Valkyrie player monster was set to be chaotic even though valk
hero is lawful by default and can also be neutral but not chaotic.
Change it to be lawful. Warrior quest monsters attending leader
were also chaotic; change to lawful to match revised valk. If
hero is a neutral valk then both the player monster and warriors
get changed to neutral at start of game (and stay that way even
if hero changes alignment). The leader defaults to neutral but
gets changed to lawful for lawful valk hero.
Attentdant quest monsters with the healer leader were lawful but
if they gain enough experience they get promoted to healer, so
make them neutral like the latter.
I've added some miscellaneous comments and done a small amount of
reformatting. Comment about alignment changing in bones applies
to all roles that can be played with different alignments, not
just to valkyries. It isn't new; I just thought that it ought to
be mentioned somewhere.
Fixes#521
Add a page citation for passage #1 and change the wording of that
passage to match the book: the second "does not need" should be
"doesn't even need".
Also make the comments about various added passages (for other
books) be more consistent.
Like /m for nearby monsters and /O for all objects, implement /^
and /" to view a list of nearby traps or all known traps. Only
lists discovered traps (or mimics immitating traps, or detected
door or chest traps iff still shown as such on map), but lists
map traps even when an object or monster at the same location is
blocking view of them.
For traps on the Water and Air levels that have been mapped, they
will only be listed when within line of sight so that this feature
can't be used to track portal location as it moves around. However,
when within line of sight it does allow the portal to be recognized
if that has become covered.
When using '//' or ';' to examine the map and player uses '^' to
move the cursor to the next displayed trap, have cursor go to
locations containing webs, the vibrating square, or other non-'^'
trap when such is the next trap symbol up. Otherwise looking at
webs is very tedious because '"' is treated as a look-at command
rather than than a target symbol.
Allow killing your quest leader, just to make games winnable if you
converted before doing the quest.
Boost the quest leaders and give them some equipment. King Arthur
gets Excalibur. Killing quest leader gives really bad luck and
makes your god angry at you, and killing quest guardians gives
smaller penalties.
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
Another SliceHack feature. However, the math implemented by SliceHack
seemed incorrect, so I tweaked it.
Pets previously attacked monsters of up to one level higher than them as
long as they were above 25% health. Now, they will attack monsters as
follows:
100%: up to level + 2 (pets could not attack this high before)
80%+: up to level + 1
60%+: up to same level
40%+: up to level - 1
25%+: up to level - 2
The case that prevents any attacks below 25% health still exists.
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.
Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.
Polyselfed hero exploding won't cause elemental damage to their
own gear.
Originally from xNetHack by copperwater <aosdict@gmail.com>.
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.
Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
The #version command retrieves the lua version number to include
in its output, but it was leaving the 'in_lua' flag set. So if a
later 'O' command tried to complain about a bad option value, the
error reporting routine crashed.
... and make them actually deal damage based on the energy
it would've drained, if you have Antimagic.
Also prevent them appearing too early in the dungeon.
Allow drain energy attacks (and anti-magic traps) drain more
than your level of energy.
Make eating magical monsters such as wizards and shamans give
the same tiny buzz bonus as eating a newt.
Add missing italics to several words in passage 1.
Add three new passages, bringing the total to 13.
The third one ended up being fairly long. I made note of it
intending just the bacon joke but when transcribing I backed up
quite a ways. The context is fairly unusual for a Discworld story.
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.
Originally from SporkHack by Derek Ray.
Applying a novel to flip through its pages described them as having
"ink" rather than "magical ink" but that wasn't a very suitable way
to distinguish them from spellbooks since their ink never fades.
The Book of the Dead's pages "glowed faintly red" even when the
hero couldn't see them.
Fixes#513
level-drained below level 1. No "you die" or equivalent, just
straight to being life-saved or to "do you want your possessions
identifed?". Change it to issue "Goodbye level 1." The fact
that it is has been fatal will become obvious. An issue comment
on github pointed out where the fix was needed.
Fixes#511
Touch of death will now do 50 + 8d6 damage, and drain max HP for half
of that. If the drain is equal or greater than your max HP, then it
will kill you instantly.
Change originally from SporkHack by Derek Ray.
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.
Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
Characters who start out knowing non-magic armor should not know
cornuthaum and dunce cap. (Which suggests that those probably
ought to be classified as magic.)
Take away knowledge of polearms from barbarians and valkyries.
Add knowledge of all bows/crossbows, arrows/bolts, and spears to
rangers.
Add knowledge of all daggers to rogues. (Very minor; non-elves
recognize elven daggers and non-orcs recognize orcish daggers.)
[From 14 months ago; I've got an old email for this but can't find
it in the bug list.]
Some things shouldn't hurt the hero when thrown upward and falling
back on head. I've been pretty conservative about what won't do
any harm.
A recent change made it possible for a glob to have its dknown flag
cleared and that exposed globby_bill_fixup() passing Null shopkeeper
to get_cost(), triggering a crash.
