Issue reported by Tomsod nearly six months ago: missile damage against
hero was not honoring the Half_physical_damage attribute when hero had
that.
Fixes#1459
armorstatus, and terrainstatus
This adds three special status items to show at a glance what the hero
is wielding, wearing, and standing on.
Each of the three items has its own boolean option rather than try to
fix them in with the existing opttional status conditions. After a
lot of testing, I think the weapon and armor ones will prove useful
but the terrain one probably won't be.
Presently it is implemented for tty and curses. When I developed it
six years ago, it was also working for X11 but I'm not able to test
the resurrection of that part so have left it out.
Any sort of iron footwear now protects from traps, and polymorph
traps change one sort of iron footwear into a different sort of
iron footwear (removing any incentive to try to farm them, because
you will see both options very quickly).
Rolling boulder traps now react to having boulders pushed onto them;
the boulder will roll until reaching the trap's launch spot
(resetting the trap if the boulder was removed), or until it hits a
wall otherwise.
Because they can now be reset, they aren't removed when stepping on
them with a misplaced boulder (although no boulder moves unless
there's one on the appropriate spot).
Non-vampire shapeshifters were changing shape a lot; often you
could have a chameleon turning into a different monster each turn.
Now monster shape changing is actually their "special" power,
and it takes 3-12 turns until they can do it again.
Blessed potion of see invisible was guaranteed to give see invisible
intrinsic, making it far too easy to acquire. It now has 1/10 chance
of giving it permanently, somewhat similarly to potion of invisibility.
The outer edge of a random dungeon level can have undiggable
walls. Phaseable monsters, such as earth elementals, could
hide deep inside that boundary. Turn the walls beyond the
first layer of non-diggable walls also non-phaseable.
Acolytes grow up to priests, apprentices to wizards, but they
did not cast spells after they grew up. Give the monster priests
and wizards the same spellcasting attack as all the other
priest and wizard -type monsters.
This lack of magical ability goes back at least to 3.3.1;
I didn't bother checking back further.
Use the 'm' Prefix to make wizwish show the history menu.
Also entries wished via WIZKIT are added to the history.
While debugging, I often need to wish the same thing multiple
times, and typing or pasting it with mouse is annoying...
Add a new parameter to des.monster, m_lev_adj, which is a level
adjustment for the monster. This only applies to the monster's
level, so basically only affects the spellcasting, it does not
change the monster's hit die or inventory.
Change one of the shamans in Orctown to be 3 levels higher.
Change 'v' from #versionshort to #chronicle.
Change 'V' from #history to #versionshort.
History can still be accessed either directly with the extended command,
or via the help menu.
Versionshort now accepts the m-prefix, and then shows the longer version.
Normally energy regen is 1d2 or 1d3, so wearing the amulet increases
that to 1d4 or 1d5. The only way to get energy regeneration is via
The Eye of the Aethiopica, so you cannot have both at the same time.
Allows the user to configure a key binding to toggle any boolean
option, for example:
BIND=':toggle(price_quotes)
BIND=v:toggle(autodig)
The option must be settable in-game.
The old code had two main problems: a) it was very difficult for
unspoiled players to figure out how it worked (because donating too
much got you a bad result, and the exact amount you needed depended
on magic numbers that weren't stated in game, and because you had to
hide your visible gold to get a good result); b) for players who
knew the mechanics, it was somewhat exploitable and also somewhat
tedious to make use of (due to needing to hide visible gold before
donating).
This change preserves the spirit of the previous code whilst making
things more transparent for new players and less tedious for existing
players: the donation amounts for the various effects are still
roughly the same (but randomized), but the amounts you need to donate
for clairvoyance and for protection are explicitly stated (and as
before, the alignment reset is done by donating an unnecessarily
large amount and isn't explicitly stated as an option). If you have
a lot of visible gold, you still need to donate a sizeable proportion
of it to get a useful effect, but now you get a larger reward to
compensate for the larger donation (to the extent that doing this
gives comparable results to doing it as a series of small donations,
removing the incentive to hide your gold before donating).
