If level teleport took you somewhere special, things like shop entry or quest summons or valley atmosphere messages were being given first, then "you materialize on a different level" after. schedule_goto() takes before-change-message and after-change-message arguments; it ought to be extended to have a mid-change-message one too but I didn't think of that until just now.
174 lines
9.8 KiB
Plaintext
174 lines
9.8 KiB
Plaintext
$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.80 $ $NHDT-Date: 1580254093 2020/01/28 23:28:13 $
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General Fixes and Modified Features
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-----------------------------------
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hero polymorphed into a vampire can use #monster to shape-shift rather than
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just do a one-shot polymorph into bat/cloud/wolf and shifted vampire
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hero can use #monster again to take on another form (randomly chosen
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among the shiftable shapes and true vampire form)
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adjust bones filename buffer sizes to accommodate suffix
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fix internal self-recover to work with recent fields added to checkpoint file
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improvements to pronoun usage when hallucinating
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function calls made from mapglyph based on dungeon level are now called once
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per level
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fast hero could have random clairvoyance happen more than once on same turn
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using 'Q' on wielded weapon would offer to split stack; make using 'w' on a
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quivered stack behave similarly
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weight for giant spider was too low for creature of size 'large';
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weight for giant beetle was much too low for 'large'
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leave some menu items out of "invert all" via '@' when their inclusion would
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degrade the usefulness of that interface feature
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change crysknife from mineral to bone and worm tooth from unspecified to bone
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worn meat ring shouldn't cause increased hunger; neither should fake Amulet
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worn +0 ring of protection should cause increased hunger if it is the only
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source of extrinsic Protection
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monster wielding Stormbringer or healer's Staff against another monster would
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heal the hero instead of the wielding monster when draining life
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change twoweapon feedback from "not a weapon" to "not a suitable weapon"
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don't allow twoweapon combat if either weapon is a bow, crossbow, or sling
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drum of earthquake feedback reported various things (fountains, thrones, &c)
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falling into a chasm but they remained intact because trap creation
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had been changed to not clobber such things (so couldn't make pits)
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make earthquake which hits a secret door or a secret corridor reveal it
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wizard mode wishing for "Amulet of Yendor" had 50:50 chance for true Amulet
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or a cheap plastic imitation; recognize "real Amulet of Yendor" and
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"fake Amulet of Yendor" to precisely specify either of them but also
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take away the 50% chance of yielding a fake one when neither real nor
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fake is specified
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unpaid globs showed weight info unconditionally outside of wizmode
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walking out of tethered-to-buried-object trap condition was supposed to
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reinstate punishment but wasn't finding the buried iron ball because
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the trap condition was cleared first to indicate escape; result was
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attached chain that got dragged around but had no ball attached
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when poly'd into a giant and moving onto a boulder's spot, message given was
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confused about whether autopickup would occur so could be misleading
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random role selection wasn't honoring unwanted alignment(s) properly
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if at the edge of the map window, trying to move farther fails but used a turn
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hero can no longer wear blindfold/towel/lenses when poly'd into headless form
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revamp achievement tracking for exploring Mine's End and Sokoban (by acquiring
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luckstone and bag of holding or amulet of reflection, respectively)
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throttle long worm growth rate and HP accumulation
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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fix compile when DLB isn't defined
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urealtime.realtime was being incorrectly calculated
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revised "mysterious force" when climbing out of gehennom could generate
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warnings about "rn2(0) attempted" or "rn2(-n) attempted"
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after 'w' on split stack patch, wielding '-' would cause an object_lost panic
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same patch allowed partial stack from getobj to replace cursed wielded weapon
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if the orc-town version of mine town has been loaded, creation of orc zombies
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or orc mummies would name them as part of the town raiding orc clan
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autounlock of door or chest took no time; chest case depended on whether
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anything got looted along with the unlocking
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autounlock with artifact unlocking tool didn't do touch check on that tool
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autounlock picked Rogue's artifact key over lock-pick or credit card (or
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ordinary key depending upon invent order) even for non-rogues who
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would be blasted when touching it
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wielded aklys had its "(tethered weapon...)" description scrambled
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randomized trap name could pick trap #0 which isn't a trap and yielded "water"
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if running and Blind or Stunned or Fumbling or Dex < 10, encountering a closed
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door orthogonally would keep reporting "ouch! you bump into a door"
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repeatedly until eventually interrupted by approaching monster or
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hunger or ^C
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data.base lookup of an entry with any blank lines would falsely claim that
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"'data' file in wrong fromat or corrupted" after some extra checks
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were added while investigating tab handling anomalies
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using nhl_error() to report a Lua processing problem would clobber the stack
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level teleporation's "You materialize on a different level!" could be given
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out of sequence with other arrival messages
