General Fixes and Modified Features ----------------------------------- make `recover' work with the additional element of version info added in 3.2.1 floating eyes cannot escape down stairs and ladders do not use body_part() inappropriately when snatching monster's weapon fix feedback for a confused long worm attacking itself avoid converting locked secret door into closed+locked normal door; doors should be flagged as either locked or closed but not both kicking a locked secret door mustn't yield an open normal door fixes for dipping weapons into potions of oil fix crash triggered when knocking off worn blindfold by applying cursed towel update screen display for vault guard picking up gold from fake corridor Chromatic Dragon was missing appropriate resistances for orange (sleep) and yellow (acid + stoning) dragons when triggering a chest trap, clear the trap flag immediately [bones fodder] when a boulder gets pushed into a pit where a monster is trapped, immediately redisplay the monster after giving messages rings of hunger dropped in sinks should have an effect even if player is blind player #offering a cockatrice corpse must pass a touch check hitting a rust monster with a pick-axe, iron ball, or chain will trigger rust damage to the weapon; ditto for rust traps when wielding such items cosmetic martial arts and bare-handed changes to skill arrays in u_init.c gain or lose weapon skill slots appropriately when polymorph into new person fix crash occuring when self-hit by uncaught boomerang when delivering a pline message during level change, don't display areas of the new level using line-of-sight data from the old one heavy iron balls may be thrown multiple spaces (presumably they roll), restoring old ball behavior get rid of "non-null minvent despite MM_NOINVENT" warning prevent a negative damage adjustment from boosting a target monster's HP give "bashing" message when first attacking something with unconventional wielded items besides just throwing weapons and non-weapon tools when restoring, reset weapon so that "bashing" message can be given again hole traps in bones data shouldn't be marked as unseen when carrying 52 items, don't check shop goods for mergability with invent because it will give false matches, yielding non-gold in slot '#' kicking a cockatrice corpse is now as dangerous as kicking a live cockatrice fix set_apparxy() crash when the Wizard returns via migrating monster list monster wearing armor is protected from disintegration breath like player monster wearing amulet of life saving survives disintegration breath greased helmets will block AD_DRIN attacks get rid of ancient check for welded weapons, which arbitrarily named or didn't name the weapon for no particular reason. levitation: sitting makes you tumble, kicking requires bracing empty bag of tricks won't cause bag of holding to explode prevent "force bolt" from hitting false match on *orc* data.base entry prevent "{wand,scroll,spellbook} of light" from matching "* light" entry non-confused genocide of player should not kill by "genocidal confusion" re-word message for monster grasping already-wielded unicorn horn fix various killer reasons when pushing boulders, make sure current is always top object at its location always clear unpaid items off shop bill when shk is teleported away, even if shk was already angry don't let broken wand of digging create traps at locations which already have traps (prevent it from turning a hole into a pit) don't give messages about unseen objects falling down holes fix to prevent kicked objects which stop on holes/downstairs from becoming unattached from any object list don't let flying creatures set off a rolling boulder trap fix to prevent seeing into a room by kicking an undiscovered locked secret door from outside account for case of monster throwing gem at PC unicorn schedule repair for shop door smashed by big monster update status line for energy used when "you fail to cast the spell correctly" polymorphed character will mimic gold after eating mimic corpse fix relmon panic when bashing weak undead with wielded potion of holy water holy and unholy water can trigger transformation in werecritters call update_inventory() when discovering or undiscovering (call " ") an object fix goto_level panic: if quest leader seals portal, delete portal trap from quest home level as well as from main dungeon's branch level [possible return to quest via 'W' quest artifact] prefix quest leader and/or nemesis name with "the" when appropriate at run-time rather than using hard-coded text in quest.txt fix endgame crash caused by string overflow when formatting priest|minion names dokick.c compiles when WEAPON_SKILLS is disabled burning objects go out when kicked monsters with arms but not legs (salamander, marilith) can't kick knights can't jump while poly'd into anything without legs try harder to get names for corpses of unique monsters right very high dexterity doesn't guarantee a hit for thrown potions and eggs blinding ammo thrown from inside an engulfer can't blind it monsters going through endgame portals arrive in same area as the player instead of ending up at the portal to the next level treat most of the moat on fakewiz levels as outside the special central area, so that falling or wading into the water and auto-teleporting out of it can't strand the character inside the room monsters created by animating a named figurine will inherit that name prevent possible player-controlled creation of unique monsters via tossing statues of such onto statue trap locations activating a statue trap with wand or pick-axe won't discard statue contents cursed non-weapons can't slip when thrown, as it was in 3.1.x don't reveal patron deity of high priests with the 'C' command's prompt two flags structures now, flags and iflags, the latter not saved with the game object name prefix buffer wasn't big enough for biggest possible case negatively enchanted weapons thrown by monsters could do negative damage prevent xorns from phazing through walls on astral level live Wizard won't teleport to your level if he's carrying the Amulet can't use 'C' to give the Wizard a name fix charging for shop goods broken via striking/force bolt prevent disintegration breath from destroying Famine and Pestilence and from triggering impossible("monster with zero hp?") for Death prevent attached ball and/or chain from becoming part of iron golem formed during polypiling (ball & chain movement later accessed freed memory, which either crashed or got "remove_object: obj not on floor" panic) Platform- and/or Interface-Specific Fixes ----------------------------------------- Mac: update `mrecover' Mac: handle `-@' character name suffix for explicitly requesting random role msdos: suppress tiles on rogue level when restoring games that were saved there tty: support group accelerators for PICK_ONE menus tty: after at a yn() prompt, don't blindly accept the character used to get back to the prompt as the yn() result [could trigger impossible("invalid sell response")] Unix+tty: guard against problems with delay_output,TRUE/FALSE macros X11: fix group accelerators and support them for PICK_ONE menus X11: implement tty-style counts for menu selections X11: proper pop-up placement with old-style window managers (eg X11R6 twm) General New Features -------------------- Platform- and/or Interface-Specific New Features ------------------------------------------------