protect the Amulet and invocation tools from being destroyed when a disintegrated monster's inventory gets deleted prevent the Amulet and invocation tools from being buried, similar to box behavior (Book of the Dead would rot away as paper when buried) don't let polymorphed players eat any of the invocation tools pets are no longer highlighted when hallucinating keep glass gems from shattering in chests return errors from dgn_comp and lev_comp when called for fix hallucinated fruit juice message fix several monsters conveying inappropriate resistances fix misspellings of "Assassins' Guild" and "Minion of Huhetotl" set personal name flag for Pelias and Thoth Amon; clear it for Chromatic Dragon don't say "Picking the lock..." when using a skeleton key give feedback when applying key to current location but no boxes are present can't manipulate floor locks (chests) while levitating don't crash onto sink if permanently levitating due to eating a ring avoid resuming interrupted lock operation on chest that's been polymorphed wide-angle disintegration Beams O' Wrath disintegrate non-resistant shields and armor don't access zapped wand after it's been destroyed by divine lightning bolt separate graphics symbols for each trap, differently-colored traps allow wishes for greased objects, correct wishes for "poisoned rustproof" objects damage was calculated incorrectly when hitting with statues and boulders allow digging to finish when digging statues embedded in undiggable walls list identified invocation tools as "the item" instead of "a item" ignore rknown for unerodable objects when determining if it's fully identified flush output after eating mimic so '$' appears right away update botl for spell power after ^T or #invoke of "energy boost" artifact correct hunger check when casting spells correct various messages fix deliberately jumping into Stronghold trap doors make random level changes while escaping with Amulet more equitable when mysterious force randomly picks a location on the current level, send player into Wizard's tower if and only if already inside that tower any level change from one tower level to another preserves occupancy state mysterious force won't kick in when using portal to go up into Wizard's tower avoid "bad cursor position" situation when mystery force or cursed gain level potion causes level change within the Wizard's tower don't allow the Wizard to be resurrected on the Astral level only list "likely" objects when prompting for what to #invoke reset encumbrance and movement rate during successful prayer, in case it cures lycanthropy prevent cursed weapon that slips when thrown by monster from embedding in stone ki-rin is not humanoid all elves can see invisible gain intrinisics from eating amulets lose divine protection by killing co-aligned priests or converting alignment have quest leader check for absolute alignment as well as for piousness fix tombstone message when dying from kicking door while levitating bite, &c. attacks on displaced images said "swings wildly and misses" calculate score before creating bones, otherwise gold in bags gets overlooked Unique monsters no longer placed in bones files for blessed genocide, don't report failure for other classes' quest monsters could get both compressed and uncompressed explore mode save files ZEROCOMP's bwrite ignored possibility of write failure mimics imitating fruit caused "Bad fruit #0" on help commands fix off by one bug in level teleport trap destination for monsters if g.cube eats a non-empty container, engulf contents rather than devour them allow wizard to use blessed genocide of '*' to wipe out all monsters on level when digging a hole in ice, don't describe it as digging in the "floor" and unearth any objects buried there even when it refills with water when digging in a pit trap which ends up filling with water instead of becoming trap door, remove the trap; likewise for overflowing fountains can't dig pits under drawbridge portcullis; break bridge if hole would be made can't dig while caught in a web don't "swing your pick-axe through thin air" if target location is a web mark webs as seen when "monster is caught in a web" message is given whirly monsters pass through webs; some huge monsters tear them Sting cuts through webs have shk use plural if called for when referring to player's pick-axe(s) fix price stated by shk when picking up container holding merged items fix price stated by shk for #chat when standing on a container don't adjust food price due to hunger when player is selling, only when buying don't double bill shop corpses turned into tins don't make mundane objects known when they're outside the shk's expertise change to have shks possibly identify items sold for credit just like for cash when player sells something to broke shk for credit, don't offer more for it in credit than will be charged for it if player buys the item back when selling items in shop, don't try to adjust message/prompt based on COLNO when dying in shop entrance, make sure inventory in bones data is placed all the way inside the shop, hence owned by the shk make shk notice when shop door destroyed by wand or spell or digging downward reset unpaid objects if shk poly'd into jumpy monster teleports out of shop fix handling