When the program has been built to support multiple interfaces, se- + lect which one to use, such as "tty" or "X11" (default depends on + build-time settings; use "#version" to check). Cannot be set with the `O' command. - When used, it should be the first option set since its value might - enable or disable the availability of various other options. For + When used, it should be the first option set since its value might + enable or disable the availability of various other options. For multiple lines in a configuration file, that would be the first non- - comment line. For a comma-separated list in NETHACKOPTIONS or an - OPTIONS line in a configuration file, that would be the rightmost + comment line. For a comma-separated list in NETHACKOPTIONS or an + OPTIONS line in a configuration file, that would be the rightmost option in the list. wizweight - Augment object descriptions with their objects' weight (default + Augment object descriptions with their objects' weight (default off). Debug mode only. zerocomp - When writing out a save file, perform zero-comp compression of the + When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no ef- fect on reading an existing save file. 9.5. Window Port Customization options - Here are explanations of the various options that are used to - customize and change the characteristics of the windowtype that you - have chosen. Character strings that are too long may be truncated. - Not all window ports will adjust for all settings listed here. You - can safely add any of these options to your configuration file, and if - the window port is capable of adjusting to suit your preferences, it - will attempt to do so. If it can't it will silently ignore it. You - can find out if an option is supported by the window port that you are - currently using by checking to see if it shows up in the Options list. + Here are explanations of the various options that are used to + customize and change the characteristics of the windowtype that you + have chosen. Character strings that are too long may be truncated. + Not all window ports will adjust for all settings listed here. You NetHack 3.7.0 November 6, 2023 @@ -5020,23 +5020,28 @@ + can safely add any of these options to your configuration file, and if + the window port is capable of adjusting to suit your preferences, it + will attempt to do so. If it can't it will silently ignore it. You + can find out if an option is supported by the window port that you are + currently using by checking to see if it shows up in the Options list. Some options are dynamic and can be specified during the game with the `O' command. align_message - Where to align or place the message window (top, bottom, left, or + Where to align or place the message window (top, bottom, left, or right) align_status - Where to align or place the status window (top, bottom, left, or + Where to align or place the status window (top, bottom, left, or right). ascii_map - If NetHack can, it should display the map using simple characters - (letters and punctuation) rather than tiles graphics. In some - cases, characters can be augmented with line-drawing symbols; use - the symset option to select a symbol set such as DECgraphics or - IBMgraphics if your display supports them. Setting ascii_map to + If NetHack can, it should display the map using simple characters + (letters and punctuation) rather than tiles graphics. In some + cases, characters can be augmented with line-drawing symbols; use + the symset option to select a symbol set such as DECgraphics or + IBMgraphics if your display supports them. Setting ascii_map to True forces tiled_map to be False. color @@ -5045,15 +5050,15 @@ eight_bit_tty If NetHack can, it should pass eight-bit character values (for exam- - ple, specified with the traps option) straight through to your ter- + ple, specified with the traps option) straight through to your ter- minal (default off). font_map - if NetHack can, it should use a font by the chosen name for the map + if NetHack can, it should use a font by the chosen name for the map window. font_menu - If NetHack can, it should use a font by the chosen name for menu + If NetHack can, it should use a font by the chosen name for menu windows. font_message @@ -5065,14 +5070,9 @@ tus window. font_text - If NetHack can, it should use a font by the chosen name for text + If NetHack can, it should use a font by the chosen name for text windows. - font_size_map - If NetHack can, it should use this size font for the map window. - - font_size_menu - If NetHack can, it should use this size font for menu windows. @@ -5086,6 +5086,12 @@ + font_size_map + If NetHack can, it should use this size font for the map window. + + font_size_menu + If NetHack can, it should use this size font for menu windows. + font_size_message If NetHack can, it should use this size font for the message window. @@ -5096,12 +5102,12 @@ If NetHack can, it should use this size font for text windows. fullscreen - If NetHack can, it should try and display on the entire screen + If NetHack can, it should try and display on the entire screen rather than in a window. guicolor - Use color text and/or highlighting attributes when displaying some - non-map data (such as menu selector letters). Curses interface + Use color text and/or highlighting attributes when displaying some + non-map data (such as menu selector letters). Curses interface only; default is on. large_font @@ -5111,17 +5117,17 @@ If NetHack can, it should display the map in the manner specified. player_selection - If NetHack can, it should pop up dialog boxes, or use prompts for + If NetHack can, it should pop up dialog boxes, or use prompts for character selection. popup_dialog If NetHack can, it should pop up dialog boxes for input. preload_tiles - If NetHack can, it should preload tiles into memory. For example, + If NetHack can, it should preload tiles into memory. For example, in the protected mode MS-DOS version, control whether tiles get pre- loaded into RAM at the start of the game. Doing so enhances perfor- - mance of the tile graphics, but uses more memory. (default on). + mance of the tile graphics, but uses more memory. (default on). Cannot be set with the `O' command. scroll_amount @@ -5134,12 +5140,6 @@ selectsaved If NetHack can, it should display a menu of existing saved games for - the player to choose from at game startup, if it can. Not all ports - support this option. - - softkeyboard - Display an onscreen keyboard. Handhelds are most likely to support - this option. NetHack 3.7.0 November 6, 2023 @@ -5152,46 +5152,53 @@ + the player to choose from at game startup, if it can. Not all ports + support this option. + + softkeyboard + Display an onscreen keyboard. Handhelds are most likely to support + this option. + splash_screen - If NetHack can, it should display an opening splash screen when it + If NetHack can, it should display an opening splash screen when it starts up (default yes). statuslines - Number of lines for traditional below-the-map status display. Ac- + Number of lines for traditional below-the-map status display. Ac- ceptable values are 2 and 3 (default is 2). When set to 3, the tty interface moves some fields around and mainly - shows status conditions on their own line. A display capable of - showing at least 25 lines is recommended. The value can be toggled + shows status conditions on their own line. A display capable of + showing at least 25 lines is recommended. The value can be toggled back and forth during the game with the `O' command. The curses interface does likewise if the align_status option is set to top or bottom but ignores statuslines when set to left or right. - The Qt interface already displays more than 3 lines for status so + The Qt interface already displays more than 3 lines for status so uses the statuslines value differently. A value of 3 renders status in the Qt interface's original format, with the status window spread - out vertically. A value of 2 makes status be slightly condensed, - moving some fields to different lines to eliminate one whole line, + out vertically. A value of 2 makes status be slightly condensed, + moving some fields to different lines to eliminate one whole line, reducing the height needed. (If NetHack has been built using a ver- - sion of Qt older than qt-5.9, statuslines can only be set in the - run-time configuration file or via NETHACKOPTIONS, not during play + sion of Qt older than qt-5.9, statuslines can only be set in the + run-time configuration file or via NETHACKOPTIONS, not during play with the `O' command.) term_cols and term_rows - Curses interface only. Number of columns and rows to use for the - display. Curses will attempt to resize to the values specified but - will settle for smaller sizes if they are too big. Default is the + Curses interface only. Number of columns and rows to use for the + display. Curses will attempt to resize to the values specified but + will settle for smaller sizes if they are too big. Default is the current window size. tile_file - Specify the name of an alternative tile file to override the de- + Specify the name of an alternative tile file to override the de- fault. - Note: the X11 interface uses X resources rather than NetHack's op- - tions to select an alternate tile file. See NetHack.ad, the sample + Note: the X11 interface uses X resources rather than NetHack's op- + tions to select an alternate tile file. See NetHack.ad, the sample X "application defaults" file. tile_height @@ -5200,13 +5207,6 @@ tile_width Specify the preferred width of each tile in a tile capable port - tiled_map - If NetHack can, it should display the map using tiles graphics - rather than simple characters (letters and punctuation, possibly - augmented by line-drawing symbols). Setting tiled_map to True - forces ascii_map to be False. - - NetHack 3.7.0 November 6, 2023 @@ -5218,15 +5218,21 @@ + tiled_map + If NetHack can, it should display the map using tiles graphics + rather than simple characters (letters and punctuation, possibly + augmented by line-drawing symbols). Setting tiled_map to True + forces ascii_map to be False. + use_darkgray Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game specifies + If NetHack can, it should display inverse when the game specifies it. vary_msgcount - If NetHack can, it should display this number of messages at a time + If NetHack can, it should display this number of messages at a time in the message window. windowborders @@ -5240,11 +5246,11 @@ 3 - on, except forced off for perm_invent 4 - auto, except forced off for perm_invent - (The 26x82 size threshold for `2' refers to number of rows and col- + (The 26x82 size threshold for `2' refers to number of rows and col- umns of the display. A width of at least 110 columns (80+2+26+2) is needed to show borders if align_status is set to left or right.) - The persistent inventory window, when enabled, can grow until it is + The persistent inventory window, when enabled, can grow until it is too big to fit on most displays, resulting in truncation of its con- tents. If borders are forced on (1) or the display is big enough to show them (2), setting the value to 3 or 4 instead will keep borders @@ -5253,25 +5259,19 @@ umns. windowcolors - If NetHack can, it should display windows with the specified fore- + If NetHack can, it should display windows with the specified fore- ground/background colors. Windows GUI only. The format is OPTION=windowcolors:wintype foreground/background - where wintype is one of "menu", "message", "status", or "text", + where wintype is one of "menu", "message", "status", or "text", and foreground and background are colors, either a hexadecimal - \'#rrggbb', one of the named colors (black, red, green, brown, blue, + \'#rrggbb', one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, - brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, - lime, olive, navy, teal, aqua), or one of Windows UI colors (active- - border, activecaption, appworkspace, background, btnface, btnshadow, - btntext, captiontext, graytext, greytext, highlight, highlighttext, - inactiveborder, inactivecaption, menu, menutext, scrollbar, window, - windowframe, windowtext). - - wraptext - If NetHack can, it should wrap long lines of text if they don't fit - in the visible area of the window. + brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, + lime, olive, navy, teal, aqua), or one of Windows UI colors (active- + border, activecaption, appworkspace, background, btnface, btnshadow, + btntext, captiontext, graytext, greytext, highlight, highlighttext, NetHack 3.7.0 November 6, 2023 @@ -5284,60 +5284,60 @@ + inactiveborder, inactivecaption, menu, menutext, scrollbar, window, + windowframe, windowtext). + + wraptext + If NetHack can, it should wrap long lines of text if they don't fit + in the visible area of the window. + 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific plat- + Here are explanations of options that are used by specific plat- forms or ports to customize and change the port behavior. altkeyhandling - Select an alternate way to handle keystrokes (Win32 tty NetHack - only). The name of the handling type is one of "default", "ray", + Select an alternate way to handle keystrokes (Win32 tty NetHack + only). The name of the handling type is one of "default", "ray", "340". altmeta - On systems where this option is available, it can be set to tell - NetHack to convert a two character sequence beginning with ESC into + On systems where this option is available, it can be set to tell + NetHack to convert a two character sequence beginning with ESC into a meta-shifted version of the second character (default off). - 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-- + 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 + 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 prompts a single ESC suffices. BIOS - Use BIOS calls to update the screen display quickly and to read the - keyboard (allowing the use of arrow keys to move) on machines with + Use BIOS calls to update the screen display quickly and to read the + keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). rawio - Force raw (non-cbreak) mode for faster output and more bulletproof - input (MS-DOS sometimes treats `^P' as a printer toggle without it) - (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows + Force raw (non-cbreak) mode for faster output and more bulletproof + input (MS-DOS sometimes treats `^P' as a printer toggle without it) + (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows hang if this is turned on. Cannot be set with the `O' command. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of key- + (Win32 tty NetHack only). May be used to alter the value of key- strokes that the operating system returns to NetHack to help compen- - sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 - will return 92 to NetHack, if 171 was originally going to be re- + sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 + will return 92 to NetHack, if 171 was originally going to be re- turned. You can use multiple subkeyvalue assignments in the config- uration file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are "autodetect", - "default", "vga", or "vesa". Setting "vesa" will cause the game to - display tiles, using the full capability of the VGA hardware. Set- - ting "vga" will cause the game to display tiles, fixed at 640x480 in - 16 colors, a mode that is compatible with all VGA hardware. Third - party tilesets will probably not work. Setting "autodetect" at- - tempts "vesa", then "vga", and finally sets "default" if neither of - those modes works. Cannot be set with the `O' command. - - + "default", "vga", or "vesa". Setting "vesa" will cause the game to + display tiles, using the full capability of the VGA hardware. NetHack 3.7.0 November 6, 2023 @@ -5350,6 +5350,12 @@ + Setting "vga" will cause the game to display tiles, fixed at 640x480 + in 16 colors, a mode that is compatible with all VGA hardware. Third + party tilesets will probably not work. Setting "autodetect" at- + tempts "vesa", then "vga", and finally sets "default" if neither of + those modes works. Cannot be set with the `O' command. + video_height Set the VGA mode resolution height (MS-DOS only, with video:vesa) @@ -5357,54 +5363,48 @@ Set the VGA mode resolution width (MS-DOS only, with video:vesa) videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of - colors is red, green, brown, blue, magenta, cyan, bright.white, - bright.red, bright.green, yellow, bright.blue, bright.magenta, and + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of + colors is red, green, brown, blue, magenta, cyan, bright.white, + bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades - Set the intensity level of the three gray scales available (default - dark normal light, PC NetHack only). If the game display is diffi- - cult to read, try adjusting these scales; if this does not correct + Set the intensity level of the three gray scales available (default + dark normal light, PC NetHack only). If the game display is diffi- + cult to read, try adjusting these scales; if this does not correct the problem, try !color. Cannot be set with the `O' command. 9.7. Regular Expressions - Regular expressions are normally POSIX extended regular expres- - sions. It is possible to compile NetHack without regular expression - support on a platform where there is no regular expression library. - While this is not true of any modern platform, if your NetHack was - built this way, patterns are instead glob patterns. This applies to + Regular expressions are normally POSIX extended regular expres- + sions. It is possible to compile NetHack without regular expression + support on a platform where there is no regular expression library. + While this is not true of any modern platform, if your NetHack was + built this way, patterns are instead glob patterns. This applies to Autopickup exceptions, Message types, Menu colors, and User sounds. 9.8. Configuring Autopickup Exceptions - You can further refine the behavior of the autopickup option be- + You can further refine the behavior of the autopickup option be- yond what is available through the pickup_types option. By placing autopickup_exception lines in your configuration file, - you can define patterns to be checked when the game is about to au- + you can define patterns to be checked when the game is about to au- topickup something. autopickup_exception Sets an exception to the pickup_types option. The autopickup_excep- tion option should be followed by a regular expression to be used as - a pattern to match against the singular form of the description of + a pattern to match against the singular form of the description of an object at your location. - In addition, some characters are treated specially if they occur as + In addition, some characters are treated specially if they occur as the first character in the pattern, specifically: < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. - The autopickup_exception rules are processed in the order in which - they appear in your configuration file, thus allowing a later rule - to override an earlier rule. - - - NetHack 3.7.0 November 6, 2023 @@ -5416,8 +5416,12 @@ + The autopickup_exception rules are processed in the order in + which they appear in your configuration file, thus allowing a + later rule to override an earlier rule. + Exceptions can be set with the `O' command, but because they are not - included in your configuration file, they won't be in effect if you + included in your configuration file, they won't be in effect if you save and then restore your game. autopickup_exception rules and not saved with the game. @@ -5427,18 +5431,18 @@ autopickup_exception=">*corpse" autopickup_exception=">* cursed*" - The first example above will result in autopickup of any type of + The first example above will result in autopickup of any type of arrow. The second example results in the exclusion of any corpse from - autopickup. The last example results in the exclusion of items known + autopickup. The last example results in the exclusion of items known to be cursed from autopickup. 