In previous versions of NetHack, this wasn't a problem because
teleport traps didn't *generate* on such levels, but more recent
changes have made this situation possible (e.g. a demon lord
migrates to a Gehennom filler level that already had a teleport
trap on it).
This change causes a "wrenching sensation", like stepping onto a
teleport trap with magic resistance does.
The MSVC warning assumes that any attempt to write - followed by an
unsigned number is an attempt to create a negative number (which
produces the wrong data type if you type, e.g., -2147483648).
However, it's also warning when an explicit U is given, e.g. in -1UL,
which is clearly not an attempt to express a negative value.
Suppress the warning by rewriting the number in question as (0UL-1UL)
with a binary rather than unary minus.
These are displayed in discoveries, and a new 'price_quotes' option
allows them to be displayed for un-IDed objects in other contexts
too (the idea is that you turn on the option while identifying
objects and off for general play).
Invalidates existing save files.
Instead of outright destroying the armor, the spell will instead
first erode the armor. The spell hits 2-4 times, so if it hits
the same armor 4 times, it will get destroyed. This does not
hit erodeproof armor.
Also change the scroll of destroy armor, so that blessed one will
destroy a cursed armor, if hero is only wearing that.
Give experience to the hero if opening Shroedinger's Box reveals a cat
corpse rather than releasing a live cat.
It feels a bit odd to assess a bonus rather than a penalty.
Reported via email direct to devteam.
If a monster killed by a drawbridge survives via life-saving and a
second monster also survives (in the reported case, it was a xorn
who will always survive bridge destruction), the second monster will
be placed at the same spot. That triggers an impossible
"placing <2nd mon> over <1st mon>, at <x,y>, mstates 0 0 at Dlvl N?".
If the first monster survives due to pass_walls rather than due to
life-saving and a second survives too, one of them should end up being
moved to a different spot and not trigger the impossible (not verified
via testing).
When a monster survives via life-saving, kill it again even if there
is no second monster involved.
Update vision affected by invisible mimics if polymorphing hero gains
or loses See_invisibls. Avoids triggering a sanity_check impossisble
if an invisible mimic is mimicking a boulder.
Bug report was that engulfer killed hero who was life-saved and expelled
onto a rolling boulder trap which resulted in the death of a bystanding
monster. That triggered an impossible about placing the engulfer onto
the map at an already occupied spot (containing the engulfer itself)
while dealing with the dead bystander.
This removes the code in mon_leaving_level() that was putting the
engulfer on the map. I'm no longer able to reproduce the problem it
was intended to solve, and if that problem (message delivery about the
swallow attack delivered with the engulfer missing from the map) exists,
it would be less severe than the impossible feedback. I didn't attempt
to reproduce the actual reported problem since the code removal should
make it moot.
Once again, the bug report via the web contact form got misclassified
as spam.
Pull request from greg-kennedy: when a characteristic is repaired via
restore ability, set exercise and abuse for that characteristic to 0.
Closes#1403
Give feedback if a visible monster drinks a potion of invisibility
that happens to be cursed so monster fails to become invisible, or if
hero hits a visible monster with a cursed potion of invisibility and
it fails to become invisible.
Show the invocation items in the unique items section of the
discoveries list even when they're only flagged as encountered rather
than fully discovered. The Amulet of Yendor is excluded; it has to
be fully discovered to be shown in that section.
The ` command already supports selecting 'u' for unique items as a
pseudo-class. Add support for 'r' as synonym to match the recent
addition of 'relics' to the Guidebook.
The unique item category includes the Amulet of Yendor in addition
to the three invocation items. 'r' shows it too, once it has been
fully IDed. I'm ambivalent as to whether the Guidebook's Relics
section should mention it.
In wizard mode, I used ^W to wish for the Amulet of Yendor and was
immediately prompted for another wish. It was baffling and took a
while to figure out. Give a message before initiating the wish.
This has been laying around for a few weeks. I meant to do more but
have forgotten what the rest would have been.
Don't mark generic objects as dknown.
Extend the recently changed behavior for cursed potion of invisibility.
Monsters won't drink potions of invisibility if already invisible so
can't accidentally or voluntarily make themselves visible again, but
let player make them become visible by hitting them with thrown or
wielded cursed potion of invisibility.
They don't have any concept of temporary invisibility that might let
them remain invisible while losing permanent invisibility, so they
just lose the latter and immediately become visible.
Return a couple of variables that actually held a direction back
to int from coordxy.
bhit() takes int params instead of coordxy.
boomhit() takes int params instead of coordxy.
xytod() renamed to xytodir(), and takes int params (promotion will handle
coordxy params).
dtoxy(coord *, int) renamed to dirtocoord(coord *, int).
dmgval is also used for monster attacks; move the healer knife
bonus to actual hero-specific code, and make sure it only
applies to hand-to-hand combat.
Styled as anatomy knowledge, a healer attacking a monster in melee
with a knife gets +1 damage per 6 dead monsters of that type,
capped at +3 damage.
Handwaving away the fact we're not keeping track who actually
killed the monsters...
Idea from aosdict.