Responding with '?' to the "what level?" prompt when using ^V in
wizard mode brings up a menu of special level destinations that lets you
move across dungeon branches. But getting in and out of Fort Ludios
didn't work, and jumping to the endgame forced you to arrive on the Plane
of Earth. Now Fort Ludios will not be selectable in the menu until after
the portal ordinarily used to reach it has been created (so you'll need a
level between Bigroom and Medusa with a vault on it to be created before
you can bypass the magic portal and jump directly to the Fort), and you
can go directly to any of the elemental planes, including Astral, without
stopping at Earth first (the Wizard will be there to greet you, whichever
level you pick). Also, this limits the menu to endgame entries once you
are in the endgame. (Previously, picking a non-endgame level would yield
"you can't get there from here"; you can still get that, if you really
want to see it for some reason, by giving a destination level number
outside the range of -1 to -5 instead of using the menu.)
I hadn't realized that this feature has been around since 3.4.2 until
I couldn't find any new feature entry for in the current fixes file....
While testing some pending teleport changes, I was baffled by having
my adjacent pet sometimes vanish when accompanying me on a level teleport.
Tracing through parts of execution: keepdogs() kept it; losedogs() called
mon_arrive() which called place_monster() for it, but then right after that
kill_genocided_monsters() removed it. Turns out that `kill_cham' was left
uninitialized for the first iteration through the fmon loop (and pet had
always just been inserted as first entry of the fmon list).
No fixes entry; this revises a post-3.4.3 revision.
This one turned out to be more effort than I had
originally anticipated.
We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
least where there should be special-case code because there is
something such as furniture on the surface above the dig
point.
- now tracks conjoined pits through new fields in the trap
structure, hence the pathlevel increment. The array of
8 boolean values represents each of the 8 directions
around a pit.
- Previously, pits could be adjacent to each other as two
individual pits, in which case moving between them
results in a fall as you went into the next pit. That
behavior is preserved.
- Pits created either by zapping a wand of digging
laterally while in a pit, or by "clearing debris"
between two adjacent pits via a pick-axe, sets the
conjoined fields for those two pits. You cannot
create a brand new adjacent pit via pick-axe, only
with the wand.
- The hero can pass between conjoined pits without
falling.
- dighole() was hijacked for adjacent pit digging,
so the ability to pass coordinates to it and
its downstream functions was added (dig_up_grave()
for example). dighole() does pretty much everything
appropriately for this adjacent digging, more so
than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
does damage, but less so that "falling" into the
spiked pit, and you "step on" the spikes rather
than falling into them.
- Not done: should pits with the conjoined fields
set be referred to as 'trenches' rather than pits
in messages and identifications?
I'm pretty sure this check at_u should be included since x,y
can be passed to digactualhole(). The lack of any related
bug reports suggest that at_u is currently always
true for any code that calls digactualhole().
- restore intended behaviour of kill_genocided_monsters().
It has been incorrect since the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
From a bug report: when creating a
level, anthole rooms can be generated even when no ants are left, unlike
beehives which get suppressed once killer bees are gone. Also, if some
ants are available but the type chosen for the current level isn't (in his
case, soldier ants had been genocided), the anthole was filled will random
monsters instead of picking another type of ant. This fixes both issues.
Random monsters will only occur if the last type of ant gets used up while
filling an anthole that was started when some ants were available, same as
how monster generation for beehives and barracks works.
<email deleted> wrote:
> BUGS TO REPORT:
>
> * Zapping a wand of locking at an open door with an object on it probably
> shouldn't give a "Something's in the way." message - especially if the wand is
> unidentified.
avoid "Something's in the way" message with unidentified wand of locking
<email deleted> wrote:
> * Doors absorb the blast of a broken wand of striking. What's more, the message
> reads "The door absorbs your bolt!" rather than "blast".
passes wand type to explode() as a negative value for the case
where the wand type isn't mapped to an AD_* explosion type.
Then explode() converts it to a positive and passes it to zap_over_floor().
I don't know for sure what all the possible values of hittee passed to
Mb_hit() are, but this checks to see if it matches the name of the
mdef monster and forces the word "is" if it does.
The recently revised scroll of charging left out making it become
discovered. When fixing that I decided to remove all the early returns
from seffects(), so that its logic is easier--at least for me--to follow.
I think the return values of seffects(), chwepon(), and the various
xxx_detect() routines are backwards (True denotes failure, False indicates
success), but they're all consistent with each other so I left those alone.
