diff --git a/dat/knox.des b/dat/knox.des index 65e6c5606..74bda285f 100644 --- a/dat/knox.des +++ b/dat/knox.des @@ -1,4 +1,4 @@ -# NetHack 3.6 knox.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $ +# NetHack 3.6 knox.des $NHDT-Date: 1547262478 2019/01/12 03:07:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.12 $ # Copyright (c) 1989 by Jean-Christophe Collet # Copyright (c) 1992 by Izchak Miller # NetHack may be freely redistributed. See license for details. @@ -70,6 +70,32 @@ REGION:(03,10,07,13),lit,"zoo",filled,irregular # arrival chamber; needs to be a real room to control migrating monsters, # and `unfilled' is a kludge to force an ordinary room to remain a room REGION:(06,15,09,16),unlit,"ordinary",unfilled + +# Run away! Or at least look away! +# +# Due to a quirk in how lit regions work, entering the arrival chamber +# with a lit candle reveals the left and left-top walls even though +# they're beyond the range of a candle's light, but the closer upper-right +# corner shows as blank (legitmately since that spot two steps away +# diagonally is beyond candle radius). Explicity lighting the problematic +# spot hides that quirk. Without a light source, it doesn't become mapped +# until you move next to it; with one, it becomes mapped when the spot +# adjacent to it becomes lit, matching the observable behavior of the rest +# of the entry chamber. +REGION:(10,14,10,14),lit,"ordinary" +# Unfortunately, a single lit spot actually lights a 3x3 area around that +# spot, resulting in the wall corner showing even without a candle and +# making some unexpected lit spots on that other side of the wall. +# Making an explicitly unlit box around the lit spot hides _that_ quirk. +REGION:(09,13,09,15),unlit,"ordinary" +REGION:(09,13,11,13),unlit,"ordinary" +REGION:(11,13,11,15),unlit,"ordinary" +# (We don't need to close the box across the bottom.) +#REGION:(09,15,11,15),unlit,"ordinary" +# [Note: expanding unlit arrival region to (05,14,09,16) did not solve this +# issue in other direction, to make the walls unlit and obey candle radius.] +# We now take you back to your regularly scheduled level description.... + # Barracks REGION:(62,03,71,04),lit,"barracks",filled,irregular # Doors diff --git a/doc/fixes36.2 b/doc/fixes36.2 index 2fd1d5594..fd42694f9 100644 --- a/doc/fixes36.2 +++ b/doc/fixes36.2 @@ -1,4 +1,4 @@ -$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.226 $ $NHDT-Date: 1547118629 2019/01/10 11:10:29 $ +$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.227 $ $NHDT-Date: 1547262477 2019/01/12 03:07:57 $ This fixes36.2 file is here to capture information about updates in the 3.6.x lineage following the release of 3.6.1 in April 2018. Please note, however, @@ -329,6 +329,11 @@ when ^T resorted to the teleport-away spell if hero didn't have intrinsic with 'Z') possible after forgetting the spellbook due to amnesia setting SEDUCE=0 made all succubus and incubus attacks be described as smiling engagingly or seductively rather than hitting or missing +entering Ft.Ludios with a lit candle lit up the entire entry room except for + one corner spot; that corner is beyond candle radius but other spots + even further away were being shown; add a hack to knox.des to make + that corner show up too, although a proper fix should make the other + walls not be seen until approached Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository