From a bug report two years ago, mithril armor should have color
HI_SILVER rather than HI_METAL. Tolkien describes mithril as "like
silver which never tarnishes". (The bug report had a more precise
quote, and a github URL for a patch which I've ignored.) The Amulet
of Yendor has material set to MITHRIL but I haven't changed its color.
All amulets are HI_METAL, so if any modification is needed for it,
change the material rather than the color.
Mithril-coats are displayed as cyan both before and after this patch,
so it's hard to tell whether any change actually happened.
Adds the "sortloot" compound option, with possible values
of "none", "loot", or "full". It controls the sorting of
item pickup lists for inventory and looting.
* don't let player wish for multiple globs
* use newsym() to clean up merged globs on floor
* food effects should match original corpse effects
* tidy up remaining crash when merging in place
-Add a boolean option menucolors to toggle menu color
-Add MENUCOLOR -config file option
TODO:
-Better support for win32
-Support more windowports
-Update Guidebook
-Allow changing menucolor lines in-game
Re-run nhgitset.pl to install.
"perldoc DEVEL/hooksdir/nhsub" for details. General docs still to come.
Quick notes:
- "git nhsub" lets you apply substitutions to a file without involving any
version control.
- When doing nhadd/nhcommit, the working directory WILL reflect the results
of the substitutions.
Let's see what this breaks.
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold. Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.
Also makes the Book of the Dead readable even while
blind, for obvious reasons.
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
This is Michael Deutschmann's use_darkgray -patch.
Adds a boolean option use_darkgray, settable in config file.
This patch has been in use on NAO for years, and I have heard
once someone say their terminal didn't support the dark gray
color.
Changes to be committed:
modified: doc/fixes35.0
modified: include/extern.h
modified: src/apply.c
modified: src/zap.c
On 3/23/2015 6:41 PM, a bug reporter wrote:
> When you're hiding under an item (e.g. via garter snake polyform), and
> that item gets polyshuddered into nonexistence, you continue hiding
> (under nothing).
This was addressed previously.
> (Incidentally, it's a bit weird that you use > to aim at items that are
> flavorwise above you at the time.)
This addresses the flavorwise concern.
On 3/23/2015 6:41 PM, a bug reporter wrote:
> When you're hiding under an item (e.g. via garter snake polyform), and
> that item gets polyshuddered into nonexistence, you continue hiding
> (under nothing).
This addresses the "hiding under nothing" bug, but does not
address this flavor comment also included in the report:
> (Incidentally, it's a bit weird that you use > to aim at items that are
> flavorwise above you at the time.)
On 3/23/2015 6:41 PM, a bug reporter wrote:
> If the game generates a graveyard, the graveyard places a normal
> demon, but all normal demons are extinct at the time, then morguemon (at
> mkroom.c line 423) indexes mons with NON_PM (the return value of
> ndemon() if it can't find a reference), which is an invalid pointer
> dereference. According to the testbench, this mostly seems to happen on
> dlvl 12.
This fixes the code violation, but the logic will now drop down to the
ghost/wraith/zombie code when that happens.
Is that desireable, or should something else happen (for variety)?
Look up remembered dungeon features, not user-visible glyphs,
and ignore uninteresting features (room, corridor and wall tiles).
Original patch by Patric Mueller, from UnNetHack