Remove a couple of false comments about Luck, and an unreachable
switch case based upon them. I don't know if the comment in you.h was ever
true, but it was false by the time Kevin brought across assorted changes
from slash'em however many years ago. Full moon does not change the range
of possible Luck values, and ``rn2((Luck + 6) >> 1)'' produces a value
between 0 and 8 for prayer result, never 9. Natural luck is always within
the range of -10 to +10, and extra luck from carrying blessed or cursed
luckstone can add or subtract another 3. Full moon and Friday the 13th
change the equilibrium point for luck timeout but do not change the overall
range of possible values, which remains at -13 to +13.
On the first move of the game and the first move after each level
change, the "previous position's coordinates" <u.ux0, u.uy0> had bogus
values: zero at start, last location on old level otherwise. They're
never used to undo a level change, so the last location on the old level
isn't interesting. Set them to match current location, as if you'd just
rested on the new spot. I'm not aware of any bugs attributable to this.
<email deleted>
> * When you read a charging scroll, it "disappears", but when you are
> selecting the object to charge, the scroll itself remains in your
> inventory listing until you make your selection.
<email deleted> wrote:
> * Searching next to a tame hidden monster gives the message "You find a
> <kraken>." It should be "your <kraken>."
While I don't consider this a bug, the change seems appropriate.
Change the description of leather spellbook to leathery. Eating it
does not violate vegan or vegetarian conduct. [By shear coincidence, I got
``Blecch! Rotten paper!'' for it while testing this.]
Between the addition of worm body parts and the phrasing of engulfing/
digesting status, I remembered an oddity with the vanquished monster list:
it shows baby long worms right next to adult long worms; both were defined
as level 8 monsters. It also turns out that babies dealt more damage per
attack than adults; that was counterintuitive, to put it mildly. Boost
long worms from level 8 to 9; drop baby long worms from level 8 to 5, half
rounded up just like the relationship between baby and adult purple worms
(who are levels 8 and 15, respectively). And increase the damage for adult
long worm attack (was 1d4, now 2d4); drop it for baby (was 1d6, now 1d4).
From a bug report, feedback of the form
Status of the fog cloud (neutral): Level 2 HP 5(5) AC 0, engulfed you.
sounds odd. "Engulfing you" seems a little odd as well, since the engulf
has already taken place, but I think it works out better. For symmetry,
replace "swallowed you" by "swallowing you". But that one will never
occur, because all the animals with engulfing attacks will now yield the
more precise and much more significant "digesting you".
The code formatting is strange. Lining up the text parts works out
a lot better than attempting to fit the associated tests within the space
left after the large indentation being used.
<Someone> wrote:
> * Eating a leather spellbook doesn't violate
> vegetarian conduct. I suggest you rename it to
> something else. (May I suggest "bark"?) Also, I refuse
> to consider "leather" to be a colour or texture.
> * While as a water nymph in water, seducing an unseen
> monster on dry land sometimes gives away its identity.
> * When submerged iron golem monsters residually
> "rust", and the rust damage kills them, it doesn't
> report their death.
> * Drum of Earthquake says "the entire dungeon shakes
> around you" even when you're in the Endgame or the
> Quest's top level.
> * Wishing for a statue of a guard, then destoning it,
> then chatting to it, makes it say "drop that gold"
> without context. This could probably be extended to
> other cases, too (like Croesus?)
This corrects only the first complaint in the list above.
Implement the following suggestion by <email deleted>
- Reading a scroll of light while confused should
create a hostile yellow light (black light if cursed).
It only creates the light monster effect 1 out of 5 times.
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
[...]
- When polymorphed into a water elemental, falling
into lava still says "you burn to a crisp."
[...]
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
Hi. I'm a sourcediver but not a source compiler.
I use the Mac carbon port under Mac OS X. But enough
about me; I noticed these things:
Polyself/Anatomy Bugs:
- Mimics are amorphous, so they should have jelly
parts rather than animal parts.
- Piercers, trappers and lurkers above have animal
parts, including "head," but they are M1_NOHEAD.
- All elementals have vortex body parts. This should
only be the case for air elementals.
(Remember: stalkers, unlike the other elementals, have
heads.)
- Krakens ought to have tentacles, like jellyfish. ("A
gush of water hits the kraken's left fin!")
- Worms have snake body parts, but they shouldn't have
scales.