for shop objects kicked or thrown from one shop into another and for shop objects hit by cancellation beam add potions of oil; lamps can be refilled with them dipping rusty weapons in potions of oil removes rust allowing drinking from surrounding water if you are underwater fix non-merging potions of water due to water damage's incompatible dilution fix mon-merging scrolls of blank paper due to SCR_SCARE_MONSTER's spe usage fix D(ropping) subset of wielded darts,&c (worn mask got out of synch) fix #adjust merging wielded darts,&c into non-wielded ones allow #adjust when fixinv option disabled fix getobj's '?' help displaying one item when fixinv option disabled don't give characters with maxed out luck complete immunity to water damage don't allow AC -17 or better to provide invulnerability to zap attacks kicking cockatrices while barefooted will stone you change to inhibit displacement from operating through solid walls fix mblinded assignment for monsters hit by potion fumes give runesword same damage adjustments as broadsword extra verbosity for attacks caused by Stormbringer allow ghosts to step on garlic don't let vampires step on altars don't let monsters jump into polymorph traps covered by boulders, unless they can carry such, pass through, or squeeze under giants polymorphed into something else must drop any boulders being carried giants in pits become untrapped if a boulder is pushed in prevent traps from being generated on ladders don't "detect trigger hidden in soil" for previously detected land mine exploding and crashing doors wake up nearby monsters factor rings of increase damage into kicking damage handle omitted case for ball movement that would leave chain in odd position returning to stairs on top row of map is valid (fixes rogue quest bug) avoid giving "sad feeling" message for pet if lifesaving prevents its death don't rot away Rider's corpse if something is standing on it at revival time kill any engulfer (including poly'd player) trying to digest a Rider give Riders non-zero nutritional value so tinning kit doesn't ignore them save & restore u.usick_cause properly an eating pet can continue & finish eating while you're off its level fix object names: "a Dark One corpse", "statue of a Wizard of Yendor" killer_format: poisoned "by Pestilence", not "by a Pestilence"; ditto Juiblex killer prefix might be wrong after having been life-saved fix to avoid "invisible invisible {Priest|Minion of Whoever}" on tombstone fix bug with cold-resistant monsters attacking jellies (etc.) fix possible panics when restoring while swallowed or held when taming, make holder/swallower let go even if it just becomes peaceful reset area of visibility when hurtling backwards from recoil while levitating don't let hostile monsters who follow up/down stairs share final ascension add bodypart(HAIR) to correct some inappropriate messages display monsters inventory (if any) when mon zapped with wand of probing display inventory of encased items in statues zapped with wand of probing display inventory of buried items below, by zapping wand of probing downwards set dknown bit for all objects hit by probing beam add ceiling function to alter the ceiling messages appropriately fix 3.1.2's fix for reseting certain class-specific artifact properties add selection menus to pickup and some apply functions pre-menu container interface: don't let "%a" select all objects if no food is present; make user's " a" become "A" instead wake up monsters hit by potions thrown by other monsters suppress vault hint messages if player is in the vault make lev_comp check full object and monster names ([ring of] "protection" in objects[] was matching "protection from shape changers" in .des file) guarantee that stairs down from Juiblex swamp level always get created [sometimes got impossible("couldn't place lregion type 0")] prevent a three room level which has the stairs to the mines from also having a special room [so that those stairs can't end up placed in a shop] allow quest nemeses and other invocation tool guardians to wield artifacts Mitre of Holiness is not a weapon don't give "heat and smoke are gone" message when entering Vlad's tower if arriving from somewhere other than Gehennom (portal via W's quest arti) when a wielded cockatrice corpse rots away, set `unweapon' so that further combat will elicit "bashing with gloved hands" message fix behaviour of wielded eggs (breaking, stoning, etc) tiny chance for "queen bee" eggs, rather than always killer bee eggs change Tourist quest home base to Ankh-Morpork prevent activated statue traps from creating hidden monsters handle activated statue being the only object poly'd player is hiding under prevent reference to unseen underwater object when hiding monster attacks don't pluralize name when smelling opened tin of unique monster's meat make tins of unique monster's meat be empty in bones file don't leave a corpse in bones file if killed by disintegration breath don't leave a corpse when monsters disintegrate other monsters any food could be tinned (yielding giant ant meat) when corpse in inventory destroy all boulders in invocation area when creating stairs down to sanctum boulders landing on previously seen trapdoors will plug them instead of falling through or settling