9.9. Changing Key Bindings It is possible to change the default key bindings of some special - commands, menu accelerator keys, and extended commands, by using BIND - stanzas in the configuration file. Format is key, followed by the - command to bind to, separated by a colon. The key can be a single - character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), a + commands, menu accelerator keys, and extended commands, by using BIND + stanzas in the configuration file. Format is key, followed by the + command to bind to, separated by a colon. The key can be a single + character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), a mouse button, or a three-digit decimal ASCII code. For example: @@ -5448,28 +5452,24 @@ BIND=v:loot Extended command keys - You can bind multiple keys to the same extended command. Unbind a - key by using "nothing" as the extended command to bind to. You can + You can bind multiple keys to the same extended command. Unbind a + key by using "nothing" as the extended command to bind to. You can also bind the "", "", and "" keys. Menu accelerator keys The menu control or accelerator keys can also be rebound via OPTIONS - lines in the configuration file. You cannot bind object symbols or + lines in the configuration file. You cannot bind object symbols or selection letters into menu accelerators. Some interfaces only sup- port some of the menu accelerators. Mouse buttons - You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", + You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", "clicklook", or "mouseaction". Special command keys - Below are the special commands you can rebind. Some of them can be - bound to same keys with no problems, others are in the same "con- + Below are the special commands you can rebind. Some of them can be + bound to same keys with no problems, others are in the same "con- text", and if bound to same keys, only one of those commands will be - available. Special command can only be bound to a single key. - - count - Prefix key to start a count, to repeat a command this many times. NetHack 3.7.0 November 6, 2023 @@ -5482,30 +5482,34 @@ + available. Special command can only be bound to a single key. + + count + Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is `n'. getdir.help - When asked for a direction, the key to show the help. Default is + When asked for a direction, the key to show the help. Default is `?'. getdir.mouse - When asked for a direction, the key to initiate a simulated mouse - click. You will be asked to pick a location. Use movement key- - strokes to move the cursor around the map, then type the get- + When asked for a direction, the key to initiate a simulated mouse + click. You will be asked to pick a location. Use movement key- + strokes to move the cursor around the map, then type the get- pos.pick.once key (default `,') or the getpos.pick key (default `.') - to finish as if performing a left or right click. Only useful when + to finish as if performing a left or right click. Only useful when using the #therecmdmenu command. Default is `_'. getdir.self - When asked for a direction, the key to target yourself. Default is + When asked for a direction, the key to target yourself. Default is `.'. getdir.self2 - When asked for a direction, an alternate key to target yourself. + When asked for a direction, an alternate key to target yourself. Default is `s'. getpos.autodescribe - When asked for a location, the key to toggle autodescribe. Default + When asked for a location, the key to toggle autodescribe. Default is `#'. getpos.all.next @@ -5513,11 +5517,11 @@ thing. Default is `a'. getpos.all.prev - When asked for a location, the key to go to previous closest inter- + When asked for a location, the key to go to previous closest inter- esting thing. Default is `A'. getpos.door.next - When asked for a location, the key to go to next closest door or + When asked for a location, the key to go to next closest door or doorway. Default is `d'. getpos.door.prev @@ -5528,13 +5532,9 @@ When asked for a location, the key to show help. Default is `?'. getpos.mon.next - When asked for a location, the key to go to next closest monster. + When asked for a location, the key to go to next closest monster. Default is `m'. - getpos.mon.prev - When asked for a location, the key to go to previous closest mon- - ster. Default is `M'. - @@ -5548,8 +5548,12 @@ + getpos.mon.prev + When asked for a location, the key to go to previous closest mon- + ster. Default is `M'. + getpos.obj.next - When asked for a location, the key to go to next closest object. + When asked for a location, the key to go to next closest object. Default is `o'. getpos.obj.prev @@ -5557,50 +5561,46 @@ Default is `O'. getpos.menu - When asked for a location, and using one of the next or previous - keys to cycle through targets, toggle showing a menu instead. De- + When asked for a location, and using one of the next or previous + keys to cycle through targets, toggle showing a menu instead. De- fault is `!'. getpos.moveskip - When asked for a location, and using the shifted movement keys or - meta-digit keys to fast-move around, move by skipping the same + When asked for a location, and using the shifted movement keys or + meta-digit keys to fast-move around, move by skipping the same glyphs instead of by 8 units. Default is `*'. getpos.filter - When asked for a location, change the filtering mode when using one - of the next or previous keys to cycle through targets. Toggles be- - tween no filtering, in view only, and in the same area only. De- + When asked for a location, change the filtering mode when using one + of the next or previous keys to cycle through targets. Toggles be- + tween no filtering, in view only, and in the same area only. De- fault is `"'. getpos.pick - When asked for a location, the key to choose the location, and pos- - sibly ask for more info. When simulating a mouse click after being - asked for a direction (see getdir.mouse above), the key to use to + When asked for a location, the key to choose the location, and pos- + sibly ask for more info. When simulating a mouse click after being + asked for a direction (see getdir.mouse above), the key to use to respond as right click. Default is `.'. getpos.pick.once - When asked for a location, the key to choose the location, and skip - asking for more info. When simulating a mouse click after being + When asked for a location, the key to choose the location, and skip + asking for more info. When simulating a mouse click after being asked for a direction, the key to respond as left click. Default is `,'. getpos.pick.quick When asked for a location, the key to choose the location, skip ask- - ing for more info, and exit the location asking loop. Default is + ing for more info, and exit the location asking loop. Default is `;'. getpos.pick.verbose - When asked for a location, the key to choose the location, and show + When asked for a location, the key to choose the location, and show more info without asking. Default is `:'. getpos.self - When asked for a location, the key to go to your location. Default + When asked for a location, the key to go to your location. Default is `@'. - getpos.unexplored.next - When asked for a location, the key to go to next closest unexplored - location. Default is `x'. - @@ -5614,12 +5614,16 @@ + getpos.unexplored.next + When asked for a location, the key to go to next closest unexplored + location. Default is `x'. + getpos.unexplored.prev - When asked for a location, the key to go to previous closest unex- + When asked for a location, the key to go to previous closest unex- plored location. Default is `X'. getpos.valid - When asked for a location, the key to go to show valid target loca- + When asked for a location, the key to go to show valid target loca- tions. Default is `$'. getpos.valid.next @@ -5627,15 +5631,15 @@ tion. Default is `z'. getpos.valid.prev - When asked for a location, the key to go to previous closest valid + When asked for a location, the key to go to previous closest valid location. Default is `Z'. 9.10. Configuring Message Types - You can change the way the messages are shown in the message + You can change the way the messages are shown in the message area, when the message matches a user-defined pattern. - In general, the configuration file entries to describe the mes- + In general, the configuration file entries to describe the mes- sage types look like this: MSGTYPE=type "pattern" type - how the message should be shown; @@ -5648,26 +5652,22 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other message is + norep - show the message once, but not again if no other message is shown in between. - Here's an example of message types using NetHack's internal pattern + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - specifies that whenever a message "You feel hungry" is shown, the - user is prompted with more-prompt, and a message matching "You dis- + specifies that whenever a message "You feel hungry" is shown, the + user is prompted with more-prompt, and a message matching "You dis- placed ." is not shown at all. The order of the defined MSGTYPE lines is important; the last match- ing rule is used. Put the general case first, exceptions below them. - 9.11. Configuring Menu Colors - - Some platforms allow you to define colors used in menu lines when - the line matches a user-defined pattern. At this time the tty, NetHack 3.7.0 November 6, 2023 @@ -5680,61 +5680,61 @@ + 9.11. Configuring Menu Colors + + Some platforms allow you to define colors used in menu lines when + the line matches a user-defined pattern. At this time the tty, curses, win32tty and win32gui interfaces support this. - In general, the configuration file entries to describe the menu + In general, the configuration file entries to describe the menu color mappings look like this: MENUCOLOR="pattern"=color&attribute pattern - the pattern to match; color - the color to use for lines matching the pattern; - attribute - the attribute to use for lines matching the pat- - tern. The attribute is optional, and if left out, - you must also leave out the preceding ampersand. + attribute - the attribute to use for lines matching the pat- + tern. The attribute is optional, and if left out, + you must also leave out the preceding ampersand. If no attribute is defined, no attribute is used. The pattern should be a regular expression. - Allowed colors are black, red, green, brown, blue, magenta, cyan, + Allowed colors are black, red, green, brown, blue, magenta, cyan, gray, orange, light-green, yellow, light-blue, light-magenta, light- - cyan, and white. And no-color, the default foreground color, which + cyan, and white. And no-color, the default foreground color, which isn't necessarily the same as any of the other colors. - Allowed attributes are none, bold, dim, italic, underline, blink, + Allowed attributes are none, bold, dim, italic, underline, blink, and inverse. "Normal" is a synonym for "none". Note that the plat- form used may interpret the attributes any way it wants. - Here's an example of menu colors using NetHack's internal pattern + Here's an example of menu colors using NetHack's internal pattern matching facility: MENUCOLOR="* blessed *"=green MENUCOLOR="* cursed *"=red MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it will + specifies that any menu line with " blessed " contained in it will be shown in green color, lines with " cursed " will be shown in red, - and lines with " cursed " followed by "(being worn)" on the same + and lines with " cursed " followed by "(being worn)" on the same line will be shown in red color and underlined. You can have multi- ple MENUCOLOR entries in your configuration file, and the last MENU- COLOR line that matches a menu line will be used for the line. - Note that if you intend to have one or more color specifications - match " uncursed ", you will probably want to turn the implicit_un- - cursed option off so that all items known to be uncursed are actually + Note that if you intend to have one or more color specifications + match " uncursed ", you will probably want to turn the implicit_un- + cursed option off so that all items known to be uncursed are actually displayed with the "uncursed" description. 