[...]
This patch:
- adds worm_parts
- gives krakens tentacles
- ensures that stalkers have a head
My recent patch included a typo in a pline() call which broke compile,
and much worse, was accessing scroll of identify after using it up. Cache
scroll->otyp, scroll->blessed, and scroll->cursed instead of re-re-ordering
the identify scroll/spell code.
Something I noticed during a level change in slash'em:
You hear the sounds of civilization. You fly down the stairs.
The first message ought to follow the second. Our only arrival messages
that are handled via the special level loader occur in the endgame where
travel is by magic portal, and the transit message given for portals is
for entering one rather than exiting at the far side, so this sequencing
problem can't currently be noticed in nethack. But sooner or later there
will be levels reachable by stairs and having entry messages, or there'll
be some feedback added when magic portal transport finishes, and then we'd
get bitten by this.
Tested by adding an arrival message to each of the bigroom variants.
Make a not-very-robust fix for the report from <email deleted> about
being told a scoll disappears as you read it, then for the case of cursed
remove curse being told that the scroll disintegrates. He missed similar
case for scroll of fire erupting into flames after it had disappeared.
This suppresses the "disappears" part of the scroll reading message for
those two cases, but won't be very reliable if other scroll messages
referring to the scroll itself get introduced in the future. [Several
paths through scroll of fire won't report that it burns, and now it doesn't
give the disappears message any more. I don't think that's worth worrying
about; the scroll leaving inventory after burning up is implicit.]
Also cut down on redundant feedback for several scrolls (genocide,
charging, identify, stinking cloud) that start off by informing the player
what they are. That's only needed when the the player doesn't already
know the type of scroll. I've always felt it silly to be told that I've
"found a scroll of genocide" when I'm intentionally reading a known scroll
of genocide. All these types of scroll give a subsequent prompt which
makes them recongizable if you somehow manage to choose the wrong object
when picking the one to read.
Lastly, make spell of identify behave like ordinary uncursed scroll of
identify by default instead of ususally ID'ing multiple items. Now you'll
need to be skilled or better in divination spells skill in order to get the
blessed scroll effect out of it. And give some feedback if the spell is
cast when not carrying any inventory; it was just silently moving on to the
user's next command in that case.
I doubt if many players in nethack ever have pet ghouls (in slash'em
they're the necromancer's starting pet), but if so, provide them with a
portable food source by letting ghouls eat dead eggs in addition to tainted
corpses. Also, let them eat fresher varieties of either when they're about
to starve to death. Treat lizard & lichen corpses as always fresh since
they never become tainted (probably ruining slash'em necromancers' present
pet food of choice, though they'll still be able to eat lizard corspes if
starving).
I set the omnivore flag in their monster definition. Previously they
had been left as non-eaters despite the fact that they need to eat. When
the flag wasn't set, a hero who poly'd into one and then put on an amulet of
unchanging could go a very long time (thousands of turns) before the hunger
imposed by wearing an amulet finally made him/her become hungry. (Same as
with any other truely non-eating monster, so not really a big deal.)
Also, avoid the expression &mons[obj->corpsenm] for objects where the
corpsenm field isn't applicable, in case the default value ever changes from
0 (PM_GIANT_ANT) to NON_PM (-1).
A bit of web searching quickly reveals that Evil Iggy was a unique
monster added to Moria after a player using a character named Iggy refuted
the author's claim that the new version (of that time, early '80s) was
unbeatable. So flag our hallucinatory monster Evil Iggy as a personal name
so it won't get formatted as "the Evil Iggy".
Move NO_SPELL and MAX_SPELL_STUDY from hack.h to spell.h. I didn't
even remember that the latter existed when I put MAX_SPELL_STUDY in the
former recently.
Add a couple of new "spell is almost gone" messages that occur when
casting spells. One matches up with yesterday's change for when you can
re-read a spellbook to reinforce memory of a known spell.
When "too hungry", you can't cast any spells, except detect food so
that you can find something to eat. When "too weak" you couldn't cast any
spells at all; now you can cast restore ability so that you can recover
lost strength. [We still need to come up with a better crowning bonus for
monks than spellbook of restore ability.] I couldn't think of a reasonable
exception for the "can't cast when carrying too much" restriction. If we
can come up with one (levitation?), then remove curse could/should become
an exception for the "no free hands" restriction.