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Platform- and/or Interface-Specific Fixes
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-----------------------------------------
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tty: role and race selection menus weren't filtering out potential choices
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which got excluded by OPTIONS=align:!lawful or !neutral or !chaotic
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General New Features
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--------------------
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if a killer bee encounters a lump of royal jelly and there is no queen bee on
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the level, the bee will eat the jelly and become a new queen
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automatic annotation "gateway to Moloch's Sanctum" for vibrating square level
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once that square's location becomes known (found or magic mapped);
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goes away once sanctum temple is found (entered or high altar mapped)
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savefile: add support to deconstruct internal data structures down into their
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individual fields and save those fields instead of the entire struct
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savefile: use little-endian format for fields where that makes a difference
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replace build-time level compiler and dungeon compiler with run-time loading of
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the dungeon and level descriptions and interpreting them via Lua
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split off some of the functionality that was in makedefs (compiled-in options
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build date/time, etc) so that it can be built by a cross-compiler
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and accessed on the target platform
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replace quest.txt and associated conversion to quest.dat via makedefs with
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Lua quest texts loaded at runtime
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some altars are displayed in different colors (for tty and curses at least)
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add 'quick_farsight' option to provide some control over random clairvoyance
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where pausing to be able to browse temporarily visible aspects of the
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revealed map can seem intrusive; doesn't affect clairvoyance spell
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replace "money" in in-game texts with "gold"
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when hallucinating, see hallucinated currencies instead of bits for an ale
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when hallucinating, see hallucinated liquids when looking at water or lava
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on the map
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applying a spellbook hints about read charges left
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wizard mode wishing for level topology can now create hidden doors (ask for
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"secret door" when at a door or wall location), hidden corridor
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spots ("secret corridor" at a corridor location), and clouds
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tiny chance for randomly created spellbooks to be Discworld novels instead
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of having only one in the first book or scroll shop created (won't
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occur in hero's initial inventory or NPC priest inventory or be
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bestowed as a prayer boon or be found in statues)
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'goldX', 'implicit_uncursed', and 'mention_walls' options changed to be
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persistent across save/restore
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wearing a wet towel confers "half damage from poison gas" attribute
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for end of game disclosure and dumplog, show 'achievements' (previously only
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available as an encoded value in xlogfile) along with 'conduct'
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more grades of self-appearance than beautiful or handsome vs ugly
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when 'color' if Off and 'use_inverse' is On, draw ice on the map in inverse
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video if it uses the same character as room floor or as dark floor
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Platform- and/or Interface-Specific New Features
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------------------------------------------------
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NetHack Community Patches (or Variation) Included
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-------------------------------------------------
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hallucinatory trap names from github pull request #174
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autounlock feature originally from unnethack in github pull request #228
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replace "You feel cold" message for freezing unseen door (github #265)
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applying a candelabrum with no candles gives a tip (github #265)
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candelabrum now reads "(n of 7 candles attached)" (github #265)
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show appropriate message on throne when crowned (github #265)
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choir chanting, bathing in darkness for death by Moloch (github #265)
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remove "iron hook" unidentified description (github #265)
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suppress "Unknown command" messages in the dumplog. (github #265)
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give player message informing them they can use #enhance (github #265)
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neutral sacrifices disappear in a cloud of smoke (github #265)
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call potion bottles by nonsensical names if hallucinating (github #265)
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add a default message for chatting to gnomes (github #265)
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better reporting directions for impossible() (github #265)
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underwater fire scroll causes vaporization (github #265)
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default shk sell prompt to N (github #265)
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teach non-mindless monsters about the Castle trapdoors (github #265)
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always print a message when the hero teleports (github #265)
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always print a message when the hero level teleports (github #265)
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remove Sokoban luck penalties for actions you can't cheat with (github #260)
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Code Cleanup and Reorganization
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-------------------------------
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move majority of global variables into instance_globals struct g
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move zeroobj, zeromonst, zeroany into const_globals struct cg
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remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR
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old Qt moved from win/Qt to win/Qt3 and files renamed to use qt3_ prefix
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more current Qt for Qt version 4 and 5 moved from win/Qt4 to win/Qt; qt4
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moniker changed to qt_
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window-port-interface: add_menu() modified to take a more general itemflags
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parameter to support uses beyond just 'preselected'
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add some bounds checking to tabexpand (doesn't prevent the apparent compiler
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optimization bug that put homebrew OSX executable into endless loop)
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