9.12. Configuring User Sounds - Some platforms allow you to define sound files to be played when + Some platforms allow you to define sound files to be played when a message that matches a user-defined pattern is delivered to the mes- - sage window. At this time the Qt port and the win32tty and win32gui + sage window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following configuration file entries are relevant to mapping - user sounds to messages: - - NetHack 3.7.0 November 6, 2023 @@ -5746,6 +5746,9 @@ + The following configuration file entries are relevant to mapping + user sounds to messages: + SOUNDDIR The directory that houses the sound files to be played. @@ -5753,9 +5756,9 @@ An entry that maps a sound file to a user-specified message pattern. Each SOUND entry is broken down into the following parts: - MESG - message window mapping (the only one supported in + MESG - message window mapping (the only one supported in 3.7.0); - msgtype - optional; message type to use, see "Configuring Mes- + msgtype - optional; message type to use, see "Configuring Mes- sage Types" pattern - the pattern to match; sound file - the sound file to play; @@ -5774,33 +5777,30 @@ 9.13. Configuring Status Hilites - Your copy of NetHack may have been compiled with support for - "Status Hilites". If so, you can customize your game display by set- - ting thresholds to change the color or appearance of fields in the + Your copy of NetHack may have been compiled with support for + "Status Hilites". If so, you can customize your game display by set- + ting thresholds to change the color or appearance of fields in the status display. The format for defining status colors is: OPTION=hilite_status:field-name/behavior/color&attributes - For example, the following line in your configuration file will - cause the hitpoints field to display in the color red if your hit- + For example, the following line in your configuration file will + cause the hitpoints field to display in the color red if your hit- points drop to or below a threshold of 30%: OPTION=hilite_status:hitpoints/<=30%/red/normal - (That example is actually specifying red&normal for <=30% and no- + (That example is actually specifying red&normal for <=30% and no- color&normal for >30%.) - For another example, the following line in your configuration + For another example, the following line in your configuration file will cause wisdom to be displayed red if it drops and green if it rises: OPTION=hilite_status:wisdom/down/red/up/green - Allowed colors are black, red, green, brown, blue, magenta, cyan, - gray, orange, light-green, yellow, light-blue, light-magenta, light- - NetHack 3.7.0 November 6, 2023 @@ -5812,26 +5812,28 @@ - cyan, and white. And "no-color", the default foreground color on the + Allowed colors are black, red, green, brown, blue, magenta, cyan, + gray, orange, light-green, yellow, light-blue, light-magenta, light- + cyan, and white. And "no-color", the default foreground color on the display, which is not necessarily the same as black or white or any of the other colors. Allowed attributes are none, bold, dim, underline, blink, and in- - verse. "Normal" is a synonym for "none"; they should not be used in + verse. "Normal" is a synonym for "none"; they should not be used in combination with any of the other attributes. - To specify both a color and an attribute, use `&' to combine - them. To specify multiple attributes, use `+' to combine those. For + To specify both a color and an attribute, use `&' to combine + them. To specify multiple attributes, use `+' to combine those. For example: "magenta&inverse+dim". - Note that the display may substitute or ignore particular at- + Note that the display may substitute or ignore particular at- tributes depending upon its capabilities, and in general may interpret the attributes any way it wants. For example, on some display systems - a request for bold might yield blink or vice versa. On others, issu- - ing an attribute request while another is already set up will replace - the earlier attribute rather than combine with it. Since NetHack is- + a request for bold might yield blink or vice versa. On others, issu- + ing an attribute request while another is already set up will replace + the earlier attribute rather than combine with it. Since NetHack is- sues attribute requests sequentially (at least with the tty interface) - rather than all at once, the only way a situation like that can be + rather than all at once, the only way a situation like that can be controlled is to specify just one attribute. You can adjust the appearance of the following status fields: @@ -5844,28 +5846,26 @@ charisma armor-class condition alignment score - The pseudo-field "characteristics" can be used to set all six of - Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an - approximation of experience level displayed when polymorphed. "ex- + The pseudo-field "characteristics" can be used to set all six of + Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an + approximation of experience level displayed when polymorphed. "ex- perience", "time", and "score" are conditionally displayed depending upon your other option settings. - Instead of a behavior, "condition" takes the following condition - flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, + Instead of a behavior, "condition" takes the following condition + flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, conf, hallu, lev, fly, and ride. You can use "major_troubles" as an - alias for stone through termill, "minor_troubles" for blind through + alias for stone through termill, "minor_troubles" for blind through hallu, "movement" for lev, fly, and ride, and "all" for every condi- tion. - Allowed behaviors are "always", "up", "down", "changed", a percent- + Allowed behaviors are "always", "up", "down", "changed", a percent- age or absolute number threshold, or text to match against. For the - hitpoints field, the additional behavior "criticalhp" is available. - It overrides other behavior rules if hit points are at or below the - major problem threshold (which varies depending upon maximum hit + hitpoints field, the additional behavior "criticalhp" is available. + It overrides other behavior rules if hit points are at or below the + major problem threshold (which varies depending upon maximum hit points and experience level). - * "always" will set the default attributes for that field. - NetHack 3.7.0 November 6, 2023 @@ -5878,62 +5878,62 @@ - * "up", "down" set the field attributes for when the field value - changes upwards or downwards. This attribute times out after + * "always" will set the default attributes for that field. + + * "up", "down" set the field attributes for when the field value + changes upwards or downwards. This attribute times out after statushilites turns. - * "changed" sets the field attribute for when the field value - changes. This attribute times out after statushilites turns. - (If a field has both a "changed" rule and an "up" or "down" - rule which matches a change in the field's value, the "up" or + * "changed" sets the field attribute for when the field value + changes. This attribute times out after statushilites turns. + (If a field has both a "changed" rule and an "up" or "down" + rule which matches a change in the field's value, the "up" or "down" one takes precedence.) - * percentage sets the field attribute when the field value - matches the percentage. It is specified as a number between 0 - and 100, followed by `%' (percent sign). If the percentage is + * percentage sets the field attribute when the field value + matches the percentage. It is specified as a number between 0 + and 100, followed by `%' (percent sign). If the percentage is prefixed with `<=' or `>=', it also matches when value is below - or above the percentage. Use prefix `<' or `>' to match when + or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed - slightly for those: >-1% and <101% are allowed.) Only four - fields support percentage rules. Percentages for "hitpoints" - and "power" are straightforward; they're based on the corre- - sponding maximum field. Percentage highlight rules are also - allowed for "experience level" and "experience points" (valid + slightly for those: >-1% and <101% are allowed.) Only four + fields support percentage rules. Percentages for "hitpoints" + and "power" are straightforward; they're based on the corre- + sponding maximum field. Percentage highlight rules are also + allowed for "experience level" and "experience points" (valid when the showexp option is enabled). For those, the percentage - is based on the progress from the start of the current experi- - ence level to the start of the next level. So if level 2 - starts at 20 points and level 3 starts at 40 points, having 30 - points is 50% and 35 points is 75%. 