From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious. I
decided to just borrow from vault guard behavior and have the hero regain
consciousness. It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then]. Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return). There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out? ;-)
Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
202 lines
12 KiB
Groff
202 lines
12 KiB
Groff
$RCSfile$ $Revision$ $Date$
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General Fixes and Modified Features
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-----------------------------------
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fix "You hear The food ration tumbles downwards" for blinded pit dropping
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silver arrows weren't causing silver damage on some silver-haters when wielded
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wizard mode: avoid division by 0 crash for level teleport in the endgame if
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confusion overrides teleport control
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don't #sit on an object in a pit if you're only on the precipice
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fix message when pushing a boulder into a pool while riding
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plural of "Nazgul" is "Nazgul" not "Nazguls"
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trap messages referring to named steed were ackwardly worded when hallucination
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overrode use of the name
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some actions such as eating corpses off the floor didn't check whether hero
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could reach the bottom of a pit
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usmellmon() instead of "It turns into it" during monster polymorph
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grammar of messages regarding eating artifacts
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avoid a message about an invisible monster looking much better
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player polymorphed as a xorn could not pick up items in pits
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don't display "turns to flee" message for a mimicing mimic
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dipping acid in a fountain could cause an explosion but not destroy the potion
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if your blindfold glows and you're not otherwise blinded, you can see it
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added strsubst() to hacklib
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be consistent with use of "removing" rather than "lifting" for encumber
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messages associated with taking things out of a bag of holding
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cursed scroll of destroy armor damaging cursed armor didn't adjust attributes
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add passive() flag that indicates uwep was destroyed during the turn
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polymorphed or shapechanged monster sometimes got erroneous hit points
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calculate weight of corpses on special levels correctly
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Sting could trigger premature display of orcs during savegame restore
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Sting now glows light blue again
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prevent "offering" or other words with similar ending from matching ring quote
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make cleric cast lightning blind as other lightning does
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change the wording slightly to use "one of " when a monster wielding
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multiple daggers thrusts them
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if you didn't see a rolling boulder fall into a pit, you only heard the sound
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of it doing so if you were blind
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fire trap was triggered twice in the same turn when melting ice was involved
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abandon the specialized djinn and ghost counters used for potion tuning and
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use the mvitals[].born field instead
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if you were Poison_resistant, only a *blessed* potion of sickness caused
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loss of hitpoints
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shopkeeper removal of trap from shop doorway yields an open door instead of
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a closed one if an intact open door is present
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guarantee that hostile djinn released from bottles really are hostile
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handle lava when removing or losing water walking boots
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fix incomplete sentence occuring when unique monster's corpse fell down stairs
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fractured boulders or statues produced inconsistent object settings on the
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resulting rocks
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really fix rolling boulder bug C340-18, the previous "fix" reversed the test
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monster throwing greased weapon has same chance for slip/misfire as player
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killing a pet by displacing it into a trap now yields experience
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prevent a rolling boulder that is in motion from vanishing in bones files
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ensure that a sleeping steed doesn't answer a #chat
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eliminate two very minor anomalies when using Luck to adjust random numbers
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destroying a worn item via dipping in burning oil would not unwear/unwield
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the item properly, possibly leading to various strange behaviors
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avoid a panic splitbill when shopkeeper is trapped by the door
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grammar tidbit for message given when eating tainted meat is also cannibalism
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gas spores shouldn't be described as "unable to attack" while hero is praying
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incorrect screen display if engulfer gets turned to stone when trying to
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swallow while hero is poly'd into cockatrice
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panic on subsequent move if engulfer gets turned to stone and poly'd hero
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also has attached ball&chain
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give more specific messages when dropping weapons due to slippery fingers
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various helmet messages changed to distinguish between "helm" and "hat"
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helmets don't protect against cockatrice eggs thrown straight up
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breaking container contents in a shop didn't always charge for them
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some types of shop theft of a stack of items only charged for a single one
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some thefts weren't charged at all even though shopkeeper noticed
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wizard mode: WIZKIT wish for own quest artifact triggered crash at startup
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avoid "your steed is still eating" message when going through a magic portal
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cannot drink from fountain, sink or surrounding water while swallowed
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don't hallucinate anything for an exploding black light as it dies
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give blindness feedback when moving into/through stinking cloud
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fix case on monster name when monster reflects floating eye's gaze
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monsters "shrieking in pain" from a potion didn't wake anything up
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Master of Thieves as Tourist Nemesis still had STRAT_CLOSE
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co-aligned unicorns in bones could be hostile
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finding "something" posing as a statue while Blind should map_invisible()
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adding more candles than required to total 7 to a candelabrum which
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already had between 1 and 6 gave an ungrammatical message
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give correct message when a spellcasting monster summons other monsters
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correct experience calculation for monsters that cause nonphysical damage
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monsters evading a kick on noteleport levels would cause a "teleports" message
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interrupt current activity during certain stages of petrification or vomiting
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warning about bad food didn't recognize tin of Medusa meat
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eating tainted Medusa corpse caused food poisioning instead of petrification
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avoid potential stale pointer use after magic bag explosion
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nymphs and monkeys can't steal rings worn under gloves
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monkeys can't steal rings worn under cursed weapon
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succubi will remove hero's gloves before taking worn ring; incubi will do
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so before forcing ring to be put on
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mbodypart should return forehoof, not foreclaw, for horselike monsters
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further digging of an existing hole finishes in a single turn
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only prefix shopkeeper names with "Mr." or "Ms." when not a personal name
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green slime should not affect noncorporeal monsters
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land mine explosion will destroy a drawbridge at same location
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avoid some more buffer overflows in query buffers containing object names
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avoid giving extra information about things that break out of sight
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avoid giving away wand type for near misses while blind
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avoid excessive repetition of "monsters are aware of your presence"
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monster's aggravation spell now affects meditating monsters
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busy pet won't miss out upon ascension
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fix various places that "finally finished" could be displayed after the hero
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stopped doing something other than eating
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fix some cases where movement was disallowed but the hero was still conscious
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after destroying drawbridge, hero could appear to be in the wall
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sometimes shop items which hero is forced to buy could be sold back twice
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vision was not updated when polymorphing a statue into a boulder
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`I u' when carrying single unpaid item listed its cost twice
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armor which auto-curses when worn by hero should do same if worn by monster
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limit how high accuracy, damage, or protection can become via eating rings
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when blinded hero detects a trap by touch, make sure it shows up on the map
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confused remove curse will cause loss of knowledge of items' curse/bless state
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with astral vision, the ";" command should only display "normal vision"
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for things that could be seen without astral vision
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reanimating a statue containing gold produced double gold
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probing the resulting double-gold monster caused "static object freed" panic
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cursed wand might explode if used to engrave
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fatal wish from magic lamp left functional magic lamp in bones data
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fatal wish granted by monster left that monster in bones data
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clear prompt from screen after ESC is used to abort "In what direction?"
