updates for 3.6 March 2020
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28
README
28
README
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NetHack 3.6.5 -- General information January 27, 2020
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NetHack 3.6.6 -- General information March 2020
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NetHack 3.6 is an enhancement to the dungeon exploration game NetHack,
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which is a distant descendent of Rogue and Hack, and a direct descendent of
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NetHack 3.4 as there was no NetHack 3.5 release.
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NetHack 3.6.5 is the official release of NetHack that follows NetHack 3.6.4
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and contains bug fixes since 3.6.4, including some fixes for exploitable
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security-related vulnerabilities that affected NetHack versions between 3.6.0
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and 3.6.4.
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NetHack 3.6.6 is the official release of NetHack that follows NetHack 3.6.5
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and contains bug fixes since 3.6.5, including a security fix that affected
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versions 3.6.1, 3.6.2, 3.6.3, 3.6.4 and 3.6.5.
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The file doc/fixes36.5 in the source distribution has a full list of fixes.
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The file doc/fixes36.6 in the source distribution has a full list of fixes.
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The text in there was written for the development team's own use and is
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provided "as is", so please do not ask us to further explain the entries in
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that file. Some entries might be considered "spoilers", particularly in the
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@@ -18,19 +17,10 @@ that file. Some entries might be considered "spoilers", particularly in the
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Below you will find some other general notes that were not considered
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spoilers:
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* fix accessing mons[-1] when trying to gate in a non-valid demon
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* fix accessing mons[-1] when monster figures out if a tin cures stoning
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* have string_for_opt() return empty_optstr on failure
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* ensure existing callers of string_for_opt() check return value
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* fix potential buffer overflow in add_menu_coloring()
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* fix potential buffer overflow in sym_val()
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* fix potential buffer overflow in pline(), raw_printf(), config_error_add()
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* fix potential buffer overflow in choose_windows()
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* use vsnprintf instead of vsprintf in pline.c where possible
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* Windows: includes a fix from a 3.6.4 post-release update where
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* OPTIONS=map_mode:fit_to_screen could cause a game start failure
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* Windows: users with C-locale unmappable names could get game start failure
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* invalid status highlight color could be maliciously used to corrupt memory
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* formatting corpse names used internal buffers differently from formatting
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* other objects and could potentially clobber memory
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- - - - - - - - - - -
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Please read items (1), (2) and (3) BEFORE doing anything with your new code.
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