on top boulders on ice which gets melted will fill pool as if dropped don't let dead or sleeping priests give temple greetings chatting wakes up sleeping priests don't exercise wisdom when making prediscovered objects known during init don't generate any generic giants (mummy/zombie placeholder) on castle level pets and g.cubes will polymorph if they eat chameleon corpses slippery ice (temporary fumbling) only lasts until the next move avoid leash limbo if quest leader ejects you while leashed pet's not adjacent (ditto other unconventional level changes, like W's quest artifact) release attached leash if poly'd player eats it crash fix: handle other forms of monster-induced level change besides quest ejection (swallower expels onto portal, level teleporter, trap door) fix magic mapping of previously mapped maze walls dug away out of view assorted drawbridge fixes (kill credit, auto-pickup, drown survival handling) passtune becomes fully known once successfully played wiping out engravings leaves partial letters wipe random letters of trap engravings ("ad aerarium", "Vlad was here") eating wolfsbane while in werecritter form rehumanizes in addition to purifying don't penalize player (shop charges in general; bad luck for mirror) when a monster breaks something with a wand of striking when loading bones, keep track of unique monsters to avoid their duplication don't allow a demon prince to summon two copies of a unique demon lord enlightenment luck display ("extra", "reduced") did not agree with actual luck avoid duplicate spellbooks in character's initial inventory (affects priest) fix pets moving reluctantly onto cursed objects can't #loot while overtaxed time passes when items disappear on use of a cursed bag of holding #offer cannot convert or destroy an unaligned altar MUSEr's reflecting shield or amulet shouldn't become known when not seen fix check for wearing shield when monsters wield two-handed weapons don't restrict MUSE scimitar usage to strong monsters make dwarves less eager to switch back and forth between weapon and pick-axe clip swallow display at left & right map borders prevent recoil [hurtle() while levitating] when caught in a trap downward zap which freezes water or lava shouldn't bounce back up Vorpal Blade: don't let damage penalty (very low strength, negatively charged ring of increase damage) prevent beheaded monster from dying make sure player polymorphed into jabberwock is vulnerable to beheading make sure that when "The fiery blade burns the shade!" that it actually does damage (double-damage for non-silver must do at least 1hp damage) prevent divide by zero crash when hitting tame shade with non-silver weapon don't lose alignment when throwing gems to/at peaceful unicorns don't apply grease to worn armor if it's covered by other armor fix unnaming monsters via `C ' fix calling object types via `#name n ' fix off by one problem when shuffling some descriptions (scroll label "KIRJE" and "thick" spellbook never used; breathing amulet always "octagonal") exploding land mines can scatter or destroy objects at the trap location add rolling boulder traps try harder to make monster hit point and level gain avoid anomalous losses reduce odds of undead corpses on castle level and priest quest home level, to make it harder to lure wraiths to more favorable spot can't polymorph large piles of rocks into gems hit point gain from nurse healing throttled substantially make cursed bells be much less effective as instruments of abuse fully implement object charges for Bell of Opening allow '%' as destination on rogue level when specifying position by map feature fire traps can burn up scrolls and spellbooks on the floor fix inverted cancellation check for AD_SLOW and AD_DREN damage bullwhips can be applied to disarm monsters and hero bullwhips can be applied by hero to haul themself out of a pit ensure that thrown potions hit their mark if you are swallowed attempting to engrave on an altar causes altar_wrath differentiate between a hole and a trapdoor, digging always makes a hole check the right hit point values when polymorphed and encumbered improve guard behaviour in vaults when player is blind prevent dwarves from digging while wielding cursed weapons displacing a pet mimic unhides it '(' shows the proper tools as in use improve shk's handling of pick-axe damage and taming aging of items in ice boxes left in bones files fix genocide of '@' while polymorphed add gender to some unique monsters disallow digging down while phasing through non-diggable walls general fixes to various message sequencing problems prevent shopkeeper names from showing up while you are hallucinating prevent paralyzed pets from picking up items jellies for Juiblex, not Jabberwocks (done properly this time) rust monsters can't eat rustproofed objects general fixes to inventory merging of items monster inventory undergoes merging too; potentially affects probing and theft monsters ignore items they want to pick up that are on 'Elbereth' bows wielded by monsters now do proper (low) damage even nymphs may not pick up rider corpses treat cockatrice corpses in multiple item piles the same as one item piles "PACKORDER" feedback incorrect on parsing failure you can no longer choke on liquid stethoscope on secret