Normal maze levels are initialized from x == 3 thru COLNO-1. However,
levels that use the INIT_MAP spec go thru mkmap, which initializes the level
starting at x == 1. This usually makes no difference, but does in the case
of levels that also use GEOMETRY:left. This was the case with the Ranger
start level and caused the leftmost 2 locations to be room locations but
unreachable. The Juiblex level actually had the same behavior, but this
was harmless because the MAP in that case was smaller.
Fix is to set the xstart=1 for levels with INIT_MAP and GEOMETRY:left.
The rest of sp_lev works just with this (when INIT_MAP was used, that is).
Instead of just marking forgotten spells with an asterisk, add a new
column to the '+' spell menu which gives an estimate of how well the spell
is remembered. Precision of the estimate depends upon the hero's skill in
the category of spell; expert gets the most detail with a low-to-high range
spanning just 2%, such as 19%-20% or 75%-76%; skilled sees 5% ranges; basic
10%, and unskilled the least detail with 25% ranges (ie, one of 1-25, 26-50,
51-75, or 76-100 for percentage of time left available for the spell).
[The tab-separator variant for the menu is untested.]
This fixes an off by one bug for spell retention. It got set to 20000
as intended when a spellbook was read, but then it would be decremented to
19999 before the player had a chance to do anything else, cheating him out
of 1 turn of memory. Spells known at game start last exactly 20000 turns.
Also, adjust the point at which you're allowed to reread a spellbook
and refresh your memory of the spell. When the current spell system was
instituted, that was 10% of the retention period (1000 turns or less left
out of 10000); when retention got doubled to 20000 turns, the relearn point
was left as is. Increasing it to 10% (ie, doubling to 2000) makes it fit
better with the displayed retention percentages. Otherwise expert casters
would be left to guess when they've hit that point (1000 is 5%, falling
within their 5%-6% range, which really indicates (4%+1) to 6%). At 10%,
it's the threshold for the 9-10 range for experts, 5-10 range for skilled,
and 1-10 range for basic so the player can see when it has been reached;
only unskilled, with a bottom range of 1-25, is left to guess. Players
will likely prefer to wait until later, when the spell is nearly expired,
to refresh, but if they're about to abandon their books on the way to the
endgame then being able to re-read sooner is beneficial.
This fixes the monnam() family of functions so that hallucinated
personal names, such as Barney, won't be prefixed by "the". It uses the
same hack as is used for shopkeeper names: single character prefix on
names which warrant some handling other than the default. rndmonnam()
strips that off, so unmodified callers (which is almost all of them...)
retain the same behavior has before.
There are several capitalized names that I have no idea whether need
to be treated as personal names:
Evil Iggy - name, or type of monster named after someone?
Totoro - no clue
Invid - ditto
Vorlon - just guessing that it's a species rather than an individual.
I couldn't remember whether Godzilla was baby Godzilla's mother or father,
so I went with female there. So far, no callers of rndmonnam() care about
gender so it doesn't make any difference. Because of that, I didn't look
though the non-capitalized names to see whether any should be all male or
all female and need one of the other prefix codes.
I've added "were-rabbit" from the Wallace & Gromit movie. The recent
ads for its DVD release reminded me that I was going to add that back when
the movie first came out. I haven't seen it but the creature name fits.
I also fixed Smokey Bear. Smokey the Bear is a common misspelling;
I thought we had fixed that ages ago, back when people still had some clue
as to who in the world he was.
> This makes monsters marginally smarter--independent of their defined
> intelligence levels--by skipping their remaining attacks when the first
> turns out to be targetted at nothing. The exception is for monsters with
> both melee and spell attacks; they'll keep going in case they end up
> choosing a spell which doesn't need a target location. (It's rather
> ironic that the most intelligent monsters are the ones who'll foolishly
> continue swinging at thin air. This could be improved by forcing then to
> skip ahead to their spell attack.)
This implements the improvement for spellcasters. After they make
a wildmiss, they'll skip any further physical attacks but eventually try
their spell. (Titans have multiple physical attacks followed by a spell;
other high-end monsters probably do too.)
Refine last week's change dealing with polymorphing spellbooks: when
a spellbook has faded to blank after multiple readings, randomize its
spestudied value so that it doesn't always polymorph into another blank
book on the first subsequent transformation attempt.
Submitted by <Someone> 12/3/05. player poly'd as guardian naga produced a
different attack than a real guardian naga. The fix causes an algorithm
similar to that used in spitmnu to be used in dospit.