Commit Graph

25 Commits

Author SHA1 Message Date
nhmall
7c359f9dc8 remove fixes entry from 3.7 fixes for recent change back-ported to 3.6 lineage 2019-12-17 12:19:27 -05:00
nhmall
edd9d5b810 flying hero should be able to pass through a hole using '>' 2019-12-16 00:25:20 -05:00
PatR
80f52d5d53 finish moving a couple of short patches to 3.6.4
And make the revised teleport portion match.
2019-12-13 17:54:00 -08:00
copperwater
4a3d5f95d9 Allow teleportation onto the Vibrating Square
It's a minor annoyance when you forget you can't do this in vanilla and
then get relocated somewhere random on the level. Since it's not a
harmful "trap", just allow the adventurer to teleport directly onto it.
2019-12-08 19:57:35 +01:00
nhmall
2bf55a6ec7 mapglyph level-related function calls are done once per level 2019-12-07 22:03:43 -05:00
PatR
708773c514 color altars
Something I noticed in the hardfought diff what looked interesting.
Unfortunately the most interesting bit turns out to be unuseable.

Display high altars (Moloch's Sanctum and the Astral Plane) in
bright-magenta and unaligned altars (aside from the Sanctum one) in
red.  Hardfought's code also uses white for lawful, gray for neutral,
and black for chaotic, matching the unicorn colors associated with
the alignments.  But those colors don't render in a reliable fashion
(see the comment in mapglyph.c) and become confusing about why they're
used for altars of particular alignments.
2019-12-07 13:44:46 -08:00
nhmall
fe9ed530b1 Qt code rearranging fixes entry 2019-12-07 11:50:24 -05:00
PatR
565e020573 kinda/sorta fix github issue #246
When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point.  Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix.  The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.

Fixes #246
2019-12-05 02:33:47 -08:00
nhmall
94f251cf2a fixes catch-up bit 2019-11-25 11:30:21 -05:00
nhmall
cab3eabfc4 lua quest texts 2019-11-25 00:50:16 -05:00
nhmall
7de2a0d515 Merge branch 'NetHack-3.7' part 2 2019-11-22 23:41:21 -05:00
nhmall
3545374e9c internal self-recover fix and bones name buffers 2019-11-21 23:41:11 -05:00
nhmall
b15e4782c5 add a fixes37.0 entry for the lua changes in branch 2019-11-08 16:12:35 -05:00
nhmall
817efa4381 updates to README and doc/fixes37.0 2019-11-08 16:09:18 -05:00
nhmall
e933882eb8 fixes entry 2019-07-14 18:20:17 -04:00
PatR
9125b5943e 3.7: automatic annotation for vibrating square
Add "Gateway to Moloch's Sanctum" to the vibrating square level if you
step on the square or detect/magic map it as a pseudo-trap, an extra
hint for players who manage to get that far but then don't know what
to do next.  (I think I may also add a randomly placed floor engraving
along the lines of "For a good time, consult the Oracle of Delphi."
as a gag variant of "For a good time, call <name> at <phone number>."
Not very thematic for Gehennom but could conceivably nudge someone in
the right direction.  But it could give away the level for experienced
players who haven't located the vibrating square yet.)

The annotation sticks until the one for "Moloch's Sanctum" gets added.
That happens when the temple on the sanctum level is entered or the
altar there has become mapped (in view or via magic mapping).

Could break existing 3.7.0- save files (but probably won't, since
at least two bits were available unless using an ancient 'Bitfield()
allocates whole bytes' configuration).  That's the reason I didn't
put this into 3.6.2+.
2019-06-11 09:29:14 -07:00
nhmall
2d4e292de6 fixes37.0 section header bit 2019-05-12 08:16:01 -04:00
nhmall
cdcc93fec2 catch up on fixes37.0 entries 2019-05-12 08:10:21 -04:00
PatR
4159dd985a fix #2468 - killer bees without a queen
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen.  This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.

Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one.  Both types accept either tame or hostile queen bee
as an existing queen.

Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
2018-12-21 16:59:01 -08:00
nhmall
786034131f remove some out-of-date fixes entries 2018-12-15 18:47:56 -05:00
nhmall
5d410a3457 remove entry from fixes37.0 cherry picked into minor dev branch
this display-support for a 3.6.1 feature was originally committed
to master but it might as well accompany the 3.6 line changes
that are already there.
2018-05-15 06:32:54 -04:00
nhmall
3fe8325f14 integrate aklys feature introduced in 3.6.1 into display 2018-04-29 10:40:11 -04:00
nhmall
cf73c4bf26 windows build fix
preprocess bigroom.des
	$(U)makedefs --input bigroom.des --output - --grep | $(U)levcomp

insert a missing tile (placeholder only - it needs future fixing!)
2018-04-28 16:04:45 -04:00
nhmall
c8afcdb795 correct an overwrite 2018-04-28 12:22:44 -04:00
nhmall
f4e70044be prepare repository for new major version 2018-04-28 12:17:48 -04:00