Add page number citations for the first two passages and add three
new passages. That brings the total for Small Gods up to 15 which
is a bit on the high side, but they all seemed worthy.
While in there, fix a transcription mistake in Lords and Ladies #7:
"to" should be "be".
And two fixes for Jingo #11's footnote, change "genious" to "genius",
remove second "was" from "was, oddly enough, was one [...]".
Also, add a comment about the Amazing Maurice.
I've tried to bring the fixes37.0 entries about tribute fixes up to
date. They're mostly minor and mostly neglected to include updates
for that.
This is similar to commit 98d381de46
(which mis-classified the bug as post-3.6), using #rub on a lump
of royal jelly and supplying '-' rather than an egg as the target
yielded "You mime rub the royal jellying on something." Change
it to be "You mime rubbing the royal jelly on something."
Restore some old behavior for the apply command that was changed
by the "getobj refactor" patch. You couldn't attempt to apply
potions to determine whether they were oil, couldn't apply gray
stones once touchstone was discovered, and attempting to apply
arbitrary items gave "that is a silly thing to apply" rather
than "sorry, I don't know how to use that."
Latent bug: selection_do_line() for a single point produced
spurious line(s).
I haven't got a test case so am taking this one on faith....
While in there, do some nearby formatting fixups in sp_lev.c.
Fixes#492
Don't include "Click!" in the feedback when a rolling boulder
trap is triggered if the hero is deaf. Some feedback based on
being able to see a monster be hit by a rolling boulder should
also be reported if the location can be seen and an invisible
monster can be sensed there. Change "you hear rumbling in the
distance" to "you hear rumbling nearby" when unseen activity is
close. If the boulder itself is visible when it starts to roll,
report seeing that instead of hearing rumbling.
Fixes#490
Issue is about monster shape changes being sensed via telepathy
while hero is swallowed, so player gets told about things that
aren't being shown on the map. Similar situation while underwater;
only monsters in adjacent water spots are shown on the screen, but
messages about sensed monsters will continue to be given. It isn't
limited to shape changing; lots of places include telepathy,
extended monster detection, and warning against specific types of
creatures as criteria to decide whether the hero 'sees' something
that isn't directly visible happen.
Change sensemon() to behave as if being swallowed or underwater
blocks telepathy, extended monster detection, and warning. I
consider this to be experimental, but it needs much wider testing
than would take place if put into its own test branch. It can be
tweaked or reversed if that turns out to be necessary.
There should be no change in behavior when not swallowed and not
underwater. But for either of those two situations, some messages
that have been getting delivered may be different (such as using
"it" instead of sensed monster's name) or suppressed.
Fixes#486
The message given when attempting to light a lantern with no power
left described it as a lamp. Change that to lantern. Also, "has
run out of power" duplicates the message given when it burns out;
change that part to "is out of power".
Your lamp has run out of power. -> Your lantern is out of power.
Fixes#489
A display optimization assumed that the color of a glyph wouldn't
change unless the glyph itself changed, but there is a single glyph
for all altars and unaligned is shown with a different color than
the three aligned ones. If there was an unaligned altar outside
of Gehennom (orcish mine town, some quests) and an invisible hero
(without see invisible) converted it, it stayed the old color until
there was some other reason to update that screen location.
Fixes#491
We used to have the contents of chests and large boxes be immune to
water damage, oilskin sacks immune unless the sack was cursed, other
containers be vulnerable. Some reddit discussion about ice boxes in
unnethack indicates that they are treated like oilskin sacks, which
makes sense. This adds that to nethack and also makes chests and
large boxes behave similarly. So it's now: nothing is immune even
when cursed (except statues); oilskin sacks, ice boxes, and other
boxes are immune to water damage unless cursed; all other containers
vulnerable even when not cursed.
|
| Old New
|immune all statues, statues
| the time chests, large boxes
|
|immune when BU, oilskin sacks oilskin sacks,
| vulnerable if C ice boxes,
| chests, large boxes
|
|vulnerable ordinary sacks, ordinary sacks,
| all the time bags of holding, bags of holding
| ice boxes
|
I suspect that the old ice box classification might have been an
accident caused by the Is_box() predicate yielding False for it.
The changes won't make much difference to actual play. Chests and
large boxes are rarely carried and never start out cursed, ice boxes
even more so, and sacks/bags haven't been changed. However, players
might intentionally curse a container to keep strong pets from
picking it up, or be carrying a box because they haven't found a bag
yet and then muck about with fountains or thrones and get it cursed.
'final_fpos' shouldn't have been moved to the 'g' struct. Even if
a game went all the way through topten and was restarted as a new
game that also went all the way through topten, 'final_fpos' would
get a new value rather than being messed up by a stale old one.
