Files
nethack/doc/fixes34.2
nethack.rankin bc2215268b random level teleport fix
From the newsgroup:  prevent monsters from level teleporting out of
the quest into the main dungeon.  The player can't do that and monsters
weren't supposed to be able to, but from time to time the quest nemesis
has seemingly vanished after reading a cursed scroll of teleportation.
His disappearance was due to ending up on a random level between the
quest entrance and the top of the dungeon.

     This also fixes an obscure bug that I noticed while trying to
reproduce that problem:  uncontrolled level teleports by the player in
the quest had 80% or thereabouts chance of ending up on the quest home
level.  All 12-15 main dungeon levels above quest entrance were included
in the random range of 1 thru current+3, then any choice which tried to
pick one of those was converted to quest level 1.  (Monster destination
wasn't getting that adjustment.)
2003-06-01 14:52:04 +00:00

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$RCSfile$ $Revision$ $Date$
General Fixes and Modified Features
-----------------------------------
avoid panic when secondary weapon is cursed while generating bones level
don't crash when applying a figurine, candle, or bell that gets used up
grammar bits
two invisible monsters hitting one another should not be visible
if only one monster in a monster-vs-monster fight is visible, show an I symbol
for the other one whether it is an attacker or defender
display "It" and not "The invisible <pet>" when an invisible pet eats food.
include a hint about expected input when prompting for musical notes
don't report "program initialization failed" if a panic occurs after the
game is over
include statue contents in end of game inventory disclosure
treat handlessness as a major problem when deciding prayer outcome
perform artifact touch checks when putting on accessories
missing noun in message when horns pierce through your helmet
don't use hcolor() for trapped chest gases when you aren't hallucinating
the age of a potion of oil from a bones file wasn't being handled correctly
putting gold in a container on the shop floor wasn't credited the way
gold already in the container when dropped was credited
avoid integer division rounding error when calculating carrying capacity
don't lock/unlock a door while in a pit, to be consistent with door opening
infravision should not make invisible player "visible" (it doesn't for monsters)
Perseus statue should always be male
charge correctly when breaking multiple objects with the same zap, avoids
a dopay: not to shopkeeper impossible
clean up funny lighting on the healer locate level
allow all tame monsters that eat to consider food thrown to them
the screen display wasn't always up to date after map topology changes
jumping over a sokobon pit would result in the player next to, not in, the pit
don't let arrow, rock or dart traps provide an infinite number of objects
make enhanced ammo harder to break to make lesser number last longer
dropping from height or throwing a normal container may damage contents
some Magicbane messages treated "erinys" as plural
initialize artifacts before processing $WIZKIT
clean up inconsistency between various places quaff is documented
is_damageable was using is_rottable incorrectly
charge for use of an unpaid tinning kit
avoid impossible when water freezes while hero is hiding under water
avoid impossible after eating the object the hero is hiding under
failed attempt to eat floor gold while polymorphed would lose the gold
running that stops for closed doors should stop at mimics mimicking closed doors
allow wishing for magenta potions (ignoring the rank name 'mage')
fix an uninitialized memory access in non-quick dolookup
fix were changing message that wasn't being displayed
immediate encumbrance feedback when removing gauntlets of power
make deliberately flying down the Castle's trap doors consistent with falling
give more explicit feedback for exploding bag of holding
help display for "list of game options" misformats runmode and scroll_amount
pit created by land mine explosion doesn't start out concealed
update map display sooner when pushed boulder triggers land mine explosion
prevent several QBUFSZ sized buffers from overflowing and triggering fatal
errors inside window port prompt routines
make sure that leashed monsters are released prior to shopkeeper inheriting
dead character's inventory
attaching long named candle to long named candelabrum caused buffer overflow
when polymorhed, only hand/weapon attack on disenchanter should result in
damage to weapon, gloves, etc.
killer should say "the" when choking on unique monster's corpse
allow applying polearm on monster you can see via infravision
killer reason shouldn't use "a" or "an" prefix for multiple projectiles
scattered by land mine explosion
killer reason for named missile could end up with garbage instead of the name
make killer reason for various poisioning deaths be more consistent
poison missiles were unintentionally more likely to inflict "deadly poison"
than in pre-3.4.1 releases
provide feedback when going invisible after eating a stalker
killer on tombstone had no prefix for starvation/exhaustion case
ensure proper message ordering for boulder trap messages
clean up data set by join_map that is overlaid by MAPs on special levels
clarify disclose option default in opthelp, and support "all" as old help said
add more calls to update_inventory as the inventory changes
don't charge for items picked up from monster's interior while swallowed
choking while eating non-food always called the food "quick snack"
short swords are not throwing weapons
several sit-in-trap cases were unreachable
curse candelabrum in bones, like other similar artifacts
detecting a trap in a chest while confused should not exercise wisdom
any golem statue hit with stone-to-flesh spell animates as flesh golem
correct invalid startup gender selection
can no longer untrap floor containers during unskilled riding
can no longer easily set land mines and bear traps during unskilled riding
refine cmdassist handling for armor vs accessories
prevent monsters from level teleporting out of the quest into the main dungeon
Platform- and/or Interface-Specific Fixes
-----------------------------------------
Gnome: compilation problems on Redhat 7.2 and 8.0
unix: Makefile.utl would put OBJDIR objects in the wrong directory
vms: create an empty paniclog file during playground installation
win32tty: add subkeyvalue option to alter key values; Finnish keyboard fix
win32tty: distinguish between black/gray/white (by Quietust)
win32gui: prevent male Valkyrie and other incorrect startup settings
tiles: high priest tile had a couple bad pixels
tiles: bad pixels in Croesus and Yeenoghu tiles
FreeBSD: incorrect srandom declaration
General New Features
--------------------
Platform- and/or Interface-Specific New Features
------------------------------------------------
win32tty: keystroke handlers can be dynamically loaded to assist in resolving
internationalization issues
win32tty: add Ray Chason's code for international keyboard handling