100% is unattainable for - experience because you'll gain a level and the calculations - will be reset for that new level, but a rule for =100% is al- - lowed and matches the special case of being exactly 1 experi- + is based on the progress from the start of the current experi- + ence level to the start of the next level. So if level 2 + starts at 20 points and level 3 starts at 40 points, having 30 + points is 50% and 35 points is 75%. 100% is unattainable for + experience because you'll gain a level and the calculations + will be reset for that new level, but a rule for =100% is al- + lowed and matches the special case of being exactly 1 experi- ence point short of the next level. - * absolute value sets the attribute when the field value matches - that number. The number must be 0 or higher, except for "ar- - mor-class' which allows negative values, and may optionally be + * absolute value sets the attribute when the field value matches + that number. The number must be 0 or higher, except for "ar- + mor-class' which allows negative values, and may optionally be preceded by `='. If the number is preceded by `<=' or `>=' in- - stead, it also matches when value is below or above. If the + stead, it also matches when value is below or above. If the prefix is `<' or `>', only match when strictly above or below. - * criticalhp only applies to the hitpoints field and only when + * criticalhp only applies to the hitpoints field and only when current hit points are below a threshold (which varies by maxi- - mum hit points and experience level). When the threshold is - met, a criticalhp rule takes precedence over all other hit- + mum hit points and experience level). When the threshold is + met, a criticalhp rule takes precedence over all other hit- points rules. - * text match sets the attribute when the field value matches the - text. Text matches can only be used for "alignment", "carry- + * text match sets the attribute when the field value matches the + text. Text matches can only be used for "alignment", "carry- ing-capacity", "hunger", "dungeon-level", and "title". For ti- tle, only the role's rank title is tested; the character's name is ignored. - The in-game options menu can help you determine the correct syn- + The in-game options menu can help you determine the correct syn- tax for a configuration file. - - NetHack 3.7.0 November 6, 2023 @@ -5966,23 +5966,23 @@ NetHack can load entire symbol sets from the symbol file. - The options that are used to select a particular symbol set from + The options that are used to select a particular symbol set from the symbol file are: symset Set the name of the symbol set that you want to load. roguesymset - Set the name of the symbol set that you want to load for display on + Set the name of the symbol set that you want to load for display on the rogue level. - You can also override one or more symbols using the SYMBOLS and - ROGUESYMBOLS configuration file options. Symbols are specified as + You can also override one or more symbols using the SYMBOLS and + ROGUESYMBOLS configuration file options. Symbols are specified as name:value pairs. Note that NetHack escape-processes the value string - in conventional C fashion. This means that \ is a prefix to take the - following character literally. Thus \ needs to be represented as \\. - The special prefix form \m switches on the meta bit in the symbol - value, and the ^ prefix causes the following character to be treated + in conventional C fashion. This means that \ is a prefix to take the + following character literally. Thus \ needs to be represented as \\. + The special prefix form \m switches on the meta bit in the symbol + value, and the ^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -6225,43 +6225,43 @@ Notes: - * Several symbols in this table appear to be blank. They are the + * Several symbols in this table appear to be blank. They are the space character, except for S_pet_override and S_hero_override which - don't have any default value and can only be used if enabled in the + don't have any default value and can only be used if enabled in the "sysconf" file. - * S_rock is misleadingly named; rocks and stones use S_gem. Statues - and boulders are the rock being referred to, but since version - 3.6.0, statues are displayed as the monster they depict. So S_rock - is only used for boulders and not used at all if overridden by the + * S_rock is misleadingly named; rocks and stones use S_gem. Statues + and boulders are the rock being referred to, but since version + 3.6.0, statues are displayed as the monster they depict. So S_rock + is only used for boulders and not used at all if overridden by the more specific S_boulder. 9.15. Customizing Map Glyph Representations Using Unicode - If your platform or terminal supports the display of UTF-8 char- + If your platform or terminal supports the display of UTF-8 char- acter sequences, you can customize your game display by assigning Uni- - code codepoint values and red-green-blue colors to glyph representa- - tions. The customizations can be specified for use with a symset that - has a UTF8 handler within the symbols file such as the enhanced1 set, + code codepoint values and red-green-blue colors to glyph representa- + tions. The customizations can be specified for use with a symset that + has a UTF8 handler within the symbols file such as the enhanced1 set, or individually within your nethack.rc file. The format for defining a glyph representation is: OPTIONS=glyph:glyphid/U+nnnn/R-G-B - The window port that is active needs to provide support for dis- - playing UTF-8 character sequences and explicit red-green-blue colors + The window port that is active needs to provide support for dis- + playing UTF-8 character sequences and explicit red-green-blue colors in order for the glyph representation to be visible. For example, the - following line in your configuration file will cause the glyph repre- - sentation for glyphid G_pool to use Unicode codepoint U+224B and the + following line in your configuration file will cause the glyph repre- + sentation for glyphid G_pool to use Unicode codepoint U+224B and the color represented by R-G-B value 0-0-160: OPTIONS=glyph:G_pool/U+224B/0-0-160 - The list of acceptable glyphid's can be produced by nethack --dumpg- + The list of acceptable glyphid's can be produced by nethack --dumpg- lyphids. Individual NetHack glyphs can be specified using the G_ pre- - fix, or you can use an S_ symbol for a glyphid and store the custom - representation for all NetHack glyphs that would map to that + fix, or you can use an S_ symbol for a glyphid and store the custom + representation for all NetHack glyphs that would map to that NetHack 3.7.0 November 6, 2023 @@ -6276,36 +6276,36 @@ particular symbol. - You will need to select a symset with a UTF8 handler to enable + You will need to select a symset with a UTF8 handler to enable the display of the customizations, such as the Enhanced symset. 9.16. Configuring NetHack for Play by the Blind - NetHack can be set up to use only standard ASCII characters for - making maps of the dungeons. This makes even the MS-DOS versions of - NetHack (which use special line-drawing characters by default) com- - pletely accessible to the blind who use speech and/or Braille access - technologies. Players will require a good working knowledge of their + NetHack can be set up to use only standard ASCII characters for + making maps of the dungeons. This makes even the MS-DOS versions of + NetHack (which use special line-drawing characters by default) com- + pletely accessible to the blind who use speech and/or Braille access + technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate - horizontally and vertically character by character. They will also + horizontally and vertically character by character. They will also find the search capabilities of their screen-readers to be quite valu- - able. Be certain to examine this Guidebook before playing so you have + able. Be certain to examine this Guidebook before playing so you have an idea what the screen layout is like. You'll also need to be able to - locate the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your character - since there are other humanoids represented by the same sign. Your - screen-reader should also have a function which gives you the row and - column of your review cursor and the PC cursor. These co-ordinates + locate the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your character + since there are other humanoids represented by the same sign. Your + screen-reader should also have a function which gives you the row and + column of your review cursor and the PC cursor. These co-ordinates are often useful in giving players a better sense of the overall loca- tion of items on the screen. - NetHack can also be compiled with support for sending the game + NetHack can also be compiled with support for sending the game messages to an external program, such as a text-to-speech synthesizer. - If the "#version" extended command shows "external program as a mes- - sage handler", your NetHack has been compiled with the capability. - When compiling NetHack from source on Linux and other POSIX systems, - define MSGHANDLER to enable it. To use the capability, set the envi- - ronment variable NETHACK_MSGHANDLER to an executable, which will be + If the "#version" extended command shows "external program as a mes- + sage handler", your NetHack has been compiled with the capability. + When compiling NetHack from source on Linux and other POSIX systems, + define MSGHANDLER to enable it. To use the capability, set the envi- + ronment variable NETHACK_MSGHANDLER to an executable, which will be executed with the game message as the program's only parameter. The most crucial settings to make the game more accessible are: @@ -6320,8 +6320,8 @@ Show menus on a cleared screen and aligned to the left edge. number_pad - A lot of speech access programs use the number-pad to review the - screen. If this is the case, disable the number_pad option and use + A lot of speech access programs use the number-pad to review the + screen. If this is the case, disable the number_pad option and use the traditional Rogue-like commands. paranoid_confirmation:swim @@ -6344,15 +6344,15 @@ Automatically describe the terrain under the cursor when targeting. mention_walls - Give feedback messages when walking towards a wall or when travel + Give feedback messages when walking towards a wall or when travel command was interrupted. whatis_coord:compass - When targeting with cursor, describe the cursor position with coor- + When targeting with cursor, describe the cursor position with coor- dinates relative to your character. whatis_filter:area - When targeting with cursor, filter possible locations so only those + When targeting with cursor, filter possible locations so only those in the same area (eg. same room, or same corridor) are considered. whatis_moveskip @@ -6360,39 +6360,39 @@ instead of moving 8 units at a time. nostatus_updates - Prevent updates to the status lines at the bottom of the screen, if - your screen-reader reads those lines. The same information can be + Prevent updates to the status lines at the bottom of the screen, if + your screen-reader reads those lines. The same information can be seen via the "#attributes" command. 