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changes02.0
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GruntHack 0.2.0 - changes from GruntHack 0.1.1
Additional third-party patches:
* Bones option, from nethack.alt.org
* Dungeoncolors, by Pasi Kallinen
* DYWYPISI?, by Jafet (modified into a compile-time option and a disclosure
flag)
* Extended Logfile, by Aardvark Joe
* Extinct & showborn, by Wingnut and Jukka Lahtinen
* Flipped Levels, by Pasi Kallinen (modified to not trigger on some levels)
* fcntl, by Drew Streib and Edoardo Spadolini
* Generic item use menu, from AceHack via UnHetHack and nethack.alt.org
(slightly modified and expanded)
* Hallucination Objects, by James (only the object names; previously
implemented version of this is intact)
* Message types, by Pasi Kallinen
* Key Rebinding, by Jason Dorje Short (slightly modified)
* Monster Targeting, by Pasi Kallinen
* New C menu, from nethack.alt.org (own implementation)
* Paranoid, by David Damerell, Jonathan Nieder, Jukka Lahtinen, Stanislav
Traykov, and Kristian Glass
* Pickup Thrown, by Roderick Schertler
* Quiver Fired, by Pasi Kallinen (slightly modified)
* Show BUC, by Pasi Kallinen
* Show Sym, by Pasi Kallinen
* Window Edge, by Pasi Kallinen
* Various fixes from nethack.alt.org and the tty window system:
always assume clearscreen escape code is available,
100% CPU usage fix when terminal is closed at --more--,
cursor keys don't escape from a text entry prompt,
no longer crashes in a 20- or 21-line window.
* Various vanilla bug fixes from NetHack 4, by Jared Minch
* VS2008 compilation fix, from the NetHack dev team
Bug fixes:
* Wishes related to dragon scale mail and some magical items originating
in vanilla now parse correctly.
* Some behaviour related to re-enabled deferred features (such as merging
with shimmering dragon scale mail upon being polymorph) is now active.
* The vorpal jabberwock's beheading attack now works properly.
* Monsters attacking other monsters with sickness attacks now has the
expected effect.
* Sting now generates hit messages, and grants warning against orcs only
(as opposed to any monster capable of being generated as an orc).
* Off-hand magical weapons now generate the correct message if attacking
a target immune to their special ability.
* Killing a monster polymorphed into an engulfing form from within is now
handled slightly better (messages are more logically ordered and no
impossible() message is generated).
* A racial monster's displaced image now displays with the correct colour
if showrace is enabled.
* A missing piece of code preventing dgamelaunch simplemail from working
was added back in.
* Non-artifact weapons with extra damage properties used against the
player now correctly check for the appropriate resistance on the
player's part.
* Erroneous display of "Your <x> rusts!" and other forms of erosion
when items carried by monsters erode, and related crashes, no longer
occur.
* Ball and chain now behave properly when eroding away.
* Long worms once again display correctly, and a related crash was fixed.
* Monsters switching between ranged and melee weapons is handled slightly
better (previously, they would frequently try to bash you with their
ranged weapon).
* Monster reading a non-blessed scroll of remove curse now behaves properly.
* Zombification of shopkeepers, priests, etc. is handled better.
* Blunt weapons can no longer be poisoned.
* Racial monsters are much less likely to be generated in forms too weak or
strong for the player to face them.
* Covetous monsters can no longer teleport on no-teleport levels.
* Known item properties are now cleared when saving to bones files.
* Covetous monsters no longer have a sudden intense desire to inspect the
top left corner of the map when fleeing the player or in some other cases.
* Visibility of monsters spawning on top edge of map is calculated properly.
* Otherwise-identical objects with different properties or materials no
longer incorrectly merge.
* Reviving a statue made from a racial monster now restores the type of
monster correctly.
* Around 30% of bugs from vanilla have now been fixed.
Display-related:
* showrace has been split into showrace (with the vanilla showrace behaviour of
only affecting the player) and showmonrace (for racial monsters).
Dungeon-related:
* Some additional Sokoban levels are present.
* You now can obtain one of three rewards from Sokoban. (Whether this is
random or not depends on how clever you are.)