There's also something here for those players who like to squeeze
every last point of optimality out of a game: the "obvious" donation
strategy gives decent results, but players who are really willing to
dig into the mechanics may be able to find a way to get slightly
better results on average (which if I've balanced this correctly,
will lead to a very long and complicated spoiler).
One other change is that this is now based on your peak rather than
current level, to fix an exploit in which the character was drained
down to level 1 to donate a very large amount of gold (improving by
20 AC points) and then immediately restored back to the previous
experience level using a blessed potion of restore ablity.
This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
It takes time for an early-game monster to acclimatize itself to the
power of an attack wand: in much the same way as a nervous human may
quite possibly miss with their first attempt to use a gun in combat,
an early-game monster will always miss on its first use of an attack
wand (but from then on will understand how they work and get over
their nerves, and will hit as normal).
This is a balance change based on observed results from tournaments:
guarding against deaths to early-game attack wands requires an
unusually cautious playstyle which isn't much fun (and might not
always be possible even for the best players), so it is quite common
for them to be the cause of random deaths that it wasn't worth trying
to avoid. Although trying to dodge a monster who found an attack wand
is fun, you only actually get that fun if something makes you aware
of the danger: the monster missing with the wand is a clear way to
demonstrate the danger and let the player know that now is the right
time to take precautions.
This change could theoretically have broken saves, but probably
doesn't due to there having been a spare bit in struct monst. Just
in case, it is being pushed together with other save-breaking changes
to avoid the need for multiple bumps to EDITLEVEL.
A wand of stasis prevents teleportation (even in some cases where
it would normally not be prevented, e.g. the hero teleporting a
monster, or covetous monsters teleporting). This is intended to
provide an alternative tactic against covetous monsters (and their
AI has been adjusted to handle being under a stasis effect), but
might also be useful in other situations. It does not prevent
teleportation of objects, only the hero / monsters, and does not
at present prevent level teleportation (although I'm not sure about
this and it might well change in the future).
This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
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.
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.
Pull request from greg-kennedy: when a characteristic is repaired via
restore ability, set exercise and abuse for that characteristic to 0.
Closes#1403
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.
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.
groff 1.24 is in its second release candidate of this writing and
features a noteworthy revision to its syntax.
---snip---
NEWS:
* If your roff(7) documents follow any of the requests ... `so`, ...
with a comment after their file name argument, and did not place that
comment immediately after the file name, you are likely to get a
diagnostic message resembling the following.
warning: cannot open macro file 'e.tmac ': No such file or directory
Or, less likely, the formatter will open the wrong file, one with
spaces at the end of its name. That is because these requests are
now able to process file names containing space characters. (This
change also makes the request syntax consistent with that of `ds`,
`as`, and others.) A quick fix is to place the comment escape
sequence as early as possible. For example, we would change:
.mso e.tmac \" Load Eric Allman's package.
to:
.mso e.tmac\" Load Eric Allman's package.
to tell the formatter to load the "e.tmac" file rather than
"e.tmac ". See the items below for further details.
---end snip---
Work around this change while maintaining with older groff and other
*roff formatters.
1. Stop using space to separate comments from the argument to `so`.
2. Temporarily define a `So` macro to wrap the `soquiet` request (for
groff 1.23 and later) or `so` request (for everything else).
3. Abort formatting with an error diagnostic if the `nh` macro package
the Guidebook requires cannot be located.
Fixes:
$ (cd doc && rm -f Guidebook && make Guidebook)
troff:<standard input>:34: error: cannot open 'tmac.nh ': No such file or directory
troff:<standard input>:35: error: cannot open 'doc/tmac.nh': No such file or directory
Fixes warning in category "syntax" from the forthcoming groff 1.24.
troff:<standard input>:790: warning: ignoring a space on input line after output line continuation escape sequence
[94 more occurrences]