9.17. Global Configuration for System Administrators - If NetHack is compiled with the SYSCF option, a system adminis- - trator should set up a global configuration; this is a file in the - same format as the traditional per-user configuration file (see - above). This file should be named sysconf and placed in the same di- + If NetHack is compiled with the SYSCF option, a system adminis- + trator should set up a global configuration; this is a file in the + same format as the traditional per-user configuration file (see + above). This file should be named sysconf and placed in the same di- rectory as the other NetHack support files. The options recognized in this file are listed below. Any option not set uses a compiled-in de- fault (which may not be appropriate for your system). - WIZARDS = A space-separated list of user names who are allowed to - play in debug mode (commonly referred to as wizard mode). A value - of a single asterisk (*) allows anyone to start a game in debug + WIZARDS = A space-separated list of user names who are allowed to + play in debug mode (commonly referred to as wizard mode). A value + of a single asterisk (*) allows anyone to start a game in debug mode. - SHELLERS = A list of users who are allowed to use the shell escape + SHELLERS = A list of users who are allowed to use the shell escape command (!). The syntax is the same as WIZARDS. EXPLORERS = A list of users who are allowed to use the explore mode. The syntax is the same as WIZARDS. - MAXPLAYERS = Limit the maximum number of games that can be running + MAXPLAYERS = Limit the maximum number of games that can be running at the same time. - SAVEFORMAT = A list of up to two save file formats separated by - space. The first format in the list will written as well as read. - The second format will be read only if no save file in the first + SAVEFORMAT = A list of up to two save file formats separated by + space. The first format in the list will written as well as read. + The second format will be read only if no save file in the first format exists. Valid choices are "historical" for binary writing of - entire structs, "lendian" for binary writing of each field in lit- + entire structs, "lendian" for binary writing of each field in lit- tle-endian order, "ascii" for writing the save file content in ascii @@ -6408,28 +6408,28 @@ text. - BONESFORMAT = A list of up to two bones file formats separated by - space. The first format in the list will written as well as read. - The second format will be read only if no bones files in the first - format exist. Valid choices are "historical" for binary writing of - entire structs, "lendian" for binary writing of each field in lit- - tle-endian order, "ascii" for writing the bones file content in + BONESFORMAT = A list of up to two bones file formats separated by + space. The first format in the list will written as well as read. + The second format will be read only if no bones files in the first + format exist. Valid choices are "historical" for binary writing of + entire structs, "lendian" for binary writing of each field in lit- + tle-endian order, "ascii" for writing the bones file content in ascii text. - SUPPORT = A string explaining how to get local support (no default + SUPPORT = A string explaining how to get local support (no default value). - RECOVER = A string explaining how to recover a game on this system + RECOVER = A string explaining how to recover a game on this system (no default value). - SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE op- + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE op- tion. When disabled, incubi and succubi behave like nymphs. - CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS, - and SHELLERS check for the player name instead of the user's login + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS, + and SHELLERS check for the player name instead of the user's login name. - CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the UID + CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the UID (used identification number) checking for save files (to verify that the user who is restoring is the same one who saved). @@ -6439,24 +6439,24 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the score + POINTSMIN = Minimum number of points to get an entry in the score file. - PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- + PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- tively, to identify unique people for the score file. - HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- + HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- mand line usage is shown or suppressed. - MAX_STATUENAME_RANK = Maximum number of score file entries to use + MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil- ity for players to set S_pet_override and S_hero_override symbols in their configuration file. - PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look - for all of its external files, and write to all of its output files + PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look + for all of its external files, and write to all of its output files in one place rather than at the standard locations. @@ -6472,8 +6472,8 @@ - DUMPLOGFILE = A filename where the end-of-game dumplog is saved. - Not defining this will prevent dumplog from being created. Only + DUMPLOGFILE = A filename where the end-of-game dumplog is saved. + Not defining this will prevent dumplog from being created. Only available if your game is compiled with DUMPLOG. Allows the follow- ing placeholders: @@ -6487,43 +6487,43 @@ %n - player name %N - first character of player name - LIVELOG = A bit-mask of types of events that should be written to - the livelog file if one is present. The sample sysconf file accom- - panying the program contains a comment which lists the meaning of - the various bits used. Intended for server systems supporting si- + LIVELOG = A bit-mask of types of events that should be written to + the livelog file if one is present. The sample sysconf file accom- + panying the program contains a comment which lists the meaning of + the various bits used. Intended for server systems supporting si- multaneous play by multiple players (to be clear, each one running a - separate single player game), for displaying their game progress to - observers. Only relevant if the program was built with LIVELOG en- - abled. When available, it should be left commented out on single + separate single player game), for displaying their game progress to + observers. Only relevant if the program was built with LIVELOG en- + abled. When available, it should be left commented out on single player installations because over time the file could grow to be ex- tremely large unless it is actively maintained. CRASHREPORTURL = If set to https://www.nethack.org/common/con- - tact.html and support is compiled in, brings up a browser window - populated with the information needed to report a problem if the + tact.html and support is compiled in, brings up a browser window + populated with the information needed to report a problem if the game panics or ends up in an internally inconsistent state. 10. Scoring NetHack maintains a list of the top scores or scorers on your ma- - chine, depending on how it is set up. In the latter case, each ac- + chine, depending on how it is set up. In the latter case, each ac- count on the machine can post only one non-winning score on this list. - If you score higher than someone else on this list, or better your - previous score, you will be inserted in the proper place under your - current name. How many scores are kept can also be set up when + If you score higher than someone else on this list, or better your + previous score, you will be inserted in the proper place under your + current name. How many scores are kept can also be set up when NetHack is compiled. - Your score is chiefly based upon how much experience you gained, + Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. - If, however, you get killed in the Mazes of Menace, the guild will - only hear about 90% of your gold when your corpse is discovered (ad- - venturers have been known to collect finder's fees). So, consider - whether you want to take one last hit at that monster and possibly - live, or quit and stop with whatever you have. If you quit, you keep + If, however, you get killed in the Mazes of Menace, the guild will + only hear about 90% of your gold when your corpse is discovered (ad- + venturers have been known to collect finder's fees). So, consider + whether you want to take one last hit at that monster and possibly + live, or quit and stop with whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more. - If you just want to see what the current top players/games list + If you just want to see what the current top players/games list is, you can type nethack -s all on most versions. @@ -6542,56 +6542,56 @@ NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. Well, fear - not. Your dungeon comes equipped with an "explore" or "discovery" - mode that enables you to keep old save files and cheat death, at the + not. Your dungeon comes equipped with an "explore" or "discovery" + mode that enables you to keep old save files and cheat death, at the paltry cost of not getting on the high score list. There are two ways of enabling explore mode. One is to start the - game with the -X command-line switch or with the playmode:explore op- + game with the -X command-line switch or with the playmode:explore op- tion. The other is to issue the "#exploremode" extended command while - already playing the game. Starting a new game in explore mode pro- - vides your character with a wand of wishing in initial inventory; - switching during play does not. The other benefits of explore mode + already playing the game. Starting a new game in explore mode pro- + vides your character with a wand of wishing in initial inventory; + switching during play does not. The other benefits of explore mode are left for the trepid reader to discover. 