doors displays properly when blind monster-hurled potions no longer produce quaff messages (or djinn) giant eels now hide with mundetected, not invisibility eels on the plane of water don't hide and aren't negatively impacted by being out of water don't give the big point bonus for eels if player is wearing breathing amulet fix display bug (newsym after Wait! message) temple priests now wear their cloaks Orcus is no longer peaceful (had been made so by bad bribery check) 'uskin' save and restore done properly don't improperly adjust int & wis for stolen non-worn P quest artifact don't allow Vorpal Blade to behead a monster when it swallowed you golems are not living and don't "die" in messages fix "Rocky solidifies. Now it's Rocky!" polymorphing into a flesh golem, which gets petrified by turning into a stone golem, now works when stoned correct "killed by a died" allow the Wizard to come back and harass at his next reincarnation time even if he's been left alive on some other level (fixes "paralysis" cheat) make monsters subject to "mysterious force" in Gehnnom while climbing stairs with the Amulet, so that once the Wizard has stolen it, his retreat when wounded doesn't become an easy way to carry it up changing attributes immediately checks encumber messages confused monsters get confused SCR_TELEPORTATION effects fixed "choked on eating too rich a meal" kicked objects won't stop at stairs if they don't fall general fixes to stealing from monster carrying cockatrice corpse a nymph who polymorphs herself while you're frozen during a multi-turn armor theft can't complete the theft if transformed into non-stealer monster consistent corpse probability no matter what killed monster (also removes a loophole allowing permanent rider death) MUSE monsters no longer wield weapon same as (not better than) current one incubi/succubi have hands, not claws make #jump be ineffective on air and water levels allow multiple sickness causes; vomiting only cures those involving food #prayer reward: give books for not-yet-known spells preference to known ones marker use no longer uses wishing interface, fixing several obscure bugs archeologists' and rogues' initial sack starts out empty candelabra "has now" 7 candles fixed. kicked objects would set dknown when the kick caused an injury, even though safely kicked objects wouldn't make cloaks subject to burning make exposed shirts subject to burning and rotting; greased ones defend against wrap attacks all types of fire damage affect worn armor [adds explosions, fire traps, and zapping yourself to previously handled zap/breath attacks by monsters] for explosions, destroy carried objects before killing player [affects bones] replace triggered land mine with pit before doing damage [bones] black dragon breath no longer referred to as "death" instead of disintegration don't make ring of gain strength known when gauntlets of power mask its effect can't have "slippery minor currents" or similar silly nohands body parts proper support for polymorphed players using wrap attacks cannibalism reduces luck as well as causing aggravation picking up an item which will merge works even when all 52 slots in use moving through diagonal openings checks how much you're carrying, not how much free space you have left monsters have same restrictions as players moving through diagonal openings picking up subset of heavy group works for picking one and gets feedback right taking subset of heavy merged group out of containers works the same as picking up subset of heavy merged group from floor when putting gold into containers, don't count its weight twice, thereby messing up the status line's encumbrance feedback fix the option parser's handling of attempting to negate string values teleporting a monster on a trap with a magic whistle sets the trap off iron ball dragging no longer confuses autopickup cumulative temporary intrinsic increments can't spill over into permanent bits eating food shouldn't give messages for intermediate states don't make wand of death become known after casting finger of death at yourself ignore case when checking artifacts against wish- or #name-specified name ignore confusion when reading scrolls of mail exploding runes for spellbook read failure doesn't imply that book explodes divine rescue from strangling destroys worn amulet of strangulation boulders pushed on level teleporters will level teleport; also, make one random level teleport function to keep all level teleports consistent MSDOS: add fake mail daemon MSDOS: add VGA tiles to tty port VMS: switch to lint-free, non-GPL'd termcap support code X11: map behind popup edges was occasionally not refreshed X11: allow permanent inventory window X11: when using tiles, highlight pets with "heart" overlay (should be changed to honor the `hilite_pet' run-time option) X11: click-in-message-windows crash fixed tty: fix panic when freeing endwin tty: fix behavior when recalled text needs to wrap beyond top line tty: allow selection from single line "help menu" (getobj's '?' response) tty: don't format data.base with hardcoded tabs that are ugly on non-tty ports tty: get rid of extra NHW_MENU space (improperly added when the menu was longer than the screen) tty: fix repeated "who are you?" prompting at game startup