The wizard mode runtime option 'wizweight' appends an object's weight to its formatted description, but that was skipped for globs on the assumption that it had already been included. But that inclusion only happens in shops so most globs lacked weight feedback.
147 lines
8.4 KiB
Groff
147 lines
8.4 KiB
Groff
$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.51 $ $NHDT-Date: 1560185545 2019/06/10 16:52:25 $
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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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if you survive turning into green slime due to life-saving (surviving as a
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green slime) then die again due to green slimes having been genocided,
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the feedback was strange because it assumed that the prior message
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came from answering No to "Really die?" in explore or wizard mode
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various cases where objects had their bless/curse state become known weren't
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updating persistent inventory window, when enabled, to reflect changes
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(cited case was trying to remove cursed armor and being told of the
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curse but there were lots of other situations with the same issue)
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similar perm_invent issue when lock state known and/or contents known become
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set for carried container
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blessed scroll of remove curse read while confused might be shown to operate
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on itself by perm_invent after player is told that it has disappeared
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fix memory leak if corpse auto-revival attempt failed ("you feel less hassled")
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allow a parent function to issue an an unplacebc() call that restricts
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subsequent placebc() calls to that parent only
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flying monsters could enter water on the Plane of Water but then they'd drown
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unless they could also swim or else didn't need to breathe
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when finding a place to put a monster on the Plane of Water, don't pick a
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water location for flyers or floaters (levitate) or clingers (ceiling)
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#turn worked when unable to speak despite "you chant an arcane formula"
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#turn implicitly required sight due to wrong check for avoiding spanning walls
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thrown or kicked light source (lit lamp, candle, oil) should emit light as it
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traverses the map; dungeon features, objects, or monsters seen while
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it's in transit will become part of hero's memory of the level, and
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any messages delivered won't have stale light from it around the hero
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unlike watching a monster trying to swap out a cursed weapon for some other
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weapon and failing, watching it wield a cursed weapon didn't report
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that weapon becoming welded to the monster's hand/claw/whatever
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accept "hidden" as an attribute for wizard mode ^G monster creation; created
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monsters which can't be seen will have their locations highlighted
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don't give feedback for monster zapping a wand if a monster plays a fire horn
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directed at self to burn away slime
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if hero knows the number of charges in a wand or magical horn and a monster
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acquires it and zaps/plays it when not in view, remove the hero's
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memory of the number of charges
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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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using ^G to create "hidden mimic" shouldn't have marked it as undetected since
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mimics 'hide' be appearing to be something else; honor "hidden" for
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'hides_under' creatures if/when created at location with object(s),
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also for eels and other fish if/when created at water location
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for wizard mode 'wizweight' option, glob weight wasn't shown unless glob had
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shop price information attached
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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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(however, it's skipped if the 'popup_dialog' option is On)
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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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curses: don't convert ^M (or <return> or <enter> key) into ^J; both ^J and ^M
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indicate end of input when typing a line of text but as nethack
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commands, ^J means run toward bottom of screen (when number_pad is
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off) and ^M is not bound to any command, so accidental <return> won't
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cause the hero to try to move
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curses+EDIT_GETLIN: when a prompt's answer was preloaded, using ESC to discard
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it deleted it from the answer buffer but didn't erase it from screen
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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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wizard-mode: display effect to show where an unseen wished-for monster landed
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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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began to add some function caller BREADCRUMBS to aid debugging
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