From a beta tester six years ago: specifying 'scores:own' resulted
in an option setting of 'scores:3 top/2 around/own' when player
wanted 'scores:0 top/0 around/own'. Change it so that when fewer
than all three fields are given new values, the others are reset
rather than having their old values merge with new settings.
Also, 'scores:none' can be used to get 'scores:0 top/0 around/!own'
to skip the scores at the end without skipping notification of
whether the ending game's score made it into the top N list.
Options parsing accepts '!scores' and then ignores the negation.
Changing the optlist flags for 'scores' to allow negation resulted
in a complaint about missing value; I gave up instead of pursuing
that. 'scores:none' should suffice.
Setting 'scores:!top/own' or 'scores:!around/own' would behave as
'scores:1 top/!own' or 'scores:1 around/!own', respectively.
'scores:!top/!around/own' behaved as 'scores:1 top/1 around/own'
(note affect of two prior negations on final field compared to
single negation in the earlier two variations). This fixes those.
Prayer reward can already uncurse a cursed saddle because hero is
stuck on it. Allow scroll/spell of remove curse to do so too.
The original riding implementation in slash'em operated with the
saddle in hero's inventory rather than in the steed's, so it would
have handled this without any extra effort. Presumeably that was
overlooked when incorporating riding into nethack changed it to
have saddle be part of the steed's inventory instead of hero's.
When swallowed and blind, the swallowing monster is described
accurately, but being held rather than swallowed describes the
monster as "it". That's normal, but the status feedback section
of ^X output lists
|You are held by it.
which looks pretty weird. Change that to be
|You are held by an unseen creature.
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold. Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening. When poly'd
hero is holding a monster rather than being held, that monster will
be released.
Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed. Impose
the same limitation on other holders.
From newsgroup discussion where slash'em changes have revealed a
latent nethack bug: prevent placing level teleporters in single-
level branches. The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level. Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.
Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't. Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
When Qt's extended command selection dialog is set for all commands
or all normal mode commands, it displays the "#wait" command as
"wait (rest)". Picking by mouse is straightforward; the extra text
on the button has no effect. Picking by typing "#wa" will choose it;
there aren't any other choices matching that so the player never gets
as far as typing 'i'. This change allows the player to type "#rest"
as an alternate way to choose it. "#re" matches some other stuff
and the choice is left pending, adding 's' makes it unique but not
explicitly chosen (so still possible to back up), then adding 't'
chooses it. The core never knows the difference.
Simplify extended command selection under Qt by allowing the
autocomplete subset be one of the choices for its [filter]. That's
the same subset as X11 uses, where #q is unambiguous for #quit
instead of competing with #quaff and #quiver.
Unlike under X11, the player can use [filter] to switch to the full
command set and get access to a few commands which have no useable
key and aren't flagged to autocomplete. (Mostly obscure wizard mode
commands but #exploremode is in that situation.)
In normal and explore modes, the [filter] button just toggles between
two sets of commands (all normal mode commands vs autocomplete normal
mode commands). In wizard mode there are four choices and you might
need to click on [filter] up to three times to step through to the
target one among four sets (all commands, all normal mode commands,
autocomplete commands for both normal and wizard, full subset of just
the wizard mode commands).
The #twoweapon command was flagged as autocomplete back when using
an extended command was the only way to execute it. Take that off
since simple 'X' suffices. Do the same for wizard mode commands
that can be invoked with control characters. Probably ought to do
the same for #overview too but this change doesn't.
I started to add the autocomplete flag for #exploremode but that
would require an extra letter for #enhance so I decided not to.
There are some wizard mode commands that can't be executed under
X11 because they aren't flagged to autocomplete and its extended
command selection widget only offers autocomplete commands as
choices. I haven't attempted to change that.
Always require paranoid confirmation for #panic rather than just
when it has been enabled for #quit.
For Qt, always render text windows with fixed width font instead
of switching from proportional to fixed when the text contains
any line(s) with four consecutive spaces. That was really meant
for menu lines without selector letters which want to be lined
up under or over ones with such, and wasn't a very good heuristic
for text windows.
Most of the text files for the '?' command happen to have such
lines so are already being shown with fixed-width font. data.base
entries were hit or miss; most have attribution lines indented by
four or more spaces but some don't, so display was inconsistent:
some were shown with fixed-width font and some with proportional.
Pull request fixed two genetic engineer problems:
1) lack of "you hit <foo>" message when you were poly'd into one;
2) lack of shield effect animation ('sparkle') when a genetic
engineer hit magic resistant hero.
That opened a can o' worms.
3) hero lacking see invisible, poly'd into genetic engineer, and
turning target into an invisible stalker got no feedback about
the target vanishing.