* Yeenoghu, Geryon, Dispater, and Demogorgon now have their own fortresses
in Gehennom. Gehennom has been extended by five levels to allow room
for this.
* Killing the quest leader opens the stairway to the rest of the quest
(thus accidental conversion is less likely to render the game permanently
unwinnable).
Player-related:
* Attempting to call a high priest on the Astral Plane no longer results
in unrealistic penalties, merely less information than is presented
in vanilla.
* Several new spells, such as the monster-inspired "touch of death" and
"psi bolt" and the deferred "flame sphere" and "freeze sphere".
* Casting a spell successfully adds 50-149 turns until the spell is
forgotten; without casting a spell at all, it is now forgotten in
10000 turns instead of 20000.
* When prompted for a direction, entering an invalid direction will now
prompt the player again for a direction; cancelling requires the player
to press Esc.
* The travel command now finds dungeon features (most notably stairs) even
if an item is on top of them.
* If the player is a giant, they can force-move onto a boulder rather than
push it.
* If the player is a giant, moving onto a boulder square in Sokoban is
prompted for rather than always occurring if the boulder is blocked.
* There is now a #tip command for emptying out containers on the floor or
in your inventory.
Monster-related:
* The beholder's remaining gaze attacks have been implemented; thus the
beholder has been enabled.
* There are now queens and ladies in addition to kings and lords. (Suggested
by ishanyx in #nethack.)
* Player monsters now have a chance of being randomly generated in the
dungeon, and will carry level-appropriate equipment.
* Monster spellcasting has been overhauled - monsters will now cast spells
from the pool of player spells, instead of their own unique spells.
(This behaviour is optional and controlled by #define COMBINED_SPELLS
in config.h.)
* Monsters can now use some additional items (wands and containers
particularly).
* If you throw an intelligent pet an item that they are capable of using,
they will catch the item and (if applicable) use it immediately.
* Grudge-bearing monsters are now more likely to attack their targets.
* Conversely, covetous monsters are less likely to target other monsters
if they do not have an objective in sight.
* Bumping into a peaceful monster while invisible no longer angers it.
* Monsters (and you!) can now be buried in the same manner as objects.
* Water elementals now deal rust damage both passively and actively.
* Non-human, non-elven racial monsters whose base types are symbolised by
an '@' now once again respect scary squares.
* Attempting to teleport away a monster with teleport control causes it to
choose where it wants to teleport.
* Covetous monsters are much better at path-finding when looking for their
targets.
* Non-flying, non-levitating monsters on the Plane of Air are subject to
the same movement restrictions as the player.
* Stunned and confused monsters now wobble as the player does in the same
circumstances.
* Medusa's passive gaze attack now affects all monsters.
* Farlooking at a monster will reveal equipment they are currently wearing
or wielding.
* Monsters with passive fire attacks now deal passive fire damage to
objects.
* Monster petrification is now a gradual process for cases where it would
be a gradual process for the player under the same circumstances.
Object-related:
* Objects can now be invisible, with many associated side effects.
(Some cues for this were taken from the Extended Invisible Objects patch
by Nephi, but the implementation is entirely original.)
* Exploding a bag of holding no longer destroys the contents of the bag;
instead they are scattered throughout the dungeon, as is the player.
* Polymorphing magical items now more reliably yields magical items.
* The Banes now warn of their respective monster classes, if they did not
do so previously.
* Dragging a ball and chain around while underwater now causes them to
rust away (as would happen if the ball was being carried).
* Two additional item properties have been added: hunger and aggravation.
* Items can now bear the same name as an artifact (no more "While engraving
your [hand] slips"). This removes the ability to #name-test objects.
* Behaviour between items with similar purposes with respect to the Planes
is now more consistent.
* At least seven candles are now guaranteed to be generated in a lighting
store.
* Crossbows now fire a set range regardless of strength; they require
high strength to fire mulitple shots.
* Items with abnormal magical properties are now generated more frequently
at lower dungeon levels.
* New item: scroll of detect magic. It acts as object detection for
magical items (including those with abnormal magical properties), and
sets the 'magical' flag for those objects as though the player was a
wizard.
There are some subtle changes that are not listed here. You are encouraged
to explore the game to find some of them.