$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.197 $ $NHDT-Date: 1575173931 2019/12/01 04:18:51 $ 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 if you survive turning into green slime due to life-saving (surviving as a green slime) then die again due to green slimes having been genocided, the feedback was strange because it assumed that the prior message came from answering No to "Really die?" in explore or wizard mode various cases where objects had their bless/curse state become known weren't updating persistent inventory window, when enabled, to reflect changes (cited case was trying to remove cursed armor and being told of the curse but there were lots of other situations with the same issue) similar perm_invent issue when lock state known and/or contents known become set for carried container blessed scroll of remove curse read while confused might be shown to operate on itself by perm_invent after player is told that it has disappeared fix memory leak if corpse auto-revival attempt failed ("you feel less hassled") allow a parent function to issue an an unplacebc() call that restricts subsequent placebc() calls to that parent only flying monsters could enter water on the Plane of Water but then they'd drown unless they could also swim or else didn't need to breathe when finding a place to put a monster on the Plane of Water, don't pick a water location for flyers or floaters (levitate) or clingers (ceiling) #turn worked when unable to speak despite "you chant an arcane formula" #turn implicitly required sight due to wrong check for avoiding spanning walls thrown or kicked light source (lit lamp, candle, oil) should emit light as it traverses the map; dungeon features, objects, or monsters seen while it's in transit will become part of hero's memory of the level, and any messages delivered won't have stale light from it around the hero unlike watching a monster trying to swap out a cursed weapon for some other weapon and failing, watching it wield a cursed weapon didn't report that weapon becoming welded to the monster's hand/claw/whatever accept "hidden" as an attribute for wizard mode ^G monster creation; created monsters which can't be seen will have their locations highlighted don't give feedback for monster zapping a wand if a monster plays a fire horn directed at self to burn away slime if hero knows the number of charges in a wand or magical horn and a monster acquires it and zaps/plays it when not in view, remove the hero's memory of the number of charges for wizard mode 'monpolycontrol', allow usually disallowed type 'chameleon', 'doppelganger', or 'sandestin' as answer to "change @ into what?" prompt when is really that type of creature add Space, Return, and Escape to '? k' (help for menu control keys) hero can no longer negotiate a bribe with a demon lord when deaf wishing for "foo amulet" now yields an "amulet of foo" rather than random one code in parse_conf_file() to trim trailing blanks/cr was skipping over them partly eaten food with one bite left had message anomalies when eaten; the usual "you resume your meal" case lacked the "you're finished" message when done; eating something else in between to clobber meal context resulted in no messages at all when restarting and finishing last bite wizard mode ^I menu could list "Not carrying anything" after inventory items if perm_invent option was On (even on tty where that's not supported) wizard mode ^I with 'perm_invent' On would unintentionally filter the content of the persistent inventory window to unIDed items if any item got chosen to be identified (^R would fix it, as would any invent change) change #adjust to treat carrying only gold as not having anything to adjust saving bones with 'perm_invent' On could result in "Bad fruit #N" warnings update persistent inventory window immediately if 'sortpack' option is toggled grammar bit for wizard mode final disclosure; attribute section could show "You had N experience points, 1 more were needed to attain level X+1." if an engulfer has any worn items, hero could pick them up from inside and they wouldn't be unworn properly, eventually triggering warnings or worse (Juiblex will wear an amulet if created with one; a shapechanger might wear one and then turn into an engulfer) kicking an altar ignored god's wrath if hero injured himself during the kick detect unseen/secret door detection/^E failed to find monsters hiding under objects and failed to find monsters hiding at trap locations when farlook describes a monster at a visible spot as trapped, reveal the trap fix theft when poly'd into nymph form; 3.6.2 change made that anger the victim hero poly'd into nymph would steal gold along with other items change wizard mode #panic to require "yes" if 'paranoid_confirm:quit' is set add some additional validation checks when setting up a new timer (triggered by an ancient source comment rather than by any observed problems) if a chaotic monk or wizard gets crowned and is given a spellbook rather than Stormbringer as the crowning gift, don't describe the hero as having been "chosen to steal souls for [Arioch's] glory" for multi-shot shooting by monsters, a typo checked hero's weapon for compatibility with ammo when monster was wielding an elven bow when a boulder was teleported, if it landed in a pit or trap door or hole its former location wasn't updated to show that it wasn't there anymore (noticed in Sokoban but not limited to there) Terry Pratchett tribute, fix typo in passage #4 for Mort ("the" -> "they"); also passage #7 for Soul Music ("genious" -> "genius"); and passage #11 for The Light Fantastic ("to" -> "do"); passage #3 for Eric ("short" -> "sort"); passage #10 for Witches Abroad ("was" -> "what") fix typo in end_of_input() present since 3.6.0 that would prevent compilation for NOSAVEONHANGUP+INSURANCE configuration when a status condition becomes fatal, keep it listed as an active condition during disclosure and/or dumplog rather than having it already reset when a shape-shifted sandestin was turned to stone, it died and reverted to sandestin form with 0 HP; that confused known_hitum() because sandestins are immune to stoning; net result was monster dying twice, triggering "dmonsfree: N removed doesn't match N+1 pending" warning; instead of dying, make it revert to sandestin form with full health toggling perm_invent (where supported) while swallowed or underwater didn't necessarily update the persistent inventory window right away have 'O' update persistent inventory window if 'implicit_uncursed', 'menucolors', or 'guicolors' (curses) is toggled or if menucolors is On and any menu color patterns are added or removed 'O's "set