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