A genetic engineer attacking a monster would polymorph it turn
after turn.
4) put back the teleport capability I removed when bringing it over
from slash'em;
5) have genetic engineer teleport away after polymorphing someone.
The various mhitm_ad_XXXX() routines used g.vis to have caller
decide visibility, but hmonas() for poly'd hero didn't set that so
some messages--not just attack induced polymorph--were based on
visibility of earlier monster vs monster activity.
6) have hmonas() set up g.vis even though it doesn't use that.
There may have been one or two other minor fixes before I managed
to force the lid back onto the can.
Fixes#485
When travel destination is one step away the code stops probing
for a path and reverts to normal movement, but it wasn't handling
the case where the one step was an impossible diagonal except for
hero being a grid bug. If the situation was a diagonal that's
too narrow to squeeze through, travel would end and regular move
would fail.
I've rejected the suggested fix and done it differently, without
attempting to figure out why the change to end_running() would
have been wrong. Clearly it was code that called end_running()
which needed to be fixed.
The test case was
..x|.
..|@.
.....
while carrying enough that directly moving from '@' to 'x' will
not be allowed. '@' would move one step south west and then stop
because findtravelpath() had ended travel due to single step move.
A similar case is
###
|x-#-
|0@.|
where 'x' is a doorway with intact open door and '0' is a boulder.
Prior to this fix, player would get "a boulder blocks the way" and
not move. After, '@' will move northeast then northwest then west
to get into orthogonal position and finally south into the doorway.
Even though it definitely fixes both mentioned test cases, I won't
be surprised if this results in regressions for other situations.
Fixes#487
Requesting a lookup of "arc ranks" or "wizard ranks" will show a
list of the rank titles and the experience levels that use them
for the specified role. Looking up a specific rank title such
as "curator" works for many of them, but some such as "wizard"
already match existing entries and continue to do so. There is
just a bare list of the titles with the levels they apply to, no
attempt at flavor text.
Also, add a lookup key for "novel" and "paperback book" which
have been yielding the "no match" result. It lists all 41 of
the Discworld titles. Again, just a bare list, no added flavor.
These all look ok on tty, curses, Qt (which watches for any line
containing four consecutive spaces while collecting the text to
be displayed and switches to fixed-width font if it is sees that),
and X11 (which specifies fixed-width font for popup text windows
in default NetHack.ad file). It might not look good on Windows
GUI if that is using a proportional font.
Change how menu choice 'A' (auto-select everything) works. It will
now auto-select all things that match any other choices (object
class(es) or BUCX state(s) or possibly unpaid status). So it still
skips the second menu of specific objects. And it still picks all
objects when it is the only choice or if player uses '.' to select
it along with all the rest of the first menu's possibilities.
This change won't help anyone who picks 'A' without really meaning
to. (Maybe add a paranoid_confirm setting to for full-menu-A?)
Affects container apply/#loot and Drop-multiple. The invent.c part
is just formatting.
Change Trollsbane versus troll corpse revival: instead of revival
failing if Trollsbane is wielded at time of revival attempt, mark
the corpse no-revive if killed by Trollsbane (whether by the hero
or a monster).
If a no-revive corpse is within view when time to revive occurs,
give "the troll corpse twitches feebly" even when the hero isn't
responsible. That used to only apply if the hero zapped the
corpse with undead turning, which would have become inoperative
because now being zapped by undead turning clears the no-revive
flag and revives as normal. In other words, undead turning magic
overrides killed-by-Trollsbane or non-ice troll having been in an
ice box.
Report states that the dungeon overview menu doesn't honor the
'menu_headings' option. However, dungeon overview is not a menu.
Despite that, switch its hardcoded use of bold and inverse to use
the option value instead. It doesn't really need two different
highlights and this allows user to control which video attribute
gets used. If someone wants different highlighting for overview
than for menus, they're out of luck.
Fixes#481
Report raises two issues:
1) if you perform magic mapping while engulfed (or underwater) the
map got updated and player could view it with cursor+autodescribe,
but when done viewing it did not switch back to the limited engulfed
(or underwater) display.
2) when picking a teleport destination while engulfed/underwater you
have to pick the spot while seeing only the limited view of the map
that is shown while engulfed/underwater.
This fixes#1. I'm inclined to classify #2 as traditional behavior
and am not going to try to figure out a fix for it.
Fixes#483
Homemade tin would yield a flat 50 points of nutrition even when
made from a corpse that provides less than 50 points. Take the
minimum of the two amounts instead of always 50.
Fixes#478
Statues on Medusa's level are supposed to be from petrified creatures
rather than somebody's artwork, so creatures that can't be turned to
stone aren't eligible. However, creatures who change form when hit
with stoning damage (foo golems to stone golem) were being allowed.