11.1. Debug mode Debug mode, also known as wizard mode, is undocumented aside from - this brief description and the various "debug mode only" commands - listed among the command descriptions. It is intended for tracking - down problems within the program rather than to provide god-like pow- - ers to your character, and players who attempt debugging are expected - to figure out how to use it themselves. It is initiated by starting - the game with the -D command-line switch or with the playmode:debug + this brief description and the various "debug mode only" commands + listed among the command descriptions. It is intended for tracking + down problems within the program rather than to provide god-like pow- + ers to your character, and players who attempt debugging are expected + to figure out how to use it themselves. It is initiated by starting + the game with the -D command-line switch or with the playmode:debug option. For some systems, the player must be logged in under a particular - user name to be allowed to use debug mode; for others, the hero must - be given a particular character name (but may be any role; there's no - connection between "wizard mode" and the Wizard role). Attempting to - start a game in debug mode when not allowed or not available will re- + user name to be allowed to use debug mode; for others, the hero must + be given a particular character name (but may be any role; there's no + connection between "wizard mode" and the Wizard role). Attempting to + start a game in debug mode when not allowed or not available will re- sult in falling back to explore mode instead. 12. Credits - The original hack game was modeled on the Berkeley UNIX rogue + The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A - Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. - Arnold. Small portions were adapted from Further Exploration of the + Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. + Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. - NetHack is the product of literally scores of people's work. + NetHack is the product of literally scores of people's work. Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny Wood- + Jay Fenlason wrote the original Hack, with help from Kenny Wood- land, Mike Thome, and Jon Payne. - Andries Brouwer did a major re-write while at Stichting Mathema- - tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack + Andries Brouwer did a major re-write while at Stichting Mathema- + tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack into a very different game. He published the Hack source code for use on UNIX systems by posting that to Usenet newsgroup net.sources (later - renamed comp.sources) releasing version 1.0 in December of 1984, then - versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet + renamed comp.sources) releasing version 1.0 in December of 1984, then + versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet NetHack 3.7.0 November 6, 2023 @@ -6607,54 +6607,54 @@ newsgroup net.games.hack (later renamed rec.games.hack, eventually re- placed by rec.games.roguelike.nethack) was created for discussing it. - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, pro- - ducing PC HACK 1.01e, added support for DEC Rainbow graphics in ver- - sion 1.03g, and went on to produce at least four more versions (3.0, - 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, pro- + ducing PC HACK 1.01e, added support for DEC Rainbow graphics in ver- + sion 1.03g, and went on to produce at least four more versions (3.0, + 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not contemporary NetHack ones). - R. Black ported PC HACK 3.51 to Lattice C and the Atari + R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03. - Mike Stephenson merged these various versions back together, in- - corporating many of the added features, and produced NetHack version + Mike Stephenson merged these various versions back together, in- + corporating many of the added features, and produced NetHack version 1.4 in 1987. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like - Hack, they were released by posting their source code to Usenet where - they remained available in various archives accessible via ftp and + Hack, they were released by posting their source code to Usenet where + they remained available in various archives accessible via ftp and uucp after expiring from the newsgroup. - Later, Mike coordinated a major re-write of the game, heading a + Later, Mike coordinated a major re-write of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, - Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike + Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. - NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by - Timo Hakulinen, and to VMS by David Gentzel. The three of them and - Kevin Darcy later joined the main NetHack Development Team to produce + NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by + Timo Hakulinen, and to VMS by David Gentzel. The three of them and + Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay code - for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. - Along with various other Dungeoneers, they continued to enhance the + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. + Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - Version 3.0 went through ten relatively rapidly released "patch- + Version 3.0 went through ten relatively rapidly released "patch- level" revisions. Versions at the time were known as 3.0 for the base - release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" + release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than - 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme + 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme began to be used with 3.1.0. - Headed by Mike Stephenson and coordinated by Izchak Miller and - Janet Walz, the NetHack Development Team which now included Ken Ar- - romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, - and Eric Smith undertook a radical revision of 3.0. They re-struc- - tured the game's design, and re-wrote major parts of the code. They - added multiple dungeons, a new display, special individual character - quests, a new endgame and many other new features, and produced + Headed by Mike Stephenson and coordinated by Izchak Miller and + Janet Walz, the NetHack Development Team which now included Ken Ar- + romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, + and Eric Smith undertook a radical revision of 3.0. They re-struc- + tured the game's design, and re-wrote major parts of the code. They + added multiple dungeons, a new display, special individual character + quests, a new endgame and many other new features, and produced NetHack 3.1. Version 3.1.0 was released in January of 1993. @@ -6671,59 +6671,59 @@ Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard - Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for + Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. - Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, - Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack + Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, + Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng- - ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim - Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the - Macintosh, porting it for MPW. Building on their development, Bart + ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim + Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the + Macintosh, porting it for MPW. Building on their development, Bart House added a Think C port. - Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported - NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua De- - lahunty, was responsible for the VMS version of NetHack 3.1. Michael + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported + NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua De- + lahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 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 + 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 object types, just replacements - for monster and object classes (so one custom image for all "a" in- - sects and another for all "[" armor and so forth, not separate images + for monster and object classes (so one custom image for all "a" in- + sects and another for all "[" armor 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 objects rather than - just their classes. He contributed them to the NetHack Development - Team which rechristened them "tiles", original usage which has subse- - quently been picked up by various other games. NetHack's tiles sup- - port was then implemented on other platforms (initially MS-DOS but + 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 objects rather than + just their classes. He contributed them to the NetHack Development + Team which rechristened them "tiles", original usage which has subse- + quently been picked up by various other games. NetHack's tiles sup- + port 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 Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, - Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 + The 3.2 NetHack Development Team, comprised of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, + Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 in April of 1996. - Version 3.2 marked the tenth anniversary of the formation of the + Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all - thirteen members of the original NetHack Development Team remained on - the team at the start of work on that release. During the interval + thirteen members of the original NetHack Development Team remained on + the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2.0, one of the founding members of - the NetHack Development Team, Dr. Izchak Miller, was diagnosed with + the NetHack Development Team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams. - Version 3.2 proved to be more stable than previous versions. - Many bugs were fixed, abuses eliminated, and game features tuned for + Version 3.2 proved to be more stable than previous versions. + Many bugs were fixed, abuses eliminated, and game features tuned for NetHack 3.7.0 November 6, 2023 @@ -6738,55 +6738,55 @@ better game play. - During the lifespan of NetHack 3.1 and 3.2, several enthusiasts - of the game added their own modifications to the game and made these + During the lifespan of NetHack 3.1 and 3.2, several enthusiasts + 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-- 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 casting system with the Wizard + 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 casting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface. - Warren Cheung combined SLASH with the Wizard Patch to produce + Warren Cheung combined SLASH with the Wizard Patch to produce Slash'EM, and with the help of Kevin Hugo, added more features. Kevin later joined the NetHack Development Team and incorporated the best of these ideas into 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 time for - the Year 2000. Because of the newer version, 3.2.3 was released as a - source code patch only, without any ready-to-play distribution for + 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 time for + the Year 2000. Because of the newer version, 3.2.3 was released as a + source code patch only, without any ready-to-play distribution for systems that usually had such. (To anyone considering resurrecting an old version: all versions - before 3.2.3 had a Y2K bug. The high scores file and the log file - contained dates which were formatted using a two-digit year, and - 1999's year 99 was followed by 2000's year 100. That got written out - successfully but it unintentionally introduced an extra column in the + before 3.2.3 had a Y2K bug. The high scores file and the log file + contained dates which were formatted using a two-digit year, and + 1999's year 99 was followed by 2000's year 100. That got written out + successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in cor- - rectly, interfering with insertion of new high scores and with re- - trieval of old character names to use for random ghost and statue + rectly, interfering with insertion of new high scores and with re- + trieval of old character names to use for random ghost and statue names in the current game.) - The 3.3 NetHack Development Team, consisting of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + The 3.3 NetHack Development Team, consisting of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat - Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, re- + Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, re- leased 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 sep- - arate race and profession. The Elf class was removed in preference 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, Barbarians, 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 list- - ing all the bugs that had been discovered. Despite that constantly - growing bug list, 3.3 proved stable enough to last for more than a + arate race and profession. The Elf class was removed in preference 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, Barbarians, 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 list- + ing 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. @@ -6802,60 +6802,60 @@ - 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 + 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 + 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 platform. + Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement. - Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced + Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced 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 Windows - platform. Alex Kompel contributed a new graphical interface for the - Windows port. Alex Kompel also contributed a Windows CE port for + 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 interface for the + Windows port. Alex Kompel also contributed a Windows 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 keeping NetHack + 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 keeping NetHack alive on OS/2 all these years. - Janne Salmijarvi and Teemu Suikki maintained and enhanced the + 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 after he resurrected it for 3.3.1. - The release of NetHack 3.4.3 in December 2003 marked the begin- - ning of a long release hiatus. 3.4.3 proved to be a remarkably stable - version that provided continued enjoyment by the community for more + The release of NetHack 3.4.3 in December 2003 marked the begin- + ning 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 contin- - ued 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, un- - nethack 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 continue to be developed, maintained, and en- + ued 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, un- + nethack 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 continue to be developed, maintained, and en- joyed by the community to this day. In September 2014, an interim snapshot of the code under develop- - ment was released publicly by other parties. Since that code was a - work-in-progress and had not gone through the process of debugging it + ment 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 version numbers present - on that code snapshot would be retired and never used in an official - NetHack release. An announcement was posted on the NetHack Develop- - ment Team's official nethack.org website to that effect, stating that + on that code snapshot would be retired and never used in an official + NetHack release. An announcement was posted on the NetHack Develop- + ment Team's official nethack.org website to that effect, stating that NetHack 3.7.0 November 6, 2023 @@ -6870,52 +6870,52 @@ 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 + In January 2015, preparation began for the release of NetHack 3.6. At the beginning of development for what would eventually get re- leased as 3.6.0, the NetHack Development Team consisted of Warwick Al- - lison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken - Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul - Winner. In early 2015, ahead of the release of 3.6.0, new members + lison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken + Lorber, Dean Luick, Pat Rankin, Mike 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 Develop- ment Team. - Near the end of the development of 3.6.0, one of the significant - inspirations for many of the humorous and fun features found in the + Near the end of the development of 3.6.0, one of the significant + 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 beloved - community patches. Many bugs were fixed and some code was restruc- + 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 beloved + community patches. Many bugs were fixed and some code was restruc- tured. - The NetHack Development Team, as well as Steve VanDevender and - Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on + The NetHack Development Team, as well as Steve VanDevender and + Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6 for MacOS. - Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex - Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the + Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex + Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows. - Pat Rankin attempted to keep the VMS port running for NetHack - 3.6, hindered by limited access. Kevin Smolkowski has updated and - tested it for the most recent version of OpenVMS (V8.4 as of this + Pat Rankin attempted to keep the VMS port running for NetHack + 3.6, hindered by limited access. Kevin Smolkowski has updated 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 MS-DOS port for 3.6 and contributed + Ray Chason resurrected the MS-DOS port for 3.6 and contributed 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. The - NetHack Development Team at the time of release of 3.6.1 consisted 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 + 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 consisted 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 enhance- @@ -6934,45 +6934,45 @@ - Bart House, who had contributed to the game as a porting team - participant for decades, joined the NetHack Development Team in late + 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 + 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 se- + NetHack 3.6.4 was released on December 18, 2019 containing a se- curity fix and a few bug fixes. - NetHack 3.6.5 was released on January 27, 2020 containing some + 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 security fix and some bug fixes. - NetHack 3.6.7 was released on February 16, 2023 containing a se- + NetHack 3.6.7 was released on February 16, 2023 containing a se- curity fix and some bug fixes. - The official NetHack web site is maintained by Ken Lorber at + The official NetHack web site is maintained by Ken Lorber at https://www.nethack.org/. 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 Andy - Thomson for hardfought.org. Thanks to all those unnamed dungeoneers - who invest their time and effort into annual NetHack tournaments such - as Junethack, The November NetHack Tournament, and in days past, de- + 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 Andy + Thomson for hardfought.org. Thanks to all those unnamed dungeoneers + who invest their time and effort into annual NetHack tournaments such + as Junethack, The November NetHack Tournament, and in days past, de- vnull.net (gone for now, but not forgotten). 12.2. Dungeoneers - 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 + 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 Dungeoneers: Adam Aronow J. Ali Harlow Mikko Juola @@ -7033,7 +7033,7 @@ - Brand and product names are trademarks or registered trademarks + Brand and product names are trademarks or registered trademarks of their respective holders.