This is primarily intended to help new players understand the
mechanics (the "wield the launcher, throw the arrow" sequence may
be unfamiliar to newer players), so the message is worded to
indicate the correct way to use the ammo.
Dragon corpses are capable of rotting, so it's plausible that the
skin of a dead dragon might also be possible to rot.
This is unlikely to come up in actual play at present (unless
wishing for rotten DSM, it can only end up rotting as a consequence
of brown pudding attacks): the primary motivation is to open up new
possibilities for armor-damaging attacks, which in current NetHack
aren't very relevant in the late game because everyone is wearing
dragon scale mail.
After discussing with paxed, I decided that instead of reducing the
safe enchantment limit for magical armor, it is instead better to
make the scrolls less effective on it. So this commit restores the
previous rules for the safely-enchant-from level and changes the
effectiveness of the scrolls to compensate.
Non-elven magical armor now only gets +1 from blessed scrolls of
enchant armor when enchanted from +3, coming to a total of +4. But
scrolls of enchant armor are now more effective on nonmagical and
elven and previously unenchanted armor, giving more of an incentive
to use them in the early game.
Cursed and uncursed scrolls of enchant armor are now also more
powerful than they were (but less powerful than blessed scrolls),
hopefully making it a more interesting decision as to whether to use
scrolls of enchant armor even if you don't have the means to bless
them.
Luck has a massive effect on the to-hit chance; maximum luck alone
(which almost everyone has past the midpoint of the game) gives
10 points to to-hit, so accounts for 50% chance alone, excluding all
other effects.
Multiple variants do something similar to this, so it is well tested.
This version comes from xNetHack by copperwater <aosdict@gmail.com>,
and allows the +1 or -1 luck adjustments of early game, such as full moon,
to have an effect.
The safe armor enchantment limit is lowered by one, if the armor
is innately magical. This takes off 3-7 points of AC from
a typical ascension kit, but should not really have any effect
for early game.
Also clean up the relevant code a bit.
The earlier fix from a couple of days ago was mislabeled as #1455
but was actually #1466. It fixed picking up a thrown stack into
hero's empty quiver but broke keeping thrown items, dropped items,
and stolen items separate on the floor. This repairs that.
autoquiver when picked back up
Issue reported by ars3niy: empty quiver used to be refilled when
picking a thrown item or stack up. Bug introduced by a previous fix
(commit 593a93d254) dealing with the
post-3.6 obj->how_lost field.
As with the last time I dealt with this, there was a lot of trial
and error involved. This fixes the quiver issue without bringing
the earlier problem back. This time the problem was that how_lost
got cleared before it was used to check whether an item being picked
up had been thrown.
Dropping part of a stack and throwing another part of the same stack
may behave oddly if a monster picks both up. I am not going to try
to figure that out.
Fixes#1466
Issue reported by Tomsod: monster elves were intended to get a small
bonus to to-hit and damage when shooting arrows with bows, but the
check for that tested the arrows for skill P_BOW which never matches.
It should be -P_BOW.
[Pretty minor: +1 to-hit for any bow, another +1 to-hit if elven bow;
+1 damage for elven arrow; against hero and against other monsters.]
Fixes#1472
Pull request by umbire: the list of monsters which had lycanthrope
forms includes winter wolf but was missing winter wolf cub. Affects
cannibalism check when hero is a werewolf and eats a winter wolf cub
corpse.
One-line fix entered manually rather than using the git commit.
Fixes#1471
Running low on HP in monster form isn't the same sort of critical
problem that running low on HP while not polymorphed is, because the
character changes back when the monster form HP runs out rather than
dying. (Indeed, running out of HP in monster form is often
intentional.)
The exception is when wearing unchanging (which implies both that the
monster form is intentional and that running out of monster HP would
be fatal), so low monster-form HP is treated as a major trouble in
that case.
Inspired by <https://nethack-yanis.github.io/yanis/4724.html>.
A band-aid for monster-vs-monster aggression. Prevent monsters in
the Wizard's tower from attacking each other unless the hero is inside
the tower too, and those outside the tower from attacking each unless
the hero is outside.
Issue reported by ars3niy: assigning names to types of objects,
or clearing such, did not update persistent inventory window. Also,
the sequence
assign-a-name,
name-as-' '-to-unname,
assign-a-name again,
unname again
would result in impossible: "named object not in disco".
This fixes the impossibility. The fix for #1470 has already taken
care of the presistent inventory issue.
Fixes#1469
Using extended #name for an object on the floor (for example)
wasn't updating the permanent inventory to reflect the updated
object type name if there was also one in inventory.
Counting wizkits as starting inventory causes side effects (giving
you skills from them, making the wizkit items formally identified,
etc.). Some of these side effects are undesirable (because, e.g.,
it can give you skill in a weapon you're restricted in), and the
others are mostly neutral (because wizard-mode players can identify
anything they want to). As such, it's better to treat the wizkit as
something you obtain immediately after entering the dungeon, rather
than something you had all along.
Prior to this commit, Archeologists had an incredibly difficult
start, worse than was intended. This is intended to make it a bit
easier (whilst making the role more different from other roles) via
allowing them to identify scroll types earlier in the game than the
other roles are able to (they do it using a knowledge of ancient
languages that lets them read scroll labels that other roles
couldn't).
These are often an important part of a character's build. There's
no purpose in listing them in disclose because the player generally
already knows what spells and skills they had and doesn't need them
identified, but they're useful when looking at someone else's game
or reminiscing over a past game.
The character doesn't know that an unlabeled scroll is blank until
they look at the inside of the scroll, but that could be done
either by reading or by writing.
These two enhancements were interacting with each other in weird
ways (paupers would start with no auto-IDs but force bolt, but
gain the level 1 auto-IDs upon training any skill). Change the
interaction so that paupers don't get the level 1 auto-IDs (which
wizards get to start with), but do get the level 3 auto-IDs in
skills that they manage to advance.