Make the routine that clears dknown/known/bknown/&c also be the
routine used to initialize those flags for a new object so that it
is the place that handles various special cases. That hides the
shop bug again.
But also fix the shop bug even though it won't be triggered.
Fixes#509
Add page citations for first two passages and some missing italics
to the first one. Fix spelling of "fossil" in passage 8.
Add two short, new passages bringing total to 13.
For the time being at least, take out "uninjured/barely wounded/
slightly wounded/wounded/heavily wounded/nearly dead" description
on monsters examined with ';' or '//' or '/m' and on final tombstone
and logfile entry if hero gets directly killed by a monster.
Maybe it will be revisited later....
when compressing or uncompressing a save file. Defining
VAR_PLAYGROUND forces PREFIXES_IN_USE to be defined, and the latter
causes docompress_file() to be called with save file name containing
a full path instead of just save/xyzzy.Z relative to the playground.
Depending on the value of VAR_PLAYGROUND, that could be too long for
the buffer used to make a copy of the name with ".Z"/".gz"/".bz2"
appended.
Probably only applies to Unix/linux/OSX configurations.
Fixes#507
zapped at corpse flagged as "no revive". A fairly recent change
made undead turning override no-revive if it hit someone carrying
a corpse flagged that way (corpse of a troll killed by Trollsbane
or stuffed in an ice box or explicitly cancelled) but neglected to
do so for corpses zapped while on the floor. This fixes that, for
undead turning zapped by monsters as well as by the hero.
Fixes#505
that has no nutritional value. Prevent applying the partly eaten
attribute to wished for food if the full nutrition isn't at least 2.
The problem case was 0 nutrition wraith corpse, yielding "partly
eaten food (1) more nutritious than untouched food (0)" when setting
the corpse's weight. That one was possible in 3.6.x, unlike corpse
that was actually partly eaten and then revived as a zombie (which
was just fixed for triggering the same warning).
Wishing really ought to ignore "partly eaten" for anything that is
normally eaten in one bite but I'm not sure how to handle that.
Fixes#504
Issue was about being asked what to call a previously seen potion
which has been picked up and thrown by an unseen monster. Hero
shouldn't remember what the item description was. This is a much
more general change than just fixing that. Any item picked up by
an unseen non-tame monster will have all its *known flags cleared
since the hero can't see what that monster does to it. Same if an
item is picked up while seen but then used when unseen.
Unseen pets are excluded from the pick up case--but not the use
case--because they pick up and drop stuff continually and players
would just slaughter them if they caused item information to be
forgotten.
Fixes#493
When unlocking a trapped container, any blessed key was behaving
as if it was the rogue's Master Key of Thievery: detecting the
trap, asking whether to untrap, and always succeeding if player
responds with yes. The intended behavior is that the Master Key
will behave that way for a rogue if not cursed and for non-rogue
if blessed; it wasn't supposed to affect ordinary keys at all.
Fixes#503
For Lords and Ladies, add a new, 13th passage.
For Men at Arms, include a page citation for the first passage
and add some missing italics to that one. Add a missing word to
the second passage.
When a potentially bribable demon lord becomes angry because the
hero is wielding Excalibur or Demonbane, avoid "It looks angry"
if the demon can't be seen. The pull request just suppressed the
message in that situation; I've added an alternate one.
Fixes#498
Implementation of '|'/#perminv command for scrolling perm_invent
deliberately disabled menu_headings (video attribute for object
class separator lines) on the persistent inventory window under
curses. I don't recall why (possibly because it isn't actually
a menu) but there's no compelling need to do that, so reinstate
heading attributes.
Fixes#499
The report was misleading because the warning about partly eaten
food being more nutritious than untouched food was actually given
when the partly eaten corpse was used to calculate hit points of
the new monster as the corpse was reviving as a zombie, rather
than when a bite was taken from it. Pull request #497 had correct
analysis and a fix, although I've put the fix in a different place.
Closes#497
Issue #495 and pull request #496 are both about a typo in recently
modified ^X feedback displayed when held by a monster: "createure"
should be "creature".
Closes#496Closes#495
If the killer and the paralyzer are the same monster, truncate
that to "Killed by a foo, while paralyzed". When not the same,
spell out the paralyzer's monster type instead of using generic
"monster". "Killed by a fox, while paralyzed by a ghoul", or
"Killed by a ghoul, while paralyzed by a ghoul" *if* they were
two different ghouls.
Add page number citations for the first two passages and add three
new passages. That brings the total for Small Gods up to 15 which
is a bit on the high side, but they all seemed worthy.
While in there, fix a transcription mistake in Lords and Ladies #7:
"to" should be "be".
And two fixes for Jingo #11's footnote, change "genious" to "genius",
remove second "was" from "was, oddly enough, was one [...]".
Also, add a comment about the Amazing Maurice.
