Bananas are quite rare, and none of the simians are very strong,
so this won't be in any way overpowered - just a bit of flavor.
I think this was originally Derek's change from Sporkhack, but
similar ones have been done in the community multiple times
in the past.
Fireball and cone of cold could target detected monsters
through a wall when cast at skilled or higher. This allowed
eg. targeting the Wiz from outside his tower.
Use walk_path to determine the actual location where the
spell will hit, so trying to cast through a wall will
make the explosion happen at the nearest empty space.
This is the Pet ranged attack -patch by Darshan Shaligram,
with the spellcaster parts removed to keep it simpler.
Pets will now throw, spit and breathe at other monsters.
Several people seem to be confused about config file and what to
put in it. Perhaps this'll help a bit. The options are mostly
in alphabetical order, except where it makes sense to group
them together.
Also add fixes36.1 to the Files
Setting CHECK_PLNAME to 1 makes WIZARDS, EXPLORERS, and SHELLERS
check the player name instead of the user's login name.
This is mostly useful for public servers which have external
login system and don't create user accounts for players.
Without rewriting the complete commit history, we cannot adjust
the committer names or emails. Luckily git allows mapping committer
names and email via the .mailmap file in the repo.
Most visible difference is when using "git shortlog -sne"
Without this, the keyboard commands don't work in the extended
command window on Linux. If the translations are removed from
menuformview, then the keyboard commands don't work on Mac.
Having the translations in both doesn't seem to hurt.
When entering an extended command, allow the user just type
and match a new command immediately, if no match was found,
instead of needing to wait the 2.5 seconds.
There have been several comments on IRC how the Wizard is a very
light sleeper now; aggravate cast by monsters makes him wake up
and come out of the tower. So, lets limit aggravate to either
outside or inside of the tower, depending on which side the player is.
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
This fixes bz23: Warning glyph info wrong with TRAPS=50, even
though you don't set the trap symbols via TRAPS anymore, the
bug still existed. To trigger it, use SYMBOL=S_arrow_trap:2
and look at monster that appears as warning '2'.
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
Several people have asked if 3.6.0 supports playing with tiles on
a public server. Because there's no way for the user's end to know
what that white @ is, this adds special console escape codes for
tile hinting.
The idea was originally a patch called TelnetTiles by Justin Hiltscher,
but this expanded version comes via NAO, where it's been in use for years.
This is basically an interim hack, which should go away when/if
we support actual client-server model.
I've seen some complaints about not being able to kick with ^d
so add kick as an extended command.
Also add the missing #exploremode command to the Guidebook.