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nethack/doc/fixes36.3

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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.31 $ $NHDT-Date: 1559422205 2019/06/01 20:50:05 $
This fixes36.3 file is here to capture information about updates in the 3.6.x
lineage following the release of 3.6.2 in May 2019. Please note, however,
that another 3.6.x release is not anticipated, and most developer
focus will shift to the next major release.
General Fixes and Modified Features
-----------------------------------
when place_object() puts a non-boulder on the map at a spot which contains
other objects, put it under all boulders in the pile rather than just
under the top one; previously, map wasn't showing a boulder there if
the top one got moved by means other than pushing
when examining the map with '/' or ';', picking a symbol which is used for
more than 4 things yielded a sentence lacking its terminating period
billing and payment issue as a result of glob coalescing
glob pricing did not consider weight properly
glob shop interaction improved to handle more of the expected scenarios
non-flying steed on Plane of Water would drown when air bubble moved hero
xans fly, but could not reach your feet if you flew
adjust vortex database entry to be consistent with fire and energy vortices
when co-located with a boulder you could sometimes swap places with pets of
any size
on rare occasions, multiple mine's end luckstones were being marked as the
prize and triggering an impossible() on a public server
make sure the correct luckstone is the prize in mine's end
free dungeon overview's bones information at end of game
free current level's bones information at end of game
free ball and chain if Punished hero dies while descending stairs or dies or
quits while swallowed; put ball and chain in bones for the stairs case
if hero dies while a thrown or kicked object is in transit, put that object
on the map in case bones data gets saved
fix a memory leak that occurred if player used wizard mode to leave and return
to the Plane of Air or Plane of Water (not possible in normal play)
free sortloot data if object handling is short-circuited by cockatrice corpse
on the Plane of Water, make water go all the way to the edges of the level
on the Plane of Air, make clouds disrupt line of sight along the edges
have '&' (whatdoes) command describe movement keystrokes instead of reporting
them as unknown or showing their number_pad action when that is Off
some improvement to the handling of endgame levels filling up with monsters
Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
------------------------------------------------------------------
elemental_clog() loop needed to guard against obliteration of the monster
that was trying to be placed
curses: sometimes the message window would show a blank line after a prompt
Platform- and/or Interface-Specific Fixes or Features
-----------------------------------------------------
curses: very tall menus tried to use selector characters a-z, A-Z, and 0-9,
but 0-9 should be reserved for counts and if the display was tall
enough for more than 62 entries, arbitrary ASCII punctuation got used
curses: when all available lines in the message window are in use,
autodescribe feedback for 'pick a position with cursor' overwrote
the last line (usually the 'pick a position' prompt/hint), sometimes
leaving part of longer underlying line's text visible
curses: if message window is only one line, cancelling some prompts with ESC
left the prompts visible on the message line instead of erasing them
curses: support EDIT_GETLIN (but like with tty, it's disabled by default) to
pre-load an earlier response as the default answer for some prompts
curses: when display windows get reconfigured (after setting align_status,
align_message, statuslines, windowborders or due to external resize),
the message window was being refreshed with the oldest available N
messages rather than most recent N. [Still room for improvement;
when feasible it combines short lines, resulting in N messages on
fewer than N lines and leaving some of the available lines blank.]
curses: plug memory leak when getting a line of input is cancelled by ESC
curses: after requesting a line of input from player, next line of message
window could end up being skipped
tty: re-do one optimization used when status conditions have all been removed
and remove another that tried to check whether condition text to be
displayed next was the same as the existing value; sometimes new
status condition wouldn't be shown unless a screen redraw was forced
Windows: some startup error messages were not being delivered successfully
General New Features
--------------------
classify sources as released, beta, or work-in-progress via NH_DEVEL_STATUS
rather than just released vs beta via BETA
if you reach the edge of a level (relatively uncommon) and try to move off,
report that you can't go farther if the 'mention_walls' option is set
NetHack Community Patches (or Variation) Included
-------------------------------------------------
add a couple of engraving suggestions in pull request #79
Code Cleanup and Reorganization
-------------------------------