-# NetHack 3.6 knox.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $
+# NetHack 3.6 knox.des $NHDT-Date: 1547343821 2019/01/13 01:43:41 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.13 $
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1992 by Izchak Miller
# NetHack may be freely redistributed. See license for details.
# arrival chamber; needs to be a real room to control migrating monsters,
# and `unfilled' is a kludge to force an ordinary room to remain a room
REGION:(06,15,09,16),unlit,"ordinary",unfilled
+
+# 3.6.2: Entering level carrying a lit candle would show the whole entry
+# chamber except for its top right corner even though some of the revealed
+# spots are farther away than that is. This is because the lit treasure zoo
+# is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
+# and lit walls show up when light reaches the spot next to them. The unlit
+# corner is beyond candle range and isn't flagged as lit so it doesn't show
+# up until light reaches it rather than when light gets next to it.
+#
+# Force left and top walls of the arrival chamber to be unlit in order to
+# hide this lighting quirk.
+REGION:(05,14,05,17),unlit,"ordinary"
+REGION:(05,14,09,14),unlit,"ordinary"
+# (Entering the treasure zoo while blind and then regaining sight might
+# expose the new oddity of these walls not appearing when on the lit side
+# but that's even less likely to occur than the rare instance of entering
+# the level with a candle. They'll almost always be mapped from the arrival
+# side before entering the treasure zoo.
+#
+# A prior workaround lit the top right corner wall and then jumped through
+# hoops to suppress the extra light in the 3x3 lit area that produced.
+# This is simpler and makes the short range candle light behave more like
+# it is expected to work.)
+
# Barracks
REGION:(62,03,71,04),lit,"barracks",filled,irregular
# Doors