Also, statues in cockatrice nest rooms are supposed to be from former
characters and take their names from the high scores file. But when
'record' is empty, the statue would be of a random creature instead
of being changed into a player character, so both not the latter and
possibly something that can't be petrified.
I've taken the Medusa part as-is but did the cockatrice nest part
differently. It rejected statues of non-stonable creatures in case
the named character attempt failed. I've changed things so that when
a named player character can't be created, it will use an unnamed one
instead of random creature. The issue of maybe ending up with a non-
stonable form goes away because all player characters are vulnerable.
Fixes#479
Player's pet killed a troll with Trollsbane and the corpse later
revived. He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.
Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact. This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.
Closes#475
when wearing an amulet. Wearing any amulet while having the
Protected attribute was conferring an amulet of guarding's +2 MC
bonus. Mattered when Protected via worn ring(s) of protection or
wearing Mitre of Holiness or wielding Tsurugi of Muramasa for
hero, or the latter two or being a high priest[ess] for monsters.
(Being Proteced via cloak of protection already yields maximum MC,
or via amulet of guarding yields intended result.)
The fixes37.0 entry oversimplifies.
Fixes#477
A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used. When exploding at a monster it didn't
wake other monsters at all.
Fixes#465
I accidentally toggled the 'altmeta' option On and got this
non sequitur result when trying to toggle it back Off:
|The altmeta option may not both have a value and be negated.
When wights were given a cold attack back in January, their
difficulty rating wasn't re-evaluated. The dummy monstr.c
produced by 'makedefs -m' puts it at 8 rather than previous 7.
I tried to follow the directions for the cron generated update
but the first step yielded
fatal: Not possible to fast-forward, aborting.
so I just diff'd the cron-NetHack-3.7 branch's Guidebook.txt
and the NetHack-3.7 one, applied that diff as a patch to my
copy of NetHack-3.7, and am committing it as an ordinary change.
Passage 10: single quote at start of paragraph should be a double.
Passage 14: second instance of "megalomaniac" was misspelled.
Add a couple of comments about some deliberately misspelled words.
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver. It will usually return and be re-wielded, so be ready to
fire again.
Implemented from scratch.
Guidebook.tex already uses mixed case for "Special Thanks"
but it put Dungeoneers into a new section--one on par with
Credits--rather than have that be a continuation of the
Special Thanks subsection. Split the difference: make
Dungeoneers be a second subsection of Credits in both.
Apply visibility fixups for monsters triggering door trap
explosions or digging through doors similar to the monster-opens-
door-handling from a couple of days. Again, the issue is that
hero/player can see a closed door in situations where they can't
see an open one, and messages about the door being opened or
destroyed need to take that into account when seeing a closed
door go away.
Not as thoroughly tested as monster just opening closed door.
It was possible to wish for a secret door, if done at a wall or
door location, but not for a regular door. Add that. (Dig
followed by locking magic possibly followed by open or by kick
could cover most of the details without wish support, but there
wasn't any way to force a closed or locked door to be trapped.)
The wish request can include "trapped" (or "untrapped", the
default) and/or one of the 5 door states: "locked", "closed",
"open", "broken", or "doorless" (default is "closed"). If more
than one state is specified, the last one in the wish text
overrides others. If trapped is specified with open or broken or
doorless, it will be ignored.
Allow "looted" when wishing for a fountain, sink, throne, or tree.
For the ones with multiple loot tracking bits, it sets them all.
Explicitly reject a wish for a wall rather than claiming nothing
of that description exists.
Formatting: wrap various wide lines.
Report from roughly two and half years ago was about "<monster>
opens the door" without displaying <monster>.
Monster movement first decides whether a monster can pass closed
door. If so, the monster is placed at the door spot, a message
is given about that movement (unlock, open, smash down, &c), and
finally the map is updated.
Changing the sequence to update the map before issuing the door
message was not sufficient to fix this. In the corridor plus
closed door plus lit room map fragment shown here, when 'O' moved
to '+', you would see it there if the hero is at '1' or '2', but
not if at '3', '4', or '5'; open door was shown instead. But the
message described 'O' accurately rather than as "it" for all those
hero locations.
: -----
: #O+1...
: |2...
: |3...
: |4...
: |5...
: -----
For 3,4,5 the #vision command shows the closed door as 3 before
the O move, but blank (0) after. In other words, the closed door
is within line of sight but once opened, the doorway spot isn't.
It makes sense that the closed door behaves like a wall but I'm
not sure whether the behavior for an open door's breach does too.
I had an awful workaround that successfully displayed the monster,
but it wouldn't show the same thing if the door was already open,
so I've changed the situation to yield "You see a door open."