I've tried to bring the fixes37.0 entries about tribute fixes up to
date. They're mostly minor and mostly neglected to include updates
for that.
This is similar to commit 98d381de46
(which mis-classified the bug as post-3.6), using #rub on a lump
of royal jelly and supplying '-' rather than an egg as the target
yielded "You mime rub the royal jellying on something." Change
it to be "You mime rubbing the royal jelly on something."
Restore some old behavior for the apply command that was changed
by the "getobj refactor" patch. You couldn't attempt to apply
potions to determine whether they were oil, couldn't apply gray
stones once touchstone was discovered, and attempting to apply
arbitrary items gave "that is a silly thing to apply" rather
than "sorry, I don't know how to use that."
Don't include "Click!" in the feedback when a rolling boulder
trap is triggered if the hero is deaf. Some feedback based on
being able to see a monster be hit by a rolling boulder should
also be reported if the location can be seen and an invisible
monster can be sensed there. Change "you hear rumbling in the
distance" to "you hear rumbling nearby" when unseen activity is
close. If the boulder itself is visible when it starts to roll,
report seeing that instead of hearing rumbling.
Fixes#490
Issue is about monster shape changes being sensed via telepathy
while hero is swallowed, so player gets told about things that
aren't being shown on the map. Similar situation while underwater;
only monsters in adjacent water spots are shown on the screen, but
messages about sensed monsters will continue to be given. It isn't
limited to shape changing; lots of places include telepathy,
extended monster detection, and warning against specific types of
creatures as criteria to decide whether the hero 'sees' something
that isn't directly visible happen.
Change sensemon() to behave as if being swallowed or underwater
blocks telepathy, extended monster detection, and warning. I
consider this to be experimental, but it needs much wider testing
than would take place if put into its own test branch. It can be
tweaked or reversed if that turns out to be necessary.
There should be no change in behavior when not swallowed and not
underwater. But for either of those two situations, some messages
that have been getting delivered may be different (such as using
"it" instead of sensed monster's name) or suppressed.
Fixes#486
The message given when attempting to light a lantern with no power
left described it as a lamp. Change that to lantern. Also, "has
run out of power" duplicates the message given when it burns out;
change that part to "is out of power".
Your lamp has run out of power. -> Your lantern is out of power.
Fixes#489
A display optimization assumed that the color of a glyph wouldn't
change unless the glyph itself changed, but there is a single glyph
for all altars and unaligned is shown with a different color than
the three aligned ones. If there was an unaligned altar outside
of Gehennom (orcish mine town, some quests) and an invisible hero
(without see invisible) converted it, it stayed the old color until
there was some other reason to update that screen location.
Fixes#491
We used to have the contents of chests and large boxes be immune to
water damage, oilskin sacks immune unless the sack was cursed, other
containers be vulnerable. Some reddit discussion about ice boxes in
unnethack indicates that they are treated like oilskin sacks, which
makes sense. This adds that to nethack and also makes chests and
large boxes behave similarly. So it's now: nothing is immune even
when cursed (except statues); oilskin sacks, ice boxes, and other
boxes are immune to water damage unless cursed; all other containers
vulnerable even when not cursed.
|
| Old New
|immune all statues, statues
| the time chests, large boxes
|
|immune when BU, oilskin sacks oilskin sacks,
| vulnerable if C ice boxes,
| chests, large boxes
|
|vulnerable ordinary sacks, ordinary sacks,
| all the time bags of holding, bags of holding
| ice boxes
|
I suspect that the old ice box classification might have been an
accident caused by the Is_box() predicate yielding False for it.
The changes won't make much difference to actual play. Chests and
large boxes are rarely carried and never start out cursed, ice boxes
even more so, and sacks/bags haven't been changed. However, players
might intentionally curse a container to keep strong pets from
picking it up, or be carrying a box because they haven't found a bag
yet and then muck about with fountains or thrones and get it cursed.
From a beta tester six years ago: specifying 'scores:own' resulted
in an option setting of 'scores:3 top/2 around/own' when player
wanted 'scores:0 top/0 around/own'. Change it so that when fewer
than all three fields are given new values, the others are reset
rather than having their old values merge with new settings.
Also, 'scores:none' can be used to get 'scores:0 top/0 around/!own'
to skip the scores at the end without skipping notification of
whether the ending game's score made it into the top N list.
Options parsing accepts '!scores' and then ignores the negation.
Changing the optlist flags for 'scores' to allow negation resulted
in a complaint about missing value; I gave up instead of pursuing
that. 'scores:none' should suffice.
Setting 'scores:!top/own' or 'scores:!around/own' would behave as
'scores:1 top/!own' or 'scores:1 around/!own', respectively.
'scores:!top/!around/own' behaved as 'scores:1 top/1 around/own'
(note affect of two prior negations on final field compared to
single negation in the earlier two variations). This fixes those.