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minor interface changes for interactively manipulating autopickup exceptions
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chatting with quest leader who was brought back from the dead gave warnings
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becoming green slime or mimicking gold violates "never changed form" conduct
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when a monster grew into a higher form which had previously been genocided,
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the message explaining its fate was only given if it was sensed via ESP
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hero could still see for brief period after being blinded by potion vapors
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avoid crash when thrown potion hits bars before a monster
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don't give messages about seeing things happen while asleep
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protect hero from mind flayer's remote mental blast during successful prayer
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recognize if hero has already entered Gehennom by means other than usual route
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so that prompt can be skipped if Valley's stairs are subsequently used
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once you've passed the Valley, drawbridge tune is no longer a prayer reward
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fix up grammar and punctuation in variants of shopkeeper's price message
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regression, bug fixed in 3.4.1 reintroduced in 3.4.3: Sunsword continued to
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emit light after monster who was wielding got killed
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weaken "farming" strategy
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don't suppress corpse if you kill your own steed
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fix typo in tourist quest leader's greeting
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fix grammar for graveyard sounds when polymorphed
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avoid divide by zero crash if Luck drops below -1 while a prayer is in progress
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make hero inflicted with lycanthropy immune to level drain just like monsters
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describe locomotion method accurately when flyers traverse ladders or holes
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when there were multiple boulders at a location, moving one of them sometimes
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resulted in line-of-sight anomalies
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unicorn can't catch gems if it is asleep or paralyzed
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fix grammar when choking on gold
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some messages which referred to "mirror" ought to have used "looking glass"
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incubi react to mirrors
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alignment of Angels was handled inconsistently
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pets capable of digging could pass through walls and stone on the Rogue level
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avoid inappropriate "the corridor disappears" when vault guard gets killed
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avoid inappropriate "the guard calms down" if vault guard's magic corridor
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reaches a spot where gold is embedded in the rock
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adjust message for gas effect from chest trap if hero resists hallucination
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cancelling non-shop objects in a shop's entrance would upset the shopkeeper
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identified touchstone can rub on gold like the data.base entry says
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restore the capability of rubbing any object against known touchstone
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tombstone's reason for death after being killed by mis-returning Mjollnir
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varied depending upon whether it was fully identified
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tombstone's reason for death from kicking an object could include so much
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detail about the object that is was too verbose
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several quest messages were worded inappropriately if the hero was blind
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a samurai quest guardian message used "ninja" where "ronin" was intended
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revive from fainting if vault guard or bribe-demanding demon approaches
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Platform- and/or Interface-Specific Fixes
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-----------------------------------------
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tty: when loading user's run-time configuration, explicitly negating one of
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{DEC,IBM,MAC}graphics options after enabling another of them switched
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to regular ASCII and left the earlier option inaccurately set to "on"
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unix: remove use of parentheses in nethack man page usage that confused a
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man page conversion tool
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winCE: disable processing of double-click messages if the first click
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causes map to scroll
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X11: ensure vertical scrollbar shows up in text display windows
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X11: fix typo in mouse click sanity check; result might have pointed to
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spurious location after window resizing
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General New Features
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--------------------
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when you're teetering on the edge of a pit you can use '>' to enter the pit
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when asked for a direction, a response of '?' yields help and then asks again
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when adding an item to inventory, try to stack it with the quiver slot
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before trying against other carried objects
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#adjust can be used to split an inventory stack
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cockatrice meat has a distinct flavor to some
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wish request for "<something> armor" will match item named "<something> mail"
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Fire Brand and Frost Brand have a chance to avoid taking rust damage
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support ^R (and ^L in numpad mode) to request display repaint during direction
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choosing and location choosing prompting modes
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intelligent pets will use keys to unlock doors
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Platform- and/or Interface-Specific New Features
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------------------------------------------------
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